diff --git a/.github/workflows/webassembly.yml b/.github/workflows/webassembly.yml index f9e51680d..c3a392215 100644 --- a/.github/workflows/webassembly.yml +++ b/.github/workflows/webassembly.yml @@ -29,7 +29,7 @@ jobs: - name: Setup emsdk uses: mymindstorm/setup-emsdk@v14 with: - version: 3.1.54 + version: 3.1.71 actions-cache-folder: 'emsdk-cache' - name: Setup Release Version diff --git a/.gitignore b/.gitignore index ce5c63db1..d857bf2d4 100644 --- a/.gitignore +++ b/.gitignore @@ -56,6 +56,9 @@ packages/ *.so.* *.dll +# Emscripten +emsdk + # Ignore wasm data in examples/ examples/**/*.wasm examples/**/*.data @@ -101,6 +104,7 @@ GRTAGS GTAGS # Zig programming language +.zig-cache/ zig-cache/ zig-out/ build/ @@ -109,5 +113,3 @@ docgen_tmp/ # Parser stuff parser/raylib_parser - -.vscode diff --git a/BINDINGS.md b/BINDINGS.md index 275087b82..95aecd085 100644 --- a/BINDINGS.md +++ b/BINDINGS.md @@ -1,162 +1,174 @@ # raylib bindings and wrappers -Some people ported raylib to other languages in form of bindings or wrappers to the library. Here is a list with all the ports available. Feel free to send a PR if you know of any binding/wrapper not in this list. +Some people ported raylib to other languages in the form of bindings or wrappers to the library. Here is a list with all the ports available. Feel free to send a PR if you know of any binding/wrapper not in this list. ### Language Bindings -| name | raylib version | language | license | repo | -|:------------------:|:---------------:|:---------:|:----------:|-----------------------------------------------------------| -| raylib | **5.0** | [C/C++](https://en.wikipedia.org/wiki/C_(programming_language)) | Zlib | https://github.com/raysan5/raylib | -| raylib-beef | **5.0** | [Beef](https://www.beeflang.org/) | MIT | https://github.com/Starpelly/raylib-beef | -| raylib-boo | 3.7 | [Boo](http://boo-language.github.io/)| MIT | https://github.com/Rabios/raylib-boo | -| Raylib-cs | 5.0 | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | Zlib | https://github.com/ChrisDill/Raylib-cs | -| Raylib-CsLo | 4.2 | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | MPL-2.0 | https://github.com/NotNotTech/Raylib-CsLo | -| cl-raylib | 4.0 | [Common Lisp](https://common-lisp.net/) | MIT | https://github.com/longlene/cl-raylib | -| claylib/wrap | 4.5 | [Common Lisp](https://common-lisp.net/) | Zlib | https://github.com/defun-games/claylib | -| claw-raylib | **auto** | [Common Lisp](https://common-lisp.net/) | Apache-2.0 | https://github.com/bohonghuang/claw-raylib | -| chez-raylib | **auto** | [Chez Scheme](https://cisco.github.io/ChezScheme/) | GPLv3 | https://github.com/Yunoinsky/chez-raylib | -| raylib-cr | 4.6-dev (5e1a81) | [Crystal](https://crystal-lang.org/) | Apache-2.0 | https://github.com/sol-vin/raylib-cr | -| ray-cyber | 5.0 | [Cyber](https://cyberscript.dev) | MIT | https://github.com/fubark/ray-cyber | -| raylib-c3 | **5.0** | [C3](https://c3-lang.org/) | Zlib | https://github.com/Its-Kenta/Raylib-C3 | -| dart-raylib | 4.0 | [Dart](https://dart.dev/) | MIT | https://gitlab.com/wolfenrain/dart-raylib | -| bindbc-raylib3 | **5.0** | [D](https://dlang.org/) | BSL-1.0 | https://github.com/o3o/bindbc-raylib3 | -| dray | 4.2 | [D](https://dlang.org/) | Apache-2.0 | https://github.com/redthing1/dray | -| raylib-d | **5.0** | [D](https://dlang.org/) | Zlib | https://github.com/schveiguy/raylib-d | -| dlang_raylib | 4.0 | [D](https://dlang.org) | MPL-2.0 |https://github.com/rc-05/dlang_raylib | -| rayex | 3.7 | [elixir](https://elixir-lang.org/) | Apache-2.0 | https://github.com/shiryel/rayex | -| raylib-factor | 4.5 | [Factor](https://factorcode.org/) | BSD | https://github.com/factor/factor/blob/master/extra/raylib/raylib.factor | -| raylib-freebasic | **5.0** | [FreeBASIC](https://www.freebasic.net/) | MIT | https://github.com/WIITD/raylib-freebasic | -| fortran-raylib | 4.5 | [Fortran](https://fortran-lang.org/) | ISC | https://github.com/interkosmos/fortran-raylib | -| raylib for Pascal | 4.5 | [Object Pascal](https://en.wikipedia.org/wiki/Object_Pascal) | Modified Zlib | https://github.com/tinyBigGAMES/raylib | -| raylib-go | **5.0** | [Go](https://golang.org/) | Zlib | https://github.com/gen2brain/raylib-go | -| raylib-guile | **auto** | [Guile](https://www.gnu.org/software/guile/) | Zlib | https://github.com/petelliott/raylib-guile | -| gforth-raylib | 3.5 | [Gforth](https://gforth.org/) | **???** | https://github.com/ArnautDaniel/gforth-raylib | -| h-raylib | **5.1-dev** | [Haskell](https://haskell.org/) | Apache-2.0 | https://github.com/Anut-py/h-raylib | -| raylib-hx | 4.2 | [Haxe](https://haxe.org/) | Zlib | https://github.com/foreignsasquatch/raylib-hx | -| hb-raylib | 3.5 | [Harbour](https://harbour.github.io) | MIT | https://github.com/MarcosLeonardoMendezGerencir/hb-raylib | -| jaylib | 5.0 | [Janet](https://janet-lang.org/) | MIT | https://github.com/janet-lang/jaylib | -| jaylib | 4.5 | [Java](https://en.wikipedia.org/wiki/Java_(programming_language)) | GPLv3+CE | https://github.com/electronstudio/jaylib/ | -| raylib-j | 4.0 | [Java](https://en.wikipedia.org/wiki/Java_(programming_language)) | Zlib | https://github.com/CreedVI/Raylib-J | -| raylib.jl | 4.2 | [Julia](https://julialang.org/) | Zlib | https://github.com/irishgreencitrus/raylib.jl | -| kaylib | 3.7 | [Kotlin/native](https://kotlinlang.org) | ? | https://github.com/electronstudio/kaylib | -| KaylibKit | 4.5 | [Kotlin/native](https://kotlinlang.org) | Zlib | https://codeberg.org/Kenta/KaylibKit | -| raylib-lua | 4.5 | [Lua](http://www.lua.org/) | ISC | https://github.com/TSnake41/raylib-lua | -| raylua | 4.0 | [Lua](http://www.lua.org/) | MIT | https://github.com/Rabios/raylua | -| raylib-matte | 4.6-dev | [Matte](https://github.com/jcorks/matte/) | MIT | https://github.com/jcorks/raylib-matte | -| nelua-raylib | 4.0 | [nelua](https://nelua.io/) | MIT | https://github.com/AKDev21/nelua-raylib | -| Raylib.nelua | **5.0** | [nelua](https://nelua.io/) | Zlib | https://github.com/AuzFox/Raylib.nelua | -| NimraylibNow! | 4.2 | [Nim](https://nim-lang.org/) | MIT | https://github.com/greenfork/nimraylib_now | -| raylib-bindings | 4.5 | [Ruby](https://www.ruby-lang.org/en/) | Zlib | https://github.com/vaiorabbit/raylib-bindings | -| raylib-Forever | auto | [Nim](https://nim-lang.org/) | ? | https://github.com/Guevara-chan/Raylib-Forever | -| naylib | auto | [Nim](https://nim-lang.org/) | MIT | https://github.com/planetis-m/naylib | -| node-raylib | 4.5 | [Node.js](https://nodejs.org/en/) | Zlib | https://github.com/RobLoach/node-raylib | -| raylib-odin | 5.0 | [Odin](https://odin-lang.org/) | BSD-3Clause | https://github.com/odin-lang/Odin/tree/master/vendor/raylib | -| raylib_odin_bindings | 4.0-dev | [Odin](https://odin-lang.org/) | MIT | https://github.com/Deathbat2190/raylib_odin_bindings | -| raylib-ocaml | **5.0** | [OCaml](https://ocaml.org/) | MIT | https://github.com/tjammer/raylib-ocaml | -| TurboRaylib | 4.5 | [Object Pascal](https://en.wikipedia.org/wiki/Object_Pascal) | MIT | https://github.com/turborium/TurboRaylib | -| Ray4Laz | **5.0** | [Free Pascal](https://en.wikipedia.org/wiki/Free_Pascal)| Zlib | https://github.com/GuvaCode/Ray4Laz | -| Raylib.4.0.Pascal | 4.0 | [Free Pascal](https://en.wikipedia.org/wiki/Free_Pascal)| Zlib | https://github.com/sysrpl/Raylib.4.0.Pascal | -| pyraylib | 3.7 | [Python](https://www.python.org/) | Zlib | https://github.com/Ho011/pyraylib | -| raylib-python-cffi | 4.2 | [Python](https://www.python.org/) | EPL-2.0 | https://github.com/electronstudio/raylib-python-cffi | -| raylibpyctbg | **4.5** | [Python](https://www.python.org/) | MIT | https://github.com/overdev/raylibpyctbg | -| raylib-py | **5.0b1** | [Python](https://www.python.org/) | MIT | https://github.com/overdev/raylib-py | -| raylib-python-ctypes | 4.6-dev | [Python](https://www.python.org/) | MIT | https://github.com/sDos280/raylib-python-ctypes | -| raylib-pkpy-bindings | 4.6-dev | [pocketpy](https://pocketpy.dev/) | MIT | https://github.com/blueloveTH/pkpy-bindings | -| raylib-php | **4.5** | [PHP](https://en.wikipedia.org/wiki/PHP) | Zlib | https://github.com/joseph-montanez/raylib-php | -| raylib-phpcpp | 3.5 | [PHP](https://en.wikipedia.org/wiki/PHP) | Zlib | https://github.com/oraoto/raylib-phpcpp | -| raylibr | 4.0 | [R](https://www.r-project.org) | MIT | https://github.com/jeroenjanssens/raylibr | -| raylib-ffi | 4.5 | [Rust](https://www.rust-lang.org/) | GPLv3 | https://github.com/ewpratten/raylib-ffi | -| raylib-rs | 3.5 | [Rust](https://www.rust-lang.org/) | Zlib | https://github.com/deltaphc/raylib-rs | -| Relib | 3.5 | [ReCT](https://github.com/RedCubeDev-ByteSpace/ReCT) | ? | https://github.com/RedCubeDev-ByteSpace/Relib | -| racket-raylib | 4.0 | [Racket](https://racket-lang.org/) | MIT/Apache-2.0 | https://github.com/eutro/racket-raylib | -| raylib-swift | 4.0 | [Swift](https://swift.org/) | MIT | https://github.com/STREGAsGate/Raylib | -| raylib-scopes | auto | [Scopes](http://scopes.rocks) | MIT | https://github.com/salotz/raylib-scopes | -| raylib-SmallBASIC | 5.0 | [SmallBASIC](https://github.com/smallbasic/SmallBASIC) | GPLv3 | https://github.com/smallbasic/smallbasic.plugins/tree/master/raylib | -| raylib-umka | **4.5** | [Umka](https://github.com/vtereshkov/umka-lang) | Zlib | https://github.com/robloach/raylib-umka | -| raylib.v | 4.2 | [V](https://vlang.io/) | Zlib | https://github.com/irishgreencitrus/raylib.v | -| raylib-vapi | 5.0 | [Vala](https://vala.dev/) | Zlib | https://github.com/lxmcf/raylib-vapi | -| raylib-wren | 4.0 | [Wren](http://wren.io/) | ISC | https://github.com/TSnake41/raylib-wren | -| raylib-zig | 4.6-dev | [Zig](https://ziglang.org/) | MIT | https://github.com/Not-Nik/raylib-zig | -| raylib.zig | 5.1-dev | [Zig](https://ziglang.org/) | MIT | https://github.com/ryupold/raylib.zig | -| hare-raylib | **auto** | [Hare](https://harelang.org/) | Zlib | https://git.sr.ht/~evantj/hare-raylib | -| raylib-sunder | **auto** | [Sunder](https://github.com/ashn-dot-dev/sunder) | 0BSD | https://github.com/ashn-dot-dev/raylib-sunder | -| rayed-bqn | **auto** | [BQN](https://mlochbaum.github.io/BQN/) | MIT | https://github.com/Brian-ED/rayed-bqn | -| rayjs | 4.6-dev | [QuickJS](https://bellard.org/quickjs/) | MIT | https://github.com/mode777/rayjs | -| raylib-raku | **auto** | [Raku](https://www.raku.org/) | Artistic License 2.0 | https://github.com/vushu/raylib-raku | -| Raylib.lean | 4.5 | [Lean4](https://lean-lang.org/) | BSD-3-Clause | https://github.com/KislyjKisel/Raylib.lean | -| Raylib-CSharp-Vinculum | 5.0 | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | MPL-2.0 | https://github.com/ZeroElectric/Raylib-CSharp-Vinculum | -| raylib-cobol | **auto** | [COBOL](https://gnucobol.sourceforge.io) | Public domain | https://codeberg.org/glowiak/raylib-cobol | +| Name | raylib Version | Language | License | +| :--------------------------------------------------------------------------------------- | :--------------: | :------------------------------------------------------------------: | :------------------: | +| [raylib](https://github.com/raysan5/raylib) | **5.5** | [C/C++](https://en.wikipedia.org/wiki/C_(programming_language)) | Zlib | +| [raylib-beef](https://github.com/Starpelly/raylib-beef) | **5.5** | [Beef](https://www.beeflang.org) | MIT | +| [raybit](https://github.com/Alex-Velez/raybit) | **5.0** | [Brainfuck](https://en.wikipedia.org/wiki/Brainfuck) | MIT | +| [raylib-c3](https://github.com/c3lang/vendor/tree/main/libraries/raylib55.c3l) | **5.5** | [C3](https://c3-lang.org) | MIT | +| [Raylib-cs](https://github.com/ChrisDill/Raylib-cs) | **5.5** | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | Zlib | +| [Raylib-CsLo](https://github.com/NotNotTech/Raylib-CsLo) | 4.2 | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | MPL-2.0 | +| [Raylib-CSharp-Vinculum](https://github.com/ZeroElectric/Raylib-CSharp-Vinculum) | **5.0** | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | MPL-2.0 | +| [Raylib-CSharp](https://github.com/MrScautHD/Raylib-CSharp) | **5.1-dev** | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | MIT | +| [cl-raylib](https://github.com/longlene/cl-raylib) | 4.0 | [Common Lisp](https://common-lisp.net) | MIT | +| [claylib/wrap](https://github.com/defun-games/claylib) | 4.5 | [Common Lisp](https://common-lisp.net) | Zlib | +| [claw-raylib](https://github.com/bohonghuang/claw-raylib) | **auto** | [Common Lisp](https://common-lisp.net) | Apache-2.0 | +| [chez-raylib](https://github.com/Yunoinsky/chez-raylib) | **auto** | [Chez Scheme](https://cisco.github.io/ChezScheme) | GPLv3 | +| [CLIPSraylib](https://github.com/mrryanjohnston/CLIPSraylib) | **auto** | [CLIPS](https://www.clipsrules.net/) | MIT | +| [raylib-cr](https://github.com/sol-vin/raylib-cr) | 4.6-dev (5e1a81) | [Crystal](https://crystal-lang.org) | Apache-2.0 | +| [ray-cyber](https://github.com/fubark/ray-cyber) | **5.0** | [Cyber](https://cyberscript.dev) | MIT | +| [dart-raylib](https://gitlab.com/wolfenrain/dart-raylib) | 4.0 | [Dart](https://dart.dev) | MIT | +| [bindbc-raylib3](https://github.com/o3o/bindbc-raylib3) | **5.0** | [D](https://dlang.org) | BSL-1.0 | +| [dray](https://github.com/redthing1/dray) | **5.0** | [D](https://dlang.org) | Apache-2.0 | +| [raylib-d](https://github.com/schveiguy/raylib-d) | **5.5** | [D](https://dlang.org) | Zlib | +| [rayex](https://github.com/shiryel/rayex) | 3.7 | [elixir](https://elixir-lang.org) | Apache-2.0 | +| [raylib-factor](https://github.com/factor/factor/blob/master/extra/raylib/raylib.factor) | 4.5 | [Factor](https://factorcode.org) | BSD | +| [raylib-freebasic](https://github.com/WIITD/raylib-freebasic) | **5.0** | [FreeBASIC](https://www.freebasic.net) | MIT | +| [fortran-raylib](https://github.com/interkosmos/fortran-raylib) | **5.5** | [Fortran](https://fortran-lang.org) | ISC | +| [raylib-go](https://github.com/gen2brain/raylib-go) | **5.5** | [Go](https://golang.org) | Zlib | +| [raylib-guile](https://github.com/petelliott/raylib-guile) | **auto** | [Guile](https://www.gnu.org/software/guile) | Zlib | +| [gforth-raylib](https://github.com/ArnautDaniel/gforth-raylib) | 3.5 | [Gforth](https://gforth.org) | **???** | +| [h-raylib](https://github.com/Anut-py/h-raylib) | **5.5-dev** | [Haskell](https://haskell.org) | Apache-2.0 | +| [raylib-hx](https://github.com/foreignsasquatch/raylib-hx) | 4.2 | [Haxe](https://haxe.org) | Zlib | +| [hb-raylib](https://github.com/MarcosLeonardoMendezGerencir/hb-raylib) | 3.5 | [Harbour](https://harbour.github.io) | MIT | +| [jaylib](https://github.com/janet-lang/jaylib) | **5.0** | [Janet](https://janet-lang.org) | MIT | +| [jaylib](https://github.com/electronstudio/jaylib/) | **5.5** | [Java](https://en.wikipedia.org/wiki/Java_(programming_language)) | GPLv3+CE | +| [raylib-j](https://github.com/CreedVI/Raylib-J) | 4.0 | [Java](https://en.wikipedia.org/wiki/Java_(programming_language)) | Zlib | +| [Raylib.jl](https://github.com/chengchingwen/Raylib.jl) | 4.2 | [Julia](https://julialang.org) | Zlib | +| [kaylib](https://github.com/electronstudio/kaylib) | 3.7 | [Kotlin/native](https://kotlinlang.org) | **???** | +| [KaylibKit](https://codeberg.org/Kenta/KaylibKit) | 4.5 | [Kotlin/native](https://kotlinlang.org) | Zlib | +| [raylib-lua](https://github.com/TSnake41/raylib-lua) | 5.0 | [Lua](http://www.lua.org) | ISC | +| [raylib-lua-bindings (WIP)](https://github.com/legendaryredfox/raylib-lua-bindings) | 5.5 | [Lua](http://www.lua.org) | ISC | +| [ReiLua](https://github.com/nullstare/ReiLua) | 5.5 | [Lua](http://www.lua.org) | MIT | +| [raylib-lua-sol](https://github.com/RobLoach/raylib-lua-sol) | 5.5 | [Lua](http://www.lua.org) | Zlib | +| [raylib-luajit](https://github.com/homma/raylib-luajit) | 5.5 | [Lua](http://www.lua.org) | MIT | +| [raylib-luajit-generated](https://github.com/james2doyle/raylib-luajit-generated) | 5.5 | [Lua](http://www.lua.org) | MIT | +| [raylib-matte](https://github.com/jcorks/raylib-matte) | 4.6-dev | [Matte](https://github.com/jcorks/matte) | **???** | +| [Raylib.nelua](https://github.com/AuzFox/Raylib.nelua) | **5.5** | [nelua](https://nelua.io) | Zlib | +| [raylib-bindings](https://github.com/vaiorabbit/raylib-bindings) | 5.6-dev | [Ruby](https://www.ruby-lang.org/en) | Zlib | +| [naylib](https://github.com/planetis-m/naylib) | **5.6-dev** | [Nim](https://nim-lang.org) | MIT | +| [node-raylib](https://github.com/RobLoach/node-raylib) | 4.5 | [Node.js](https://nodejs.org/en) | Zlib | +| [raylib-odin](https://github.com/odin-lang/Odin/tree/master/vendor/raylib) | **5.5** | [Odin](https://odin-lang.org) | BSD-3Clause | +| [raylib_odin_bindings](https://github.com/Deathbat2190/raylib_odin_bindings) | 4.0-dev | [Odin](https://odin-lang.org) | MIT | +| [raylib-ocaml](https://github.com/tjammer/raylib-ocaml) | **5.0** | [OCaml](https://ocaml.org) | MIT | +| [TurboRaylib](https://github.com/turborium/TurboRaylib) | 4.5 | [Object Pascal](https://en.wikipedia.org/wiki/Object_Pascal) | MIT | +| [Ray4Laz](https://github.com/GuvaCode/Ray4Laz) | **5.5** | [Free Pascal](https://en.wikipedia.org/wiki/Free_Pascal) | Zlib | +| [Raylib.4.0.Pascal](https://github.com/sysrpl/Raylib.4.0.Pascal) | 4.0 | [Free Pascal](https://en.wikipedia.org/wiki/Free_Pascal) | Zlib | +| [pyraylib](https://github.com/Ho011/pyraylib) | 3.7 | [Python](https://www.python.org) | Zlib | +| [raylib-python-cffi](https://github.com/electronstudio/raylib-python-cffi) | **5.5** | [Python](https://www.python.org) | EPL-2.0 | +| [raylibpyctbg](https://github.com/overdev/raylibpyctbg) | 5.5 | [Python](https://www.python.org) | MIT | +| [raylib-py](https://github.com/overdev/raylib-py) | 5.5 | [Python](https://www.python.org) | MIT | +| [raylib-python-ctypes](https://github.com/sDos280/raylib-python-ctypes) | 4.6-dev | [Python](https://www.python.org) | MIT | +| [raylib-pkpy-bindings](https://github.com/blueloveTH/pkpy-bindings) | 5.1-dev | [pocketpy](https://pocketpy.dev) | MIT | +| [raylib-php](https://github.com/joseph-montanez/raylib-php) | 4.5 | [PHP](https://en.wikipedia.org/wiki/PHP) | Zlib | +| [raylib-phpcpp](https://github.com/oraoto/raylib-phpcpp) | 3.5 | [PHP](https://en.wikipedia.org/wiki/PHP) | Zlib | +| [raylibr](https://github.com/jeroenjanssens/raylibr) | 4.0 | [R](https://www.r-project.org) | MIT | +| [raylib-ffi](https://github.com/ewpratten/raylib-ffi) | 5.5 | [Rust](https://www.rust-lang.org) | GPLv3 | +| [raylib-rs](https://github.com/raylib-rs/raylib-rs) | **5.5** | [Rust](https://www.rust-lang.org) | Zlib | +| [raylib-ruby](https://github.com/wilsonsilva/raylib-ruby) | 4.5 | [Ruby](https://www.ruby-lang.org) | Zlib | +| [Relib](https://github.com/RedCubeDev-ByteSpace/Relib) | 3.5 | [ReCT](https://github.com/RedCubeDev-ByteSpace/ReCT) | **???** | +| [racket-raylib](https://github.com/eutro/racket-raylib) | 4.0 | [Racket](https://racket-lang.org) | MIT/Apache-2.0 | +| [raylib-swift](https://github.com/STREGAsGate/Raylib) | 4.0 | [Swift](https://swift.org) | MIT | +| [raylib-scopes](https://github.com/salotz/raylib-scopes) | auto | [Scopes](http://scopes.rocks) | MIT | +| [raylib-SmallBASIC](https://github.com/smallbasic/smallbasic.plugins/tree/master/raylib) | **5.5** | [SmallBASIC](https://github.com/smallbasic/SmallBASIC) | GPLv3 | +| [raylib-umka](https://github.com/robloach/raylib-umka) | 4.5 | [Umka](https://github.com/vtereshkov/umka-lang) | Zlib | +| [raylib-v](https://github.com/vlang/raylib) | 5.5 | [V](https://vlang.io) | MIT/Unlicense | +| [raylib.v](https://github.com/irishgreencitrus/raylib.v) | 4.2 | [V](https://vlang.io) | Zlib | +| [raylib-vapi](https://github.com/lxmcf/raylib-vapi) | **5.0** | [Vala](https://vala.dev) | Zlib | +| [raylib-wren](https://github.com/TSnake41/raylib-wren) | 4.5 | [Wren](http://wren.io) | ISC | +| [raylib-zig](https://github.com/Not-Nik/raylib-zig) | **5.5** | [Zig](https://ziglang.org) | MIT | +| [raylib.zig](https://github.com/ryupold/raylib.zig) | **5.1-dev** | [Zig](https://ziglang.org) | MIT | +| [raylib-zig-bindings](https://github.com/L-Briand/raylib-zig-bindings) | **5.0** | [Zig](https://ziglang.org) | Zlib | +| [hare-raylib](https://git.sr.ht/~evantj/hare-raylib) | **auto** | [Hare](https://harelang.org) | Zlib | +| [raylib-sunder](https://github.com/ashn-dot-dev/raylib-sunder) | **auto** | [Sunder](https://github.com/ashn-dot-dev/sunder) | 0BSD | +| [raylib-bqn](https://github.com/Brian-ED/raylib-bqn) | **5.0** | [BQN](https://mlochbaum.github.io/BQN) | MIT | +| [rayjs](https://github.com/mode777/rayjs) | 4.6-dev | [QuickJS](https://bellard.org/quickjs) | MIT | +| [raylib-raku](https://github.com/vushu/raylib-raku) | **auto** | [Raku](https://www.raku.org) | Artistic License 2.0 | +| [Raylib.lean](https://github.com/KislyjKisel/Raylib.lean) | **5.5-dev** | [Lean4](https://lean-lang.org) | BSD-3-Clause | +| [raylib-cobol](https://codeberg.org/glowiak/raylib-cobol) | **auto** | [COBOL](https://gnucobol.sourceforge.io) | Public domain | +| [raylib-apl](https://github.com/Brian-ED/raylib-apl) | **5.0** | [Dyalog APL](https://www.dyalog.com/) | MIT | +| [raylib-jai](https://github.com/ahmedqarmout2/raylib-jai) | **5.5** | [Jai](https://github.com/BSVino/JaiPrimer/blob/master/JaiPrimer.md) | MIT | +| [fnl-raylib](https://github.com/0riginaln0/fnl-raylib) | **5.5** | [Fennel](https://fennel-lang.org/) | MIT | ### Utility Wrapers -These are utility wrappers for specific languages, they are not required to use raylib in the language but may adapt the raylib API to be more inline with the language's pardigm. -| name | raylib version | language | license | repo | -|:------------------:|:-------------: | :--------:|:-------:|:-------------------------------------------------------------| -| raylib-cpp | **5.0** | [C++](https://en.wikipedia.org/wiki/C%2B%2B) | Zlib | https://github.com/robloach/raylib-cpp | -| claylib | **4.5** | [Common Lisp](https://common-lisp.net/) | Zlib | https://github.com/defun-games/claylib | + +These are utility wrappers for specific languages, they are not required to use raylib in the language but may adapt the raylib API to be more inline with the language's paradigm. +| Name | raylib Version | Language | License | +| ---------------------------------------------------- | :------------: | :------------------------------------------: | :-----: | +| [raylib-cpp](https://github.com/robloach/raylib-cpp) | **5.5** | [C++](https://en.wikipedia.org/wiki/C%2B%2B) | Zlib | +| [claylib](https://github.com/defun-games/claylib) | 4.5 | [Common Lisp](https://common-lisp.net) | Zlib | +| [rayed-bqn](https://github.com/Brian-ED/rayed-bqn) | **5.0** | [BQN](https://mlochbaum.github.io/BQN) | MIT | +| [DOOR](https://github.com/RealDoigt/DOOR) | 4.0 | [D](https://dlang.org) | MIT | ### Older or Unmaintained Language Bindings -These are older raylib bindings that are more than 2 versions old or have not been maintained. -| name | raylib version | language | repo | -|:------------------:|:-------------: | :--------:|----------------------------------------------------------------------| -| raylib-cppsharp | 2.5 | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | https://github.com/phxvyper/raylib-cppsharp | -| RaylibFS | 2.5 | [F#](https://fsharp.org/) | https://github.com/dallinbeutler/RaylibFS | -| raylib_d | 2.5 | [D](https://dlang.org/) | https://github.com/Sepheus/raylib_d | -| bindbc-raylib | 3.0 | [D](https://dlang.org/) | https://github.com/o3o/bindbc-raylib | -| go-raylib | 3.5 | [Go](https://golang.org/) | https://github.com/chunqian/go-raylib | -| raylib-goplus | 2.6-dev | [Go](https://golang.org/) | https://github.com/Lachee/raylib-goplus | -| ray-go | 2.6-dev | [Go](https://golang.org/) | https://github.com/hecate-tech/ray-go | -| raylib-luamore | 3.0 | [Lua](http://www.lua.org/) | https://github.com/HDPLocust/raylib-luamore | -| LuaJIT-Raylib | 2.6 | [Lua](http://www.lua.org/) | https://github.com/Bambofy/LuaJIT-Raylib | -| raylib-lua-sol | 2.5 | [Lua](http://www.lua.org/) | https://github.com/RobLoach/raylib-lua-sol | -| raylib-lua-ffi | 2.0 | [Lua](http://www.lua.org/) | https://github.com/raysan5/raylib/issues/693 | -| raylib-lua | 1.7 | [Lua](http://www.lua.org/) | https://github.com/raysan5/raylib-lua | -| raylib-nelua | 3.0 | [Nelua](https://nelua.io/) | https://github.com/Andre-LA/raylib-nelua | -| raylib-nim | 2.0 | [Nim](https://nim-lang.org/) | https://github.com/Skrylar/raylib-nim | -| raylib-Nim | 1.7 | [Nim](https://nim-lang.org/) | https://gitlab.com/define-private-public/raylib-Nim | -| nim-raylib | 3.1-dev | [Nim](https://nim-lang.org/) | https://github.com/tomc1998/nim-raylib | -| raylib-haskell | 2.0 | [Haskell](https://www.haskell.org/) | https://github.com/DevJac/raylib-haskell | -| raylib-cr | 2.5-dev | [Crystal](https://crystal-lang.org/) | https://github.com/AregevDev/raylib-cr | -| raylib.cr | 2.0 | [Crystal](https://crystal-lang.org/) | https://github.com/sam0x17/raylib.cr | -| cray | 1.8 | [Crystal](https://crystal-lang.org/) | https://gitlab.com/Zatherz/cray | -| raylib-pas | 3.0 | [Pascal](https://en.wikipedia.org/wiki/Pascal_(programming_language)) | https://github.com/tazdij/raylib-pas | -| raylib-pascal | 2.0 | [Pascal](https://en.wikipedia.org/wiki/Pascal_(programming_language)) | https://github.com/drezgames/raylib-pascal | -| Graphics-Raylib | 1.4 | [Perl](https://www.perl.org/) | https://github.com/athreef/Graphics-Raylib | -| raylib-ruby | 2.6 | [Ruby](https://www.ruby-lang.org/en/) | https://github.com/a0/raylib-ruby | -| raylib-ruby-ffi | 2.0 | [Ruby](https://www.ruby-lang.org/en/) | https://github.com/D3nX/raylib-ruby-ffi | -| raylib-mruby | 2.5-dev | [mruby](https://github.com/mruby/mruby) | https://github.com/lihaochen910/raylib-mruby | -| raylib-java | 2.0 | [Java](https://en.wikipedia.org/wiki/Java_(programming_language)) | https://github.com/XoanaIO/raylib-java | -| clj-raylib | 3.0 | [Clojure](https://clojure.org/) | https://github.com/lsevero/clj-raylib | -| QuickJS-raylib | 3.0 | [QuickJS](https://bellard.org/quickjs/) | https://github.com/sntg-p/QuickJS-raylib | -| raylib-duktape | 2.6 | [JavaScript (Duktape)](https://en.wikipedia.org/wiki/JavaScript) | https://github.com/RobLoach/raylib-duktape | -| raylib-v7 | 3.5 | [JavaScript (v7)](https://en.wikipedia.org/wiki/JavaScript) | https://github.com/Rabios/raylib-v7 | -| raylib-chaiscript | 2.6 | [ChaiScript](http://chaiscript.com/) | https://github.com/RobLoach/raylib-chaiscript | -| raylib-squirrel | 2.5 | [Squirrel](http://www.squirrel-lang.org/) | https://github.com/RobLoach/raylib-squirrel | -| racket-raylib-2d | 2.5 | [Racket](https://racket-lang.org/) | https://github.com/arvyy/racket-raylib-2d | -| raylib-php-ffi | 2.4-dev | [PHP](https://en.wikipedia.org/wiki/PHP) | https://github.com/oraoto/raylib-php-ffi | -| raylib-haxe | 2.4 | [Haxe](https://haxe.org/) | https://github.com/ibilon/raylib-haxe | -| ringraylib | 2.6 | [Ring](http://ring-lang.sourceforge.net/) | https://github.com/ringpackages/ringraylib | -| raylib-scm | 2.5 | [Chicken Scheme](https://www.call-cc.org/) | https://github.com/yashrk/raylib-scm | -| raylib-chibi | 2.5 | [Chibi-Scheme](https://github.com/ashinn/chibi-scheme) | https://github.com/VincentToups/raylib-chibi | -| raylib-gambit-scheme | 3.1-dev | [Gambit Scheme](https://github.com/gambit/gambit) | https://github.com/georgjz/raylib-gambit-scheme | -| Euraylib | 3.0 | [Euphoria](https://openeuphoria.org/) | https://github.com/gAndy50/Euraylib | -| raylib-odin | 3.0 | [Odin](https://odin-lang.org/) | https://github.com/kevinw/raylib-odin | -| vraylib | 3.5 | [V](https://vlang.io/) | https://github.com/waotzi/vraylib | -| raylib-vala | 3.0 | [Vala](https://wiki.gnome.org/Projects/Vala) | https://code.guddler.uk/mart/raylibVapi | -| raylib-jai | 3.1-dev | [Jai](https://github.com/BSVino/JaiPrimer/blob/master/JaiPrimer.md) | https://github.com/kujukuju/raylib-jai | -| ray.zig | 2.5 | [Zig](https://ziglang.org/) | https://github.com/BitPuffin/zig-raylib-experiments | -| raylib-Ada | 3.0 | [Ada](https://www.adacore.com/about-ada) | https://github.com/mimo/raylib-Ada | -| raykit | ? | [Kit](https://www.kitlang.org/) | https://github.com/Gamerfiend/raykit | -| ray.mod | 3.0 | [BlitzMax](https://blitzmax.org/) | https://github.com/bmx-ng/ray.mod | -| raylib-mosaic | 3.0 | [Mosaic](https://github.com/sal55/langs/tree/master/Mosaic) | https://github.com/pluckyporcupine/raylib-mosaic | -| raylib-xdpw | 2.6 | [XD Pascal](https://github.com/vtereshkov/xdpw) | https://github.com/vtereshkov/raylib-xdpw | -| raylib-carp | 3.0 | [Carp](https://github.com/carp-lang/Carp) | https://github.com/pluckyporcupine/raylib-carp | -| raylib-fb | 3.0 | [FreeBasic](https://www.freebasic.net/) | https://github.com/IchMagBier/raylib-fb | -| raylib-purebasic | 3.0 | [PureBasic](https://www.purebasic.com/) | https://github.com/D-a-n-i-l-o/raylib-purebasic | -| raylib-ats2 | 3.0 | [ATS2](http://www.ats-lang.org/) | https://github.com/mephistopheles-8/raylib-ats2 | -| raylib-beef | 3.0 | [Beef](https://www.beeflang.org/) | https://github.com/M0n7y5/raylib-beef | -| raylib-never | 3.0 | [Never](https://github.com/never-lang/never) | https://github.com/never-lang/raylib-never | -| raylib.cbl | 2.0 | [COBOL](https://en.wikipedia.org/wiki/COBOL) | *[code examples](https://github.com/Martinfx/Cobol/tree/master/OpenCobol/Games/raylib)* | +These are older raylib bindings that are more than 2 versions old or have not been maintained. +| Name | raylib Version | Language | +| ---------------------------------------------------------------------------------- | :------------: | :---------------------------------------------------------------------: | +| [raylib-cppsharp](https://github.com/phxvyper/raylib-cppsharp) | 2.5 | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | +| [RaylibFS](https://github.com/dallinbeutler/RaylibFS) | 2.5 | [F#](https://fsharp.org) | +| [raylib\*d](https://github.com/Sepheus/raylib_d) | 2.5 | [D](https://dlang.org) | +| [bindbc-raylib](https://github.com/o3o/bindbc-raylib) | 3.0 | [D](https://dlang.org) | +| [go-raylib](https://github.com/chunqian/go-raylib) | 3.5 | [Go](https://golang.org) | +| [raylib-goplus](https://github.com/Lachee/raylib-goplus) | 2.6-dev | [Go](https://golang.org) | +| [ray-go](https://github.com/hecate-tech/ray-go) | 2.6-dev | [Go](https://golang.org) | +| [raylib-luamore](https://github.com/HDPLocust/raylib-luamore) | 3.0 | [Lua](http://www.lua.org) | +| [LuaJIT-Raylib](https://github.com/Bambofy/LuaJIT-Raylib) | 2.6 | [Lua](http://www.lua.org) | +| [raylib-lua-sol](https://github.com/RobLoach/raylib-lua-sol) | 2.5 | [Lua](http://www.lua.org) | +| [raylib-lua-ffi](https://github.com/raysan5/raylib/issues/693) | 2.0 | [Lua](http://www.lua.org) | +| [raylib-lua](https://github.com/raysan5/raylib-lua) | 1.7 | [Lua](http://www.lua.org) | +| [raylib-nelua](https://github.com/Andre-LA/raylib-nelua) | 3.0 | [Nelua](https://nelua.io) | +| [raylib-nim](https://github.com/Skrylar/raylib-nim) | 2.0 | [Nim](https://nim-lang.org) | +| [raylib-Nim](https://gitlab.com/define-private-public/raylib-Nim) | 1.7 | [Nim](https://nim-lang.org) | +| [nim-raylib](https://github.com/tomc1998/nim-raylib) | 3.1-dev | [Nim](https://nim-lang.org) | +| [raylib-Forever](https://github.com/Guevara-chan/Raylib-Forever) | auto | [Nim](https://nim-lang.org) | +| [NimraylibNow!](https://github.com/greenfork/nimraylib_now) | 4.2 | [Nim](https://nim-lang.org) | +| [raylib-haskell](https://github.com/DevJac/raylib-haskell) | 2.0 | [Haskell](https://www.haskell.org) | +| [raylib-cr](https://github.com/AregevDev/raylib-cr) | 2.5-dev | [Crystal](https://crystal-lang.org) | +| [raylib.cr](https://github.com/sam0x17/raylib.cr) | 2.0 | [Crystal](https://crystal-lang.org) | +| [cray](https://gitlab.com/Zatherz/cray) | 1.8 | [Crystal](https://crystal-lang.org) | +| [raylib-pas](https://github.com/tazdij/raylib-pas) | 3.0 | [Pascal](https://en.wikipedia.org/wiki/Pascal*(programming*language)) | +| [raylib-pascal](https://github.com/drezgames/raylib-pascal) | 2.0 | [Pascal](https://en.wikipedia.org/wiki/Pascal*(programming*language)) | +| [Graphics-Raylib](https://github.com/athreef/Graphics-Raylib) | 1.4 | [Perl](https://www.perl.org) | +| [raylib-ruby](https://github.com/a0/raylib-ruby) | 2.6 | [Ruby](https://www.ruby-lang.org/en) | +| [raylib-ruby-ffi](https://github.com/D3nX/raylib-ruby-ffi) | 2.0 | [Ruby](https://www.ruby-lang.org/en) | +| [raylib-mruby](https://github.com/lihaochen910/raylib-mruby) | 2.5-dev | [mruby](https://github.com/mruby/mruby) | +| [raylib-java](https://github.com/XoanaIO/raylib-java) | 2.0 | [Java](https://en.wikipedia.org/wiki/Java*(programming_language)) | +| [clj-raylib](https://github.com/lsevero/clj-raylib) | 3.0 | [Clojure](https://clojure.org) | +| [QuickJS-raylib](https://github.com/sntg-p/QuickJS-raylib) | 3.0 | [QuickJS](https://bellard.org/quickjs) | +| [raylib-duktape](https://github.com/RobLoach/raylib-duktape) | 2.6 | [JavaScript (Duktape)](https://en.wikipedia.org/wiki/JavaScript) | +| [raylib-v7](https://github.com/Rabios/raylib-v7) | 3.5 | [JavaScript (v7)](https://en.wikipedia.org/wiki/JavaScript) | +| [raylib-chaiscript](https://github.com/RobLoach/raylib-chaiscript) | 2.6 | [ChaiScript](http://chaiscript.com) | +| [raylib-squirrel](https://github.com/RobLoach/raylib-squirrel) | 2.5 | [Squirrel](http://www.squirrel-lang.org) | +| [racket-raylib-2d](https://github.com/arvyy/racket-raylib-2d) | 2.5 | [Racket](https://racket-lang.org) | +| [raylib-php-ffi](https://github.com/oraoto/raylib-php-ffi) | 2.4-dev | [PHP](https://en.wikipedia.org/wiki/PHP) | +| [raylib-haxe](https://github.com/ibilon/raylib-haxe) | 2.4 | [Haxe](https://haxe.org) | +| [ringraylib](https://github.com/ringpackages/ringraylib) | 2.6 | [Ring](http://ring-lang.sourceforge.net) | +| [raylib-scm](https://github.com/yashrk/raylib-scm) | 2.5 | [Chicken Scheme](https://www.call-cc.org) | +| [raylib-chibi](https://github.com/VincentToups/raylib-chibi) | 2.5 | [Chibi-Scheme](https://github.com/ashinn/chibi-scheme) | +| [raylib-gambit-scheme](https://github.com/georgjz/raylib-gambit-scheme) | 3.1-dev | [Gambit Scheme](https://github.com/gambit/gambit) | +| [Euraylib](https://github.com/gAndy50/Euraylib) | 3.0 | [Euphoria](https://openeuphoria.org) | +| [raylib-odin](https://github.com/kevinw/raylib-odin) | 3.0 | [Odin](https://odin-lang.org) | +| [vraylib](https://github.com/waotzi/vraylib) | 3.5 | [V](https://vlang.io) | +| [raylib-vala](https://code.guddler.uk/mart/raylibVapi) | 3.0 | [Vala](https://wiki.gnome.org/Projects/Vala) | +| [raylib-jai](https://github.com/kujukuju/raylib-jai) | 3.1-dev | [Jai](https://github.com/BSVino/JaiPrimer/blob/master/JaiPrimer.md) | +| [ray.zig](https://github.com/BitPuffin/zig-raylib-experiments) | 2.5 | [Zig](https://ziglang.org) | +| [raylib-Ada](https://github.com/mimo/raylib-Ada) | 3.0 | [Ada](https://www.adacore.com/about-ada) | +| [raykit](https://github.com/Gamerfiend/raykit) | **???** | [Kit](https://www.kitlang.org) | +| [ray.mod](https://github.com/bmx-ng/ray.mod) | 3.0 | [BlitzMax](https://blitzmax.org) | +| [raylib-mosaic](https://github.com/pluckyporcupine/raylib-mosaic) | 3.0 | [Mosaic](https://github.com/sal55/langs/tree/master/Mosaic) | +| [raylib-xdpw](https://github.com/vtereshkov/raylib-xdpw) | 2.6 | [XD Pascal](https://github.com/vtereshkov/xdpw) | +| [raylib-carp](https://github.com/sacredbirdman/raylib-carp) | 3.0 | [Carp](https://github.com/carp-lang/Carp) | +| [raylib-fb](https://github.com/IchMagBier/raylib-fb) | 3.0 | [FreeBasic](https://www.freebasic.net) | +| [raylib-purebasic](https://github.com/D-a-n-i-l-o/raylib-purebasic) | 3.0 | [PureBasic](https://www.purebasic.com) | +| [raylib-ats2](https://github.com/mephistopheles-8/raylib-ats2) | 3.0 | [ATS2](http://www.ats-lang.org) | +| [raylib-beef](https://github.com/M0n7y5/raylib-beef) | 3.0 | [Beef](https://www.beeflang.org) | +| [raylib-never](https://github.com/never-lang/raylib-never) | 3.0 | [Never](https://github.com/never-lang/never) | +| [raylib.cbl](https://github.com/Martinfx/Cobol/tree/master/OpenCobol/Games/raylib) | 2.0 | [COBOL](https://en.wikipedia.org/wiki/COBOL) | Missing some language or wrapper? Feel free to create a new one! :) diff --git a/CHANGELOG b/CHANGELOG index 77df794db..4b7e92830 100644 --- a/CHANGELOG +++ b/CHANGELOG @@ -1,7 +1,478 @@ changelog --------- -Current Release: raylib 5.0 (18 November 2023) +Current Release: raylib 5.5 (18 November 2024) + +------------------------------------------------------------------------- +Release: raylib 5.5 (18 November 2024) +------------------------------------------------------------------------- +KEY CHANGES: + - New tool: raylib project creator + - New rcore backends: RGFW and SDL3 + - New platforms supported: Dreamcast, N64, PSP, PSVita, PS4 + - Added GPU Skinning support (all platforms and GL versions) + - Added raymath C++ operators + +Detailed changes: + +WIP: Last update with commit from 02-Nov-2024 + +[rcore] ADDED: Working directory info at initialization by @Ray +[rcore] ADDED: `GetClipboardImage()`, supported by multiple backends (#4459) by @evertonse +[rcore] ADDED: `MakeDirectory()`, supporting recursive directory creation by @Ray +[rcore] ADDED: `ComputeSHA1()` (#4390) by @Anthony Carbajal +[rcore] ADDED: `ComputeCRC32()` and `ComputeMD5()` by @Ray +[rcore] ADDED: `GetKeyName()` (#4161) by @MrScautHD +[rcore] ADDED: `IsFileNameValid()` by @Ray +[rcore] ADDED: `GetViewRay()`, viewport independent raycast (#3709) by @Luís Almeida +[rcore] RENAMED: `GetMouseRay()` to `GetScreenToWorldRay()` (#3830) by @Ray +[rcore] RENAMED: `GetViewRay()` to `GetScreenToWorldRayEx()` (#3830) by @Ray +[rcore] REVIEWED: `GetApplicationDirectory()` for FreeBSD (#4318) by @base +[rcore] REVIEWED: `LoadDirectoryFilesEx()`/`ScanDirectoryFiles()`, support directory on filter (#4302) by @foxblock +[rcore] REVIEWED: Update comments on fullscreen and boderless window to describe what they do (#4280) by @Jeffery Myers +[rcore] REVIEWED: Correct processing of mouse wheel on Automation events #4263 by @Ray +[rcore] REVIEWED: Fix gamepad axis movement and its automation event recording (#4184) by @maxmutant +[rcore] REVIEWED: Do not set RL_TEXTURE_FILTER_LINEAR when high dpi flag is enabled (#4189) by @Dave Green +[rcore] REVIEWED: `GetScreenWidth()`/`GetScreenHeight()` (#4074) by @Anthony Carbajal +[rcore] REVIEWED: Initial window dimensions checks (#3950) by @Christian Haas +[rcore] REVIEWED: Set default init values for random #3954 by @Ray +[rcore] REVIEWED: Window positioning, avoid out-of-screen window-bar by @Ray +[rcore] REVIEWED: Fix framerate recording for .gif (#3894) by @Rob Loach +[rcore] REVIEWED: Screen space related functions consistency (#3830) by @aiafrasinei +[rcore] REVIEWED: `GetFileNameWithoutExt()` (#3771) by @oblerion +[rcore] REVIEWED: `GetWindowScaleDPI()`, simplified (#3701) by @Karl Zylinski +[rcore] REVIEWED: `UnloadAutomationEventList()` (#3658) by @Antonis Geralis +[rcore] REVIEWED: Flip VR screens (#3633) by @Matthew Oros +[rcore] REVIEWED: Remove unused vScreenCenter (#3632) by @Matthew Oros +[rcore] REVIEWED: `LoadRandomSequence()`, issue in sequence generation #3612 by @Ray +[rcore] REVIEWED: `IsMouseButtonUp()` (#3609) by @Kenneth M +[rcore] REVIEWED: Fix typos in src/platforms/rcore_*.c (#3581) by @RadsammyT +[rcore] REVIEWED: `ExportDataAsCode()`, change sanitization check (#3837) by @Laurentino Luna +[rcore] REVIEWED: `ExportDataAsCode()`, add little sanitization to indentifier names (#3832) by @4rk +[rcore] REVIEWED: `GetScreenWidth()`/`GetScreenHeight()` align with all platforms (#4451) by @Arche Washi +[rcore] REVIEWED: `SetGamepadVibration()`, added duration parameter (#4410) by @Asdqwe -WARNING- +[rcore] REVIEWED: `GetGamepadAxisMovement()`, fix #4405 (#4420) by @Asdqwe +[rcore] REVIEWED: `GetGestureHoldDuration()` comments by @Ray +[rcore][rlgl] REVIEWED: Fix scale issues when ending a view mode (#3746) by @Jeffery Myers +[rcore][GLFW] REVIEWED: Keep CORE.Window.position properly in sync with glfw window position (#4190) by @Dave Green +[rcore][GLFW] REVIEWED: Set AUTO_ICONIFY flag to false per default (#4188) by @Dave Green +[rcore][GLFW] REVIEWED: `InitPlatform()`, add workaround for NetBSD (#4139) by @NishiOwO +[rcore][GLFW] REVIEWED: Fix window not initializing on primary monitor (#3923) by @Rafael Bordoni +[rcore][GLFW] REVIEWED: Set relative mouse mode when the cursor is disabled (#3874) by @Jeffery Myers +[rcore][GLFW] REVIEWED: Remove GLFW mouse passthrough hack and increase GLFW version in CMake (#3852) by @Alexandre Almeida +[rcore][GLFW] REVIEWED: Updated GLFW to 3.4 (#3827) by @Alexandre Almeida +[rcore][GLFW] REVIEWED: Feature test macros before include (#3737) by @John +[rcore][GLFW] REVIEWED: Fix inconsistent dll linkage warning on windows (#4447) by @Jeffery Myers +[rcore][Web] ADDED: `SetWindowOpacity()` implementation (#4403) by @Asdqwe +[rcore][Web] ADDED: `MaximizeWindow()` and `RestoreWindow()` implementations (#4397) by @Asdqwe +[rcore][Web] ADDED: `ToggleFullscreen()` implementation (#3634) by @ubkp +[rcore][Web] ADDED: `GetWindowPosition()` implementation (#3637) by @ubkp +[rcore][Web] ADDED: `ToggleBorderlessWindowed()` implementation (#3622) by @ubkp +[rcore][Web] ADDED: `GetMonitorWidth()` and `GetMonitorHeight()` implementations (#3636) by @ubkp +[rcore][Web] REVIEWED: Update `SetWindowState()` and `ClearWindowState()` to handle `FLAG_WINDOW_MAXIMIZED` (#4402) by @Asdqwe +[rcore][Web] REVIEWED: `WindowSizeCallback()`, do not try to handle DPI, already managed by GLFW (#4143) by @SuperUserNameMan +[rcore][Web] REVIEWED: Relative mouse mode issues (#3940) by @Cemal Gönültaş +[rcore][Web] REVIEWED: `ShowCursor()`, `HideCursor()` and `SetMouseCursor()` (#3647) by @ubkp +[rcore][Web] REVIEWED: Fix CORE.Input.Mouse.cursorHidden with callbacks (#3644) by @ubkp +[rcore][Web] REVIEWED: Fix `IsMouseButtonUp()` (#3611) by @ubkp +[rcore][Web] REVIEWED: HighDPI support #3372 by @Ray +[rcore][Web] REVIEWED: `SetWindowSize()` (#4452) by @Asdqwe +[rcore][Web] REVIEWED: `EmscriptenResizeCallback()`, simplified (#4415) by @Asdqwe +[rcore][SDL] ADDED: `IsCursorOnScreen()` (#3862) by @Peter0x44 +[rcore][SDL] ADDED: Gamepad rumble/vibration support (#3819) by @GideonSerf +[rcore][SDL] REVIEWED: Gamepad support (#3776) by @A +[rcore][SDL] REVIEWED: `GetWorkingDirectory()`, return correct path (#4392) by @Asdqwe +[rcore][SDL] REVIEWED: `GetClipboardText()`, fix memory leak (#4354) by @Asdqwe +[rcore][SDL] REVIEWED: Change SDL_Joystick to SDL_GameController (#4129) by @Frank Kartheuser +[rcore][SDL] REVIEWED: Update storage base path, use provided SDL base path by @Ray +[rcore][SDL] REVIEWED: Call SDL_GL_SetSwapInterval() after GL context creation (#3997) by @JupiterRider +[rcore][SDL] REVIEWED: `GetKeyPressed()` (#3869) by @Arthur +[rcore][SDL] REVIEWED: Fix SDL multitouch tracking (#3810) by @mooff +[rcore][SDL] REVIEWED: Fix `SUPPORT_WINMM_HIGHRES_TIMER` (#3679) by @ubkp +[rcore][SDL] REVIEWED: SDL text input to Unicode codepoints #3650 by @Ray +[rcore][SDL] REVIEWED: `IsMouseButtonUp()` and add touch events (#3610) by @ubkp +[rcore][SDL] REVIEWED: Fix real touch gestures (#3614) by @ubkp +[rcore][SDL] REVIEWED: `IsKeyPressedRepeat()` (#3605) by @ubkp +[rcore][SDL] REVIEWED: `GetKeyPressed()` and `GetCharPressed()` for SDL (#3604) by @ubkp +[rcore][SDL] REVIEWED: `SetMousePosition()` for SDL (#3580) by @ubkp +[rcore][SDL] REVIEWED: `SetWindowIcon()` for SDL (#3578) by @ubkp +[rcore][SDL][rlgl] REVIEWED: Fix for running gles2 with SDL on desktop (#3542) by @_Tradam +[rcore][Android] REVIEWED: Issue with isGpuReady flag (#4340) by @Menno van der Graaf +[rcore][Android] REVIEWED: Allow main() to return it its caller on configuration changes (#4288) by @Hesham Abourgheba +[rcore][Android] REVIEWED: Replace deprecated Android function ALooper_pollAll with ALooper_pollOnce (#4275) by @Menno van der Graaf +[rcore][Android] REVIEWED: `PollInputEvents()`, register previous gamepad events (#3910) by @Aria +[rcore][Android] REVIEWED: Fix Android keycode translation and duplicate key constants (#3733) by @Alexandre Almeida +[rcore][DRM] ADDED: uConsole keys mapping (#4297) by @carverdamien +[rcore][DRM] ADDED: `GetMonitorWidth/Height()` (#3956) by @gabriel-marques +[rcore][DRM] REVIEWED: `IsMouseButtonUp()` (#3611) by @ubkp +[rcore][DRM] REVIEWED: Optimize gesture handling (#3616) by @ubkp +[rcore][DRM] REVIEWED: `IsKeyPressedRepeat()` for PLATFORM_DRM direct input (#3583) by @ubkp +[rcore][DRM] REVIEWED: Fix gamepad buttons not working in drm backend (#3888) by @MrMugame +[rcore][DRM] REVIEWED: DRM backend to only use one api to allow for more devices (#3879) by @MrMugame +[rcore][DRM] REVIEWED: Avoid separate thread when polling for gamepad events (#3641) by @Cinghy Creations +[rcore][DRM] REVIEWED: Connector status reported as UNKNOWN but should be considered as CONNECTED (#4305) by @Michał Jaskólski +[rcore][RGFW] ADDED: RGFW, new rcore backend platform (#3941) by @Colleague Riley +[rcore][RGFW] REVIEWED: RGFW 1.0 (#4144) by @Colleague Riley +[rcore][RGFW] REVIEWED: Fix errors when compiling with mingw (#4282) by @Colleague Riley +[rcore][RGFW] REVIEWED: Replace long switch with a lookup table (#4108) by @Colleague Riley +[rcore][RGFW] REVIEWED: Fix MSVC build errors (#4441) by @Colleague Riley +[rlgl] ADDED: More uniform data type options #4137 by @Ray +[rlgl] ADDED: Vertex normals for RLGL immediate drawing mode (#3866) by @bohonghuang -WARNING- +[rlgl] ADDED: `rlCullDistance*()` variables and getters (#3912) by @KotzaBoss +[rlgl] ADDED: `rlSetClipPlanes()` function (#3912) by @KotzaBoss +[rlgl] ADDED: `isGpuReady` flag, allow font loading with no GPU acceleration by @Ray -WARNING- +[rlgl] REVIEWED: Changed RLGL_VERSION from 4.5 to 5.0 (#3914) by @Mute +[rlgl] REVIEWED: Shader load failing returns 0, instead of fallback by @Ray -WARNING- +[rlgl] REVIEWED: Standalone mode default flags (#4334) by @Asdqwe +[rlgl] REVIEWED: Fix hardcoded index values in vboID array (#4312) by @Jett +[rlgl] REVIEWED: GLint64 did not exist before OpenGL 3.2 (#4284) by @Tchan0 +[rlgl] REVIEWED: Extra warnings in case OpenGL 4.3 is not enabled (#4202) by @Maxim Knyazkin +[rlgl] REVIEWED: Using GLint64 for glGetBufferParameteri64v() (#4197) by @Randy Palamar +[rlgl] REVIEWED: Replace `glGetInteger64v()` with `glGetBufferParameteri64v()` (#4154) by @Kai Kitagawa-Jones +[rlgl] REVIEWED: `rlMultMatrixf()`, fix matrix multiplication order (#3935) by @bohonghuang +[rlgl] REVIEWED: `rlSetVertexAttribute()`, define last parameter as offset #3800 by @Ray +[rlgl] REVIEWED: `rlDisableVertexAttribute()`, remove redundat calls for SHADER_LOC_VERTEX_COLOR (#3871) by @Kacper Zybała +[rlgl] REVIEWED: `rlLoadTextureCubemap()`, load mipmaps for cubemaps (#4429) by @Nikolas +[rlgl] REVIEWED: `rlLoadFramebuffer()`, parameters not required by @Ray +[rlgl] REVIEWED: `rlSetUniformSampler()` (#3759) by @veins1 +[rlgl] REVIEWED: Renamed near/far variables (#4039) by @jgabaut +[rlgl] REVIEWED: Expose OpenGL symbols (#3588) by @Peter0x44 +[rlgl] REVIEWED: Fix OpenGL 1.1 build issues (#3876) by @Ray +[rlgl] REVIEWED: Fixed compilation for OpenGL ES (#4243) by @Maxim Knyazkin +[rlgl] REVIEWED: rlgl function description and comments by @Ray +[rlgl] REVIEWED: Expose glad functions when building raylib as a shared lib (#3572) by @Peter0x44 +[rlgl] REVIEWED: Fix version info in rlgl.h (#3558) by @Steven Schveighoffer +[rlgl] REVIEWED: Use the vertex color to the base shader in GLSL330 (#4431) by @Jeffery Myers +[rcamera] REVIEWED: Make camera movement independant of framerate (#4247) by @hanaxars -WARNING- +[rcamera] REVIEWED: Updated camera speeds with GetFrameTime() (#4362) by @Anthony Carbajal +[rcamera] REVIEWED: `UpdateCamera()`, added CAMERA_CUSTOM check (#3938) by @Tomas Fabrizio Orsi +[rcamera] REVIEWED: Support mouse/keyboard and gamepad coexistence for input (#3579) by @ubkp +[rcamera] REVIEWED: Cleaned away unused macros(#3762) by @Brian E +[rcamera] REVIEWED: Fix for free camera mode (#3603) by @lesleyrs +[rcamera] REVIEWED: `GetCameraRight()` (#3784) by @Danil +[raymath] ADDED: C++ operator overloads for common math function (#4385) by @Jeffery Myers -WARNING- +[raymath] ADDED: Vector4 math functions and Vector2 variants of some Vector3 functions (#3828) by @Bowserinator +[raymath] REVIEWED: Fix MSVC warnings/errors in C++ (#4125) by @Jeffery Myers +[raymath] REVIEWED: Add extern "C" to raymath header for C++ (#3978) by @Jeffery Myers +[raymath] REVIEWED: `QuaternionFromAxisAngle()`, remove redundant axis length calculation (#3900) by @jtainer +[raymath] REVIEWED: `Vector3Perpendicular()`, avoid implicit conversion from float to double (#3799) by @João Foscarini +[raymath] REVIEWED: `MatrixDecompose()`, incorrect output for certain scale and rotations (#4461) by @waveydave +[raymath] REVIEWED: Small code refactor (#3753) by @Idir Carlos Aliane +[rshapes] ADDED: `CheckCollisionCircleLine()` (#4018) by @kai-z99 +[rshapes] REVIEWED: Multisegment Bezier splines (#3744) by @Santiago Pelufo +[rshapes] REVIEWED: Expose shapes drawing texture and rectangle (#3677) by @Jeffery Myers +[rshapes] REVIEWED: `DrawLine()` #4075 by @Ray +[rshapes] REVIEWED: `DrawPixel()` drawing by @Ray +[rshapes] REVIEWED: `DrawLine()` to avoid pixel rounding issues #3931 by @Ray +[rshapes] REVIEWED: `DrawRectangleLines()`, considering view matrix for lines "alignment" by @Ray +[rshapes] REVIEWED: `DrawRectangleLines()`, pixel offset (#4261) by @RadsammyT +[rshapes] REVIEWED: `DrawRectangleLines()`, pixel offset when scaling (#3884) by @Ray +[rshapes] REVIEWED: `DrawRectangleLinesEx()`, make sure accounts for square tiles (#4382) by @Jojaby +[rshapes] REVIEWED: `Draw*Gradient()` color parameter names (#4270) by @Paperdomo101 +[rshapes] REVIEWED: `DrawGrid()`, remove duplicate color calls (#4148) by @Jeffery Myers +[rshapes] REVIEWED: `DrawSplineLinear()` to `SUPPORT_SPLINE_MITERS` by @Ray +[rshapes] REVIEWED: `DrawSplineLinear()`, implement miters (#3585) by @Toctave +[rshapes] REVIEWED: `CheckCollisionPointRec()` by @Ray +[rshapes] REVIEWED: `CheckCollisionPointCircle()`, new implementation (#4135) by @kai-z99 +[rshapes] REVIEWED: `CheckCollisionCircles()`, optimized (#4065) by @kai-z99 +[rshapes] REVIEWED: `CheckCollisionPointPoly()` (#3750) by @Antonio Raúl +[rshapes] REVIEWED: `CheckCollisionCircleRec()` (#3584) by @ubkp +[rshapes] REVIEWED: Add more detail to function comment (#4344) by @Jeffery Myers +[rshapes] REVIEWED: Functions that draw point arrays take them as const (#4051) by @Jeffery Myers +[rtextures] ADDED: `ColorIsEqual()` by @Ray +[rtextures] ADDED: `ColorLerp()`, to mix 2 colors together (#4310) by @SusgUY446 +[rtextures] ADDED: `LoadImageAnimFromMemory()` (#3681) by @IoIxD +[rtextures] ADDED: `ImageKernelConvolution()` (#3528) by @Karim +[rtextures] ADDED: `ImageFromChannel()` (#4105) by @Bruno Cabral +[rtextures] ADDED: `ImageDrawLineEx()` (#4097) by @Le Juez Victor +[rtextures] ADDED: `ImageDrawTriangle()` (#4094) by @Le Juez Victor +[rtextures] REMOVED: SVG files loading and drawing, moving it to raylib-extras by @Ray -WARNING- +[rtextures] REVIEWED: `LoadImage()`, added support for 3-channel QOI images (#4384) by @R-YaTian +[rtextures] REVIEWED: `LoadImageRaw()` #3926 by @Ray +[rtextures] REVIEWED: `LoadImageColors()`, advance k in loop (#4120) by @Bruno Cabral +[rtextures] REVIEWED: `LoadTextureCubemap()`, added `mipmaps` #3665 by @Ray +[rtextures] REVIEWED: `LoadTextureCubemap()`, assign format to cubemap (#3823) by @Gary M +[rtextures] REVIEWED: `LoadTextureCubemap()`, load mipmaps for cubemaps (#4429) by @Nikolas +[rtextures] REVIEWED: `LoadTextureCubemap()`, avoid dangling re-allocated pointers (#4439) by @Nikolas +[rtextures] REVIEWED: `LoadImageFromScreen()`, fix scaling (#3881) by @proberge-dev +[rtextures] REVIEWED: `LoadImageFromMemory()`, warnings on invalid image data (#4179) by @Jutastre +[rtextures] REVIEWED: `LoadImageAnimFromMemory()`, added security checks (#3924) by @Ray +[rtextures] REVIEWED: `ImageColorTint()` and `ColorTint()`, optimized (#4015) by @Le Juez Victor +[rtextures] REVIEWED: `ImageKernelConvolution()`, formating and warnings by @Ray +[rtextures] REVIEWED: `ImageDrawRectangleRec`, fix bounds check (#3732) by @Blockguy24 +[rtextures] REVIEWED: `ImageResizeCanvas()`, implemented fill color (#3720) by @Lieven Petersen +[rtextures] REVIEWED: `ImageDrawRectangleRec()` (#3721) by @Le Juez Victor +[rtextures] REVIEWED: `ImageDraw()`, don't try to blend images without alpha (#4395) by @Nikolas +[rtextures] REVIEWED: `GenImagePerlinNoise()` being stretched (#4276) by @Bugsia +[rtextures] REVIEWED: `GenImageGradientLinear()`, fix some angles (#4462) by @decromo +[rtextures] REVIEWED: `DrawTexturePro()` to avoid negative dest rec #4316 by @Ray +[rtextures] REVIEWED: `ColorToInt()`, fix undefined behaviour (#3996) by @OetkenPurveyorOfCode +[rtextures] REVIEWED: Remove panorama cubemap layout option (#4425) by @Jeffery Myers +[rtextures] REVIEWED: Removed unneeded module check, `rtextures` should not depend on `rtext` by @Ray +[rtextures] REVIEWED: Simplified for loop for some image manipulation functions (#3712) by @Alice Nyaa +[rtext] ADDED: BDF fonts support (#3735) by @Stanley Fuller -WARNING- +[rtext] ADDED: `TextToCamel()` (#4033) by @IoIxD +[rtext] ADDED: `TextToSnake()` (#4033) by @IoIxD +[rtext] ADDED: `TextToFloat()` (#3627) by @Benjamin Schmid Ties +[rtext] REDESIGNED: `SetTextLineSpacing()` by @Ray -WARNING- +[rtext] REVIEWED: `LoadFontDataBDF()` name and formating by @Ray +[rtext] REVIEWED: `LoadFontDefault()`, initialize glyphs and recs to zero #4319 by @Ray +[rtext] REVIEWED: `LoadFontEx()`, avoid default font fallback (#4077) by @Peter0x44 -WARNING- +[rtext] REVIEWED: `LoadBMFont()`, extended functionality (#3536) by @Dongkun Lee +[rtext] REVIEWED: `LoadBMFont()`, issue on not glyph data initialized by @Ray +[rtext] REVIEWED: `LoadFontFromMemory()`, use strncpy() to fix buffer overflow (#3795) by @Mingjie Shen +[rtext] REVIEWED: `LoadCodepoints()` returning a freed ptr when count is 0 (#4089) by @Alice Nyaa +[rtext] REVIEWED: `LoadFontData()` avoid fallback glyphs by @Ray -WARNING- +[rtext] REVIEWED: `LoadFontData()`, load image only if glyph has been found in font by @Ray +[rtext] REVIEWED: `ExportFontAsCode()`, fix C++ compiler errors (#4013) by @DarkAssassin23 +[rtext] REVIEWED: `MeasureTextEx()` height calculation (#3770) by @Marrony Neris +[rtext] REVIEWED: `MeasureTextEx()`, additional check for empty input string (#4448) by @mpv-enjoyer +[rtext] REVIEWED: `CodepointToUTF8()`, clean static buffer #4379 by @Ray +[rtext] REVIEWED: `TextToFloat()`, always multiply by sign (#4273) by @listeria +[rtext] REVIEWED: `TextReplace()` const correctness (#3678) by @maverikou +[rtext] REVIEWED: `TextToFloat()`, coding style (#3627) by @Benjamin Schmid Ties +[rtext] REVIEWED: Some comments to align to style (#3756) by @Idir Carlos Aliane +[rtext] REVIEWED: Adjust font atlas area calculation so padding area is not underestimated at small font sizes (#3719) by @Tim Romero +[rmodels] ADDED: GPU skinning support for models animations (#4321) by @Daniel Holden -WARNING- +[rmodels] ADDED: Support 16-bit unsigned short vec4 format for gltf joint loading (#3821) by @Gary M +[rmodels] ADDED: Support animation names for the m3d model format (#3714) by @kolunmi +[rmodels] ADDED: `DrawModelPoints()`, more performant point cloud rendering (#4203) by @Reese Gallagher +[rmodels] ADDED: `ExportMeshAsCode()` by @Ray +[rmodels] REVIEWED: Multiple updates to gltf loading, improved macro (#4373) by @Harald Scheirich +[rmodels] REVIEWED: `LoadOBJ()`, correctly split obj meshes by material (#4285) by @Jeffery Myers +[rmodels] REVIEWED: `LoadOBJ()`, add warning when loading an OBJ with multiple materials (#4271) by @Jeffery Myers +[rmodels] REVIEWED: `LoadOBJ()`, fix bug that fragmented the loaded meshes (#4494) by @Eike Decker +[rmodels] REVIEWED: `LoadIQM()`, set model.meshMaterial[] (#4092) by @SuperUserNameMan +[rmodels] REVIEWED: `LoadIQM()`, attempt to load texture from IQM at loadtime (#4029) by @Jett +[rmodels] REVIEWED: `LoadM3D(), fix vertex colors for m3d files (#3859) by @Jeffery Myers +[rmodels] REVIEWED: `LoadGLTF()`, supporting additional vertex data formats (#3546) by @MrScautHD +[rmodels] REVIEWED: `LoadGLTF()`, correctly handle the node hierarchy in a glTF file (#4037) by @Paul Melis +[rmodels] REVIEWED: `LoadGLTF()`, replaced SQUAD quat interpolation with cubic hermite (gltf 2.0 specs) (#3920) by @Benji +[rmodels] REVIEWED: `LoadGLTF()`, support 2nd texture coordinates loading by @Ray +[rmodels] REVIEWED: `LoadGLTF()`, support additional vertex attributes data formats #3890 by @Ray +[rmodels] REVIEWED: `LoadGLTF()`, set cgltf callbacks to use `LoadFileData()` and `UnloadFileData()` (#3652) by @kolunmi +[rmodels] REVIEWED: `LoadGLTF()`, JOINTS loading #3836 by @Ray +[rmodels] REVIEWED: `LoadImageFromCgltfImage()`, fix base64 padding support (#4112) by @SuperUserNameMan +[rmodels] REVIEWED: `LoadModelAnimationsIQM()`, fix corrupted animation names (#4026) by @Jett +[rmodels] REVIEWED: `LoadModelAnimationsGLTF()`, load animations with 1 frame (#3804) by @Nikita Blizniuk +[rmodels] REVIEWED: `LoadModelAnimationsGLTF()`, added missing interpolation types (#3919) by @Benji +[rmodels] REVIEWED: `LoadModelAnimationsGLTF()` (#4107) by @VitoTringolo +[rmodels] REVIEWED: `LoadBoneInfoGLTF()`, add check for animation name being NULL (#4053) by @VitoTringolo +[rmodels] REVIEWED: `GenMeshSphere()`, fix artifacts (#4460) by @MikiZX1 +[rmodels] REVIEWED: `GenMeshTangents()`, read uninitialized values, fix bounding case (#4066) by @kai-z99 +[rmodels] REVIEWED: `GenMeshTangents()`, fixed out of bounds error (#3990) by @Salvador Galindo +[rmodels] REVIEWED: `UpdateModelAnimation()`, performance speedup (#4470) by @JettMonstersGoBoom +[rmodels] REVIEWED: `DrawCylinder()`, fix drawing due to imprecise angle (#4034) by @Paul Melis +[rmodels] REVIEWED: `DrawCylinder()`, fix drawing of cap (#4478) by @JeffM2501 +[rmodels] REVIEWED: `DrawMesh()`, send full matModel to shader in DrawMesh (#4005) (#4022) by @David Holland +[rmodels] REVIEWED: `DrawMesh()`, fix material specular map retrieval (#3758) by @Victor Gallet +[rmodels] REVIEWED: `DrawModelEx()`, simplified multiplication of colors (#4002) by @Le Juez Victor +[rmodels] REVIEWED: `DrawBillboardPro()`, to be consistend with `DrawTexturePro()` (#4132) by @bohonghuang +[rmodels] REVIEWED: `DrawSphereEx()` optimization (#4106) by @smalltimewizard +[raudio] REVIEWED: `LoadMusicStreamFromMemory()`, support 24-bit FLACs (#4279) by @konstruktor227 +[raudio] REVIEWED: `LoadWaveSamples()`, fix mapping of wave data (#4062) by @listeria +[raudio] REVIEWED: `LoadMusicStream()`, remove drwav_uninit() (#3986) by @FishingHacks +[raudio] REVIEWED: `LoadMusicStream()` qoa and wav loading (#3966) by @veins1 +[raudio] REVIEWED: `ExportWaveAsCode()`, segfault (#3769) by @IoIxD +[raudio] REVIEWED: `WaveCrop()`, fix issues and use frames instead of samples (#3994) by @listeria +[raudio] REVIEWED: Crash from multithreading issues (#3907) by @Christian Haas +[raudio] REVIEWED: Reset music.ctxType if loading wasn't succesful (#3917) by @veins1 +[raudio] REVIEWED: Added missing functions in "standalone" mode (#3760) by @Alessandro Nikolaev +[raudio] REVIEWED: Disable unused miniaudio features (#3544) by @Alexandre Almeida +[raudio] REVIEWED: Fix crash when switching playback device at runtime (#4102) by @jkaup +[raudio] REVIEWED: Support 24 bits samples for FLAC format (#4058) by @Alexey Kutepov +[examples] ADDED: `core_random_sequence` (#3846) by @Dalton Overmyer +[examples] ADDED: `core_input_virtual_controls` (#4342) by @oblerion +[examples] ADDED: `shapes_rectangle_advanced `, implementing `DrawRectangleRoundedGradientH()` (#4435) by @Everton Jr. +[examples] ADDED: `models_bone_socket` (#3833) by @iP +[examples] ADDED: `shaders_vertex_displacement` (#4186) by @Alex ZH +[examples] ADDED: `shaders_shadowmap` (#3653) by @TheManTheMythTheGameDev +[examples] REVIEWED: `core_2d_camera_platformer` by @Ray +[examples] REVIEWED: `core_2d_camera_mouse_zoom`, use logarithmic scaling for a 2d zoom functionality (#3977) by @Mike Will +[examples] REVIEWED: `core_input_gamepad_info`, all buttons displayed within the window (#4241) by @Asdqwe +[examples] REVIEWED: `core_input_gamepad_info`, show ps3 controller (#4040) by @Konrad Gutvik Grande +[examples] REVIEWED: `core_input_gamepad`, add drawing for generic gamepad (#4424) by @Asdqwe +[examples] REVIEWED: `core_input_gamepad`, add deadzone handling (#4422) by @Asdqwe +[examples] REVIEWED: `shapes_bouncing_ball` (#4226) by @Anthony Carbajal +[examples] REVIEWED: `shapes_following_eyes` (#3710) by @Hongyu Ouyang +[examples] REVIEWED: `shapes_draw_rectangle_rounded` by @Ray +[examples] REVIEWED: `shapes_draw_ring`, fix other examples (#4211) by @kai-z99 +[examples] REVIEWED: `shapes_lines_bezier` by @Ray +[examples] REVIEWED: `textures_image_kernel` #3556 by @Ray +[examples] REVIEWED: `text_input_box` (#4229) by @Anthony Carbajal +[examples] REVIEWED: `text_writing_anim` (#4230) by @Anthony Carbajal +[examples] REVIEWED: `models_billboard` by @Ray +[examples] REVIEWED: `models_cubicmap` by @Ray +[examples] REVIEWED: `models_point_rendering` by @Ray +[examples] REVIEWED: `models_box_collisions` (#4224) by @Anthony Carbajal +[examples] REVIEWED: `models_skybox`, do not use HDR by default (#4115) by @Jeffery Myers +[examples] REVIEWED: `shaders_basic_pbr` (#4225) by @Anthony Carbajal +[examples] REVIEWED: `shaders_palette_switch` by @Ray +[examples] REVIEWED: `shaders_hybrid_render` (#3908) by @Yousif +[examples] REVIEWED: `shaders_lighting_instancing`, fix vertex shader (#4056) by @Karl Zylinski +[examples] REVIEWED: `shaders_raymarching`, add `raymarching.fs` for GLSL120 (#4183) by @CDM15y +[examples] REVIEWED: `shaders_shadowmap`, fix shaders for GLSL 1.20 (#4167) by @CDM15y +[examples] REVIEWED: `shaders_deferred_render` (#3655) by @Jett +[examples] REVIEWED: `shaders_basic_pbr` (#3621) by @devdad +[examples] REVIEWED: `shaders_basic_pbr`, remove dependencies (#3649) by @TheManTheMythTheGameDev +[examples] REVIEWED: `shaders_basic_pbr`, added more comments by @Ray +[examples] REVIEWED: `shaders_gpu_skinning`, to work with OpenGL ES 2.0 #4412 by @Ray +[examples] REVIEWED: `shaders_model_shader`, use free camera (#4428) by @IcyLeave6109 +[examples] REVIEWED: `audio_stream_effects` (#3618) by @lipx +[examples] REVIEWED: `audio_raw_stream` (#3624) by @riadbettole +[examples] REVIEWED: `audio_mixed_processor` (#4214) by @Anthony Carbajal +[examples] REVIEWED: `raylib_opengl_interop`, fix building on PLATFORM_DESKTOP_SDL (#3826) by @Peter0x44 +[examples] REVIEWED: Update examples missing UnloadTexture() calls (#4234) by @Anthony Carbajal +[examples] REVIEWED: Added GLSL 100 and 120 shaders to lightmap example (#3543) by @Jussi Viitala +[examples] REVIEWED: Set FPS to always 60 in all exampels (#4235) by @Anthony Carbajal +[build] REVIEWED: Makefile by @Ray +[build] REVIEWED: Makefile, fix wrong flag #3593 by @Ray +[build] REVIEWED: Makefile, disable wayland by default (#4369) by @Anthony Carbajal +[build] REVIEWED: Makefile, VSCode, fix to support multiple .c files (#4391) by @Alan Arrecis +[build] REVIEWED: Makefile, fix -Wstringop-truncation warning (#4096) by @Peter0x44 +[build] REVIEWED: Makefile, fix issues for RGFW on Linux/macOS (#3969) by @Colleague Riley +[build] REVIEWED: Makefile, update RAYLIB_VERSION (#3901) by @Belllg +[build] REVIEWED: Makefile, use mingw32-make for Windows (#4436) by @Asdqwe +[build] REVIEWED: Makefile, move CUSTOM_CFLAGS for better visibility (#4054) by @Lázaro Albuquerque +[build] REVIEWED: Makefile, update emsdk paths to latest versions by @Ray +[build] REVIEWED: Makefile examples, align /usr/local with /src Makefile (#4286) by @Tchan0 +[build] REVIEWED: Makefile examples, added `textures_image_kernel` (#3555) by @Sergey Zapunidi +[build] REVIEWED: Makefile examples (#4209) by @Anthony Carbajal +[build] REVIEWED: Makefile examples, to work on NetBSD (#4438) by @NishiOwO +[build] REVIEWED: Makefile examples, WebGL2 (OpenGL ES 3.0) backend flags #4330 by @Ray +[build] REVIEWED: Makefile examples, web building (#4434) by @Asdqwe +[build] REVIEWED: build.zig, fix various issues around `-Dconfig` (#4398) by @Sage Hane +[build] REVIEWED: build.zig, fix type mismatch (#4383) by @yuval_dev +[build] REVIEWED: build.zig, minor fixes (#4381) by @Sage Hane +[build] REVIEWED: build.zig, fix @src logic and a few things (#4380) by @Sage Hane +[build] REVIEWED: build.zig, improve logic (#4375) by @Sage Hane +[build] REVIEWED: build.zig, issues (#4374) by @William Culver +[build] REVIEWED: build.zig, issues (#4366) by @Visen +[build] REVIEWED: build.zig, support desktop backend change (#4358) by @Nikolas +[build] REVIEWED: build.zig, use zig fmt (#4242) by @freakmangd +[build] REVIEWED: build.zig, check if wayland-scanner is installed (#4217) by @lnc3l0t +[build] REVIEWED: build.zig, override config.h definitions (#4193) by @lnc3l0t +[build] REVIEWED: build.zig, support GLFW platform detection (#4150) by @InventorXtreme +[build] REVIEWED: build.zig, make emscripten build compatible with Zig 0.13.0 (#4121) by @Mike Will +[build] REVIEWED: build.zig, pass the real build.zig file (#4113) by @InKryption +[build] REVIEWED: build.zig, leverage `dependencyFromBuildZig` (#4109) by @InKryption +[build] REVIEWED: build.zig, run examples from their directories (#4063) by @Mike Will +[build] REVIEWED: build.zig, fix raygui build when using addRaygui externally (#4027) by @Viktor Pocedulić +[build] REVIEWED: build.zig, fix emscripten build (#4012) by @Dylan +[build] REVIEWED: build.zig, update to zig 0.12.0dev while keeping 0.11.0 compatibility (#3715) by @freakmangd +[build] REVIEWED: build.zig, drop support for 0.11.0 and use more idiomatic build script code (#3927) by @freakmangd +[build] REVIEWED: build.zig, sdd shared library build option and update to zig 0.12.0-dev.2139 (#3727) by @Andrew Lee +[build] REVIEWED: build.zig, add `opengl_version` option (#3979) by @Alexei Mozaidze +[build] REVIEWED: build.zig, fix local dependency break (#3913) by @freakmangd +[build] REVIEWED: build.zig, fix breaking builds for Zig v0.11.0 (#3896) by @iarkn +[build] REVIEWED: build.zig, update to latest version and simplify (#3905) by @freakmangd +[build] REVIEWED: build.zig, remove all uses of deps/mingw (#3805) by @Peter0x44 +[build] REVIEWED: build.zig, fixed illegal instruction crash (#3682) by @WisonYe +[build] REVIEWED: build.zig, fix broken build on #3863 (#3891) by @Nikolas Mauropoulos +[build] REVIEWED: build.zig, improve cross-compilation (#4468) by @deathbeam +[build] REVIEWED: CMake, update to raylib 5.0 (#3623) by @Peter0x44 +[build] REVIEWED: CMake, added PLATFORM option for Desktop SDL (#3809) by @mooff +[build] REVIEWED: CMake, fix GRAPHICS_* check (#4359) by @Kacper Zybała +[build] REVIEWED: CMake, examples projects (#4332) by @Ridge3Dproductions +[build] REVIEWED: CMake, fix warnings in projects/CMake/CMakeLists.txt (#4278) by @Peter0x44 +[build] REVIEWED: CMake, delete BuildOptions.cmake (#4277) by @Peter0x44 +[build] REVIEWED: CMake, update version to 5.0 so libraries are correctly versioned (#3615) by @David Williams +[build] REVIEWED: CMake, improved linkage flags to save 28KB on the final bundle (#4177) by @Lázaro Albuquerque +[build] REVIEWED: CMake, support OpenGL ES3 in `LibraryConfigurations.cmake` (#4079) by @manuel5975p +[build] REVIEWED: CMake, `config.h` fully available to users (#4044) by @Lázaro Albuquerque +[build] REVIEWED: CMake, pass -sFULL_ES3 instead of -sFULL_ES3=1 (#4090) by @manuel5975p +[build] REVIEWED: CMake, SDL build link the glfw dependency (#3860) by @Rob Loach +[build] REVIEWED: CMake, infer CMAKE_MODULE_PATH in super-build (#4042) by @fruzitent +[build] REVIEWED: CMake, remove USE_WAYLAND option (#3851) by @Alexandre Almeida +[build] REVIEWED: CMake, disable SDL rlgl_standalone example (#3861) by @Rob Loach +[build] REVIEWED: CMake, bump version required to avoid deprecated #3639 by @Ray +[build] REVIEWED: CMake, fix examples linking -DPLATFORM=SDL (#3825) by @Peter0x44 +[build] REVIEWED: CMake, don't build for wayland by default (#4432) by @Peter0x44 +[build] REVIEWED: VS2022, misc improvements by @Ray +[build] REVIEWED: VS2022, fix build warnings (#4095) by @Jeffery Myers +[build] REVIEWED: VS2022, added new examples (#4492) by @Jeffery Myers +[build] REVIEWED: Fix fix-build-paths (#3849) by @Caleb Barger +[build] REVIEWED: Fix build paths (#3835) by @Steve Biedermann +[build] REVIEWED: Fix VSCode sample project for macOS (#3666) by @Tim Romero +[build] REVIEWED: Fix some warnings on web builds and remove some redundant flags (#4069) by @Lázaro Albuquerque +[build] REVIEWED: Fix examples not building with gestures system disabled (#4020) by @Sprix +[build] REVIEWED: Fix GLFW runtime platform detection (#3863) by @Alexandre Almeida +[build] REVIEWED: Fix DRM cross-compile without sysroot (#3839) by @Christian W. Zuckschwerdt +[build] REVIEWED: Fix cmake-built libraylib.a to properly include GLFW's object files (#3598) by @Peter0x44 +[build] REVIEWED: Hide unneeded internal symbols when building raylib as an so or dylib (#3573) by @Peter0x44 +[build] REVIEWED: Corrected the path of android ndk toolchains for OSX platforms (#3574) by @Emmanuel Méra +[build][CI] ADDED: Automatic update for raylib_api.* (#3692) by @seiren +[build][CI] REVIEWED: Update workflows to use latest actions/upload-artifact by @Ray +[build][CI] REVIEWED: CodeQL minor tweaks to avoid some warnings by @Ray +[build][CI] REVIEWED: Update linux_examples.yml by @Ray +[build][CI] REVIEWED: Update linux.yml by @Ray +[build][CI] REVIEWED: Update webassembly.yml by @Ray +[build][CI] REVIEWED: Update cmake.yml by @Ray +[build][CI] REVIEWED: Update codeql.yml, exclude src/external files by @Ray +[bindings] ADDED: raylib-APL (#4253) by @Brian E +[bindings] ADDED: raylib-bqn, moved rayed-bqn (#4331) by @Brian E +[bindings] ADDED: brainfuck binding (#4169) by @_Tradam +[bindings] ADDED: raylib-zig-bindings (#4004) by @Lionel Briand +[bindings] ADDED: Raylib-CSharp wrapper (#3963) by @MrScautHD +[bindings] ADDED: COBOL binding (#3661) by @glowiak +[bindings] ADDED: raylib-beef binding (#3640) by @Braedon Lewis +[bindings] ADDED: Raylib-CSharp-Vinculum (#3571) by @Danil +[bindings] REVIEWED: Remove broken-link bindings #3899 by @Ray +[bindings] REVIEWED: Updated some versions on BINDINGS.md by @Ray +[bindings] REVIEWED: Removed umaintained repos (#3999) by @Antonis Geralis +[bindings] REDESIGNED: Add binding link to name, instead of separate column (#3995) by @Carmine Pietroluongo +[bindings] UPDATED: h-raylib (#4378) by @Anand Swaroop +[bindings] UPDATED: Raylib.lean, to master version (#4337) by @Daniil Kisel +[bindings] UPDATED: raybit, to latest master (#4311) by @Alex +[bindings] UPDATED: dray binding (#4163) by @red thing +[bindings] UPDATED: Julia (#4068) by @ShalokShalom +[bindings] UPDATED: nim to latest master (#3999) by @Antonis Geralis +[bindings] UPDATED: raylib-rs (#3991) by @IoIxD +[bindings] UPDATED: raylib-zig version (#3902) by @Nikolas +[bindings] UPDATED: raylib-odin (#3868) by @joyousblunder +[bindings] UPDATED: Raylib VAPI (#3829) by @Alex Macafee +[bindings] UPDATED: Raylib-cs (#3774) by @Brandon Baker +[bindings] UPDATED: h-raylib (#3739) by @Anand Swaroop +[bindings] UPDATED: OCaml bindings version (#3730) by @Tobias Mock +[bindings] UPDATED: Raylib.c3 (#3689) by @Kenta +[bindings] UPDATED: ray-cyber to 5.0 (#3654) by @fubark +[bindings] UPDATED: raylib-freebasic binding (#3591) by @WIITD +[bindings] UPDATED: SmallBASIC (#3562) by @Chris Warren-Smith +[bindings] UPDATED: Python raylib-py v5.0.0beta1 (#3557) by @Jorge A. Gomes +[bindings] UPDATED: raylib-d binding (#3561) by @Steven Schveighoffer +[bindings] UPDATED: Janet (#3553) by @Dmitry Matveyev +[bindings] UPDATED: Raylib.nelua (#3552) by @Auz +[bindings] UPDATED: raylib-cpp to 5.0 (#3551) by @Rob Loach +[bindings] UPDATED: Pascal binding (#3548) by @Gunko Vadim +[external] UPDATED: stb_truetype.h to latest version by @Ray +[external] UPDATED: stb_image_resize2.h to latest version by @Ray +[external] UPDATED: stb_image.h to latest version by @Ray +[external] UPDATED: qoa.h to latest version by @Ray +[external] UPDATED: dr_wav.h to latest version by @Ray +[external] UPDATED: dr_mp3.h to latest version by @Ray +[external] UPDATED: cgltf.h to latest version by @Ray +[external] REVIEWED: rl_gputex, correctly load mipmaps from DDS files (#4399) by @Nikolas +[external] REVIEWED: stb_image_resize2, dix vld1q_f16 undeclared in arm (#4309) by @masnm +[external] REVIEWED: miniaudio, fix library and Makefile for NetBSD (#4212) by @NishiOwO +[external] REVIEWED: raygui, update to latest version 4.5-dev (#4238) by @Anthony Carbajal +[external] REVIEWED: jar_xml, replace unicode characters by ascii characters to avoid warning in MSVC (#4196) by @Rico P +[external] REVIEWED: vox_loader, normals and new voxels shader (#3843) by @johann nadalutti +[parser] REVIEWED: README.md, to mirror fixed help text (#4336) by @Daniil Kisel +[parser] REVIEWED: Fix seg fault with long comment lines (#4306) by @Chris Warren-Smith +[parser] REVIEWED: Don't crash for files that don't end in newlines (#3981) by @Peter0x44 +[parser] REVIEWED: Issues in usage example help text (#4084) by @Peter0x44 +[parser] REVIEWED: Fix parsing of empty parentheses (#3974) by @Filyus +[parser] REVIEWED: Address parsing issue when generating XML #3893 by @Ray +[parser] REVIEWED: `MemoryCopy()`, prevent buffer overflow by replacing hard-coded arguments (#4011) by @avx0 +[misc] ADDED: Create logo/raylib.icns by @Ray +[misc] ADDED: Create logo/raylib_1024x1024.png by @Ray +[misc] ADDED: Default vertex/fragment shader for OpenGL ES 3.0 (#4178) by @Lázaro Albuquerque +[misc] REVIEWED: README.md, fix Reddit badge (#4136) by @Ninad Sachania +[misc] REVIEWED: .gitignore, ignore compiled dll binaries (#3628) by @2Bear +[misc] REVIEWED: Fix undesired scrollbars on web shell files (#4104) by @jspast +[misc] REVIEWED: Made comments on raylib.h match comments in rcamera.h (#3942) by @Tomas Fabrizio Orsi +[misc] REVIEWED: Make raylib/raygui work better on touchscreen (#3728) by @Hongyu Ouyang +[misc] REVIEWED: Update config.h by @Ray ------------------------------------------------------------------------- Release: raylib 5.0 - 10th Anniversary Edition (18 November 2023) @@ -685,7 +1156,7 @@ Detailed changes: [raymath] REVIEWED: QuaternionFromAxisAngle() (#1892) [raymath] REVIEWED: QuaternionToMatrix() returning transposed result. (#1793) by @object71 [shapes] ADDED: RenderPolyLinesEx() (#1758) by @lambertwang -[shapes] ADDED: DrawSplineBezierCubic() (#2021) by @SAOMDVN +[shapes] ADDED: DrawLineBezierCubic() (#2021) by @SAOMDVN [textures] ADDED: GetImageColor() #2024 [textures] REMOVED: GenImagePerlinNoise() [textures] RENAMED: GetTextureData() to LoadImageFromTexture() @@ -823,7 +1294,7 @@ Detailed changes: [rlgl] REDESIGNED: rlLoadExtensions(), more details exposed [raymath] REVIEWED: QuaternionFromEuler() (#1651) [raymath] REVIEWED: MatrixRotateZYX() (#1642) -[shapes] ADDED: DrawSplineBezierQuad() (#1468) by @epsilon-phase +[shapes] ADDED: DrawLineBezierQuad() (#1468) by @epsilon-phase [shapes] ADDED: CheckCollisionLines() [shapes] ADDED: CheckCollisionPointLine() by @mkupiec1 [shapes] REVIEWED: CheckCollisionPointTriangle() by @mkupiec1 @@ -1905,9 +2376,9 @@ other changes: [models] Added function DrawCubeTexture() [models] Added function DrawQuad() [models] Added function DrawRay() -[models] Simplified function DrawPlane() +[models] Simplified funtion DrawPlane() [models] Removed function DrawPlaneEx() -[models] Simplified function DrawGizmo() +[models] Simplified funtion DrawGizmo() [models] Removed function DrawGizmoEx() [models] Added function LoadModelEx() [models] Review of function LoadCubicMap() diff --git a/CMakeLists.txt b/CMakeLists.txt index 57719691a..3cbcbb17d 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -1,4 +1,5 @@ -cmake_minimum_required(VERSION 3.5) +cmake_minimum_required(VERSION 3.25) +#this change avoid the warning that appear when we include raylib using Cmake fatch content project(raylib) # Avoid excessive expansion of variables in conditionals. In particular, if @@ -20,7 +21,7 @@ cmake_policy(SET CMP0063 NEW) # Directory for easier includes # Anywhere you see include(...) you can check /cmake for that file -set(CMAKE_MODULE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cmake) +list(APPEND CMAKE_MODULE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cmake) # RAYLIB_IS_MAIN determines whether the project is being used from root # or if it is added as a dependency (through add_subdirectory for example). @@ -36,9 +37,6 @@ include(CompilerFlags) # Registers build options that are exposed to cmake include(CMakeOptions.txt) -# Enforces a few environment and compiler configurations -include(BuildOptions) - if (UNIX AND NOT APPLE) if (NOT GLFW_BUILD_WAYLAND AND NOT GLFW_BUILD_X11) MESSAGE(FATAL_ERROR "Cannot disable both Wayland and X11") @@ -51,7 +49,7 @@ add_subdirectory(src raylib) # Uninstall target if(NOT TARGET uninstall) configure_file( - "${CMAKE_MODULE_PATH}/Uninstall.cmake" + "${CMAKE_CURRENT_SOURCE_DIR}/cmake/Uninstall.cmake" "${CMAKE_CURRENT_BINARY_DIR}/cmake_uninstall.cmake" IMMEDIATE @ONLY) diff --git a/CMakeOptions.txt b/CMakeOptions.txt index cc978f041..c1970676f 100644 --- a/CMakeOptions.txt +++ b/CMakeOptions.txt @@ -9,7 +9,7 @@ enum_option(OPENGL_VERSION "OFF;4.3;3.3;2.1;1.1;ES 2.0;ES 3.0" "Force a specific # Configuration options option(BUILD_EXAMPLES "Build the examples." ${RAYLIB_IS_MAIN}) option(CUSTOMIZE_BUILD "Show options for customizing your Raylib library build." OFF) -option(ENABLE_ASAN "Enable AddressSanitizer (ASAN) for debugging (degrades performance)" OFF) +option(ENABLE_ASAN "Enable AddressSanitizer (ASAN) for debugging (degrades performance)" OFF) option(ENABLE_UBSAN "Enable UndefinedBehaviorSanitizer (UBSan) for debugging" OFF) option(ENABLE_MSAN "Enable MemorySanitizer (MSan) for debugging (not recommended to run with ASAN)" OFF) @@ -22,83 +22,15 @@ cmake_dependent_option(USE_AUDIO "Build raylib with audio module" ON CUSTOMIZE_B enum_option(USE_EXTERNAL_GLFW "OFF;IF_POSSIBLE;ON" "Link raylib against system GLFW instead of embedded one") # GLFW build options -option(GLFW_BUILD_WAYLAND "Build the bundled GLFW with Wayland support" ON) +option(GLFW_BUILD_WAYLAND "Build the bundled GLFW with Wayland support" OFF) option(GLFW_BUILD_X11 "Build the bundled GLFW with X11 support" ON) -option(INCLUDE_EVERYTHING "Include everything disabled by default (for CI usage" OFF) +option(INCLUDE_EVERYTHING "Include everything disabled by default (for CI usage)" OFF) set(OFF ${INCLUDE_EVERYTHING} CACHE INTERNAL "Replace any OFF by default with \${OFF} to have it covered by this option") -# raylib modules included -cmake_dependent_option(SUPPORT_MODULE_RSHAPES "Include module: rshapes" ON CUSTOMIZE_BUILD ON) -cmake_dependent_option(SUPPORT_MODULE_RTEXTURES "Include module: rtextures" ON CUSTOMIZE_BUILD ON) -cmake_dependent_option(SUPPORT_MODULE_RTEXT "Include module: rtext" ON CUSTOMIZE_BUILD ON) -cmake_dependent_option(SUPPORT_MODULE_RMODELS "Include module: rmodels" ON CUSTOMIZE_BUILD ON) -cmake_dependent_option(SUPPORT_MODULE_RAUDIO "Include module: raudio" ON CUSTOMIZE_BUILD ON) +include(ParseConfigHeader) -# rcore.c -cmake_dependent_option(SUPPORT_CAMERA_SYSTEM "Provide camera module (rcamera.h) with multiple predefined cameras: free, 1st/3rd person, orbital" ON CUSTOMIZE_BUILD ON) -cmake_dependent_option(SUPPORT_GESTURES_SYSTEM "Gestures module is included (rgestures.h) to support gestures detection: tap, hold, swipe, drag" ON CUSTOMIZE_BUILD ON) -cmake_dependent_option(SUPPORT_RPRAND_GENERATOR "Include pseudo-random numbers generator (rprand.h), based on Xoshiro128** and SplitMix64" ON CUSTOMIZE_BUILD ON) -cmake_dependent_option(SUPPORT_MOUSE_GESTURES "Mouse gestures are directly mapped like touches and processed by gestures system" ON CUSTOMIZE_BUILD ON) -cmake_dependent_option(SUPPORT_SSH_KEYBOARD_RPI "Reconfigure standard input to receive key inputs, works with SSH connection" OFF CUSTOMIZE_BUILD OFF) -cmake_dependent_option(SUPPORT_DEFAULT_FONT "Default font is loaded on window initialization to be available for the user to render simple text. If enabled, uses external module functions to load default raylib font (module: text)" ON CUSTOMIZE_BUILD ON) -cmake_dependent_option(SUPPORT_SCREEN_CAPTURE "Allow automatic screen capture of current screen pressing F12, defined in KeyCallback()" ON CUSTOMIZE_BUILD ON) -cmake_dependent_option(SUPPORT_GIF_RECORDING "Allow automatic gif recording of current screen pressing CTRL+F12, defined in KeyCallback()" ON CUSTOMIZE_BUILD ON) -cmake_dependent_option(SUPPORT_BUSY_WAIT_LOOP "Use busy wait loop for timing sync instead of a high-resolution timer" OFF CUSTOMIZE_BUILD OFF) -cmake_dependent_option(SUPPORT_EVENTS_WAITING "Wait for events passively (sleeping while no events) instead of polling them actively every frame" OFF CUSTOMIZE_BUILD OFF) -cmake_dependent_option(SUPPORT_WINMM_HIGHRES_TIMER "Setting a higher resolution can improve the accuracy of time-out intervals in wait functions" OFF CUSTOMIZE_BUILD OFF) -cmake_dependent_option(SUPPORT_COMPRESSION_API "Support for compression API" ON CUSTOMIZE_BUILD ON) -cmake_dependent_option(SUPPORT_EVENTS_AUTOMATION "Support automatic generated events, loading and recording of those events when required" OFF CUSTOMIZE_BUILD OFF) -cmake_dependent_option(SUPPORT_CUSTOM_FRAME_CONTROL "Enabling this flag allows manual control of the frame processes, use at your own risk" OFF CUSTOMIZE_BUILD OFF) - -# rshapes.c -cmake_dependent_option(SUPPORT_QUADS_DRAW_MODE "Use QUADS instead of TRIANGLES for drawing when possible. Some lines-based shapes could still use lines" ON CUSTOMIZE_BUILD ON) - -# rtextures.c -cmake_dependent_option(SUPPORT_IMAGE_EXPORT "Support image exporting to file" ON CUSTOMIZE_BUILD ON) -cmake_dependent_option(SUPPORT_IMAGE_GENERATION "Support procedural image generation functionality (gradient, spot, perlin-noise, cellular)" ON CUSTOMIZE_BUILD ON) -cmake_dependent_option(SUPPORT_IMAGE_MANIPULATION "Support multiple image editing functions to scale, adjust colors, flip, draw on images, crop... If not defined only three image editing functions supported: ImageFormat(), ImageAlphaMask(), ImageToPOT()" ON CUSTOMIZE_BUILD ON) -cmake_dependent_option(SUPPORT_FILEFORMAT_PNG "Support loading PNG as textures" ON CUSTOMIZE_BUILD ON) -cmake_dependent_option(SUPPORT_FILEFORMAT_DDS "Support loading DDS as textures" ON CUSTOMIZE_BUILD ON) -cmake_dependent_option(SUPPORT_FILEFORMAT_HDR "Support loading HDR as textures" ON CUSTOMIZE_BUILD ON) -cmake_dependent_option(SUPPORT_FILEFORMAT_PIC "Support loading PIC as textures" ${OFF} CUSTOMIZE_BUILD OFF) -cmake_dependent_option(SUPPORT_FILEFORMAT_PNM "Support loading PNM as textures" ${OFF} CUSTOMIZE_BUILD OFF) -cmake_dependent_option(SUPPORT_FILEFORMAT_KTX "Support loading KTX as textures" ${OFF} CUSTOMIZE_BUILD OFF) -cmake_dependent_option(SUPPORT_FILEFORMAT_ASTC "Support loading ASTC as textures" ${OFF} CUSTOMIZE_BUILD OFF) -cmake_dependent_option(SUPPORT_FILEFORMAT_BMP "Support loading BMP as textures" ${OFF} CUSTOMIZE_BUILD OFF) -cmake_dependent_option(SUPPORT_FILEFORMAT_TGA "Support loading TGA as textures" ${OFF} CUSTOMIZE_BUILD OFF) -cmake_dependent_option(SUPPORT_FILEFORMAT_JPG "Support loading JPG as textures" ${OFF} CUSTOMIZE_BUILD OFF) -cmake_dependent_option(SUPPORT_FILEFORMAT_GIF "Support loading GIF as textures" ON CUSTOMIZE_BUILD ON) -cmake_dependent_option(SUPPORT_FILEFORMAT_QOI "Support loading QOI as textures" ON CUSTOMIZE_BUILD ON) -cmake_dependent_option(SUPPORT_FILEFORMAT_PSD "Support loading PSD as textures" ${OFF} CUSTOMIZE_BUILD OFF) -cmake_dependent_option(SUPPORT_FILEFORMAT_PKM "Support loading PKM as textures" ${OFF} CUSTOMIZE_BUILD OFF) -cmake_dependent_option(SUPPORT_FILEFORMAT_PVR "Support loading PVR as textures" ${OFF} CUSTOMIZE_BUILD OFF) -cmake_dependent_option(SUPPORT_FILEFORMAT_SVG "Support loading SVG as textures" ${OFF} CUSTOMIZE_BUILD OFF) - -# rtext.c -cmake_dependent_option(SUPPORT_FILEFORMAT_FNT "Support loading fonts in FNT format" ON CUSTOMIZE_BUILD ON) -cmake_dependent_option(SUPPORT_FILEFORMAT_TTF "Support loading font in TTF/OTF format" ON CUSTOMIZE_BUILD ON) -cmake_dependent_option(SUPPORT_TEXT_MANIPULATION "Support text manipulation functions" ON CUSTOMIZE_BUILD ON) -cmake_dependent_option(SUPPORT_FONT_ATLAS_WHITE_REC "Support white rec on font atlas bottom-right corner" ON CUSTOMIZE_BUILD ON) - -# rmodels.c -cmake_dependent_option(SUPPORT_MESH_GENERATION "Support procedural mesh generation functions, uses external par_shapes.h library. NOTE: Some generated meshes DO NOT include generated texture coordinates" ON CUSTOMIZE_BUILD ON) -cmake_dependent_option(SUPPORT_FILEFORMAT_OBJ "Support loading OBJ file format" ON CUSTOMIZE_BUILD ON) -cmake_dependent_option(SUPPORT_FILEFORMAT_MTL "Support loading MTL file format" ON CUSTOMIZE_BUILD ON) -cmake_dependent_option(SUPPORT_FILEFORMAT_IQM "Support loading IQM file format" ON CUSTOMIZE_BUILD ON) -cmake_dependent_option(SUPPORT_FILEFORMAT_GLTF "Support loading GLTF file format" ON CUSTOMIZE_BUILD ON) -cmake_dependent_option(SUPPORT_FILEFORMAT_VOX "Support loading VOX file format" ON CUSTOMIZE_BUILD ON) -cmake_dependent_option(SUPPORT_FILEFORMAT_M3D "Support loading M3D file format" ON CUSTOMIZE_BUILD ON) - -# raudio.c -cmake_dependent_option(SUPPORT_FILEFORMAT_WAV "Support loading WAV for sound" ON CUSTOMIZE_BUILD ON) -cmake_dependent_option(SUPPORT_FILEFORMAT_OGG "Support loading OGG for sound" ON CUSTOMIZE_BUILD ON) -cmake_dependent_option(SUPPORT_FILEFORMAT_XM "Support loading XM for sound" ON CUSTOMIZE_BUILD ON) -cmake_dependent_option(SUPPORT_FILEFORMAT_MOD "Support loading MOD for sound" ON CUSTOMIZE_BUILD ON) -cmake_dependent_option(SUPPORT_FILEFORMAT_MP3 "Support loading MP3 for sound" ON CUSTOMIZE_BUILD ON) -cmake_dependent_option(SUPPORT_FILEFORMAT_QOA "Support loading QOA for sound" ON CUSTOMIZE_BUILD ON) -cmake_dependent_option(SUPPORT_FILEFORMAT_FLAC "Support loading FLAC for sound" ${OFF} CUSTOMIZE_BUILD OFF) - -# utils.c -cmake_dependent_option(SUPPORT_STANDARD_FILEIO "Support standard file io library (stdio.h)" ON CUSTOMIZE_BUILD ON) -cmake_dependent_option(SUPPORT_TRACELOG "Show TraceLog() output messages. NOTE: By default LOG_DEBUG traces not shown" ON CUSTOMIZE_BUILD ON) +foreach(FLAG IN LISTS CONFIG_HEADER_FLAGS) + string(REGEX MATCH "([^=]+)=(.+)" _ ${FLAG}) + cmake_dependent_option(${CMAKE_MATCH_1} "" ${CMAKE_MATCH_2} CUSTOMIZE_BUILD ${CMAKE_MATCH_2}) +endforeach() diff --git a/CONTRIBUTING.md b/CONTRIBUTING.md index 644a89bf4..7d4c8acf1 100644 --- a/CONTRIBUTING.md +++ b/CONTRIBUTING.md @@ -5,13 +5,13 @@ Hello contributors! Welcome to raylib! Do you enjoy raylib and want to contribute? Nice! You can help with the following points: - `C programming` - Can you write/review/test/improve the code? -- `Documentation/Tutorials/Example` - Can you write some tutorial/example? +- `Documentation/Tutorials/Example` - Can you write some tutorials/examples? - `Porting to other platforms` - Can you port/adapt/compile raylib on other systems? - `Web Development` - Can you help [with the website](https://github.com/raysan5/raylib.com)? - `Testing` - Can you find some bugs in raylib? This document contains a set of guidelines to contribute to the project. These are mostly guidelines, not rules. -Use your best judgement, and feel free to propose changes to this document in a pull request. +Use your best judgment, and feel free to propose changes to this document in a pull request. ### raylib philosophy @@ -28,14 +28,14 @@ Use your best judgement, and feel free to propose changes to this document in a - [raylib license](LICENSE) - [raylib roadmap](ROADMAP.md) -[raylib Wiki](https://github.com/raysan5/raylib/wiki) contains some information about the library and is open to anyone for edit. +[raylib Wiki](https://github.com/raysan5/raylib/wiki) contains some information about the library and is open to anyone to edit. Feel free to review it if required, just take care not to break something. ### raylib C coding conventions Despite being written in C, raylib does not follow the standard Hungarian notation for C, it [follows Pascal-case/camel-case notation](https://github.com/raysan5/raylib/wiki/raylib-coding-conventions), -more common on C# language. All code formatting decisions have been carefully taken +more common in C# language. All code formatting decisions have been carefully taken to make it easier for students/users to read, write and understand code. Source code is extensively commented for that purpose, raylib primary learning method is: @@ -46,21 +46,21 @@ For detailed information on building raylib and examples, please check [raylib W ### Opening new Issues -To open new issue for raylib (bug, enhancement, discussion...), just try to follow these rules: +To open new issues for raylib (bug, enhancement, discussion...), just try to follow these rules: - Make sure the issue has not already been reported before by searching on GitHub under Issues. - If you're unable to find an open issue addressing the problem, open a new one. Be sure to include a title and clear description, as much relevant information as possible, and a code sample demonstrating the unexpected behavior. - - If applies, attach some screenshot of the issue and a .zip file with the code sample and required resources. + - If applicable, attach some screenshot of the issue and a .zip file with the code sample and required resources. - On issue description, add a brackets tag about the raylib module that relates to this issue. If don't know which module, just report the issue, I will review it. - - You can check other issues to see how is being done! + - You can check other issues to see how it's being done! ### Sending a Pull-Request - Make sure the PR description clearly describes the problem and solution. Include the relevant issue number if applicable. - Don't send big pull requests (lots of changelists), they are difficult to review. It's better to send small pull requests, one at a time. - - Verify that changes don't break the build (at least on Windows platform). As many platforms where you can test it, the better, but don't worry + - Verify that changes don't break the build (at least on Windows platform). The more platforms where you can test it, the better, but don't worry if you cannot test all the platforms. ### Contact information diff --git a/CONVENTIONS.md b/CONVENTIONS.md index 37db230e5..b7ace0275 100644 --- a/CONVENTIONS.md +++ b/CONVENTIONS.md @@ -1,6 +1,6 @@ ## C Coding Style Conventions -Here it is a list with some of the code conventions used by raylib: +Here is a list with some of the code conventions used by raylib: Code element | Convention | Example --- | :---: | --- @@ -79,7 +79,7 @@ _NOTE: Avoid any space or special character in the files/dir naming!_ - Data files should be organized by context and usage in the game, think about the loading requirements for data and put all the resources that need to be loaded at the same time together. - Use descriptive names for the files, it would be perfect if just reading the name of the file, it was possible to know what is that file and where fits in the game. - - Here it is an example, note that some resources require to be loaded all at once while other require to be loaded only at initialization (gui, font). + - Here is an example, note that some resources require to be loaded all at once while other require to be loaded only at initialization (gui, font). ``` resources/audio/fx/long_jump.wav diff --git a/FAQ.md b/FAQ.md index be06657b9..778e3455d 100644 --- a/FAQ.md +++ b/FAQ.md @@ -40,13 +40,13 @@ Yes, raylib can be used to create any kind of application, not just videogames. ### How can I learn to use raylib? Is there some official documentation or tutorials? -raylib does not provide a "standard" API reference documentation like other libraries, all of the raylib functionality is exposed in a simple [cheatsheet](https://www.raylib.com/cheatsheet/cheatsheet.html). Most of the functions are self-explanatory and the required parameters are very intuitive. It's also highly recommended to take a look to [`raylib.h`](https://github.com/raysan5/raylib/blob/master/src/raylib.h) header file or even the source code, that is very clean and organized, intended for teaching. +raylib does not provide a "standard" API reference documentation like other libraries, all of the raylib functionality is exposed in a simple [cheatsheet](https://www.raylib.com/cheatsheet/cheatsheet.html). Most of the functions are self-explanatory and the required parameters are very intuitive. It's also highly recommended to take a look at [`raylib.h`](https://github.com/raysan5/raylib/blob/master/src/raylib.h) header file or even the source code, that is very clean and organized, intended for teaching. raylib also provides a big [collection of examples](https://www.raylib.com/examples.html), to showcase the multiple functionality usage (+120 examples). Examples are categorized by the internal module functionality and also define an estimated level of difficulty to guide the users checking them. There is also a [FAQ on the raylib Wiki](https://github.com/raysan5/raylib/wiki/Frequently-Asked-Questions) with common technical questions. -There are also many tutorials on the internet and YouTube created by the growing raylib community along the years. +There are also many tutorials on the internet and YouTube created by the growing raylib community over the years. [raylib Discord Community](https://discord.gg/raylib) is also a great place to join and ask questions, the community is very friendly and always ready to help. @@ -56,7 +56,7 @@ raylib is [free and open source](https://github.com/raysan5/raylib). Anyone can ### What is the raylib license? -raylib source code is licensed under an unmodified zlib/libpng license, which is an OSI-certified, BSD-like license that allows static linking with closed source software. Check [LICENSE](https://github.com/raysan5/raylib/blob/master/LICENSE) for further details. +raylib source code is licensed under an unmodified zlib/libpng license, which is an OSI-certified, BSD-like license that allows static linking with closed-source software. Check [LICENSE](https://github.com/raysan5/raylib/blob/master/LICENSE) for further details. ### What platforms are supported by raylib? @@ -90,25 +90,25 @@ I personally consider raylib a graphics library with some high-level features ra ### What does raylib provide that other engines or libraries don't? -I would say "simplicity" and "enjoyment" at a really low-level of coding but actually is up to the user to discover it, to try it and to see if it fits their needs. raylib is not good for everyone but it's worth a try. +I would say "simplicity" and "enjoyment" at a really low level of coding but actually it is up to the user to discover it, to try it and to see if it fits their needs. raylib is not good for everyone but it's worth a try. ### How does raylib compare to Unity/Unreal/Godot? Those engines are usually big and complex to use, providing lot of functionality. They require some time to learn and test, they usually abstract many parts of the game development process and they usually provide a set of tools to assist users on their creations (like a GUI editor). -raylib is a simple programming library, with no integrated tools or editors. It gives full control to users at a very low-level to create graphics applications in a more handmade way. +raylib is a simple programming library, with no integrated tools or editors. It gives full control to users at a very low level to create graphics applications in a more handmade way. ### What development tools are required for raylib? To develop raylib programs you only need a text editor (with recommended code syntax highlighting) and a compiler. -A [raylib Windows Installer](https://raysan5.itch.io/raylib) package is distributed including the Notepad++ editor and MinGW (GCC) compiler pre-configured for Windows for new users as an starter-pack but for more advance configurations with other editors/compilers, [raylib Wiki](https://github.com/raysan5/raylib/wiki) provides plenty of configuration tutorials. +A [raylib Windows Installer](https://raysan5.itch.io/raylib) package is distributed including the Notepad++ editor and MinGW (GCC) compiler pre-configured for Windows for new users as an starter-pack but for more advanced configurations with other editors/compilers, [raylib Wiki](https://github.com/raysan5/raylib/wiki) provides plenty of configuration tutorials. ### What are raylib's external dependencies? -raylib is self-contained, it has no external dependencies to build it. But internally raylib uses several libraries from other developers, mostly used to load specific file-formats. +raylib is self-contained, it has no external dependencies to build it. But internally raylib uses several libraries from other developers, mostly used to load specific file formats. -A detailed list of raylib dependencies could be found on the [raylib Wiki](https://github.com/raysan5/raylib/wiki/raylib-dependencies). +A detailed list of raylib dependencies can be found on the [raylib Wiki](https://github.com/raysan5/raylib/wiki/raylib-dependencies). ### Can I use raylib with other technologies or libraries? @@ -129,10 +129,10 @@ No, raylib is built on top of OpenGL API, and there are currently no plans to su ### What could I expect to see in raylib in the future? -The main focus of the library is simplicity. Most of the efforts are invested in maintainability and bug-fixing. Despite new small features are regularly added, it's not the objective for raylib to become a full-featured engine. Personally I prefer to keep it small and enjoyable. +The main focus of the library is simplicity. Most of the efforts are invested in maintainability and bug-fixing. Despite new small features being regularly added, it's not the objective for raylib to become a full-featured engine. Personally I prefer to keep it small and enjoyable. ### Who are the raylib developers? -The main raylib developer and maintainer is [Ramon Santamaria](https://www.linkedin.com/in/raysan/) but there's 360+ contributors that have helped by adding new features, testing the library and solving issues in the 9+ years life of raylib. +The main raylib developer and maintainer is [Ramon Santamaria](https://www.linkedin.com/in/raysan/) but there are 360+ contributors that have helped by adding new features, testing the library and solving issues in the 9+ years life of raylib. The full list of raylib contributors can be seen [on GitHub](https://github.com/raysan5/raylib/graphs/contributors). diff --git a/HISTORY.md b/HISTORY.md index de14b651c..02e226437 100644 --- a/HISTORY.md +++ b/HISTORY.md @@ -3,13 +3,13 @@ introduction ------------ -I started developing videogames in 2006 and some years later I started teaching videogames development to young people with artistic profile, most of students had never written a single line of code. +I started developing videogames in 2006 and some years later I started teaching videogames development to young people with artistic profiles, most of students had never written a single line of code. I decided to start with C language basis and, after searching for the most simple and easy-to-use library to teach videogames programming, I found [WinBGI](https://winbgim.codecutter.org/); it was great and it worked very well with students, in just a couple of weeks, those students that had never written a single line of code were able to program (and understand) a simple PONG game, some of them even a BREAKOUT! -But WinBGI was not the clearer and most organized library for my taste. There were lots of things I found confusing and some function names were not clear enough for most of the students; not to mention the lack of transparencies support and no hardware acceleration. +But WinBGI was not the clearest and most organized library for my taste. There were lots of things I found confusing and some function names were not clear enough for most of the students; not to mention the lack of transparencies support and no hardware acceleration. -So, I decided to create my own library, hardware accelerated, clear function names, quite organized, well structured, plain C coding and, the most important, primarily intended to learn videogames programming. +So, I decided to create my own library, hardware accelerated, clear function names, quite organized, well structured, plain C coding and, most importantly, primarily intended to learn videogames programming. My previous videogames development experience was mostly in C# and [XNA](https://en.wikipedia.org/wiki/Microsoft_XNA) and I really loved it, so, I decided to use C# language style notation and XNA naming conventions. That way, students were able to move from raylib to XNA, MonoGame or similar libs extremely easily. @@ -20,28 +20,28 @@ Enjoy it. notes on raylib 1.1 ------------------- -On April 2014, after 6 month of first raylib release, raylib 1.1 has been released. This new version presents a complete internal redesign of the library to support OpenGL 1.1, OpenGL 3.3+ and OpenGL ES 2.0. +On April 2014, after 6 months of first raylib release, raylib 1.1 was released. This new version presents a complete internal redesign of the library to support OpenGL 1.1, OpenGL 3.3+ and OpenGL ES 2.0. - A new module named [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h) has been added to the library. This new module translates raylib-OpenGL-style immediate mode functions (i.e. rlVertex3f(), rlBegin(), ...) to different versions of OpenGL (1.1, 3.3+, ES2), selectable by one define. - [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h) also comes with a second new module named [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.h), which includes a bunch of useful functions for 3d-math with vectors, matrices and quaternions. -Some other big changes of this new version have been the support for OGG files loading and stream playing, and the support of DDS texture files (compressed and uncompressed) along with mipmaps support. +Some other big changes of this new version have been the support for OGG file loading and stream playing, and the support of DDS texture files (compressed and uncompressed) along with mipmaps support. -Lots of code changes and lot of testing have concluded in this amazing new raylib 1.1. +Lots of code changes and a lot of testing have concluded in this amazing new raylib 1.1. notes on raylib 1.2 ------------------- -On September 2014, after 5 month of raylib 1.1 release, it comes raylib 1.2. Again, this version presents a complete internal redesign of [core](https://github.com/raysan5/raylib/blob/master/src/rcore.c) module to support two new platforms: [Android](http://www.android.com/) and [Raspberry Pi](http://www.raspberrypi.org/). +On September 2014, after 5 months of raylib 1.1 release, it comes raylib 1.2. Again, this version presents a complete internal redesign of [core](https://github.com/raysan5/raylib/blob/master/src/rcore.c) module to support two new platforms: [Android](http://www.android.com/) and [Raspberry Pi](http://www.raspberrypi.org/). -It's been some month of really hard work to accomodate raylib to those new platforms while keeping it easy for the users. On Android, raylib manages internally the activity cicle, as well as the inputs; on Raspberry Pi, a complete raw input system has been written from scratch. +It's been some months of really hard work to accommodate raylib to those new platforms while keeping it easy for the users. On Android, raylib manages internally the activity cycle, as well as the inputs; on Raspberry Pi, a complete raw input system has been written from scratch. - - A new display initialization system has been created to support multiple resolutions, adding black bars if required; user only defines desired screen size and it gets properly displayed. + - A new display initialization system has been created to support multiple resolutions, adding black bars if required; the user only defines the desired screen size and it gets properly displayed. - Now raylib can easily deploy games to Android devices and Raspberry Pi (console mode). -Lots of code changes and lot of testing have concluded in this amazing new raylib 1.2. +Lots of code changes and a lot of testing have concluded in this amazing new raylib 1.2. In December 2014, new raylib 1.2.2 was published with support to compile directly for web (html5) using [emscripten](http://kripken.github.io/emscripten-site/) and [asm.js](http://asmjs.org/). @@ -50,26 +50,26 @@ notes on raylib 1.3 On September 2015, after 1 year of raylib 1.2 release, arrives raylib 1.3. This version adds shaders functionality, improves tremendously textures module and also provides some new modules (camera system, gestures system, immediate-mode gui). - - Shaders support is the biggest addition to raylib 1.3, with support for easy shaders loading and use. Loaded shaders can be attached to 3d models or used as fullscreen postrocessing effects. A bunch of postprocessing shaders are also included in this release, check raylib/shaders folder. + - Shaders support is the biggest addition to raylib 1.3, with support for easy shaders loading and use. Loaded shaders can be attached to 3d models or used as fullscreen post-processing effects. A bunch of postprocessing shaders are also included in this release, check raylib/shaders folder. - Textures module has grown to support most of the internal texture formats available in OpenGL (RGB565, RGB888, RGBA5551, RGBA4444, etc.), including compressed texture formats (DXT, ETC1, ETC2, ASTC, PVRT); raylib 1.3 can load .dds, .pkm, .ktx, .astc and .pvr files. - - A brand new [camera](https://github.com/raysan5/raylib/blob/master/src/rcamera.c) module offers to the user multiple preconfigured ready-to-use camera systems (free camera, 1st person, 3rd person). Camera modes are very easy to use, just check examples: [core_3d_camera_free.c](https://github.com/raysan5/raylib/blob/master/examples/core_3d_camera_free.c) and [core_3d_camera_first_person.c](https://github.com/raysan5/raylib/blob/master/examples/core_3d_camera_first_person.c). + - A brand new [camera](https://github.com/raysan5/raylib/blob/master/src/rcamera.h) module offers to the user multiple preconfigured ready-to-use camera systems (free camera, 1st person, 3rd person). Camera modes are very easy to use, just check examples: [core_3d_camera_free.c](https://github.com/raysan5/raylib/blob/master/examples/core/core_3d_camera_free.c) and [core_3d_camera_first_person.c](https://github.com/raysan5/raylib/blob/master/examples/core/core_3d_camera_first_person.c). - New [gestures](https://github.com/raysan5/raylib/blob/master/src/rgestures.h) module simplifies gestures detection on Android and HTML5 programs. - - [raygui](https://github.com/raysan5/raylib/blob/master/src/raygui.h), the new immediate-mode GUI module offers a set of functions to create simple user interfaces, primary intended for tools development. It's still in experimental state but already fully functional. + - [raygui](https://github.com/raysan5/raylib/blob/master/examples/shapes/raygui.h), the new immediate-mode GUI module offers a set of functions to create simple user interfaces, primarily intended for tools development. It's still in an experimental state but already fully functional. Most of the examples have been completely rewritten and +10 new examples have been added to show the new raylib features. -Lots of code changes and lot of testing have concluded in this amazing new raylib 1.3. +Lots of code changes and a lot of testing have concluded in this amazing new raylib 1.3. notes on raylib 1.4 ------------------- On February 2016, after 4 months of raylib 1.3 release, it comes raylib 1.4. For this new version, lots of parts of the library have been reviewed, lots of bugs have been solved and some interesting features have been added. - - First big addition is a set of [Image manipulation functions](https://github.com/raysan5/raylib/blob/master/src/raylib.h#L673) have been added to crop, resize, colorize, flip, dither and even draw image-to-image or text-to-image. Now a basic image processing can be done before converting the image to texture for usage. + - First big addition is a set of [Image manipulation functions](https://github.com/raysan5/raylib/blob/master/src/raylib.h#L1331) that have been added to crop, resize, colorize, flip, dither and even draw image-to-image or text-to-image. Now basic image processing can be done before converting the image to texture for usage. - SpriteFonts system has been improved, adding support for AngelCode fonts (.fnt) and TrueType Fonts (using [stb_truetype](https://github.com/nothings/stb/blob/master/stb_truetype.h) helper library). Now raylib can read standard .fnt font data and also generate at loading a SpriteFont from a TTF file. @@ -77,12 +77,12 @@ On February 2016, after 4 months of raylib 1.3 release, it comes raylib 1.4. For - [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.h) module has been reviewed; some bugs have been solved and the module has been converted to a header-only file for easier portability, optionally, functions can also be used as inline. - - [gestures](https://github.com/raysan5/raylib/blob/master/src/rgestures.c) module has redesigned and simplified, now it can process touch events from any source, including mouse. This way, gestures system can be used on any platform providing an unified way to work with inputs and allowing the user to create multiplatform games with only one source code. + - [gestures](https://github.com/raysan5/raylib/blob/master/src/rgestures.h) module has been redesigned and simplified, now it can process touch events from any source, including the mouse. This way, gestures system can be used on any platform providing a unified way to work with inputs and allowing the user to create multiplatform games with only one source code. - Raspberry Pi input system has been redesigned to better read raw inputs using generic Linux event handlers (keyboard:`stdin`, mouse:`/dev/input/mouse0`, gamepad:`/dev/input/js0`). Gamepad support has also been added (experimental). Other important improvements are the functional raycast system for 3D picking, including some ray collision-detection functions, -and the addition of two simple functions for persistent data storage. Now raylib user can save and load game data in a file (only some platforms supported). A simple [easings](https://github.com/raysan5/raylib/blob/master/src/easings.h) module has also been added for values animation. +and the addition of two simple functions for persistent data storage. Now raylib users can save and load game data in a file (only some platforms are supported). A simple [easings](https://github.com/raysan5/raylib/blob/master/examples/shapes/reasings.h) module has also been added for values animation. Up to 8 new code examples have been added to show the new raylib features and +10 complete game samples have been provided to learn how to create some classic games like Arkanoid, Asteroids, Missile Commander, Snake or Tetris. @@ -94,36 +94,36 @@ notes on raylib 1.5 On July 2016, after 5 months of raylib 1.4 release, arrives raylib 1.5. This new version is the biggest boost of the library until now, lots of parts of the library have been redesigned, lots of bugs have been solved and some **AMAZING** new features have been added. - - VR support: raylib supports **Oculus Rift CV1**, one of the most anticipated VR devices in the market. Additionally, raylib supports simulated VR stereo rendering, independent of the VR device; it means, raylib can generate stereo renders with custom head-mounted-display device parameteres, that way, any VR device in the market can be **simulated in any platform** just configuring device parameters (and consequently, lens distortion). To enable VR is [extremely easy](https://github.com/raysan5/raylib/blob/master/examples/core_oculus_rift.c). + - VR support: raylib supports **Oculus Rift CV1**, one of the most anticipated VR devices in the market. Additionally, raylib supports simulated VR stereo rendering, independent of the VR device; it means, raylib can generate stereo renders with custom head-mounted-display device parameters, that way, any VR device in the market can be **simulated in any platform** just configuring device parameters (and consequently, lens distortion). To enable VR is [extremely easy](https://github.com/raysan5/raylib/blob/master/examples/core_oculus_rift.c). - New materials system: now raylib supports standard material properties for 3D models, including diffuse-ambient-specular colors and diffuse-normal-specular textures. Just assign values to standard material and everything is processed internally. - - New lighting system: added support for up to 8 configurable lights and 3 light types: **point**, **directional** and **spot** lights. Just create a light, configure its parameters and raylib manages render internally for every 3d object using standard material. + - New lighting system: added support for up to 8 configurable lights and 3 light types: **point**, **directional** and **spot** lights. Just create a light, configure its parameters and raylib manages to render internally for every 3d object using standard material. - Complete gamepad support on Raspberry Pi: Gamepad system has been completely redesigned. Now multiple gamepads can be easily configured and used; gamepad data is read and processed in raw mode in a second thread. - - Redesigned physics module: [physac](https://github.com/raysan5/raylib/blob/master/src/physac.h) module has been converted to header only and usage [has been simplified](https://github.com/raysan5/raylib/blob/master/examples/physics_basic_rigidbody.c). Performance has also been singnificantly improved, now physic objects are managed internally in a second thread. + - Redesigned physics module: [physac](https://github.com/raysan5/raylib/blob/master/src/physac.h) module has been converted to header only and usage [has been simplified](https://github.com/raysan5/raylib/blob/master/examples/physics_basic_rigidbody.c). Performance has also been significantly improved, now physic objects are managed internally in a second thread. - - Audio chiptunese support and mixing channels: Added support for module audio music (.xm, .mod) loading and playing. Multiple mixing channels are now also supported. All this features thanks to the amazing work of @kd7tck. + - Audio chiptunes support and mixing channels: Added support for module audio music (.xm, .mod) loading and playing. Multiple mixing channels are now also supported. All these features thanks to the amazing work of @kd7tck. -Other additions include a [2D camera system](https://github.com/raysan5/raylib/blob/master/examples/core_2d_rcamera.c), render textures for offline render (and most comprehensive [postprocessing](https://github.com/raysan5/raylib/blob/master/examples/shaders_postprocessing.c)) or support for legacy OpenGL 2.1 on desktop platforms. +Other additions include a [2D camera system](https://github.com/raysan5/raylib/blob/master/examples/core/core_2d_rcamera.c), render textures for offline render (and most comprehensive [postprocessing](https://github.com/raysan5/raylib/blob/master/examples/shaders/shaders_postprocessing.c)) or support for legacy OpenGL 2.1 on desktop platforms. -This new version is so massive that is difficult to list all the improvements, most of raylib modules have been reviewed and [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.c) module has been completely redesigned to accomodate to new material-lighting systems and stereo rendering. You can check [CHANGELOG](https://github.com/raysan5/raylib/blob/master/CHANGELOG) file for a more detailed list of changes. +This new version is so massive that is difficult to list all the improvements, most of the raylib modules have been reviewed and [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h) module has been completely redesigned to accommodate to new material-lighting systems and stereo rendering. You can check [CHANGELOG](https://github.com/raysan5/raylib/blob/master/CHANGELOG) file for a more detailed list of changes. -Up to 8 new code examples have been added to show the new raylib features and also some samples to show the usage of [rlgl](https://github.com/raysan5/raylib/blob/master/examples/rlgl_standalone.c) and [audio](https://github.com/raysan5/raylib/blob/master/examples/audio_standalone.c) raylib modules as standalone libraries. +Up to 8 new code examples have been added to show the new raylib features and also some samples to show the usage of [rlgl](https://github.com/raysan5/raylib/blob/master/examples/others/rlgl_standalone.c) and [audio](https://github.com/raysan5/raylib/blob/master/examples/audio_standalone.c) raylib modules as standalone libraries. Lots of code changes (+400 commits) and lots of hours of hard work have concluded in this amazing new raylib 1.5. notes on raylib 1.6 ------------------- -On November 2016, only 4 months after raylib 1.5, arrives raylib 1.6. This new version represents another big review of the library and includes some interesting additions. This version conmmemorates raylib 3rd anniversary (raylib 1.0 was published on November 2013) and it is a stepping stone for raylib future. raylib roadmap has been reviewed and redefined to focus on its primary objective: create a simple and easy-to-use library to learn videogames programming. Some of the new features: +On November 2016, only 4 months after raylib 1.5, arrives raylib 1.6. This new version represents another big review of the library and includes some interesting additions. This version commemorates raylib 3rd anniversary (raylib 1.0 was published on November 2013) and it is a stepping stone for raylib future. raylib roadmap has been reviewed and redefined to focus on its primary objective: create a simple and easy-to-use library to learn videogames programming. Some of the new features: - Complete [raylib Lua binding](https://github.com/raysan5/raylib-lua). All raylib functions plus the +60 code examples have been ported to Lua, now Lua users can enjoy coding videogames in Lua while using all the internal power of raylib. This addition also open the doors to Lua scripting support for a future raylib-based engine, being able to move game logic (Init, Update, Draw, De-Init) to Lua scripts while keep using raylib functionality. - - Completely redesigned [audio module](https://github.com/raysan5/raylib/blob/master/src/raudio.c). Based on the new direction taken in raylib 1.5, it has been further improved and more functionality added (+20 new functions) to allow raw audio processing and streaming. [FLAC file format support](https://github.com/raysan5/raylib/blob/master/src/external/dr_flac.h) has also been added. In the same line, [OpenAL Soft](https://github.com/kcat/openal-soft) backend is now provided as a static library in Windows to allow static linking and get ride of OpenAL32.dll. Now raylib Windows games are completey self-contained, no external libraries required any more! + - Completely redesigned [audio module](https://github.com/raysan5/raylib/blob/master/src/raudio.c). Based on the new direction taken in raylib 1.5, it has been further improved and more functionality added (+20 new functions) to allow raw audio processing and streaming. [FLAC file format support](https://github.com/raysan5/raylib/blob/master/src/external/dr_flac.h) has also been added. In the same line, [OpenAL Soft](https://github.com/kcat/openal-soft) backend is now provided as a static library in Windows to allow static linking and get ride of OpenAL32.dll. Now raylib Windows games are completely self-contained, no external libraries are required anymore! - - [Physac](https://github.com/victorfisac/Physac) module has been moved to its own repository and it has been improved A LOT, actually, library has been completely rewritten from scratch by [@victorfisac](https://github.com/victorfisac), multiple samples have been added together with countless new features to match current standard 2D physic libraries. Results are amazing! + - [Physac](https://github.com/victorfisac/Physac) module has been moved to its own repository and it has been improved A LOT, actually, the library has been completely rewritten from scratch by [@victorfisac](https://github.com/victorfisac), multiple samples have been added together with countless new features to match current standard 2D physic libraries. Results are amazing! - Camera and gestures modules have been reviewed, highly simplified and ported to single-file header-only libraries for easier portability and usage flexibility. Consequently, camera system usage has been simplified in all examples. @@ -131,41 +131,41 @@ On November 2016, only 4 months after raylib 1.5, arrives raylib 1.6. This new v - Improved textures and text functionality, adding new functions for texture filtering control and better TTF/AngelCode fonts loading and generation support. -Build system improvement. Added support for raylib dynamic library generation (raylib.dll) for users that prefer dynamic library linking. Also thinking on advance users, it has been added pre-configured [Visual Studio C++ 2015 solution](https://github.com/raysan5/raylib/tree/master/project/vs2015) with raylib project and C/C++ examples for users that prefer that professional IDE and compiler. +Build system improvement. Added support for raylib dynamic library generation (raylib.dll) for users that prefer dynamic library linking. Also thinking on advanced users, it has been added pre-configured [Visual Studio C++ 2015 solution](https://github.com/raysan5/raylib/tree/master/projects/vs2015) with raylib project and C/C++ examples for users that prefer that professional IDE and compiler. New examples, new functions, complete code-base review, multiple bugs corrected... this is raylib 1.6. Enjoy making games. notes on raylib 1.7 ------------------- -On May 2017, around 6 month after raylib 1.6, comes another raylib instalment, raylib 1.7. This time library has been improved a lot in terms of consistency and cleanness. As stated in [this patreon article](https://www.patreon.com/posts/raylib-future-7501034), this new raylib version has focused efforts in becoming more simple and easy-to-use to learn videogames programming. Some highlights of this new version are: +On May 2017, around 6 months after raylib 1.6, comes another raylib installment, raylib 1.7. This time library has been improved a lot in terms of consistency and cleanness. As stated in [this patreon article](https://www.patreon.com/posts/raylib-future-7501034), this new raylib version has focused efforts in becoming more simple and easy-to-use to learn videogames programming. Some highlights of this new version are: - More than 30 new functions added to the library, functions to control Window, utils to work with filenames and extensions, functions to draw lines with custom thick, mesh loading, functions for 3d ray collisions detailed detection, functions for VR simulation and much more... Just check [CHANGELOG](CHANGELOG) for a detailed list of additions! - - Support of [configuration flags](https://github.com/raysan5/raylib/issues/200) on every raylib module. Advance users can customize raylib just choosing desired features, defining some configuration flags on modules compilation. That way users can control library size and available functionality. + - Support of [configuration flags](https://github.com/raysan5/raylib/issues/200) on every raylib module. Advanced users can customize raylib just by choosing desired features, and defining some configuration flags on modules compilation. That way users can control library size and available functionality. - - Improved [build system](https://github.com/raysan5/raylib/blob/master/src/Makefile) for all supported platforms (Windows, Linux, OSX, RPI, Android, HTML5) with a unique Makefile to compile sources. Added support for Android compilation with a custom standalone toolchain and also multiple build compliation flags. + - Improved [build system](https://github.com/raysan5/raylib/blob/master/src/Makefile) for all supported platforms (Windows, Linux, OSX, RPI, Android, HTML5) with a unique Makefile to compile sources. Added support for Android compilation with a custom standalone toolchain and also multiple build compilation flags. - - New [examples](http://www.raylib.com/examples.html) and [sample games](http://www.raylib.com/games.html) added. All samples material has been reviewed, removing useless examples and adding more comprehensive ones; all material has been ported to latest raylib version and tested in multiple platforms. Examples folder structure has been improved and also build systems. + - New [examples](http://www.raylib.com/examples.html) and [sample games](http://www.raylib.com/games.html) added. All sample material has been reviewed, removing useless examples and adding more comprehensive ones; all material has been ported to the latest raylib version and tested on multiple platforms. Examples folder structure has been improved and also build systems. - - Improved library consistency and organization in general. Functions and parameters have been renamed, some parts of the library have been cleaned and simplyfied, some functions has been moved to examples (lighting, Oculus Rift CV1 support) towards a more generic library implementation. Lots of hours have been invested in this process... + - Improved library consistency and organization in general. Functions and parameters have been renamed, some parts of the library have been cleaned and simplified, some functions have been moved to examples (lighting, Oculus Rift CV1 support) towards a more generic library implementation. Lots of hours have been invested in this process... Some other features: Gamepad support on HTML5, RPI touch screen support, 32bit audio support, frames timing improvements, public log system, rres file format support, automatic GIF recording... -And here it is another version of **raylib, a simple and easy-to-use library to enjoy videogames programming**. Enjoy it. +And here is another version of **raylib, a simple and easy-to-use library to enjoy videogames programming**. Enjoy it. notes on raylib 1.8 ------------------- October 2017, around 5 months after latest raylib version, another release is published: raylib 1.8. Again, several modules of the library have been reviewed and some new functionality added. Main changes of this new release are: - - [Procedural image generation](https://github.com/raysan5/raylib/blob/master/examples/textures/textures_image_generation.c) function, a set of new functions have been added to generate gradients, checked, noise and cellular images from scratch. Image generation could be useful for certain textures or learning pourpouses. + - [Procedural image generation](https://github.com/raysan5/raylib/blob/master/examples/textures/textures_image_generation.c) function, a set of new functions have been added to generate gradients, checked, noise and cellular images from scratch. Image generation could be useful for certain textures or learning purposes. - [Parametric mesh generation](https://github.com/raysan5/raylib/blob/master/examples/models/models_mesh_generation.c) functions, create 3d meshes from scratch just defining a set of parameters, meshes like cube, sphere, cylinder, torus, knot and more can be very useful for prototyping or for lighting and texture testing. - - PBR Materials support, a completely redesigned shaders and material system allows advance materials definition and usage, with fully customizable shaders. Some new functions have been added to generate the environment textures required for PBR shading and a a new complete [PBR material example](https://github.com/raysan5/raylib/blob/master/examples/models/models_material_pbr.c) is also provided for reference. + - PBR Materials support, a completely redesigned shaders and material system allows advanced materials definition and usage, with fully customizable shaders. Some new functions have been added to generate the environment textures required for PBR shading and a a new complete [PBR material example](https://github.com/raysan5/raylib/blob/master/examples/models/models_material_pbr.c) is also provided for reference. - - Custom Android APK build pipeline with [simple Makefile](https://github.com/raysan5/raylib/blob/master/templates/simple_game/Makefile). Actually, full code building mechanism based on plain Makefile has been completely reviewed and Android building has been added for sources and also for examples and templates building into final APK package. This way, raylib Android building has been greatly simplified and integrated seamlessly into standard build scripts. + - Custom Android APK build pipeline with [simple Makefile](https://github.com/raysan5/raylib/blob/master/templates/simple_game/Makefile). Actually, full code building mechanism based on plain Makefile has been completely reviewed and Android building has been added for sources and also for examples and templates building into the final APK package. This way, raylib Android building has been greatly simplified and integrated seamlessly into standard build scripts. - [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h) module has been completely reviewed and most of the functions renamed for consistency. This way, standalone usage of rlgl is promoted, with a [complete example provided](https://github.com/raysan5/raylib/blob/master/examples/others/rlgl_standalone.c). rlgl offers a pseudo-OpenGL 1.1 immediate-mode programming-style layer, with backends to multiple OpenGL versions. @@ -178,37 +178,37 @@ New installer provided, web updated, examples re-builded, documentation reviewed notes on raylib 2.0 ------------------- -It's been 9 month since last raylib version was published, a lots of things have changed since then... This new raylib version represents an inflexion point in the development of the library and so, we jump to a new major version... Here it is the result of almost **5 years and thousands of hours of hard work**... here it is... **raylib 2.0** +It's been 9 months since last raylib version was published, a lot of things have changed since then... This new raylib version represents an inflection point in the development of the library and so, we jump to a new major version... Here is the result of almost **5 years and thousands of hours of hard work**... here is... **raylib 2.0** In **raylib 2.0** the full API has been carefully reviewed for better consistency, some new functionality has been added and the overall raylib experience has been greatly improved... The key features of new version are: - - **Complete removal of external dependencies.** Finally, raylib does not require external libraries to be installed and linked along with raylib, all required libraries are contained and compiled within raylib. Obviously some external libraries are required but only the strictly platform-dependant ones, the ones that come installed with the OS. So, raylib becomes a self-contained platform-independent games development library. + - **Complete removal of external dependencies.** Finally, raylib does not require external libraries to be installed and linked along with raylib, all required libraries are contained and compiled within raylib. Obviously some external libraries are required but only the strictly platform-dependent ones, the ones that come installed with the OS. So, raylib becomes a self-contained platform-independent games development library. - **Full redesign of audio module to use the amazing miniaudio library**, along with external dependencies removal, OpenAL library has been replaced by [miniaudio](https://github.com/dr-soft/miniaudio), this brand new library offers automatic dynamic linking with default OS audio systems. Undoubtedly, the perfect low-level companion for raylib audio module! - - **Support for continuous integration building*** through AppVeyor and Travis CI. Consequently, raylib GitHub develop branch has been removed, simplyfing the code-base to a single master branch, always stable. Every time a new commit is deployed, library is compiled for **up-to 12 different configurations**, including multiple platforms, 32bit/64bit and multiple compiler options! All those binaries are automatically attached to any new release! + - **Support for continuous integration building*** through AppVeyor and Travis CI. Consequently, raylib GitHub develop branch has been removed, simplifying the code-base to a single master branch, always stable. Every time a new commit is deployed, library is compiled for **up-to 12 different configurations**, including multiple platforms, 32bit/64bit and multiple compiler options! All those binaries are automatically attached to any new release! - **More platforms supported and tested**, including BSD family (FreeBSD, openBSD, NetBSD, DragonFly) and Linux-based family platforms (openSUSE, Debian, Ubuntu, Arch, NixOS...). raylib has already been added to some package managers! Oh, and last but not less important, **Android 64bit** is already supported by raylib! - - **Support for TCC compiler!** Thanks to the lack of external dependencies, raylib can now be easily compiled with a **minimal toolchain**, like the one provide by Tiny C Compiler. It opens the door to an amazing future, allowing, for example, static linkage of libtcc for **runtime compilation of raylib-based code**... and the library itself if required! Moreover, TCC is blazing fast, it can compile all raylib in a couple of seconds! + - **Support for TCC compiler!** Thanks to the lack of external dependencies, raylib can now be easily compiled with a **minimal toolchain**, like the one provided by Tiny C Compiler. It opens the door to an amazing future, allowing, for example, static linkage of libtcc for **runtime compilation of raylib-based code**... and the library itself if required! Moreover, TCC is blazing fast, it can compile all raylib in a couple of seconds! - - Refactored all raylib configuration #defines into a **centralized `config.h` header**, with more than **40 possible configuration options** to compile a totally customizable raylib version including only desired options like supported file-formats or specific functionality support. It allows generating a trully ligth-weight version of the library if desired! + - Refactored all raylib configuration #defines into a **centralized `config.h` header**, with more than **40 possible configuration options** to compile a totally customizable raylib version including only desired options like supported file formats or specific functionality support. It allows generating a trully ligth-weight version of the library if desired! A part of that, lots of new features, like a brand **new font rendering and packaging system** for TTF fonts with **SDF support** (thanks to the amazing STB headers), new functions for **CPU image data manipulation**, new orthographic 3d camera mode, a complete review of `raymath.h` single-file header-only library for better consistency and performance, new examples and way, [way more](https://github.com/raysan5/raylib/blob/master/CHANGELOG). -Probably by now, **raylib 2.0 is the simplest and easiest-to-use library to enjoy (and learn) videogames programming**... but, undoubtedly its development has exceeded any initial objective; raylib has become a simple and easy-to-use trully multiplatform portable standalone media library with thousands of possibilities... and that's just the beginning! +Probably by now, **raylib 2.0 is the simplest and easiest-to-use library to enjoy (and learn) videogames programming**... but, undoubtedly its development has exceeded any initial objective; raylib has become a simple and easy-to-use truly multiplatform portable standalone media library with thousands of possibilities... and that's just the beginning! notes on raylib 2.5 ------------------- -After almost one years since latest raylib installment, here it is **raylib 2.5**. A lot of work has been put on this new version and consequently I decided to bump versioning several digits. The complete list of changes and additions is humungous, details can be found in the [CHANGELOG](CHANGELOG), and here it is a short recap with the highlight improvements. +After almost one years since latest raylib installment, here is **raylib 2.5**. A lot of work has been put on this new version and consequently I decided to bump versioning several digits. The complete list of changes and additions is humungous, details can be found in the [CHANGELOG](CHANGELOG), and here is a short recap with the highlight improvements. - New **window management and file system functions** to query monitor information, deal with clipboard, check directory files info and even launch a URL with default system web browser. Experimental **High-DPI monitor support** has also been added through a compile flag. - **Redesigned Gamepad mechanism**, now generic for all platforms and gamepads, no more specific gamepad configurations. **Redesigned UWP input system**, now raylib supports UWP seamlessly, previous implementation required a custom input system implemented in user code. - - `rlgl` module has been redesigned to **support a unique buffer for shapes drawing batching**, including LINES, TRIANGLES, QUADS in the same indexed buffer, also added support for multi-buffering if required. Additionally, `rlPushMatrix()`/`rlPopMatrix()` functionality has been reviewed to behave exactly like OpenGL 1.1, `models_rlgl_solar_system` example has been added to illustrate this behaviour. + - `rlgl` module has been redesigned to **support a unique buffer for shapes drawing batching**, including LINES, TRIANGLES, QUADS in the same indexed buffer, also added support for multi-buffering if required. Additionally, `rlPushMatrix()`/`rlPopMatrix()` functionality has been reviewed to behave exactly like OpenGL 1.1, `models_rlgl_solar_system` example has been added to illustrate this behavior. - **VR simulator** has been reviewed to **allow custom configuration of Head-Mounted-Device parameters and distortion shader**, `core_vr_simulator` has been properly adapted to showcase this new functionality, now the VR simulator is a generic configurable stereo rendering system that allows any VR device simulation with just a few lines of code or even dynamic tweaking of HMD parameters. @@ -220,30 +220,30 @@ After almost one years since latest raylib installment, here it is **raylib 2.5* - Experimental **cubemap support**, to automatically load multiple cubemap layouts (`LoadTextureCubemap()`). It required some internal `rlgl` redesign to allow cubemap textures. - - **Skeletal animation support for 3d models**, this addition implied a redesign of `Model` data structure to accomodate multiple mesh/multiple materials support and bones information. Multiple models functions have been reviewed and added on this process, also **glTF models loading support** has been added. + - **Skeletal animation support for 3d models**, this addition implied a redesign of `Model` data structure to accommodate multiple mesh/multiple materials support and bones information. Multiple models functions have been reviewed and added on this process, also **glTF models loading support** has been added. -This is a just a brief list with some of the changes of the new **raylib 2.5** but there is way more, about **70 new functions** have been added and several subsystems have been redesigned. More than **30 new examples** have been created to show the new functionalities and better illustrate already available ones. +This is just a brief list with some of the changes of the new **raylib 2.5** but there is way more, about **70 new functions** have been added and several subsystems have been redesigned. More than **30 new examples** have been created to show the new functionalities and better illustrate already available ones. It has been a long year of hard work to make raylib a solid technology to develop new products over it. notes on raylib 3.0 ------------------- -After **10 months of intense development**, new raylib version is ready. Despite primary intended as a minor release, the [CHANGELIST](CHANGELOG) has grown so big and the library has changed so much internally that it finally became a major release. Library **internal ABI** has reveived a big redesign and review, targeting portability, integration with other platforms and making it a perfect option for other progamming [language bindings](BINDINGS.md). +After **10 months of intense development**, new raylib version is ready. Despite primary intended as a minor release, the [CHANGELIST](CHANGELOG) has grown so big and the library has changed so much internally that it finally became a major release. Library **internal ABI** has received a big redesign and review, targeting portability, integration with other platforms and making it a perfect option for other programming [language bindings](BINDINGS.md). - - All **global variables** from the multiple raylib modules have been moved to a **global context state**, it has several benefits, first, better code readability with more comprehensive variables naming and categorization (organized by types, i.e. `CORE.Window.display.width`, `CORE.Input.Keyboard.currentKeyState` or `RLGL.State.modelview`). Second, it allows better memory management to load global context state dynamically when required (not at the moment), making it easy to implement a **hot-reloading mechanism** if desired. + - All **global variables** from the multiple raylib modules have been moved to a **global context state**, it has several benefits, first, better code readability with more comprehensive variable naming and categorization (organized by types, i.e. `CORE.Window.display.width`, `CORE.Input.Keyboard.currentKeyState` or `RLGL.State.modelview`). Second, it allows better memory management to load global context state dynamically when required (not at the moment), making it easy to implement a **hot-reloading mechanism** if desired. - - All **memory allocations** on raylib and its dependencies now use `RL_MALLOC`, `RL_FREE` and similar macros. Now users can easely hook their own memory allocations mechanism if desired, having more control over memory allocated internally by the library. Additionally, it makes it easier to port the library to embedded devices where memory control is critical. For more info check raylib issue #1074. + - All **memory allocations** on raylib and its dependencies now use `RL_MALLOC`, `RL_FREE` and similar macros. Now users can easily hook their own memory allocation mechanism if desired, having more control over memory allocated internally by the library. Additionally, it makes it easier to port the library to embedded devices where memory control is critical. For more info check raylib issue #1074. - All **I/O file accesses** from raylib are being moved to **memory data access**, now all I/O file access is centralized into just four functions: `LoadFileData()`, `SaveFileData()`, `LoadFileText()`, `SaveFileText()`. Users can just update those functions to any I/O file system. This change makes it easier to integrate raylib with **Virtual File Systems** or custom I/O file implementations. - All **raylib data structures** have been reviewed and optimized for pass-by-value usage. One of raylib distinctive design decisions is that most of its functions receive and return data by value. This design makes raylib really simple for newcomers, avoiding pointers and allowing complete access to all structures data in a simple way. The downside is that data is copied on stack every function call and that copy could be costly so, all raylib data structures have been optimized to **stay under 64 bytes** for fast copy and retrieve. - - All **raylib tracelog messages** have been reviewd and categorized for a more comprehensive output information when developing raylib applications, now all display, input, timer, platform, auxiliar libraries, file-accesses, data loading/unloading issues are properly reported with more detailed and visual messages. + - All **raylib tracelog messages** have been reviewed and categorized for a more comprehensive output information when developing raylib applications, now all display, input, timer, platform, auxiliar libraries, file-accesses, data loading/unloading issues are properly reported with more detailed and visual messages. - - `raudio` module has been internally reviewed to accomodate the new `Music` structure (converted from previous pointer format) and the module has been adapted to the **highly improved** [`miniaudio v0.10`](https://github.com/dr-soft/miniaudio). + - `raudio` module has been internally reviewed to accommodate the new `Music` structure (converted from previous pointer format) and the module has been adapted to the **highly improved** [`miniaudio v0.10`](https://github.com/dr-soft/miniaudio). - - `text` module reviewed to **improve fonts generation** and text management functions, `Font` structure has been redesigned to better accomodate characters data, decoupling individual characters as `Image` glyphs from the font atlas parameters. Several improvements have been made to better support Unicode strings with UTF-8 encoding. + - `text` module reviewed to **improve fonts generation** and text management functions, `Font` structure has been redesigned to better accommodate characters data, decoupling individual characters as `Image` glyphs from the font atlas parameters. Several improvements have been made to better support Unicode strings with UTF-8 encoding. - **Multiple new examples added** (most of them contributed by raylib users) and all examples reviewed for correct execution on most of the supported platforms, specially Web and Raspberry Pi. A detailed categorized table has been created on github for easy examples navigation and code access. @@ -274,19 +274,19 @@ Here the list with some highlights for `raylib 3.5`. - NEW **configuration options** exposed: For custom raylib builds, `config.h` now exposes **more than 150 flags and defines** to build raylib with only the desired features, for example, it allows to build a minimal raylib library in just some KB removing all external data filetypes supported, very useful to generate **small executables or embedded devices**. - - NEW **automatic GIF recording** feature: Actually, automatic GIF recording (**CTRL+F12**) for any raylib application has been available for some versions but this feature was really slow and low-performant using an old gif library with many file-accesses. It has been replaced by a **high-performant alternative** (`msf_gif.h`) that operates directly on memory... and actually works very well! Try it out! + - NEW **automatic GIF recording** feature: Actually, automatic GIF recording (**CTRL+F12**) for any raylib application has been available for some versions but this feature was really slow and low-performant using an old gif library with many file accesses. It has been replaced by a **high-performant alternative** (`msf_gif.h`) that operates directly on memory... and actually works very well! Try it out! - - NEW **RenderBatch** system: `rlgl` module has been redesigned to support custom **render batches** to allow grouping draw calls as desired, previous implementation just had one default render batch. This feature has not been exposed to raylib API yet but it can be used by advance users dealing with `rlgl` directly. For example, multiple `RenderBatch` can be created for 2D sprites and 3D geometry independently. + - NEW **RenderBatch** system: `rlgl` module has been redesigned to support custom **render batches** to allow grouping draw calls as desired, previous implementation just had one default render batch. This feature has not been exposed to raylib API yet but it can be used by advanced users dealing with `rlgl` directly. For example, multiple `RenderBatch` can be created for 2D sprites and 3D geometry independently. - - NEW **Framebuffer** system: `rlgl` module now exposes an API for custom **Framebuffer attachments** (including cubemaps!). raylib `RenderTexture` is a basic use-case, just allowing color and depth textures, but this new API allows the creation of more advance Framebuffers with multiple attachments, like the **G-Buffers**. `GenTexture*()` functions have been redesigned to use this new API. + - NEW **Framebuffer** system: `rlgl` module now exposes an API for custom **Framebuffer attachments** (including cubemaps!). raylib `RenderTexture` is a basic use-case, just allowing color and depth textures, but this new API allows the creation of more advanced Framebuffers with multiple attachments, like the **G-Buffers**. `GenTexture*()` functions have been redesigned to use this new API. - Improved **software rendering**: raylib `Image*()` API is intended for software rendering, for those cases when **no GPU or no Window is available**. Those functions operate directly with **multi-format** pixel data on RAM and they have been completely redesigned to be way faster, specially for small resolutions and retro-gaming. Low-end embedded devices like **microcontrollers with custom displays** could benefit of this raylib functionality! - File **loading from memory**: Multiple functions have been redesigned to load data from memory buffers **instead of directly accessing the files**, now all raylib file loading/saving goes through a couple of functions that load data into memory. This feature allows **custom virtual-file-systems** and it gives more control to the user to access data already loaded in memory (i.e. images, fonts, sounds...). - - NEW **Window states** management system: raylib `core` module has been redesigned to support Window **state check and setup more easily** and also **before/after Window initialization**, `SetConfigFlags()` has been reviewed and `SetWindowState()` has been added to control Window minification, maximization, hidding, focusing, topmost and more. + - NEW **Window states** management system: raylib `core` module has been redesigned to support Window **state check and setup more easily** and also **before/after Window initialization**, `SetConfigFlags()` has been reviewed and `SetWindowState()` has been added to control Window minification, maximization, hiding, focusing, topmost and more. - - NEW **GitHub Actions** CI/CD system: Previous CI implementation has been reviewed and improved a lot to support **multiple build configurations** (platforms, compilers, static/shared build) and also an **automatic deploy system** has been implemented to automatically attach the diferent generated artifacts to every new release. As the system seems to work very good, previous CI platforms (AppVeyor/TravisCI) have been removed. + - NEW **GitHub Actions** CI/CD system: Previous CI implementation has been reviewed and improved a lot to support **multiple build configurations** (platforms, compilers, static/shared build) and also an **automatic deploy system** has been implemented to automatically attach the different generated artifacts to every new release. As the system seems to work very good, previous CI platforms (AppVeyor/TravisCI) have been removed. A part of those changes, many new functions have been added, some redundant functions removed and many functions have been reviewed for consistency with the full API (function name, parameters name and order, code formatting...). Again, this release represents is a **great improvement for raylib and marks the way forward** for the library. Make sure to check [CHANGELOG](CHANGELOG) for details! Hope you enjoy it! @@ -295,7 +295,7 @@ Happy holidays! :) notes on raylib 3.7 ------------------- -April 2021, it's been about 4 months since last raylib release and here it is already a new one, this time with a bunch of internal redesigns and improvements. Surprisingly, on April the 8th I was awarded for a second time with the [Google Open Source Peer Bonus Award](https://opensource.googleblog.com/2021/04/announcing-first-group-of-google-open-source-peer-bonus-winners.html) for my contribution to open source world with raylib and it seems the library is getting some traction, what a better moment for a new release? Let's see what can be found in this new version: +April 2021, it's been about 4 months since the last raylib release and here is already a new one, this time with a bunch of internal redesigns and improvements. Surprisingly, on April 8th I was awarded for a second time with the [Google Open Source Peer Bonus Award](https://opensource.googleblog.com/2021/04/announcing-first-group-of-google-open-source-peer-bonus-winners.html) for my contribution to open source world with raylib and it seems the library is getting some traction, what a better moment for a new release? Let's see what can be found in this new version: Let's start with some numbers: @@ -315,18 +315,18 @@ Highlights for `raylib 3.7`: - **ADDED: glTF animations support**. glTF is the preferred models file format to be used with raylib and along the addition of a models animation API on latest raylib versions, now animations support for glTF format has come to raylib, thanks for this great contribution to [Hristo Stamenov](@object71) - - **ADDED: Music streaming support from memory**. raylib has been adding the `Load*FromMemory()` option to all its supported file formats but **music streaming** was not supported yet... until now. Thanks to this great contribution by [Agnis "NeZvērs" Aldiņš](@nezvers), now raylib supports music streamming from memory data for all supported file formats: WAV, OGG, MP3, FLAC, XM and MOD. + - **ADDED: Music streaming support from memory**. raylib has been adding the `Load*FromMemory()` option to all its supported file formats but **music streaming** was not supported yet... until now. Thanks to this great contribution by [Agnis "NeZvērs" Aldiņš](@nezvers), now raylib supports music streaming from memory data for all supported file formats: WAV, OGG, MP3, FLAC, XM and MOD. - **RENAMED: enums values for consistency**. Most raylib enums names and values names have been renamed for consistency, now all value names start with the type of data they represent. It increases clarity and readability when using those values and also **improves overall library consistency**. -Beside those key changes, many functions have been reviewed with improvements and bug fixes, many of them contributed by the community! Thanks! And again, this release sets a **new milestone for raylib library**. Make sure to check [CHANGELOG](CHANGELOG) for detailed list of changes! Hope you enjoy this new raylib installment! +Besides those key changes, many functions have been reviewed with improvements and bug fixes, many of them contributed by the community! Thanks! And again, this release sets a **new milestone for raylib library**. Make sure to check [CHANGELOG](CHANGELOG) for detailed list of changes! Hope you enjoy this new raylib installment! Happy **gamedev/tools/graphics** programming! :) notes on raylib 4.0 - 8th Anniversary Edition --------------------------------------------- -It's been about 6 months since last raylib release and it's been **8 years since I started with this project**, what an adventure! It's time for a new release: `raylib 4.0`, **the biggest release ever** and an inflexion point for the library. Many hours have been put in this release to make it special, **many library details have been polished**: syntax, naming conventions, code comments, functions descriptions, log outputs... Almost all the issues have been closed (only 3 remain open at the moment of this writing) and some amazing new features have been added. I expect this **`raylib 4.0`** to be a long term version (LTS), stable and complete enough for any new graphic/game/tool application development. +It's been about 6 months since last raylib release and it's been **8 years since I started with this project**, what an adventure! It's time for a new release: `raylib 4.0`, **the biggest release ever** and an inflection point for the library. Many hours have been put in this release to make it special, **many library details have been polished**: syntax, naming conventions, code comments, functions descriptions, log outputs... Almost all the issues have been closed (only 3 remain open at the moment of this writing) and some amazing new features have been added. I expect this **`raylib 4.0`** to be a long-term version (LTS), stable and complete enough for any new graphic/game/tool application development. Let's start with some numbers: @@ -339,11 +339,11 @@ Let's start with some numbers: Highlights for `raylib 4.0`: - - **Naming consistency and coherency**: `raylib` API has been completely reviewed to be consistent on naming conventions for data structures and functions, comments and descriptions have been reviewed, also the syntax of many symbols for consistency; some functions and structs have been renamed (i.e. `struct CharInfo` to `struct GlyphInfo`). Output log messages have been also improved to show more info to the users. Several articles have been writen in this process: [raylib_syntax analysis](https://github.com/raysan5/raylib/wiki/raylib-syntax-analysis) and [raylib API usage analysis](https://gist.github.com/raysan5/7c0c9fff1b6c19af24bb4a51b7383f1e). In general, a big polishment of the library to make it more consistent and coherent. + - **Naming consistency and coherency**: `raylib` API has been completely reviewed to be consistent on naming conventions for data structures and functions, comments and descriptions have been reviewed, also the syntax of many symbols for consistency; some functions and structs have been renamed (i.e. `struct CharInfo` to `struct GlyphInfo`). Output log messages have been also improved to show more info to the users. Several articles have been written in this process: [raylib_syntax analysis](https://github.com/raysan5/raylib/wiki/raylib-syntax-analysis) and [raylib API usage analysis](https://gist.github.com/raysan5/7c0c9fff1b6c19af24bb4a51b7383f1e). In general, a big polishment of the library to make it more consistent and coherent. - - **Event Automation System**: This new _experimental_ feature has been added for future usage, it allows to **record input events and re-play them automatically**. This feature could be very useful to automatize examples testing but also for tutorials with assited game playing, in-game cinematics, speedruns, AI playing and more! Note this feature is still experimental. + - **Event Automation System**: This new _experimental_ feature has been added for future usage, it allows to **record input events and re-play them automatically**. This feature could be very useful to automatize examples testing but also for tutorials with assisted game playing, in-game cinematics, speedruns, AI playing and more! Note this feature is still experimental. - - **Custom game-loop control**: As requested by some advance users, **the game-loop control can be exposed** compiling raylib with the config flag: `SUPPORT_CUSTOM_FRAME_CONTROL`. It's intended for advance users that want to control the events polling and also the timming mechanisms of their games. + - **Custom game-loop control**: As requested by some advanced users, **the game-loop control can be exposed** compiling raylib with the config flag: `SUPPORT_CUSTOM_FRAME_CONTROL`. It's intended for advanced users that want to control the events polling and also the timing mechanisms of their games. - [**`rlgl 4.0`**](https://github.com/raysan5/raylib/blob/master/src/rlgl.h): This module has been completely **decoupled from platform layer** and raylib, now `rlgl` single-file header-only library only depends on the multiple OpenGL backends supported, even the dependency on `raymath` has been removed. Additionally, **support for OpenGL 4.3** has been added, supporting compute shaders and Shader Storage Buffer Objects (SSBO). Now `rlgl` can be used as a complete standalone portable library to wrap several OpenGL version and providing **a simple and easy-to-use pseudo-OpenGL immediate-mode API**. @@ -361,12 +361,12 @@ Highlights for `raylib 4.0`: Those are some of the key features for this new release but actually there is way more! **Support for `VOX` ([MagikaVoxel](https://ephtracy.github.io/)) 3d model format** has been added, **new [raylib_game_template](https://github.com/raysan5/raylib-game-template)** repo shared, **new `EncodeDataBase64()` and `DecodeDataBase64()` functions** added, **improved HiDPI support**, new `DrawTextPro()` with support for text rotations, completely **reviewed `glTF` models loading**, added **`SeekMusicStream()` for music seeking**, many new examples and +20 examples reviewed... **hundreds of improvements and bug fixes**! Make sure to check [CHANGELOG](CHANGELOG) for a detailed list of changes! -Undoubtely, **this is the best raylib ever**. Enjoy gamedev/tools/graphics programming! :) +Undoubtedly, **this is the best raylib ever**. Enjoy gamedev/tools/graphics programming! :) notes on raylib 4.2 ------------------- -**New raylib release!** Nine months after latest raylib, here it is a new version. It was supposed to be just a small update but, actually, it's a huge update with lots of changes a improvements. It has been possible thanks to the many contributors that has helped with issues and improvements, it's the **update with more contributors to date** and that's amazing! +**New raylib release!** Nine months after latest raylib, here is a new version. It was supposed to be just a small update but, actually, it's a huge update with lots of changes a improvements. It has been possible thanks to the many contributors that has helped with issues and improvements, it's the **update with more contributors to date** and that's amazing! Some numbers to start with: @@ -390,7 +390,7 @@ Highlights for `raylib 4.2`: - **New file system API**: Current API has been redesigned to be more comprehensive and better aligned with raylib naming conventions, two new functions are provided `LoadDirectoryFiles()`/`LoadDirectoryFilesEx()` to load a `FilePathList` for provided path, supporting extension filtering and recursive directory scan. `LoadDroppedFiles()` has been renamed to better reflect its internal functionality. Now, all raylib functions that start with `Load*()` allocate memory internally and a equivalent `Unload*()` function is defined to take care of that memory internally when not required any more! - - **New audio stream processors API** (_experimental_): Now real-time audio stream data processors can be added using callbacks to played Music. It allows users to create custom effects for audio like delays of low-pass-filtering (example provided). The new API uses a callback system and it's still _ highly experimental_, it differs from the usual level of complexity that provides raylib and it is intended for advance users. It could change in the future but, actually, `raudio` module is in the spotlight for future updates; [miniaudio](https://github.com/mackron/miniaudio) implements a new higher-level API that can be useful in the future for raylib. + - **New audio stream processors API** (_experimental_): Now real-time audio stream data processors can be added using callbacks to played Music. It allows users to create custom effects for audio like delays of low-pass-filtering (example provided). The new API uses a callback system and it's still _ highly experimental_, it differs from the usual level of complexity that provides raylib and it is intended for advanced users. It could change in the future but, actually, `raudio` module is in the spotlight for future updates; [miniaudio](https://github.com/mackron/miniaudio) implements a new higher-level API that can be useful in the future for raylib. As always, there are more improvements than the key features listed, make sure to check raylib [CHANGELOG](CHANGELOG) for the detailed list of changes; for this release a `WARNING` flag has been added to all the changes that could affect bindings or productivity code. **raylib keeps improving one more version** and a special focus on maintainability has been put on the library for the future. Specific/advance functionality will be provided through **raylib-extras** repos and raylib main repo devlelopment will be focused on what made raylib popular: being a simple and easy-to-use library to **enjoy videogames programming**. @@ -399,7 +399,7 @@ As always, there are more improvements than the key features listed, make sure t notes on raylib 4.5 ------------------- -It's been **7 months** since latest raylib release. As usual, **many parts of the library have been reviewed and improved** along those months. Many issues have been closed, staying under 10 open issues at the moment of this writting and also many PRs from contributors have been received, reviewed and merged into raylib library. Some new functions have been added and some others have been removed to improve library coherence and avoid moving too high level, giving the users the tools to implement advance functionality themselfs over raylib. Again, this is a big release with a considerable amount of changes and improvements. Here it is a small summary highlighting this new **rayib 4.5**. +It's been **7 months** since latest raylib release. As usual, **many parts of the library have been reviewed and improved** along those months. Many issues have been closed, staying under 10 open issues at the moment of this writting and also many PRs from contributors have been received, reviewed and merged into raylib library. Some new functions have been added and some others have been removed to improve library coherence and avoid moving too high level, giving the users the tools to implement advance functionality themselfs over raylib. Again, this is a big release with a considerable amount of changes and improvements. Here is a small summary highlighting this new **rayib 4.5**. Some numbers for this release: @@ -413,7 +413,7 @@ Highlights for `raylib 4.5`: - **`NEW` Improved ANGLE support on Desktop platforms**: Support for OpenGL ES 2.0 on Desktop platforms (Windows, Linux, macOS) has been reviewed by @wtnbgo GitHub user. Now raylib can be compiled on desktop for OpenGL ES 2.0 and linked against [`ANGLE`](https://github.com/google/angle). This _small_ addition open the door to building raylib for all **ANGLE supported backends: Direct3D 11, Vulkan and Metal**. Please note that this new feature is still experimental and requires further testing! - - **`NEW` Camera module**: A brand new implementation from scratch for `rcamera` module, contributed by @Crydsch GitHub user! **New camera system is simpler, more flexible, more granular and more extendable**. Specific camera math transformations (movement/rotation) have been moved to individual functions, exposing them to users if required. Global state has been removed from the module and standalone usage has been greatly improved; now `rcamera.h` single-file header-only library can be used externally, independently of raylib. A new `UpdateCameraPro()` function has been added to address input-dependency of `UpdateCamera()`, now advance users have **full control over camera inputs and movement/rotation speeds**! + - **`NEW` Camera module**: A brand new implementation from scratch for `rcamera` module, contributed by @Crydsch GitHub user! **New camera system is simpler, more flexible, more granular and more extendable**. Specific camera math transformations (movement/rotation) have been moved to individual functions, exposing them to users if required. Global state has been removed from the module and standalone usage has been greatly improved; now `rcamera.h` single-file header-only library can be used externally, independently of raylib. A new `UpdateCameraPro()` function has been added to address input-dependency of `UpdateCamera()`, now advanced users have **full control over camera inputs and movement/rotation speeds**! - **`NEW` Support for M3D models and M3D/GLTF animations**: 3d models animations support has been a limited aspect of raylib for long time, some versions ago IQM animations were supported but raylib 4.5 also adds support for the brand new [M3D file format](https://bztsrc.gitlab.io/model3d/), including animations and the long expected support for **GLTF animations**! The new M3D file format is **simple, portable, feature complete, extensible and open source**. It also provides a complete set of tools to export/visualize M3D models from/to Blender! Now raylib supports up to **3 model file-formats with animations**: `IQM`, `GLTF` and `M3D`. @@ -425,7 +425,7 @@ Highlights for `raylib 4.5`: - **Reviewed `rshapes` module to minimize the rlgl dependency**: Now `rshapes` 2d shapes drawing functions **only depend on 6 low-level functions**: `rlBegin()`, `rlEnd()`, `rlVertex3f()`, `rlTexCoord2f()`, `rlNormal3f()`, `rlSetTexture()`. With only those pseudo-OpenGl 1.1 minimal functionality, everything can be drawn! This improvement converts `rshapes` module in a **self-contained, portable shapes-drawing library that can be used independently of raylib**, as far as entry points for those 6 functions are provided by the user. It even allows to be used for software rendering, with the proper backend! - - **Added data structures validation functions**: Multiple functions have been added by @RobLoach GitHub user to ease the validation of raylib data structures: `IsImageReady()`, `IsTextureReady()`, `IsSoundReady()`... Now users have a simple mechanism to **make sure data has been correctly loaded**, instead of checking internal structure values by themselfs. + - **Added data structures validation functions**: Multiple functions have been added by @RobLoach GitHub user to ease the validation of raylib data structures: `IsImageReady()`, `IsTextureReady()`, `IsSoundReady()`... Now users have a simple mechanism to **make sure data has been correctly loaded**, instead of checking internal structure values by themselves. As usual, those are only some highlights but there is much more! New image generators, new color transformation functionality, improved blending support for color/alpha, etc... Make sure to check raylib [CHANGELOG]([CHANGELOG](https://github.com/raysan5/raylib/blob/master/CHANGELOG)) for a detailed list of changes! Please, note that all breaking changes have been flagged with a `WARNING` in the CHANGELOG, specially useful for binding creators! @@ -436,7 +436,7 @@ Let's keep **enjoying games/tools/graphics programming!** :) notes on raylib 5.0 ------------------- -It's been **7 months** since latest raylib release and **10 years** since raylib 1.0 was officially released... what an adventure! In the last 10 years raylib has improved a lot, new functions have been added, many new features and improvements implemented, up to **500 contributors** have helped to shape the library as it is today. `raylib 5.0` is the final result of all this incredible amount of work and dedication. Here it is the summary with the key features and additions of this NEW major version of raylib. +It's been **7 months** since latest raylib release and **10 years** since raylib 1.0 was officially released... what an adventure! In the last 10 years raylib has improved a lot, new functions have been added, many new features and improvements implemented, up to **500 contributors** have helped to shape the library as it is today. `raylib 5.0` is the final result of all this incredible amount of work and dedication. Here is the summary with the key features and additions of this NEW major version of raylib. Some numbers for this release: @@ -448,9 +448,9 @@ Some numbers for this release: Highlights for `raylib 5.0`: - - **`rcore` module platform-split**: Probably the biggest raylib redesign in the last 10 years. raylib started as a library targeting 3 desktop platforms: `Windows`, `Linux` and `macOS` (thanks to `GLFW` underlying library) but with the years support for several new platforms has been added (`Android`, `Web`, `Rapsberry Pi`, `RPI native`...); lot of the platform code was shared so the logic was all together on `rcore.c` module, separated by compilation flags. This approach was very handy but also made it very difficult to support new platforms and specially painful for contributors not familiar with the module, navigating +8000 lines of code in a single file. A big redesign was really needed but the amount of work required was humungus and quite scary for a solo-developer like me, moreover considering that everything was working and the chances to break things were really high. Fortunately, some contributors were ready for the task (@ubkp, @michaelfiber, @Bigfoot71) and thanks to their initiative and super-hard work, the `rcore` [platform split](https://github.com/raysan5/raylib/blob/master/src/platforms) has been possible! This new raylib architecture greatly improves the platforms maintenance but also greatly simplifies the addition of new platforms. A [`platforms/rcore_template.c`](https://github.com/raysan5/raylib/blob/master/src/platforms/rcore_template.c) file is provided with the required structure and functions to be filled for the addition of new platforms, actually it has been simplified to mostly filling some pre-defined functions: `InitPlatform()`, `ClosePlatform`, `PollInputEvents`... Undoubtely, **this redesign opens the doors to a new era for raylib**, letting the users to plug new platforms as desired. + - **`rcore` module platform-split**: Probably the biggest raylib redesign in the last 10 years. raylib started as a library targeting 3 desktop platforms: `Windows`, `Linux` and `macOS` (thanks to `GLFW` underlying library) but with the years support for several new platforms has been added (`Android`, `Web`, `Rapsberry Pi`, `RPI native`...); lot of the platform code was shared so the logic was all together on `rcore.c` module, separated by compilation flags. This approach was very handy but also made it very difficult to support new platforms and specially painful for contributors not familiar with the module, navigating +8000 lines of code in a single file. A big redesign was really needed but the amount of work required was humungous and quite scary for a solo-developer like me, moreover considering that everything was working and the chances to break things were really high. Fortunately, some contributors were ready for the task (@ubkp, @michaelfiber, @Bigfoot71) and thanks to their initiative and super-hard work, the `rcore` [platform split](https://github.com/raysan5/raylib/blob/master/src/platforms) has been possible! This new raylib architecture greatly improves the platforms maintenance but also greatly simplifies the addition of new platforms. A [`platforms/rcore_template.c`](https://github.com/raysan5/raylib/blob/master/src/platforms/rcore_template.c) file is provided with the required structure and functions to be filled for the addition of new platforms, actually it has been simplified to mostly filling some pre-defined functions: `InitPlatform()`, `ClosePlatform`, `PollInputEvents`... Undoubtedly, **this redesign opens the doors to a new era for raylib**, letting the users to plug new platforms as desired. - - **`NEW` Platform backend supported: SDL**: Thanks to the new `rcore` platform-split, the addition of new platforms/backends to raylib has been greatly simplified. As a proof of concept, [`SDL2`](https://libsdl.org/) platform backend has been added to raylib as an aternative for `GLFW` library for desktop builds: [`platforms/rcore_desktop_sdl`](https://github.com/raysan5/raylib/blob/master/src/platforms/rcore_desktop_sdl.c). Lot of work has been put to provide exactly the same features as the other platforms and carefully test the new implementation. Now `SDL2` fans can use this new backend, just providing the required include libraries on compilation and linkage (not included in raylib, like `GLFW`). `SDL` backend support also **eases the process of supporting a wider range of platforms** that already support `SDL`. + - **`NEW` Platform backend supported: SDL**: Thanks to the new `rcore` platform-split, the addition of new platforms/backends to raylib has been greatly simplified. As a proof of concept, [`SDL2`](https://libsdl.org/) platform backend has been added to raylib as an alternative for `GLFW` library for desktop builds: [`platforms/rcore_desktop_sdl`](https://github.com/raysan5/raylib/blob/master/src/platforms/rcore_desktop_sdl.c). Lot of work has been put to provide exactly the same features as the other platforms and carefully test the new implementation. Now `SDL2` fans can use this new backend, just providing the required include libraries on compilation and linkage (not included in raylib, like `GLFW`). `SDL` backend support also **eases the process of supporting a wider range of platforms** that already support `SDL`. - **`NEW` Platform backend supported: Nintendo Switch (closed source)**: The addition of the `SDL` backend was quite a challenge but to really verify the robustness and ease of the new platform plugin system, adding support for a console was a more demanding adventure. Surprisingly, only two days of work were required to add support for `Nintendo Switch` to raylib! Implementation result showed an outstanding level of simplicity, with a **self-contained module** (`rcore_swith.cpp`) supporting graphics and inputs. Unfortunately this module can not be open-sourced due to licensing restrictions. @@ -468,6 +468,57 @@ As always, those are only some highlights of the new `raylib 5.0` but there is m Make sure to check raylib [CHANGELOG]([CHANGELOG](https://github.com/raysan5/raylib/blob/master/CHANGELOG)) for a detailed list of changes! -Undoubtely, this is the **biggest raylib update in 10 years**. Many new features and improvements with a special focus on maintainabiliy and long-term sustainability. **Undoubtely, this is the raylib of the future**. +Undoubtedly, this is the **biggest raylib update in 10 years**. Many new features and improvements with a special focus on maintainability and long-term sustainability. **Undoubtedly, this is the raylib of the future**. **Enjoy programming!** :) + +notes on raylib 5.5 +------------------- + +One year after raylib 5.0 release, arrives `raylib 5.5`, the next big revision of the library. It's been **11 years** since raylib 1.0 release and in all this time it has never stopped growing and improving. With an outstanding number of new contributors and improvements, it's, again, the biggest raylib release to date. + +Some numbers for this release: + + - **+270** closed issues (for a TOTAL of **+1810**!) + - **+800** commits since previous RELEASE (for a TOTAL of **+7770**!) + - **+30** functions ADDED to raylib API (for a TOTAL of **580**!) + - **+110** functions REVIEWED with fixes and improvements + - **+140** new contributors (for a TOTAL of **+640**!) + +Highlights for `raylib 5.5`: + + - **`NEW` raylib pre-configured Windows package**: The new raylib **portable and self-contained Windows package** for `raylib 5.5`, intended for nobel devs that start in programming world, comes with one big addition: support for **C code building for Web platform with one-single-mouse-click!** For the last 10 years, the pre-configured raylib Windows package allowed to edit simple C projects on Notepad++ and easely compile Windows executables with an automatic script; this new release adds the possibility to compile the same C projects for Web platform with a simple mouse click. This new addition **greatly simplifies C to WebAssembly project building for new users**. The `raylib Windows Installer` package can be downloaded for free from [raylib on itch.io](https://raysan5.itch.io/raylib). + + - **`NEW` raylib project creator tool**: A brand new tool developed to help raylib users to **setup new projects in a professional way**. `raylib project creator` generates a complete project structure with **multiple build systems ready-to-use** and **GitHub CI/CD actions pre-configured**. It only requires providing some C files and basic project parameters! The tools is [free and open-source](https://raysan5.itch.io/raylib-project-creator), and [it can be used online](https://raysan5.itch.io/raylib-project-creator)!. + + - **`NEW` Platform backend supported: RGFW**: Thanks to the `rcore` platform-split implemented in `raylib 5.0`, **adding new platforms backends has been greatly simplified**, new backends can be added using provided template, self-contained in a single C module, completely portable. A new platform backend has been added: [`RGFW`](https://github.com/raysan5/raylib/blob/master/src/platforms/rcore_desktop_rgfw.c). `RGFW` is a **new single-file header-only portable library** ([`RGFW.h`](https://github.com/ColleagueRiley/RGFW)) intended for platform-functionality management (windowing and inputs); in this case for **desktop platforms** (Windows, Linux, macOS) but also for **Web platform**. It adds a new alternative to the already existing `GLFW` and `SDL` platform backends. + + - **`NEW` Platform backend version supported: SDL3**: Previous `raylib 5.0` added support for `SDL2` library, and `raylib 5.5` not only improves SDL2 functionality, with several issues reviewed, but also adds support for the recently released big SDL update in years: [`SDL3`](https://wiki.libsdl.org/SDL3/FrontPage). Now users can **select at compile time the desired SDL version to use**, increasing the number of potential platforms supported in the future! + + - **`NEW` Retro-console platforms supported: Dreamcast, N64, PSP, PSVita, PS4**: Thanks to the platform-split on `raylib 5.0`, **supporting new platform backends is easier than ever!** Along the raylib `rlgl` module support for the `OpenGL 1.1` graphics API, it opened the door to [**multiple homebrew retro-consoles backend implementations!**](https://github.com/raylib4Consoles) It's amazing to see raylib running on +20 year old consoles like [Dreamcast](https://github.com/raylib4Consoles/raylib4Dreamcast), [PSP](https://github.com/raylib4Consoles/raylib4Psp) or [PSVita](https://github.com/psp2dev/raylib4Vita), considering the hardware constraints of those platforms and proves **raylib outstanding versability!** Those additional platforms can be found in separate repositories and have been created by the amazing programmer Antonio Jose Ramos Marquez (@psxdev). + + - **`NEW` GPU Skinning support**: After lots of requests for this feature, it has been finally added to raylib thanks to the contributor Daniel Holden (@orangeduck), probably the developer that has further pushed models animations with raylib, developing two amazing tools to visualize and test animations: [GenoView](https://github.com/orangeduck/GenoView) and [BVHView](https://github.com/orangeduck/BVHView). Adding GPU skinning was a tricky feature, considering it had to be **available for all raylib supported platforms**, including limited ones like Raspberry Pi with OpenGL ES 2.0, where some advance OpenGL features are not available (UBO, SSBO, Transform Feedback) but a multi-platform solution was found to make it possible. A new example, [`models_gpu_skinning`](https://github.com/raysan5/raylib/blob/master/examples/models/models_gpu_skinning.c) has been added to illustrate this new functionality. As an extra, previous existing CPU animation system has been greatly improved, multiplying performance by a factor (simplifiying required maths). + + - **`NEW` [`raymath`](https://github.com/raysan5/raylib/blob/master/src/raymath.h) C++ operators**: After several requested for this feature, C++ math operators for `Vector2`, `Vector3`, `Vector4`, `Quaternion` and `Matrix` has been added to `raymath` as an extension to current implementation. Despite being only available for C++ because C does not support it, these operators **simplify C++ code when doing math operations**. + +Beside those new big features, `raylib 5.5` comes with MANY other improvements: + +- Normals support on batching system +- Clipboard images reading support +- CRC32/MD5/SHA1 hash computation +- Gamepad vibration support +- Improved font loading (no GPU required) with BDF fonts support +- Time-based camera movement +- Improved GLTF animations loading + +...and [much much more](https://github.com/raysan5/raylib/blob/master/CHANGELOG), including **many functions reviews and new functions added!** + +Make sure to check raylib [CHANGELOG](https://github.com/raysan5/raylib/blob/master/CHANGELOG) for a detailed list of changes! + +To end with, I want to **thank all the contributors (+640!**) that along the years have **greatly improved raylib** and pushed it further and better day after day. Thanks to all of them, raylib is the amazing library it is today. + +Last but not least, I want to thank **raylib sponsors and all the raylib community** for their support and continuous engagement with the library, creating and sharing amazing raylib projects on a daily basis. **Thanks for making raylib a great platform to enjoy games/tools/graphic programming!** + +**After 11 years of development, `raylib 5.5` is the best raylib ever.** + +**Enjoy programming with raylib!** :) diff --git a/LICENSE b/LICENSE index d1bfe3b1a..e96f876a2 100644 --- a/LICENSE +++ b/LICENSE @@ -1,4 +1,4 @@ -Copyright (c) 2013-2024 Ramon Santamaria (@raysan5) +Copyright (c) 2013-2025 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. diff --git a/README.md b/README.md index 79e883034..4b242f171 100644 --- a/README.md +++ b/README.md @@ -14,13 +14,13 @@ Ready to learn? Jump to [code examples!](https://www.raylib.com/examples.html) [![GitHub Releases Downloads](https://img.shields.io/github/downloads/raysan5/raylib/total)](https://github.com/raysan5/raylib/releases) [![GitHub Stars](https://img.shields.io/github/stars/raysan5/raylib?style=flat&label=stars)](https://github.com/raysan5/raylib/stargazers) -[![GitHub commits since tagged version](https://img.shields.io/github/commits-since/raysan5/raylib/5.0)](https://github.com/raysan5/raylib/commits/master) +[![GitHub commits since tagged version](https://img.shields.io/github/commits-since/raysan5/raylib/5.5)](https://github.com/raysan5/raylib/commits/master) [![GitHub Sponsors](https://img.shields.io/github/sponsors/raysan5?label=sponsors)](https://github.com/sponsors/raysan5) [![Packaging Status](https://repology.org/badge/tiny-repos/raylib.svg)](https://repology.org/project/raylib/versions) [![License](https://img.shields.io/badge/license-zlib%2Flibpng-blue.svg)](LICENSE) [![Discord Members](https://img.shields.io/discord/426912293134270465.svg?label=Discord&logo=discord)](https://discord.gg/raylib) -[![Subreddit Subscribers](https://img.shields.io/reddit/subreddit-subscribers/raylib?label=reddit%20r%2Fraylib&logo=reddit)](https://www.reddit.com/r/raylib/) +[![Reddit Static Badge](https://img.shields.io/badge/-r%2Fraylib-red?style=flat&logo=reddit&label=reddit)](https://www.reddit.com/r/raylib/) [![Youtube Subscribers](https://img.shields.io/youtube/channel/subscribers/UC8WIBkhYb5sBNqXO1mZ7WSQ?style=flat&label=Youtube&logo=youtube)](https://www.youtube.com/c/raylib) [![Twitch Status](https://img.shields.io/twitch/status/raysan5?style=flat&label=Twitch&logo=twitch)](https://www.twitch.tv/raysan5) @@ -40,7 +40,7 @@ features - Written in plain C code (C99) using PascalCase/camelCase notation - Hardware accelerated with OpenGL (**1.1, 2.1, 3.3, 4.3, ES 2.0, ES 3.0**) - **Unique OpenGL abstraction layer** (usable as standalone module): [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h) - - Multiple **Fonts** formats supported (TTF, OTF, Image fonts, AngelCode fonts) + - Multiple **Fonts** formats supported (TTF, OTF, FNT, BDF, sprite fonts) - Multiple texture formats supported, including **compressed formats** (DXT, ETC, ASTC) - **Full 3D support**, including 3D Shapes, Models, Billboards, Heightmaps and more! - Flexible Materials system, supporting classic maps and **PBR maps** @@ -82,7 +82,7 @@ build and installation raylib binary releases for Windows, Linux, macOS, Android and HTML5 are available at the [Github Releases page](https://github.com/raysan5/raylib/releases). -raylib is also available via multiple [package managers](https://github.com/raysan5/raylib/issues/613) on multiple OS distributions. +raylib is also available via multiple package managers on multiple OS distributions. #### Installing and building raylib on multiple platforms @@ -130,6 +130,7 @@ raylib is present in several networks and raylib community is growing everyday. - Webpage: [https://www.raylib.com](https://www.raylib.com) - Discord: [https://discord.gg/raylib](https://discord.gg/raylib) - Twitter: [https://www.twitter.com/raysan5](https://www.twitter.com/raysan5) + - BlueSky: [https://bsky.app/profile/raysan5](https://bsky.app/profile/raysan5.bsky.social) - Twitch: [https://www.twitch.tv/raysan5](https://www.twitch.tv/raysan5) - Reddit: [https://www.reddit.com/r/raylib](https://www.reddit.com/r/raylib) - Patreon: [https://www.patreon.com/raylib](https://www.patreon.com/raylib) diff --git a/README_OS4.md b/README_OS4.md index 592c1d1a0..512b13a7f 100644 --- a/README_OS4.md +++ b/README_OS4.md @@ -14,7 +14,7 @@ Enter int build dir and execute cmake: ``` cd build -cmake -DCMAKE_TOOLCHAIN_FILE= -DCMAKE_BUILD_TYPE=Release -DUSE_EXTERNAL_GLFW=ON .. +cmake -DCMAKE_TOOLCHAIN_FILE= -DCMAKE_BUILD_TYPE=Release -DBUILD_SHARED_LIBS=OFF -DUSE_EXTERNAL_GLFW=ON -DGRAPHICS=GRAPHICS_API_OPENGL_21 .. make ``` diff --git a/ROADMAP.md b/ROADMAP.md index 8755333c8..87ca2e1c8 100644 --- a/ROADMAP.md +++ b/ROADMAP.md @@ -1,6 +1,6 @@ # raylib roadmap -Here it is a wishlist with features and ideas to improve the library. Note that features listed here are usually long term improvements or just describe a route to follow for the library. There are also some additional places to look for raylib improvements and ideas: +Here is a wishlist with features and ideas to improve the library. Note that features listed here are usually long term improvements or just describe a route to follow for the library. There are also some additional places to look for raylib improvements and ideas: - [GitHub Issues](https://github.com/raysan5/raylib/issues) has several open issues for possible improvements or bugs to fix. - [raylib source code](https://github.com/raysan5/raylib/tree/master/src) has multiple *TODO* comments around code with pending things to review or improve. @@ -73,7 +73,7 @@ _Current version of raylib is complete and functional but there is always room f **raylib 1.5** - [x] Support Oculus Rift CV1 and VR stereo rendering (simulator) - [x] Redesign Shaders/Textures system -> New Materials system - - [x] Support lighting: Omni, Directional and Spot lights + - [x] Support lighting: Omni, Directional and Spotlights - [x] Redesign physics module (physac) - [x] Chiptunes audio modules support diff --git a/build.zig b/build.zig index 1cf9e9503..76ef99e4e 100644 --- a/build.zig +++ b/build.zig @@ -1,7 +1,391 @@ const std = @import("std"); -const raylib = @import("src/build.zig"); +const builtin = @import("builtin"); -// This has been tested to work with zig 0.11.0 and zig 0.12.0-dev.2075+f5978181e -pub fn build(b: *std.Build) !void { - try raylib.build(b); +/// Minimum supported version of Zig +const min_ver = "0.13.0"; + +comptime { + const order = std.SemanticVersion.order; + const parse = std.SemanticVersion.parse; + if (order(builtin.zig_version, parse(min_ver) catch unreachable) == .lt) + @compileError("Raylib requires zig version " ++ min_ver); +} + +fn setDesktopPlatform(raylib: *std.Build.Step.Compile, platform: PlatformBackend) void { + switch (platform) { + .glfw => raylib.root_module.addCMacro("PLATFORM_DESKTOP_GLFW", ""), + .rgfw => raylib.root_module.addCMacro("PLATFORM_DESKTOP_RGFW", ""), + .sdl => raylib.root_module.addCMacro("PLATFORM_DESKTOP_SDL", ""), + else => {}, + } +} + +fn createEmsdkStep(b: *std.Build, emsdk: *std.Build.Dependency) *std.Build.Step.Run { + if (builtin.os.tag == .windows) { + return b.addSystemCommand(&.{emsdk.path("emsdk.bat").getPath(b)}); + } else { + return b.addSystemCommand(&.{emsdk.path("emsdk").getPath(b)}); + } +} + +fn emSdkSetupStep(b: *std.Build, emsdk: *std.Build.Dependency) !?*std.Build.Step.Run { + const dot_emsc_path = emsdk.path(".emscripten").getPath(b); + const dot_emsc_exists = !std.meta.isError(std.fs.accessAbsolute(dot_emsc_path, .{})); + + if (!dot_emsc_exists) { + const emsdk_install = createEmsdkStep(b, emsdk); + emsdk_install.addArgs(&.{ "install", "latest" }); + const emsdk_activate = createEmsdkStep(b, emsdk); + emsdk_activate.addArgs(&.{ "activate", "latest" }); + emsdk_activate.step.dependOn(&emsdk_install.step); + return emsdk_activate; + } else { + return null; + } +} + +/// A list of all flags from `src/config.h` that one may override +const config_h_flags = outer: { + // Set this value higher if compile errors happen as `src/config.h` gets larger + @setEvalBranchQuota(1 << 20); + + const config_h = @embedFile("src/config.h"); + var flags: [std.mem.count(u8, config_h, "\n") + 1][]const u8 = undefined; + + var i = 0; + var lines = std.mem.tokenizeScalar(u8, config_h, '\n'); + while (lines.next()) |line| { + if (!std.mem.containsAtLeast(u8, line, 1, "SUPPORT")) continue; + if (std.mem.containsAtLeast(u8, line, 1, "MODULE")) continue; + if (std.mem.startsWith(u8, line, "//")) continue; + if (std.mem.startsWith(u8, line, "#if")) continue; + + var flag = std.mem.trimLeft(u8, line, " \t"); // Trim whitespace + flag = flag["#define ".len - 1 ..]; // Remove #define + flag = std.mem.trimLeft(u8, flag, " \t"); // Trim whitespace + flag = flag[0 .. std.mem.indexOf(u8, flag, " ") orelse continue]; // Flag is only one word, so capture till space + flag = "-D" ++ flag; // Prepend with -D + + flags[i] = flag; + i += 1; + } + + // Uncomment this to check what flags normally get passed + //@compileLog(flags[0..i].*); + break :outer flags[0..i].*; +}; + +fn compileRaylib(b: *std.Build, target: std.Build.ResolvedTarget, optimize: std.builtin.OptimizeMode, options: Options) !*std.Build.Step.Compile { + var raylib_flags_arr = std.ArrayList([]const u8).init(b.allocator); + defer raylib_flags_arr.deinit(); + + try raylib_flags_arr.appendSlice(&[_][]const u8{ + "-std=gnu99", + "-D_GNU_SOURCE", + "-DGL_SILENCE_DEPRECATION=199309L", + "-fno-sanitize=undefined", // https://github.com/raysan5/raylib/issues/3674 + }); + + if (options.shared) { + try raylib_flags_arr.appendSlice(&[_][]const u8{ + "-fPIC", + "-DBUILD_LIBTYPE_SHARED", + }); + } + + // Sets a flag indiciating the use of a custom `config.h` + try raylib_flags_arr.append("-DEXTERNAL_CONFIG_FLAGS"); + if (options.config.len > 0) { + // Splits a space-separated list of config flags into multiple flags + // + // Note: This means certain flags like `-x c++` won't be processed properly. + // `-xc++` or similar should be used when possible + var config_iter = std.mem.tokenizeScalar(u8, options.config, ' '); + + // Apply config flags supplied by the user + while (config_iter.next()) |config_flag| + try raylib_flags_arr.append(config_flag); + + // Apply all relevant configs from `src/config.h` *except* the user-specified ones + // + // Note: Currently using a suboptimal `O(m*n)` time algorithm where: + // `m` corresponds roughly to the number of lines in `src/config.h` + // `n` corresponds to the number of user-specified flags + outer: for (config_h_flags) |flag| { + // If a user already specified the flag, skip it + config_iter.reset(); + while (config_iter.next()) |config_flag| { + // For a user-specified flag to match, it must share the same prefix and have the + // same length or be followed by an equals sign + if (!std.mem.startsWith(u8, config_flag, flag)) continue; + if (config_flag.len == flag.len or config_flag[flag.len] == '=') continue :outer; + } + + // Otherwise, append default value from config.h to compile flags + try raylib_flags_arr.append(flag); + } + } else { + // Set default config if no custome config got set + try raylib_flags_arr.appendSlice(&config_h_flags); + } + + const raylib = if (options.shared) + b.addSharedLibrary(.{ + .name = "raylib", + .target = target, + .optimize = optimize, + }) + else + b.addStaticLibrary(.{ + .name = "raylib", + .target = target, + .optimize = optimize, + }); + raylib.linkLibC(); + + // No GLFW required on PLATFORM_DRM + if (options.platform != .drm) { + raylib.addIncludePath(b.path("src/external/glfw/include")); + } + + var c_source_files = try std.ArrayList([]const u8).initCapacity(b.allocator, 2); + c_source_files.appendSliceAssumeCapacity(&.{ "src/rcore.c", "src/utils.c" }); + + if (options.rshapes) { + try c_source_files.append("src/rshapes.c"); + try raylib_flags_arr.append("-DSUPPORT_MODULE_RSHAPES"); + } + if (options.rtextures) { + try c_source_files.append("src/rtextures.c"); + try raylib_flags_arr.append("-DSUPPORT_MODULE_RTEXTURES"); + } + if (options.rtext) { + try c_source_files.append("src/rtext.c"); + try raylib_flags_arr.append("-DSUPPORT_MODULE_RTEXT"); + } + if (options.rmodels) { + try c_source_files.append("src/rmodels.c"); + try raylib_flags_arr.append("-DSUPPORT_MODULE_RMODELS"); + } + if (options.raudio) { + try c_source_files.append("src/raudio.c"); + try raylib_flags_arr.append("-DSUPPORT_MODULE_RAUDIO"); + } + + if (options.opengl_version != .auto) { + raylib.root_module.addCMacro(options.opengl_version.toCMacroStr(), ""); + } + + raylib.addIncludePath(b.path("src/platforms")); + switch (target.result.os.tag) { + .windows => { + try c_source_files.append("src/rglfw.c"); + raylib.linkSystemLibrary("winmm"); + raylib.linkSystemLibrary("gdi32"); + raylib.linkSystemLibrary("opengl32"); + + setDesktopPlatform(raylib, options.platform); + }, + .linux => { + if (options.platform != .drm) { + try c_source_files.append("src/rglfw.c"); + + if (options.linux_display_backend == .X11 or options.linux_display_backend == .Both) { + raylib.root_module.addCMacro("_GLFW_X11", ""); + raylib.linkSystemLibrary("GLX"); + raylib.linkSystemLibrary("X11"); + raylib.linkSystemLibrary("Xcursor"); + raylib.linkSystemLibrary("Xext"); + raylib.linkSystemLibrary("Xfixes"); + raylib.linkSystemLibrary("Xi"); + raylib.linkSystemLibrary("Xinerama"); + raylib.linkSystemLibrary("Xrandr"); + raylib.linkSystemLibrary("Xrender"); + } + + if (options.linux_display_backend == .Wayland or options.linux_display_backend == .Both) { + _ = b.findProgram(&.{"wayland-scanner"}, &.{}) catch { + std.log.err( + \\ `wayland-scanner` may not be installed on the system. + \\ You can switch to X11 in your `build.zig` by changing `Options.linux_display_backend` + , .{}); + @panic("`wayland-scanner` not found"); + }; + raylib.root_module.addCMacro("_GLFW_WAYLAND", ""); + raylib.linkSystemLibrary("EGL"); + raylib.linkSystemLibrary("wayland-client"); + raylib.linkSystemLibrary("xkbcommon"); + waylandGenerate(b, raylib, "wayland.xml", "wayland-client-protocol"); + waylandGenerate(b, raylib, "xdg-shell.xml", "xdg-shell-client-protocol"); + waylandGenerate(b, raylib, "xdg-decoration-unstable-v1.xml", "xdg-decoration-unstable-v1-client-protocol"); + waylandGenerate(b, raylib, "viewporter.xml", "viewporter-client-protocol"); + waylandGenerate(b, raylib, "relative-pointer-unstable-v1.xml", "relative-pointer-unstable-v1-client-protocol"); + waylandGenerate(b, raylib, "pointer-constraints-unstable-v1.xml", "pointer-constraints-unstable-v1-client-protocol"); + waylandGenerate(b, raylib, "fractional-scale-v1.xml", "fractional-scale-v1-client-protocol"); + waylandGenerate(b, raylib, "xdg-activation-v1.xml", "xdg-activation-v1-client-protocol"); + waylandGenerate(b, raylib, "idle-inhibit-unstable-v1.xml", "idle-inhibit-unstable-v1-client-protocol"); + } + + setDesktopPlatform(raylib, options.platform); + } else { + if (options.opengl_version == .auto) { + raylib.linkSystemLibrary("GLESv2"); + raylib.root_module.addCMacro("GRAPHICS_API_OPENGL_ES2", ""); + } + + raylib.linkSystemLibrary("EGL"); + raylib.linkSystemLibrary("gbm"); + raylib.linkSystemLibrary2("libdrm", .{ .use_pkg_config = .force }); + + raylib.root_module.addCMacro("PLATFORM_DRM", ""); + raylib.root_module.addCMacro("EGL_NO_X11", ""); + raylib.root_module.addCMacro("DEFAULT_BATCH_BUFFER_ELEMENT", ""); + } + }, + .freebsd, .openbsd, .netbsd, .dragonfly => { + try c_source_files.append("rglfw.c"); + raylib.linkSystemLibrary("GL"); + raylib.linkSystemLibrary("rt"); + raylib.linkSystemLibrary("dl"); + raylib.linkSystemLibrary("m"); + raylib.linkSystemLibrary("X11"); + raylib.linkSystemLibrary("Xrandr"); + raylib.linkSystemLibrary("Xinerama"); + raylib.linkSystemLibrary("Xi"); + raylib.linkSystemLibrary("Xxf86vm"); + raylib.linkSystemLibrary("Xcursor"); + + setDesktopPlatform(raylib, options.platform); + }, + .macos => { + // Include xcode_frameworks for cross compilation + if (b.lazyDependency("xcode_frameworks", .{})) |dep| { + raylib.addSystemFrameworkPath(dep.path("Frameworks")); + raylib.addSystemIncludePath(dep.path("include")); + raylib.addLibraryPath(dep.path("lib")); + } + + // On macos rglfw.c include Objective-C files. + try raylib_flags_arr.append("-ObjC"); + raylib.root_module.addCSourceFile(.{ + .file = b.path("src/rglfw.c"), + .flags = raylib_flags_arr.items, + }); + _ = raylib_flags_arr.pop(); + raylib.linkFramework("Foundation"); + raylib.linkFramework("CoreServices"); + raylib.linkFramework("CoreGraphics"); + raylib.linkFramework("AppKit"); + raylib.linkFramework("IOKit"); + + setDesktopPlatform(raylib, options.platform); + }, + .emscripten => { + // Include emscripten for cross compilation + if (b.lazyDependency("emsdk", .{})) |dep| { + if (try emSdkSetupStep(b, dep)) |emSdkStep| { + raylib.step.dependOn(&emSdkStep.step); + } + + raylib.addIncludePath(dep.path("upstream/emscripten/cache/sysroot/include")); + } + + raylib.root_module.addCMacro("PLATFORM_WEB", ""); + if (options.opengl_version == .auto) { + raylib.root_module.addCMacro("GRAPHICS_API_OPENGL_ES2", ""); + } + }, + else => { + @panic("Unsupported OS"); + }, + } + + raylib.root_module.addCSourceFiles(.{ + .files = c_source_files.items, + .flags = raylib_flags_arr.items, + }); + + return raylib; } + +pub fn addRaygui(b: *std.Build, raylib: *std.Build.Step.Compile, raygui_dep: *std.Build.Dependency) void { + const raylib_dep = b.dependencyFromBuildZig(@This(), .{}); + var gen_step = b.addWriteFiles(); + raylib.step.dependOn(&gen_step.step); + + const raygui_c_path = gen_step.add("raygui.c", "#define RAYGUI_IMPLEMENTATION\n#include \"raygui.h\"\n"); + raylib.addCSourceFile(.{ .file = raygui_c_path }); + raylib.addIncludePath(raygui_dep.path("src")); + raylib.addIncludePath(raylib_dep.path("src")); + + raylib.installHeader(raygui_dep.path("src/raygui.h"), "raygui.h"); +} + +pub const Options = struct { + raudio: bool = true, + rmodels: bool = true, + rshapes: bool = true, + rtext: bool = true, + rtextures: bool = true, + platform: PlatformBackend = .glfw, + shared: bool = false, + linux_display_backend: LinuxDisplayBackend = .Both, + opengl_version: OpenglVersion = .auto, + /// config should be a list of space-separated cflags, eg, "-DSUPPORT_CUSTOM_FRAME_CONTROL" + config: []const u8 = &.{}, + + const defaults = Options{}; + + pub fn getOptions(b: *std.Build) Options { + return .{ + .platform = b.option(PlatformBackend, "platform", "Choose the platform backedn for desktop target") orelse defaults.platform, + .raudio = b.option(bool, "raudio", "Compile with audio support") orelse defaults.raudio, + .rmodels = b.option(bool, "rmodels", "Compile with models support") orelse defaults.rmodels, + .rtext = b.option(bool, "rtext", "Compile with text support") orelse defaults.rtext, + .rtextures = b.option(bool, "rtextures", "Compile with textures support") orelse defaults.rtextures, + .rshapes = b.option(bool, "rshapes", "Compile with shapes support") orelse defaults.rshapes, + .shared = b.option(bool, "shared", "Compile as shared library") orelse defaults.shared, + .linux_display_backend = b.option(LinuxDisplayBackend, "linux_display_backend", "Linux display backend to use") orelse defaults.linux_display_backend, + .opengl_version = b.option(OpenglVersion, "opengl_version", "OpenGL version to use") orelse defaults.opengl_version, + .config = b.option([]const u8, "config", "Compile with custom define macros overriding config.h") orelse &.{}, + }; + } +}; + +pub const OpenglVersion = enum { + auto, + gl_1_1, + gl_2_1, + gl_3_3, + gl_4_3, + gles_2, + gles_3, + + pub fn toCMacroStr(self: @This()) []const u8 { + switch (self) { + .auto => @panic("OpenglVersion.auto cannot be turned into a C macro string"), + .gl_1_1 => return "GRAPHICS_API_OPENGL_11", + .gl_2_1 => return "GRAPHICS_API_OPENGL_21", + .gl_3_3 => return "GRAPHICS_API_OPENGL_33", + .gl_4_3 => return "GRAPHICS_API_OPENGL_43", + .gles_2 => return "GRAPHICS_API_OPENGL_ES2", + .gles_3 => return "GRAPHICS_API_OPENGL_ES3", + } + } +}; + +pub fn build(b: *std.Build) void { + // Standard target options allows the person running `zig build` to choose + // what target to build for. Here we do not override the defaults, which + // means any target is allowed, and the default is native. Other options + // for restricting supported target set are available. + const target = b.standardTargetOptions(.{}); + // Standard optimization options allow the person running `zig build` to select + // between Debug, ReleaseSafe, ReleaseFast, and ReleaseSmall. Here we do not + // set a preferred release mode, allowing the user to decide how to optimize. + const optimize = b.standardOptimizeOption(.{}); + + const lib = raylib.addRaylib(b, target, optimize); + lib.installHeader("src/raylib.h", "raylib.h"); + lib.install(); +} \ No newline at end of file diff --git a/build.zig.zon b/build.zig.zon new file mode 100644 index 000000000..077865978 --- /dev/null +++ b/build.zig.zon @@ -0,0 +1,24 @@ +.{ + .name = "raylib", + .version = "5.5.0", + .minimum_zig_version = "0.13.0", + + .dependencies = .{ + .xcode_frameworks = .{ + .url = "git+https://github.com/hexops/xcode-frameworks#9a45f3ac977fd25dff77e58c6de1870b6808c4a7", + .hash = "122098b9174895f9708bc824b0f9e550c401892c40a900006459acf2cbf78acd99bb", + .lazy = true, + }, + .emsdk = .{ + .url = "git+https://github.com/emscripten-core/emsdk#3.1.50", + .hash = "1220e8fe9509f0843e5e22326300ca415c27afbfbba3992f3c3184d71613540b5564", + .lazy = true, + }, + }, + + .paths = .{ + "build.zig", + "build.zig.zon", + "src", + }, +} diff --git a/cmake/BuildOptions.cmake b/cmake/BuildOptions.cmake deleted file mode 100644 index 0fce64292..000000000 --- a/cmake/BuildOptions.cmake +++ /dev/null @@ -1,18 +0,0 @@ -if(${PLATFORM} MATCHES "Desktop" AND APPLE) - if(MACOS_FATLIB) - if (CMAKE_OSX_ARCHITECTURES) - message(FATAL_ERROR "User supplied -DCMAKE_OSX_ARCHITECTURES overrides -DMACOS_FATLIB=ON") - else() - set(CMAKE_OSX_ARCHITECTURES "x86_64;i386") - endif() - endif() -endif() - -# This helps support the case where emsdk toolchain file is used -# either by setting it with -DCMAKE_TOOLCHAIN_FILE=/upstream/emscripten/cmake/Modules/Platform/Emscripten.cmake -# or by using "emcmake cmake -B build -S ." as described in https://emscripten.org/docs/compiling/Building-Projects.html -if(EMSCRIPTEN) - SET(PLATFORM Web CACHE STRING "Forcing PLATFORM_WEB because EMSCRIPTEN was detected") -endif() - -# vim: ft=cmake diff --git a/cmake/CompileDefinitions.cmake b/cmake/CompileDefinitions.cmake index be6077327..cefafdeb7 100644 --- a/cmake/CompileDefinitions.cmake +++ b/cmake/CompileDefinitions.cmake @@ -3,118 +3,21 @@ target_compile_definitions("raylib" PUBLIC "${PLATFORM_CPP}") target_compile_definitions("raylib" PUBLIC "${GRAPHICS}") function(define_if target variable) - if (${${variable}}) + if(${${variable}}) message(STATUS "${variable}=${${variable}}") - target_compile_definitions(${target} PUBLIC "${variable}") - endif () + target_compile_definitions(${target} PRIVATE "${variable}") + endif() endfunction() -if (${CUSTOMIZE_BUILD}) - target_compile_definitions("raylib" PUBLIC EXTERNAL_CONFIG_FLAGS) - define_if("raylib" USE_AUDIO) - define_if("raylib" SUPPORT_MODULE_RSHAPES) - define_if("raylib" SUPPORT_MODULE_RTEXTURES) - define_if("raylib" SUPPORT_MODULE_RTEXT) - define_if("raylib" SUPPORT_MODULE_RMODELS) - define_if("raylib" SUPPORT_MODULE_RAUDIO) - define_if("raylib" SUPPORT_CAMERA_SYSTEM) - define_if("raylib" SUPPORT_GESTURES_SYSTEM) - define_if("raylib" SUPPORT_MOUSE_GESTURES) - define_if("raylib" SUPPORT_SSH_KEYBOARD_RPI) - define_if("raylib" SUPPORT_DEFAULT_FONT) - define_if("raylib" SUPPORT_SCREEN_CAPTURE) - define_if("raylib" SUPPORT_GIF_RECORDING) - define_if("raylib" SUPPORT_BUSY_WAIT_LOOP) - define_if("raylib" SUPPORT_EVENTS_WAITING) - define_if("raylib" SUPPORT_WINMM_HIGHRES_TIMER) - define_if("raylib" SUPPORT_COMPRESSION_API) - define_if("raylib" SUPPORT_EVENTS_AUTOMATION) - define_if("raylib" SUPPORT_CUSTOM_FRAME_CONTROL) - define_if("raylib" SUPPORT_QUADS_DRAW_MODE) - define_if("raylib" SUPPORT_IMAGE_EXPORT) - define_if("raylib" SUPPORT_IMAGE_GENERATION) - define_if("raylib" SUPPORT_IMAGE_MANIPULATION) - define_if("raylib" SUPPORT_FILEFORMAT_PNG) - define_if("raylib" SUPPORT_FILEFORMAT_DDS) - define_if("raylib" SUPPORT_FILEFORMAT_HDR) - define_if("raylib" SUPPORT_FILEFORMAT_PIC) - define_if("raylib" SUPPORT_FILEFORMAT_PNM) - define_if("raylib" SUPPORT_FILEFORMAT_KTX) - define_if("raylib" SUPPORT_FILEFORMAT_ASTC) - define_if("raylib" SUPPORT_FILEFORMAT_BMP) - define_if("raylib" SUPPORT_FILEFORMAT_TGA) - define_if("raylib" SUPPORT_FILEFORMAT_JPG) - define_if("raylib" SUPPORT_FILEFORMAT_GIF) - define_if("raylib" SUPPORT_FILEFORMAT_QOI) - define_if("raylib" SUPPORT_FILEFORMAT_PSD) - define_if("raylib" SUPPORT_FILEFORMAT_PKM) - define_if("raylib" SUPPORT_FILEFORMAT_PVR) - define_if("raylib" SUPPORT_FILEFORMAT_SVG) - define_if("raylib" SUPPORT_FILEFORMAT_FNT) - define_if("raylib" SUPPORT_FILEFORMAT_TTF) - define_if("raylib" SUPPORT_TEXT_MANIPULATION) - define_if("raylib" SUPPORT_MESH_GENERATION) - define_if("raylib" SUPPORT_FILEFORMAT_OBJ) - define_if("raylib" SUPPORT_FILEFORMAT_MTL) - define_if("raylib" SUPPORT_FILEFORMAT_IQM) - define_if("raylib" SUPPORT_FILEFORMAT_GLTF) - define_if("raylib" SUPPORT_FILEFORMAT_VOX) - define_if("raylib" SUPPORT_FILEFORMAT_M3D) - define_if("raylib" SUPPORT_FILEFORMAT_WAV) - define_if("raylib" SUPPORT_FILEFORMAT_OGG) - define_if("raylib" SUPPORT_FILEFORMAT_XM) - define_if("raylib" SUPPORT_FILEFORMAT_MOD) - define_if("raylib" SUPPORT_FILEFORMAT_MP3) - define_if("raylib" SUPPORT_FILEFORMAT_QOA) - define_if("raylib" SUPPORT_FILEFORMAT_FLAC) - define_if("raylib" SUPPORT_STANDARD_FILEIO) - define_if("raylib" SUPPORT_TRACELOG) +if(${CUSTOMIZE_BUILD}) + target_compile_definitions("raylib" PRIVATE EXTERNAL_CONFIG_FLAGS) - if (UNIX AND NOT APPLE) - target_compile_definitions("raylib" PUBLIC "MAX_FILEPATH_LENGTH=4096") - else () - target_compile_definitions("raylib" PUBLIC "MAX_FILEPATH_LENGTH=512") - endif () + foreach(FLAG IN LISTS CONFIG_HEADER_FLAGS) + string(REGEX MATCH "([^=]+)=(.+)" _ ${FLAG}) + define_if("raylib" ${CMAKE_MATCH_1}) + endforeach() - target_compile_definitions("raylib" PUBLIC "MAX_GAMEPADS=4") - target_compile_definitions("raylib" PUBLIC "MAX_GAMEPAD_AXIS=8") - target_compile_definitions("raylib" PUBLIC "MAX_GAMEPAD_BUTTONS=32") - target_compile_definitions("raylib" PUBLIC "MAX_TOUCH_POINTS=10") - target_compile_definitions("raylib" PUBLIC "MAX_KEY_PRESSED_QUEUE=16") - - target_compile_definitions("raylib" PUBLIC "STORAGE_DATA_FILE=\"storage.data\"") - target_compile_definitions("raylib" PUBLIC "MAX_CHAR_PRESSED_QUEUE=16") - target_compile_definitions("raylib" PUBLIC "MAX_DECOMPRESSION_SIZE=64") - - if (${GRAPHICS} MATCHES "GRAPHICS_API_OPENGL_33" OR ${GRAPHICS} MATCHES "GRAPHICS_API_OPENGL_11") - target_compile_definitions("raylib" PUBLIC "DEFAULT_BATCH_BUFFER_ELEMENTS=8192") - elseif (${GRAPHICS} MATCHES "GRAPHICS_API_OPENGL_ES2") - target_compile_definitions("raylib" PUBLIC "DEFAULT_BATCH_BUFFER_ELEMENTS=2048") - endif () - - target_compile_definitions("raylib" PUBLIC "DEFAULT_BATCH_DRAWCALLS=256") - target_compile_definitions("raylib" PUBLIC "MAX_MATRIX_STACK_SIZE=32") - target_compile_definitions("raylib" PUBLIC "MAX_SHADER_LOCATIONS=32") - target_compile_definitions("raylib" PUBLIC "MAX_MATERIAL_MAPS=12") - target_compile_definitions("raylib" PUBLIC "RL_CULL_DISTANCE_NEAR=0.01") - target_compile_definitions("raylib" PUBLIC "RL_CULL_DISTANCE_FAR=1000.0") - - target_compile_definitions("raylib" PUBLIC "DEFAULT_SHADER_ATTRIB_NAME_POSITION=\"vertexPosition\"") - target_compile_definitions("raylib" PUBLIC "DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD=\"vertexTexCoord\"") - target_compile_definitions("raylib" PUBLIC "DEFAULT_SHADER_ATTRIB_NAME_NORMAL=\"vertexNormal\"") - target_compile_definitions("raylib" PUBLIC "DEFAULT_SHADER_ATTRIB_NAME_COLOR=\"vertexColor\"") - target_compile_definitions("raylib" PUBLIC "DEFAULT_SHADER_ATTRIB_NAME_TANGENT=\"vertexTangent\"") - target_compile_definitions("raylib" PUBLIC "DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2=\"vertexTexCoord2\"") - - target_compile_definitions("raylib" PUBLIC "MAX_TEXT_BUFFER_LENGTH=1024") - target_compile_definitions("raylib" PUBLIC "MAX_TEXT_UNICODE_CHARS=512") - target_compile_definitions("raylib" PUBLIC "MAX_TEXTSPLIT_COUNT=128") - - target_compile_definitions("raylib" PUBLIC "AUDIO_DEVICE_FORMAT=ma_format_f32") - target_compile_definitions("raylib" PUBLIC "AUDIO_DEVICE_CHANNELS=2") - target_compile_definitions("raylib" PUBLIC "AUDIO_DEVICE_SAMPLE_RATE=44100") - target_compile_definitions("raylib" PUBLIC "DEFAULT_AUDIO_BUFFER_SIZE=4096") - - target_compile_definitions("raylib" PUBLIC "MAX_TRACELOG_MSG_LENGTH=128") - target_compile_definitions("raylib" PUBLIC "MAX_UWP_MESSAGES=512") -endif () + foreach(VALUE IN LISTS CONFIG_HEADER_VALUES) + target_compile_definitions("raylib" PRIVATE ${VALUE}) + endforeach() +endif() diff --git a/cmake/LibraryConfigurations.cmake b/cmake/LibraryConfigurations.cmake index 514a68b18..5472dbbce 100644 --- a/cmake/LibraryConfigurations.cmake +++ b/cmake/LibraryConfigurations.cmake @@ -37,12 +37,6 @@ if (${PLATFORM} MATCHES "Desktop") endif () set(LIBS_PRIVATE m pthread ${OPENGL_LIBRARIES} ${OSS_LIBRARY}) - elseif (AMIGAOS4) - set(PLATFORM_OS "PLATFORM_AOS4") - set(GRAPHICS "GRAPHICS_API_OPENGL_ES2") - set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS}") - set(CMAKE_STATIC_LIBRARY_SUFFIX ".a") - set(LIBS_PRIVATE glfw3 GL pthread atomic) else () find_library(pthread NAMES pthread) find_package(OpenGL QUIET) @@ -57,15 +51,16 @@ if (${PLATFORM} MATCHES "Desktop") set(LIBS_PRIVATE m pthread ${OPENGL_LIBRARIES} ${OSS_LIBRARY}) endif () - if (NOT "${CMAKE_SYSTEM_NAME}" MATCHES "(Net|Open)BSD" AND USE_AUDIO) + if (NOT "${CMAKE_SYSTEM_NAME}" MATCHES "(Net|Open)BSD" AND USE_AUDIO AND NOT AMIGAOS4) set(LIBS_PRIVATE ${LIBS_PRIVATE} dl) endif () endif () elseif (${PLATFORM} MATCHES "Web") set(PLATFORM_CPP "PLATFORM_WEB") - set(GRAPHICS "GRAPHICS_API_OPENGL_ES2") - set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -s USE_GLFW=3 -s ASSERTIONS=1 --profiling") + if(NOT GRAPHICS) + set(GRAPHICS "GRAPHICS_API_OPENGL_ES2") + endif() set(CMAKE_STATIC_LIBRARY_SUFFIX ".a") elseif (${PLATFORM} MATCHES "Android") @@ -74,6 +69,14 @@ elseif (${PLATFORM} MATCHES "Android") set(CMAKE_POSITION_INDEPENDENT_CODE ON) list(APPEND raylib_sources ${ANDROID_NDK}/sources/android/native_app_glue/android_native_app_glue.c) include_directories(${ANDROID_NDK}/sources/android/native_app_glue) + + # NOTE: We remove '-Wl,--no-undefined' (set by default) as it conflicts with '-Wl,-undefined,dynamic_lookup' needed + # for compiling with the missing 'void main(void)' declaration in `android_main()`. + # We also remove other unnecessary or problematic flags. + + string(REPLACE "-Wl,--no-undefined -Qunused-arguments" "" CMAKE_SHARED_LINKER_FLAGS "${CMAKE_SHARED_LINKER_FLAGS}") + string(REPLACE "-static-libstdc++" "" CMAKE_SHARED_LINKER_FLAGS "${CMAKE_SHARED_LINKER_FLAGS}") + set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_SHARED_LINKER_FLAGS} -Wl,--exclude-libs,libatomic.a -Wl,--build-id -Wl,-z,noexecstack -Wl,-z,relro -Wl,-z,now -Wl,--warn-shared-textrel -Wl,--fatal-warnings -u ANativeActivity_onCreate -Wl,-undefined,dynamic_lookup") find_library(OPENGL_LIBRARY OpenGL) @@ -105,9 +108,10 @@ elseif ("${PLATFORM}" MATCHES "SDL") endif () if (NOT ${OPENGL_VERSION} MATCHES "OFF") - set(${SUGGESTED_GRAPHICS} "${GRAPHICS}") + set(SUGGESTED_GRAPHICS "${GRAPHICS}") + if (${OPENGL_VERSION} MATCHES "4.3") - set(GRAPHICS "GRAPHICS_API_OPENGL_43") + set(GRAPHICS "GRAPHICS_API_OPENGL_43") elseif (${OPENGL_VERSION} MATCHES "3.3") set(GRAPHICS "GRAPHICS_API_OPENGL_33") elseif (${OPENGL_VERSION} MATCHES "2.1") @@ -119,8 +123,8 @@ if (NOT ${OPENGL_VERSION} MATCHES "OFF") elseif (${OPENGL_VERSION} MATCHES "ES 3.0") set(GRAPHICS "GRAPHICS_API_OPENGL_ES3") endif () - if ("${SUGGESTED_GRAPHICS}" AND NOT "${SUGGESTED_GRAPHICS}" STREQUAL "${GRAPHICS}") - message(WARNING "You are overriding the suggested GRAPHICS=${SUGGESTED_GRAPHICS} with ${GRAPHICS}! This may fail") + if (NOT "${SUGGESTED_GRAPHICS}" STREQUAL "" AND NOT "${SUGGESTED_GRAPHICS}" STREQUAL "${GRAPHICS}") + message(WARNING "You are overriding the suggested GRAPHICS=${SUGGESTED_GRAPHICS} with ${GRAPHICS}! This may fail.") endif () endif () diff --git a/cmake/ParseConfigHeader.cmake b/cmake/ParseConfigHeader.cmake new file mode 100644 index 000000000..797eea3cd --- /dev/null +++ b/cmake/ParseConfigHeader.cmake @@ -0,0 +1,17 @@ +file(READ "${CMAKE_CURRENT_SOURCE_DIR}/src/config.h" CONFIG_HEADER_CONTENT) + +set(BLANK_OR_BACKSLASH_PATTERN "[ \t\r\n\\]") +set(VALID_IDENTIFIER_PATTERN "[A-Za-z_]+[A-Za-z_0-9]*") +set(VALID_VALUE_PATTERN [=["?[A-Za-z_0-9.-]+"?]=]) # not really correct but does the job since the config.h file hopefully will have been checked by a C preprocessor. +set(MACRO_REGEX "(//${BLANK_OR_BACKSLASH_PATTERN}*)?\#define${BLANK_OR_BACKSLASH_PATTERN}+(${VALID_IDENTIFIER_PATTERN})${BLANK_OR_BACKSLASH_PATTERN}+(${VALID_VALUE_PATTERN})") + +string(REGEX MATCHALL ${MACRO_REGEX} MACRO_LIST ${CONFIG_HEADER_CONTENT}) + +set(CONFIG_HEADER_FLAGS ${MACRO_LIST}) +list(FILTER CONFIG_HEADER_FLAGS INCLUDE REGEX "^.+SUPPORT_") +list(TRANSFORM CONFIG_HEADER_FLAGS REPLACE ${MACRO_REGEX} [[\2=OFF]] REGEX "^//") +list(TRANSFORM CONFIG_HEADER_FLAGS REPLACE ${MACRO_REGEX} [[\2=ON]]) + +set(CONFIG_HEADER_VALUES ${MACRO_LIST}) +list(FILTER CONFIG_HEADER_VALUES EXCLUDE REGEX "(^.+SUPPORT_)|(^//)") +list(TRANSFORM CONFIG_HEADER_VALUES REPLACE ${MACRO_REGEX} [[\2=\3]]) diff --git a/examples/CMakeLists.txt b/examples/CMakeLists.txt index 922323674..173017b7b 100644 --- a/examples/CMakeLists.txt +++ b/examples/CMakeLists.txt @@ -96,10 +96,9 @@ if (${PLATFORM} MATCHES "Android") list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_basic_lighting.c) elseif (${PLATFORM} MATCHES "Web") - set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Os -s USE_GLFW=3 -s ASSERTIONS=1 -s WASM=1 -s ASYNCIFY") + set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Os") # Since WASM is used, ALLOW_MEMORY_GROWTH has no extra overheads - set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -s ALLOW_MEMORY_GROWTH=1 --no-heap-copy") - set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} --shell-file ${CMAKE_SOURCE_DIR}/src/shell.html") + set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -s WASM=1 -s ASYNCIFY -s ALLOW_MEMORY_GROWTH=1 --shell-file ${CMAKE_SOURCE_DIR}/src/shell.html") set(CMAKE_EXECUTABLE_SUFFIX ".html") list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/raylib_opengl_interop.c) @@ -113,12 +112,33 @@ elseif ("${PLATFORM}" STREQUAL "DRM") list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/rlgl_standalone.c) list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/raylib_opengl_interop.c) +elseif (NOT SUPPORT_GESTURES_SYSTEM) + # Items requiring gestures system + list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/textures/textures_mouse_painting.c) + list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_basic_screen_manager.c) + list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_input_gestures_web.c) + list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_input_gestures.c) + endif () # The rlgl_standalone example only targets desktop, without shared libraries. if (BUILD_SHARED_LIBS OR NOT ${PLATFORM} MATCHES "Desktop") list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/rlgl_standalone.c) +endif() +# The audio examples fail to link if raylib is built without raudio +if (NOT SUPPORT_MODULE_RAUDIO) + list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/audio/audio_mixed_processor.c) + list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/audio/audio_module_playing.c) + list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/audio/audio_music_stream.c) + list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/audio/audio_raw_stream.c) + list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/audio/audio_sound_loading.c) + list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/audio/audio_sound_multi.c) + list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/audio/audio_stream_effects.c) + + list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/embedded_files_loading.c) + list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/textures/textures_sprite_button.c) + list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/textures/textures_sprite_explosion.c) endif() include_directories(BEFORE SYSTEM others/external/include) diff --git a/examples/Makefile b/examples/Makefile index 9ce05da54..0a2c908a3 100644 --- a/examples/Makefile +++ b/examples/Makefile @@ -4,7 +4,9 @@ # # This file supports building raylib examples for the following platforms: # -# > PLATFORM_DESKTOP (GLFW backend): +# > PLATFORM_DESKTOP +# - Defaults to PLATFORM_DESKTOP_GLFW +# > PLATFORM_DESKTOP_GFLW (GLFW backend): # - Windows (Win32, Win64) # - Linux (X11/Wayland desktop mode) # - macOS/OSX (x64, arm64) @@ -13,6 +15,13 @@ # - Windows (Win32, Win64) # - Linux (X11/Wayland desktop mode) # - Others (not tested) +# > PLATFORM_DESKTOP_RGFW (RGFW backend): +# - Windows (Win32, Win64) +# - Linux (X11 desktop mode) +# - macOS/OSX (x64, arm64 (not tested)) +# - Others (not tested) +# > PLATFORM_WEB_RGFW: +# - HTML5 (WebAssembly) # > PLATFORM_WEB: # - HTML5 (WebAssembly) # > PLATFORM_DRM: @@ -21,7 +30,7 @@ # > PLATFORM_ANDROID: # - Android (ARM, ARM64) # -# Copyright (c) 2013-2024 Ramon Santamaria (@raysan5) +# Copyright (c) 2013-2025 Ramon Santamaria (@raysan5) # # This software is provided "as-is", without any express or implied warranty. In no event # will the authors be held liable for any damages arising from the use of this software. @@ -44,12 +53,23 @@ # Define required environment variables #------------------------------------------------------------------------------------------------ -# Define target platform: PLATFORM_DESKTOP, PLATFORM_DESKTOP_SDL, PLATFORM_DRM, PLATFORM_ANDROID, PLATFORM_WEB +# Define target platform: PLATFORM_DESKTOP, PLATFORM_DESKTOP_SDL, PLATFORM_DRM, PLATFORM_ANDROID, PLATFORM_WEB, PLATFORM_WEB_RGFW PLATFORM ?= PLATFORM_DESKTOP +ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_DESKTOP_GLFW PLATFORM_DESKTOP_SDL PLATFORM_DESKTOP_RGFW)) + TARGET_PLATFORM := $(PLATFORM) + override PLATFORM = PLATFORM_DESKTOP +else + ifeq ($(PLATFORM), PLATFORM_DESKTOP) + TARGET_PLATFORM = PLATFORM_DESKTOP_GLFW + else + TARGET_PLATFORM = $(PLATFORM) + endif +endif + # Define required raylib variables PROJECT_NAME ?= raylib_examples -RAYLIB_VERSION ?= 5.0.0 +RAYLIB_VERSION ?= 5.5.0 RAYLIB_PATH ?= .. # Define raylib source code path @@ -57,8 +77,9 @@ RAYLIB_SRC_PATH ?= ../src # 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 +DESTDIR ?= /usr/local +RAYLIB_INCLUDE_PATH ?= $(DESTDIR)/include +RAYLIB_LIB_PATH ?= $(DESTDIR)/lib # Library type compilation: STATIC (.a) or SHARED (.so/.dll) RAYLIB_LIBTYPE ?= STATIC @@ -73,6 +94,8 @@ USE_EXTERNAL_GLFW ?= FALSE # WARNING: Library is not included in raylib, it MUST be configured by users SDL_INCLUDE_PATH ?= $(RAYLIB_SRC_PATH)/external/SDL2/include SDL_LIBRARY_PATH ?= $(RAYLIB_SRC_PATH)/external/SDL2/lib +SDL_LIBRARIES ?= -lSDL2 -lSDL2main + # 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 @@ -86,7 +109,7 @@ BUILD_WEB_RESOURCES ?= TRUE BUILD_WEB_RESOURCES_PATH ?= $(dir $<)resources@resources # Determine PLATFORM_OS when required -ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_DESKTOP PLATFORM_DESKTOP_SDL PLATFORM_WEB)) +ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW PLATFORM_DESKTOP_SDL PLATFORM_DESKTOP_RGFW PLATFORM_WEB PLATFORM_WEB_RGFW)) # No uname.exe on MinGW!, but OS=Windows_NT on Windows! # ifeq ($(UNAME),Msys) -> Windows ifeq ($(OS),Windows_NT) @@ -113,7 +136,7 @@ ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_DESKTOP PLATFORM_DESKTOP_SDL PLA endif endif endif -ifeq ($(PLATFORM),PLATFORM_DRM) +ifeq ($(TARGET_PLATFORM),PLATFORM_DRM) UNAMEOS = $(shell uname) ifeq ($(UNAMEOS),Linux) PLATFORM_OS = LINUX @@ -122,7 +145,7 @@ endif # RAYLIB_PATH adjustment for LINUX platform # TODO: Do we really need this? -ifeq ($(PLATFORM),PLATFORM_DESKTOP) +ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW) ifeq ($(PLATFORM_OS),LINUX) RAYLIB_PREFIX ?= .. RAYLIB_PATH = $(realpath $(RAYLIB_PREFIX)) @@ -130,21 +153,21 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP) endif # Default path for raylib on Raspberry Pi -ifeq ($(PLATFORM),PLATFORM_DRM) +ifeq ($(TARGET_PLATFORM),PLATFORM_DRM) RAYLIB_PATH ?= /home/pi/raylib endif # Define raylib release directory for compiled library RAYLIB_RELEASE_PATH ?= $(RAYLIB_PATH)/src -ifeq ($(PLATFORM),PLATFORM_WEB) +ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW)) ifeq ($(PLATFORM_OS),WINDOWS) # Emscripten required variables - EMSDK_PATH ?= C:/emsdk + EMSDK_PATH ?= C:/raylib/emsdk EMSCRIPTEN_PATH ?= $(EMSDK_PATH)/upstream/emscripten CLANG_PATH = $(EMSDK_PATH)/upstream/bin - PYTHON_PATH = $(EMSDK_PATH)/python/3.9.2-1_64bit - NODE_PATH = $(EMSDK_PATH)/node/14.15.5_64bit/bin + PYTHON_PATH = $(EMSDK_PATH)/python/3.9.2-nuget_64bit + NODE_PATH = $(EMSDK_PATH)/node/20.18.0_64bit/bin export PATH = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH):$$(PATH) endif endif @@ -153,7 +176,7 @@ endif #------------------------------------------------------------------------------------------------ CC = gcc -ifeq ($(PLATFORM),PLATFORM_DESKTOP) +ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW) ifeq ($(PLATFORM_OS),OSX) # OSX default compiler CC = clang @@ -163,8 +186,8 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP) CC = clang endif endif -ifeq ($(PLATFORM),PLATFORM_WEB) - # HTML5 emscripten compiler +ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW)) + # HTML5 emscripten compiler # WARNING: To compile to HTML5, code must be redesigned # to use emscripten.h and emscripten_set_main_loop() CC = emcc @@ -174,16 +197,25 @@ endif #------------------------------------------------------------------------------------------------ MAKE ?= make -ifeq ($(PLATFORM),PLATFORM_DESKTOP) +ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW) ifeq ($(PLATFORM_OS),WINDOWS) MAKE = mingw32-make endif endif -ifeq ($(PLATFORM),PLATFORM_ANDROID) +ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID) MAKE = mingw32-make endif -ifeq ($(PLATFORM),PLATFORM_WEB) - MAKE = emmake make +ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW)) + ifeq ($(OS),Windows_NT) + MAKE = mingw32-make + else + EMMAKE != type emmake + ifneq (, $(EMMAKE)) + MAKE = emmake make + else + MAKE = mingw32-make + endif + endif endif # Define compiler flags: CFLAGS @@ -201,11 +233,8 @@ CFLAGS = -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces -Wunused-result ifeq ($(BUILD_MODE),DEBUG) CFLAGS += -g -D_DEBUG - ifeq ($(PLATFORM),PLATFORM_WEB) - CFLAGS += -sASSERTIONS=1 --profiling - endif -else - ifeq ($(PLATFORM),PLATFORM_WEB) +else + ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW)) ifeq ($(BUILD_WEB_ASYNCIFY),TRUE) CFLAGS += -O3 else @@ -222,7 +251,7 @@ endif # -Wstrict-prototypes warn if a function is declared or defined without specifying the argument types # -Werror=implicit-function-declaration catch function calls without prior declaration #CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes -ifeq ($(PLATFORM),PLATFORM_DESKTOP) +ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW) ifeq ($(PLATFORM_OS),LINUX) ifeq ($(RAYLIB_LIBTYPE),STATIC) CFLAGS += -D_DEFAULT_SOURCE @@ -233,28 +262,28 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP) endif endif endif -ifeq ($(PLATFORM),PLATFORM_DRM) +ifeq ($(TARGET_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, easings...) #------------------------------------------------------------------------------------------------ -INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external - +INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external $(EXTRA_INCLUDE_PATHS) # Define additional directories containing required header files -ifeq ($(PLATFORM),PLATFORM_DESKTOP) + +ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW) ifeq ($(PLATFORM_OS),BSD) - INCLUDE_PATHS += -I$(RAYLIB_INCLUDE_PATH) + INCLUDE_PATHS += -I$(RAYLIB_INCLUDE_PATH) -I/usr/pkg/include -I/usr/X11R7/include endif ifeq ($(PLATFORM_OS),LINUX) INCLUDE_PATHS += -I$(RAYLIB_INCLUDE_PATH) endif endif -ifeq ($(PLATFORM),PLATFORM_DESKTOP_SDL) +ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_SDL) INCLUDE_PATHS += -I$(SDL_INCLUDE_PATH) endif -ifeq ($(PLATFORM),PLATFORM_DRM) +ifeq ($(TARGET_PLATFORM),PLATFORM_DRM) INCLUDE_PATHS += -I$(RAYLIB_INCLUDE_PATH) INCLUDE_PATHS += -I/usr/include/libdrm endif @@ -268,7 +297,7 @@ endif #------------------------------------------------------------------------------------------------ LDFLAGS = -L. -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src -ifeq ($(PLATFORM),PLATFORM_DESKTOP) +ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW) ifeq ($(PLATFORM_OS),WINDOWS) # NOTE: The resource .rc file contains windows executable icon and properties LDFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data @@ -284,7 +313,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP) LDFLAGS += -Lsrc -L$(RAYLIB_LIB_PATH) endif endif -ifeq ($(PLATFORM),PLATFORM_DESKTOP_SDL) +ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_SDL) ifeq ($(PLATFORM_OS),WINDOWS) # NOTE: The resource .rc file contains windows executable icon and properties LDFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data @@ -295,25 +324,31 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP_SDL) endif LDFLAGS += -L$(SDL_LIBRARY_PATH) endif -ifeq ($(PLATFORM),PLATFORM_WEB) +ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW)) # -Os # size optimization # -O2 # optimization level 2, if used, also set --memory-init-file 0 - # -sUSE_GLFW=3 # Use glfw3 library (context/input management) - # -sALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL! - # -sTOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB) (67108864 = 64MB) - # -sUSE_PTHREADS=1 # multithreading support - # -sWASM=0 # disable Web Assembly, emitted by default - # -sASYNCIFY # lets synchronous C/C++ code interact with asynchronous JS - # -sFORCE_FILESYSTEM=1 # force filesystem to load/save files data - # -sASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off) - # -sGL_ENABLE_GET_PROC_ADDRESS # enable using the *glGetProcAddress() family of functions, required for extensions loading + # -sUSE_GLFW=3 # Use glfw3 library (context/input management) + # -sALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL! + # -sTOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB) (67108864 = 64MB) + # -sUSE_PTHREADS=1 # multithreading support + # -sWASM=0 # disable Web Assembly, emitted by default + # -sASYNCIFY # lets synchronous C/C++ code interact with asynchronous JS + # -sFORCE_FILESYSTEM=1 # force filesystem to load/save files data + # -sASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off) + # -sMINIFY_HTML=0 # minify generated html from shell.html # --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 += -sUSE_GLFW=3 -sTOTAL_MEMORY=$(BUILD_WEB_HEAP_SIZE) -sFORCE_FILESYSTEM=1 - - # Build using asyncify + # --shell-file shell.html # define a custom shell .html and output extension + LDFLAGS += -sTOTAL_MEMORY=$(BUILD_WEB_HEAP_SIZE) -sFORCE_FILESYSTEM=1 -sMINIFY_HTML=0 + + # Using GLFW3 library (instead of RGFW) + ifeq ($(TARGET_PLATFORM),PLATFORM_WEB) + LDFLAGS += -sUSE_GLFW=3 + endif + + # Build using asyncify ifeq ($(BUILD_WEB_ASYNCIFY),TRUE) LDFLAGS += -sASYNCIFY endif @@ -342,7 +377,7 @@ endif # Define libraries required on linking: LDLIBS # NOTE: To link libraries (lib.so or lib.a), use -l #------------------------------------------------------------------------------------------------ -ifeq ($(PLATFORM),PLATFORM_DESKTOP) +ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW) ifeq ($(PLATFORM_OS),WINDOWS) # Libraries for Windows desktop compilation # NOTE: WinMM library required to set high-res timer resolution @@ -378,7 +413,8 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP) ifeq ($(PLATFORM_OS),BSD) # Libraries for FreeBSD, OpenBSD, NetBSD, DragonFly desktop compiling # NOTE: Required packages: mesa-libs - LDLIBS = -lraylib -lGL -lpthread -lm + LDFLAGS += -L/usr/X11R7/lib -Wl,-R/usr/X11R7/lib + LDLIBS = -lraylib -lGL -lm -lpthread # On XWindow requires also below libraries LDLIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor @@ -388,15 +424,15 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP) LDLIBS += -lglfw endif endif -ifeq ($(PLATFORM),PLATFORM_DESKTOP_SDL) +ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_SDL) ifeq ($(PLATFORM_OS),WINDOWS) # Libraries for Windows desktop compilation - LDLIBS = -lraylib -lSDL2 -lSDL2main -lopengl32 -lgdi32 + LDLIBS = -lraylib $(SDL_LIBRARIES) -lopengl32 -lgdi32 endif ifeq ($(PLATFORM_OS),LINUX) # Libraries for Debian GNU/Linux desktop compiling # NOTE: Required packages: libegl1-mesa-dev - LDLIBS = -lraylib -lSDL2 -lSDL2main -lGL -lm -lpthread -ldl -lrt + LDLIBS = -lraylib $(SDL_LIBRARIES) -lGL -lm -lpthread -ldl -lrt # On X11 requires also below libraries LDLIBS += -lX11 @@ -416,14 +452,42 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP_SDL) LDLIBS += -latomic endif endif -ifeq ($(PLATFORM),PLATFORM_DRM) +ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_RGFW) + ifeq ($(PLATFORM_OS),WINDOWS) + # Libraries for Windows desktop compilation + LDFLAGS += -L..\src + LDLIBS = -lraylib -lgdi32 -lwinmm -lopengl32 + endif + ifeq ($(PLATFORM_OS),LINUX) + # Libraries for Debian GNU/Linux desktop compipling + # NOTE: Required packages: libegl1-mesa-dev + LDFLAGS += -L../src + LDLIBS = -lraylib -lGL -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor -lm -lpthread -ldl -lrt + + # Explicit link to libc + ifeq ($(RAYLIB_LIBTYPE),SHARED) + LDLIBS += -lc + endif + + # NOTE: On ARM 32bit arch, miniaudio requires atomics library + LDLIBS += -latomic + endif + ifeq ($(PLATFORM_OS),OSX) + # Libraries for Debian GNU/Linux desktop compiling + # NOTE: Required packages: libegl1-mesa-dev + LDFLAGS += -L../src + LDLIBS = -lraylib -lm + LDLIBS += -framework Foundation -framework AppKit -framework OpenGL -framework CoreVideo + endif +endif +ifeq ($(TARGET_PLATFORM),PLATFORM_DRM) # Libraries for DRM compiling # NOTE: Required packages: libasound2-dev (ALSA) LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lgbm -ldrm -ldl -latomic endif -ifeq ($(PLATFORM),PLATFORM_WEB) +ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW)) # Libraries for web (HTML5) compiling - LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.a + LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.web.a endif # Define source code object files required @@ -441,17 +505,18 @@ CORE = \ core/core_automation_events \ core/core_basic_screen_manager \ core/core_basic_window \ + core/core_basic_window_web \ core/core_custom_frame_control \ core/core_custom_logging \ core/core_drop_files \ core/core_input_gamepad \ - core/core_input_gamepad_info \ core/core_input_gestures \ core/core_input_gestures_web \ core/core_input_keys \ core/core_input_mouse \ core/core_input_mouse_wheel \ core/core_input_multitouch \ + core/core_input_virtual_controls \ core/core_loading_thread \ core/core_random_sequence \ core/core_random_values \ @@ -479,10 +544,12 @@ SHAPES = \ shapes/shapes_lines_bezier \ shapes/shapes_logo_raylib \ shapes/shapes_logo_raylib_anim \ + shapes/shapes_rectangle_advanced \ shapes/shapes_rectangle_scaling \ shapes/shapes_splines_drawing \ shapes/shapes_top_down_lights + TEXTURES = \ textures/textures_background_scrolling \ textures/textures_blend_modes \ @@ -490,6 +557,7 @@ TEXTURES = \ textures/textures_draw_tiled \ textures/textures_fog_of_war \ textures/textures_gif_player \ + textures/textures_image_channel \ textures/textures_image_drawing \ textures/textures_image_generation \ textures/textures_image_kernel \ @@ -507,7 +575,6 @@ TEXTURES = \ textures/textures_sprite_button \ textures/textures_sprite_explosion \ textures/textures_srcrec_dstrec \ - textures/textures_svg_loading \ textures/textures_textured_curve \ textures/textures_to_image @@ -528,11 +595,13 @@ TEXT = \ MODELS = \ models/models_animation \ models/models_billboard \ + models/models_bone_socket \ models/models_box_collisions \ models/models_cubicmap \ models/models_draw_cube_texture \ models/models_first_person_maze \ models/models_geometric_shapes \ + models/models_gpu_skinning \ models/models_heightmap \ models/models_loading \ models/models_loading_gltf \ @@ -541,13 +610,16 @@ MODELS = \ models/models_mesh_generation \ models/models_mesh_picking \ models/models_orthographic_projection \ + models/models_point_rendering \ models/models_rlgl_solar_system \ models/models_skybox \ + models/models_tesseract_view \ models/models_waving_cubes \ models/models_yaw_pitch_roll SHADERS = \ shaders/shaders_basic_lighting \ + shaders/shaders_basic_pbr \ shaders/shaders_custom_uniform \ shaders/shaders_deferred_render \ shaders/shaders_eratosthenes \ @@ -562,6 +634,7 @@ SHADERS = \ shaders/shaders_palette_switch \ shaders/shaders_postprocessing \ shaders/shaders_raymarching \ + shaders/shaders_rounded_rectangle \ shaders/shaders_shadowmap \ shaders/shaders_shapes_textures \ shaders/shaders_simple_mask \ @@ -570,7 +643,8 @@ SHADERS = \ shaders/shaders_texture_outline \ shaders/shaders_texture_tiling \ shaders/shaders_texture_waves \ - shaders/shaders_write_depth + shaders/shaders_write_depth \ + shaders/shaders_vertex_displacement AUDIO = \ audio/audio_mixed_processor \ @@ -586,8 +660,12 @@ OTHERS = \ others/embedded_files_loading \ others/raylib_opengl_interop \ others/raymath_vector_angle \ - others/rlgl_compute_shader \ - others/rlgl_standalone + others/rlgl_compute_shader + +ifeq ($(TARGET_PLATFORM), PLATFORM_DESKTOP_GFLW) + OTHERS += others/rlgl_standalone +endif + CURRENT_MAKEFILE = $(lastword $(MAKEFILE_LIST)) @@ -608,20 +686,24 @@ others: $(OTHERS) # Generic compilation pattern # NOTE: Examples must be ready for Android compilation! %: %.c -ifeq ($(PLATFORM),PLATFORM_ANDROID) +ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID) $(MAKE) -f Makefile.Android PROJECT_NAME=$@ PROJECT_SOURCE_FILES=$< -else ifeq ($(PLATFORM),PLATFORM_WEB) +else ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW)) $(MAKE) -f Makefile.Web $@ else - $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -D$(TARGET_PLATFORM) endif # Clean everything clean: -ifeq ($(PLATFORM),PLATFORM_DESKTOP) +ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW) ifeq ($(PLATFORM_OS),WINDOWS) del *.o *.exe /s endif + ifeq ($(PLATFORM_OS),BSD) + find . -type f -perm -ugo+x -delete + rm -fv *.o + endif ifeq ($(PLATFORM_OS),LINUX) find . -type f -executable -delete rm -fv *.o @@ -631,11 +713,11 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP) rm -f *.o endif endif -ifeq ($(PLATFORM),PLATFORM_DRM) +ifeq ($(TARGET_PLATFORM),PLATFORM_DRM) find . -type f -executable -delete rm -fv *.o endif -ifeq ($(PLATFORM),PLATFORM_WEB) +ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW)) ifeq ($(PLATFORM_OS),WINDOWS) del *.wasm *.html *.js *.data else diff --git a/examples/Makefile.Android b/examples/Makefile.Android index 08cdf1515..c00da171e 100644 --- a/examples/Makefile.Android +++ b/examples/Makefile.Android @@ -2,7 +2,7 @@ # # raylib makefile for Android project (APK building) # -# Copyright (c) 2017-2024 Ramon Santamaria (@raysan5) +# Copyright (c) 2017-2025 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. @@ -158,7 +158,8 @@ LDLIBS = -lm -lc -lraylib -llog -landroid -lEGL -lGLESv2 -lOpenSLES -ldl OBJS = $(patsubst %.c, $(PROJECT_BUILD_PATH)/obj/%.o, $(PROJECT_SOURCE_FILES)) # Android APK building process... some steps required... -# NOTE: typing 'make' will invoke the default target entry called 'all', +# NOTE: typing 'make' will invoke the default target entry called 'all' +# TODO: Use apksigner for APK signing, jarsigner is not recommended all: create_temp_project_dirs \ copy_project_required_libs \ copy_project_resources \ @@ -170,8 +171,14 @@ all: create_temp_project_dirs \ compile_project_class \ compile_project_class_dex \ create_project_apk_package \ - zipalign_project_apk_package \ - sign_project_apk_package + sign_project_apk_package \ + zipalign_project_apk_package + +# WARNING: About build signing process: +# - If using apksigner, zipalign must be used before the APK file has been signed. +# - If using jarsigner (not recommended), zipalign must be used after the APK file has been signed. +# REF: https://developer.android.com/tools/zipalign +# REF: https://developer.android.com/tools/apksigner # Create required temp directories for APK building create_temp_project_dirs: diff --git a/examples/Makefile.Web b/examples/Makefile.Web index f70404bc2..6f060652f 100644 --- a/examples/Makefile.Web +++ b/examples/Makefile.Web @@ -1,8 +1,8 @@ #************************************************************************************************** # -# raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5 +# raylib makefile for Web platform # -# Copyright (c) 2013-2024 Ramon Santamaria (@raysan5) +# Copyright (c) 2013-2025 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. @@ -30,13 +30,17 @@ PLATFORM ?= PLATFORM_WEB # Define required raylib variables PROJECT_NAME ?= raylib_examples -RAYLIB_VERSION ?= 5.0.0 +RAYLIB_VERSION ?= 5.5.0 RAYLIB_PATH ?= .. +# Define raylib source code path +RAYLIB_SRC_PATH ?= ../src + # 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 +DESTDIR ?= /usr/local +RAYLIB_INCLUDE_PATH ?= $(DESTDIR)/include +RAYLIB_LIB_PATH ?= $(DESTDIR)/lib # Library type compilation: STATIC (.a) or SHARED (.so/.dll) RAYLIB_LIBTYPE ?= STATIC @@ -51,8 +55,17 @@ USE_EXTERNAL_GLFW ?= FALSE # NOTE: This variable is only used for PLATFORM_OS: LINUX USE_WAYLAND_DISPLAY ?= FALSE +# PLATFORM_WEB: Default properties +BUILD_WEB_ASYNCIFY ?= TRUE +BUILD_WEB_SHELL ?= $(RAYLIB_PATH)/src/shell.html +BUILD_WEB_HEAP_SIZE ?= 134217728 + +# Use WebGL2 backend (OpenGL 3.0) +# WARNING: Requires raylib compiled with GRAPHICS_API_OPENGL_ES3 +USE_WEBGL2 ?= FALSE + # Determine PLATFORM_OS in case PLATFORM_DESKTOP or PLATFORM_WEB selected -ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_DESKTOP PLATFORM_WEB)) +ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_DESKTOP PLATFORM_WEB PLATFORM_WEB_RGFW)) # No uname.exe on MinGW!, but OS=Windows_NT on Windows! # ifeq ($(UNAME),Msys) -> Windows ifeq ($(OS),Windows_NT) @@ -103,14 +116,14 @@ endif # Define raylib release directory for compiled library RAYLIB_RELEASE_PATH ?= $(RAYLIB_PATH)/src -ifeq ($(PLATFORM),PLATFORM_WEB) +ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW)) ifeq ($(PLATFORM_OS),WINDOWS) # Emscripten required variables - EMSDK_PATH ?= C:/emsdk + EMSDK_PATH ?= C:/raylib/emsdk EMSCRIPTEN_PATH ?= $(EMSDK_PATH)/upstream/emscripten CLANG_PATH = $(EMSDK_PATH)/upstream/bin - PYTHON_PATH = $(EMSDK_PATH)/python/3.9.2-1_64bit - NODE_PATH = $(EMSDK_PATH)/node/14.15.5_64bit/bin + PYTHON_PATH = $(EMSDK_PATH)/python/3.9.2-nuget_64bit + NODE_PATH = $(EMSDK_PATH)/node/20.18.0_64bit/bin export PATH = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH):$$(PATH) endif endif @@ -129,7 +142,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP) CC = clang endif endif -ifeq ($(PLATFORM),PLATFORM_WEB) +ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW)) # HTML5 emscripten compiler # WARNING: To compile to HTML5, code must be redesigned # to use emscripten.h and emscripten_set_main_loop() @@ -138,7 +151,7 @@ endif # Define default make program: MAKE #------------------------------------------------------------------------------------------------ -MAKE ?= emmake make +MAKE ?= make ifeq ($(PLATFORM),PLATFORM_DESKTOP) ifeq ($(PLATFORM_OS),WINDOWS) @@ -148,8 +161,17 @@ endif ifeq ($(PLATFORM),PLATFORM_ANDROID) MAKE = mingw32-make endif -ifeq ($(PLATFORM),PLATFORM_WEB) - MAKE = emmake make +ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW)) + ifeq ($(OS),Windows_NT) + MAKE = mingw32-make + else + EMMAKE != type emmake + ifneq (, $(EMMAKE)) + MAKE = emmake make + else + MAKE = mingw32-make + endif + endif endif # Define compiler flags: CFLAGS @@ -167,11 +189,8 @@ CFLAGS = -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces -Wunused-result ifeq ($(BUILD_MODE),DEBUG) CFLAGS += -g -D_DEBUG - ifeq ($(PLATFORM),PLATFORM_WEB) - CFLAGS += -sASSERTIONS=1 --profiling - endif else - ifeq ($(PLATFORM),PLATFORM_WEB) + ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW)) ifeq ($(BUILD_WEB_ASYNCIFY),TRUE) CFLAGS += -O3 else @@ -241,36 +260,55 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP) LDFLAGS += -Lsrc -L$(RAYLIB_LIB_PATH) endif endif -ifeq ($(PLATFORM),PLATFORM_WEB) +ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW)) # -Os # size optimization # -O2 # optimization level 2, if used, also set --memory-init-file 0 - # -sUSE_GLFW=3 # Use glfw3 library (context/input management) - # -sALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL! - # -sTOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB) (67108864 = 64MB) - # -sUSE_PTHREADS=1 # multithreading support - # -sWASM=0 # disable Web Assembly, emitted by default - # -sASYNCIFY # lets synchronous C/C++ code interact with asynchronous JS - # -sFORCE_FILESYSTEM=1 # force filesystem to load/save files data - # -sASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off) - # -sEXPORTED_RUNTIME_METHODS=ccall # require exporting some LEGACY_RUNTIME functions, ccall() is required by miniaudio - # -sGL_ENABLE_GET_PROC_ADDRESS # enable using the *glGetProcAddress() family of functions, required for extensions loading + # -sUSE_GLFW=3 # Use glfw3 library (context/input management) + # -sALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL! + # -sTOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB) (67108864 = 64MB) + # -sUSE_PTHREADS=1 # multithreading support + # -sWASM=0 # disable Web Assembly, emitted by default + # -sASYNCIFY # lets synchronous C/C++ code interact with asynchronous JS + # -sFORCE_FILESYSTEM=1 # force filesystem to load/save files data + # -sASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off) + # -sMINIFY_HTML=0 # minify generated html from shell.html # --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 += -sUSE_GLFW=3 -sASYNCIFY -sEXPORTED_RUNTIME_METHODS=ccall + # --shell-file shell.html # define a custom shell .html and output extension + LDFLAGS += -sTOTAL_MEMORY=$(BUILD_WEB_HEAP_SIZE) -sFORCE_FILESYSTEM=1 -sEXPORTED_RUNTIME_METHODS=ccall -sMINIFY_HTML=0 + + # Using GLFW3 library (instead of RGFW) + ifeq ($(PLATFORM),PLATFORM_WEB) + LDFLAGS += -sUSE_GLFW=3 + endif + + # Build using asyncify + ifeq ($(BUILD_WEB_ASYNCIFY),TRUE) + LDFLAGS += -sASYNCIFY + endif + + # NOTE: Flags required for WebGL 2.0 (OpenGL ES 3.0) + # WARNING: Requires raylib compiled with GRAPHICS_API_OPENGL_ES3 + ifeq ($(USE_WEBGL2),TRUE) + LDFLAGS += -sMIN_WEBGL_VERSION=2 -sMAX_WEBGL_VERSION=2 + endif + + # Add debug mode flags if required + ifeq ($(BUILD_MODE),DEBUG) + LDFLAGS += -sASSERTIONS=1 --profiling + endif + + # Define a custom shell .html and output extension + LDFLAGS += --shell-file $(BUILD_WEB_SHELL) + EXT = .html # NOTE: Simple raylib examples are compiled to be interpreter with asyncify, that way, # we can compile same code for ALL platforms with no change required, but, working on bigger # projects, code needs to be refactored to avoid a blocking while() loop, moving Update and Draw # logic to a self contained function: UpdateDrawFrame(), check core_basic_window_web.c for reference. - # NOTE: Additional compilate flags for TOTAL_MEMORY, FORCE_FILESYSTEM and resources loading - # are specified per-example for optimization - - # Define a custom shell .html and output extension - LDFLAGS += --shell-file $(RAYLIB_PATH)/src/shell.html - EXT = .html endif # Define libraries required on linking: LDLIBS @@ -312,7 +350,8 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP) ifeq ($(PLATFORM_OS),BSD) # Libraries for FreeBSD, OpenBSD, NetBSD, DragonFly desktop compiling # NOTE: Required packages: mesa-libs - LDLIBS = -lraylib -lGL -lpthread -lm + LDFLAGS += -L/usr/X11R7/lib -Wl,-R/usr/X11R7/lib + LDLIBS = -lraylib -lGL -lm -lpthread # On XWindow requires also below libraries LDLIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor @@ -327,9 +366,9 @@ ifeq ($(PLATFORM),PLATFORM_DRM) # NOTE: Required packages: libasound2-dev (ALSA) LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lgbm -ldrm -ldl -latomic endif -ifeq ($(PLATFORM),PLATFORM_WEB) +ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW)) # Libraries for web (HTML5) compiling - LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.a + LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.web.a endif # Define source code object files required @@ -347,17 +386,18 @@ CORE = \ core/core_automation_events \ core/core_basic_screen_manager \ core/core_basic_window \ + core/core_basic_window_web \ core/core_custom_frame_control \ core/core_custom_logging \ core/core_drop_files \ core/core_input_gamepad \ - core/core_input_gamepad_info \ core/core_input_gestures \ core/core_input_gestures_web \ core/core_input_keys \ core/core_input_mouse \ core/core_input_mouse_wheel \ core/core_input_multitouch \ + core/core_input_virtual_controls \ core/core_loading_thread \ core/core_random_sequence \ core/core_random_values \ @@ -385,6 +425,7 @@ SHAPES = \ shapes/shapes_lines_bezier \ shapes/shapes_logo_raylib \ shapes/shapes_logo_raylib_anim \ + shapes/shapes_rectangle_advanced \ shapes/shapes_rectangle_scaling \ shapes/shapes_splines_drawing \ shapes/shapes_top_down_lights @@ -396,6 +437,7 @@ TEXTURES = \ textures/textures_draw_tiled \ textures/textures_fog_of_war \ textures/textures_gif_player \ + textures/textures_image_channel \ textures/textures_image_drawing \ textures/textures_image_generation \ textures/textures_image_kernel \ @@ -413,7 +455,6 @@ TEXTURES = \ textures/textures_sprite_button \ textures/textures_sprite_explosion \ textures/textures_srcrec_dstrec \ - textures/textures_svg_loading \ textures/textures_textured_curve \ textures/textures_to_image @@ -434,11 +475,13 @@ TEXT = \ MODELS = \ models/models_animation \ models/models_billboard \ + models/models_bone_socket \ models/models_box_collisions \ models/models_cubicmap \ models/models_draw_cube_texture \ models/models_first_person_maze \ models/models_geometric_shapes \ + models/models_gpu_skinning \ models/models_heightmap \ models/models_loading \ models/models_loading_gltf \ @@ -447,13 +490,16 @@ MODELS = \ models/models_mesh_generation \ models/models_mesh_picking \ models/models_orthographic_projection \ + models/models_point_rendering \ models/models_rlgl_solar_system \ models/models_skybox \ + models/models_tesseract_view \ models/models_waving_cubes \ models/models_yaw_pitch_roll SHADERS = \ shaders/shaders_basic_lighting \ + shaders/shaders_basic_pbr \ shaders/shaders_custom_uniform \ shaders/shaders_deferred_render \ shaders/shaders_eratosthenes \ @@ -468,6 +514,7 @@ SHADERS = \ shaders/shaders_palette_switch \ shaders/shaders_postprocessing \ shaders/shaders_raymarching \ + shaders/shaders_rounded_rectangle \ shaders/shaders_shadowmap \ shaders/shaders_shapes_textures \ shaders/shaders_simple_mask \ @@ -476,6 +523,7 @@ SHADERS = \ shaders/shaders_texture_outline \ shaders/shaders_texture_tiling \ shaders/shaders_texture_waves \ + shaders/shaders_vertex_displacement \ shaders/shaders_write_depth AUDIO = \ @@ -544,6 +592,9 @@ core/core_automation_events : core/core_automation_events.c core/core_basic_window: core/core_basic_window.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) +core/core_basic_window_web: core/core_basic_window_web.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) + core/core_basic_screen_manager: core/core_basic_screen_manager.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) @@ -561,9 +612,6 @@ core/core_input_gamepad: core/core_input_gamepad.c --preload-file core/resources/ps3.png@resources/ps3.png \ --preload-file core/resources/xbox.png@resources/xbox.png -core/core_input_gamepad_info: core/core_input_gamepad_info.c - $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) - core/core_input_gestures: core/core_input_gestures.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) @@ -582,7 +630,10 @@ core/core_input_mouse_wheel: core/core_input_mouse_wheel.c core/core_input_multitouch: core/core_input_multitouch.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -# NOTE: To use multi-threading raylib must be compiled with multi-theading support (-s USE_PTHREADS=1) +core/core_input_virtual_controls: core/core_input_virtual_controls.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) + +# NOTE: To use multi-threading raylib must be compiled with multi-theading support (-sUSE_PTHREADS=1) # WARNING: For security reasons multi-threading is not supported on browsers, it requires cross-origin isolation (Oct.2021) # WARNING: It requires raylib to be compiled using -pthread, so atomic operations and thread-local data (if any) # in its source were transformed to non-atomic operations and non-thread-local data @@ -673,6 +724,9 @@ shapes/shapes_splines_drawing: shapes/shapes_splines_drawing.c shapes/shapes_top_down_lights: shapes/shapes_top_down_lights.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) +shapes/shapes_rectangle_advanced: shapes/shapes_rectangle_advanced.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) + # Compile TEXTURES examples textures/textures_background_scrolling: textures/textures_background_scrolling.c @@ -701,6 +755,10 @@ textures/textures_gif_player: textures/textures_gif_player.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ --preload-file textures/resources/scarfy_run.gif@resources/scarfy_run.gif +textures/textures_image_channel: textures/textures_image_channel.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ + --preload-file textures/resources/fudesumi.png@resources/fudesumi.png + textures/textures_image_drawing: textures/textures_image_drawing.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ --preload-file textures/resources/custom_jupiter_crash.png@resources/custom_jupiter_crash.png \ @@ -772,10 +830,6 @@ textures/textures_srcrec_dstrec: textures/textures_srcrec_dstrec.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ --preload-file textures/resources/scarfy.png@resources/scarfy.png -textures/textures_svg_loading: textures/textures_svg_loading.c - $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ - --preload-file textures/resources/test.svg - textures/textures_textured_curve: textures/textures_textured_curve.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ --preload-file textures/resources/road.png@resources/road.png @@ -855,10 +909,23 @@ models/models_animation: models/models_animation.c --preload-file models/resources/models/iqm/guytex.png@resources/models/iqm/guytex.png \ --preload-file models/resources/models/iqm/guyanim.iqm@resources/models/iqm/guyanim.iqm +models/models_gpu_skinning: models/models_gpu_skinning.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -sTOTAL_MEMORY=67108864 \ + --preload-file models/resources/models/gltf/greenman.glb@resources/models/gltf/greenman.glb \ + --preload-file models/resources/shaders/glsl100/skinning.vs@resources/shaders/glsl100/skinning.vs \ + --preload-file models/resources/shaders/glsl100/skinning.fs@resources/shaders/glsl100/skinning.fs + models/models_billboard: models/models_billboard.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ --preload-file models/resources/billboard.png@resources/billboard.png +models/models_bone_socket: models/models_bone_socket.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ + --preload-file models/resources/models/gltf/greenman.glb@resources/models/gltf/greenman.glb \ + --preload-file models/resources/models/gltf/greenman_hat.glb@resources/models/gltf/greenman_hat.glb \ + --preload-file models/resources/models/gltf/greenman_sword.glb@resources/models/gltf/greenman_sword.glb \ + --preload-file models/resources/models/gltf/greenman_shield.glb@resources/models/gltf/greenman_shield.glb + models/models_box_collisions: models/models_box_collisions.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) @@ -913,6 +980,9 @@ models/models_mesh_picking: models/models_mesh_picking.c models/models_orthographic_projection: models/models_orthographic_projection.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) +models/models_point_rendering: models/models_point_rendering.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) + models/models_rlgl_solar_system: models/models_rlgl_solar_system.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) @@ -924,6 +994,9 @@ models/models_skybox: models/models_skybox.c --preload-file models/resources/shaders/glsl100/cubemap.vs@resources/shaders/glsl100/cubemap.vs \ --preload-file models/resources/shaders/glsl100/cubemap.fs@resources/shaders/glsl100/cubemap.fs +models/models_tesseract_view: models/models_tesseract_view.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) + models/models_waving_cubes: models/models_waving_cubes.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) @@ -940,6 +1013,24 @@ shaders/shaders_basic_lighting: shaders/shaders_basic_lighting.c --preload-file shaders/resources/shaders/glsl100/lighting.fs@resources/shaders/glsl100/lighting.fs \ --preload-file shaders/resources/shaders/glsl100/lighting.vs@resources/shaders/glsl100/lighting.vs +shaders/shaders_basic_pbr: shaders/shaders_basic_pbr.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ + --preload-file shaders/resources/shaders/glsl100/pbr.vs@resources/shaders/glsl100/pbr.vs \ + --preload-file shaders/resources/shaders/glsl120/pbr.vs@resources/shaders/glsl120/pbr.vs \ + --preload-file shaders/resources/shaders/glsl330/pbr.vs@resources/shaders/glsl330/pbr.vs \ + --preload-file shaders/resources/shaders/glsl100/pbr.fs@resources/shaders/glsl100/pbr.fs \ + --preload-file shaders/resources/shaders/glsl120/pbr.fs@resources/shaders/glsl120/pbr.fs \ + --preload-file shaders/resources/shaders/glsl330/pbr.fs@resources/shaders/glsl330/pbr.fs \ + --preload-file shaders/resources/models/old_car_new.glb@resources/models/old_car_new.glb \ + --preload-file shaders/resources/old_car_d.png@resources/old_car_d.png \ + --preload-file shaders/resources/old_car_mra.png@resources/old_car_mra.png \ + --preload-file shaders/resources/old_car_n.png@resources/old_car_n.png \ + --preload-file shaders/resources/old_car_e.png@resources/old_car_e.png \ + --preload-file shaders/resources/models/plane.glb@resources/models/plane.glb \ + --preload-file shaders/resources/road_a.png@resources/road_a.png \ + --preload-file shaders/resources/road_mra.png@resources/road_mra.png \ + --preload-file shaders/resources/road_n.png@resources/road_n.png + shaders/shaders_custom_uniform: shaders/shaders_custom_uniform.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -sTOTAL_MEMORY=67108864 \ --preload-file shaders/resources/models/barracks.obj@resources/models/barracks.obj \ @@ -949,10 +1040,10 @@ shaders/shaders_custom_uniform: shaders/shaders_custom_uniform.c shaders/shaders_deferred_render: shaders/shaders_deferred_render.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ --preload-file shaders/resources/fudesumi.png@resources/fudesumi.png \ - --preload-file shaders/resources/shaders/glsl330/gbuffer.vs@resources/shaders/glsl330/gbuffer.vs \ - --preload-file shaders/resources/shaders/glsl330/gbuffer.fs@resources/shaders/glsl330/gbuffer.fs \ - --preload-file shaders/resources/shaders/glsl330/deferred_shading.fs@resources/shaders/glsl330/deferred_shading.fs \ - --preload-file shaders/resources/shaders/glsl330/deferred_shading.fs@resources/shaders/glsl330/deferred_shading.fs + --preload-file shaders/resources/shaders/glsl100/gbuffer.vs@resources/shaders/glsl100/gbuffer.vs \ + --preload-file shaders/resources/shaders/glsl100/gbuffer.fs@resources/shaders/glsl100/gbuffer.fs \ + --preload-file shaders/resources/shaders/glsl100/deferred_shading.vs@resources/shaders/glsl100/deferred_shading.vs \ + --preload-file shaders/resources/shaders/glsl100/deferred_shading.fs@resources/shaders/glsl100/deferred_shading.fs shaders/shaders_eratosthenes: shaders/shaders_eratosthenes.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ @@ -1013,6 +1104,14 @@ shaders/shaders_raymarching: shaders/shaders_raymarching.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ --preload-file shaders/resources/shaders/glsl100/raymarching.fs@resources/shaders/glsl100/raymarching.fs +shaders/shaders_shadowmap: shaders/shaders_shadowmap.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ + --preload-file shaders/resources/shaders/glsl120/shadowmap.vs@resources/shaders/glsl120/shadowmap.vs \ + --preload-file shaders/resources/shaders/glsl330/shadowmap.vs@resources/shaders/glsl330/shadowmap.vs \ + --preload-file shaders/resources/shaders/glsl120/shadowmap.fs@resources/shaders/glsl120/shadowmap.fs \ + --preload-file shaders/resources/shaders/glsl330/shadowmap.fs@resources/shaders/glsl330/shadowmap.fs \ + --preload-file shaders/resources/models/robot.glb@resources/models/robot.glb + shaders/shaders_shapes_textures: shaders/shaders_shapes_textures.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ --preload-file shaders/resources/fudesumi.png@resources/fudesumi.png \ @@ -1053,6 +1152,13 @@ shaders/shaders_write_depth: shaders/shaders_write_depth.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ --preload-file shaders/resources/shaders/glsl100/write_depth.fs@resources/shaders/glsl100/write_depth.fs +shaders/shaders_vertex_displacement: shaders/shaders_vertex_displacement.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ + --preload-file shaders/resources/shaders/glsl100/vertex_displacement.vs@resources/shaders/glsl100/vertex_displacement.vs \ + --preload-file shaders/resources/shaders/glsl330/vertex_displacement.vs@resources/shaders/glsl330/vertex_displacement.vs \ + --preload-file shaders/resources/shaders/glsl100/vertex_displacement.fs@resources/shaders/glsl100/vertex_displacement.fs \ + --preload-file shaders/resources/shaders/glsl330/vertex_displacement.fs@resources/shaders/glsl330/vertex_displacement.fs + # Compile AUDIO examples audio/audio_mixed_processor: audio/audio_mixed_processor.c @@ -1123,7 +1229,7 @@ ifeq ($(PLATFORM),PLATFORM_DRM) find . -type f -executable -delete rm -fv *.o endif -ifeq ($(PLATFORM),PLATFORM_WEB) +ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW)) del *.o *.html *.js endif @echo Cleaning done diff --git a/examples/README.md b/examples/README.md index 94f5369db..c42a701a2 100644 --- a/examples/README.md +++ b/examples/README.md @@ -23,184 +23,210 @@ You may find it easier to use than other toolchains, especially when it comes to Examples using raylib core platform functionality like window creation, inputs, drawing modes and system functionality. | ## | example | image | difficulty
level | version
created | last version
updated | original
developer | -|----|----------|--------|:-------------------:|:------------------:|:------------------:|:----------| +|----|----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------| | 01 | [core_basic_window](core/core_basic_window.c) | core_basic_window | ⭐️☆☆☆ | 1.0 | 1.0 | [Ray](https://github.com/raysan5) | | 02 | [core_input_keys](core/core_input_keys.c) | core_input_keys | ⭐️☆☆☆ | 1.0 | 1.0 | [Ray](https://github.com/raysan5) | -| 03 | [core_input_mouse](core/core_input_mouse.c) | core_input_mouse | ⭐️☆☆☆ | 1.0 | **4.0** | [Ray](https://github.com/raysan5) | +| 03 | [core_input_mouse](core/core_input_mouse.c) | core_input_mouse | ⭐️☆☆☆ | 1.0 | 5.5 | [Ray](https://github.com/raysan5) | | 04 | [core_input_mouse_wheel](core/core_input_mouse_wheel.c) | core_input_mouse_wheel | ⭐️☆☆☆ | 1.1 | 1.3 | [Ray](https://github.com/raysan5) | -| 05 | [core_input_gamepad](core/core_input_gamepad.c) | core_input_gamepad | ⭐️☆☆☆ | 1.1 | **4.2** | [Ray](https://github.com/raysan5) | +| 05 | [core_input_gamepad](core/core_input_gamepad.c) | core_input_gamepad | ⭐️☆☆☆ | 1.1 | 4.2 | [Ray](https://github.com/raysan5) | | 06 | [core_input_multitouch](core/core_input_multitouch.c) | core_input_multitouch | ⭐️☆☆☆ | 2.1 | 2.5 | [Berni](https://github.com/Berni8k) | -| 07 | [core_input_gestures](core/core_input_gestures.c) | core_input_gestures | ⭐️⭐️☆☆ | 1.4 | **4.2** | [Ray](https://github.com/raysan5) | -| 08 | [core_2d_camera](core/core_2d_camera.c) | core_2d_camera | ⭐️⭐️☆☆ | 1.5 | 3.0 | [Ray](https://github.com/raysan5) | -| 09 | [core_2d_camera_mouse_zoom](core/core_2d_camera_mouse_zoom.c) | core_2d_camera_mouse_zoom | ⭐️⭐️☆☆ | **4.2** | **4.2** | [Jeffery Myers](https://github.com/JeffM2501) | -| 10 | [core_2d_camera_platformer](core/core_2d_camera_platformer.c) | core_2d_camera_platformer | ⭐️⭐️⭐️☆ | 2.5 | 3.0 | [avyy](https://github.com/avyy) | -| 11 | [core_2d_camera_split_screen](core/core_2d_camera_split_screen.c) | core_2d_camera_split_screen | ⭐️⭐️⭐️⭐️ | **4.5** | **4.5** | [Gabriel dos Santos Sanches](https://github.com/gabrielssanches) | -| 12 | [core_3d_camera_mode](core/core_3d_camera_mode.c) | core_3d_camera_mode | ⭐️☆☆☆ | 1.0 | 1.0 | [Ray](https://github.com/raysan5) | -| 13 | [core_3d_camera_free](core/core_3d_camera_free.c) | core_3d_camera_free | ⭐️☆☆☆ | 1.3 | 1.3 | [Ray](https://github.com/raysan5) | -| 14 | [core_3d_camera_first_person](core/core_3d_camera_first_person.c) | core_3d_camera_first_person | ⭐️⭐️☆☆ | 1.3 | 1.3 | [Ray](https://github.com/raysan5) | -| 15 | [core_3d_camera:split_screen](core/core_3d_camera_split_screen.c) | core_3d_camera_split_screen | ⭐️⭐️⭐️⭐️ | 3.7 | **4.0** | [Jeffery Myers](https://github.com/JeffM2501) | -| 16 | [core_3d_picking](core/core_3d_picking.c) | core_3d_picking | ⭐️⭐️☆☆ | 1.3 | **4.0** | [Ray](https://github.com/raysan5) | -| 17 | [core_world_screen](core/core_world_screen.c) | core_world_screen | ⭐️⭐️☆☆ | 1.3 | 1.4 | [Ray](https://github.com/raysan5) | -| 18 | [core_custom_logging](core/core_custom_logging.c) | core_custom_logging | ⭐️⭐️⭐️☆ | 2.5 | 2.5 | [Pablo Marcos Oltra](https://github.com/pamarcos) | -| 19 | [core_window_flags](core/core_window_flags.c) | core_window_flags | ⭐️⭐️⭐️☆ | 3.5 | 3.5 | [Ray](https://github.com/raysan5) | -| 20 | [core_window_letterbox](core/core_window_letterbox.c) | core_window_letterbox | ⭐️⭐️☆☆ | 2.5 | **4.0** | [Anata](https://github.com/anatagawa) | -| 21 | [core_window_should_close](core/core_window_should_close.c) | core_window_should_close | ⭐️☆☆☆ | **4.2** | **4.2** | [Ray](https://github.com/raysan5) | -| 22 | [core_drop_files](core/core_drop_files.c) | core_drop_files | ⭐️⭐️☆☆ | 1.3 | **4.2** | [Ray](https://github.com/raysan5) | -| 23 | [core_random_values](core/core_random_values.c) | core_random_values | ⭐️☆☆☆ | 1.1 | 1.1 | [Ray](https://github.com/raysan5) | -| 24 | [core_storage_values](core/core_storage_values.c) | core_storage_values | ⭐️⭐️☆☆ | 1.4 | **4.2** | [Ray](https://github.com/raysan5) | -| 25 | [core_vr_simulator](core/core_vr_simulator.c) | core_vr_simulator | ⭐️⭐️⭐️☆ | 2.5 | **4.0** | [Ray](https://github.com/raysan5) | -| 26 | [core_loading_thread](core/core_loading_thread.c) | core_loading_thread | ⭐️⭐️⭐️☆ | 2.5 | 3.0 | [Ray](https://github.com/raysan5) | -| 27 | [core_scissor_test](core/core_scissor_test.c) | core_scissor_test | ⭐️☆☆☆ | 2.5 | 3.0 | [Chris Dill](https://github.com/MysteriousSpace) | -| 28 | [core_basic_screen_manager](core/core_basic_screen_manager.c) | core_basic_screen_manager | ⭐️☆☆☆ | **4.0** | **4.0** | [Ray](https://github.com/raysan5) | -| 29 | [core_custom_frame_control](core/core_custom_frame_control.c) | core_custom_frame_control | ⭐️⭐️⭐️⭐️ | **4.0** | **4.0** | [Ray](https://github.com/raysan5) | -| 30 | [core_smooth_pixelperfect](core/core_smooth_pixelperfect.c) | core_smooth_pixelperfect | ⭐️⭐️⭐️☆ | 3.7 | **4.0** | [Giancamillo Alessandroni](https://github.com/NotManyIdeasDev) | -| 31 | [core_window_should_close](core/core_window_should_close.c) | core_window_should_close | ⭐️⭐️☆☆ | **4.2** | **4.2** | [Ray](https://github.com/raysan5) | -| 32 | [core_random_sequence](core/core_random_sequence.c) | core_random_sequence | ⭐️☆☆☆ | **5.0** | **5.0** | [REDl3east](https://github.com/REDl3east) | +| 07 | [core_input_gestures](core/core_input_gestures.c) | core_input_gestures | ⭐️⭐️☆☆ | 1.4 | 4.2 | [Ray](https://github.com/raysan5) | +| 08 | [core_input_virtual_controls](core/core_input_virtual_controls.c) | core_input_virtual_controls | ⭐️⭐️☆☆ | 5.0 | 5.0 | [oblerion](https://github.com/oblerion) | +| 09 | [core_2d_camera](core/core_2d_camera.c) | core_2d_camera | ⭐️⭐️☆☆ | 1.5 | 3.0 | [Ray](https://github.com/raysan5) | +| 10 | [core_2d_camera_mouse_zoom](core/core_2d_camera_mouse_zoom.c) | core_2d_camera_mouse_zoom | ⭐️⭐️☆☆ | 4.2 | 4.2 | [Jeffery Myers](https://github.com/JeffM2501) | +| 11 | [core_2d_camera_platformer](core/core_2d_camera_platformer.c) | core_2d_camera_platformer | ⭐️⭐️⭐️☆ | 2.5 | 3.0 | [arvyy](https://github.com/arvyy) | +| 12 | [core_2d_camera_split_screen](core/core_2d_camera_split_screen.c) | core_2d_camera_split_screen | ⭐️⭐️⭐️⭐️ | 4.5 | 4.5 | [Gabriel dos Santos Sanches](https://github.com/gabrielssanches) | +| 13 | [core_3d_camera_mode](core/core_3d_camera_mode.c) | core_3d_camera_mode | ⭐️☆☆☆ | 1.0 | 1.0 | [Ray](https://github.com/raysan5) | +| 14 | [core_3d_camera_free](core/core_3d_camera_free.c) | core_3d_camera_free | ⭐️☆☆☆ | 1.3 | 1.3 | [Ray](https://github.com/raysan5) | +| 15 | [core_3d_camera_first_person](core/core_3d_camera_first_person.c) | core_3d_camera_first_person | ⭐️⭐️☆☆ | 1.3 | 1.3 | [Ray](https://github.com/raysan5) | +| 16 | [core_3d_camera_split_screen](core/core_3d_camera_split_screen.c) | core_3d_camera_split_screen | ⭐️⭐️⭐️☆ | 3.7 | 4.0 | [Jeffery Myers](https://github.com/JeffM2501) | +| 17 | [core_3d_picking](core/core_3d_picking.c) | core_3d_picking | ⭐️⭐️☆☆ | 1.3 | 4.0 | [Ray](https://github.com/raysan5) | +| 18 | [core_world_screen](core/core_world_screen.c) | core_world_screen | ⭐️⭐️☆☆ | 1.3 | 1.4 | [Ray](https://github.com/raysan5) | +| 19 | [core_custom_logging](core/core_custom_logging.c) | core_custom_logging | ⭐️⭐️⭐️☆ | 2.5 | 2.5 | [Pablo Marcos Oltra](https://github.com/pamarcos) | +| 20 | [core_window_flags](core/core_window_flags.c) | core_window_flags | ⭐️⭐️⭐️☆ | 3.5 | 3.5 | [Ray](https://github.com/raysan5) | +| 21 | [core_window_letterbox](core/core_window_letterbox.c) | core_window_letterbox | ⭐️⭐️☆☆ | 2.5 | 4.0 | [Anata](https://github.com/anatagawa) | +| 22 | [core_window_should_close](core/core_window_should_close.c) | core_window_should_close | ⭐️☆☆☆ | 4.2 | 4.2 | [Ray](https://github.com/raysan5) | +| 23 | [core_drop_files](core/core_drop_files.c) | core_drop_files | ⭐️⭐️☆☆ | 1.3 | 4.2 | [Ray](https://github.com/raysan5) | +| 24 | [core_random_values](core/core_random_values.c) | core_random_values | ⭐️☆☆☆ | 1.1 | 1.1 | [Ray](https://github.com/raysan5) | +| 25 | [core_storage_values](core/core_storage_values.c) | core_storage_values | ⭐️⭐️☆☆ | 1.4 | 4.2 | [Ray](https://github.com/raysan5) | +| 26 | [core_vr_simulator](core/core_vr_simulator.c) | core_vr_simulator | ⭐️⭐️⭐️☆ | 2.5 | 4.0 | [Ray](https://github.com/raysan5) | +| 27 | [core_loading_thread](core/core_loading_thread.c) | core_loading_thread | ⭐️⭐️⭐️☆ | 2.5 | 3.0 | [Ray](https://github.com/raysan5) | +| 28 | [core_scissor_test](core/core_scissor_test.c) | core_scissor_test | ⭐️☆☆☆ | 2.5 | 3.0 | [Chris Dill](https://github.com/MysteriousSpace) | +| 29 | [core_basic_screen_manager](core/core_basic_screen_manager.c) | core_basic_screen_manager | ⭐️☆☆☆ | 4.0 | 4.0 | [Ray](https://github.com/raysan5) | +| 30 | [core_custom_frame_control](core/core_custom_frame_control.c) | core_custom_frame_control | ⭐️⭐️⭐️⭐️ | 4.0 | 4.0 | [Ray](https://github.com/raysan5) | +| 31 | [core_smooth_pixelperfect](core/core_smooth_pixelperfect.c) | core_smooth_pixelperfect | ⭐️⭐️⭐️☆ | 3.7 | 4.0 | [Giancamillo Alessandroni](https://github.com/NotManyIdeasDev) | +| 32 | [core_random_sequence](core/core_random_sequence.c) | core_random_sequence | ⭐️☆☆☆ | 5.0 | 5.0 | [Dalton Overmyer](https://github.com/REDl3east) | +| 33 | [core_basic_window_web](core/core_basic_window_web.c) | core_basic_window_web | ⭐️☆☆☆ | 1.3 | 1.3 | [Ray](https://github.com/raysan5) | +| 34 | [core_input_gestures_web](core/core_input_gestures_web.c) | core_input_gestures_web | ⭐️⭐️☆☆ | 4.6-dev | 4.6-dev | [ubkp](https://github.com/ubkp) | +| 35 | [core_automation_events](core/core_automation_events.c) | core_automation_events | ⭐️⭐️⭐️☆ | 5.0 | 5.0 | [Ray](https://github.com/raysan5) | ### category: shapes Examples using raylib shapes drawing functionality, provided by raylib [shapes](../src/shapes.c) module. | ## | example | image | difficulty
level | version
created | last version
updated | original
developer | -|----|----------|--------|:-------------------:|:------------------:|:------------------:|:----------| -| 31 | [shapes_basic_shapes](shapes/shapes_basic_shapes.c) | shapes_basic_shapes | ⭐️☆☆☆ | 1.0 | **4.0** | [Ray](https://github.com/raysan5) | -| 32 | [shapes_bouncing_ball](shapes/shapes_bouncing_ball.c) | shapes_bouncing_ball | ⭐️☆☆☆ | 2.5 | 2.5 | [Ray](https://github.com/raysan5) | -| 33 | [shapes_colors_palette](shapes/shapes_colors_palette.c) | shapes_colors_palette | ⭐️⭐️☆☆ | 1.0 | 2.5 | [Ray](https://github.com/raysan5) | -| 34 | [shapes_logo_raylib](shapes/shapes_logo_raylib.c) | shapes_logo_raylib | ⭐️☆☆☆ | 1.0 | 1.0 | [Ray](https://github.com/raysan5) | -| 35 | [shapes_logo_raylib_anim](shapes/shapes_logo_raylib_anim.c) | shapes_logo_raylib_anim | ⭐️⭐️☆☆ | 2.5 | **4.0** | [Ray](https://github.com/raysan5) | -| 36 | [shapes_rectangle_scaling](shapes/shapes_rectangle_scaling.c) | shapes_rectangle_scaling | ⭐️⭐️☆☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) | -| 37 | [shapes_lines_bezier](shapes/shapes_lines_bezier.c) | shapes_lines_bezier | ⭐️☆☆☆ | 1.7 | 1.7 | [Ray](https://github.com/raysan5) | -| 38 | [shapes_collision_area](shapes/shapes_collision_area.c) | shapes_collision_area | ⭐️⭐️☆☆ | 2.5 | 2.5 | [Ray](https://github.com/raysan5) | -| 39 | [shapes_following_eyes](shapes/shapes_following_eyes.c) | shapes_following_eyes | ⭐️⭐️☆☆ | 2.5 | 2.5 | [Ray](https://github.com/raysan5) | -| 40 | [shapes_easings_ball_anim](shapes/shapes_easings_ball_anim.c) | shapes_easings_ball_anim | ⭐️⭐️☆☆ | 2.5 | 2.5 | [Ray](https://github.com/raysan5) | -| 41 | [shapes_easings_box_anim](shapes/shapes_easings_box_anim.c) | shapes_easings_box_anim | ⭐️⭐️☆☆ | 2.5 | 2.5 | [Ray](https://github.com/raysan5) | -| 42 | [shapes_easings_rectangle_array](shapes/shapes_easings_rectangle_array.c) | shapes_easings_rectangle_array | ⭐️⭐️⭐️☆ | 2.5 | 2.5 | [Ray](https://github.com/raysan5) | -| 43 | [shapes_draw_ring](shapes/shapes_draw_ring.c) | shapes_draw_ring | ⭐️⭐️⭐️☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) | -| 44 | [shapes_draw_circle_sector](shapes/shapes_draw_circle_sector.c) | shapes_draw_circle_sector | ⭐️⭐️⭐️☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) | -| 45 | [shapes_draw_rectangle_rounded](shapes/shapes_draw_rectangle_rounded.c) | shapes_draw_rectangle_rounded | ⭐️⭐️⭐️☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) | -| 46 | [shapes_top_down_lights](shapes/shapes_top_down_lights.c) | shapes_top_down_lights | ⭐️⭐️⭐️⭐️ | **4.2** | **4.2** | [Jeffery Myers](https://github.com/JeffM2501) | +|----|----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------| +| 36 | [shapes_basic_shapes](shapes/shapes_basic_shapes.c) | shapes_basic_shapes | ⭐️☆☆☆ | 1.0 | 4.2 | [Ray](https://github.com/raysan5) | +| 37 | [shapes_bouncing_ball](shapes/shapes_bouncing_ball.c) | shapes_bouncing_ball | ⭐️☆☆☆ | 2.5 | 2.5 | [Ray](https://github.com/raysan5) | +| 38 | [shapes_colors_palette](shapes/shapes_colors_palette.c) | shapes_colors_palette | ⭐️⭐️☆☆ | 1.0 | 2.5 | [Ray](https://github.com/raysan5) | +| 39 | [shapes_logo_raylib](shapes/shapes_logo_raylib.c) | shapes_logo_raylib | ⭐️☆☆☆ | 1.0 | 1.0 | [Ray](https://github.com/raysan5) | +| 40 | [shapes_logo_raylib_anim](shapes/shapes_logo_raylib_anim.c) | shapes_logo_raylib_anim | ⭐️⭐️☆☆ | 2.5 | 4.0 | [Ray](https://github.com/raysan5) | +| 41 | [shapes_rectangle_scaling](shapes/shapes_rectangle_scaling.c) | shapes_rectangle_scaling | ⭐️⭐️☆☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) | +| 42 | [shapes_lines_bezier](shapes/shapes_lines_bezier.c) | shapes_lines_bezier | ⭐️☆☆☆ | 1.7 | 1.7 | [Ray](https://github.com/raysan5) | +| 43 | [shapes_collision_area](shapes/shapes_collision_area.c) | shapes_collision_area | ⭐️⭐️☆☆ | 2.5 | 2.5 | [Ray](https://github.com/raysan5) | +| 44 | [shapes_following_eyes](shapes/shapes_following_eyes.c) | shapes_following_eyes | ⭐️⭐️☆☆ | 2.5 | 2.5 | [Ray](https://github.com/raysan5) | +| 45 | [shapes_easings_ball_anim](shapes/shapes_easings_ball_anim.c) | shapes_easings_ball_anim | ⭐️⭐️☆☆ | 2.5 | 2.5 | [Ray](https://github.com/raysan5) | +| 46 | [shapes_easings_box_anim](shapes/shapes_easings_box_anim.c) | shapes_easings_box_anim | ⭐️⭐️☆☆ | 2.5 | 2.5 | [Ray](https://github.com/raysan5) | +| 47 | [shapes_easings_rectangle_array](shapes/shapes_easings_rectangle_array.c) | shapes_easings_rectangle_array | ⭐️⭐️⭐️☆ | 2.0 | 2.5 | [Ray](https://github.com/raysan5) | +| 48 | [shapes_draw_ring](shapes/shapes_draw_ring.c) | shapes_draw_ring | ⭐️⭐️⭐️☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) | +| 49 | [shapes_draw_circle_sector](shapes/shapes_draw_circle_sector.c) | shapes_draw_circle_sector | ⭐️⭐️⭐️☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) | +| 50 | [shapes_draw_rectangle_rounded](shapes/shapes_draw_rectangle_rounded.c) | shapes_draw_rectangle_rounded | ⭐️⭐️⭐️☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) | +| 51 | [shapes_top_down_lights](shapes/shapes_top_down_lights.c) | shapes_top_down_lights | ⭐️⭐️⭐️⭐️ | 4.2 | 4.2 | [Jeffery Myers](https://github.com/JeffM2501) | +| 52 | [shapes_rectangle_advanced](shapes/shapes_rectangle_advanced.c) | shapes_rectangle_advanced | ⭐️⭐️⭐️⭐️ | 5.5 | 5.5 | [Everton Jr.](https://github.com/evertonse) | +| 53 | [shapes_splines_drawing](shapes/shapes_splines_drawing.c) | shapes_splines_drawing | ⭐️⭐️⭐️☆ | 5.0 | 5.0 | [Ray](https://github.com/raysan5) | ### category: textures -Examples using raylib textures functionality, including image/textures loading/generation and drawing, provided by raylib [textures](../src/textures.c) module. +Examples using raylib textures functionality, including image/textures loading/generation and drawing, provided by raylib [textures](../src/textures.c) modul | ## | example | image | difficulty
level | version
created | last version
updated | original
developer | -|----|----------|--------|:-------------------:|:------------------:|:------------------:|:----------| -| 47 | [textures_logo_raylib](textures/textures_logo_raylib.c) | textures_logo_raylib | ⭐️☆☆☆ | 1.0 | 1.0 | [Ray](https://github.com/raysan5) | -| 48 | [textures_srcrec_dstrec](textures/textures_srcrec_dstrec.c) | textures_srcrec_dstrec | ⭐️⭐️⭐️☆ | 1.3 | 1.3 | [Ray](https://github.com/raysan5) | -| 49 | [textures_image_drawing](textures/textures_image_drawing.c) | textures_image_drawing | ⭐️⭐️☆☆ | 1.4 | 1.4 | [Ray](https://github.com/raysan5) | -| 50 | [textures_image_generation](textures/textures_image_generation.c) | textures_image_generation | ⭐️⭐️☆☆ | 1.8 | 1.8 | [Ray](https://github.com/raysan5) | -| 51 | [textures_image_loading](textures/textures_image_loading.c) | textures_image_loading | ⭐️☆☆☆ | 1.3 | 1.3 | [Ray](https://github.com/raysan5) | -| 52 | [textures_image_processing](textures/textures_image_processing.c) | textures_image_processing | ⭐️⭐️⭐️☆ | 1.4 | 3.5 | [Ray](https://github.com/raysan5) | -| 53 | [textures_image_text](textures/textures_image_text.c) | textures_image_text | ⭐️⭐️☆☆ | 1.8 | **4.0** | [Ray](https://github.com/raysan5) | -| 54 | [textures_to_image](textures/textures_to_image.c) | textures_to_image | ⭐️☆☆☆ | 1.3 | **4.0** | [Ray](https://github.com/raysan5) | -| 55 | [textures_raw_data](textures/textures_raw_data.c) | textures_raw_data | ⭐️⭐️⭐️☆ | 1.3 | 3.5 | [Ray](https://github.com/raysan5) | -| 56 | [textures_particles_blending](textures/textures_particles_blending.c) | textures_particles_blending | ⭐️☆☆☆ | 1.7 | 3.5 | [Ray](https://github.com/raysan5) | -| 57 | [textures_npatch_drawing](textures/textures_npatch_drawing.c) | textures_npatch_drawing | ⭐️⭐️⭐️☆ | 2.0 | 2.5 | [Jorge A. Gomes](https://github.com/overdev) | -| 58 | [textures_background_scrolling](textures/textures_background_scrolling.c) | textures_background_scrolling | ⭐️☆☆☆ | 2.0 | 2.5 | [Ray](https://github.com/raysan5) | -| 59 | [textures_sprite_anim](textures/textures_sprite_anim.c) | textures_sprite_anim | ⭐️⭐️☆☆ | 1.3 | 1.3 | [Ray](https://github.com/raysan5) | -| 60 | [textures_sprite_button](textures/textures_sprite_button.c) | textures_sprite_button | ⭐️⭐️☆☆ | 2.5 | 2.5 | [Ray](https://github.com/raysan5) | -| 61 | [textures_sprite_explosion](textures/textures_sprite_explosion.c) | textures_sprite_explosion | ⭐️⭐️☆☆ | 2.5 | 3.5 | [Ray](https://github.com/raysan5) | -| 62 | [textures_bunnymark](textures/textures_bunnymark.c) | textures_bunnymark | ⭐️⭐️⭐️☆ | 1.6 | 2.5 | [Ray](https://github.com/raysan5) | -| 63 | [textures_mouse_painting](textures/textures_mouse_painting.c) | textures_mouse_painting | ⭐️⭐️⭐️☆ | 3.0 | 3.0 | [Chris Dill](https://github.com/MysteriousSpace) | -| 64 | [textures_blend_modes](textures/textures_blend_modes.c) | textures_blend_modes | ⭐️☆☆☆ | 3.5 | 3.5 | [Karlo Licudine](https://github.com/accidentalrebel) | -| 65 | [textures_draw_tiled](textures/textures_draw_tiled.c) | textures_draw_tiled | ⭐️⭐️⭐️☆ | 3.0 | **4.2** | [Vlad Adrian](https://github.com/demizdor) | -| 66 | [textures_polygon](textures/textures_polygon.c) | textures_polygon | ⭐️☆☆☆ | 3.7 | 3.7 | [Chris Camacho](https://github.com/codifies) | -| 67 | [textures_fog_of_war](textures/textures_fog_of_war.c) | textures_fog_of_war | ⭐️⭐️⭐️☆ | **4.2** | **4.2** | [Ray](https://github.com/raysan5) | -| 68 | [textures_gif_player](textures/textures_gif_player.c) | textures_gif_player | ⭐️⭐️⭐️☆ | **4.2** | **4.2** | [Ray](https://github.com/raysan5) | +|----|----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------| +| 54 | [textures_logo_raylib](textures/textures_logo_raylib.c) | textures_logo_raylib | ⭐️☆☆☆ | 1.0 | 1.0 | [Ray](https://github.com/raysan5) | +| 55 | [textures_srcrec_dstrec](textures/textures_srcrec_dstrec.c) | textures_srcrec_dstrec | ⭐️⭐️⭐️☆ | 1.3 | 1.3 | [Ray](https://github.com/raysan5) | +| 56 | [textures_image_drawing](textures/textures_image_drawing.c) | textures_image_drawing | ⭐️⭐️☆☆ | 1.4 | 1.4 | [Ray](https://github.com/raysan5) | +| 57 | [textures_image_generation](textures/textures_image_generation.c) | textures_image_generation | ⭐️⭐️☆☆ | 1.8 | 1.8 | [Wilhem Barbier](https://github.com/nounoursheureux) | +| 58 | [textures_image_loading](textures/textures_image_loading.c) | textures_image_loading | ⭐️☆☆☆ | 1.3 | 1.3 | [Ray](https://github.com/raysan5) | +| 59 | [textures_image_processing](textures/textures_image_processing.c) | textures_image_processing | ⭐️⭐️⭐️☆ | 1.4 | 3.5 | [Ray](https://github.com/raysan5) | +| 60 | [textures_image_text](textures/textures_image_text.c) | textures_image_text | ⭐️⭐️☆☆ | 1.8 | 4.0 | [Ray](https://github.com/raysan5) | +| 61 | [textures_to_image](textures/textures_to_image.c) | textures_to_image | ⭐️☆☆☆ | 1.3 | 4.0 | [Ray](https://github.com/raysan5) | +| 62 | [textures_raw_data](textures/textures_raw_data.c) | textures_raw_data | ⭐️⭐️⭐️☆ | 1.3 | 3.5 | [Ray](https://github.com/raysan5) | +| 63 | [textures_particles_blending](textures/textures_particles_blending.c) | textures_particles_blending | ⭐️☆☆☆ | 1.7 | 3.5 | [Ray](https://github.com/raysan5) | +| 64 | [textures_npatch_drawing](textures/textures_npatch_drawing.c) | textures_npatch_drawing | ⭐️⭐️⭐️☆ | 2.0 | 2.5 | [Jorge A. Gomes](https://github.com/overdev) | +| 65 | [textures_background_scrolling](textures/textures_background_scrolling.c) | textures_background_scrolling | ⭐️☆☆☆ | 2.0 | 2.5 | [Ray](https://github.com/raysan5) | +| 66 | [textures_sprite_anim](textures/textures_sprite_anim.c) | textures_sprite_anim | ⭐️⭐️☆☆ | 1.3 | 1.3 | [Ray](https://github.com/raysan5) | +| 67 | [textures_sprite_button](textures/textures_sprite_button.c) | textures_sprite_button | ⭐️⭐️☆☆ | 2.5 | 2.5 | [Ray](https://github.com/raysan5) | +| 68 | [textures_sprite_explosion](textures/textures_sprite_explosion.c) | textures_sprite_explosion | ⭐️⭐️☆☆ | 2.5 | 3.5 | [Ray](https://github.com/raysan5) | +| 69 | [textures_bunnymark](textures/textures_bunnymark.c) | textures_bunnymark | ⭐️⭐️⭐️☆ | 1.6 | 2.5 | [Ray](https://github.com/raysan5) | +| 70 | [textures_mouse_painting](textures/textures_mouse_painting.c) | textures_mouse_painting | ⭐️⭐️⭐️☆ | 3.0 | 3.0 | [Chris Dill](https://github.com/MysteriousSpace) | +| 71 | [textures_blend_modes](textures/textures_blend_modes.c) | textures_blend_modes | ⭐️☆☆☆ | 3.5 | 3.5 | [Karlo Licudine](https://github.com/accidentalrebel) | +| 72 | [textures_draw_tiled](textures/textures_draw_tiled.c) | textures_draw_tiled | ⭐️⭐️⭐️☆ | 3.0 | 4.2 | [Vlad Adrian](https://github.com/demizdor) | +| 73 | [textures_polygon](textures/textures_polygon.c) | textures_polygon | ⭐️☆☆☆ | 3.7 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) | +| 74 | [textures_fog_of_war](textures/textures_fog_of_war.c) | textures_fog_of_war | ⭐️⭐️⭐️☆ | 4.2 | 4.2 | [Ray](https://github.com/raysan5) | +| 75 | [textures_gif_player](textures/textures_gif_player.c) | textures_gif_player | ⭐️⭐️⭐️☆ | 4.2 | 4.2 | [Ray](https://github.com/raysan5) | +| 76 | [textures_image_kernel](textures/textures_image_kernel.c) | textures_image_kernel | ⭐️⭐️⭐️⭐️ | 1.3 | 1.3 | [Karim Salem](https://github.com/kimo-s) | +| 77 | [textures_image_channel](textures/textures_image_channel.c) | textures_image_channel | ⭐️⭐️☆☆ | 5.1-dev | 5.1-dev | [Bruno Cabral](https://github.com/brccabral) | +| 78 | [textures_image_rotate](textures/textures_image_rotate.c) | textures_image_rotate | ⭐️⭐️☆☆ | 1.0 | 1.0 | [Ray](https://github.com/raysan5) | +| 79 | [textures_textured_curve](textures/textures_textured_curve.c) | textures_textured_curve | ⭐️⭐️⭐️☆ | 4.5 | 4.5 | [Jeffery Myers](https://github.com/JeffM2501) | ### category: text Examples using raylib text functionality, including sprite fonts loading/generation and text drawing, provided by raylib [text](../src/text.c) module. | ## | example | image | difficulty
level | version
created | last version
updated | original
developer | -|----|----------|--------|:-------------------:|:------------------:|:------------------:|:----------| -| 69 | [text_raylib_fonts](text/text_raylib_fonts.c) | text_raylib_fonts | ⭐️☆☆☆ | 1.7 | 3.7 | [Ray](https://github.com/raysan5) | -| 70 | [text_font_spritefont](text/text_font_spritefont.c) | text_font_spritefont | ⭐️☆☆☆ | 1.0 | 1.0 | [Ray](https://github.com/raysan5) | -| 71 | [text_font_filters](text/text_font_filters.c) | text_font_filters | ⭐️⭐️☆☆ | 1.3 | **4.2** | [Ray](https://github.com/raysan5) | -| 72 | [text_font_loading](text/text_font_loading.c) | text_font_loading | ⭐️☆☆☆ | 1.4 | 3.0 | [Ray](https://github.com/raysan5) | -| 73 | [text_font_sdf](text/text_font_sdf.c) | text_font_sdf | ⭐️⭐️⭐️☆ | 1.3 | **4.0** | [Ray](https://github.com/raysan5) | -| 74 | [text_format_text](text/text_format_text.c) | text_format_text | ⭐️☆☆☆ | 1.1 | 3.0 | [Ray](https://github.com/raysan5) | -| 75 | [text_input_box](text/text_input_box.c) | text_input_box | ⭐️⭐️☆☆ | 1.7 | 3.5 | [Ray](https://github.com/raysan5) | -| 76 | [text_writing_anim](text/text_writing_anim.c) | text_writing_anim | ⭐️⭐️☆☆ | 1.4 | 1.4 | [Ray](https://github.com/raysan5) | -| 77 | [text_rectangle_bounds](text/text_rectangle_bounds.c) | text_rectangle_bounds | ⭐️⭐️⭐️⭐️ | 2.5 | **4.0** | [Vlad Adrian](https://github.com/demizdor) | -| 78 | [text_unicode](text/text_unicode.c) | text_unicode | ⭐️⭐️⭐️⭐️ | 2.5 | **4.0** | [Vlad Adrian](https://github.com/demizdor) | -| 79 | [text_draw_3d](text/text_draw_3d.c) | text_draw_3d | ⭐️⭐️⭐️⭐️ | 3.5 | **4.0** | [Vlad Adrian](https://github.com/demizdor) | -| 80 | [text_codepoints_loading](text/text_codepoints_loading.c) | text_codepoints_loading | ⭐️⭐️⭐️☆ | **4.2** | **4.2** | [Ray](https://github.com/raysan5) | +|----|----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------| +| 80 | [text_raylib_fonts](text/text_raylib_fonts.c) | text_raylib_fonts | ⭐️☆☆☆ | 1.7 | 3.7 | [Ray](https://github.com/raysan5) | +| 81 | [text_font_spritefont](text/text_font_spritefont.c) | text_font_spritefont | ⭐️☆☆☆ | 1.0 | 1.0 | [Ray](https://github.com/raysan5) | +| 82 | [text_font_filters](text/text_font_filters.c) | text_font_filters | ⭐️⭐️☆☆ | 1.3 | 4.2 | [Ray](https://github.com/raysan5) | +| 83 | [text_font_loading](text/text_font_loading.c) | text_font_loading | ⭐️☆☆☆ | 1.4 | 3.0 | [Ray](https://github.com/raysan5) | +| 84 | [text_font_sdf](text/text_font_sdf.c) | text_font_sdf | ⭐️⭐️⭐️☆ | 1.3 | 4.0 | [Ray](https://github.com/raysan5) | +| 85 | [text_format_text](text/text_format_text.c) | text_format_text | ⭐️☆☆☆ | 1.1 | 3.0 | [Ray](https://github.com/raysan5) | +| 86 | [text_input_box](text/text_input_box.c) | text_input_box | ⭐️⭐️☆☆ | 1.7 | 3.5 | [Ray](https://github.com/raysan5) | +| 87 | [text_writing_anim](text/text_writing_anim.c) | text_writing_anim | ⭐️⭐️☆☆ | 1.4 | 1.4 | [Ray](https://github.com/raysan5) | +| 88 | [text_rectangle_bounds](text/text_rectangle_bounds.c) | text_rectangle_bounds | ⭐️⭐️⭐️⭐️ | 2.5 | 4.0 | [Vlad Adrian](https://github.com/demizdor) | +| 89 | [text_unicode](text/text_unicode.c) | text_unicode | ⭐️⭐️⭐️⭐️ | 2.5 | 4.0 | [Vlad Adrian](https://github.com/demizdor) | +| 90 | [text_draw_3d](text/text_draw_3d.c) | text_draw_3d | ⭐️⭐️⭐️⭐️ | 3.5 | 4.0 | [Vlad Adrian](https://github.com/demizdor) | +| 91 | [text_codepoints_loading](text/text_codepoints_loading.c) | text_codepoints_loading | ⭐️⭐️⭐️☆ | 4.2 | 4.2 | [Ray](https://github.com/raysan5) | ### category: models Examples using raylib models functionality, including models loading/generation and drawing, provided by raylib [models](../src/models.c) module. | ## | example | image | difficulty
level | version
created | last version
updated | original
developer | -|----|----------|--------|:-------------------:|:------------------:|:------------------:|:----------| -| 81 | [models_animation](models/models_animation.c) | models_animation | ⭐️⭐️☆☆ | 2.5 | 3.5 | [culacant](https://github.com/culacant) | -| 82 | [models_billboard](models/models_billboard.c) | models_billboard | ⭐️⭐️⭐️☆ | 1.3 | 3.5 | [Ray](https://github.com/raysan5) | -| 83 | [models_box_collisions](models/models_box_collisions.c) | models_box_collisions | ⭐️☆☆☆ | 1.3 | 3.5 | [Ray](https://github.com/raysan5) | -| 84 | [models_cubicmap](models/models_cubicmap.c) | models_cubicmap | ⭐️⭐️☆☆ | 1.8 | 3.5 | [Ray](https://github.com/raysan5) | -| 85 | [models_first_person_maze](models/models_first_person_maze.c) | models_first_person_maze | ⭐️⭐️☆☆ | 2.5 | 3.5 | [Ray](https://github.com/raysan5) | -| 86 | [models_geometric_shapes](models/models_geometric_shapes.c) | models_geometric_shapes | ⭐️☆☆☆ | 1.0 | 3.5 | [Ray](https://github.com/raysan5) | -| 87 | [models_mesh_generation](models/models_mesh_generation.c) | models_mesh_generation | ⭐️⭐️☆☆ | 1.8 | **4.0** | [Ray](https://github.com/raysan5) | -| 88 | [models_mesh_picking](models/models_mesh_picking.c) | models_mesh_picking | ⭐️⭐️⭐️☆ | 1.7 | **4.0** | [Joel Davis](https://github.com/joeld42) | -| 89 | [models_loading](models/models_loading.c) | models_loading | ⭐️☆☆☆ | 2.5 | **4.0** | [Ray](https://github.com/raysan5) | -| 90 | [models_loading_gltf](models/models_loading_gltf.c) | models_loading_gltf | ⭐️☆☆☆ | 3.7 | **4.2** | [Ray](https://github.com/raysan5) | -| 91 | [models_loading_vox](models/models_loading_vox.c) | models_loading_vox | ⭐️☆☆☆ | **4.0** | **4.0** | [Johann Nadalutti](https://github.com/procfxgen) | -| 92 | [models_loading_m3d](models/models_loading_m3d.c) | models_loading_m3d | ⭐️☆☆☆ | **4.2** | **4.2** | [bzt](https://bztsrc.gitlab.io/model3d) | -| 93 | [models_orthographic_projection](models/models_orthographic_projection.c) | models_orthographic_projection | ⭐️☆☆☆ | 2.0 | 3.7 | [Max Danielsson](https://github.com/autious) | -| 94 | [models_rlgl_solar_system](models/models_rlgl_solar_system.c) | models_rlgl_solar_system | ⭐️⭐️⭐️⭐️ | 2.5 | **4.0** | [Ray](https://github.com/raysan5) | -| 95 | [models_yaw_pitch_roll](models/models_yaw_pitch_roll.c) | models_yaw_pitch_roll | ⭐️⭐️☆☆ | 1.8 | **4.0** | [Berni](https://github.com/Berni8k) | -| 96 | [models_waving_cubes](models/models_waving_cubes.c) | models_waving_cubes | ⭐️⭐️⭐️☆ | 2.5 | 3.7 | [codecat](https://github.com/codecat) | -| 97 | [models_heightmap](models/models_heightmap.c) | models_heightmap | ⭐️☆☆☆ | 1.8 | 3.5 | [Ray](https://github.com/raysan5) | -| 98 | [models_skybox](models/models_skybox.c) | models_skybox | ⭐️⭐️☆☆ | 1.8 | **4.0** | [Ray](https://github.com/raysan5) | +|----|----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------| +| 92 | [models_animation](models/models_animation.c) | models_animation | ⭐️⭐️☆☆ | 2.5 | 3.5 | [Culacant](https://github.com/culacant) | +| 93 | [models_billboard](models/models_billboard.c) | models_billboard | ⭐️⭐️⭐️☆ | 1.3 | 3.5 | [Ray](https://github.com/raysan5) | +| 94 | [models_box_collisions](models/models_box_collisions.c) | models_box_collisions | ⭐️☆☆☆ | 1.3 | 3.5 | [Ray](https://github.com/raysan5) | +| 95 | [models_cubicmap](models/models_cubicmap.c) | models_cubicmap | ⭐️⭐️☆☆ | 1.8 | 3.5 | [Ray](https://github.com/raysan5) | +| 96 | [models_first_person_maze](models/models_first_person_maze.c) | models_first_person_maze | ⭐️⭐️☆☆ | 2.5 | 3.5 | [Ray](https://github.com/raysan5) | +| 97 | [models_geometric_shapes](models/models_geometric_shapes.c) | models_geometric_shapes | ⭐️☆☆☆ | 1.0 | 3.5 | [Ray](https://github.com/raysan5) | +| 98 | [models_mesh_generation](models/models_mesh_generation.c) | models_mesh_generation | ⭐️⭐️☆☆ | 1.8 | 4.0 | [Ray](https://github.com/raysan5) | +| 99 | [models_mesh_picking](models/models_mesh_picking.c) | models_mesh_picking | ⭐️⭐️⭐️☆ | 1.7 | 4.0 | [Joel Davis](https://github.com/joeld42) | +| 100 | [models_loading](models/models_loading.c) | models_loading | ⭐️☆☆☆ | 2.0 | 4.2 | [Ray](https://github.com/raysan5) | +| 101 | [models_loading_gltf](models/models_loading_gltf.c) | models_loading_gltf | ⭐️☆☆☆ | 3.7 | 4.2 | [Ray](https://github.com/raysan5) | +| 102 | [models_loading_vox](models/models_loading_vox.c) | models_loading_vox | ⭐️☆☆☆ | 4.0 | 4.0 | [Johann Nadalutti](https://github.com/procfxgen) | +| 103 | [models_loading_m3d](models/models_loading_m3d.c) | models_loading_m3d | ⭐️⭐️☆☆ | 4.5 | 4.5 | [bzt](https://bztsrc.gitlab.io/model3d) | +| 104 | [models_orthographic_projection](models/models_orthographic_projection.c) | models_orthographic_projection | ⭐️☆☆☆ | 2.0 | 3.7 | [Max Danielsson](https://github.com/autious) | +| 105 | [models_point_rendering](models/models_point_rendering.c) | models_point_rendering | ⭐️⭐️⭐️☆ | 5.0 | 5.0 | [Reese Gallagher](https://github.com/satchelfrost) | +| 106 | [models_rlgl_solar_system](models/models_rlgl_solar_system.c) | models_rlgl_solar_system | ⭐️⭐️⭐️⭐️ | 2.5 | 4.0 | [Ray](https://github.com/raysan5) | +| 107 | [models_yaw_pitch_roll](models/models_yaw_pitch_roll.c) | models_yaw_pitch_roll | ⭐️⭐️☆☆ | 1.8 | 4.0 | [Berni](https://github.com/Berni8k) | +| 108 | [models_waving_cubes](models/models_waving_cubes.c) | models_waving_cubes | ⭐️⭐️⭐️☆ | 2.5 | 3.7 | [Codecat](https://github.com/codecat) | +| 109 | [models_heightmap](models/models_heightmap.c) | models_heightmap | ⭐️☆☆☆ | 1.8 | 3.5 | [Ray](https://github.com/raysan5) | +| 110 | [models_skybox](models/models_skybox.c) | models_skybox | ⭐️⭐️☆☆ | 1.8 | 4.0 | [Ray](https://github.com/raysan5) | +| 111 | [models_draw_cube_texture](models/models_draw_cube_texture.c) | models_draw_cube_texture | ⭐️⭐️☆☆ | 4.5 | 4.5 | [Ray](https://github.com/raysan5) | +| 112 | [models_gpu_skinning](models/models_gpu_skinning.c) | models_gpu_skinning | ⭐️⭐️⭐️☆ | 4.5 | 4.5 | [Daniel Holden](https://github.com/orangeduck) | +| 113 | [models_bone_socket](models/models_bone_socket.c) | models_bone_socket | ⭐️⭐️⭐️⭐️ | 4.5 | 4.5 | [iP](https://github.com/ipzaur) | +| 114 | [models_tesseract_view](models/models_tesseract_view.c) | models_tesseract_view | ⭐️⭐️☆☆ | 5.6-dev | 5.6-dev | [Timothy van der Valk](https://github.com/arceryz) | ### category: shaders Examples using raylib shaders functionality, including shaders loading, parameters configuration and drawing using them (model shaders and postprocessing shaders). This functionality is directly provided by raylib [rlgl](../src/rlgl.c) module. | ## | example | image | difficulty
level | version
created | last version
updated | original
developer | -|----|----------|--------|:-------------------:|:------------------:|:------------------:|:----------| -| 99 | [shaders_basic_lighting](shaders/shaders_basic_lighting.c) | shaders_basic_lighting | ⭐️⭐️⭐️⭐️ | 3.0 | **4.2** | [Chris Camacho](https://github.com/codifies) | -| 100 | [shaders_model_shader](shaders/shaders_model_shader.c) | shaders_model_shader | ⭐️⭐️☆☆ | 1.3 | 3.7 | [Ray](https://github.com/raysan5) | -| 101 | [shaders_shapes_textures](shaders/shaders_shapes_textures.c) | shaders_shapes_textures | ⭐️⭐️☆☆ | 1.7 | 3.7 | [Ray](https://github.com/raysan5) | -| 102 | [shaders_custom_uniform](shaders/shaders_custom_uniform.c) | shaders_custom_uniform | ⭐️⭐️☆☆ | 1.3 | **4.0** | [Ray](https://github.com/raysan5) | -| 103 | [shaders_postprocessing](shaders/shaders_postprocessing.c) | shaders_postprocessing | ⭐️⭐️⭐️☆ | 1.3 | **4.0** | [Ray](https://github.com/raysan5) | -| 104 | [shaders_palette_switch](shaders/shaders_palette_switch.c) | shaders_palette_switch | ⭐️⭐️⭐️☆ | 2.5 | 3.7 | [Marco Lizza](https://github.com/MarcoLizza) | -| 105 | [shaders_raymarching](shaders/shaders_raymarching.c) | shaders_raymarching | ⭐️⭐️⭐️⭐️ | 2.0 | **4.2** | [Ray](https://github.com/raysan5) | -| 106 | [shaders_texture_drawing](shaders/shaders_texture_drawing.c) | shaders_texture_drawing | ⭐️⭐️☆☆ | 2.0 | 3.7 | [Michał Ciesielski](https://github.com/) | -| 107 | [shaders_texture_outline](shaders/shaders_texture_outline.c) | shaders_texture_outline | ⭐️⭐️⭐️☆ | **4.0** | **4.0** | [Samuel Skiff](https://github.com/GoldenThumbs) | -| 108 | [shaders_texture_waves](shaders/shaders_texture_waves.c) | shaders_texture_waves | ⭐️⭐️☆☆ | 2.5 | 3.7 | [Anata](https://github.com/anatagawa) | -| 109 | [shaders_julia_set](shaders/shaders_julia_set.c) | shaders_julia_set | ⭐️⭐️⭐️☆ | 2.5 | **4.0** | [eggmund](https://github.com/eggmund) | -| 110 | [shaders_eratosthenes](shaders/shaders_eratosthenes.c) | shaders_eratosthenes | ⭐️⭐️⭐️☆ | 2.5 | **4.0** | [ProfJski](https://github.com/ProfJski) | -| 111 | [shaders_fog](shaders/shaders_fog.c) | shaders_fog | ⭐️⭐️⭐️☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/codifies) | -| 112 | [shaders_simple_mask](shaders/shaders_simple_mask.c) | shaders_simple_mask | ⭐️⭐️☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/codifies) | -| 113 | [shaders_hot_reloading](shaders/shaders_hot_reloading.c) | shaders_hot_reloading | ⭐️⭐️⭐️☆ | 3.0 | 3.5 | [Ray](https://github.com/raysan5) | -| 114 | [shaders_mesh_instancing](shaders/shaders_mesh_instancing.c) | shaders_mesh_instancing | ⭐️⭐️⭐️⭐️ | 3.7 | **4.2** | [seanpringle](https://github.com/seanpringle) | -| 115 | [shaders_multi_sample2d](shaders/shaders_multi_sample2d.c) | shaders_multi_sample2d | ⭐️⭐️☆☆ | 3.5 | 3.5 | [Ray](https://github.com/raysan5) | -| 116 | [shaders_spotlight](shaders/shaders_spotlight.c) | shaders_spotlight | ⭐️⭐️☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/codifies) | -| 117 | [shaders_deferred_render](shaders/shaders_deferred_render.c) | shaders_deferred_render | ⭐️⭐️⭐️⭐️ | 4.5 | 4.5 | [Justin Andreas Lacoste](https://github.com/27justin) | +|----|----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------| +| 115 | [shaders_basic_lighting](shaders/shaders_basic_lighting.c) | shaders_basic_lighting | ⭐️⭐️⭐️⭐️ | 3.0 | 4.2 | [Chris Camacho](https://github.com/chriscamacho) | +| 116 | [shaders_model_shader](shaders/shaders_model_shader.c) | shaders_model_shader | ⭐️⭐️☆☆ | 1.3 | 3.7 | [Ray](https://github.com/raysan5) | +| 117 | [shaders_shapes_textures](shaders/shaders_shapes_textures.c) | shaders_shapes_textures | ⭐️⭐️☆☆ | 1.7 | 3.7 | [Ray](https://github.com/raysan5) | +| 118 | [shaders_custom_uniform](shaders/shaders_custom_uniform.c) | shaders_custom_uniform | ⭐️⭐️☆☆ | 1.3 | 4.0 | [Ray](https://github.com/raysan5) | +| 119 | [shaders_postprocessing](shaders/shaders_postprocessing.c) | shaders_postprocessing | ⭐️⭐️⭐️☆ | 1.3 | 4.0 | [Ray](https://github.com/raysan5) | +| 120 | [shaders_palette_switch](shaders/shaders_palette_switch.c) | shaders_palette_switch | ⭐️⭐️⭐️☆ | 2.5 | 3.7 | [Marco Lizza](https://github.com/MarcoLizza) | +| 121 | [shaders_raymarching](shaders/shaders_raymarching.c) | shaders_raymarching | ⭐️⭐️⭐️⭐️ | 2.0 | 4.2 | [Ray](https://github.com/raysan5) | +| 122 | [shaders_texture_drawing](shaders/shaders_texture_drawing.c) | shaders_texture_drawing | ⭐️⭐️☆☆ | 2.0 | 3.7 | [Michał Ciesielski](https://github.com/ciessielski) | +| 123 | [shaders_texture_outline](shaders/shaders_texture_outline.c) | shaders_texture_outline | ⭐️⭐️⭐️☆ | 4.0 | 4.0 | [Samuel Skiff](https://github.com/GoldenThumbs) | +| 124 | [shaders_texture_waves](shaders/shaders_texture_waves.c) | shaders_texture_waves | ⭐️⭐️☆☆ | 2.5 | 3.7 | [Anata](https://github.com/anatagawa) | +| 125 | [shaders_julia_set](shaders/shaders_julia_set.c) | shaders_julia_set | ⭐️⭐️⭐️☆ | 2.5 | 4.0 | [Josh Colclough](https://github.com/joshcol9232) | +| 126 | [shaders_eratosthenes](shaders/shaders_eratosthenes.c) | shaders_eratosthenes | ⭐️⭐️⭐️☆ | 2.5 | 4.0 | [ProfJski](https://github.com/ProfJski) | +| 127 | [shaders_fog](shaders/shaders_fog.c) | shaders_fog | ⭐️⭐️⭐️☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) | +| 128 | [shaders_simple_mask](shaders/shaders_simple_mask.c) | shaders_simple_mask | ⭐️⭐️☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) | +| 129 | [shaders_hot_reloading](shaders/shaders_hot_reloading.c) | shaders_hot_reloading | ⭐️⭐️⭐️☆ | 3.0 | 3.5 | [Ray](https://github.com/raysan5) | +| 130 | [shaders_mesh_instancing](shaders/shaders_mesh_instancing.c) | shaders_mesh_instancing | ⭐️⭐️⭐️⭐️ | 3.7 | 4.2 | [seanpringle](https://github.com/seanpringle) | +| 131 | [shaders_multi_sample2d](shaders/shaders_multi_sample2d.c) | shaders_multi_sample2d | ⭐️⭐️☆☆ | 3.5 | 3.5 | [Ray](https://github.com/raysan5) | +| 132 | [shaders_spotlight](shaders/shaders_spotlight.c) | shaders_spotlight | ⭐️⭐️☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) | +| 133 | [shaders_deferred_render](shaders/shaders_deferred_render.c) | shaders_deferred_render | ⭐️⭐️⭐️⭐️ | 4.5 | 4.5 | [Justin Andreas Lacoste](https://github.com/27justin) | +| 134 | [shaders_hybrid_render](shaders/shaders_hybrid_render.c) | shaders_hybrid_render | ⭐️⭐️⭐️⭐️ | 4.2 | 4.2 | [Buğra Alptekin Sarı](https://github.com/BugraAlptekinSari) | +| 135 | [shaders_texture_tiling](shaders/shaders_texture_tiling.c) | shaders_texture_tiling | ⭐️⭐️☆☆ | 4.5 | 4.5 | [Luis Almeida](https://github.com/luis605) | +| 136 | [shaders_shadowmap](shaders/shaders_shadowmap.c) | shaders_shadowmap | ⭐️⭐️⭐️⭐️ | 5.0 | 5.0 | [TheManTheMythTheGameDev](https://github.com/TheManTheMythTheGameDev) | +| 137 | [shaders_vertex_displacement](shaders/shaders_vertex_displacement.c) | shaders_vertex_displacement | ⭐️⭐️⭐️☆ | 5.0 | 4.5 | [Alex ZH](https://github.com/ZzzhHe) | +| 138 | [shaders_write_depth](shaders/shaders_write_depth.c) | shaders_write_depth | ⭐️⭐️☆☆ | 4.2 | 4.2 | [Buğra Alptekin Sarı](https://github.com/BugraAlptekinSari) | +| 139 | [shaders_basic_pbr](shaders/shaders_basic_pbr.c) | shaders_basic_pbr | ⭐️⭐️⭐️⭐️ | 5.0 | 5.1-dev | [Afan OLOVCIC](https://github.com/_DevDad) | +| 140 | [shaders_lightmap](shaders/shaders_lightmap.c) | shaders_lightmap | ⭐️⭐️⭐️☆ | 4.5 | 4.5 | [Jussi Viitala](https://github.com/nullstare) | +| 141 | [shaders_rounded_rectangle](shaders/shaders_rounded_rectangle.c) | shaders_rounded_rectangle | ⭐️⭐️⭐️☆ | 5.5 | 5.5 | [Anstro Pleuton](https://github.com/anstropleuton) | ### category: audio Examples using raylib audio functionality, including sound/music loading and playing. This functionality is provided by raylib [raudio](../src/raudio.c) module. Note this module can be used standalone independently of raylib, check [raudio_standalone](others/raudio_standalone.c) example. | ## | example | image | difficulty
level | version
created | last version
updated | original
developer | -|----|----------|--------|:-------------------:|:------------------:|:------------------:|:----------| -| 118 | [audio_module_playing](audio/audio_module_playing.c) | audio_module_playing | ⭐️☆☆☆ | 1.5 | 3.5 | [Ray](https://github.com/raysan5) | -| 119 | [audio_music_stream](audio/audio_music_stream.c) | audio_music_stream | ⭐️☆☆☆ | 1.3 | **4.2** | [Ray](https://github.com/raysan5) | -| 120 | [audio_raw_stream](audio/audio_raw_stream.c) | audio_raw_stream | ⭐️⭐️⭐️☆ | 1.6 | **4.2** | [Ray](https://github.com/raysan5) | -| 121 | [audio_sound_loading](audio/audio_sound_loading.c) | audio_sound_loading | ⭐️☆☆☆ | 1.1 | 3.5 | [Ray](https://github.com/raysan5) | +|----|----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------| +| 142 | [audio_module_playing](audio/audio_module_playing.c) | audio_module_playing | ⭐️☆☆☆ | 1.5 | 3.5 | [Ray](https://github.com/raysan5) | +| 143 | [audio_music_stream](audio/audio_music_stream.c) | audio_music_stream | ⭐️☆☆☆ | 1.3 | 4.2 | [Ray](https://github.com/raysan5) | +| 144 | [audio_raw_stream](audio/audio_raw_stream.c) | audio_raw_stream | ⭐️⭐️⭐️☆ | 1.6 | 4.2 | [Ray](https://github.com/raysan5) | +| 145 | [audio_sound_loading](audio/audio_sound_loading.c) | audio_sound_loading | ⭐️☆☆☆ | 1.1 | 3.5 | [Ray](https://github.com/raysan5) | +| 146 | [audio_mixed_processor](audio/audio_mixed_processor.c) | audio_mixed_processor | ⭐️⭐️⭐️⭐️ | 4.2 | 4.2 | [hkc](https://github.com/hatkidchan) | +| 147 | [audio_stream_effects](audio/audio_stream_effects.c) | audio_stream_effects | ⭐️⭐️⭐️⭐️ | 4.2 | 5.0 | [Ray](https://github.com/raysan5) | +| 148 | [audio_sound_multi](audio/audio_sound_multi.c) | audio_sound_multi | ⭐️⭐️☆☆ | 4.6 | 4.6 | [Jeffery Myers](https://github.com/JeffM2501) | ### category: others Examples showing raylib misc functionality that does not fit in other categories, like standalone modules usage or examples integrating external libraries. | ## | example | image | difficulty
level | version
created | last version
updated | original
developer | -|----|----------|--------|:-------------------:|:------------------:|:------------------:|:----------| -| 122 | [rlgl_standalone](others/rlgl_standalone.c) | rlgl_standalone | ⭐️⭐️⭐️⭐️ | 1.6 | **4.0** | [Ray](https://github.com/raysan5) | -| 123 | [rlgl_compute_shader](others/rlgl_compute_shader.c) | rlgl_compute_shader | ⭐️⭐️⭐️⭐️ | **4.0** | **4.0** | [Teddy Astie](https://github.com/tsnake41) | -| 124 | [easings_testbed](others/easings_testbed.c) | easings_testbed | ⭐️⭐️⭐️☆ | 3.0 | 3.0 | [Juan Miguel López](https://github.com/flashback-fx) | -| 125 | [raylib_opengl_interop](others/raylib_opengl_interop.c) | raylib_opengl_interop | ⭐️⭐️⭐️⭐️ | **4.0** | **4.0** | [Stephan Soller](https://github.com/arkanis) | -| 126 | [embedded_files_loading](others/embedded_files_loading.c) | embedded_files_loading | ⭐️⭐️☆☆ | 3.5 | 3.5 | [Kristian Holmgren](https://github.com/defutura) | - -As always contributions are welcome, feel free to send new examples! Here it is an [examples template](examples_template.c) to start with! +|----|----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------| +| 149 | [rlgl_standalone](others/rlgl_standalone.c) | rlgl_standalone | ⭐️⭐️⭐️⭐️ | 1.6 | 4.0 | [Ray](https://github.com/raysan5) | +| 150 | [rlgl_compute_shader](others/rlgl_compute_shader.c) | rlgl_compute_shader | ⭐️⭐️⭐️⭐️ | 4.0 | 4.0 | [Teddy Astie](https://github.com/tsnake41) | +| 151 | [easings_testbed](others/easings_testbed.c) | easings_testbed | ⭐️⭐️⭐️☆ | 2.5 | 3.0 | [Juan Miguel López](https://github.com/flashback-fx) | +| 152 | [raylib_opengl_interop](others/raylib_opengl_interop.c) | raylib_opengl_interop | ⭐️⭐️⭐️⭐️ | 3.8 | 4.0 | [Stephan Soller](https://github.com/arkanis) | +| 153 | [embedded_files_loading](others/embedded_files_loading.c) | embedded_files_loading | ⭐️⭐️☆☆ | 3.0 | 3.5 | [Kristian Holmgren](https://github.com/defutura) | +| 154 | [raymath_vector_angle](others/raymath_vector_angle.c) | raymath_vector_angle | ⭐️⭐️☆☆ | 1.0 | 4.6 | [Ray](https://github.com/raysan5) | + +As always contributions are welcome, feel free to send new examples! Here is an [examples template](examples_template.c) to start with! diff --git a/examples/audio/audio_mixed_processor.c b/examples/audio/audio_mixed_processor.c index 3a008f3e2..fc9785bc8 100644 --- a/examples/audio/audio_mixed_processor.c +++ b/examples/audio/audio_mixed_processor.c @@ -2,6 +2,8 @@ * * raylib [audio] example - Mixed audio processing * +* Example complexity rating: [★★★★] 4/4 +* * Example originally created with raylib 4.2, last time updated with raylib 4.2 * * Example contributed by hkc (@hatkidchan) and reviewed by Ramon Santamaria (@raysan5) @@ -9,7 +11,7 @@ * 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) 2023 hkc (@hatkidchan) +* Copyright (c) 2023-2025 hkc (@hatkidchan) * ********************************************************************************************/ #include "raylib.h" @@ -97,7 +99,7 @@ int main(void) DrawRectangle(199, 199, 402, 34, LIGHTGRAY); for (int i = 0; i < 400; i++) { - DrawLine(201 + i, 232 - averageVolume[i] * 32, 201 + i, 232, MAROON); + DrawLine(201 + i, 232 - (int)(averageVolume[i] * 32), 201 + i, 232, MAROON); } DrawRectangleLines(199, 199, 402, 34, GRAY); diff --git a/examples/audio/audio_module_playing.c b/examples/audio/audio_module_playing.c index 6234f0e55..0d6c48981 100644 --- a/examples/audio/audio_module_playing.c +++ b/examples/audio/audio_module_playing.c @@ -2,12 +2,14 @@ * * raylib [audio] example - Module playing (streaming) * +* Example complexity rating: [★☆☆☆] 1/4 +* * Example originally created with raylib 1.5, last time updated with raylib 3.5 * * 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) +* Copyright (c) 2016-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/audio/audio_music_stream.c b/examples/audio/audio_music_stream.c index bdf141edf..609b12333 100644 --- a/examples/audio/audio_music_stream.c +++ b/examples/audio/audio_music_stream.c @@ -2,12 +2,14 @@ * * raylib [audio] example - Music playing (streaming) * +* Example complexity rating: [★☆☆☆] 1/4 +* * Example originally created with raylib 1.3, 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) 2015-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/audio/audio_raw_stream.c b/examples/audio/audio_raw_stream.c index 0b7954293..fb36830ce 100644 --- a/examples/audio/audio_raw_stream.c +++ b/examples/audio/audio_raw_stream.c @@ -2,6 +2,8 @@ * * raylib [audio] example - Raw audio streaming * +* Example complexity rating: [★★★☆] 3/4 +* * Example originally created with raylib 1.6, last time updated with raylib 4.2 * * Example created by Ramon Santamaria (@raysan5) and reviewed by James Hofmann (@triplefox) @@ -9,7 +11,7 @@ * 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) 2015-2024 Ramon Santamaria (@raysan5) and James Hofmann (@triplefox) +* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5) and James Hofmann (@triplefox) * ********************************************************************************************/ diff --git a/examples/audio/audio_sound_loading.c b/examples/audio/audio_sound_loading.c index 41aa2160e..45028839b 100644 --- a/examples/audio/audio_sound_loading.c +++ b/examples/audio/audio_sound_loading.c @@ -2,12 +2,14 @@ * * raylib [audio] example - Sound loading and playing * +* Example complexity rating: [★☆☆☆] 1/4 +* * Example originally created with raylib 1.1, last time updated with raylib 3.5 * * 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) 2014-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2014-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/audio/audio_sound_multi.c b/examples/audio/audio_sound_multi.c index d5472efab..243ca7bd8 100644 --- a/examples/audio/audio_sound_multi.c +++ b/examples/audio/audio_sound_multi.c @@ -2,12 +2,16 @@ * * raylib [audio] example - Playing sound multiple times * -* Example originally created with raylib 4.6 +* Example complexity rating: [★★☆☆] 2/4 +* +* Example originally created with raylib 4.6, last time updated with raylib 4.6 +* +* Example contributed by Jeffery Myers (@JeffM2501) 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) 2023 Jeffery Myers (@JeffM2501) +* Copyright (c) 2023-2025 Jeffery Myers (@JeffM2501) * ********************************************************************************************/ diff --git a/examples/audio/audio_stream_effects.c b/examples/audio/audio_stream_effects.c index cc8273abc..4a34d3030 100644 --- a/examples/audio/audio_stream_effects.c +++ b/examples/audio/audio_stream_effects.c @@ -2,12 +2,14 @@ * * raylib [audio] example - Music stream processing effects * +* Example complexity rating: [★★★★] 4/4 +* * Example originally created with raylib 4.2, last time updated with raylib 5.0 * * 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) 2022-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2022-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/audio/resources/coin.wav b/examples/audio/resources/coin.wav index 6007509bf..ad95bfb55 100644 Binary files a/examples/audio/resources/coin.wav and b/examples/audio/resources/coin.wav differ diff --git a/examples/audio/resources/spring.wav b/examples/audio/resources/spring.wav index c7fbf1b9c..b6f17f117 100644 Binary files a/examples/audio/resources/spring.wav and b/examples/audio/resources/spring.wav differ diff --git a/examples/audio/resources/weird.wav b/examples/audio/resources/weird.wav index 101029c5b..f5c8f558c 100644 Binary files a/examples/audio/resources/weird.wav and b/examples/audio/resources/weird.wav differ diff --git a/examples/build.zig b/examples/build.zig index e56ac0d54..873f871aa 100644 --- a/examples/build.zig +++ b/examples/build.zig @@ -1,24 +1,14 @@ const std = @import("std"); const builtin = @import("builtin"); -// This has been tested to work with zig 0.11.0 (67709b6, Aug 4 2023) and zig 0.12.0-dev.2075+f5978181e (Jan 8 2024) -// -// anytype is used here to preserve compatibility, in 0.12.0dev the std.zig.CrossTarget type -// was reworked into std.Target.Query and std.Build.ResolvedTarget. Using anytype allows -// us to accept both CrossTarget and ResolvedTarget and act accordingly in getOsTagVersioned. -fn add_module(comptime module: []const u8, b: *std.Build, target: anytype, optimize: std.builtin.OptimizeMode) !*std.Build.Step { - if (comptime builtin.zig_version.minor >= 12 and @TypeOf(target) != std.Build.ResolvedTarget) { - @compileError("Expected 'std.Build.ResolvedTarget' for argument 2 'target' in 'add_module', found '" ++ @typeName(@TypeOf(target)) ++ "'"); - } else if (comptime builtin.zig_version.minor == 11 and @TypeOf(target) != std.zig.CrossTarget) { - @compileError("Expected 'std.zig.CrossTarget' for argument 2 'target' in 'add_module', found '" ++ @typeName(@TypeOf(target)) ++ "'"); - } - - if (getOsTagVersioned(target) == .emscripten) { +// This has been tested to work with zig 0.12.0 +fn add_module(comptime module: []const u8, b: *std.Build, target: std.Build.ResolvedTarget, optimize: std.builtin.OptimizeMode) !*std.Build.Step { + if (target.result.os.tag == .emscripten) { @panic("Emscripten building via Zig unsupported"); } const all = b.step(module, "All " ++ module ++ " examples"); - var dir = try openIterableDirVersioned(std.fs.cwd(), module); + var dir = try std.fs.cwd().openDir(module, .{ .iterate = true }); defer if (comptime builtin.zig_version.minor >= 12) dir.close(); var iter = dir.iterate(); @@ -29,34 +19,35 @@ fn add_module(comptime module: []const u8, b: *std.Build, target: anytype, optim const path = try std.fs.path.join(b.allocator, &.{ module, entry.name }); // zig's mingw headers do not include pthread.h - if (std.mem.eql(u8, "core_loading_thread", name) and getOsTagVersioned(target) == .windows) continue; + if (std.mem.eql(u8, "core_loading_thread", name) and target.result.os.tag == .windows) continue; const exe = b.addExecutable(.{ .name = name, .target = target, .optimize = optimize, }); - exe.addCSourceFile(.{ .file = .{ .path = path }, .flags = &.{} }); + exe.addCSourceFile(.{ .file = b.path(path), .flags = &.{} }); exe.linkLibC(); - exe.addObjectFile(switch (getOsTagVersioned(target)) { - .windows => .{ .path = "../zig-out/lib/raylib.lib" }, - .linux => .{ .path = "../zig-out/lib/libraylib.a" }, - .macos => .{ .path = "../zig-out/lib/libraylib.a" }, - .emscripten => .{ .path = "../zig-out/lib/libraylib.a" }, + exe.addObjectFile(switch (target.result.os.tag) { + .windows => b.path("../zig-out/lib/raylib.lib"), + .linux => b.path("../zig-out/lib/libraylib.a"), + .macos => b.path("../zig-out/lib/libraylib.a"), + .emscripten => b.path("../zig-out/lib/libraylib.a"), else => @panic("Unsupported OS"), }); - exe.addIncludePath(.{ .path = "../src" }); - exe.addIncludePath(.{ .path = "../src/external" }); - exe.addIncludePath(.{ .path = "../src/external/glfw/include" }); + exe.addIncludePath(b.path("../src")); + exe.addIncludePath(b.path("../src/external")); + exe.addIncludePath(b.path("../src/external/glfw/include")); - switch (getOsTagVersioned(target)) { + switch (target.result.os.tag) { .windows => { exe.linkSystemLibrary("winmm"); exe.linkSystemLibrary("gdi32"); exe.linkSystemLibrary("opengl32"); + exe.addIncludePath("external/glfw/deps/mingw"); - exe.defineCMacro("PLATFORM_DESKTOP", null); + exe.root_module.addCMacro("PLATFORM_DESKTOP", ""); }, .linux => { exe.linkSystemLibrary("GL"); @@ -65,7 +56,7 @@ fn add_module(comptime module: []const u8, b: *std.Build, target: anytype, optim exe.linkSystemLibrary("m"); exe.linkSystemLibrary("X11"); - exe.defineCMacro("PLATFORM_DESKTOP", null); + exe.root_module.addCMacro("PLATFORM_DESKTOP", ""); }, .macos => { exe.linkFramework("Foundation"); @@ -75,7 +66,7 @@ fn add_module(comptime module: []const u8, b: *std.Build, target: anytype, optim exe.linkFramework("CoreVideo"); exe.linkFramework("IOKit"); - exe.defineCMacro("PLATFORM_DESKTOP", null); + exe.root_module.addCMacro("PLATFORM_DESKTOP", ""); }, else => { @panic("Unsupported OS"); @@ -85,6 +76,7 @@ fn add_module(comptime module: []const u8, b: *std.Build, target: anytype, optim const install_cmd = b.addInstallArtifact(exe, .{}); const run_cmd = b.addRunArtifact(exe); + run_cmd.cwd = b.path(module); run_cmd.step.dependOn(&install_cmd.step); const run_step = b.step(name, name); @@ -117,19 +109,3 @@ pub fn build(b: *std.Build) !void { all.dependOn(try add_module("text", b, target, optimize)); all.dependOn(try add_module("textures", b, target, optimize)); } - -fn getOsTagVersioned(target: anytype) std.Target.Os.Tag { - if (comptime builtin.zig_version.minor >= 12) { - return target.result.os.tag; - } else { - return target.getOsTag(); - } -} - -fn openIterableDirVersioned(dir: std.fs.Dir, path: []const u8) !(if (builtin.zig_version.minor >= 12) std.fs.Dir else std.fs.IterableDir) { - if (comptime builtin.zig_version.minor >= 12) { - return dir.openDir(path, .{ .iterate = true }); - } else { - return dir.openIterableDir(path, .{}); - } -} diff --git a/examples/core/core_2d_camera.c b/examples/core/core_2d_camera.c index 99b61d4e5..44d3c6961 100644 --- a/examples/core/core_2d_camera.c +++ b/examples/core/core_2d_camera.c @@ -2,12 +2,14 @@ * * raylib [core] example - 2D Camera system * +* Example complexity rating: [★★☆☆] 2/4 +* * 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) +* Copyright (c) 2016-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/core/core_2d_camera_mouse_zoom.c b/examples/core/core_2d_camera_mouse_zoom.c index abc6a6d14..cfdaf15aa 100644 --- a/examples/core/core_2d_camera_mouse_zoom.c +++ b/examples/core/core_2d_camera_mouse_zoom.c @@ -2,12 +2,16 @@ * * raylib [core] example - 2d camera mouse zoom * +* Example complexity rating: [★★☆☆] 2/4 +* * Example originally created with raylib 4.2, last time updated with raylib 4.2 * +* Example contributed by Jeffery Myers (@JeffM2501) 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) 2022-2024 Jeffery Myers (@JeffM2501) +* Copyright (c) 2022-2025 Jeffery Myers (@JeffM2501) * ********************************************************************************************/ @@ -31,6 +35,8 @@ int main () Camera2D camera = { 0 }; camera.zoom = 1.0f; + int zoomMode = 0; // 0-Mouse Wheel, 1-Mouse Move + SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -39,42 +45,69 @@ int main () { // Update //---------------------------------------------------------------------------------- + if (IsKeyPressed(KEY_ONE)) zoomMode = 0; + else if (IsKeyPressed(KEY_TWO)) zoomMode = 1; + // Translate based on mouse right click - if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) + if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) { Vector2 delta = GetMouseDelta(); delta = Vector2Scale(delta, -1.0f/camera.zoom); - camera.target = Vector2Add(camera.target, delta); } - // Zoom based on mouse wheel - float wheel = GetMouseWheelMove(); - if (wheel != 0) + if (zoomMode == 0) { - // Get the world point that is under the mouse - Vector2 mouseWorldPos = GetScreenToWorld2D(GetMousePosition(), camera); - - // Set the offset to where the mouse is - camera.offset = GetMousePosition(); - - // Set the target to match, so that the camera maps the world space point - // under the cursor to the screen space point under the cursor at any zoom - camera.target = mouseWorldPos; - - // Zoom increment - const float zoomIncrement = 0.125f; - - camera.zoom += (wheel*zoomIncrement); - if (camera.zoom < zoomIncrement) camera.zoom = zoomIncrement; + // Zoom based on mouse wheel + float wheel = GetMouseWheelMove(); + if (wheel != 0) + { + // Get the world point that is under the mouse + Vector2 mouseWorldPos = GetScreenToWorld2D(GetMousePosition(), camera); + + // Set the offset to where the mouse is + camera.offset = GetMousePosition(); + + // Set the target to match, so that the camera maps the world space point + // under the cursor to the screen space point under the cursor at any zoom + camera.target = mouseWorldPos; + + // Zoom increment + float scaleFactor = 1.0f + (0.25f*fabsf(wheel)); + if (wheel < 0) scaleFactor = 1.0f/scaleFactor; + camera.zoom = Clamp(camera.zoom*scaleFactor, 0.125f, 64.0f); + } + } + else + { + // Zoom based on mouse right click + if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) + { + // Get the world point that is under the mouse + Vector2 mouseWorldPos = GetScreenToWorld2D(GetMousePosition(), camera); + + // Set the offset to where the mouse is + camera.offset = GetMousePosition(); + + // Set the target to match, so that the camera maps the world space point + // under the cursor to the screen space point under the cursor at any zoom + camera.target = mouseWorldPos; + } + if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) + { + // Zoom increment + float deltaX = GetMouseDelta().x; + float scaleFactor = 1.0f + (0.01f*fabsf(deltaX)); + if (deltaX < 0) scaleFactor = 1.0f/scaleFactor; + camera.zoom = Clamp(camera.zoom*scaleFactor, 0.125f, 64.0f); + } } - //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); - ClearBackground(BLACK); + ClearBackground(RAYWHITE); BeginMode2D(camera); @@ -87,11 +120,19 @@ int main () rlPopMatrix(); // Draw a reference circle - DrawCircle(100, 100, 50, YELLOW); + DrawCircle(GetScreenWidth()/2, GetScreenHeight()/2, 50, MAROON); EndMode2D(); - - DrawText("Mouse right button drag to move, mouse wheel to zoom", 10, 10, 20, WHITE); + + // Draw mouse reference + //Vector2 mousePos = GetWorldToScreen2D(GetMousePosition(), camera) + DrawCircleV(GetMousePosition(), 4, DARKGRAY); + DrawTextEx(GetFontDefault(), TextFormat("[%i, %i]", GetMouseX(), GetMouseY()), + Vector2Add(GetMousePosition(), (Vector2){ -44, -24 }), 20, 2, BLACK); + + DrawText("[1][2] Select mouse zoom mode (Wheel or Move)", 20, 20, 20, DARKGRAY); + if (zoomMode == 0) DrawText("Mouse left button drag to move, mouse wheel to zoom", 20, 50, 20, DARKGRAY); + else DrawText("Mouse left button drag to move, mouse press and move to zoom", 20, 50, 20, DARKGRAY); EndDrawing(); //---------------------------------------------------------------------------------- diff --git a/examples/core/core_2d_camera_mouse_zoom.png b/examples/core/core_2d_camera_mouse_zoom.png index b920d5c7b..1c8ab1f2d 100644 Binary files a/examples/core/core_2d_camera_mouse_zoom.png and b/examples/core/core_2d_camera_mouse_zoom.png differ diff --git a/examples/core/core_2d_camera_platformer.c b/examples/core/core_2d_camera_platformer.c index 75fd6cf6a..1ccb35167 100644 --- a/examples/core/core_2d_camera_platformer.c +++ b/examples/core/core_2d_camera_platformer.c @@ -2,6 +2,8 @@ * * raylib [core] example - 2D Camera platformer * +* Example complexity rating: [★★★☆] 3/4 +* * 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) @@ -9,7 +11,7 @@ * 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) +* Copyright (c) 2019-2025 arvyy (@arvyy) * ********************************************************************************************/ @@ -133,10 +135,10 @@ int main(void) 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 }; + Rectangle playerRect = { player.position.x - 20, player.position.y - 40, 40.0f, 40.0f }; DrawRectangleRec(playerRect, RED); - DrawCircle(player.position.x, player.position.y, 5, GOLD); + DrawCircleV(player.position, 5.0f, GOLD); EndMode2D(); diff --git a/examples/core/core_2d_camera_split_screen.c b/examples/core/core_2d_camera_split_screen.c index 60b5a2e55..900db450e 100644 --- a/examples/core/core_2d_camera_split_screen.c +++ b/examples/core/core_2d_camera_split_screen.c @@ -2,6 +2,8 @@ * * raylib [core] example - 2d camera split screen * +* Example complexity rating: [★★★★] 4/4 +* * Addapted from the core_3d_camera_split_screen example: * https://github.com/raysan5/raylib/blob/master/examples/core/core_3d_camera_split_screen.c * @@ -12,7 +14,7 @@ * 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) 2023 Gabriel dos Santos Sanches (@gabrielssanches) +* Copyright (c) 2023-2025 Gabriel dos Santos Sanches (@gabrielssanches) * ********************************************************************************************/ diff --git a/examples/core/core_3d_camera_first_person.c b/examples/core/core_3d_camera_first_person.c index 35b18ace4..c26fe827c 100644 --- a/examples/core/core_3d_camera_first_person.c +++ b/examples/core/core_3d_camera_first_person.c @@ -2,12 +2,14 @@ * * raylib [core] example - 3d camera first person * +* Example complexity rating: [★★☆☆] 2/4 +* * Example originally created with raylib 1.3, last time updated with raylib 1.3 * * 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) 2015-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -115,7 +117,7 @@ int main(void) // Update camera computes movement internally depending on the camera mode // Some default standard keyboard/mouse inputs are hardcoded to simplify use - // For advance camera controls, it's reecommended to compute camera movement manually + // For advanced camera controls, it's recommended to compute camera movement manually UpdateCamera(&camera, cameraMode); // Update camera /* @@ -203,4 +205,4 @@ int main(void) //-------------------------------------------------------------------------------------- return 0; -} \ No newline at end of file +} diff --git a/examples/core/core_3d_camera_free.c b/examples/core/core_3d_camera_free.c index 9899dbdb5..b490575db 100644 --- a/examples/core/core_3d_camera_free.c +++ b/examples/core/core_3d_camera_free.c @@ -2,12 +2,14 @@ * * raylib [core] example - Initialize 3d camera free * +* Example complexity rating: [★☆☆☆] 1/4 +* * Example originally created with raylib 1.3, last time updated with raylib 1.3 * * 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) 2015-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/core/core_3d_camera_mode.c b/examples/core/core_3d_camera_mode.c index 0600fd330..372fd5923 100644 --- a/examples/core/core_3d_camera_mode.c +++ b/examples/core/core_3d_camera_mode.c @@ -2,12 +2,14 @@ * * raylib [core] example - Initialize 3d camera mode * +* Example complexity rating: [★☆☆☆] 1/4 +* * Example originally created with raylib 1.0, last time updated with raylib 1.0 * * 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) 2014-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2014-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/core/core_3d_camera_split_screen.c b/examples/core/core_3d_camera_split_screen.c index 5294e8949..f825a52f9 100644 --- a/examples/core/core_3d_camera_split_screen.c +++ b/examples/core/core_3d_camera_split_screen.c @@ -2,6 +2,8 @@ * * raylib [core] example - 3d cmaera split screen * +* Example complexity rating: [★★★☆] 3/4 +* * Example originally created with raylib 3.7, last time updated with raylib 4.0 * * Example contributed by Jeffery Myers (@JeffM2501) and reviewed by Ramon Santamaria (@raysan5) @@ -9,7 +11,7 @@ * 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 Jeffery Myers (@JeffM2501) +* Copyright (c) 2021-2025 Jeffery Myers (@JeffM2501) * ********************************************************************************************/ @@ -63,7 +65,7 @@ int main(void) // Update //---------------------------------------------------------------------------------- // If anyone moves this frame, how far will they move based on the time since the last frame - // this moves thigns at 10 world units per second, regardless of the actual FPS + // this moves things at 10 world units per second, regardless of the actual FPS float offsetThisFrame = 10.0f*GetFrameTime(); // Move Player1 forward and backwards (no turning) @@ -171,4 +173,4 @@ int main(void) //-------------------------------------------------------------------------------------- return 0; -} \ No newline at end of file +} diff --git a/examples/core/core_3d_picking.c b/examples/core/core_3d_picking.c index 634afba8c..8a6fbd156 100644 --- a/examples/core/core_3d_picking.c +++ b/examples/core/core_3d_picking.c @@ -2,12 +2,14 @@ * * raylib [core] example - Picking in 3d mode * +* Example complexity rating: [★★☆☆] 2/4 +* * Example originally created with raylib 1.3, 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) 2015-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/core/core_automation_events.c b/examples/core/core_automation_events.c index 319b013ba..fab363d58 100644 --- a/examples/core/core_automation_events.c +++ b/examples/core/core_automation_events.c @@ -2,6 +2,8 @@ * * raylib [core] example - automation events * +* Example complexity rating: [★★★☆] 3/4 +* * Example originally created with raylib 5.0, last time updated with raylib 5.0 * * Example based on 2d_camera_platformer example by arvyy (@arvyy) @@ -9,7 +11,7 @@ * 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) 2023 Ramon Santamaria (@raysan5) +* Copyright (c) 2023-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -88,7 +90,7 @@ int main(void) // Update //---------------------------------------------------------------------------------- float deltaTime = 0.015f;//GetFrameTime(); - + // Dropped files logic //---------------------------------------------------------------------------------- if (IsFileDropped()) @@ -157,11 +159,6 @@ int main(void) } else player.canJump = true; - 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)) { // Reset game state @@ -176,12 +173,44 @@ int main(void) } //---------------------------------------------------------------------------------- + // Events playing + // NOTE: Logic must be before Camera update because it depends on mouse-wheel value, + // that can be set by the played event... but some other inputs could be affected + //---------------------------------------------------------------------------------- + if (eventPlaying) + { + // NOTE: Multiple events could be executed in a single frame + while (playFrameCounter == aelist.events[currentPlayFrame].frame) + { + PlayAutomationEvent(aelist.events[currentPlayFrame]); + currentPlayFrame++; + + if (currentPlayFrame == aelist.count) + { + eventPlaying = false; + currentPlayFrame = 0; + playFrameCounter = 0; + + TraceLog(LOG_INFO, "FINISH PLAYING!"); + break; + } + } + + playFrameCounter++; + } + //---------------------------------------------------------------------------------- + // Update camera //---------------------------------------------------------------------------------- camera.target = player.position; camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f }; float minX = 1000, minY = 1000, maxX = -1000, maxY = -1000; + // WARNING: On event replay, mouse-wheel internal value is set + 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; + for (int i = 0; i < MAX_ENVIRONMENT_ELEMENTS; i++) { EnvElement *element = &envElements[i]; @@ -200,8 +229,8 @@ int main(void) if (min.y > 0) camera.offset.y = screenHeight/2 - min.y; //---------------------------------------------------------------------------------- - // Toggle events recording - if (IsKeyPressed(KEY_S)) + // Events management + if (IsKeyPressed(KEY_S)) // Toggle events recording { if (!eventPlaying) { @@ -222,7 +251,7 @@ int main(void) } } } - else if (IsKeyPressed(KEY_A)) + else if (IsKeyPressed(KEY_A)) // Toggle events playing (WARNING: Starts next frame) { if (!eventRecording && (aelist.count > 0)) { @@ -241,32 +270,7 @@ int main(void) camera.zoom = 1.0f; } } - - if (eventPlaying) - { - // NOTE: Multiple events could be executed in a single frame - while (playFrameCounter == aelist.events[currentPlayFrame].frame) - { - TraceLog(LOG_INFO, "PLAYING: PlayFrameCount: %i | currentPlayFrame: %i | Event Frame: %i, param: %i", - playFrameCounter, currentPlayFrame, aelist.events[currentPlayFrame].frame, aelist.events[currentPlayFrame].params[0]); - - PlayAutomationEvent(aelist.events[currentPlayFrame]); - currentPlayFrame++; - if (currentPlayFrame == aelist.count) - { - eventPlaying = false; - currentPlayFrame = 0; - playFrameCounter = 0; - - TraceLog(LOG_INFO, "FINISH PLAYING!"); - break; - } - } - - playFrameCounter++; - } - if (eventRecording || eventPlaying) frameCounter++; else frameCounter = 0; //---------------------------------------------------------------------------------- diff --git a/examples/core/core_basic_screen_manager.c b/examples/core/core_basic_screen_manager.c index 728ef1257..67de31159 100644 --- a/examples/core/core_basic_screen_manager.c +++ b/examples/core/core_basic_screen_manager.c @@ -2,6 +2,8 @@ * * raylib [core] examples - basic screen manager * +* Example complexity rating: [★☆☆☆] 1/4 +* * NOTE: This example illustrates a very simple screen manager based on a states machines * * Example originally created with raylib 4.0, last time updated with raylib 4.0 @@ -9,7 +11,7 @@ * 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 Ramon Santamaria (@raysan5) +* Copyright (c) 2021-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -46,7 +48,7 @@ int main(void) { // Update //---------------------------------------------------------------------------------- - switch(currentScreen) + switch (currentScreen) { case LOGO: { diff --git a/examples/core/core_basic_window.c b/examples/core/core_basic_window.c index 81bea16b8..b3f20367a 100644 --- a/examples/core/core_basic_window.c +++ b/examples/core/core_basic_window.c @@ -2,11 +2,16 @@ * * raylib [core] example - Basic window * +* Example complexity rating: [★☆☆☆] 1/4 +* * Welcome to raylib! * -* To test examples, just press F6 and execute raylib_compile_execute script +* To test examples, just press F6 and execute 'raylib_compile_execute' script * Note that compiled executable is placed in the same folder as .c file * +* To test the examples on Web, press F6 and execute 'raylib_compile_execute_web' script +* Web version of the program is generated in the same folder as .c file +* * You can find all basic examples on C:\raylib\raylib\examples folder or * raylib official webpage: www.raylib.com * @@ -17,7 +22,7 @@ * 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) 2013-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2013-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/core/core_basic_window_web.c b/examples/core/core_basic_window_web.c index 8726908cb..e8607432b 100644 --- a/examples/core/core_basic_window_web.c +++ b/examples/core/core_basic_window_web.c @@ -2,6 +2,8 @@ * * raylib [core] example - Basic window (adapted for HTML5 platform) * +* Example complexity rating: [★☆☆☆] 1/4 +* * NOTE: This example is prepared to compile for PLATFORM_WEB, and PLATFORM_DESKTOP * As you will notice, code structure is slightly diferent to the other examples... * To compile it for PLATFORM_WEB just uncomment #define PLATFORM_WEB at beginning @@ -11,7 +13,7 @@ * 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) 2015-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/core/core_custom_frame_control.c b/examples/core/core_custom_frame_control.c index 6e494d86e..0d149ce9d 100644 --- a/examples/core/core_custom_frame_control.c +++ b/examples/core/core_custom_frame_control.c @@ -2,7 +2,9 @@ * * raylib [core] example - custom frame control * -* NOTE: WARNING: This is an example for advance users willing to have full control over +* Example complexity rating: [★★★★] 4/4 +* +* NOTE: WARNING: This is an example for advanced users willing to have full control over * the frame processes. By default, EndDrawing() calls the following processes: * 1. Draw remaining batch data: rlDrawRenderBatchActive() * 2. SwapScreenBuffer() @@ -22,7 +24,7 @@ * 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 Ramon Santamaria (@raysan5) +* Copyright (c) 2021-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/core/core_custom_logging.c b/examples/core/core_custom_logging.c index f886267ee..d27c9fd6b 100644 --- a/examples/core/core_custom_logging.c +++ b/examples/core/core_custom_logging.c @@ -2,6 +2,8 @@ * * raylib [core] example - Custom logging * +* Example complexity rating: [★★★☆] 3/4 +* * Example originally created with raylib 2.5, last time updated with raylib 2.5 * * Example contributed by Pablo Marcos Oltra (@pamarcos) and reviewed by Ramon Santamaria (@raysan5) @@ -9,7 +11,7 @@ * 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 Pablo Marcos Oltra (@pamarcos) and Ramon Santamaria (@raysan5) +* Copyright (c) 2018-2025 Pablo Marcos Oltra (@pamarcos) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/core/core_drop_files.c b/examples/core/core_drop_files.c index 2e51d872b..4aafbb8c9 100644 --- a/examples/core/core_drop_files.c +++ b/examples/core/core_drop_files.c @@ -2,6 +2,8 @@ * * raylib [core] example - Windows drop files * +* Example complexity rating: [★★☆☆] 2/4 +* * NOTE: This example only works on platforms that support drag & drop (Windows, Linux, OSX, Html5?) * * Example originally created with raylib 1.3, last time updated with raylib 4.2 @@ -9,7 +11,7 @@ * 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) 2015-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/core/core_input_gamepad.c b/examples/core/core_input_gamepad.c index 843d5d90b..6df29f8c8 100644 --- a/examples/core/core_input_gamepad.c +++ b/examples/core/core_input_gamepad.c @@ -2,6 +2,8 @@ * * raylib [core] example - Gamepad input * +* Example complexity rating: [★☆☆☆] 1/4 +* * NOTE: This example requires a Gamepad connected to the system * raylib is configured to work with the following gamepads: * - Xbox 360 Controller (Xbox 360, Xbox One) @@ -13,16 +15,16 @@ * 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) 2013-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2013-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" // NOTE: Gamepad name ID depends on drivers and OS -#define XBOX360_LEGACY_NAME_ID "Xbox Controller" -#define XBOX360_NAME_ID "Xbox 360 Controller" -#define PS3_NAME_ID "PLAYSTATION(R)3 Controller" +#define XBOX_ALIAS_1 "xbox" +#define XBOX_ALIAS_2 "x-box" +#define PS_ALIAS "playstation" //------------------------------------------------------------------------------------ // Program main entry point @@ -41,6 +43,14 @@ int main(void) Texture2D texPs3Pad = LoadTexture("resources/ps3.png"); Texture2D texXboxPad = LoadTexture("resources/xbox.png"); + // Set axis deadzones + const float leftStickDeadzoneX = 0.1f; + const float leftStickDeadzoneY = 0.1f; + const float rightStickDeadzoneX = 0.1f; + const float rightStickDeadzoneY = 0.1f; + const float leftTriggerDeadzone = -0.9f; + const float rightTriggerDeadzone = -0.9f; + SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -67,7 +77,23 @@ int main(void) { DrawText(TextFormat("GP%d: %s", gamepad, GetGamepadName(gamepad)), 10, 10, 10, BLACK); - if (true) + // Get axis values + float leftStickX = GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_X); + float leftStickY = GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_Y); + float rightStickX = GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_X); + float rightStickY = GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_Y); + float leftTrigger = GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_TRIGGER); + float rightTrigger = GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_TRIGGER); + + // Calculate deadzones + if (leftStickX > -leftStickDeadzoneX && leftStickX < leftStickDeadzoneX) leftStickX = 0.0f; + if (leftStickY > -leftStickDeadzoneY && leftStickY < leftStickDeadzoneY) leftStickY = 0.0f; + if (rightStickX > -rightStickDeadzoneX && rightStickX < rightStickDeadzoneX) rightStickX = 0.0f; + if (rightStickY > -rightStickDeadzoneY && rightStickY < rightStickDeadzoneY) rightStickY = 0.0f; + if (leftTrigger < leftTriggerDeadzone) leftTrigger = -1.0f; + if (rightTrigger < rightTriggerDeadzone) rightTrigger = -1.0f; + + if (TextFindIndex(TextToLower(GetGamepadName(gamepad)), XBOX_ALIAS_1) > -1 || TextFindIndex(TextToLower(GetGamepadName(gamepad)), XBOX_ALIAS_2) > -1) { DrawTexture(texXboxPad, 0, 0, DARKGRAY); @@ -95,32 +121,31 @@ int main(void) if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_TRIGGER_1)) DrawCircle(536, 61, 20, RED); // Draw axis: left joystick - Color leftGamepadColor = BLACK; if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_THUMB)) leftGamepadColor = RED; DrawCircle(259, 152, 39, BLACK); DrawCircle(259, 152, 34, LIGHTGRAY); - DrawCircle(259 + (int)(GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_X)*20), - 152 + (int)(GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_Y)*20), 25, leftGamepadColor); + DrawCircle(259 + (int)(leftStickX*20), + 152 + (int)(leftStickY*20), 25, leftGamepadColor); // Draw axis: right joystick Color rightGamepadColor = BLACK; if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_THUMB)) rightGamepadColor = RED; DrawCircle(461, 237, 38, BLACK); DrawCircle(461, 237, 33, LIGHTGRAY); - DrawCircle(461 + (int)(GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_X)*20), - 237 + (int)(GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_Y)*20), 25, rightGamepadColor); + DrawCircle(461 + (int)(rightStickX*20), + 237 + (int)(rightStickY*20), 25, rightGamepadColor); // Draw axis: left-right triggers DrawRectangle(170, 30, 15, 70, GRAY); DrawRectangle(604, 30, 15, 70, GRAY); - DrawRectangle(170, 30, 15, (int)(((1 + GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_TRIGGER))/2)*70), RED); - DrawRectangle(604, 30, 15, (int)(((1 + GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_TRIGGER))/2)*70), RED); + DrawRectangle(170, 30, 15, (int)(((1 + leftTrigger)/2)*70), RED); + DrawRectangle(604, 30, 15, (int)(((1 + rightTrigger)/2)*70), RED); //DrawText(TextFormat("Xbox axis LT: %02.02f", GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_TRIGGER)), 10, 40, 10, BLACK); //DrawText(TextFormat("Xbox axis RT: %02.02f", GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_TRIGGER)), 10, 60, 10, BLACK); } - else if (TextIsEqual(GetGamepadName(gamepad), PS3_NAME_ID)) + else if (TextFindIndex(TextToLower(GetGamepadName(gamepad)), PS_ALIAS) > -1) { DrawTexture(texPs3Pad, 0, 0, DARKGRAY); @@ -150,30 +175,85 @@ int main(void) // Draw axis: left joystick Color leftGamepadColor = BLACK; if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_THUMB)) leftGamepadColor = RED; - DrawCircle(319, 255, 35, leftGamepadColor); + DrawCircle(319, 255, 35, BLACK); DrawCircle(319, 255, 31, LIGHTGRAY); - DrawCircle(319 + (int)(GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_X) * 20), - 255 + (int)(GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_Y) * 20), 25, leftGamepadColor); + DrawCircle(319 + (int)(leftStickX*20), + 255 + (int)(leftStickY*20), 25, leftGamepadColor); // Draw axis: right joystick Color rightGamepadColor = BLACK; if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_THUMB)) rightGamepadColor = RED; DrawCircle(475, 255, 35, BLACK); DrawCircle(475, 255, 31, LIGHTGRAY); - DrawCircle(475 + (int)(GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_X) * 20), - 255 + (int)(GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_Y) * 20), 25, rightGamepadColor); + DrawCircle(475 + (int)(rightStickX*20), + 255 + (int)(rightStickY*20), 25, rightGamepadColor); // Draw axis: left-right triggers DrawRectangle(169, 48, 15, 70, GRAY); DrawRectangle(611, 48, 15, 70, GRAY); - DrawRectangle(169, 48, 15, (int)(((1 - GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_TRIGGER)) / 2) * 70), RED); - DrawRectangle(611, 48, 15, (int)(((1 - GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_TRIGGER)) / 2) * 70), RED); + DrawRectangle(169, 48, 15, (int)(((1 + leftTrigger)/2)*70), RED); + DrawRectangle(611, 48, 15, (int)(((1 + rightTrigger)/2)*70), RED); } else { - DrawText("- GENERIC GAMEPAD -", 280, 180, 20, GRAY); - // TODO: Draw generic gamepad + // Draw background: generic + DrawRectangleRounded((Rectangle){ 175, 110, 460, 220}, 0.3f, 16, DARKGRAY); + + // Draw buttons: basic + DrawCircle(365, 170, 12, RAYWHITE); + DrawCircle(405, 170, 12, RAYWHITE); + DrawCircle(445, 170, 12, RAYWHITE); + DrawCircle(516, 191, 17, RAYWHITE); + DrawCircle(551, 227, 17, RAYWHITE); + DrawCircle(587, 191, 17, RAYWHITE); + DrawCircle(551, 155, 17, RAYWHITE); + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_MIDDLE_LEFT)) DrawCircle(365, 170, 10, RED); + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_MIDDLE)) DrawCircle(405, 170, 10, GREEN); + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_MIDDLE_RIGHT)) DrawCircle(445, 170, 10, BLUE); + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_LEFT)) DrawCircle(516, 191, 15, GOLD); + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_DOWN)) DrawCircle(551, 227, 15, BLUE); + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT)) DrawCircle(587, 191, 15, GREEN); + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_UP)) DrawCircle(551, 155, 15, RED); + + // Draw buttons: d-pad + DrawRectangle(245, 145, 28, 88, RAYWHITE); + DrawRectangle(215, 174, 88, 29, RAYWHITE); + DrawRectangle(247, 147, 24, 84, BLACK); + DrawRectangle(217, 176, 84, 25, BLACK); + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_UP)) DrawRectangle(247, 147, 24, 29, RED); + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawRectangle(247, 147 + 54, 24, 30, RED); + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawRectangle(217, 176, 30, 25, RED); + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawRectangle(217 + 54, 176, 30, 25, RED); + + // Draw buttons: left-right back + DrawRectangleRounded((Rectangle){ 215, 98, 100, 10}, 0.5f, 16, DARKGRAY); + DrawRectangleRounded((Rectangle){ 495, 98, 100, 10}, 0.5f, 16, DARKGRAY); + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_TRIGGER_1)) DrawRectangleRounded((Rectangle){ 215, 98, 100, 10}, 0.5f, 16, RED); + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_TRIGGER_1)) DrawRectangleRounded((Rectangle){ 495, 98, 100, 10}, 0.5f, 16, RED); + + // Draw axis: left joystick + Color leftGamepadColor = BLACK; + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_THUMB)) leftGamepadColor = RED; + DrawCircle(345, 260, 40, BLACK); + DrawCircle(345, 260, 35, LIGHTGRAY); + DrawCircle(345 + (int)(leftStickX*20), + 260 + (int)(leftStickY*20), 25, leftGamepadColor); + + // Draw axis: right joystick + Color rightGamepadColor = BLACK; + if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_THUMB)) rightGamepadColor = RED; + DrawCircle(465, 260, 40, BLACK); + DrawCircle(465, 260, 35, LIGHTGRAY); + DrawCircle(465 + (int)(rightStickX*20), + 260 + (int)(rightStickY*20), 25, rightGamepadColor); + + // Draw axis: left-right triggers + DrawRectangle(151, 110, 15, 70, GRAY); + DrawRectangle(644, 110, 15, 70, GRAY); + DrawRectangle(151, 110, 15, (int)(((1 + leftTrigger)/2)*70), RED); + DrawRectangle(644, 110, 15, (int)(((1 + rightTrigger)/2)*70), RED); + } DrawText(TextFormat("DETECTED AXIS [%i]:", GetGamepadAxisCount(0)), 10, 50, 10, MAROON); diff --git a/examples/core/core_input_gestures.c b/examples/core/core_input_gestures.c index 27ecef56e..b491da393 100644 --- a/examples/core/core_input_gestures.c +++ b/examples/core/core_input_gestures.c @@ -2,12 +2,14 @@ * * raylib [core] example - Input Gestures Detection * +* Example complexity rating: [★★☆☆] 2/4 +* * Example originally created with raylib 1.4, last time updated with raylib 4.2 * * 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) +* Copyright (c) 2016-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/core/core_input_gestures_web.c b/examples/core/core_input_gestures_web.c index e1492244c..613aff0ab 100644 --- a/examples/core/core_input_gestures_web.c +++ b/examples/core/core_input_gestures_web.c @@ -2,6 +2,8 @@ * * raylib [core] example - Input Gestures for Web * +* Example complexity rating: [★★☆☆] 2/4 +* * Example originally created with raylib 4.6-dev, last time updated with raylib 4.6-dev * * Example contributed by ubkp (@ubkp) and reviewed by Ramon Santamaria (@raysan5) @@ -9,7 +11,7 @@ * 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) 2023 ubkp (@ubkp) +* Copyright (c) 2023-2025 ubkp (@ubkp) * ********************************************************************************************/ diff --git a/examples/core/core_input_keys.c b/examples/core/core_input_keys.c index 8e74b93b0..670df1ef4 100644 --- a/examples/core/core_input_keys.c +++ b/examples/core/core_input_keys.c @@ -2,12 +2,14 @@ * * raylib [core] example - Keyboard input * +* Example complexity rating: [★☆☆☆] 1/4 +* * Example originally created with raylib 1.0, last time updated with raylib 1.0 * * 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) 2014-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2014-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/core/core_input_mouse.c b/examples/core/core_input_mouse.c index e6a3e15dc..6091ded45 100644 --- a/examples/core/core_input_mouse.c +++ b/examples/core/core_input_mouse.c @@ -2,12 +2,14 @@ * * raylib [core] example - Mouse input * -* Example originally created with raylib 1.0, last time updated with raylib 4.0 +* Example complexity rating: [★☆☆☆] 1/4 +* +* Example originally created with raylib 1.0, last time updated with raylib 5.5 * * 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) 2014-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2014-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -27,6 +29,7 @@ int main(void) Vector2 ballPosition = { -100.0f, -100.0f }; Color ballColor = DARKBLUE; + int isCursorHidden = 0; SetTargetFPS(60); // Set our game to run at 60 frames-per-second //--------------------------------------------------------------------------------------- @@ -36,6 +39,20 @@ int main(void) { // Update //---------------------------------------------------------------------------------- + if (IsKeyPressed(KEY_H)) + { + if (isCursorHidden == 0) + { + HideCursor(); + isCursorHidden = 1; + } + else + { + ShowCursor(); + isCursorHidden = 0; + } + } + ballPosition = GetMousePosition(); if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) ballColor = MAROON; @@ -56,6 +73,10 @@ int main(void) DrawCircleV(ballPosition, 40, ballColor); DrawText("move ball with mouse and click mouse button to change color", 10, 10, 20, DARKGRAY); + DrawText("Press 'H' to toggle cursor visibility", 10, 30, 20, DARKGRAY); + + if (isCursorHidden == 1) DrawText("CURSOR HIDDEN", 20, 60, 20, RED); + else DrawText("CURSOR VISIBLE", 20, 60, 20, LIME); EndDrawing(); //---------------------------------------------------------------------------------- diff --git a/examples/core/core_input_mouse_wheel.c b/examples/core/core_input_mouse_wheel.c index 54f33545e..242eeafa6 100644 --- a/examples/core/core_input_mouse_wheel.c +++ b/examples/core/core_input_mouse_wheel.c @@ -2,12 +2,14 @@ * * raylib [core] examples - Mouse wheel input * +* Example complexity rating: [★☆☆☆] 1/4 +* * Example originally created with raylib 1.1, last time updated with raylib 1.3 * * 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) 2014-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2014-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -36,7 +38,7 @@ int main(void) { // Update //---------------------------------------------------------------------------------- - boxPositionY -= (GetMouseWheelMove()*scrollSpeed); + boxPositionY -= (int)(GetMouseWheelMove()*scrollSpeed); //---------------------------------------------------------------------------------- // Draw diff --git a/examples/core/core_input_multitouch.c b/examples/core/core_input_multitouch.c index 73b363576..55015235c 100644 --- a/examples/core/core_input_multitouch.c +++ b/examples/core/core_input_multitouch.c @@ -2,6 +2,8 @@ * * raylib [core] example - Input multitouch * +* Example complexity rating: [★☆☆☆] 1/4 +* * Example originally created with raylib 2.1, last time updated with raylib 2.5 * * Example contributed by Berni (@Berni8k) and reviewed by Ramon Santamaria (@raysan5) @@ -9,7 +11,7 @@ * 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 Berni (@Berni8k) and Ramon Santamaria (@raysan5) +* Copyright (c) 2019-2025 Berni (@Berni8k) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -42,7 +44,7 @@ int main(void) // Get the touch point count ( how many fingers are touching the screen ) int tCount = GetTouchPointCount(); // Clamp touch points available ( set the maximum touch points allowed ) - if(tCount > MAX_TOUCH_POINTS) tCount = MAX_TOUCH_POINTS; + if (tCount > MAX_TOUCH_POINTS) tCount = MAX_TOUCH_POINTS; // Get touch points positions for (int i = 0; i < tCount; ++i) touchPositions[i] = GetTouchPosition(i); //---------------------------------------------------------------------------------- diff --git a/examples/core/core_input_virtual_controls.c b/examples/core/core_input_virtual_controls.c new file mode 100644 index 000000000..80d9f0b3b --- /dev/null +++ b/examples/core/core_input_virtual_controls.c @@ -0,0 +1,160 @@ +/******************************************************************************************* +* +* raylib [core] example - input virtual controls +* +* Example complexity rating: [★★★☆] 3/4 +* +* Example originally created with raylib 5.0, last time updated with raylib 5.0 +* +* Example create by GreenSnakeLinux (@GreenSnakeLinux), +* lighter by oblerion (@oblerion) and +* reviewed by Ramon Santamaria (@raysan5) and +* improved by danilwhale (@danilwhale) +* +* 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) 2024-2025 oblerion (@oblerion) and Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" +#include + +typedef enum { + BUTTON_NONE = -1, + BUTTON_UP, + BUTTON_LEFT, + BUTTON_RIGHT, + BUTTON_DOWN, + BUTTON_MAX +} PadButton; + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [core] example - input virtual controls"); + + Vector2 padPosition = { 100, 350 }; + float buttonRadius = 30; + + Vector2 buttonPositions[BUTTON_MAX] = + { + { padPosition.x,padPosition.y - buttonRadius*1.5f }, // Up + { padPosition.x - buttonRadius*1.5f, padPosition.y }, // Left + { padPosition.x + buttonRadius*1.5f, padPosition.y }, // Right + { padPosition.x, padPosition.y + buttonRadius*1.5f } // Down + }; + + const char *buttonLabels[BUTTON_MAX] = + { + "Y", // Up + "X", // Left + "B", // Right + "A" // Down + }; + + Color buttonLabelColors[BUTTON_MAX] = + { + YELLOW, // Up + BLUE, // Left + RED, // Right + GREEN // Down + }; + + int pressedButton = BUTTON_NONE; + Vector2 inputPosition = { 0, 0 }; + + Vector2 playerPosition = { (float)screenWidth/2, (float)screenHeight/2 }; + float playerSpeed = 75; + + SetTargetFPS(60); + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //-------------------------------------------------------------------------- + if ((GetTouchPointCount() > 0)) + { + // Use touch position + inputPosition = GetTouchPosition(0); + } + else + { + // Use mouse position + inputPosition = GetMousePosition(); + } + + // Reset pressed button to none + pressedButton = BUTTON_NONE; + + // Make sure user is pressing left mouse button if they're from desktop + if ((GetTouchPointCount() > 0) || ((GetTouchPointCount() == 0) && IsMouseButtonDown(MOUSE_BUTTON_LEFT))) + { + // Find nearest D-Pad button to the input position + for (int i = 0; i < BUTTON_MAX; i++) + { + float distX = fabsf(buttonPositions[i].x - inputPosition.x); + float distY = fabsf(buttonPositions[i].y - inputPosition.y); + + if ((distX + distY < buttonRadius)) + { + pressedButton = i; + break; + } + } + } + + // Move player according to pressed button + switch (pressedButton) + { + case BUTTON_UP: playerPosition.y -= playerSpeed*GetFrameTime(); break; + case BUTTON_LEFT: playerPosition.x -= playerSpeed*GetFrameTime(); break; + case BUTTON_RIGHT: playerPosition.x += playerSpeed*GetFrameTime(); break; + case BUTTON_DOWN: playerPosition.y += playerSpeed*GetFrameTime(); break; + default: break; + }; + + //-------------------------------------------------------------------------- + // Draw + //-------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + // Draw world + DrawCircleV(playerPosition, 50, MAROON); + + // Draw GUI + for (int i = 0; i < BUTTON_MAX; i++) + { + DrawCircleV(buttonPositions[i], buttonRadius, (i == pressedButton)? DARKGRAY : BLACK); + + DrawText(buttonLabels[i], + (int)buttonPositions[i].x - 7, (int)buttonPositions[i].y - 8, + 20, buttonLabelColors[i]); + } + + DrawText("move the player with D-Pad buttons", 10, 10, 20, DARKGRAY); + + EndDrawing(); + //-------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} + diff --git a/examples/core/core_input_virtual_controls.png b/examples/core/core_input_virtual_controls.png new file mode 100644 index 000000000..83097a54c Binary files /dev/null and b/examples/core/core_input_virtual_controls.png differ diff --git a/examples/core/core_loading_thread.c b/examples/core/core_loading_thread.c index 8e09c99da..cd3d5a744 100644 --- a/examples/core/core_loading_thread.c +++ b/examples/core/core_loading_thread.c @@ -2,6 +2,8 @@ * * raylib [core] example - loading thread * +* Example complexity rating: [★★★☆] 3/4 +* * NOTE: This example requires linking with pthreads library on MinGW, * it can be accomplished passing -static parameter to compiler * @@ -9,7 +11,7 @@ * * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * -* Copyright (c) 2014-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2014-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/core/core_random_sequence.c b/examples/core/core_random_sequence.c index c946b64da..1aa0a068c 100644 --- a/examples/core/core_random_sequence.c +++ b/examples/core/core_random_sequence.c @@ -2,6 +2,8 @@ * * raylib [core] example - Generates a random sequence * +* Example complexity rating: [★☆☆☆] 1/4 +* * Example originally created with raylib 5.0, last time updated with raylib 5.0 * * Example contributed by Dalton Overmyer (@REDl3east) and reviewed by Ramon Santamaria (@raysan5) @@ -9,7 +11,7 @@ * 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) 2023 Dalton Overmyer (@REDl3east) +* Copyright (c) 2023-2025 Dalton Overmyer (@REDl3east) * ********************************************************************************************/ @@ -18,159 +20,168 @@ #include // Required for: malloc() and free() -typedef struct ColorRect{ - Color c; - Rectangle r; +typedef struct ColorRect { + Color c; + Rectangle r; } ColorRect; +//------------------------------------------------------------------------------------ +// Module functions declaration +//------------------------------------------------------------------------------------ static Color GenerateRandomColor(); -static ColorRect* GenerateRandomColorRectSequence(float rectCount, float rectWidth, float screenWidth, float screenHeight); -static void ShuffleColorRectSequence(ColorRect* rectangles, int rectCount); -static void DrawTextCenterKeyHelp(const char* key, const char* text, int posX, int posY, int fontSize, Color color); +static ColorRect *GenerateRandomColorRectSequence(float rectCount, float rectWidth, float screenWidth, float screenHeight); +static void ShuffleColorRectSequence(ColorRect *rectangles, int rectCount); +static void DrawTextCenterKeyHelp(const char *key, const char *text, int posX, int posY, int fontSize, Color color); //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ -int main(void) { - // Initialization - //-------------------------------------------------------------------------------------- - const int screenWidth = 800; - const int screenHeight = 450; - - InitWindow(screenWidth, screenHeight, "raylib [core] example - Generates a random sequence"); - - int rectCount = 20; - float rectSize = (float)screenWidth/rectCount; - ColorRect* rectangles = GenerateRandomColorRectSequence(rectCount, rectSize, screenWidth, 0.75f * screenHeight); - - SetTargetFPS(60); - //-------------------------------------------------------------------------------------- - - // Main game loop - while (!WindowShouldClose()) // Detect window close button or ESC key - { - // Update - //---------------------------------------------------------------------------------- - - if(IsKeyPressed(KEY_SPACE)) - { - ShuffleColorRectSequence(rectangles, rectCount); - } +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; - if(IsKeyPressed(KEY_UP)) - { - rectCount++; - rectSize = (float)screenWidth/rectCount; - free(rectangles); - rectangles = GenerateRandomColorRectSequence(rectCount, rectSize, screenWidth, 0.75f * screenHeight); - } + InitWindow(screenWidth, screenHeight, "raylib [core] example - Generates a random sequence"); - if(IsKeyPressed(KEY_DOWN)) - { - if(rectCount >= 4){ - rectCount--; - rectSize = (float)screenWidth/rectCount; - free(rectangles); - rectangles = GenerateRandomColorRectSequence(rectCount, rectSize, screenWidth, 0.75f * screenHeight); - } - } + int rectCount = 20; + float rectSize = (float)screenWidth/rectCount; + ColorRect *rectangles = GenerateRandomColorRectSequence((float)rectCount, rectSize, (float)screenWidth, 0.75f*screenHeight); - // Draw - //---------------------------------------------------------------------------------- - BeginDrawing(); + SetTargetFPS(60); + //-------------------------------------------------------------------------------------- - ClearBackground(RAYWHITE); - - int fontSize = 20; - for(int x=0;x= 4) + { + rectCount--; + rectSize = (float)screenWidth/rectCount; + free(rectangles); + rectangles = GenerateRandomColorRectSequence((float)rectCount, rectSize, (float)screenWidth, 0.75f*screenHeight); + } + } + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + int fontSize = 20; + for (int i = 0; i < rectCount; i++) + { + DrawRectangleRec(rectangles[i].r, rectangles[i].c); + DrawTextCenterKeyHelp("SPACE", "to shuffle the sequence.", 10, screenHeight - 96, fontSize, BLACK); + DrawTextCenterKeyHelp("UP", "to add a rectangle and generate a new sequence.", 10, screenHeight - 64, fontSize, BLACK); + DrawTextCenterKeyHelp("DOWN", "to remove a rectangle and generate a new sequence.", 10, screenHeight - 32, fontSize, BLACK); + } + + const char *rectCountText = TextFormat("%d rectangles", rectCount); + int rectCountTextSize = MeasureText(rectCountText, fontSize); + DrawText(rectCountText, screenWidth - rectCountTextSize - 10, 10, fontSize, BLACK); + + DrawFPS(10, 10); + + EndDrawing(); + //---------------------------------------------------------------------------------- } - const char* rectCountText = TextFormat("%d rectangles", rectCount); - int rectCountTextSize = MeasureText(rectCountText, fontSize); - DrawText(rectCountText, screenWidth - rectCountTextSize - 10, 10, fontSize, BLACK); - - DrawFPS(10, 10); - - EndDrawing(); - //---------------------------------------------------------------------------------- - } + // De-Initialization + //-------------------------------------------------------------------------------------- + free(rectangles); + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- - // De-Initialization - //-------------------------------------------------------------------------------------- - - free(rectangles); - CloseWindow(); // Close window and OpenGL context - //-------------------------------------------------------------------------------------- - - return 0; + return 0; } +//------------------------------------------------------------------------------------ +// Module functions definition +//------------------------------------------------------------------------------------ static Color GenerateRandomColor() { - return CLITERAL(Color){ - GetRandomValue(0, 255), - GetRandomValue(0, 255), - GetRandomValue(0, 255), - 255, - }; -} + Color color = { + GetRandomValue(0, 255), + GetRandomValue(0, 255), + GetRandomValue(0, 255), + 255 + }; -static ColorRect* GenerateRandomColorRectSequence(float rectCount, float rectWidth, float screenWidth, float screenHeight){ - int *seq = LoadRandomSequence(rectCount, 0, rectCount-1); - ColorRect* rectangles = (ColorRect *)malloc(rectCount*sizeof(ColorRect)); + return color; +} - float rectSeqWidth = rectCount * rectWidth; - int startX = (screenWidth - rectSeqWidth) * 0.5f; +static ColorRect *GenerateRandomColorRectSequence(float rectCount, float rectWidth, float screenWidth, float screenHeight) +{ + ColorRect *rectangles = (ColorRect *)malloc((int)rectCount*sizeof(ColorRect)); + int *seq = LoadRandomSequence((unsigned int)rectCount, 0, (unsigned int)rectCount - 1); + float rectSeqWidth = rectCount*rectWidth; + float startX = (screenWidth - rectSeqWidth)*0.5f; - for(int x=0;xc = r2->c; - r1->r.height = r2->r.height; - r1->r.y = r2->r.y; - r2->c = tmp.c; - r2->r.height = tmp.r.height; - r2->r.y = tmp.r.y; - - } - UnloadRandomSequence(seq); + int *seq = LoadRandomSequence(rectCount, 0, rectCount - 1); + + for (int i1 = 0; i1 < rectCount; i1++) + { + ColorRect *r1 = &rectangles[i1]; + ColorRect *r2 = &rectangles[seq[i1]]; + + // Swap only the color and height + ColorRect tmp = *r1; + r1->c = r2->c; + r1->r.height = r2->r.height; + r1->r.y = r2->r.y; + r2->c = tmp.c; + r2->r.height = tmp.r.height; + r2->r.y = tmp.r.y; + } + + UnloadRandomSequence(seq); } -static void DrawTextCenterKeyHelp(const char* key, const char* text, int posX, int posY, int fontSize, Color color) +static void DrawTextCenterKeyHelp(const char *key, const char *text, int posX, int posY, int fontSize, Color color) { - int spaceSize = MeasureText(" ", fontSize); - int pressSize = MeasureText("Press", fontSize); - int keySize = MeasureText(key, fontSize); - int textSize = MeasureText(text, fontSize); - int totalSize = pressSize + 2 * spaceSize + keySize + 2 * spaceSize + textSize; - int textSizeCurrent = 0; - - DrawText("Press", posX, posY, fontSize, color); - textSizeCurrent += pressSize + 2 * spaceSize; - DrawText(key, posX + textSizeCurrent, posY, fontSize, RED); - DrawRectangle(posX + textSizeCurrent, posY + fontSize, keySize, 3, RED); - textSizeCurrent += keySize + 2 * spaceSize; - DrawText(text, posX + textSizeCurrent, posY, fontSize, color); + int spaceSize = MeasureText(" ", fontSize); + int pressSize = MeasureText("Press", fontSize); + int keySize = MeasureText(key, fontSize); + int textSize = MeasureText(text, fontSize); + int textSizeCurrent = 0; + + DrawText("Press", posX, posY, fontSize, color); + textSizeCurrent += pressSize + 2*spaceSize; + DrawText(key, posX + textSizeCurrent, posY, fontSize, RED); + DrawRectangle(posX + textSizeCurrent, posY + fontSize, keySize, 3, RED); + textSizeCurrent += keySize + 2*spaceSize; + DrawText(text, posX + textSizeCurrent, posY, fontSize, color); } \ No newline at end of file diff --git a/examples/core/core_random_values.c b/examples/core/core_random_values.c index 46516ea1c..4abc87694 100644 --- a/examples/core/core_random_values.c +++ b/examples/core/core_random_values.c @@ -2,12 +2,14 @@ * * raylib [core] example - Generate random values * +* Example complexity rating: [★☆☆☆] 1/4 +* * Example originally created with raylib 1.1, last time updated with raylib 1.1 * * 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) 2014-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2014-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/core/core_scissor_test.c b/examples/core/core_scissor_test.c index 62ae080cb..49e90c794 100644 --- a/examples/core/core_scissor_test.c +++ b/examples/core/core_scissor_test.c @@ -2,6 +2,8 @@ * * raylib [core] example - Scissor test * +* Example complexity rating: [★☆☆☆] 1/4 +* * Example originally created with raylib 2.5, last time updated with raylib 3.0 * * Example contributed by Chris Dill (@MysteriousSpace) and reviewed by Ramon Santamaria (@raysan5) @@ -9,7 +11,7 @@ * 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 Chris Dill (@MysteriousSpace) +* Copyright (c) 2019-2025 Chris Dill (@MysteriousSpace) * ********************************************************************************************/ diff --git a/examples/core/core_smooth_pixelperfect.c b/examples/core/core_smooth_pixelperfect.c index 991805981..964bacdb3 100644 --- a/examples/core/core_smooth_pixelperfect.c +++ b/examples/core/core_smooth_pixelperfect.c @@ -2,6 +2,8 @@ * * raylib [core] example - Smooth Pixel-perfect camera * +* Example complexity rating: [★★★☆] 3/4 +* * Example originally created with raylib 3.7, last time updated with raylib 4.0 * * Example contributed by Giancamillo Alessandroni (@NotManyIdeasDev) and @@ -10,7 +12,7 @@ * 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 Giancamillo Alessandroni (@NotManyIdeasDev) and Ramon Santamaria (@raysan5) +* Copyright (c) 2021-2025 Giancamillo Alessandroni (@NotManyIdeasDev) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -69,18 +71,18 @@ int main(void) rotation += 60.0f*GetFrameTime(); // Rotate the rectangles, 60 degrees per second // Make the camera move to demonstrate the effect - cameraX = (sinf(GetTime())*50.0f) - 10.0f; - cameraY = cosf(GetTime())*30.0f; + cameraX = (sinf((float)GetTime())*50.0f) - 10.0f; + cameraY = cosf((float)GetTime())*30.0f; // Set the camera's target to the values computed above screenSpaceCamera.target = (Vector2){ cameraX, cameraY }; // Round worldSpace coordinates, keep decimals into screenSpace coordinates - worldSpaceCamera.target.x = (int)screenSpaceCamera.target.x; + worldSpaceCamera.target.x = truncf(screenSpaceCamera.target.x); screenSpaceCamera.target.x -= worldSpaceCamera.target.x; screenSpaceCamera.target.x *= virtualRatio; - worldSpaceCamera.target.y = (int)screenSpaceCamera.target.y; + worldSpaceCamera.target.y = truncf(screenSpaceCamera.target.y); screenSpaceCamera.target.y -= worldSpaceCamera.target.y; screenSpaceCamera.target.y *= virtualRatio; //---------------------------------------------------------------------------------- diff --git a/examples/core/core_storage_values.c b/examples/core/core_storage_values.c index 39edcb5e9..747b94d5b 100644 --- a/examples/core/core_storage_values.c +++ b/examples/core/core_storage_values.c @@ -2,12 +2,14 @@ * * raylib [core] example - Storage save/load values * +* Example complexity rating: [★★☆☆] 2/4 +* * Example originally created with raylib 1.4, last time updated with raylib 4.2 * * 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) 2015-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -177,7 +179,7 @@ int LoadStorageValue(unsigned int position) if (fileData != NULL) { - if (dataSize < (position*4)) TraceLog(LOG_WARNING, "FILEIO: [%s] Failed to find storage position: %i", STORAGE_DATA_FILE, position); + if (dataSize < ((int)(position*4))) TraceLog(LOG_WARNING, "FILEIO: [%s] Failed to find storage position: %i", STORAGE_DATA_FILE, position); else { int *dataPtr = (int *)fileData; diff --git a/examples/core/core_vr_simulator.c b/examples/core/core_vr_simulator.c index d3e3e2bb3..8fe43d812 100644 --- a/examples/core/core_vr_simulator.c +++ b/examples/core/core_vr_simulator.c @@ -2,12 +2,14 @@ * * raylib [core] example - VR Simulator (Oculus Rift CV1 parameters) * +* Example complexity rating: [★★★☆] 3/4 +* * 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) 2017-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2017-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -100,7 +102,7 @@ int main(void) DisableCursor(); // Limit cursor to relative movement inside the window - SetTargetFPS(90); // Set our game to run at 90 frames-per-second + SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop diff --git a/examples/core/core_window_flags.c b/examples/core/core_window_flags.c index c9f858929..ec4f6aac6 100644 --- a/examples/core/core_window_flags.c +++ b/examples/core/core_window_flags.c @@ -2,12 +2,14 @@ * * raylib [core] example - window flags * +* Example complexity rating: [★★★☆] 3/4 +* * Example originally created with raylib 3.5, last time updated with raylib 3.5 * * 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) 2020-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2020-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/core/core_window_letterbox.c b/examples/core/core_window_letterbox.c index ded782431..b3622c8b9 100644 --- a/examples/core/core_window_letterbox.c +++ b/examples/core/core_window_letterbox.c @@ -2,6 +2,8 @@ * * raylib [core] example - window scale letterbox (and virtual mouse) * +* Example complexity rating: [★★☆☆] 2/4 +* * Example originally created with raylib 2.5, last time updated with raylib 4.0 * * Example contributed by Anata (@anatagawa) and reviewed by Ramon Santamaria (@raysan5) @@ -9,7 +11,7 @@ * 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 Anata (@anatagawa) and Ramon Santamaria (@raysan5) +* Copyright (c) 2019-2025 Anata (@anatagawa) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/core/core_window_should_close.c b/examples/core/core_window_should_close.c index e28ef7dbd..56561795d 100644 --- a/examples/core/core_window_should_close.c +++ b/examples/core/core_window_should_close.c @@ -2,12 +2,14 @@ * * raylib [core] example - Window should close * +* Example complexity rating: [★☆☆☆] 1/4 +* * Example originally created with raylib 4.2, last time updated with raylib 4.2 * * 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) 2013-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2013-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/core/core_world_screen.c b/examples/core/core_world_screen.c index 82fa31281..f302c3b27 100644 --- a/examples/core/core_world_screen.c +++ b/examples/core/core_world_screen.c @@ -2,12 +2,14 @@ * * raylib [core] example - World to screen * +* Example complexity rating: [★★☆☆] 2/4 +* * Example originally created with raylib 1.3, last time updated with raylib 1.4 * * 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) 2015-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/examples.rc b/examples/examples.rc new file mode 100644 index 000000000..e5024b731 --- /dev/null +++ b/examples/examples.rc @@ -0,0 +1,27 @@ +GLFW_ICON ICON "raylib.ico" + +1 VERSIONINFO +FILEVERSION 1,0,0,0 +PRODUCTVERSION 1,0,0,0 +BEGIN + BLOCK "StringFileInfo" + BEGIN + //BLOCK "080904E4" // English UK + BLOCK "040904E4" // English US + BEGIN + VALUE "CompanyName", "raylib technologies" + VALUE "FileDescription", "raylib example" + VALUE "FileVersion", "1.0" + VALUE "InternalName", "raylib-example" + VALUE "LegalCopyright", "(c) 2025 raylib technologies (@raylibtech)" + //VALUE "OriginalFilename", "raylib_app.exe" + VALUE "ProductName", "raylib-example" + VALUE "ProductVersion", "1.0" + END + END + BLOCK "VarFileInfo" + BEGIN + //VALUE "Translation", 0x809, 1252 // English UK + VALUE "Translation", 0x409, 1252 // English US + END +END diff --git a/examples/examples_template.c b/examples/examples_template.c index 5cf0b98d8..49136a4d4 100644 --- a/examples/examples_template.c +++ b/examples/examples_template.c @@ -56,16 +56,18 @@ /******************************************************************************************* * -* raylib [core] example - Basic window +* raylib [] example - * -* Example originally created with raylib 4.5, last time updated with raylib 4.5 +* Example complexity rating: [★☆??] ?/4 +* +* Example originally created with raylib 5.5, last time updated with raylib 5.5 * * Example contributed by (@) 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) 2023 (@) +* Copyright (c) - (@) * ********************************************************************************************/ @@ -81,7 +83,7 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window"); + InitWindow(screenWidth, screenHeight, "raylib [] example - "); // TODO: Load resources / Initialize variables at this point diff --git a/examples/models/models_animation.c b/examples/models/models_animation.c index 76998d1ec..b334e17ea 100644 --- a/examples/models/models_animation.c +++ b/examples/models/models_animation.c @@ -2,6 +2,8 @@ * * raylib [models] example - Load 3d model with animations and play them * +* Example complexity rating: [★★☆☆] 2/4 +* * Example originally created with raylib 2.5, last time updated with raylib 3.5 * * Example contributed by Culacant (@culacant) and reviewed by Ramon Santamaria (@raysan5) @@ -9,7 +11,7 @@ * 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 Culacant (@culacant) and Ramon Santamaria (@raysan5) +* Copyright (c) 2019-2025 Culacant (@culacant) and Ramon Santamaria (@raysan5) * ******************************************************************************************** * diff --git a/examples/models/models_billboard.c b/examples/models/models_billboard.c index 237e1b69d..1d49ab89e 100644 --- a/examples/models/models_billboard.c +++ b/examples/models/models_billboard.c @@ -2,12 +2,14 @@ * * raylib [models] example - Drawing billboards * +* Example complexity rating: [★★★☆] 3/4 +* * Example originally created with raylib 1.3, last time updated with raylib 3.5 * * 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) 2015-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -44,10 +46,12 @@ int main(void) // NOTE: Billboard locked on axis-Y Vector3 billUp = { 0.0f, 1.0f, 0.0f }; + // Set the height of the rotating billboard to 1.0 with the aspect ratio fixed + Vector2 size = { source.width/source.height, 1.0f }; + // Rotate around origin // Here we choose to rotate around the image center - // NOTE: (-1, 1) is the range where origin.x, origin.y is inside the texture - Vector2 rotateOrigin = { 0.0f }; + Vector2 origin = Vector2Scale(size, 0.5f); // Distance is needed for the correct billboard draw order // Larger distance (further away from the camera) should be drawn prior to smaller distance. @@ -84,11 +88,11 @@ int main(void) if (distanceStatic > distanceRotating) { DrawBillboard(camera, bill, billPositionStatic, 2.0f, WHITE); - DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, (Vector2) {1.0f, 1.0f}, rotateOrigin, rotation, WHITE); + DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, size, origin, rotation, WHITE); } else { - DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, (Vector2) {1.0f, 1.0f}, rotateOrigin, rotation, WHITE); + DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, size, origin, rotation, WHITE); DrawBillboard(camera, bill, billPositionStatic, 2.0f, WHITE); } @@ -108,4 +112,4 @@ int main(void) //-------------------------------------------------------------------------------------- return 0; -} \ No newline at end of file +} diff --git a/examples/models/models_bone_socket.c b/examples/models/models_bone_socket.c index 66f952e89..ceea21b8c 100644 --- a/examples/models/models_bone_socket.c +++ b/examples/models/models_bone_socket.c @@ -1,6 +1,8 @@ /******************************************************************************************* * * raylib [core] example - Using bones as socket for calculating the positioning of something +* +* Example complexity rating: [★★★★] 4/4 * * Example originally created with raylib 4.5, last time updated with raylib 4.5 * @@ -9,7 +11,7 @@ * 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) 2024 iP (@ipzaur) +* Copyright (c) 2024-2025 iP (@ipzaur) * ********************************************************************************************/ diff --git a/examples/models/models_box_collisions.c b/examples/models/models_box_collisions.c index 936f65f38..00e7e541c 100644 --- a/examples/models/models_box_collisions.c +++ b/examples/models/models_box_collisions.c @@ -2,12 +2,14 @@ * * raylib [models] example - Detect basic 3d collisions (box vs sphere vs box) * +* Example complexity rating: [★☆☆☆] 1/4 +* * Example originally created with raylib 1.3, last time updated with raylib 3.5 * * 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) 2015-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -109,7 +111,7 @@ int main(void) EndMode3D(); - DrawText("Move player with cursors to collide", 220, 40, 20, GRAY); + DrawText("Move player with arrow keys to collide", 220, 40, 20, GRAY); DrawFPS(10, 10); diff --git a/examples/models/models_cubicmap.c b/examples/models/models_cubicmap.c index 2cbb7bf32..980215b2e 100644 --- a/examples/models/models_cubicmap.c +++ b/examples/models/models_cubicmap.c @@ -2,12 +2,14 @@ * * raylib [models] example - Cubicmap loading and drawing * +* Example complexity rating: [★★☆☆] 2/4 +* * Example originally created with raylib 1.8, last time updated with raylib 3.5 * * 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) 2015-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -47,6 +49,8 @@ int main(void) UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM + bool pause = false; // Pause camera orbital rotation (and zoom) + SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -55,7 +59,9 @@ int main(void) { // Update //---------------------------------------------------------------------------------- - UpdateCamera(&camera, CAMERA_ORBITAL); + if (IsKeyPressed(KEY_P)) pause = !pause; + + if (!pause) UpdateCamera(&camera, CAMERA_ORBITAL); //---------------------------------------------------------------------------------- // Draw diff --git a/examples/models/models_draw_cube_texture.c b/examples/models/models_draw_cube_texture.c index edcd4b7f8..172a50394 100644 --- a/examples/models/models_draw_cube_texture.c +++ b/examples/models/models_draw_cube_texture.c @@ -2,12 +2,14 @@ * * raylib [models] example - Draw textured cube * +* Example complexity rating: [★★☆☆] 2/4 +* * Example originally created with raylib 4.5, last time updated with raylib 4.5 * * 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) 2022-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2022-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -67,7 +69,7 @@ int main(void) DrawCubeTexture(texture, (Vector3){ -2.0f, 2.0f, 0.0f }, 2.0f, 4.0f, 2.0f, WHITE); // Draw cube with an applied texture, but only a defined rectangle piece of the texture - DrawCubeTextureRec(texture, (Rectangle){ 0, texture.height/2, texture.width/2, texture.height/2 }, + DrawCubeTextureRec(texture, (Rectangle){ 0.0f, texture.height/2.0f, texture.width/2.0f, texture.height/2.0f }, (Vector3){ 2.0f, 1.0f, 0.0f }, 2.0f, 2.0f, 2.0f, WHITE); DrawGrid(10, 1.0f); // Draw a grid diff --git a/examples/models/models_first_person_maze.c b/examples/models/models_first_person_maze.c index b1af7d47b..43020974f 100644 --- a/examples/models/models_first_person_maze.c +++ b/examples/models/models_first_person_maze.c @@ -2,12 +2,14 @@ * * raylib [models] example - first person maze * +* Example complexity rating: [★★☆☆] 2/4 +* * Example originally created with raylib 2.5, last time updated with raylib 3.5 * * 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 Ramon Santamaria (@raysan5) +* Copyright (c) 2019-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/models/models_geometric_shapes.c b/examples/models/models_geometric_shapes.c index 7f66a69fe..8cce4fcb0 100644 --- a/examples/models/models_geometric_shapes.c +++ b/examples/models/models_geometric_shapes.c @@ -2,12 +2,14 @@ * * raylib [models] example - Draw some basic geometric shapes (cube, sphere, cylinder...) * +* Example complexity rating: [★☆☆☆] 1/4 +* * Example originally created with raylib 1.0, last time updated with raylib 3.5 * * 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) 2014-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2014-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/models/models_gpu_skinning.c b/examples/models/models_gpu_skinning.c new file mode 100644 index 000000000..2ea28c0f0 --- /dev/null +++ b/examples/models/models_gpu_skinning.c @@ -0,0 +1,121 @@ +/******************************************************************************************* +* +* raylib [core] example - Doing skinning on the gpu using a vertex shader +* +* Example complexity rating: [★★★☆] 3/4 +* +* Example originally created with raylib 4.5, last time updated with raylib 4.5 +* +* Example contributed by Daniel Holden (@orangeduck) 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) 2024-2025 Daniel Holden (@orangeduck) +* +* Note: Due to limitations in the Apple OpenGL driver, this feature does not work on MacOS +* +********************************************************************************************/ + +#include "raylib.h" + +#include "raymath.h" + +#if defined(PLATFORM_DESKTOP) && !defined(__amigaos4__) + #define GLSL_VERSION 330 +#else // PLATFORM_ANDROID, PLATFORM_WEB + #define GLSL_VERSION 100 +#endif + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [models] example - GPU skinning"); + + // Define the camera to look into our 3d world + Camera camera = { 0 }; + camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position + camera.target = (Vector3){ 0.0f, 2.0f, 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 + + // Load gltf model + Model characterModel = LoadModel("resources/models/gltf/greenman.glb"); // Load character model + + // Load skinning shader + Shader skinningShader = LoadShader(TextFormat("resources/shaders/glsl%i/skinning.vs", GLSL_VERSION), + TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION)); + + characterModel.materials[1].shader = skinningShader; + + // Load gltf model animations + int animsCount = 0; + unsigned int animIndex = 0; + unsigned int animCurrentFrame = 0; + ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/greenman.glb", &animsCount); + + Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position + + DisableCursor(); // Limit cursor to relative movement inside the window + + 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_THIRD_PERSON); + + // Select current animation + if (IsKeyPressed(KEY_T)) animIndex = (animIndex + 1)%animsCount; + else if (IsKeyPressed(KEY_G)) animIndex = (animIndex + animsCount - 1)%animsCount; + + // Update model animation + ModelAnimation anim = modelAnimations[animIndex]; + animCurrentFrame = (animCurrentFrame + 1)%anim.frameCount; + characterModel.transform = MatrixTranslate(position.x, position.y, position.z); + UpdateModelAnimationBones(characterModel, anim, animCurrentFrame); + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + BeginMode3D(camera); + + // Draw character mesh, pose calculation is done in shader (GPU skinning) + DrawMesh(characterModel.meshes[0], characterModel.materials[1], characterModel.transform); + + DrawGrid(10, 1.0f); + + EndMode3D(); + + DrawText("Use the T/G to switch animation", 10, 10, 20, GRAY); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadModelAnimations(modelAnimations, animsCount); // Unload model animation + UnloadModel(characterModel); // Unload model and meshes/material + UnloadShader(skinningShader); // Unload GPU skinning shader + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} \ No newline at end of file diff --git a/examples/models/models_gpu_skinning.png b/examples/models/models_gpu_skinning.png new file mode 100644 index 000000000..8003c16ef Binary files /dev/null and b/examples/models/models_gpu_skinning.png differ diff --git a/examples/models/models_heightmap.c b/examples/models/models_heightmap.c index d59e82814..e24c01c9a 100644 --- a/examples/models/models_heightmap.c +++ b/examples/models/models_heightmap.c @@ -2,12 +2,14 @@ * * raylib [models] example - Heightmap loading and drawing * +* Example complexity rating: [★☆☆☆] 1/4 +* * Example originally created with raylib 1.8, last time updated with raylib 3.5 * * 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) 2015-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/models/models_loading.c b/examples/models/models_loading.c index d35db347c..2a674eeaa 100644 --- a/examples/models/models_loading.c +++ b/examples/models/models_loading.c @@ -2,6 +2,8 @@ * * raylib [models] example - Models loading * +* Example complexity rating: [★☆☆☆] 1/4 +* * NOTE: raylib supports multiple models file formats: * * - OBJ > Text file format. Must include vertex position-texcoords-normals information, @@ -20,7 +22,7 @@ * 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) 2014-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2014-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/models/models_loading_gltf.c b/examples/models/models_loading_gltf.c index e85b30e6c..6309af84c 100644 --- a/examples/models/models_loading_gltf.c +++ b/examples/models/models_loading_gltf.c @@ -2,6 +2,8 @@ * * raylib [models] example - loading gltf with animations * +* Example complexity rating: [★☆☆☆] 1/4 +* * LIMITATIONS: * - Only supports 1 armature per file, and skips loading it if there are multiple armatures * - Only supports linear interpolation (default method in Blender when checked @@ -14,7 +16,7 @@ * 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) 2020-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2020-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -30,11 +32,11 @@ int main(void) const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [models] example - loading gltf"); + InitWindow(screenWidth, screenHeight, "raylib [models] example - loading gltf animations"); // Define the camera to look into our 3d world Camera camera = { 0 }; - camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position + camera.position = (Vector3){ 6.0f, 6.0f, 6.0f }; // Camera position camera.target = (Vector3){ 0.0f, 2.0f, 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 @@ -42,17 +44,14 @@ int main(void) // Load gltf model Model model = LoadModel("resources/models/gltf/robot.glb"); - + Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position + // Load gltf model animations int animsCount = 0; unsigned int animIndex = 0; unsigned int animCurrentFrame = 0; ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/robot.glb", &animsCount); - Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position - - DisableCursor(); // Limit cursor to relative movement inside the window - SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -61,7 +60,8 @@ int main(void) { // Update //---------------------------------------------------------------------------------- - UpdateCamera(&camera, CAMERA_THIRD_PERSON); + UpdateCamera(&camera, CAMERA_ORBITAL); + // Select current animation if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) animIndex = (animIndex + 1)%animsCount; else if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) animIndex = (animIndex + animsCount - 1)%animsCount; @@ -79,10 +79,8 @@ int main(void) ClearBackground(RAYWHITE); BeginMode3D(camera); - DrawModel(model, position, 1.0f, WHITE); // Draw animated model DrawGrid(10, 1.0f); - EndMode3D(); DrawText("Use the LEFT/RIGHT mouse buttons to switch animation", 10, 10, 20, GRAY); @@ -101,3 +99,6 @@ int main(void) return 0; } + + + diff --git a/examples/models/models_loading_m3d.c b/examples/models/models_loading_m3d.c index 6091d95f8..38dfbd51e 100644 --- a/examples/models/models_loading_m3d.c +++ b/examples/models/models_loading_m3d.c @@ -2,6 +2,8 @@ * * raylib [models] example - Load models M3D * +* Example complexity rating: [★★☆☆] 2/4 +* * Example originally created with raylib 4.5, last time updated with raylib 4.5 * * Example contributed by bzt (@bztsrc) and reviewed by Ramon Santamaria (@raysan5) @@ -13,7 +15,7 @@ * 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) 2022-2024 bzt (@bztsrc) +* Copyright (c) 2022-2025 bzt (@bztsrc) * ********************************************************************************************/ diff --git a/examples/models/models_loading_vox.c b/examples/models/models_loading_vox.c index 0719c6329..77112d550 100644 --- a/examples/models/models_loading_vox.c +++ b/examples/models/models_loading_vox.c @@ -2,6 +2,8 @@ * * raylib [models] example - Load models vox (MagicaVoxel) * +* Example complexity rating: [★☆☆☆] 1/4 +* * Example originally created with raylib 4.0, last time updated with raylib 4.0 * * Example contributed by Johann Nadalutti (@procfxgen) and reviewed by Ramon Santamaria (@raysan5) @@ -9,7 +11,7 @@ * 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 Johann Nadalutti (@procfxgen) and Ramon Santamaria (@raysan5) +* Copyright (c) 2021-2025 Johann Nadalutti (@procfxgen) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/models/models_mesh_generation.c b/examples/models/models_mesh_generation.c index 59aebe7c9..bc92873c2 100644 --- a/examples/models/models_mesh_generation.c +++ b/examples/models/models_mesh_generation.c @@ -1,13 +1,15 @@ /******************************************************************************************* * -* raylib example - procedural mesh generation +* raylib [models] example - procedural mesh generation +* +* Example complexity rating: [★★☆☆] 2/4 * * Example originally created with raylib 1.8, 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) 2017-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2017-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -112,7 +114,7 @@ int main(void) DrawRectangleLines(30, 400, 310, 30, Fade(DARKBLUE, 0.5f)); DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL MODELS", 40, 410, 10, BLUE); - switch(currentModel) + switch (currentModel) { case 0: DrawText("PLANE", 680, 10, 20, DARKBLUE); break; case 1: DrawText("CUBE", 680, 10, 20, DARKBLUE); break; diff --git a/examples/models/models_mesh_picking.c b/examples/models/models_mesh_picking.c index 15723e39d..f6fffd907 100644 --- a/examples/models/models_mesh_picking.c +++ b/examples/models/models_mesh_picking.c @@ -2,6 +2,8 @@ * * raylib [models] example - Mesh picking in 3d mode, ground plane, triangle, mesh * +* Example complexity rating: [★★★☆] 3/4 +* * Example originally created with raylib 1.7, last time updated with raylib 4.0 * * Example contributed by Joel Davis (@joeld42) and reviewed by Ramon Santamaria (@raysan5) @@ -9,7 +11,7 @@ * 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) 2017-2024 Joel Davis (@joeld42) and Ramon Santamaria (@raysan5) +* Copyright (c) 2017-2025 Joel Davis (@joeld42) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/models/models_orthographic_projection.c b/examples/models/models_orthographic_projection.c index b0f74413d..8392f7a7d 100644 --- a/examples/models/models_orthographic_projection.c +++ b/examples/models/models_orthographic_projection.c @@ -2,6 +2,8 @@ * * raylib [models] example - Show the difference between perspective and orthographic projection * +* Example complexity rating: [★☆☆☆] 1/4 +* * Example originally created with raylib 2.0, last time updated with raylib 3.7 * * Example contributed by Max Danielsson (@autious) and reviewed by Ramon Santamaria (@raysan5) @@ -9,7 +11,7 @@ * 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 Max Danielsson (@autious) and Ramon Santamaria (@raysan5) +* Copyright (c) 2018-2025 Max Danielsson (@autious) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/models/models_point_rendering.c b/examples/models/models_point_rendering.c new file mode 100644 index 000000000..b7bf96742 --- /dev/null +++ b/examples/models/models_point_rendering.c @@ -0,0 +1,184 @@ +/******************************************************************************************* +* +* raylib example - point rendering +* +* Example complexity rating: [★★★☆] 3/4 +* +* Example originally created with raylib 5.0, last time updated with raylib 5.0 +* +* Example contributed by Reese Gallagher (@satchelfrost) 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) 2024-2025 Reese Gallagher (@satchelfrost) +* +********************************************************************************************/ + +#include "raylib.h" + +#include // Required for: rand() +#include // Required for: cos(), sin() + +#define MAX_POINTS 10000000 // 10 million +#define MIN_POINTS 1000 // 1 thousand + +// Generate mesh using points +static Mesh GenMeshPoints(int numPoints); + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [models] example - point rendering"); + + Camera camera = { + .position = { 3.0f, 3.0f, 3.0f }, + .target = { 0.0f, 0.0f, 0.0f }, + .up = { 0.0f, 1.0f, 0.0f }, + .fovy = 45.0f, + .projection = CAMERA_PERSPECTIVE + }; + + Vector3 position = { 0.0f, 0.0f, 0.0f }; + bool useDrawModelPoints = true; + bool numPointsChanged = false; + int numPoints = 1000; + + Mesh mesh = GenMeshPoints(numPoints); + Model model = LoadModelFromMesh(mesh); + + //SetTargetFPS(60); + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) + { + // Update + //---------------------------------------------------------------------------------- + UpdateCamera(&camera, CAMERA_ORBITAL); + + if (IsKeyPressed(KEY_SPACE)) useDrawModelPoints = !useDrawModelPoints; + if (IsKeyPressed(KEY_UP)) + { + numPoints = (numPoints*10 > MAX_POINTS)? MAX_POINTS : numPoints*10; + numPointsChanged = true; + } + if (IsKeyPressed(KEY_DOWN)) + { + numPoints = (numPoints/10 < MIN_POINTS)? MIN_POINTS : numPoints/10; + numPointsChanged = true; + } + + // Upload a different point cloud size + if (numPointsChanged) + { + UnloadModel(model); + mesh = GenMeshPoints(numPoints); + model = LoadModelFromMesh(mesh); + numPointsChanged = false; + } + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + ClearBackground(BLACK); + + BeginMode3D(camera); + + // The new method only uploads the points once to the GPU + if (useDrawModelPoints) + { + DrawModelPoints(model, position, 1.0f, WHITE); + } + else + { + // The old method must continually draw the "points" (lines) + for (int i = 0; i < numPoints; i++) + { + Vector3 pos = { + .x = mesh.vertices[i*3 + 0], + .y = mesh.vertices[i*3 + 1], + .z = mesh.vertices[i*3 + 2], + }; + Color color = { + .r = mesh.colors[i*4 + 0], + .g = mesh.colors[i*4 + 1], + .b = mesh.colors[i*4 + 2], + .a = mesh.colors[i*4 + 3], + }; + + DrawPoint3D(pos, color); + } + } + + // Draw a unit sphere for reference + DrawSphereWires(position, 1.0f, 10, 10, YELLOW); + + EndMode3D(); + + // Draw UI text + DrawText(TextFormat("Point Count: %d", numPoints), 20, screenHeight - 50, 40, WHITE); + DrawText("Up - increase points", 20, 70, 20, WHITE); + DrawText("Down - decrease points", 20, 100, 20, WHITE); + DrawText("Space - drawing function", 20, 130, 20, WHITE); + + if (useDrawModelPoints) DrawText("Using: DrawModelPoints()", 20, 160, 20, GREEN); + else DrawText("Using: DrawPoint3D()", 20, 160, 20, RED); + + DrawFPS(10, 10); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadModel(model); + + CloseWindow(); + //-------------------------------------------------------------------------------------- + return 0; +} + +// Generate a spherical point cloud +static Mesh GenMeshPoints(int numPoints) +{ + Mesh mesh = { + .triangleCount = 1, + .vertexCount = numPoints, + .vertices = (float *)MemAlloc(numPoints*3*sizeof(float)), + .colors = (unsigned char*)MemAlloc(numPoints*4*sizeof(unsigned char)), + }; + + // https://en.wikipedia.org/wiki/Spherical_coordinate_system + for (int i = 0; i < numPoints; i++) + { + float theta = ((float)PI*rand())/RAND_MAX; + float phi = (2.0f*PI*rand())/RAND_MAX; + float r = (10.0f*rand())/RAND_MAX; + + mesh.vertices[i*3 + 0] = r*sinf(theta)*cosf(phi); + mesh.vertices[i*3 + 1] = r*sinf(theta)*sinf(phi); + mesh.vertices[i*3 + 2] = r*cosf(theta); + + Color color = ColorFromHSV(r*360.0f, 1.0f, 1.0f); + + mesh.colors[i*4 + 0] = color.r; + mesh.colors[i*4 + 1] = color.g; + mesh.colors[i*4 + 2] = color.b; + mesh.colors[i*4 + 3] = color.a; + } + + // Upload mesh data from CPU (RAM) to GPU (VRAM) memory + UploadMesh(&mesh, false); + + return mesh; +} diff --git a/examples/models/models_point_rendering.png b/examples/models/models_point_rendering.png new file mode 100644 index 000000000..a1fc718e4 Binary files /dev/null and b/examples/models/models_point_rendering.png differ diff --git a/examples/models/models_rlgl_solar_system.c b/examples/models/models_rlgl_solar_system.c index 7b35263ac..81f3e0f75 100644 --- a/examples/models/models_rlgl_solar_system.c +++ b/examples/models/models_rlgl_solar_system.c @@ -2,6 +2,8 @@ * * raylib [models] example - rlgl module usage with push/pop matrix transformations * +* Example complexity rating: [★★★★] 4/4 +* * 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 @@ -9,7 +11,7 @@ * 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) +* Copyright (c) 2018-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/models/models_skybox.c b/examples/models/models_skybox.c index c18fdca80..f72c54ed7 100644 --- a/examples/models/models_skybox.c +++ b/examples/models/models_skybox.c @@ -2,12 +2,14 @@ * * raylib [models] example - Skybox loading and drawing * +* Example complexity rating: [★★☆☆] 2/4 +* * Example originally created with raylib 1.8, 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) 2017-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2017-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -49,7 +51,8 @@ int main(void) Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f); Model skybox = LoadModelFromMesh(cube); - bool useHDR = true; + // Set this to true to use an HDR Texture, Note that raylib must be built with HDR Support for this to work SUPPORT_FILEFORMAT_HDR + bool useHDR = false; // Load skybox shader and set required locations // NOTE: Some locations are automatically set at shader loading @@ -157,8 +160,6 @@ int main(void) DrawGrid(10, 1.0f); EndMode3D(); - - //DrawTextureEx(panorama, (Vector2){ 0, 0 }, 0.0f, 0.5f, WHITE); if (useHDR) DrawText(TextFormat("Panorama image from hdrihaven.com: %s", GetFileName(skyboxFileName)), 10, GetScreenHeight() - 20, 10, BLACK); else DrawText(TextFormat(": %s", GetFileName(skyboxFileName)), 10, GetScreenHeight() - 20, 10, BLACK); @@ -192,7 +193,7 @@ static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int s // STEP 1: Setup framebuffer //------------------------------------------------------------------------------------------ unsigned int rbo = rlLoadTextureDepth(size, size, true); - cubemap.id = rlLoadTextureCubemap(0, size, format); + cubemap.id = rlLoadTextureCubemap(0, size, format, 1); unsigned int fbo = rlLoadFramebuffer(); rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0); @@ -208,7 +209,7 @@ static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int s rlEnableShader(shader.id); // Define projection matrix and send it to shader - Matrix matFboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR); + Matrix matFboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, rlGetCullDistanceNear(), rlGetCullDistanceFar()); rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], matFboProjection); // Define view matrix for every side of the cubemap diff --git a/examples/models/models_tesseract_view.c b/examples/models/models_tesseract_view.c new file mode 100644 index 000000000..44484ca5b --- /dev/null +++ b/examples/models/models_tesseract_view.c @@ -0,0 +1,128 @@ +/******************************************************************************************* +* +* raylib [models] example - Tesseract view +* +* NOTE: This example only works on platforms that support drag & drop (Windows, Linux, OSX, Html5?) +* +* Example complexity rating: [★★☆☆] 2/4 +* +* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev +* +* Example contributed by Timothy van der Valk (@arceryz) 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) 2024-2025 Timothy van der Valk (@arceryz) and Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#include "raymath.h" + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [models] example - tesseract view"); + + // Define the camera to look into our 3d world + Camera camera = { 0 }; + camera.position = (Vector3){ 4.0f, 4.0f, 4.0f }; // Camera position + camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point + camera.up = (Vector3){ 0.0f, 0.0f, 1.0f }; // Camera up vector (rotation towards target) + camera.fovy = 50.0f; // Camera field-of-view Y + camera.projection = CAMERA_PERSPECTIVE; // Camera mode type + + // Find the coordinates by setting XYZW to +-1 + Vector4 tesseract[16] = { + { 1, 1, 1, 1 }, { 1, 1, 1, -1 }, + { 1, 1, -1, 1 }, { 1, 1, -1, -1 }, + { 1, -1, 1, 1 }, { 1, -1, 1, -1 }, + { 1, -1, -1, 1 }, { 1, -1, -1, -1 }, + { -1, 1, 1, 1 }, { -1, 1, 1, -1 }, + { -1, 1, -1, 1 }, { -1, 1, -1, -1 }, + { -1, -1, 1, 1 }, { -1, -1, 1, -1 }, + { -1, -1, -1, 1 }, { -1, -1, -1, -1 }, + }; + + float rotation = 0.0f; + Vector3 transformed[16] = { 0 }; + float wValues[16] = { 0 }; + + 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 + //---------------------------------------------------------------------------------- + rotation = DEG2RAD*45.0f*GetTime(); + + for (int i = 0; i < 16; i++) + { + Vector4 p = tesseract[i]; + + // Rotate the XW part of the vector + Vector2 rotXW = Vector2Rotate((Vector2){ p.x, p.w }, rotation); + p.x = rotXW.x; + p.w = rotXW.y; + + // Projection from XYZW to XYZ from perspective point (0, 0, 0, 3) + // NOTE: Trace a ray from (0, 0, 0, 3) > p and continue until W = 0 + float c = 3.0f/(3.0f - p.w); + p.x = c * p.x; + p.y = c * p.y; + p.z = c * p.z; + + // Split XYZ coordinate and W values later for drawing + transformed[i] = (Vector3){ p.x, p.y, p.z }; + wValues[i] = p.w; + } + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + BeginMode3D(camera); + for (int i = 0; i < 16; i++) + { + // Draw spheres to indicate the W value + DrawSphere(transformed[i], fabsf(wValues[i]*0.1f), RED); + + for (int j = 0; j < 16; j++) + { + // Two lines are connected if they differ by 1 coordinate + // This way we dont have to keep an edge list + Vector4 v1 = tesseract[i]; + Vector4 v2 = tesseract[j]; + int diff = (int)(v1.x == v2.x) + (int)(v1.y == v2.y) + (int)(v1.z == v2.z) + (int)(v1.w == v2.w); + + // Draw only differing by 1 coordinate and the lower index only (duplicate lines) + if (diff == 3 && i < j) DrawLine3D(transformed[i], transformed[j], MAROON); + } + } + EndMode3D(); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} \ No newline at end of file diff --git a/examples/models/models_tesseract_view.png b/examples/models/models_tesseract_view.png new file mode 100644 index 000000000..664e560b2 Binary files /dev/null and b/examples/models/models_tesseract_view.png differ diff --git a/examples/models/models_waving_cubes.c b/examples/models/models_waving_cubes.c index 5dc1fc4aa..6608eba48 100644 --- a/examples/models/models_waving_cubes.c +++ b/examples/models/models_waving_cubes.c @@ -2,6 +2,8 @@ * * raylib [models] example - Waving cubes * +* Example complexity rating: [★★★☆] 3/4 +* * Example originally created with raylib 2.5, last time updated with raylib 3.7 * * Example contributed by Codecat (@codecat) and reviewed by Ramon Santamaria (@raysan5) @@ -9,7 +11,7 @@ * 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 Codecat (@codecat) and Ramon Santamaria (@raysan5) +* Copyright (c) 2019-2025 Codecat (@codecat) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -89,6 +91,8 @@ int main() }; // Pick a color with a hue depending on cube position for the rainbow color effect + // NOTE: This function is quite costly to be done per cube and frame, + // pre-catching the results into a separate array could improve performance Color cubeColor = ColorFromHSV((float)(((x + y + z)*18)%360), 0.75f, 0.9f); // Calculate cube size diff --git a/examples/models/models_yaw_pitch_roll.c b/examples/models/models_yaw_pitch_roll.c index 91a11f73c..2c674824e 100644 --- a/examples/models/models_yaw_pitch_roll.c +++ b/examples/models/models_yaw_pitch_roll.c @@ -2,6 +2,8 @@ * * raylib [models] example - Plane rotations (yaw, pitch, roll) * +* Example complexity rating: [★★☆☆] 2/4 +* * Example originally created with raylib 1.8, last time updated with raylib 4.0 * * Example contributed by Berni (@Berni8k) and reviewed by Ramon Santamaria (@raysan5) @@ -9,7 +11,7 @@ * 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) 2017-2024 Berni (@Berni8k) and Ramon Santamaria (@raysan5) +* Copyright (c) 2017-2025 Berni (@Berni8k) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -114,6 +116,7 @@ int main(void) // De-Initialization //-------------------------------------------------------------------------------------- UnloadModel(model); // Unload model data + UnloadTexture(texture); // Unload texture data CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- diff --git a/examples/models/resources/shaders/glsl100/skinning.fs b/examples/models/resources/shaders/glsl100/skinning.fs new file mode 100644 index 000000000..96bcabe01 --- /dev/null +++ b/examples/models/resources/shaders/glsl100/skinning.fs @@ -0,0 +1,20 @@ +#version 100 + +precision mediump float; + +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; +varying vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform vec4 colDiffuse; + +void main() +{ + // Fetch color from texture sampler + vec4 texelColor = texture2D(texture0, fragTexCoord); + + // Calculate final fragment color + gl_FragColor = texelColor*colDiffuse*fragColor; +} diff --git a/examples/models/resources/shaders/glsl100/skinning.vs b/examples/models/resources/shaders/glsl100/skinning.vs new file mode 100644 index 000000000..627a7dda4 --- /dev/null +++ b/examples/models/resources/shaders/glsl100/skinning.vs @@ -0,0 +1,59 @@ +#version 100 + +#define MAX_BONE_NUM 64 + +// Input vertex attributes +attribute vec3 vertexPosition; +attribute vec2 vertexTexCoord; +attribute vec4 vertexColor; +attribute vec4 vertexBoneIds; +attribute vec4 vertexBoneWeights; + +// Input uniform values +uniform mat4 mvp; +uniform mat4 boneMatrices[MAX_BONE_NUM]; + +// Output vertex attributes (to fragment shader) +varying vec2 fragTexCoord; +varying vec4 fragColor; + +void main() +{ + int boneIndex0 = int(vertexBoneIds.x); + int boneIndex1 = int(vertexBoneIds.y); + int boneIndex2 = int(vertexBoneIds.z); + int boneIndex3 = int(vertexBoneIds.w); + + // WARNING: OpenGL ES 2.0 does not support automatic matrix transposing, neither transpose() function + mat4 boneMatrixTransposed0 = mat4( + vec4(boneMatrices[boneIndex0][0].x, boneMatrices[boneIndex0][1].x, boneMatrices[boneIndex0][2].x, boneMatrices[boneIndex0][3].x), + vec4(boneMatrices[boneIndex0][0].y, boneMatrices[boneIndex0][1].y, boneMatrices[boneIndex0][2].y, boneMatrices[boneIndex0][3].y), + vec4(boneMatrices[boneIndex0][0].z, boneMatrices[boneIndex0][1].z, boneMatrices[boneIndex0][2].z, boneMatrices[boneIndex0][3].z), + vec4(boneMatrices[boneIndex0][0].w, boneMatrices[boneIndex0][1].w, boneMatrices[boneIndex0][2].w, boneMatrices[boneIndex0][3].w)); + mat4 boneMatrixTransposed1 = mat4( + vec4(boneMatrices[boneIndex1][0].x, boneMatrices[boneIndex1][1].x, boneMatrices[boneIndex1][2].x, boneMatrices[boneIndex1][3].x), + vec4(boneMatrices[boneIndex1][0].y, boneMatrices[boneIndex1][1].y, boneMatrices[boneIndex1][2].y, boneMatrices[boneIndex1][3].y), + vec4(boneMatrices[boneIndex1][0].z, boneMatrices[boneIndex1][1].z, boneMatrices[boneIndex1][2].z, boneMatrices[boneIndex1][3].z), + vec4(boneMatrices[boneIndex1][0].w, boneMatrices[boneIndex1][1].w, boneMatrices[boneIndex1][2].w, boneMatrices[boneIndex1][3].w)); + mat4 boneMatrixTransposed2 = mat4( + vec4(boneMatrices[boneIndex2][0].x, boneMatrices[boneIndex2][1].x, boneMatrices[boneIndex2][2].x, boneMatrices[boneIndex2][3].x), + vec4(boneMatrices[boneIndex2][0].y, boneMatrices[boneIndex2][1].y, boneMatrices[boneIndex2][2].y, boneMatrices[boneIndex2][3].y), + vec4(boneMatrices[boneIndex2][0].z, boneMatrices[boneIndex2][1].z, boneMatrices[boneIndex2][2].z, boneMatrices[boneIndex2][3].z), + vec4(boneMatrices[boneIndex2][0].w, boneMatrices[boneIndex2][1].w, boneMatrices[boneIndex2][2].w, boneMatrices[boneIndex2][3].w)); + mat4 boneMatrixTransposed3 = mat4( + vec4(boneMatrices[boneIndex3][0].x, boneMatrices[boneIndex3][1].x, boneMatrices[boneIndex3][2].x, boneMatrices[boneIndex3][3].x), + vec4(boneMatrices[boneIndex3][0].y, boneMatrices[boneIndex3][1].y, boneMatrices[boneIndex3][2].y, boneMatrices[boneIndex3][3].y), + vec4(boneMatrices[boneIndex3][0].z, boneMatrices[boneIndex3][1].z, boneMatrices[boneIndex3][2].z, boneMatrices[boneIndex3][3].z), + vec4(boneMatrices[boneIndex3][0].w, boneMatrices[boneIndex3][1].w, boneMatrices[boneIndex3][2].w, boneMatrices[boneIndex3][3].w)); + + vec4 skinnedPosition = + vertexBoneWeights.x*(boneMatrixTransposed0*vec4(vertexPosition, 1.0)) + + vertexBoneWeights.y*(boneMatrixTransposed1*vec4(vertexPosition, 1.0)) + + vertexBoneWeights.z*(boneMatrixTransposed2*vec4(vertexPosition, 1.0)) + + vertexBoneWeights.w*(boneMatrixTransposed3*vec4(vertexPosition, 1.0)); + + fragTexCoord = vertexTexCoord; + fragColor = vertexColor; + + gl_Position = mvp*skinnedPosition; +} \ No newline at end of file diff --git a/examples/models/resources/shaders/glsl330/skinning.fs b/examples/models/resources/shaders/glsl330/skinning.fs new file mode 100644 index 000000000..d4311ffcc --- /dev/null +++ b/examples/models/resources/shaders/glsl330/skinning.fs @@ -0,0 +1,17 @@ +#version 330 + +// Input vertex attributes (from vertex shader) +in vec2 fragTexCoord; +in vec4 fragColor; + +// Output fragment color +out vec4 finalColor; + +uniform sampler2D texture0; +uniform vec4 colDiffuse; + +void main() +{ + vec4 texelColor = texture(texture0, fragTexCoord); + finalColor = texelColor*colDiffuse*fragColor; +} diff --git a/examples/models/resources/shaders/glsl330/skinning.vs b/examples/models/resources/shaders/glsl330/skinning.vs new file mode 100644 index 000000000..43bbca76c --- /dev/null +++ b/examples/models/resources/shaders/glsl330/skinning.vs @@ -0,0 +1,49 @@ +#version 330 + +#define MAX_BONE_NUM 128 + +// Input vertex attributes +in vec3 vertexPosition; +in vec2 vertexTexCoord; +in vec4 vertexColor; +in vec3 vertexNormal; +in vec4 vertexBoneIds; +in vec4 vertexBoneWeights; + +// Input uniform values +uniform mat4 mvp; +uniform mat4 matNormal; +uniform mat4 boneMatrices[MAX_BONE_NUM]; + +// Output vertex attributes (to fragment shader) +out vec2 fragTexCoord; +out vec4 fragColor; +out vec3 fragNormal; + +void main() +{ + int boneIndex0 = int(vertexBoneIds.x); + int boneIndex1 = int(vertexBoneIds.y); + int boneIndex2 = int(vertexBoneIds.z); + int boneIndex3 = int(vertexBoneIds.w); + + vec4 skinnedPosition = + vertexBoneWeights.x*(boneMatrices[boneIndex0]*vec4(vertexPosition, 1.0)) + + vertexBoneWeights.y*(boneMatrices[boneIndex1]*vec4(vertexPosition, 1.0)) + + vertexBoneWeights.z*(boneMatrices[boneIndex2]*vec4(vertexPosition, 1.0)) + + vertexBoneWeights.w*(boneMatrices[boneIndex3]*vec4(vertexPosition, 1.0)); + + vec4 skinnedNormal = + vertexBoneWeights.x*(boneMatrices[boneIndex0]*vec4(vertexNormal, 0.0)) + + vertexBoneWeights.y*(boneMatrices[boneIndex1]*vec4(vertexNormal, 0.0)) + + vertexBoneWeights.z*(boneMatrices[boneIndex2]*vec4(vertexNormal, 0.0)) + + vertexBoneWeights.w*(boneMatrices[boneIndex3]*vec4(vertexNormal, 0.0)); + skinnedNormal.w = 0.0; + + fragTexCoord = vertexTexCoord; + fragColor = vertexColor; + + fragNormal = normalize(vec3(matNormal*skinnedNormal)); + + gl_Position = mvp*skinnedPosition; +} \ No newline at end of file diff --git a/examples/others/easings_testbed.c b/examples/others/easings_testbed.c index 1f31f5bb9..e3fa0e84b 100644 --- a/examples/others/easings_testbed.c +++ b/examples/others/easings_testbed.c @@ -4,12 +4,14 @@ * * Example originally created with raylib 2.5, last time updated with raylib 2.5 * +* Example complexity rating: [★★★☆] 3/4 +* * Example contributed by Juan Miguel López (@flashback-fx) 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 Juan Miguel López (@flashback-fx ) and Ramon Santamaria (@raysan5) +* Copyright (c) 2019-2025 Juan Miguel López (@flashback-fx) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/others/embedded_files_loading.c b/examples/others/embedded_files_loading.c index e46fe102f..8a66b4394 100644 --- a/examples/others/embedded_files_loading.c +++ b/examples/others/embedded_files_loading.c @@ -2,6 +2,8 @@ * * raylib [others] example - Embedded files loading (Wave and Image) * +* Example complexity rating: [★★☆☆] 2/4 +* * Example originally created with raylib 3.0, last time updated with raylib 2.5 * * Example contributed by Kristian Holmgren (@defutura) and reviewed by Ramon Santamaria (@raysan5) @@ -9,7 +11,7 @@ * 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) 2020-2024 Kristian Holmgren (@defutura) and Ramon Santamaria (@raysan5) +* Copyright (c) 2020-2025 Kristian Holmgren (@defutura) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/others/raylib_opengl_interop.c b/examples/others/raylib_opengl_interop.c index 194f41e00..23b046071 100644 --- a/examples/others/raylib_opengl_interop.c +++ b/examples/others/raylib_opengl_interop.c @@ -2,6 +2,8 @@ * * raylib [shaders] example - OpenGL point particle system * +* Example complexity rating: [★★★★] 4/4 +* * 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) @@ -9,7 +11,7 @@ * 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) +* Copyright (c) 2021-2025 Stephan Soller (@arkanis) and Ramon Santamaria (@raysan5) * ******************************************************************************************** * @@ -26,8 +28,8 @@ #include "raylib.h" -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_DESKTOP_SDL) && !defined(__amigaos4__) - #if defined(GRAPHICS_API_OPENGL_ES2) +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_DESKTOP_SDL) + #if defined(GRAPHICS_API_OPENGL_ES2) || !defined(__amigaos4__) #include "glad_gles2.h" // Required for: OpenGL functionality #define glGenVertexArrays glGenVertexArraysOES #define glBindVertexArray glBindVertexArrayOES @@ -35,7 +37,7 @@ #define GLSL_VERSION 100 #else #if defined(__APPLE__) - #define GL_SILENCE_DEPRECATION // Silence Opengl API deprecation warnings + #define GL_SILENCE_DEPRECATION // Silence Opengl API deprecation warnings #include // OpenGL 3 library for OSX #include // OpenGL 3 extensions library for OSX #else diff --git a/examples/others/raymath_vector_angle.c b/examples/others/raymath_vector_angle.c index 69608fa8c..414546ac6 100644 --- a/examples/others/raymath_vector_angle.c +++ b/examples/others/raymath_vector_angle.c @@ -2,15 +2,17 @@ * * raylib [shapes] example - Vector Angle * +* Example complexity rating: [★★☆☆] 2/4 +* * Example originally created with raylib 1.0, last time updated with raylib 4.6 * * 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) 2023 Ramon Santamaria (@raysan5) +* Copyright (c) 2023-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ - + #include "raylib.h" #include "raymath.h" @@ -45,13 +47,13 @@ int main(void) float startangle = 0.0f; if (angleMode == 0) startangle = -Vector2LineAngle(v0, v1)*RAD2DEG; - if (angleMode == 1) startangle = 0.0f; + if (angleMode == 1) startangle = 0.0f; v2 = GetMousePosition(); if (IsKeyPressed(KEY_SPACE)) angleMode = !angleMode; - - if(angleMode == 0 && IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) v1 = GetMousePosition(); + + if ((angleMode == 0) && IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) v1 = GetMousePosition(); if (angleMode == 0) { @@ -78,7 +80,7 @@ int main(void) { DrawText("MODE 0: Angle between V1 and V2", 10, 10, 20, BLACK); DrawText("Right Click to Move V2", 10, 30, 20, DARKGRAY); - + DrawLineEx(v0, v1, 2.0f, BLACK); DrawLineEx(v0, v2, 2.0f, RED); @@ -87,13 +89,13 @@ int main(void) else if (angleMode == 1) { DrawText("MODE 1: Angle formed by line V1 to V2", 10, 10, 20, BLACK); - + DrawLine(0, screenHeight/2, screenWidth, screenHeight/2, LIGHTGRAY); DrawLineEx(v0, v2, 2.0f, RED); DrawCircleSector(v0, 40.0f, startangle, startangle - angle, 32, Fade(GREEN, 0.6f)); } - + DrawText("v0", v0.x, v0.y, 10, DARKGRAY); // If the line from v0 to v1 would overlap the text, move it's position up 10 diff --git a/examples/others/rlgl_compute_shader.c b/examples/others/rlgl_compute_shader.c index e8a654d2a..b17ba711a 100644 --- a/examples/others/rlgl_compute_shader.c +++ b/examples/others/rlgl_compute_shader.c @@ -5,6 +5,8 @@ * 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 complexity rating: [★★★★] 4/4 +* * 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) @@ -12,7 +14,7 @@ * 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) +* Copyright (c) 2021-2025 Teddy Astie (@tsnake41) * ********************************************************************************************/ diff --git a/examples/others/rlgl_standalone.c b/examples/others/rlgl_standalone.c index 103b5a41e..713d1b908 100644 --- a/examples/others/rlgl_standalone.c +++ b/examples/others/rlgl_standalone.c @@ -5,6 +5,10 @@ * rlgl library is an abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, ES 2.0) * that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...) * +* Example complexity rating: [★★★★] 4/4 +* +* Example originally created with raylib 1.6, last time updated with raylib 4.0 +* * WARNING: This example is intended only for PLATFORM_DESKTOP and OpenGL 3.3 Core profile. * It could work on other platforms if redesigned for those platforms (out-of-scope) * @@ -29,7 +33,7 @@ * This example is licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software: * -* Copyright (c) 2014-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2014-2025 Ramon Santamaria (@raysan5) * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. @@ -64,10 +68,7 @@ #define RAYMATH_STATIC_INLINE #include "raymath.h" // Vector2, Vector3, Quaternion and Matrix functionality -#if defined(__amigaos4__) - #define GLFW_INCLUDE_ES2 -#endif -#include // Windows/Context and inputs management +#include "GLFW/glfw3.h" // Windows/Context and inputs management #include // Required for: printf() @@ -136,7 +137,7 @@ int main(void) glfwWindowHint(GLFW_SAMPLES, 4); glfwWindowHint(GLFW_DEPTH_BITS, 16); - + // WARNING: OpenGL 3.3 Core profile only glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); diff --git a/examples/raylib.ico b/examples/raylib.ico new file mode 100644 index 000000000..0cedcc55c Binary files /dev/null and b/examples/raylib.ico differ diff --git a/examples/shaders/resources/shaders/glsl100/deferred_shading.fs b/examples/shaders/resources/shaders/glsl100/deferred_shading.fs new file mode 100644 index 000000000..d782792b9 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl100/deferred_shading.fs @@ -0,0 +1,59 @@ +#version 100 + +precision mediump float; + +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; +varying vec4 fragColor; + +// Input uniform values +uniform sampler2D gPosition; +uniform sampler2D gNormal; +uniform sampler2D gAlbedoSpec; + +struct Light { + int enabled; + int type; // Unused in this demo. + vec3 position; + vec3 target; // Unused in this demo. + vec4 color; +}; + +const int NR_LIGHTS = 4; +uniform Light lights[NR_LIGHTS]; +uniform vec3 viewPosition; + +const float QUADRATIC = 0.032; +const float LINEAR = 0.09; + +void main() +{ + vec3 fragPosition = texture2D(gPosition, fragTexCoord).rgb; + vec3 normal = texture2D(gNormal, fragTexCoord).rgb; + vec3 albedo = texture2D(gAlbedoSpec, fragTexCoord).rgb; + float specular = texture2D(gAlbedoSpec, fragTexCoord).a; + + vec3 ambient = albedo*vec3(0.1); + vec3 viewDirection = normalize(viewPosition - fragPosition); + + for (int i = 0; i < NR_LIGHTS; ++i) + { + if(lights[i].enabled == 0) continue; + vec3 lightDirection = lights[i].position - fragPosition; + vec3 diffuse = max(dot(normal, lightDirection), 0.0)*albedo*lights[i].color.xyz; + + vec3 halfwayDirection = normalize(lightDirection + viewDirection); + float spec = pow(max(dot(normal, halfwayDirection), 0.0), 32.0); + vec3 specular = specular*spec*lights[i].color.xyz; + + // Attenuation + float distance = length(lights[i].position - fragPosition); + float attenuation = 1.0/(1.0 + LINEAR * distance + QUADRATIC*distance*distance); + diffuse *= attenuation; + specular *= attenuation; + ambient += diffuse + specular; + } + + gl_FragColor = vec4(ambient, 1.0); +} + diff --git a/examples/shaders/resources/shaders/glsl100/deferred_shading.vs b/examples/shaders/resources/shaders/glsl100/deferred_shading.vs new file mode 100644 index 000000000..bb108ce09 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl100/deferred_shading.vs @@ -0,0 +1,16 @@ +#version 100 + +// Input vertex attributes +attribute vec3 vertexPosition; +attribute vec2 vertexTexCoord; + +// Output vertex attributes (to fragment shader) +varying vec2 fragTexCoord; + +void main() +{ + fragTexCoord = vertexTexCoord; + + // Calculate final vertex position + gl_Position = vec4(vertexPosition, 1.0); +} diff --git a/examples/shaders/resources/shaders/glsl100/depth.fs b/examples/shaders/resources/shaders/glsl100/depth.fs index 780992784..001cca087 100644 --- a/examples/shaders/resources/shaders/glsl100/depth.fs +++ b/examples/shaders/resources/shaders/glsl100/depth.fs @@ -22,5 +22,5 @@ void main() float depth = (2.0*zNear)/(zFar + zNear - z*(zFar - zNear)); // Calculate final fragment color - gl_FragColor = vec4(depth, depth, depth, 1.0f); + gl_FragColor = vec4(depth, depth, depth, 1.0); } \ No newline at end of file diff --git a/examples/shaders/resources/shaders/glsl100/gbuffer.fs b/examples/shaders/resources/shaders/glsl100/gbuffer.fs new file mode 100644 index 000000000..2945c5ddd --- /dev/null +++ b/examples/shaders/resources/shaders/glsl100/gbuffer.fs @@ -0,0 +1,36 @@ +#version 100 + +precision mediump float; + +// Input vertex attributes (from vertex shader) +varying vec3 fragPosition; +varying vec2 fragTexCoord; +varying vec3 fragNormal; +varying vec4 fragColor; + +// TODO: Is there some alternative for GLSL100 +//layout (location = 0) out vec3 gPosition; +//layout (location = 1) out vec3 gNormal; +//layout (location = 2) out vec4 gAlbedoSpec; +//uniform vec3 gPosition; +//uniform vec3 gNormal; +//uniform vec4 gAlbedoSpec; + +// Input uniform values +uniform sampler2D texture0; // Diffuse texture +uniform sampler2D specularTexture; + +void main() +{ + // Store the fragment position vector in the first gbuffer texture + //gPosition = fragPosition; + + // Store the per-fragment normals into the gbuffer + //gNormal = normalize(fragNormal); + + // Store the diffuse per-fragment color + gl_FragColor.rgb = texture2D(texture0, fragTexCoord).rgb; + + // Store specular intensity in gAlbedoSpec's alpha component + gl_FragColor.a = texture2D(specularTexture, fragTexCoord).r; +} diff --git a/examples/shaders/resources/shaders/glsl100/gbuffer.vs b/examples/shaders/resources/shaders/glsl100/gbuffer.vs new file mode 100644 index 000000000..2791ce5ee --- /dev/null +++ b/examples/shaders/resources/shaders/glsl100/gbuffer.vs @@ -0,0 +1,60 @@ +#version 100 + +// Input vertex attributes +attribute vec3 vertexPosition; +attribute vec2 vertexTexCoord; +attribute vec3 vertexNormal; +attribute vec4 vertexColor; + +// Input uniform values +uniform mat4 matModel; +uniform mat4 matView; +uniform mat4 matProjection; + +// Output vertex attributes (to fragment shader) +varying vec3 fragPosition; +varying vec2 fragTexCoord; +varying vec3 fragNormal; +varying vec4 fragColor; + + +// https://github.com/glslify/glsl-inverse +mat3 inverse(mat3 m) +{ + float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2]; + float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2]; + float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2]; + + float b01 = a22*a11 - a12*a21; + float b11 = -a22*a10 + a12*a20; + float b21 = a21*a10 - a11*a20; + + float det = a00*b01 + a01*b11 + a02*b21; + + return mat3(b01, (-a22*a01 + a02*a21), (a12*a01 - a02*a11), + b11, (a22*a00 - a02*a20), (-a12*a00 + a02*a10), + b21, (-a21*a00 + a01*a20), (a11*a00 - a01*a10))/det; +} + +// https://github.com/glslify/glsl-transpose +mat3 transpose(mat3 m) +{ + return mat3(m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} + +void main() +{ + // Calculate vertex attributes for fragment shader + vec4 worldPos = matModel*vec4(vertexPosition, 1.0); + fragPosition = worldPos.xyz; + fragTexCoord = vertexTexCoord; + fragColor = vertexColor; + + mat3 normalMatrix = transpose(inverse(mat3(matModel))); + fragNormal = normalMatrix*vertexNormal; + + // Calculate final vertex position + gl_Position = matProjection*matView*worldPos; +} diff --git a/examples/shaders/resources/shaders/glsl100/julia_set.fs b/examples/shaders/resources/shaders/glsl100/julia_set.fs index 82d0a75ab..9ee8c6f4d 100644 --- a/examples/shaders/resources/shaders/glsl100/julia_set.fs +++ b/examples/shaders/resources/shaders/glsl100/julia_set.fs @@ -13,23 +13,20 @@ uniform float zoom; // Zoom of the scale. // NOTE: Maximum number of shader for-loop iterations depend on GPU, // for example, on RasperryPi for this examply only supports up to 60 const int maxIterations = 48; // Max iterations to do. -const float colorCycles = 1.0f; // Number of times the color palette repeats. +const float colorCycles = 1.0; // Number of times the color palette repeats. // Square a complex number vec2 ComplexSquare(vec2 z) { - return vec2( - z.x*z.x - z.y*z.y, - z.x*z.y*2.0f - ); + return vec2(z.x*z.x - z.y*z.y, z.x*z.y*2.0); } // Convert Hue Saturation Value (HSV) color into RGB vec3 Hsv2rgb(vec3 c) { - vec4 K = vec4(1.0f, 2.0f/3.0f, 1.0f/3.0f, 3.0f); - vec3 p = abs(fract(c.xxx + K.xyz)*6.0f - K.www); - return c.z*mix(K.xxx, clamp(p - K.xxx, 0.0f, 1.0f), c.y); + vec4 K = vec4(1.0, 2.0/3.0, 1.0/3.0, 3.0); + vec3 p = abs(fract(c.xxx + K.xyz)*6.0 - K.www); + return c.z*mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } void main() @@ -55,7 +52,7 @@ void main() // The pixel coordinates are scaled so they are on the mandelbrot scale // NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom - vec2 z = vec2((fragTexCoord.x - 0.5f)*2.5f, (fragTexCoord.y - 0.5f)*1.5f)/zoom; + vec2 z = vec2((fragTexCoord.x - 0.5)*2.5, (fragTexCoord.y - 0.5)*1.5)/zoom; z.x += offset.x; z.y += offset.y; @@ -63,7 +60,7 @@ void main() for (int iterations = 0; iterations < 60; iterations++) { z = ComplexSquare(z) + c; // Iterate function - if (dot(z, z) > 4.0f) break; + if (dot(z, z) > 4.0) break; iter = iterations; } @@ -74,12 +71,12 @@ void main() z = ComplexSquare(z) + c; // This last part smooths the color (again see link above). - float smoothVal = float(iter) + 1.0f - (log(log(length(z)))/log(2.0f)); + float smoothVal = float(iter) + 1.0 - (log(log(length(z)))/log(2.0)); // Normalize the value so it is between 0 and 1. float norm = smoothVal/float(maxIterations); // If in set, color black. 0.999 allows for some float accuracy error. - if (norm > 0.999f) gl_FragColor = vec4(0.0f, 0.0f, 0.0f, 1.0f); - else gl_FragColor = vec4(Hsv2rgb(vec3(norm*colorCycles, 1.0f, 1.0f)), 1.0f); + if (norm > 0.999) gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); + else gl_FragColor = vec4(Hsv2rgb(vec3(norm*colorCycles, 1.0, 1.0)), 1.0); } diff --git a/examples/shaders/resources/shaders/glsl100/lighting.fs b/examples/shaders/resources/shaders/glsl100/lighting.fs index 73531a8bb..f9b0bd3c1 100644 --- a/examples/shaders/resources/shaders/glsl100/lighting.fs +++ b/examples/shaders/resources/shaders/glsl100/lighting.fs @@ -40,6 +40,8 @@ void main() vec3 viewD = normalize(viewPos - fragPosition); vec3 specular = vec3(0.0); + vec4 tint = colDiffuse * fragColor; + // NOTE: Implement here your fragment shader code for (int i = 0; i < MAX_LIGHTS; i++) @@ -67,7 +69,7 @@ void main() } } - vec4 finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0))); + vec4 finalColor = (texelColor*((tint + vec4(specular, 1.0))*vec4(lightDot, 1.0))); finalColor += texelColor*(ambient/10.0); // Gamma correction diff --git a/examples/shaders/resources/shaders/glsl100/palette_switch.fs b/examples/shaders/resources/shaders/glsl100/palette_switch.fs index 25b496321..d8d696d4f 100644 --- a/examples/shaders/resources/shaders/glsl100/palette_switch.fs +++ b/examples/shaders/resources/shaders/glsl100/palette_switch.fs @@ -2,7 +2,7 @@ precision mediump float; -const int colors = 8; +const int MAX_INDEXED_COLORS = 8; // Input vertex attributes (from vertex shader) varying vec2 fragTexCoord; @@ -10,7 +10,8 @@ varying vec4 fragColor; // Input uniform values uniform sampler2D texture0; -uniform ivec3 palette[colors]; +uniform ivec3 palette[MAX_INDEXED_COLORS]; +//uniform sampler2D palette; // Alternative to ivec3, palette provided as a 256x1 texture void main() { @@ -18,13 +19,13 @@ void main() vec4 texelColor = texture2D(texture0, fragTexCoord)*fragColor; // Convert the (normalized) texel color RED component (GB would work, too) - // to the palette index by scaling up from [0, 1] to [0, 255]. + // to the palette index by scaling up from [0..1] to [0..255] int index = int(texelColor.r*255.0); - + ivec3 color = ivec3(0); // NOTE: On GLSL 100 we are not allowed to index a uniform array by a variable value, - // a constantmust be used, so this logic... + // a constant must be used, so this logic... if (index == 0) color = palette[0]; else if (index == 1) color = palette[1]; else if (index == 2) color = palette[2]; @@ -33,9 +34,10 @@ void main() else if (index == 5) color = palette[5]; else if (index == 6) color = palette[6]; else if (index == 7) color = palette[7]; + + //gl_FragColor = texture2D(palette, texelColor.xy); // Alternative to ivec3 // Calculate final fragment color. Note that the palette color components - // are defined in the range [0, 255] and need to be normalized to [0, 1] - // for OpenGL to work. + // are defined in the range [0..255] and need to be normalized to [0..1] gl_FragColor = vec4(float(color.x)/255.0, float(color.y)/255.0, float(color.z)/255.0, texelColor.a); } diff --git a/examples/shaders/resources/shaders/glsl100/pbr.fs b/examples/shaders/resources/shaders/glsl100/pbr.fs index 1ada83317..48688ebe9 100644 --- a/examples/shaders/resources/shaders/glsl100/pbr.fs +++ b/examples/shaders/resources/shaders/glsl100/pbr.fs @@ -1,6 +1,6 @@ #version 100 -precision mediump float; +precision highp float; #define MAX_LIGHTS 4 #define LIGHT_DIRECTIONAL 0 @@ -17,13 +17,12 @@ struct Light { }; // Input vertex attributes (from vertex shader) -varying in vec3 fragPosition; -varying in vec2 fragTexCoord; -varying in vec4 fragColor; -varying in vec3 fragNormal; -varying in vec4 shadowPos; -varying in mat3 TBN; - +varying vec3 fragPosition; +varying vec2 fragTexCoord; +varying vec4 fragColor; +varying vec3 fragNormal; +varying vec4 shadowPos; +varying mat3 TBN; // Input uniform values uniform int numOfLights; @@ -55,102 +54,108 @@ uniform vec3 viewPos; uniform vec3 ambientColor; uniform float ambient; -// refl in range 0 to 1 -// returns base reflectivity to 1 -// incrase reflectivity when surface view at larger angle -vec3 schlickFresnel(float hDotV,vec3 refl) +// Reflectivity in range 0.0 to 1.0 +// NOTE: Reflectivity is increased when surface view at larger angle +vec3 SchlickFresnel(float hDotV,vec3 refl) { - return refl + (1.0 - refl) * pow(1.0 - hDotV,5.0); + return refl + (1.0 - refl)*pow(1.0 - hDotV, 5.0); } -float ggxDistribution(float nDotH,float roughness) +float GgxDistribution(float nDotH,float roughness) { - float a = roughness * roughness * roughness * roughness; - float d = nDotH * nDotH * (a - 1.0) + 1.0; - d = PI * d * d; - return a / max(d,0.0000001); + float a = roughness*roughness*roughness*roughness; + float d = nDotH*nDotH*(a - 1.0) + 1.0; + d = PI*d*d; + return (a/max(d,0.0000001)); } -float geomSmith(float nDotV,float nDotL,float roughness) +float GeomSmith(float nDotV,float nDotL,float roughness) { - float r = roughness + 1.0; - float k = r * r / 8.0; - float ik = 1.0 - k; - float ggx1 = nDotV / (nDotV * ik + k); - float ggx2 = nDotL / (nDotL * ik + k); - return ggx1 * ggx2; + float r = roughness + 1.0; + float k = r*r/8.0; + float ik = 1.0 - k; + float ggx1 = nDotV/(nDotV*ik + k); + float ggx2 = nDotL/(nDotL*ik + k); + return ggx1*ggx2; } -vec3 pbr(){ - vec3 albedo = texture2D(albedoMap,vec2(fragTexCoord.x*tiling.x+offset.x,fragTexCoord.y*tiling.y+offset.y)).rgb; - albedo = vec3(albedoColor.x*albedo.x,albedoColor.y*albedo.y,albedoColor.z*albedo.z); - float metallic = clamp(metallicValue,0.0,1.0); - float roughness = clamp(roughnessValue,0.0,1.0); - float ao = clamp(aoValue,0.0,1.0); - if(useTexMRA == 1) { - vec4 mra = texture2D(mraMap, vec2(fragTexCoord.x * tiling.x + offset.x, fragTexCoord.y * tiling.y + offset.y)); - metallic = clamp(mra.r+metallicValue,0.04,1.0); - roughness = clamp(mra.g+roughnessValue,0.04,1.0); - ao = (mra.b+aoValue)*0.5; - } - - - - vec3 N = normalize(fragNormal); - if(useTexNormal == 1) { - N = texture2D(normalMap, vec2(fragTexCoord.x * tiling.x + offset.y, fragTexCoord.y * tiling.y + offset.y)).rgb; - N = normalize(N * 2.0 - 1.0); - N = normalize(N * TBN); - } - - vec3 V = normalize(viewPos - fragPosition); +vec3 ComputePBR() +{ + vec3 albedo = texture2D(albedoMap, vec2(fragTexCoord.x*tiling.x + offset.x, fragTexCoord.y*tiling.y + offset.y)).rgb; + albedo = vec3(albedoColor.x*albedo.x, albedoColor.y*albedo.y, albedoColor.z*albedo.z); + + float metallic = clamp(metallicValue, 0.0, 1.0); + float roughness = clamp(roughnessValue, 0.0, 1.0); + float ao = clamp(aoValue, 0.0, 1.0); + + if (useTexMRA == 1) + { + vec4 mra = texture2D(mraMap, vec2(fragTexCoord.x*tiling.x + offset.x, fragTexCoord.y*tiling.y + offset.y)); + metallic = clamp(mra.r + metallicValue, 0.04, 1.0); + roughness = clamp(mra.g + roughnessValue, 0.04, 1.0); + ao = (mra.b + aoValue)*0.5; + } + + vec3 N = normalize(fragNormal); + if (useTexNormal == 1) + { + N = texture2D(normalMap, vec2(fragTexCoord.x*tiling.x + offset.y, fragTexCoord.y*tiling.y + offset.y)).rgb; + N = normalize(N*2.0 - 1.0); + N = normalize(N*TBN); + } + + vec3 V = normalize(viewPos - fragPosition); + + vec3 emissive = vec3(0); + emissive = (texture2D(emissiveMap, vec2(fragTexCoord.x*tiling.x + offset.x, fragTexCoord.y*tiling.y + offset.y)).rgb).g*emissiveColor.rgb*emissivePower*float(useTexEmissive); + + // return N;//vec3(metallic,metallic,metallic); + // If dia-electric use base reflectivity of 0.04 otherwise ut is a metal use albedo as base reflectivity + vec3 baseRefl = mix(vec3(0.04), albedo.rgb, metallic); + vec3 lightAccum = vec3(0.0); // Acumulate lighting lum + + for (int i = 0; i < 4; i++) + { + vec3 L = normalize(lights[i].position - fragPosition); // Compute light vector + vec3 H = normalize(V + L); // Compute halfway bisecting vector + float dist = length(lights[i].position - fragPosition); // Compute distance to light + float attenuation = 1.0/(dist*dist*0.23); // Compute attenuation + vec3 radiance = lights[i].color.rgb*lights[i].intensity*attenuation; // Compute input radiance, light energy comming in + + // Cook-Torrance BRDF distribution function + float nDotV = max(dot(N,V), 0.0000001); + float nDotL = max(dot(N,L), 0.0000001); + float hDotV = max(dot(H,V), 0.0); + float nDotH = max(dot(N,H), 0.0); + float D = GgxDistribution(nDotH, roughness); // Larger the more micro-facets aligned to H + float G = GeomSmith(nDotV, nDotL, roughness); // Smaller the more micro-facets shadow + vec3 F = SchlickFresnel(hDotV, baseRefl); // Fresnel proportion of specular reflectance + + vec3 spec = (D*G*F)/(4.0*nDotV*nDotL); - vec3 e = vec3(0); - e = (texture2D(emissiveMap, vec2(fragTexCoord.x*tiling.x+offset.x, fragTexCoord.y*tiling.y+offset.y)).rgb).g * emissiveColor.rgb*emissivePower * float(useTexEmissive); + // Difuse and spec light can't be above 1.0 + // kD = 1.0 - kS diffuse component is equal 1.0 - spec comonent + vec3 kD = vec3(1.0) - F; - //return N;//vec3(metallic,metallic,metallic); - //if dia-electric use base reflectivity of 0.04 otherwise ut is a metal use albedo as base reflectivity - vec3 baseRefl = mix(vec3(0.04),albedo.rgb,metallic); - vec3 Lo = vec3(0.0); // acumulate lighting lum - - for(int i=0;i 0.0) ? radius.xy : radius.zw; + radius.x = (fragFromCenter.x < 0.0) ? radius.x : radius.y; + + // Calculate signed distance field + vec2 dist = abs(fragFromCenter) - halfSize + radius.x; + return min(max(dist.x, dist.y), 0.0) + length(max(dist, 0.0)) - radius.x; +} + +void main() +{ + // Texel color fetching from texture sampler + vec4 texelColor = texture2D(texture0, fragTexCoord); + + // Requires fragment coordinate varying pixels + vec2 fragCoord = gl_FragCoord.xy; + + // Calculate signed distance field for rounded rectangle + vec2 halfSize = rectangle.zw*0.5; + vec2 center = rectangle.xy + halfSize; + float recSDF = RoundedRectangleSDF(fragCoord, center, halfSize, radius); + + // Calculate signed distance field for rectangle shadow + vec2 shadowHalfSize = halfSize*shadowScale; + vec2 shadowCenter = center + shadowOffset; + float shadowSDF = RoundedRectangleSDF(fragCoord, shadowCenter, shadowHalfSize, radius); + + // Caculate alpha factors + float recFactor = smoothstep(1.0, 0.0, recSDF); + float shadowFactor = smoothstep(shadowRadius, 0.0, shadowSDF); + float borderFactor = smoothstep(0.0, 1.0, recSDF + borderThickness)*recFactor; + + // Multiply each color by its respective alpha factor + vec4 recColor = vec4(color.rgb, color.a*recFactor); + vec4 shadowCol = vec4(shadowColor.rgb, shadowColor.a*shadowFactor); + vec4 borderCol = vec4(borderColor.rgb, borderColor.a*borderFactor); + + // Combine the colors varying the order (shadow, rectangle, border) + gl_FragColor = mix(mix(shadowCol, recColor, recColor.a), borderCol, borderCol.a); +} \ No newline at end of file diff --git a/examples/shaders/resources/shaders/glsl100/tiling.fs b/examples/shaders/resources/shaders/glsl100/tiling.fs index 392786a83..0a3f07e3a 100644 --- a/examples/shaders/resources/shaders/glsl100/tiling.fs +++ b/examples/shaders/resources/shaders/glsl100/tiling.fs @@ -7,15 +7,15 @@ varying vec2 fragTexCoord; varying vec4 fragColor; // Input uniform values -uniform sampler2D diffuseMap; -uniform vec4 tiling; +uniform sampler2D texture0; +uniform vec4 colDiffuse; // NOTE: Add here your custom variables +uniform vec2 tiling; void main() { vec2 texCoord = fragTexCoord*tiling; - fragColor = texture2D(diffuseMap, texCoord); - - gl_FragColor = fragColor; + + gl_FragColor = texture2D(texture0, texCoord)*colDiffuse; } diff --git a/examples/shaders/resources/shaders/glsl100/vertex_displacement.fs b/examples/shaders/resources/shaders/glsl100/vertex_displacement.fs new file mode 100644 index 000000000..3328a91e7 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl100/vertex_displacement.fs @@ -0,0 +1,18 @@ +#version 100 + +precision mediump float; + +// Input vertex attributes (from fragment shader) +varying vec2 fragTexCoord; +varying float height; + + +void main() +{ + vec4 darkblue = vec4(0.0, 0.13, 0.18, 1.0); + vec4 lightblue = vec4(1.0, 1.0, 1.0, 1.0); + // Interpolate between two colors based on height + vec4 finalColor = mix(darkblue, lightblue, height); + + gl_FragColor = finalColor; +} \ No newline at end of file diff --git a/examples/shaders/resources/shaders/glsl100/vertex_displacement.vs b/examples/shaders/resources/shaders/glsl100/vertex_displacement.vs new file mode 100644 index 000000000..c7b926d4b --- /dev/null +++ b/examples/shaders/resources/shaders/glsl100/vertex_displacement.vs @@ -0,0 +1,45 @@ +#version 100 + +precision mediump float; + +attribute vec3 vertexPosition; +attribute vec2 vertexTexCoord; +attribute vec3 vertexNormal; +attribute vec4 vertexColor; + +uniform mat4 mvp; +uniform mat4 matModel; +uniform mat4 matNormal; + +uniform float time; + +uniform sampler2D perlinNoiseMap; + +varying vec3 fragPosition; +varying vec2 fragTexCoord; +varying vec3 fragNormal; +varying float height; + +void main() +{ + // Calculate animated texture coordinates based on time and vertex position + vec2 animatedTexCoord = sin(vertexTexCoord + vec2(sin(time + vertexPosition.x * 0.1), cos(time + vertexPosition.z * 0.1)) * 0.3); + + // Normalize animated texture coordinates to range [0, 1] + animatedTexCoord = animatedTexCoord * 0.5 + 0.5; + + // Fetch displacement from the perlin noise map + float displacement = texture2D(perlinNoiseMap, animatedTexCoord).r * 7.0; // Amplified displacement + + // Displace vertex position + vec3 displacedPosition = vertexPosition + vec3(0.0, displacement, 0.0); + + // Send vertex attributes to fragment shader + fragPosition = vec3(matModel * vec4(displacedPosition, 1.0)); + fragTexCoord = vertexTexCoord; + fragNormal = normalize(vec3(matNormal * vec4(vertexNormal, 1.0))); + height = displacedPosition.y * 0.2; // send height to fragment shader for coloring + + // Calculate final vertex position + gl_Position = mvp * vec4(displacedPosition, 1.0); +} diff --git a/examples/shaders/resources/shaders/glsl120/lighting.fs b/examples/shaders/resources/shaders/glsl120/lighting.fs index 8dda5a549..600c0f84d 100644 --- a/examples/shaders/resources/shaders/glsl120/lighting.fs +++ b/examples/shaders/resources/shaders/glsl120/lighting.fs @@ -38,6 +38,8 @@ void main() vec3 viewD = normalize(viewPos - fragPosition); vec3 specular = vec3(0.0); + vec4 tint = colDiffuse * fragColor; + // NOTE: Implement here your fragment shader code for (int i = 0; i < MAX_LIGHTS; i++) @@ -65,7 +67,7 @@ void main() } } - vec4 finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0))); + vec4 finalColor = (texelColor*((tint + vec4(specular, 1.0))*vec4(lightDot, 1.0))); finalColor += texelColor*(ambient/10.0); // Gamma correction diff --git a/examples/shaders/resources/shaders/glsl120/pbr.fs b/examples/shaders/resources/shaders/glsl120/pbr.fs index 935bced35..63241709b 100644 --- a/examples/shaders/resources/shaders/glsl120/pbr.fs +++ b/examples/shaders/resources/shaders/glsl120/pbr.fs @@ -1,7 +1,5 @@ #version 120 -precision mediump float; - #define MAX_LIGHTS 4 #define LIGHT_DIRECTIONAL 0 #define LIGHT_POINT 1 @@ -17,13 +15,12 @@ struct Light { }; // Input vertex attributes (from vertex shader) -varying in vec3 fragPosition; -varying in vec2 fragTexCoord; -varying in vec4 fragColor; -varying in vec3 fragNormal; -varying in vec4 shadowPos; -varying in mat3 TBN; - +varying vec3 fragPosition; +varying vec2 fragTexCoord; +varying vec4 fragColor; +varying vec3 fragNormal; +varying vec4 shadowPos; +varying mat3 TBN; // Input uniform values uniform int numOfLights; @@ -55,102 +52,108 @@ uniform vec3 viewPos; uniform vec3 ambientColor; uniform float ambient; -// refl in range 0 to 1 -// returns base reflectivity to 1 -// incrase reflectivity when surface view at larger angle -vec3 schlickFresnel(float hDotV,vec3 refl) +// Reflectivity in range 0.0 to 1.0 +// NOTE: Reflectivity is increased when surface view at larger angle +vec3 SchlickFresnel(float hDotV,vec3 refl) { - return refl + (1.0 - refl) * pow(1.0 - hDotV,5.0); + return refl + (1.0 - refl)*pow(1.0 - hDotV, 5.0); } -float ggxDistribution(float nDotH,float roughness) +float GgxDistribution(float nDotH,float roughness) { - float a = roughness * roughness * roughness * roughness; - float d = nDotH * nDotH * (a - 1.0) + 1.0; - d = PI * d * d; - return a / max(d,0.0000001); + float a = roughness*roughness*roughness*roughness; + float d = nDotH*nDotH*(a - 1.0) + 1.0; + d = PI*d*d; + return (a/max(d,0.0000001)); } -float geomSmith(float nDotV,float nDotL,float roughness) +float GeomSmith(float nDotV,float nDotL,float roughness) { - float r = roughness + 1.0; - float k = r * r / 8.0; - float ik = 1.0 - k; - float ggx1 = nDotV / (nDotV * ik + k); - float ggx2 = nDotL / (nDotL * ik + k); - return ggx1 * ggx2; + float r = roughness + 1.0; + float k = r*r/8.0; + float ik = 1.0 - k; + float ggx1 = nDotV/(nDotV*ik + k); + float ggx2 = nDotL/(nDotL*ik + k); + return ggx1*ggx2; } -vec3 pbr(){ - vec3 albedo = texture2D(albedoMap,vec2(fragTexCoord.x*tiling.x+offset.x,fragTexCoord.y*tiling.y+offset.y)).rgb; - albedo = vec3(albedoColor.x*albedo.x,albedoColor.y*albedo.y,albedoColor.z*albedo.z); - float metallic = clamp(metallicValue,0.0,1.0); - float roughness = clamp(roughnessValue,0.0,1.0); - float ao = clamp(aoValue,0.0,1.0); - if(useTexMRA == 1) { - vec4 mra = texture2D(mraMap, vec2(fragTexCoord.x * tiling.x + offset.x, fragTexCoord.y * tiling.y + offset.y)); - metallic = clamp(mra.r+metallicValue,0.04,1.0); - roughness = clamp(mra.g+roughnessValue,0.04,1.0); - ao = (mra.b+aoValue)*0.5; - } - - - - vec3 N = normalize(fragNormal); - if(useTexNormal == 1) { - N = texture2D(normalMap, vec2(fragTexCoord.x * tiling.x + offset.y, fragTexCoord.y * tiling.y + offset.y)).rgb; - N = normalize(N * 2.0 - 1.0); - N = normalize(N * TBN); - } - - vec3 V = normalize(viewPos - fragPosition); +vec3 ComputePBR() +{ + vec3 albedo = texture2D(albedoMap, vec2(fragTexCoord.x*tiling.x + offset.x, fragTexCoord.y*tiling.y + offset.y)).rgb; + albedo = vec3(albedoColor.x*albedo.x, albedoColor.y*albedo.y, albedoColor.z*albedo.z); + + float metallic = clamp(metallicValue, 0.0, 1.0); + float roughness = clamp(roughnessValue, 0.0, 1.0); + float ao = clamp(aoValue, 0.0, 1.0); + + if (useTexMRA == 1) + { + vec4 mra = texture2D(mraMap, vec2(fragTexCoord.x*tiling.x + offset.x, fragTexCoord.y*tiling.y + offset.y)); + metallic = clamp(mra.r + metallicValue, 0.04, 1.0); + roughness = clamp(mra.g + roughnessValue, 0.04, 1.0); + ao = (mra.b + aoValue)*0.5; + } + + vec3 N = normalize(fragNormal); + if (useTexNormal == 1) + { + N = texture2D(normalMap, vec2(fragTexCoord.x*tiling.x + offset.y, fragTexCoord.y*tiling.y + offset.y)).rgb; + N = normalize(N*2.0 - 1.0); + N = normalize(N*TBN); + } + + vec3 V = normalize(viewPos - fragPosition); + + vec3 emissive = vec3(0); + emissive = (texture2D(emissiveMap, vec2(fragTexCoord.x*tiling.x + offset.x, fragTexCoord.y*tiling.y + offset.y)).rgb).g*emissiveColor.rgb*emissivePower*float(useTexEmissive); + + // return N;//vec3(metallic,metallic,metallic); + // If dia-electric use base reflectivity of 0.04 otherwise ut is a metal use albedo as base reflectivity + vec3 baseRefl = mix(vec3(0.04), albedo.rgb, metallic); + vec3 lightAccum = vec3(0.0); // Acumulate lighting lum + + for (int i = 0; i < 4; i++) + { + vec3 L = normalize(lights[i].position - fragPosition); // Compute light vector + vec3 H = normalize(V + L); // Compute halfway bisecting vector + float dist = length(lights[i].position - fragPosition); // Compute distance to light + float attenuation = 1.0/(dist*dist*0.23); // Compute attenuation + vec3 radiance = lights[i].color.rgb*lights[i].intensity*attenuation; // Compute input radiance, light energy comming in + + // Cook-Torrance BRDF distribution function + float nDotV = max(dot(N,V), 0.0000001); + float nDotL = max(dot(N,L), 0.0000001); + float hDotV = max(dot(H,V), 0.0); + float nDotH = max(dot(N,H), 0.0); + float D = GgxDistribution(nDotH, roughness); // Larger the more micro-facets aligned to H + float G = GeomSmith(nDotV, nDotL, roughness); // Smaller the more micro-facets shadow + vec3 F = SchlickFresnel(hDotV, baseRefl); // Fresnel proportion of specular reflectance + + vec3 spec = (D*G*F)/(4.0*nDotV*nDotL); - vec3 e = vec3(0); - e = (texture2D(emissiveMap, vec2(fragTexCoord.x*tiling.x+offset.x, fragTexCoord.y*tiling.y+offset.y)).rgb).g * emissiveColor.rgb*emissivePower * float(useTexEmissive); + // Difuse and spec light can't be above 1.0 + // kD = 1.0 - kS diffuse component is equal 1.0 - spec comonent + vec3 kD = vec3(1.0) - F; - //return N;//vec3(metallic,metallic,metallic); - //if dia-electric use base reflectivity of 0.04 otherwise ut is a metal use albedo as base reflectivity - vec3 baseRefl = mix(vec3(0.04),albedo.rgb,metallic); - vec3 Lo = vec3(0.0); // acumulate lighting lum - - for(int i=0;i 0.0 ) p = vec2( p.x - k*p.y, -k*p.x - p.y )/2.0; + p.x += 2.0 - 2.0*clamp( (p.x+2.0)/2.0, 0.0, 1.0 ); + return -length(p)*sign(p.y); +} + +float sdTriPrism( vec3 p, vec2 h ) +{ + vec3 q = abs(p); + float d1 = q.z-h.y; +#if 1 + // distance bound + float d2 = max(q.x*0.866025+p.y*0.5,-p.y)-h.x*0.5; +#else + // correct distance + h.x *= 0.866025; + float d2 = sdEquilateralTriangle(p.xy/h.x)*h.x; +#endif + return length(max(vec2(d1,d2),0.0)) + min(max(d1,d2), 0.); +} + +float sdCylinder( vec3 p, vec2 h ) +{ + vec2 d = abs(vec2(length(p.xz),p.y)) - h; + return min(max(d.x,d.y),0.0) + length(max(d,0.0)); +} + +float sdCone( in vec3 p, in vec3 c ) +{ + vec2 q = vec2( length(p.xz), p.y ); + float d1 = -q.y-c.z; + float d2 = max( dot(q,c.xy), q.y); + return length(max(vec2(d1,d2),0.0)) + min(max(d1,d2), 0.); +} + +float sdConeSection( in vec3 p, in float h, in float r1, in float r2 ) +{ + float d1 = -p.y - h; + float q = p.y - h; + float si = 0.5*(r1-r2)/h; + float d2 = max( sqrt( dot(p.xz,p.xz)*(1.0-si*si)) + q*si - r2, q ); + return length(max(vec2(d1,d2),0.0)) + min(max(d1,d2), 0.); +} + +float sdPryamid4(vec3 p, vec3 h ) // h = { cos a, sin a, height } +{ + // Tetrahedron = Octahedron - Cube + float box = sdBox( p - vec3(0,-2.0*h.z,0), vec3(2.0*h.z) ); + + float d = 0.0; + d = max( d, abs( dot(p, vec3( -h.x, h.y, 0 )) )); + d = max( d, abs( dot(p, vec3( h.x, h.y, 0 )) )); + d = max( d, abs( dot(p, vec3( 0, h.y, h.x )) )); + d = max( d, abs( dot(p, vec3( 0, h.y,-h.x )) )); + float octa = d - h.z; + return max(-box,octa); // Subtraction + } + +float length2( vec2 p ) +{ + return sqrt( p.x*p.x + p.y*p.y ); +} + +float length6( vec2 p ) +{ + p = p*p*p; p = p*p; + return pow( p.x + p.y, 1.0/6.0 ); +} + +float length8( vec2 p ) +{ + p = p*p; p = p*p; p = p*p; + return pow( p.x + p.y, 1.0/8.0 ); +} + +float sdTorus82( vec3 p, vec2 t ) +{ + vec2 q = vec2(length2(p.xz)-t.x,p.y); + return length8(q)-t.y; +} + +float sdTorus88( vec3 p, vec2 t ) +{ + vec2 q = vec2(length8(p.xz)-t.x,p.y); + return length8(q)-t.y; +} + +float sdCylinder6( vec3 p, vec2 h ) +{ + return max( length6(p.xz)-h.x, abs(p.y)-h.y ); +} + +//------------------------------------------------------------------ + +float opS( float d1, float d2 ) +{ + return max(-d2,d1); +} + +vec2 opU( vec2 d1, vec2 d2 ) +{ + return (d1.x0.0 ) tmax = min( tmax, tp1 ); + float tp2 = (1.6-ro.y)/rd.y; if( tp2>0.0 ) { if( ro.y>1.6 ) tmin = max( tmin, tp2 ); + else tmax = min( tmax, tp2 ); } +#endif + + float t = tmin; + float m = -1.0; + for( int i=0; i<64; i++ ) + { + float precis = 0.0005*t; + vec2 res = map( ro+rd*t ); + if( res.xtmax ) break; + t += res.x; + m = res.y; + } + + if( t>tmax ) m=-1.0; + return vec2( t, m ); +} + + +float calcSoftshadow( in vec3 ro, in vec3 rd, in float mint, in float tmax ) +{ + float res = 1.0; + float t = mint; + for( int i=0; i<16; i++ ) + { + float h = map( ro + rd*t ).x; + res = min( res, 8.0*h/t ); + t += clamp( h, 0.02, 0.10 ); + if( h<0.001 || t>tmax ) break; + } + return clamp( res, 0.0, 1.0 ); +} + +vec3 calcNormal( in vec3 pos ) +{ + vec2 e = vec2(1.0,-1.0)*0.5773*0.0005; + return normalize( e.xyy*map( pos + e.xyy ).x + + e.yyx*map( pos + e.yyx ).x + + e.yxy*map( pos + e.yxy ).x + + e.xxx*map( pos + e.xxx ).x ); + /* + vec3 eps = vec3( 0.0005, 0.0, 0.0 ); + vec3 nor = vec3( + map(pos+eps.xyy).x - map(pos-eps.xyy).x, + map(pos+eps.yxy).x - map(pos-eps.yxy).x, + map(pos+eps.yyx).x - map(pos-eps.yyx).x ); + return normalize(nor); + */ +} + +float calcAO( in vec3 pos, in vec3 nor ) +{ + float occ = 0.0; + float sca = 1.0; + for( int i=0; i<5; i++ ) + { + float hr = 0.01 + 0.12*float(i)/4.0; + vec3 aopos = nor * hr + pos; + float dd = map( aopos ).x; + occ += -(dd-hr)*sca; + sca *= 0.95; + } + return clamp( 1.0 - 3.0*occ, 0.0, 1.0 ); +} + +// http://iquilezles.org/www/articles/checkerfiltering/checkerfiltering.htm +float checkersGradBox( in vec2 p ) +{ + // filter kernel + vec2 w = fwidth(p) + 0.001; + // analytical integral (box filter) + vec2 i = 2.0*(abs(fract((p-0.5*w)*0.5)-0.5)-abs(fract((p+0.5*w)*0.5)-0.5))/w; + // xor pattern + return 0.5 - 0.5*i.x*i.y; +} + +vec3 render( in vec3 ro, in vec3 rd ) +{ + vec3 col = vec3(0.7, 0.9, 1.0) +rd.y*0.8; + vec2 res = castRay(ro,rd); + float t = res.x; + float m = res.y; + if( m>-0.5 ) + { + vec3 pos = ro + t*rd; + vec3 nor = calcNormal( pos ); + vec3 ref = reflect( rd, nor ); + + // material + col = 0.45 + 0.35*sin( vec3(0.05,0.08,0.10)*(m-1.0) ); + if( m<1.5 ) + { + + float f = checkersGradBox( 5.0*pos.xz ); + col = 0.3 + f*vec3(0.1); + } + + // lighting + float occ = calcAO( pos, nor ); + vec3 lig = normalize( vec3(cos(-0.4 * runTime), sin(0.7 * runTime), -0.6) ); + vec3 hal = normalize( lig-rd ); + float amb = clamp( 0.5+0.5*nor.y, 0.0, 1.0 ); + float dif = clamp( dot( nor, lig ), 0.0, 1.0 ); + float bac = clamp( dot( nor, normalize(vec3(-lig.x,0.0,-lig.z))), 0.0, 1.0 )*clamp( 1.0-pos.y,0.0,1.0); + float dom = smoothstep( -0.1, 0.1, ref.y ); + float fre = pow( clamp(1.0+dot(nor,rd),0.0,1.0), 2.0 ); + + dif *= calcSoftshadow( pos, lig, 0.02, 2.5 ); + dom *= calcSoftshadow( pos, ref, 0.02, 2.5 ); + + float spe = pow( clamp( dot( nor, hal ), 0.0, 1.0 ),16.0)* + dif * + (0.04 + 0.96*pow( clamp(1.0+dot(hal,rd),0.0,1.0), 5.0 )); + + vec3 lin = vec3(0.0); + lin += 1.30*dif*vec3(1.00,0.80,0.55); + lin += 0.40*amb*vec3(0.40,0.60,1.00)*occ; + lin += 0.50*dom*vec3(0.40,0.60,1.00)*occ; + lin += 0.50*bac*vec3(0.25,0.25,0.25)*occ; + lin += 0.25*fre*vec3(1.00,1.00,1.00)*occ; + col = col*lin; + col += 10.00*spe*vec3(1.00,0.90,0.70); + + col = mix( col, vec3(0.8,0.9,1.0), 1.0-exp( -0.0002*t*t*t ) ); + } + + return vec3( clamp(col,0.0,1.0) ); +} + +mat3 setCamera( in vec3 ro, in vec3 ta, float cr ) +{ + vec3 cw = normalize(ta-ro); + vec3 cp = vec3(sin(cr), cos(cr),0.0); + vec3 cu = normalize( cross(cw,cp) ); + vec3 cv = normalize( cross(cu,cw) ); + return mat3( cu, cv, cw ); +} + +void main() +{ + vec3 tot = vec3(0.0); +#if AA>1 + for( int m=0; m1 + } + tot /= float(AA*AA); +#endif + + gl_FragColor = vec4( tot, 1.0 ); +} diff --git a/examples/shaders/resources/shaders/glsl120/rounded_rectangle.fs b/examples/shaders/resources/shaders/glsl120/rounded_rectangle.fs new file mode 100644 index 000000000..eb96c28d3 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl120/rounded_rectangle.fs @@ -0,0 +1,74 @@ +// Note: SDF by Iñigo Quilez is licensed under MIT License + +#version 120 + +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; +varying vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform vec4 colDiffuse; + +uniform vec4 rectangle; // Rectangle dimensions (x, y, width, height) +uniform vec4 radius; // Corner radius (top-left, top-right, bottom-left, bottom-right) +uniform vec4 color; + +// Shadow parameters +uniform float shadowRadius; +uniform vec2 shadowOffset; +uniform float shadowScale; +uniform vec4 shadowColor; + +// Border parameters +uniform float borderThickness; +uniform vec4 borderColor; + +// Create a rounded rectangle using signed distance field +// Thanks to Iñigo Quilez (https://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm) +// And thanks to inobelar (https://www.shadertoy.com/view/fsdyzB) for shader +// MIT License +float RoundedRectangleSDF(vec2 fragCoord, vec2 center, vec2 halfSize, vec4 radius) +{ + vec2 fragFromCenter = fragCoord - center; + + // Determine which corner radius to use + radius.xy = (fragFromCenter.y > 0.0) ? radius.xy : radius.zw; + radius.x = (fragFromCenter.x < 0.0) ? radius.x : radius.y; + + // Calculate signed distance field + vec2 dist = abs(fragFromCenter) - halfSize + radius.x; + return min(max(dist.x, dist.y), 0.0) + length(max(dist, 0.0)) - radius.x; +} + +void main() +{ + // Texel color fetching from texture sampler + vec4 texelColor = texture2D(texture0, fragTexCoord); + + // Requires fragment coordinate varying pixels + vec2 fragCoord = gl_FragCoord.xy; + + // Calculate signed distance field for rounded rectangle + vec2 halfSize = rectangle.zw*0.5; + vec2 center = rectangle.xy + halfSize; + float recSDF = RoundedRectangleSDF(fragCoord, center, halfSize, radius); + + // Calculate signed distance field for rectangle shadow + vec2 shadowHalfSize = halfSize*shadowScale; + vec2 shadowCenter = center + shadowOffset; + float shadowSDF = RoundedRectangleSDF(fragCoord, shadowCenter, shadowHalfSize, radius); + + // Caculate alpha factors + float recFactor = smoothstep(1.0, 0.0, recSDF); + float shadowFactor = smoothstep(shadowRadius, 0.0, shadowSDF); + float borderFactor = smoothstep(0.0, 1.0, recSDF + borderThickness)*recFactor; + + // Multiply each color by its respective alpha factor + vec4 recColor = vec4(color.rgb, color.a*recFactor); + vec4 shadowCol = vec4(shadowColor.rgb, shadowColor.a*shadowFactor); + vec4 borderCol = vec4(borderColor.rgb, borderColor.a*borderFactor); + + // Combine the colors varying the order (shadow, rectangle, border) + gl_FragColor = mix(mix(shadowCol, recColor, recColor.a), borderCol, borderCol.a); +} \ No newline at end of file diff --git a/examples/shaders/resources/shaders/glsl120/shadowmap.fs b/examples/shaders/resources/shaders/glsl120/shadowmap.fs index 668fdeb4b..84f318591 100644 --- a/examples/shaders/resources/shaders/glsl120/shadowmap.fs +++ b/examples/shaders/resources/shaders/glsl120/shadowmap.fs @@ -1,15 +1,13 @@ #version 120 -precision mediump float; - // This shader is based on the basic lighting shader // This only supports one light, which is directional, and it (of course) supports shadows // Input vertex attributes (from vertex shader) -varying in vec3 fragPosition; -varying in vec2 fragTexCoord; +varying vec3 fragPosition; +varying vec2 fragTexCoord; //varying in vec4 fragColor; -varying in vec3 fragNormal; +varying vec3 fragNormal; // Input uniform values uniform sampler2D texture0; @@ -48,34 +46,34 @@ void main() vec4 finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0))); // Shadow calculations - vec4 fragPosLightSpace = lightVP * vec4(fragPosition, 1); + vec4 fragPosLightSpace = lightVP*vec4(fragPosition, 1); fragPosLightSpace.xyz /= fragPosLightSpace.w; // Perform the perspective division - fragPosLightSpace.xyz = (fragPosLightSpace.xyz + 1.0f) / 2.0f; // Transform from [-1, 1] range to [0, 1] range + fragPosLightSpace.xyz = (fragPosLightSpace.xyz + 1.0)/2.0; // Transform from [-1, 1] range to [0, 1] range vec2 sampleCoords = fragPosLightSpace.xy; float curDepth = fragPosLightSpace.z; + // Slope-scale depth bias: depth biasing reduces "shadow acne" artifacts, where dark stripes appear all over the scene. // The solution is adding a small bias to the depth // In this case, the bias is proportional to the slope of the surface, relative to the light - float bias = max(0.0008 * (1.0 - dot(normal, l)), 0.00008); + float bias = max(0.0008*(1.0 - dot(normal, l)), 0.00008); int shadowCounter = 0; const int numSamples = 9; + // PCF (percentage-closer filtering) algorithm: // Instead of testing if just one point is closer to the current point, // we test the surrounding points as well. // This blurs shadow edges, hiding aliasing artifacts. - vec2 texelSize = vec2(1.0f / float(shadowMapResolution)); + vec2 texelSize = vec2(1.0/float(shadowMapResolution)); for (int x = -1; x <= 1; x++) { for (int y = -1; y <= 1; y++) { - float sampleDepth = texture2D(shadowMap, sampleCoords + texelSize * vec2(x, y)).r; - if (curDepth - bias > sampleDepth) - { - shadowCounter++; - } + float sampleDepth = texture2D(shadowMap, sampleCoords + texelSize*vec2(x, y)).r; + if (curDepth - bias > sampleDepth) shadowCounter++; } } - finalColor = mix(finalColor, vec4(0, 0, 0, 1), float(shadowCounter) / float(numSamples)); + + finalColor = mix(finalColor, vec4(0, 0, 0, 1), float(shadowCounter)/float(numSamples)); // Add ambient lighting whether in shadow or not finalColor += texelColor*(ambient/10.0)*colDiffuse; diff --git a/examples/shaders/resources/shaders/glsl330/base.fs b/examples/shaders/resources/shaders/glsl330/base.fs index 6b5006224..813f32b1d 100644 --- a/examples/shaders/resources/shaders/glsl330/base.fs +++ b/examples/shaders/resources/shaders/glsl330/base.fs @@ -20,6 +20,9 @@ void main() // NOTE: Implement here your fragment shader code - finalColor = texelColor*colDiffuse; + // final color is the color from the texture + // times the tint color (colDiffuse) + // times the fragment color (interpolated vertex color) + finalColor = texelColor*colDiffuse*fragColor; } diff --git a/examples/shaders/resources/shaders/glsl330/depth.fs b/examples/shaders/resources/shaders/glsl330/depth.fs index f7546bbb8..5c4a3de99 100644 --- a/examples/shaders/resources/shaders/glsl330/depth.fs +++ b/examples/shaders/resources/shaders/glsl330/depth.fs @@ -23,5 +23,5 @@ void main() float depth = (2.0*zNear)/(zFar + zNear - z*(zFar - zNear)); // Calculate final fragment color - finalColor = vec4(depth, depth, depth, 1.0f); + finalColor = vec4(depth, depth, depth, 1.0); } \ No newline at end of file diff --git a/examples/shaders/resources/shaders/glsl330/hybrid_raster.fs b/examples/shaders/resources/shaders/glsl330/hybrid_raster.fs index 85ef492c0..26c7e8f26 100644 --- a/examples/shaders/resources/shaders/glsl330/hybrid_raster.fs +++ b/examples/shaders/resources/shaders/glsl330/hybrid_raster.fs @@ -1,14 +1,22 @@ -#version 330 +#version 330 +// Input vertex attributes (from vertex shader) in vec2 fragTexCoord; in vec4 fragColor; +// Input uniform values uniform sampler2D texture0; uniform vec4 colDiffuse; +// Output fragment color +//out vec4 finalColor; + +// NOTE: Add here your custom variables + void main() { - vec4 texelColor = texture2D(texture0, fragTexCoord); + vec4 texelColor = texture(texture0, fragTexCoord); + gl_FragColor = texelColor*colDiffuse*fragColor; gl_FragDepth = gl_FragCoord.z; } \ No newline at end of file diff --git a/examples/shaders/resources/shaders/glsl330/julia_set.fs b/examples/shaders/resources/shaders/glsl330/julia_set.fs index 7a6f069c8..3a8e25deb 100644 --- a/examples/shaders/resources/shaders/glsl330/julia_set.fs +++ b/examples/shaders/resources/shaders/glsl330/julia_set.fs @@ -12,23 +12,20 @@ uniform vec2 offset; // Offset of the scale. uniform float zoom; // Zoom of the scale. const int maxIterations = 255; // Max iterations to do. -const float colorCycles = 2.0f; // Number of times the color palette repeats. Can show higher detail for higher iteration numbers. +const float colorCycles = 2.0; // Number of times the color palette repeats. Can show higher detail for higher iteration numbers. // Square a complex number vec2 ComplexSquare(vec2 z) { - return vec2( - z.x*z.x - z.y*z.y, - z.x*z.y*2.0f - ); + return vec2(z.x*z.x - z.y*z.y, z.x*z.y*2.0); } // Convert Hue Saturation Value (HSV) color into RGB vec3 Hsv2rgb(vec3 c) { - vec4 K = vec4(1.0f, 2.0f/3.0f, 1.0f/3.0f, 3.0f); - vec3 p = abs(fract(c.xxx + K.xyz)*6.0f - K.www); - return c.z*mix(K.xxx, clamp(p - K.xxx, 0.0f, 1.0f), c.y); + vec4 K = vec4(1.0, 2.0/3.0, 1.0/3.0, 3.0); + vec3 p = abs(fract(c.xxx + K.xyz)*6.0 - K.www); + return c.z*mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } void main() @@ -54,7 +51,7 @@ void main() // The pixel coordinates are scaled so they are on the mandelbrot scale // NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom - vec2 z = vec2((fragTexCoord.x - 0.5f)*2.5f, (fragTexCoord.y - 0.5f)*1.5f)/zoom; + vec2 z = vec2((fragTexCoord.x - 0.5f)*2.5, (fragTexCoord.y - 0.5)*1.5)/zoom; z.x += offset.x; z.y += offset.y; @@ -63,7 +60,7 @@ void main() { z = ComplexSquare(z) + c; // Iterate function - if (dot(z, z) > 4.0f) break; + if (dot(z, z) > 4.0) break; } // Another few iterations decreases errors in the smoothing calculation. @@ -72,12 +69,12 @@ void main() z = ComplexSquare(z) + c; // This last part smooths the color (again see link above). - float smoothVal = float(iterations) + 1.0f - (log(log(length(z)))/log(2.0f)); + float smoothVal = float(iterations) + 1.0 - (log(log(length(z)))/log(2.0)); // Normalize the value so it is between 0 and 1. float norm = smoothVal/float(maxIterations); // If in set, color black. 0.999 allows for some float accuracy error. - if (norm > 0.999f) finalColor = vec4(0.0f, 0.0f, 0.0f, 1.0f); - else finalColor = vec4(Hsv2rgb(vec3(norm*colorCycles, 1.0f, 1.0f)), 1.0f); + if (norm > 0.999) finalColor = vec4(0.0, 0.0, 0.0, 1.0); + else finalColor = vec4(Hsv2rgb(vec3(norm*colorCycles, 1.0, 1.0)), 1.0); } diff --git a/examples/shaders/resources/shaders/glsl330/lighting.fs b/examples/shaders/resources/shaders/glsl330/lighting.fs index d1f3140a1..d2a8e8743 100644 --- a/examples/shaders/resources/shaders/glsl330/lighting.fs +++ b/examples/shaders/resources/shaders/glsl330/lighting.fs @@ -3,7 +3,7 @@ // Input vertex attributes (from vertex shader) in vec3 fragPosition; in vec2 fragTexCoord; -//in vec4 fragColor; +in vec4 fragColor; in vec3 fragNormal; // Input uniform values @@ -41,6 +41,8 @@ void main() vec3 viewD = normalize(viewPos - fragPosition); vec3 specular = vec3(0.0); + vec4 tint = colDiffuse * fragColor; + // NOTE: Implement here your fragment shader code for (int i = 0; i < MAX_LIGHTS; i++) @@ -68,8 +70,8 @@ void main() } } - finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0))); - finalColor += texelColor*(ambient/10.0)*colDiffuse; + finalColor = (texelColor*((tint + vec4(specular, 1.0))*vec4(lightDot, 1.0))); + finalColor += texelColor*(ambient/10.0)*tint; // Gamma correction finalColor = pow(finalColor, vec4(1.0/2.2)); diff --git a/examples/shaders/resources/shaders/glsl330/lighting_instancing.vs b/examples/shaders/resources/shaders/glsl330/lighting_instancing.vs index 6775a2eb6..32db8cdd4 100644 --- a/examples/shaders/resources/shaders/glsl330/lighting_instancing.vs +++ b/examples/shaders/resources/shaders/glsl330/lighting_instancing.vs @@ -22,15 +22,12 @@ out vec3 fragNormal; void main() { - // Compute MVP for current instance - mat4 mvpi = mvp*instanceTransform; - // Send vertex attributes to fragment shader - fragPosition = vec3(mvpi*vec4(vertexPosition, 1.0)); + fragPosition = vec3(instanceTransform*vec4(vertexPosition, 1.0)); fragTexCoord = vertexTexCoord; - //fragColor = vertexColor; + fragColor = vec4(1.0); fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0))); - // Calculate final vertex position - gl_Position = mvpi*vec4(vertexPosition, 1.0); + // Calculate final vertex position, note that we multiply mvp by instanceTransform + gl_Position = mvp*instanceTransform*vec4(vertexPosition, 1.0); } diff --git a/examples/shaders/resources/shaders/glsl330/palette_switch.fs b/examples/shaders/resources/shaders/glsl330/palette_switch.fs index 7c8a488cd..6a82529b1 100644 --- a/examples/shaders/resources/shaders/glsl330/palette_switch.fs +++ b/examples/shaders/resources/shaders/glsl330/palette_switch.fs @@ -1,6 +1,6 @@ #version 330 -const int colors = 8; +const int MAX_INDEXED_COLORS = 8; // Input fragment attributes (from fragment shader) in vec2 fragTexCoord; @@ -8,7 +8,8 @@ in vec4 fragColor; // Input uniform values uniform sampler2D texture0; -uniform ivec3 palette[colors]; +uniform ivec3 palette[MAX_INDEXED_COLORS]; +//uniform sampler2D palette; // Alternative to ivec3, palette provided as a 256x1 texture // Output fragment color out vec4 finalColor; @@ -16,15 +17,17 @@ out vec4 finalColor; void main() { // Texel color fetching from texture sampler + // NOTE: The texel is actually the a GRAYSCALE index color vec4 texelColor = texture(texture0, fragTexCoord)*fragColor; // Convert the (normalized) texel color RED component (GB would work, too) - // to the palette index by scaling up from [0, 1] to [0, 255]. + // to the palette index by scaling up from [0..1] to [0..255] int index = int(texelColor.r*255.0); ivec3 color = palette[index]; + + //finalColor = texture(palette, texelColor.xy); // Alternative to ivec3 // Calculate final fragment color. Note that the palette color components - // are defined in the range [0, 255] and need to be normalized to [0, 1] - // for OpenGL to work. + // are defined in the range [0..255] and need to be normalized to [0..1] finalColor = vec4(color/255.0, texelColor.a); } diff --git a/examples/shaders/resources/shaders/glsl330/pbr.fs b/examples/shaders/resources/shaders/glsl330/pbr.fs index d7544d310..d439841df 100644 --- a/examples/shaders/resources/shaders/glsl330/pbr.fs +++ b/examples/shaders/resources/shaders/glsl330/pbr.fs @@ -64,16 +64,16 @@ vec3 SchlickFresnel(float hDotV,vec3 refl) float GgxDistribution(float nDotH,float roughness) { - float a = roughness * roughness * roughness * roughness; - float d = nDotH * nDotH * (a - 1.0) + 1.0; - d = PI * d * d; - return a / max(d,0.0000001); + float a = roughness*roughness*roughness*roughness; + float d = nDotH*nDotH*(a - 1.0) + 1.0; + d = PI*d*d; + return (a/max(d,0.0000001)); } float GeomSmith(float nDotV,float nDotL,float roughness) { float r = roughness + 1.0; - float k = r*r / 8.0; + float k = r*r/8.0; float ik = 1.0 - k; float ggx1 = nDotV/(nDotV*ik + k); float ggx2 = nDotL/(nDotL*ik + k); @@ -91,7 +91,7 @@ vec3 ComputePBR() if (useTexMRA == 1) { - vec4 mra = texture(mraMap, vec2(fragTexCoord.x*tiling.x + offset.x, fragTexCoord.y*tiling.y + offset.y))*useTexMRA; + vec4 mra = texture(mraMap, vec2(fragTexCoord.x*tiling.x + offset.x, fragTexCoord.y*tiling.y + offset.y)); metallic = clamp(mra.r + metallicValue, 0.04, 1.0); roughness = clamp(mra.g + roughnessValue, 0.04, 1.0); ao = (mra.b + aoValue)*0.5; @@ -108,10 +108,10 @@ vec3 ComputePBR() vec3 V = normalize(viewPos - fragPosition); vec3 emissive = vec3(0); - emissive = (texture(emissiveMap, vec2(fragTexCoord.x*tiling.x+offset.x, fragTexCoord.y*tiling.y+offset.y)).rgb).g * emissiveColor.rgb*emissivePower * useTexEmissive; + emissive = (texture(emissiveMap, vec2(fragTexCoord.x*tiling.x + offset.x, fragTexCoord.y*tiling.y + offset.y)).rgb).g*emissiveColor.rgb*emissivePower*useTexEmissive; // return N;//vec3(metallic,metallic,metallic); - // if dia-electric use base reflectivity of 0.04 otherwise ut is a metal use albedo as base reflectivity + // If dia-electric use base reflectivity of 0.04 otherwise ut is a metal use albedo as base reflectivity vec3 baseRefl = mix(vec3(0.04), albedo.rgb, metallic); vec3 lightAccum = vec3(0.0); // Acumulate lighting lum @@ -145,7 +145,7 @@ vec3 ComputePBR() vec3 ambientFinal = (ambientColor + albedo)*ambient*0.5; - return ambientFinal + lightAccum*ao + emissive; + return (ambientFinal + lightAccum*ao + emissive); } void main() diff --git a/examples/shaders/resources/shaders/glsl330/pbr.vs b/examples/shaders/resources/shaders/glsl330/pbr.vs index 94b0062cf..6f262313c 100644 --- a/examples/shaders/resources/shaders/glsl330/pbr.vs +++ b/examples/shaders/resources/shaders/glsl330/pbr.vs @@ -27,12 +27,12 @@ void main() { // Compute binormal from vertex normal and tangent vec3 vertexBinormal = cross(vertexNormal, vertexTangent); - + // Compute fragment normal based on normal transformations mat3 normalMatrix = transpose(inverse(mat3(matModel))); - + // Compute fragment position based on model transformations - fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f)); + fragPosition = vec3(matModel*vec4(vertexPosition, 1.0)); fragTexCoord = vertexTexCoord*2.0; fragNormal = normalize(normalMatrix*vertexNormal); diff --git a/examples/shaders/resources/shaders/glsl330/rounded_rectangle.fs b/examples/shaders/resources/shaders/glsl330/rounded_rectangle.fs new file mode 100644 index 000000000..a96c31fab --- /dev/null +++ b/examples/shaders/resources/shaders/glsl330/rounded_rectangle.fs @@ -0,0 +1,77 @@ +// Note: SDF by Iñigo Quilez is licensed under MIT License + +#version 330 + +// Input vertex attributes (from vertex shader) +in vec2 fragTexCoord; +in vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform vec4 colDiffuse; + +// Output fragment color +out vec4 finalColor; + +uniform vec4 rectangle; // Rectangle dimensions (x, y, width, height) +uniform vec4 radius; // Corner radius (top-left, top-right, bottom-left, bottom-right) +uniform vec4 color; + +// Shadow parameters +uniform float shadowRadius; +uniform vec2 shadowOffset; +uniform float shadowScale; +uniform vec4 shadowColor; + +// Border parameters +uniform float borderThickness; +uniform vec4 borderColor; + +// Create a rounded rectangle using signed distance field +// Thanks to Iñigo Quilez (https://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm) +// And thanks to inobelar (https://www.shadertoy.com/view/fsdyzB) for shader +// MIT License +float RoundedRectangleSDF(vec2 fragCoord, vec2 center, vec2 halfSize, vec4 radius) +{ + vec2 fragFromCenter = fragCoord - center; + + // Determine which corner radius to use + radius.xy = (fragFromCenter.y > 0.0) ? radius.xy : radius.zw; + radius.x = (fragFromCenter.x < 0.0) ? radius.x : radius.y; + + // Calculate signed distance field + vec2 dist = abs(fragFromCenter) - halfSize + radius.x; + return min(max(dist.x, dist.y), 0.0) + length(max(dist, 0.0)) - radius.x; +} + +void main() +{ + // Texel color fetching from texture sampler + vec4 texelColor = texture(texture0, fragTexCoord); + + // Requires fragment coordinate in pixels + vec2 fragCoord = gl_FragCoord.xy; + + // Calculate signed distance field for rounded rectangle + vec2 halfSize = rectangle.zw*0.5; + vec2 center = rectangle.xy + halfSize; + float recSDF = RoundedRectangleSDF(fragCoord, center, halfSize, radius); + + // Calculate signed distance field for rectangle shadow + vec2 shadowHalfSize = halfSize*shadowScale; + vec2 shadowCenter = center + shadowOffset; + float shadowSDF = RoundedRectangleSDF(fragCoord, shadowCenter, shadowHalfSize, radius); + + // Caculate alpha factors + float recFactor = smoothstep(1.0, 0.0, recSDF); + float shadowFactor = smoothstep(shadowRadius, 0.0, shadowSDF); + float borderFactor = smoothstep(0.0, 1.0, recSDF + borderThickness)*recFactor; + + // Multiply each color by its respective alpha factor + vec4 recColor = vec4(color.rgb, color.a*recFactor); + vec4 shadowCol = vec4(shadowColor.rgb, shadowColor.a*shadowFactor); + vec4 borderCol = vec4(borderColor.rgb, borderColor.a*borderFactor); + + // Combine the colors in the order (shadow, rectangle, border) + finalColor = mix(mix(shadowCol, recColor, recColor.a), borderCol, borderCol.a); +} \ No newline at end of file diff --git a/examples/shaders/resources/shaders/glsl330/shadowmap.fs b/examples/shaders/resources/shaders/glsl330/shadowmap.fs index 506b51a8b..d535de2bc 100644 --- a/examples/shaders/resources/shaders/glsl330/shadowmap.fs +++ b/examples/shaders/resources/shaders/glsl330/shadowmap.fs @@ -51,32 +51,31 @@ void main() // Shadow calculations vec4 fragPosLightSpace = lightVP * vec4(fragPosition, 1); fragPosLightSpace.xyz /= fragPosLightSpace.w; // Perform the perspective division - fragPosLightSpace.xyz = (fragPosLightSpace.xyz + 1.0f) / 2.0f; // Transform from [-1, 1] range to [0, 1] range + fragPosLightSpace.xyz = (fragPosLightSpace.xyz + 1.0)/2.0; // Transform from [-1, 1] range to [0, 1] range vec2 sampleCoords = fragPosLightSpace.xy; float curDepth = fragPosLightSpace.z; + // Slope-scale depth bias: depth biasing reduces "shadow acne" artifacts, where dark stripes appear all over the scene. // The solution is adding a small bias to the depth // In this case, the bias is proportional to the slope of the surface, relative to the light - float bias = max(0.0002 * (1.0 - dot(normal, l)), 0.00002) + 0.00001; + float bias = max(0.0002*(1.0 - dot(normal, l)), 0.00002) + 0.00001; int shadowCounter = 0; const int numSamples = 9; + // PCF (percentage-closer filtering) algorithm: // Instead of testing if just one point is closer to the current point, // we test the surrounding points as well. // This blurs shadow edges, hiding aliasing artifacts. - vec2 texelSize = vec2(1.0f / float(shadowMapResolution)); + vec2 texelSize = vec2(1.0/float(shadowMapResolution)); for (int x = -1; x <= 1; x++) { for (int y = -1; y <= 1; y++) { - float sampleDepth = texture(shadowMap, sampleCoords + texelSize * vec2(x, y)).r; - if (curDepth - bias > sampleDepth) - { - shadowCounter++; - } + float sampleDepth = texture(shadowMap, sampleCoords + texelSize*vec2(x, y)).r; + if (curDepth - bias > sampleDepth) shadowCounter++; } } - finalColor = mix(finalColor, vec4(0, 0, 0, 1), float(shadowCounter) / float(numSamples)); + finalColor = mix(finalColor, vec4(0, 0, 0, 1), float(shadowCounter)/float(numSamples)); // Add ambient lighting whether in shadow or not finalColor += texelColor*(ambient/10.0)*colDiffuse; diff --git a/examples/shaders/resources/shaders/glsl330/sobel.fs b/examples/shaders/resources/shaders/glsl330/sobel.fs index f76e9cab9..80883710d 100644 --- a/examples/shaders/resources/shaders/glsl330/sobel.fs +++ b/examples/shaders/resources/shaders/glsl330/sobel.fs @@ -20,22 +20,22 @@ void main() float y = 1.0/resolution.y; vec4 horizEdge = vec4(0.0); - horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0; - horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0; - horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0; - horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0; - horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0; - horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0; + horizEdge -= texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0; + horizEdge -= texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0; + horizEdge -= texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0; + horizEdge += texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0; + horizEdge += texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0; + horizEdge += texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0; vec4 vertEdge = vec4(0.0); - vertEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0; - vertEdge -= texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y - y))*2.0; - vertEdge -= texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0; - vertEdge += texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0; - vertEdge += texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y + y))*2.0; - vertEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0; + vertEdge -= texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0; + vertEdge -= texture(texture0, vec2(fragTexCoord.x , fragTexCoord.y - y))*2.0; + vertEdge -= texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0; + vertEdge += texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0; + vertEdge += texture(texture0, vec2(fragTexCoord.x , fragTexCoord.y + y))*2.0; + vertEdge += texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0; vec3 edge = sqrt((horizEdge.rgb*horizEdge.rgb) + (vertEdge.rgb*vertEdge.rgb)); - finalColor = vec4(edge, texture2D(texture0, fragTexCoord).a); + finalColor = vec4(edge, texture(texture0, fragTexCoord).a); } \ No newline at end of file diff --git a/examples/shaders/resources/shaders/glsl330/swirl.fs b/examples/shaders/resources/shaders/glsl330/swirl.fs index bb0732c55..6a71e3696 100644 --- a/examples/shaders/resources/shaders/glsl330/swirl.fs +++ b/examples/shaders/resources/shaders/glsl330/swirl.fs @@ -41,7 +41,7 @@ void main() } tc += center; - vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;; + vec4 color = texture(texture0, tc/texSize)*colDiffuse*fragColor;; finalColor = vec4(color.rgb, 1.0);; } \ No newline at end of file diff --git a/examples/shaders/resources/shaders/glsl330/tiling.fs b/examples/shaders/resources/shaders/glsl330/tiling.fs index 6e7f52434..86f054a8a 100644 --- a/examples/shaders/resources/shaders/glsl330/tiling.fs +++ b/examples/shaders/resources/shaders/glsl330/tiling.fs @@ -1,14 +1,20 @@ #version 330 core -uniform sampler2D diffuseMap; -uniform vec2 tiling; - +// Input vertex attributes (from vertex shader) in vec2 fragTexCoord; +in vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform vec4 colDiffuse; -out vec4 fragColor; +uniform vec2 tiling; + +out vec4 finalColor; void main() { - vec2 texCoord = fragTexCoord * tiling; - fragColor = texture(diffuseMap, texCoord); + vec2 texCoord = fragTexCoord*tiling; + + finalColor = texture(texture0, texCoord)*colDiffuse; } diff --git a/examples/shaders/resources/shaders/glsl330/vertex_displacement.fs b/examples/shaders/resources/shaders/glsl330/vertex_displacement.fs new file mode 100644 index 000000000..424f526e4 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl330/vertex_displacement.fs @@ -0,0 +1,16 @@ +#version 330 + +// Input fragment attributes (from fragment shader) +in vec2 fragTexCoord; +in float height; + +// Output fragment color +out vec4 finalColor; + +void main() +{ + vec4 darkblue = vec4(0.0, 0.13, 0.18, 1.0); + vec4 lightblue = vec4(1.0, 1.0, 1.0, 1.0); + // interplate between two colors based on height + finalColor = mix(darkblue, lightblue, height); +} \ No newline at end of file diff --git a/examples/shaders/resources/shaders/glsl330/vertex_displacement.vs b/examples/shaders/resources/shaders/glsl330/vertex_displacement.vs new file mode 100644 index 000000000..73cf16109 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl330/vertex_displacement.vs @@ -0,0 +1,46 @@ +#version 330 + +// Input vertex attributes +in vec3 vertexPosition; +in vec2 vertexTexCoord; +in vec3 vertexNormal; +in vec4 vertexColor; + +// Input uniform values +uniform mat4 mvp; +uniform mat4 matModel; +uniform mat4 matNormal; + +uniform float time; + +uniform sampler2D perlinNoiseMap; + +// Output vertex attributes (to fragment shader) +out vec3 fragPosition; +out vec2 fragTexCoord; +out vec3 fragNormal; +out float height; + +void main() +{ + // Calculate animated texture coordinates based on time and vertex position + vec2 animatedTexCoord = sin(vertexTexCoord + vec2(sin(time + vertexPosition.x * 0.1), cos(time + vertexPosition.z * 0.1)) * 0.3); + + // Normalize animated texture coordinates to range [0, 1] + animatedTexCoord = animatedTexCoord * 0.5 + 0.5; + + // Fetch displacement from the perlin noise map + float displacement = texture(perlinNoiseMap, animatedTexCoord).r * 7; // Amplified displacement + + // Displace vertex position + vec3 displacedPosition = vertexPosition + vec3(0.0, displacement, 0.0); + + // Send vertex attributes to fragment shader + fragPosition = vec3(matModel*vec4(displacedPosition, 1.0)); + fragTexCoord = vertexTexCoord; + fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0))); + height = displacedPosition.y * 0.2; // send height to fragment shader for coloring + + // Calculate final vertex position + gl_Position = mvp*vec4(displacedPosition , 1.0); +} diff --git a/examples/shaders/shaders_basic_lighting.c b/examples/shaders/shaders_basic_lighting.c index fbc6d94af..332a35a98 100644 --- a/examples/shaders/shaders_basic_lighting.c +++ b/examples/shaders/shaders_basic_lighting.c @@ -2,6 +2,8 @@ * * raylib [shaders] example - basic lighting * +* Example complexity rating: [★★★★] 4/4 +* * NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, * OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. * @@ -9,12 +11,12 @@ * * Example originally created with raylib 3.0, last time updated with raylib 4.2 * -* Example contributed by Chris Camacho (@codifies) and reviewed by Ramon Santamaria (@raysan5) +* Example contributed by Chris Camacho (@chriscamacho) 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 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5) +* Copyright (c) 2019-2025 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -52,10 +54,6 @@ int main(void) camera.fovy = 45.0f; // Camera field-of-view Y camera.projection = CAMERA_PERSPECTIVE; // Camera projection type - // Load plane model from a generated mesh - Model model = LoadModelFromMesh(GenMeshPlane(10.0f, 10.0f, 3, 3)); - Model cube = LoadModelFromMesh(GenMeshCube(2.0f, 4.0f, 2.0f)); - // Load basic lighting shader Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/lighting.vs", GLSL_VERSION), TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION)); @@ -69,10 +67,6 @@ int main(void) int ambientLoc = GetShaderLocation(shader, "ambient"); SetShaderValue(shader, ambientLoc, (float[4]){ 0.1f, 0.1f, 0.1f, 1.0f }, SHADER_UNIFORM_VEC4); - // Assign out lighting shader to model - model.materials[0].shader = shader; - cube.materials[0].shader = shader; - // Create lights Light lights[MAX_LIGHTS] = { 0 }; lights[0] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, -2 }, Vector3Zero(), YELLOW, shader); @@ -112,8 +106,12 @@ int main(void) BeginMode3D(camera); - DrawModel(model, Vector3Zero(), 1.0f, WHITE); - DrawModel(cube, Vector3Zero(), 1.0f, WHITE); + BeginShaderMode(shader); + + DrawPlane(Vector3Zero(), (Vector2) { 10.0, 10.0 }, WHITE); + DrawCube(Vector3Zero(), 2.0, 4.0, 2.0, WHITE); + + EndShaderMode(); // Draw spheres to show where the lights are for (int i = 0; i < MAX_LIGHTS; i++) @@ -136,8 +134,6 @@ int main(void) // De-Initialization //-------------------------------------------------------------------------------------- - UnloadModel(model); // Unload the model - UnloadModel(cube); // Unload the model UnloadShader(shader); // Unload shader CloseWindow(); // Close window and OpenGL context diff --git a/examples/shaders/shaders_basic_pbr.c b/examples/shaders/shaders_basic_pbr.c index 837958aa3..00a8a02f8 100644 --- a/examples/shaders/shaders_basic_pbr.c +++ b/examples/shaders/shaders_basic_pbr.c @@ -2,6 +2,8 @@ * * raylib [shaders] example - Basic PBR * +* Example complexity rating: [★★★★] 4/4 +* * Example originally created with raylib 5.0, last time updated with raylib 5.1-dev * * Example contributed by Afan OLOVCIC (@_DevDad) and reviewed by Ramon Santamaria (@raysan5) @@ -9,7 +11,7 @@ * 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) 2023-2024 Afan OLOVCIC (@_DevDad) +* Copyright (c) 2023-2025 Afan OLOVCIC (@_DevDad) * * Model: "Old Rusty Car" (https://skfb.ly/LxRy) by Renafox, * licensed under Creative Commons Attribution-NonCommercial @@ -22,7 +24,7 @@ #if defined(PLATFORM_DESKTOP) && !defined(__amigaos4__) #define GLSL_VERSION 330 #else // PLATFORM_ANDROID, PLATFORM_WEB - #define GLSL_VERSION 120 + #define GLSL_VERSION 100 #endif #include // Required for: NULL @@ -236,7 +238,7 @@ int main() float emissiveIntensity = 0.01f; SetShaderValue(shader, emissiveIntensityLoc, &emissiveIntensity, SHADER_UNIFORM_FLOAT); - DrawModel(car, (Vector3){ 0.0f, 0.0f, 0.0f }, 0.005f, WHITE); // Draw car model + DrawModel(car, (Vector3){ 0.0f, 0.0f, 0.0f }, 0.25f, WHITE); // Draw car model // Draw spheres to show the lights positions for (int i = 0; i < MAX_LIGHTS; i++) diff --git a/examples/shaders/shaders_custom_uniform.c b/examples/shaders/shaders_custom_uniform.c index e78abfad1..13a8940d5 100644 --- a/examples/shaders/shaders_custom_uniform.c +++ b/examples/shaders/shaders_custom_uniform.c @@ -2,6 +2,8 @@ * * raylib [shaders] example - Postprocessing with custom uniform variable * +* Example complexity rating: [★★☆☆] 2/4 +* * NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, * OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. * @@ -14,7 +16,7 @@ * 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) 2015-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/shaders/shaders_deferred_render.c b/examples/shaders/shaders_deferred_render.c index ed16937e5..879f9a68b 100644 --- a/examples/shaders/shaders_deferred_render.c +++ b/examples/shaders/shaders_deferred_render.c @@ -2,6 +2,8 @@ * * raylib [shaders] example - deferred rendering * +* Example complexity rating: [★★★★] 4/4 +* * NOTE: This example requires raylib OpenGL 3.3 or OpenGL ES 3.0 * * Example originally created with raylib 4.5, last time updated with raylib 4.5 @@ -11,7 +13,7 @@ * 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) 2023 Justin Andreas Lacoste (@27justin) +* Copyright (c) 2023-2025 Justin Andreas Lacoste (@27justin) * ********************************************************************************************/ @@ -23,7 +25,7 @@ #define RLIGHTS_IMPLEMENTATION #include "rlights.h" -#if defined(PLATFORM_DESKTOP) && !defined(__amigaos4__) +#if defined(PLATFORM_DESKTOP) #define GLSL_VERSION 330 #else // PLATFORM_ANDROID, PLATFORM_WEB #define GLSL_VERSION 100 @@ -76,11 +78,11 @@ int main(void) Model cube = LoadModelFromMesh(GenMeshCube(2.0f, 2.0f, 2.0f)); // Load geometry buffer (G-buffer) shader and deferred shader - Shader gbufferShader = LoadShader("resources/shaders/glsl330/gbuffer.vs", - "resources/shaders/glsl330/gbuffer.fs"); + Shader gbufferShader = LoadShader(TextFormat("resources/shaders/glsl%i/gbuffer.vs", GLSL_VERSION), + TextFormat("resources/shaders/glsl%i/gbuffer.fs", GLSL_VERSION)); - Shader deferredShader = LoadShader("resources/shaders/glsl330/deferred_shading.vs", - "resources/shaders/glsl330/deferred_shading.fs"); + Shader deferredShader = LoadShader(TextFormat("resources/shaders/glsl%i/deferred_shading.vs", GLSL_VERSION), + TextFormat("resources/shaders/glsl%i/deferred_shading.fs", GLSL_VERSION)); deferredShader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(deferredShader, "viewPosition"); // Initialize the G-buffer @@ -95,11 +97,19 @@ int main(void) rlEnableFramebuffer(gBuffer.framebuffer); - // Since we are storing position and normal data in these textures, - // we need to use a floating point format. - gBuffer.positionTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32, 1); + // NOTE: Vertex positions are stored in a texture for simplicity. A better approach would use a depth texture + // (instead of a detph renderbuffer) to reconstruct world positions in the final render shader via clip-space position, + // depth, and the inverse view/projection matrices. + + // 16-bit precision ensures OpenGL ES 3 compatibility, though it may lack precision for real scenarios. + // But as mentioned above, the positions could be reconstructed instead of stored. If not targeting OpenGL ES + // and you wish to maintain this approach, consider using `RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32`. + gBuffer.positionTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, 1); + + // Similarly, 16-bit precision is used for normals ensures OpenGL ES 3 compatibility. + // This is generally sufficient, but a 16-bit fixed-point format offer a better uniform precision in all orientations. + gBuffer.normalTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, 1); - gBuffer.normalTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32, 1); // Albedo (diffuse color) and specular strength can be combined into one texture. // The color in RGB, and the specular strength in the alpha channel. gBuffer.albedoSpecTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1); @@ -122,19 +132,18 @@ int main(void) if (!rlFramebufferComplete(gBuffer.framebuffer)) { TraceLog(LOG_WARNING, "Framebuffer is not complete"); - CloseWindow(); - exit(1); } // Now we initialize the sampler2D uniform's in the deferred shader. - // We do this by setting the uniform's value to the color channel slot we earlier - // bound our textures to. + // We do this by setting the uniform's values to the texture units that + // we later bind our g-buffer textures to. rlEnableShader(deferredShader.id); - - rlSetUniformSampler(rlGetLocationUniform(deferredShader.id, "gPosition"), 0); - rlSetUniformSampler(rlGetLocationUniform(deferredShader.id, "gNormal"), 1); - rlSetUniformSampler(rlGetLocationUniform(deferredShader.id, "gAlbedoSpec"), 2); - + int texUnitPosition = 0; + int texUnitNormal = 1; + int texUnitAlbedoSpec = 2; + SetShaderValue(deferredShader, rlGetLocationUniform(deferredShader.id, "gPosition"), &texUnitPosition, RL_SHADER_UNIFORM_SAMPLER2D); + SetShaderValue(deferredShader, rlGetLocationUniform(deferredShader.id, "gNormal"), &texUnitNormal, RL_SHADER_UNIFORM_SAMPLER2D); + SetShaderValue(deferredShader, rlGetLocationUniform(deferredShader.id, "gAlbedoSpec"), &texUnitAlbedoSpec, RL_SHADER_UNIFORM_SAMPLER2D); rlDisableShader(); // Assign out lighting shader to model @@ -201,11 +210,10 @@ int main(void) // Draw // --------------------------------------------------------------------------------- BeginDrawing(); - - ClearBackground(RAYWHITE); - + // Draw to the geometry buffer by first activating it rlEnableFramebuffer(gBuffer.framebuffer); + rlClearColor(0, 0, 0, 0); rlClearScreenBuffers(); // Clear color and depth buffer rlDisableColorBlend(); @@ -239,14 +247,14 @@ int main(void) BeginMode3D(camera); rlDisableColorBlend(); rlEnableShader(deferredShader.id); - // Activate our g-buffer textures - // These will now be bound to the sampler2D uniforms `gPosition`, `gNormal`, + // Bind our g-buffer textures + // We are binding them to locations that we earlier set in sampler2D uniforms `gPosition`, `gNormal`, // and `gAlbedoSpec` - rlActiveTextureSlot(0); + rlActiveTextureSlot(texUnitPosition); rlEnableTexture(gBuffer.positionTexture); - rlActiveTextureSlot(1); + rlActiveTextureSlot(texUnitNormal); rlEnableTexture(gBuffer.normalTexture); - rlActiveTextureSlot(2); + rlActiveTextureSlot(texUnitAlbedoSpec); rlEnableTexture(gBuffer.albedoSpecTexture); // Finally, we draw a fullscreen quad to our default framebuffer @@ -262,11 +270,11 @@ int main(void) rlBlitFramebuffer(0, 0, screenWidth, screenHeight, 0, 0, screenWidth, screenHeight, 0x00000100); // GL_DEPTH_BUFFER_BIT rlDisableFramebuffer(); - // Since our shader is now done and disabled, we can draw our lights in default - // forward rendering + // Since our shader is now done and disabled, we can draw spheres + // that represent light positions in default forward rendering BeginMode3D(camera); rlEnableShader(rlGetShaderIdDefault()); - for(int i = 0; i < MAX_LIGHTS; i++) + for (int i = 0; i < MAX_LIGHTS; i++) { if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, lights[i].color); else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(lights[i].color, 0.3f)); @@ -282,7 +290,7 @@ int main(void) .id = gBuffer.positionTexture, .width = screenWidth, .height = screenHeight, - }, (Rectangle) { 0, 0, screenWidth, -screenHeight }, Vector2Zero(), RAYWHITE); + }, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, Vector2Zero(), RAYWHITE); DrawText("POSITION TEXTURE", 10, screenHeight - 30, 20, DARKGREEN); } break; @@ -292,7 +300,7 @@ int main(void) .id = gBuffer.normalTexture, .width = screenWidth, .height = screenHeight, - }, (Rectangle) { 0, 0, screenWidth, -screenHeight }, Vector2Zero(), RAYWHITE); + }, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, Vector2Zero(), RAYWHITE); DrawText("NORMAL TEXTURE", 10, screenHeight - 30, 20, DARKGREEN); } break; @@ -302,7 +310,7 @@ int main(void) .id = gBuffer.albedoSpecTexture, .width = screenWidth, .height = screenHeight, - }, (Rectangle) { 0, 0, screenWidth, -screenHeight }, Vector2Zero(), RAYWHITE); + }, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, Vector2Zero(), RAYWHITE); DrawText("ALBEDO TEXTURE", 10, screenHeight - 30, 20, DARKGREEN); } break; diff --git a/examples/shaders/shaders_eratosthenes.c b/examples/shaders/shaders_eratosthenes.c index 8fc799827..5b9247771 100644 --- a/examples/shaders/shaders_eratosthenes.c +++ b/examples/shaders/shaders_eratosthenes.c @@ -2,6 +2,8 @@ * * raylib [shaders] example - Sieve of Eratosthenes * +* Example complexity rating: [★★★☆] 3/4 +* * NOTE: Sieve of Eratosthenes, the earliest known (ancient Greek) prime number sieve. * * "Sift the twos and sift the threes, @@ -16,12 +18,12 @@ * * Example originally created with raylib 2.5, last time updated with raylib 4.0 * -* Example contributed by ProfJski and reviewed by Ramon Santamaria (@raysan5) +* Example contributed by ProfJski (@ProfJski) 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 ProfJski and Ramon Santamaria (@raysan5) +* Copyright (c) 2019-2025 ProfJski (@ProfJski) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/shaders/shaders_fog.c b/examples/shaders/shaders_fog.c index 3f280be6b..1cecee2c8 100644 --- a/examples/shaders/shaders_fog.c +++ b/examples/shaders/shaders_fog.c @@ -2,6 +2,8 @@ * * raylib [shaders] example - fog * +* Example complexity rating: [★★★☆] 3/4 +* * NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, * OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. * @@ -14,7 +16,7 @@ * 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 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5) +* Copyright (c) 2019-2025 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/shaders/shaders_hot_reloading.c b/examples/shaders/shaders_hot_reloading.c index aed6d0727..2662ef095 100644 --- a/examples/shaders/shaders_hot_reloading.c +++ b/examples/shaders/shaders_hot_reloading.c @@ -2,6 +2,8 @@ * * raylib [shaders] example - Hot reloading * +* Example complexity rating: [★★★☆] 3/4 +* * NOTE: This example requires raylib OpenGL 3.3 for shaders support and only #version 330 * is currently supported. OpenGL ES 2.0 platforms are not supported at the moment. * @@ -10,7 +12,7 @@ * 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) 2020-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2020-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/shaders/shaders_hybrid_render.c b/examples/shaders/shaders_hybrid_render.c index eaacc50cb..986b3c198 100644 --- a/examples/shaders/shaders_hybrid_render.c +++ b/examples/shaders/shaders_hybrid_render.c @@ -2,6 +2,8 @@ * * raylib [shaders] example - Hybrid Rendering * +* Example complexity rating: [★★★★] 4/4 +* * Example originally created with raylib 4.2, last time updated with raylib 4.2 * * Example contributed by Buğra Alptekin Sarı (@BugraAlptekinSari) and reviewed by Ramon Santamaria (@raysan5) @@ -9,7 +11,7 @@ * 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) 2022-2024 Buğra Alptekin Sarı (@BugraAlptekinSari) +* Copyright (c) 2022-2025 Buğra Alptekin Sarı (@BugraAlptekinSari) * ********************************************************************************************/ @@ -116,7 +118,7 @@ int main(void) DrawRectangleRec((Rectangle){0,0, (float)screenWidth, (float)screenHeight},WHITE); EndShaderMode(); - // Raserize Scene + // Rasterize Scene BeginMode3D(camera); BeginShaderMode(shdrRaster); DrawCubeWiresV((Vector3){ 0.0f, 0.5f, 1.0f }, (Vector3){ 1.0f, 1.0f, 1.0f }, RED); @@ -205,4 +207,4 @@ void UnloadRenderTextureDepthTex(RenderTexture2D target) // queried and deleted before deleting framebuffer rlUnloadFramebuffer(target.id); } -} \ No newline at end of file +} diff --git a/examples/shaders/shaders_julia_set.c b/examples/shaders/shaders_julia_set.c index dc3053338..24c1130f8 100644 --- a/examples/shaders/shaders_julia_set.c +++ b/examples/shaders/shaders_julia_set.c @@ -2,6 +2,8 @@ * * raylib [shaders] example - Julia sets * +* Example complexity rating: [★★★☆] 3/4 +* * NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, * OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. * @@ -14,7 +16,7 @@ * 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 Josh Colclough (@joshcol9232) and Ramon Santamaria (@raysan5) +* Copyright (c) 2019-2025 Josh Colclough (@joshcol9232) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/shaders/shaders_lightmap.c b/examples/shaders/shaders_lightmap.c index a04f0076e..b8b9b688b 100644 --- a/examples/shaders/shaders_lightmap.c +++ b/examples/shaders/shaders_lightmap.c @@ -2,17 +2,21 @@ * * raylib [shaders] example - lightmap * +* Example complexity rating: [★★★☆] 3/4 +* * NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, * OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. * * NOTE: Shaders used in this example are #version 330 (OpenGL 3.3). * +* Example originally created with raylib 4.5, last time updated with raylib 4.5 +* * Example contributed by Jussi Viitala (@nullstare) 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 Jussi Viitala (@nullstare) and Ramon Santamaria (@raysan5) +* Copyright (c) 2019-2025 Jussi Viitala (@nullstare) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -164,6 +168,8 @@ int main(void) //-------------------------------------------------------------------------------------- UnloadMesh(mesh); // Unload the mesh UnloadShader(shader); // Unload shader + UnloadTexture(texture); // Unload texture + UnloadTexture(light); // Unload texture CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- diff --git a/examples/shaders/shaders_mesh_instancing.c b/examples/shaders/shaders_mesh_instancing.c index 7564ea240..96f3d6f78 100644 --- a/examples/shaders/shaders_mesh_instancing.c +++ b/examples/shaders/shaders_mesh_instancing.c @@ -2,18 +2,19 @@ * * raylib [shaders] example - Mesh instancing * +* Example complexity rating: [★★★★] 4/4 +* * Example originally created with raylib 3.7, last time updated with raylib 4.2 * -* Example contributed by @seanpringle and reviewed by Max (@moliad) and Ramon Santamaria (@raysan5) +* Example contributed by seanpringle (@seanpringle) and reviewed by Max (@moliad) and 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) 2020-2024 @seanpringle, Max (@moliad) and Ramon Santamaria (@raysan5) +* Copyright (c) 2020-2025 seanpringle (@seanpringle), Max (@moliad) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ - #include "raylib.h" #include "raymath.h" @@ -61,7 +62,7 @@ int main(void) { Matrix translation = MatrixTranslate((float)GetRandomValue(-50, 50), (float)GetRandomValue(-50, 50), (float)GetRandomValue(-50, 50)); Vector3 axis = Vector3Normalize((Vector3){ (float)GetRandomValue(0, 360), (float)GetRandomValue(0, 360), (float)GetRandomValue(0, 360) }); - float angle = (float)GetRandomValue(0, 10)*DEG2RAD; + float angle = (float)GetRandomValue(0, 180)*DEG2RAD; Matrix rotation = MatrixRotate(axis, angle); transforms[i] = MatrixMultiply(rotation, translation); @@ -73,7 +74,6 @@ int main(void) // Get shader locations shader.locs[SHADER_LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp"); shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos"); - shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader, "instanceTransform"); // Set shader value: ambient light level int ambientLoc = GetShaderLocation(shader, "ambient"); diff --git a/examples/shaders/shaders_model_shader.c b/examples/shaders/shaders_model_shader.c index 451af960b..1ae969689 100644 --- a/examples/shaders/shaders_model_shader.c +++ b/examples/shaders/shaders_model_shader.c @@ -2,6 +2,8 @@ * * raylib [shaders] example - Model shader * +* Example complexity rating: [★★☆☆] 2/4 +* * NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, * OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. * @@ -14,7 +16,7 @@ * 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) 2014-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2014-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -69,7 +71,7 @@ int main(void) { // Update //---------------------------------------------------------------------------------- - UpdateCamera(&camera, CAMERA_FIRST_PERSON); + UpdateCamera(&camera, CAMERA_FREE); //---------------------------------------------------------------------------------- // Draw diff --git a/examples/shaders/shaders_multi_sample2d.c b/examples/shaders/shaders_multi_sample2d.c index d1c68f367..6b73fa71c 100644 --- a/examples/shaders/shaders_multi_sample2d.c +++ b/examples/shaders/shaders_multi_sample2d.c @@ -2,6 +2,8 @@ * * raylib [shaders] example - Multiple sample2D with default batch system * +* Example complexity rating: [★★☆☆] 2/4 +* * NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, * OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. * @@ -14,7 +16,7 @@ * 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) 2020-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2020-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/shaders/shaders_palette_switch.c b/examples/shaders/shaders_palette_switch.c index 1134894bf..bb8e50b08 100644 --- a/examples/shaders/shaders_palette_switch.c +++ b/examples/shaders/shaders_palette_switch.c @@ -2,6 +2,8 @@ * * raylib [shaders] example - Color palette switch * +* Example complexity rating: [★★★☆] 3/4 +* * NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, * OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. * @@ -16,7 +18,7 @@ * 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 Marco Lizza (@MarcoLizza) and Ramon Santamaria (@raysan5) +* Copyright (c) 2019-2025 Marco Lizza (@MarcoLizza) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -109,7 +111,7 @@ int main(void) if (currentPalette >= MAX_PALETTES) currentPalette = 0; else if (currentPalette < 0) currentPalette = MAX_PALETTES - 1; - // Send new value to the shader to be used on drawing. + // Send palette data to the shader to be used on drawing // NOTE: We are sending RGB triplets w/o the alpha channel SetShaderValueV(shader, paletteLoc, palettes[currentPalette], SHADER_UNIFORM_IVEC3, COLORS_PER_PALETTE); //---------------------------------------------------------------------------------- diff --git a/examples/shaders/shaders_postprocessing.c b/examples/shaders/shaders_postprocessing.c index b8658e0d1..61e2eb336 100644 --- a/examples/shaders/shaders_postprocessing.c +++ b/examples/shaders/shaders_postprocessing.c @@ -2,6 +2,8 @@ * * raylib [shaders] example - Apply a postprocessing shader to a scene * +* Example complexity rating: [★★★☆] 3/4 +* * NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, * OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. * @@ -14,7 +16,7 @@ * 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) 2015-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/shaders/shaders_raymarching.c b/examples/shaders/shaders_raymarching.c index 8a3a845fd..daaca78c4 100644 --- a/examples/shaders/shaders_raymarching.c +++ b/examples/shaders/shaders_raymarching.c @@ -2,6 +2,8 @@ * * raylib [shaders] example - Raymarching shapes generation * +* Example complexity rating: [★★★★] 4/4 +* * NOTE: This example requires raylib OpenGL 3.3 for shaders support and only #version 330 * is currently supported. OpenGL ES 2.0 platforms are not supported at the moment. * @@ -10,7 +12,7 @@ * 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) +* Copyright (c) 2018-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/shaders/shaders_rounded_rectangle.c b/examples/shaders/shaders_rounded_rectangle.c new file mode 100644 index 000000000..b616cc69d --- /dev/null +++ b/examples/shaders/shaders_rounded_rectangle.c @@ -0,0 +1,238 @@ +/******************************************************************************************* +* +* raylib [shaders] example - Rounded Rectangle +* +* Example complexity rating: [★★★☆] 3/4 +* +* Example originally created with raylib 5.5, last time updated with raylib 5.5 +* +* Example contributed by Anstro Pleuton (@anstropleuton) 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) 2025-2025 Anstro Pleuton (@anstropleuton) +* +********************************************************************************************/ + +#include "raylib.h" + +#if defined(PLATFORM_DESKTOP) && !defined(__amigaos4__) + #define GLSL_VERSION 330 +#else // PLATFORM_ANDROID, PLATFORM_WEB + #define GLSL_VERSION 100 +#endif + +//------------------------------------------------------------------------------------ +// Declare custom Structs +//------------------------------------------------------------------------------------ + +// Rounded rectangle data +typedef struct { + Vector4 cornerRadius; // Individual corner radius (top-left, top-right, bottom-left, bottom-right) + + // Shadow variables + float shadowRadius; + Vector2 shadowOffset; + float shadowScale; + + // Border variables + float borderThickness; // Inner-border thickness + + // Shader locations + int rectangleLoc; + int radiusLoc; + int colorLoc; + int shadowRadiusLoc; + int shadowOffsetLoc; + int shadowScaleLoc; + int shadowColorLoc; + int borderThicknessLoc; + int borderColorLoc; +} RoundedRectangle; + +//------------------------------------------------------------------------------------ +// Module Functions Declaration +//------------------------------------------------------------------------------------ + +// Create a rounded rectangle and set uniform locations +static RoundedRectangle CreateRoundedRectangle(Vector4 cornerRadius, float shadowRadius, Vector2 shadowOffset, float shadowScale, float borderThickness, Shader shader); + +// Update rounded rectangle uniforms +static void UpdateRoundedRectangle(RoundedRectangle rec, Shader shader); + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + const Color rectangleColor = BLUE; + const Color shadowColor = DARKBLUE; + const Color borderColor = SKYBLUE; + + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Rounded Rectangle"); + + // Load the shader + Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base.vs", GLSL_VERSION), + TextFormat("resources/shaders/glsl%i/rounded_rectangle.fs", GLSL_VERSION)); + + // Create a rounded rectangle + RoundedRectangle roundedRectangle = CreateRoundedRectangle( + (Vector4){ 5.0f, 10.0f, 15.0f, 20.0f }, // Corner radius + 20.0f, // Shadow radius + (Vector2){ 0.0f, -5.0f }, // Shadow offset + 0.95f, // Shadow scale + 5.0f, // Border thickness + shader // Shader + ); + + // Update shader uniforms + UpdateRoundedRectangle(roundedRectangle, shader); + + SetTargetFPS(60); + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + // Draw rectangle box with rounded corners using shader + Rectangle rec = { 50, 70, 110, 60 }; + DrawRectangleLines(rec.x - 20, rec.y - 20, rec.width + 40, rec.height + 40, DARKGRAY); + DrawText("Rounded rectangle", rec.x - 20, rec.y - 35, 10, DARKGRAY); + + // Flip Y axis to match shader coordinate system + rec.y = screenHeight - rec.y - rec.height; + SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4); + + // Only rectangle color + SetShaderValue(shader, roundedRectangle.colorLoc, (float[]) { rectangleColor.r/255.0f, rectangleColor.g/255.0f, rectangleColor.b/255.0f, rectangleColor.a/255.0f }, SHADER_UNIFORM_VEC4); + SetShaderValue(shader, roundedRectangle.shadowColorLoc, (float[]) { 0.0f, 0.0f, 0.0f, 0.0f }, SHADER_UNIFORM_VEC4); + SetShaderValue(shader, roundedRectangle.borderColorLoc, (float[]) { 0.0f, 0.0f, 0.0f, 0.0f }, SHADER_UNIFORM_VEC4); + + BeginShaderMode(shader); + DrawRectangle(0, 0, screenWidth, screenHeight, WHITE); + EndShaderMode(); + + + + // Draw rectangle shadow using shader + rec = (Rectangle){ 50, 200, 110, 60 }; + DrawRectangleLines(rec.x - 20, rec.y - 20, rec.width + 40, rec.height + 40, DARKGRAY); + DrawText("Rounded rectangle shadow", rec.x - 20, rec.y - 35, 10, DARKGRAY); + + rec.y = screenHeight - rec.y - rec.height; + SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4); + + // Only shadow color + SetShaderValue(shader, roundedRectangle.colorLoc, (float[]) { 0.0f, 0.0f, 0.0f, 0.0f }, SHADER_UNIFORM_VEC4); + SetShaderValue(shader, roundedRectangle.shadowColorLoc, (float[]) { shadowColor.r/255.0f, shadowColor.g/255.0f, shadowColor.b/255.0f, shadowColor.a/255.0f }, SHADER_UNIFORM_VEC4); + SetShaderValue(shader, roundedRectangle.borderColorLoc, (float[]) { 0.0f, 0.0f, 0.0f, 0.0f }, SHADER_UNIFORM_VEC4); + + BeginShaderMode(shader); + DrawRectangle(0, 0, screenWidth, screenHeight, WHITE); + EndShaderMode(); + + + + // Draw rectangle's border using shader + rec = (Rectangle){ 50, 330, 110, 60 }; + DrawRectangleLines(rec.x - 20, rec.y - 20, rec.width + 40, rec.height + 40, DARKGRAY); + DrawText("Rounded rectangle border", rec.x - 20, rec.y - 35, 10, DARKGRAY); + + rec.y = screenHeight - rec.y - rec.height; + SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4); + + // Only border color + SetShaderValue(shader, roundedRectangle.colorLoc, (float[]) { 0.0f, 0.0f, 0.0f, 0.0f }, SHADER_UNIFORM_VEC4); + SetShaderValue(shader, roundedRectangle.shadowColorLoc, (float[]) { 0.0f, 0.0f, 0.0f, 0.0f }, SHADER_UNIFORM_VEC4); + SetShaderValue(shader, roundedRectangle.borderColorLoc, (float[]) { borderColor.r/255.0f, borderColor.g/255.0f, borderColor.b/255.0f, borderColor.a/255.0f }, SHADER_UNIFORM_VEC4); + + BeginShaderMode(shader); + DrawRectangle(0, 0, screenWidth, screenHeight, WHITE); + EndShaderMode(); + + + + // Draw one more rectangle with all three colors + rec = (Rectangle){ 240, 80, 500, 300 }; + DrawRectangleLines(rec.x - 30, rec.y - 30, rec.width + 60, rec.height + 60, DARKGRAY); + DrawText("Rectangle with all three combined", rec.x - 30, rec.y - 45, 10, DARKGRAY); + + rec.y = screenHeight - rec.y - rec.height; + SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4); + + // All three colors + SetShaderValue(shader, roundedRectangle.colorLoc, (float[]) { rectangleColor.r/255.0f, rectangleColor.g/255.0f, rectangleColor.b/255.0f, rectangleColor.a/255.0f }, SHADER_UNIFORM_VEC4); + SetShaderValue(shader, roundedRectangle.shadowColorLoc, (float[]) { shadowColor.r/255.0f, shadowColor.g/255.0f, shadowColor.b/255.0f, shadowColor.a/255.0f }, SHADER_UNIFORM_VEC4); + SetShaderValue(shader, roundedRectangle.borderColorLoc, (float[]) { borderColor.r/255.0f, borderColor.g/255.0f, borderColor.b/255.0f, borderColor.a/255.0f }, SHADER_UNIFORM_VEC4); + + BeginShaderMode(shader); + DrawRectangle(0, 0, screenWidth, screenHeight, WHITE); + EndShaderMode(); + + DrawText("(c) Rounded rectangle SDF by Iñigo Quilez. MIT License.", screenWidth - 300, screenHeight - 20, 10, BLACK); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadShader(shader); // Unload shader + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} + +//------------------------------------------------------------------------------------ +// Module Functions Definitions +//------------------------------------------------------------------------------------ + +// Create a rounded rectangle and set uniform locations +RoundedRectangle CreateRoundedRectangle(Vector4 cornerRadius, float shadowRadius, Vector2 shadowOffset, float shadowScale, float borderThickness, Shader shader) +{ + RoundedRectangle rec; + rec.cornerRadius = cornerRadius; + rec.shadowRadius = shadowRadius; + rec.shadowOffset = shadowOffset; + rec.shadowScale = shadowScale; + rec.borderThickness = borderThickness; + + // Get shader uniform locations + rec.rectangleLoc = GetShaderLocation(shader, "rectangle"); + rec.radiusLoc = GetShaderLocation(shader, "radius"); + rec.colorLoc = GetShaderLocation(shader, "color"); + rec.shadowRadiusLoc = GetShaderLocation(shader, "shadowRadius"); + rec.shadowOffsetLoc = GetShaderLocation(shader, "shadowOffset"); + rec.shadowScaleLoc = GetShaderLocation(shader, "shadowScale"); + rec.shadowColorLoc = GetShaderLocation(shader, "shadowColor"); + rec.borderThicknessLoc = GetShaderLocation(shader, "borderThickness"); + rec.borderColorLoc = GetShaderLocation(shader, "borderColor"); + + UpdateRoundedRectangle(rec, shader); + + return rec; +} + +// Update rounded rectangle uniforms +void UpdateRoundedRectangle(RoundedRectangle rec, Shader shader) +{ + SetShaderValue(shader, rec.radiusLoc, (float[]){ rec.cornerRadius.x, rec.cornerRadius.y, rec.cornerRadius.z, rec.cornerRadius.w }, SHADER_UNIFORM_VEC4); + SetShaderValue(shader, rec.shadowRadiusLoc, &rec.shadowRadius, SHADER_UNIFORM_FLOAT); + SetShaderValue(shader, rec.shadowOffsetLoc, (float[]){ rec.shadowOffset.x, rec.shadowOffset.y }, SHADER_UNIFORM_VEC2); + SetShaderValue(shader, rec.shadowScaleLoc, &rec.shadowScale, SHADER_UNIFORM_FLOAT); + SetShaderValue(shader, rec.borderThicknessLoc, &rec.borderThickness, SHADER_UNIFORM_FLOAT); +} diff --git a/examples/shaders/shaders_rounded_rectangle.png b/examples/shaders/shaders_rounded_rectangle.png new file mode 100644 index 000000000..0d8c2b5f4 Binary files /dev/null and b/examples/shaders/shaders_rounded_rectangle.png differ diff --git a/examples/shaders/shaders_shadowmap.c b/examples/shaders/shaders_shadowmap.c index 6b5c8c01e..e460606de 100644 --- a/examples/shaders/shaders_shadowmap.c +++ b/examples/shaders/shaders_shadowmap.c @@ -2,13 +2,17 @@ * * raylib [shaders] example - Shadowmap * +* Example complexity rating: [★★★★] 4/4 +* * Example originally created with raylib 5.0, last time updated with raylib 5.0 * -* Example contributed by @TheManTheMythTheGameDev and reviewed by Ramon Santamaria (@raysan5) +* Example contributed by TheManTheMythTheGameDev (@TheManTheMythTheGameDev) 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) 2023-2025 TheManTheMythTheGameDev (@TheManTheMythTheGameDev) +* ********************************************************************************************/ #include "raylib.h" diff --git a/examples/shaders/shaders_shapes_textures.c b/examples/shaders/shaders_shapes_textures.c index 7c7ae5f55..ca0f32395 100644 --- a/examples/shaders/shaders_shapes_textures.c +++ b/examples/shaders/shaders_shapes_textures.c @@ -2,6 +2,8 @@ * * raylib [shaders] example - Apply a shader to some shape or texture * +* Example complexity rating: [★★☆☆] 2/4 +* * NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, * OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. * @@ -14,7 +16,7 @@ * 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) 2015-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/shaders/shaders_simple_mask.c b/examples/shaders/shaders_simple_mask.c index c8f69039d..fd50d9711 100644 --- a/examples/shaders/shaders_simple_mask.c +++ b/examples/shaders/shaders_simple_mask.c @@ -2,6 +2,8 @@ * * raylib [shaders] example - Simple shader mask * +* Example complexity rating: [★★☆☆] 2/4 +* * Example originally created with raylib 2.5, last time updated with raylib 3.7 * * Example contributed by Chris Camacho (@chriscamacho) and reviewed by Ramon Santamaria (@raysan5) @@ -9,7 +11,7 @@ * 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 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5) +* Copyright (c) 2019-2025 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5) * ******************************************************************************************** * diff --git a/examples/shaders/shaders_spotlight.c b/examples/shaders/shaders_spotlight.c index 88828a4ac..dbcaabd90 100644 --- a/examples/shaders/shaders_spotlight.c +++ b/examples/shaders/shaders_spotlight.c @@ -2,6 +2,8 @@ * * raylib [shaders] example - Simple shader mask * +* Example complexity rating: [★★☆☆] 2/4 +* * Example originally created with raylib 2.5, last time updated with raylib 3.7 * * Example contributed by Chris Camacho (@chriscamacho) and reviewed by Ramon Santamaria (@raysan5) @@ -9,7 +11,7 @@ * 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 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5) +* Copyright (c) 2019-2025 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5) * ******************************************************************************************** * diff --git a/examples/shaders/shaders_texture_drawing.c b/examples/shaders/shaders_texture_drawing.c index c5dfba2f3..6028150e5 100644 --- a/examples/shaders/shaders_texture_drawing.c +++ b/examples/shaders/shaders_texture_drawing.c @@ -1,17 +1,19 @@ /******************************************************************************************* * -* raylib [textures] example - Texture drawing +* raylib [shaders] example - Texture drawing +* +* Example complexity rating: [★★☆☆] 2/4 * * NOTE: This example illustrates how to draw into a blank texture using a shader * * Example originally created with raylib 2.0, last time updated with raylib 3.7 * -* Example contributed by Michał Ciesielski and reviewed by Ramon Santamaria (@raysan5) +* Example contributed by Michał Ciesielski (@ciessielski) 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 Michał Ciesielski and Ramon Santamaria (@raysan5) +* Copyright (c) 2019-2025 Michał Ciesielski (@ciessielski) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -77,6 +79,7 @@ int main(void) // De-Initialization //-------------------------------------------------------------------------------------- UnloadShader(shader); + UnloadTexture(texture); CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- diff --git a/examples/shaders/shaders_texture_outline.c b/examples/shaders/shaders_texture_outline.c index 9aec408c5..7ec9cd498 100644 --- a/examples/shaders/shaders_texture_outline.c +++ b/examples/shaders/shaders_texture_outline.c @@ -2,6 +2,8 @@ * * raylib [shaders] example - Apply an shdrOutline to a texture * +* Example complexity rating: [★★★☆] 3/4 +* * NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, * OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. * @@ -12,7 +14,7 @@ * 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 Samuel SKiff (@GoldenThumbs) and Ramon Santamaria (@raysan5) +* Copyright (c) 2021-2025 Samuel SKiff (@GoldenThumbs) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/shaders/shaders_texture_tiling.c b/examples/shaders/shaders_texture_tiling.c index 06f1da6b2..ca96e8d8a 100644 --- a/examples/shaders/shaders_texture_tiling.c +++ b/examples/shaders/shaders_texture_tiling.c @@ -2,14 +2,18 @@ * * raylib [shaders] example - texture tiling * +* Example complexity rating: [★★☆☆] 2/4 +* * Example demonstrates how to tile a texture on a 3D model using raylib. * +* Example originally created with raylib 4.5, last time updated with raylib 4.5 +* * Example contributed by Luis Almeida (@luis605) 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) 2023 Luis Almeida (@luis605) +* Copyright (c) 2023-2025 Luis Almeida (@luis605) * ********************************************************************************************/ diff --git a/examples/shaders/shaders_texture_waves.c b/examples/shaders/shaders_texture_waves.c index ac251d1b9..9bd377897 100644 --- a/examples/shaders/shaders_texture_waves.c +++ b/examples/shaders/shaders_texture_waves.c @@ -2,6 +2,8 @@ * * raylib [shaders] example - Texture Waves * +* Example complexity rating: [★★☆☆] 2/4 +* * NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, * OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. * @@ -16,7 +18,7 @@ * 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 Anata (@anatagawa) and Ramon Santamaria (@raysan5) +* Copyright (c) 2019-2025 Anata (@anatagawa) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/shaders/shaders_vertex_displacement.c b/examples/shaders/shaders_vertex_displacement.c new file mode 100644 index 000000000..47cf05d4c --- /dev/null +++ b/examples/shaders/shaders_vertex_displacement.c @@ -0,0 +1,121 @@ +/******************************************************************************************* +* +* raylib [shaders] example - Vertex displacement +* +* Example complexity rating: [★★★☆] 3/4 +* +* Example originally created with raylib 5.0, last time updated with raylib 4.5 +* +* Example contributed by Alex ZH (@ZzzhHe) 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) 2023-2025 Alex ZH (@ZzzhHe) +* +********************************************************************************************/ + +#include "raylib.h" + +#include "rlgl.h" + +#define RLIGHTS_IMPLEMENTATION +#include "rlights.h" + +#if defined(PLATFORM_DESKTOP) && !defined(__amigaos4__) + #define GLSL_VERSION 330 +#else // PLATFORM_ANDROID, PLATFORM_WEB + #define GLSL_VERSION 100 +#endif + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - vertex displacement"); + + // set up camera + Camera camera = {0}; + camera.position = (Vector3) {20.0f, 5.0f, -20.0f}; + camera.target = (Vector3) {0.0f, 0.0f, 0.0f}; + camera.up = (Vector3) {0.0f, 1.0f, 0.0f}; + camera.fovy = 60.0f; + camera.projection = CAMERA_PERSPECTIVE; + + // Load vertex and fragment shaders + Shader shader = LoadShader( + TextFormat("resources/shaders/glsl%i/vertex_displacement.vs", GLSL_VERSION), + TextFormat("resources/shaders/glsl%i/vertex_displacement.fs", GLSL_VERSION)); + + // Load perlin noise texture + Image perlinNoiseImage = GenImagePerlinNoise(512, 512, 0, 0, 1.0f); + Texture perlinNoiseMap = LoadTextureFromImage(perlinNoiseImage); + UnloadImage(perlinNoiseImage); + + // Set shader uniform location + int perlinNoiseMapLoc = GetShaderLocation(shader, "perlinNoiseMap"); + rlEnableShader(shader.id); + rlActiveTextureSlot(1); + rlEnableTexture(perlinNoiseMap.id); + rlSetUniformSampler(perlinNoiseMapLoc, 1); + + // Create a plane mesh and model + Mesh planeMesh = GenMeshPlane(50, 50, 50, 50); + Model planeModel = LoadModelFromMesh(planeMesh); + // Set plane model material + planeModel.materials[0].shader = shader; + + float time = 0.0f; + + SetTargetFPS(60); + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + UpdateCamera(&camera, CAMERA_FREE); // Update camera + + time += GetFrameTime(); // Update time variable + SetShaderValue(shader, GetShaderLocation(shader, "time"), &time, SHADER_UNIFORM_FLOAT); // Send time value to shader + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + BeginMode3D(camera); + + BeginShaderMode(shader); + // Draw plane model + DrawModel(planeModel, (Vector3){ 0.0f, 0.0f, 0.0f }, 1.0f, (Color) {255, 255, 255, 255}); + EndShaderMode(); + + EndMode3D(); + + DrawText("Vertex displacement", 10, 10, 20, DARKGRAY); + DrawFPS(10, 40); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadShader(shader); + UnloadModel(planeModel); + UnloadTexture(perlinNoiseMap); + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} diff --git a/examples/shaders/shaders_vertex_displacement.png b/examples/shaders/shaders_vertex_displacement.png new file mode 100644 index 000000000..e7acf5c65 Binary files /dev/null and b/examples/shaders/shaders_vertex_displacement.png differ diff --git a/examples/shaders/shaders_write_depth.c b/examples/shaders/shaders_write_depth.c index 1e5263157..d15aac5ed 100644 --- a/examples/shaders/shaders_write_depth.c +++ b/examples/shaders/shaders_write_depth.c @@ -2,6 +2,8 @@ * * raylib [shaders] example - Depth buffer writing * +* Example complexity rating: [★★☆☆] 2/4 +* * Example originally created with raylib 4.2, last time updated with raylib 4.2 * * Example contributed by Buğra Alptekin Sarı (@BugraAlptekinSari) and reviewed by Ramon Santamaria (@raysan5) @@ -9,7 +11,7 @@ * 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) 2022-2024 Buğra Alptekin Sarı (@BugraAlptekinSari) +* Copyright (c) 2022-2025 Buğra Alptekin Sarı (@BugraAlptekinSari) * ********************************************************************************************/ diff --git a/examples/shapes/raygui.h b/examples/shapes/raygui.h index 6130b88fd..85c477870 100644 --- a/examples/shapes/raygui.h +++ b/examples/shapes/raygui.h @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raygui v4.0 - A simple and easy-to-use immediate-mode gui library +* raygui v4.5-dev - A simple and easy-to-use immediate-mode gui library * * DESCRIPTION: * raygui is a tools-dev-focused immediate-mode-gui library based on raylib but also @@ -26,7 +26,7 @@ * NOTES: * - WARNING: GuiLoadStyle() and GuiLoadStyle{Custom}() functions, allocate memory for * font atlas recs and glyphs, freeing that memory is (usually) up to the user, -* no unload function is explicitly provided... but note that GuiLoadStyleDefaulf() unloads +* no unload function is explicitly provided... but note that GuiLoadStyleDefault() unloads * by default any previously loaded font (texture, recs, glyphs). * - Global UI alpha (guiAlpha) is applied inside GuiDrawRectangle() and GuiDrawText() functions * @@ -141,6 +141,24 @@ * Draw text bounds rectangles for debug * * VERSIONS HISTORY: +* 4.5-dev (Sep-2024) Current dev version... +* ADDED: guiControlExclusiveMode and guiControlExclusiveRec for exclusive modes +* ADDED: GuiValueBoxFloat() +* ADDED: GuiDropdonwBox() properties: DROPDOWN_ARROW_HIDDEN, DROPDOWN_ROLL_UP +* ADDED: GuiListView() property: LIST_ITEMS_BORDER_WIDTH +* ADDED: Multiple new icons +* REVIEWED: GuiTabBar(), close tab with mouse middle button +* REVIEWED: GuiScrollPanel(), scroll speed proportional to content +* REVIEWED: GuiDropdownBox(), support roll up and hidden arrow +* REVIEWED: GuiTextBox(), cursor position initialization +* REVIEWED: GuiSliderPro(), control value change check +* REVIEWED: GuiGrid(), simplified implementation +* REVIEWED: GuiIconText(), increase buffer size and reviewed padding +* REVIEWED: GuiDrawText(), improved wrap mode drawing +* REVIEWED: GuiScrollBar(), minor tweaks +* REVIEWED: Functions descriptions, removed wrong return value reference +* REDESIGNED: GuiColorPanel(), improved HSV <-> RGBA convertion +* * 4.0 (12-Sep-2023) ADDED: GuiToggleSlider() * ADDED: GuiColorPickerHSV() and GuiColorPanelHSV() * ADDED: Multiple new icons, mostly compiler related @@ -314,9 +332,9 @@ #define RAYGUI_H #define RAYGUI_VERSION_MAJOR 4 -#define RAYGUI_VERSION_MINOR 0 +#define RAYGUI_VERSION_MINOR 5 #define RAYGUI_VERSION_PATCH 0 -#define RAYGUI_VERSION "4.0" +#define RAYGUI_VERSION "4.5-dev" #if !defined(RAYGUI_STANDALONE) #include "raylib.h" @@ -441,7 +459,6 @@ } Font; #endif - // Style property // NOTE: Used when exporting style as code for convenience typedef struct GuiStyleProp { @@ -546,7 +563,6 @@ typedef enum { // TEXT_SIZE, TEXT_SPACING, TEXT_LINE_SPACING, TEXT_ALIGNMENT_VERTICAL, TEXT_WRAP_MODE are global and // should be configured by user as needed while defining the UI layout - // Gui extended properties depend on control // NOTE: RAYGUI_MAX_PROPS_EXTENDED properties (by default, max 8 properties) //---------------------------------------------------------------------------------- @@ -562,12 +578,12 @@ typedef enum { TEXT_ALIGNMENT_VERTICAL, // Text vertical alignment inside text bounds (after border and padding) TEXT_WRAP_MODE // Text wrap-mode inside text bounds //TEXT_DECORATION // Text decoration: 0-None, 1-Underline, 2-Line-through, 3-Overline - //TEXT_DECORATION_THICK // Text decoration line thikness + //TEXT_DECORATION_THICK // Text decoration line thickness } GuiDefaultProperty; // Other possible text properties: // TEXT_WEIGHT // Normal, Italic, Bold -> Requires specific font change -// TEXT_INDENT // Text indentation -> Now using TEXT_PADDING... +// TEXT_INDENT // Text indentation -> Now using TEXT_PADDING... // Label //typedef enum { } GuiLabelProperty; @@ -615,7 +631,9 @@ typedef enum { // DropdownBox typedef enum { ARROW_PADDING = 16, // DropdownBox arrow separation from border and items - DROPDOWN_ITEMS_SPACING // DropdownBox items separation + DROPDOWN_ITEMS_SPACING, // DropdownBox items separation + DROPDOWN_ARROW_HIDDEN, // DropdownBox arrow hidden + DROPDOWN_ROLL_UP // DropdownBox roll up flag (default rolls down) } GuiDropdownBoxProperty; // TextBox/TextBoxMulti/ValueBox/Spinner @@ -635,6 +653,7 @@ typedef enum { LIST_ITEMS_SPACING, // ListView items separation SCROLLBAR_WIDTH, // ListView scrollbar size (usually width) SCROLLBAR_SIDE, // ListView scrollbar side (0-SCROLLBAR_LEFT_SIDE, 1-SCROLLBAR_RIGHT_SIDE) + LIST_ITEMS_BORDER_WIDTH // ListView items border width } GuiListViewProperty; // ColorPicker @@ -698,7 +717,6 @@ RAYGUIAPI char **GuiLoadIcons(const char *fileName, bool loadIconsName); // Load RAYGUIAPI void GuiDrawIcon(int iconId, int posX, int posY, int pixelSize, Color color); // Draw icon using pixel size at specified position #endif - // Controls //---------------------------------------------------------------------------------------------------------- // Container/separator controls, useful for controls organization @@ -710,29 +728,30 @@ RAYGUIAPI int GuiTabBar(Rectangle bounds, const char **text, int count, int *act RAYGUIAPI int GuiScrollPanel(Rectangle bounds, const char *text, Rectangle content, Vector2 *scroll, Rectangle *view); // Scroll Panel control // Basic controls set -RAYGUIAPI int GuiLabel(Rectangle bounds, const char *text); // Label control, shows text +RAYGUIAPI int GuiLabel(Rectangle bounds, const char *text); // Label control RAYGUIAPI int GuiButton(Rectangle bounds, const char *text); // Button control, returns true when clicked -RAYGUIAPI int GuiLabelButton(Rectangle bounds, const char *text); // Label button control, show true when clicked -RAYGUIAPI int GuiToggle(Rectangle bounds, const char *text, bool *active); // Toggle Button control, returns true when active -RAYGUIAPI int GuiToggleGroup(Rectangle bounds, const char *text, int *active); // Toggle Group control, returns active toggle index -RAYGUIAPI int GuiToggleSlider(Rectangle bounds, const char *text, int *active); // Toggle Slider control, returns true when clicked +RAYGUIAPI int GuiLabelButton(Rectangle bounds, const char *text); // Label button control, returns true when clicked +RAYGUIAPI int GuiToggle(Rectangle bounds, const char *text, bool *active); // Toggle Button control +RAYGUIAPI int GuiToggleGroup(Rectangle bounds, const char *text, int *active); // Toggle Group control +RAYGUIAPI int GuiToggleSlider(Rectangle bounds, const char *text, int *active); // Toggle Slider control RAYGUIAPI int GuiCheckBox(Rectangle bounds, const char *text, bool *checked); // Check Box control, returns true when active -RAYGUIAPI int GuiComboBox(Rectangle bounds, const char *text, int *active); // Combo Box control, returns selected item index +RAYGUIAPI int GuiComboBox(Rectangle bounds, const char *text, int *active); // Combo Box control -RAYGUIAPI int GuiDropdownBox(Rectangle bounds, const char *text, int *active, bool editMode); // Dropdown Box control, returns selected item -RAYGUIAPI int GuiSpinner(Rectangle bounds, const char *text, int *value, int minValue, int maxValue, bool editMode); // Spinner control, returns selected value +RAYGUIAPI int GuiDropdownBox(Rectangle bounds, const char *text, int *active, bool editMode); // Dropdown Box control +RAYGUIAPI int GuiSpinner(Rectangle bounds, const char *text, int *value, int minValue, int maxValue, bool editMode); // Spinner control RAYGUIAPI int GuiValueBox(Rectangle bounds, const char *text, int *value, int minValue, int maxValue, bool editMode); // Value Box control, updates input text with numbers +RAYGUIAPI int GuiValueBoxFloat(Rectangle bounds, const char *text, char *textValue, float *value, bool editMode); // Value box control for float values RAYGUIAPI int GuiTextBox(Rectangle bounds, char *text, int textSize, bool editMode); // Text Box control, updates input text -RAYGUIAPI int GuiSlider(Rectangle bounds, const char *textLeft, const char *textRight, float *value, float minValue, float maxValue); // Slider control, returns selected value -RAYGUIAPI int GuiSliderBar(Rectangle bounds, const char *textLeft, const char *textRight, float *value, float minValue, float maxValue); // Slider Bar control, returns selected value -RAYGUIAPI int GuiProgressBar(Rectangle bounds, const char *textLeft, const char *textRight, float *value, float minValue, float maxValue); // Progress Bar control, shows current progress value +RAYGUIAPI int GuiSlider(Rectangle bounds, const char *textLeft, const char *textRight, float *value, float minValue, float maxValue); // Slider control +RAYGUIAPI int GuiSliderBar(Rectangle bounds, const char *textLeft, const char *textRight, float *value, float minValue, float maxValue); // Slider Bar control +RAYGUIAPI int GuiProgressBar(Rectangle bounds, const char *textLeft, const char *textRight, float *value, float minValue, float maxValue); // Progress Bar control RAYGUIAPI int GuiStatusBar(Rectangle bounds, const char *text); // Status Bar control, shows info text RAYGUIAPI int GuiDummyRec(Rectangle bounds, const char *text); // Dummy control for placeholders -RAYGUIAPI int GuiGrid(Rectangle bounds, const char *text, float spacing, int subdivs, Vector2 *mouseCell); // Grid control, returns mouse cell position +RAYGUIAPI int GuiGrid(Rectangle bounds, const char *text, float spacing, int subdivs, Vector2 *mouseCell); // Grid control // Advance controls set -RAYGUIAPI int GuiListView(Rectangle bounds, const char *text, int *scrollIndex, int *active); // List View control, returns selected list item index +RAYGUIAPI int GuiListView(Rectangle bounds, const char *text, int *scrollIndex, int *active); // List View control RAYGUIAPI int GuiListViewEx(Rectangle bounds, const char **text, int count, int *scrollIndex, int *active, int *focus); // List View with extended parameters RAYGUIAPI int GuiMessageBox(Rectangle bounds, const char *title, const char *message, const char *buttons); // Message Box control, displays a message RAYGUIAPI int GuiTextInputBox(Rectangle bounds, const char *title, const char *message, const char *buttons, char *text, int textMaxSize, bool *secretViewActive); // Text Input Box control, ask for text, supports secret @@ -741,10 +760,9 @@ RAYGUIAPI int GuiColorPanel(Rectangle bounds, const char *text, Color *color); RAYGUIAPI int GuiColorBarAlpha(Rectangle bounds, const char *text, float *alpha); // Color Bar Alpha control RAYGUIAPI int GuiColorBarHue(Rectangle bounds, const char *text, float *value); // Color Bar Hue control RAYGUIAPI int GuiColorPickerHSV(Rectangle bounds, const char *text, Vector3 *colorHsv); // Color Picker control that avoids conversion to RGB on each call (multiple color controls) -RAYGUIAPI int GuiColorPanelHSV(Rectangle bounds, const char *text, Vector3 *colorHsv); // Color Panel control that returns HSV color value, used by GuiColorPickerHSV() +RAYGUIAPI int GuiColorPanelHSV(Rectangle bounds, const char *text, Vector3 *colorHsv); // Color Panel control that updates Hue-Saturation-Value color value, used by GuiColorPickerHSV() //---------------------------------------------------------------------------------------------------------- - #if !defined(RAYGUI_NO_ICONS) #if !defined(RAYGUI_CUSTOM_ICONS) @@ -972,15 +990,15 @@ typedef enum { ICON_FOLDER = 217, ICON_FILE = 218, ICON_SAND_TIMER = 219, - ICON_220 = 220, - ICON_221 = 221, - ICON_222 = 222, - ICON_223 = 223, - ICON_224 = 224, - ICON_225 = 225, - ICON_226 = 226, - ICON_227 = 227, - ICON_228 = 228, + ICON_WARNING = 220, + ICON_HELP_BOX = 221, + ICON_INFO_BOX = 222, + ICON_PRIORITY = 223, + ICON_LAYERS_ISO = 224, + ICON_LAYERS2 = 225, + ICON_MLAYERS = 226, + ICON_MAPS = 227, + ICON_HOT = 228, ICON_229 = 229, ICON_230 = 230, ICON_231 = 231, @@ -1027,6 +1045,7 @@ typedef enum { #if defined(RAYGUI_IMPLEMENTATION) +#include // required for: isspace() [GuiTextBox()] #include // Required for: FILE, fopen(), fclose(), fprintf(), feof(), fscanf(), vsprintf() [GuiLoadStyle(), GuiLoadIcons()] #include // Required for: malloc(), calloc(), free() [GuiLoadStyle(), GuiLoadIcons()] #include // Required for: strlen() [GuiTextBox(), GuiValueBox()], memset(), memcpy() @@ -1290,15 +1309,15 @@ static unsigned int guiIcons[RAYGUI_ICON_MAX_ICONS*RAYGUI_ICON_DATA_ELEMENTS] = 0x00000000, 0x0042007e, 0x40027fc2, 0x40024002, 0x40024002, 0x40024002, 0x7ffe4002, 0x00000000, // ICON_FOLDER 0x3ff00000, 0x201c2010, 0x20042004, 0x20042004, 0x20042004, 0x20042004, 0x20042004, 0x00003ffc, // ICON_FILE 0x1ff00000, 0x20082008, 0x17d02fe8, 0x05400ba0, 0x09200540, 0x23881010, 0x2fe827c8, 0x00001ff0, // ICON_SAND_TIMER - 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_220 - 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_221 - 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_222 - 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_223 - 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_224 - 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_225 - 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_226 - 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_227 - 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_228 + 0x01800000, 0x02400240, 0x05a00420, 0x09900990, 0x11881188, 0x21842004, 0x40024182, 0x00003ffc, // ICON_WARNING + 0x7ffe0000, 0x4ff24002, 0x4c324ff2, 0x4f824c02, 0x41824f82, 0x41824002, 0x40024182, 0x00007ffe, // ICON_HELP_BOX + 0x7ffe0000, 0x41824002, 0x40024182, 0x41824182, 0x41824182, 0x41824182, 0x40024182, 0x00007ffe, // ICON_INFO_BOX + 0x01800000, 0x04200240, 0x10080810, 0x7bde2004, 0x0a500a50, 0x08500bd0, 0x08100850, 0x00000ff0, // ICON_PRIORITY + 0x01800000, 0x18180660, 0x80016006, 0x98196006, 0x99996666, 0x19986666, 0x01800660, 0x00000000, // ICON_LAYERS_ISO + 0x07fe0000, 0x1c020402, 0x74021402, 0x54025402, 0x54025402, 0x500857fe, 0x40205ff8, 0x00007fe0, // ICON_LAYERS2 + 0x0ffe0000, 0x3ffa0802, 0x7fea200a, 0x402a402a, 0x422a422a, 0x422e422a, 0x40384e28, 0x00007fe0, // ICON_MLAYERS + 0x0ffe0000, 0x3ffa0802, 0x7fea200a, 0x402a402a, 0x5b2a512a, 0x512e552a, 0x40385128, 0x00007fe0, // ICON_MAPS + 0x04200000, 0x1cf00c60, 0x11f019f0, 0x0f3807b8, 0x1e3c0f3c, 0x1c1c1e1c, 0x1e3c1c1c, 0x00000f70, // ICON_HOT 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_229 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_230 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_231 @@ -1328,7 +1347,7 @@ static unsigned int guiIcons[RAYGUI_ICON_MAX_ICONS*RAYGUI_ICON_DATA_ELEMENTS] = 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, // ICON_255 }; -// NOTE: We keep a pointer to the icons array, useful to point to other sets if required +// NOTE: A pointer to current icons array should be defined static unsigned int *guiIconsPtr = guiIcons; #endif // !RAYGUI_NO_ICONS && !RAYGUI_CUSTOM_ICONS @@ -1347,7 +1366,7 @@ static unsigned int *guiIconsPtr = guiIcons; // Types and Structures Definition //---------------------------------------------------------------------------------- // Gui control property style color element -typedef enum { BORDER = 0, BASE, _TEXT, OTHER } GuiPropertyElement; +typedef enum { BORDER = 0, BASE, TEXT, OTHER } GuiPropertyElement; //---------------------------------------------------------------------------------- // Global Variables Definition @@ -1363,8 +1382,8 @@ static unsigned int guiIconScale = 1; // Gui icon default scale (if ic static bool guiTooltip = false; // Tooltip enabled/disabled static const char *guiTooltipPtr = NULL; // Tooltip string pointer (string provided by user) -static bool guiSliderDragging = false; // Gui slider drag state (no inputs processed except dragged slider) -static Rectangle guiSliderActive = { 0 }; // Gui slider active bounds rectangle, used as an unique identifier +static bool guiControlExclusiveMode = false; // Gui control exclusive mode (no inputs processed except current control) +static Rectangle guiControlExclusiveRec = { 0 }; // Gui control exclusive bounds rectangle, used as an unique identifier static int textBoxCursorIndex = 0; // Cursor index, shared by all GuiTextBox*() //static int blinkCursorFrameCounter = 0; // Frame counter for cursor blinking @@ -1450,6 +1469,7 @@ static bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if static const char *TextFormat(const char *text, ...); // Formatting of text with variables to 'embed' static const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings static int TextToInteger(const char *text); // Get integer value from text +static float TextToFloat(const char *text); // Get float value from text static int GetCodepointNext(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded text static const char *CodepointToUTF8(int codepoint, int *byteSize); // Encode codepoint into UTF-8 text (char array size returned as parameter) @@ -1479,8 +1499,6 @@ static int GuiScrollBar(Rectangle bounds, int value, int minValue, int maxValue) static void GuiTooltip(Rectangle controlRec); // Draw tooltip using control rec position static Color GuiFade(Color color, float alpha); // Fade color by an alpha factor -static void GuiTooltip(Rectangle controlRec); // Draw tooltip using control rec position - //---------------------------------------------------------------------------------- // Gui Setup Functions Definition @@ -1622,9 +1640,9 @@ int GuiGroupBox(Rectangle bounds, const char *text) // Draw control //-------------------------------------------------------------------- - GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x, bounds.y, RAYGUI_GROUPBOX_LINE_THICK, bounds.height }, 0, BLANK, GetColor(GuiGetStyle(DEFAULT, (state == STATE_DISABLED)? BORDER_COLOR_DISABLED : LINE_COLOR))); - GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x, bounds.y + bounds.height - 1, bounds.width, RAYGUI_GROUPBOX_LINE_THICK }, 0, BLANK, GetColor(GuiGetStyle(DEFAULT, (state == STATE_DISABLED)? BORDER_COLOR_DISABLED : LINE_COLOR))); - GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x + bounds.width - 1, bounds.y, RAYGUI_GROUPBOX_LINE_THICK, bounds.height }, 0, BLANK, GetColor(GuiGetStyle(DEFAULT, (state == STATE_DISABLED)? BORDER_COLOR_DISABLED : LINE_COLOR))); + GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x, bounds.y, RAYGUI_GROUPBOX_LINE_THICK, bounds.height }, 0, BLANK, GetColor(GuiGetStyle(DEFAULT, (state == STATE_DISABLED)? (int)BORDER_COLOR_DISABLED : (int)LINE_COLOR))); + GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x, bounds.y + bounds.height - 1, bounds.width, RAYGUI_GROUPBOX_LINE_THICK }, 0, BLANK, GetColor(GuiGetStyle(DEFAULT, (state == STATE_DISABLED)? (int)BORDER_COLOR_DISABLED : (int)LINE_COLOR))); + GuiDrawRectangle(RAYGUI_CLITERAL(Rectangle){ bounds.x + bounds.width - 1, bounds.y, RAYGUI_GROUPBOX_LINE_THICK, bounds.height }, 0, BLANK, GetColor(GuiGetStyle(DEFAULT, (state == STATE_DISABLED)? (int)BORDER_COLOR_DISABLED : (int)LINE_COLOR))); GuiLine(RAYGUI_CLITERAL(Rectangle){ bounds.x, bounds.y - GuiGetStyle(DEFAULT, TEXT_SIZE)/2, bounds.width, (float)GuiGetStyle(DEFAULT, TEXT_SIZE) }, text); //-------------------------------------------------------------------- @@ -1645,7 +1663,7 @@ int GuiLine(Rectangle bounds, const char *text) int result = 0; GuiState state = guiState; - Color color = GetColor(GuiGetStyle(DEFAULT, (state == STATE_DISABLED)? BORDER_COLOR_DISABLED : LINE_COLOR)); + Color color = GetColor(GuiGetStyle(DEFAULT, (state == STATE_DISABLED)? (int)BORDER_COLOR_DISABLED : (int)LINE_COLOR)); // Draw control //-------------------------------------------------------------------- @@ -1693,7 +1711,7 @@ int GuiPanel(Rectangle bounds, const char *text) //-------------------------------------------------------------------- if (text != NULL) GuiStatusBar(statusBar, text); // Draw panel header as status bar - GuiDrawRectangle(bounds, RAYGUI_PANEL_BORDER_WIDTH, GetColor(GuiGetStyle(DEFAULT, (state == STATE_DISABLED)? BORDER_COLOR_DISABLED: LINE_COLOR)), + GuiDrawRectangle(bounds, RAYGUI_PANEL_BORDER_WIDTH, GetColor(GuiGetStyle(DEFAULT, (state == STATE_DISABLED)? (int)BORDER_COLOR_DISABLED: (int)LINE_COLOR)), GetColor(GuiGetStyle(DEFAULT, (state == STATE_DISABLED)? BASE_COLOR_DISABLED : BACKGROUND_COLOR))); //-------------------------------------------------------------------- @@ -1746,6 +1764,9 @@ int GuiTabBar(Rectangle bounds, const char **text, int count, int *active) if (toggle) *active = i; } + // Close tab with middle mouse button pressed + if (CheckCollisionPointRec(GetMousePosition(), tabBounds) && IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) result = i; + GuiSetStyle(TOGGLE, TEXT_PADDING, textPadding); GuiSetStyle(TOGGLE, TEXT_ALIGNMENT, textAlignment); @@ -1777,10 +1798,10 @@ int GuiScrollPanel(Rectangle bounds, const char *text, Rectangle content, Vector { #define RAYGUI_MIN_SCROLLBAR_WIDTH 40 #define RAYGUI_MIN_SCROLLBAR_HEIGHT 40 + #define RAYGUI_MIN_MOUSE_WHEEL_SPEED 20 int result = 0; GuiState state = guiState; - float mouseWheelSpeed = 20.0f; // Default movement speed with mouse wheel Rectangle temp = { 0 }; if (view == NULL) view = &temp; @@ -1822,17 +1843,8 @@ int GuiScrollPanel(Rectangle bounds, const char *text, Rectangle content, Vector }; // Make sure scroll bars have a minimum width/height - // NOTE: If content >>> bounds, size could be very small or even 0 - if (horizontalScrollBar.width < RAYGUI_MIN_SCROLLBAR_WIDTH) - { - horizontalScrollBar.width = RAYGUI_MIN_SCROLLBAR_WIDTH; - mouseWheelSpeed = 30.0f; // TODO: Calculate speed increment based on content.height vs bounds.height - } - if (verticalScrollBar.height < RAYGUI_MIN_SCROLLBAR_HEIGHT) - { - verticalScrollBar.height = RAYGUI_MIN_SCROLLBAR_HEIGHT; - mouseWheelSpeed = 30.0f; // TODO: Calculate speed increment based on content.width vs bounds.width - } + if (horizontalScrollBar.width < RAYGUI_MIN_SCROLLBAR_WIDTH) horizontalScrollBar.width = RAYGUI_MIN_SCROLLBAR_WIDTH; + if (verticalScrollBar.height < RAYGUI_MIN_SCROLLBAR_HEIGHT) verticalScrollBar.height = RAYGUI_MIN_SCROLLBAR_HEIGHT; // Calculate view area (area without the scrollbars) *view = (GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_LEFT_SIDE)? @@ -1875,9 +1887,14 @@ int GuiScrollPanel(Rectangle bounds, const char *text, Rectangle content, Vector #endif float wheelMove = GetMouseWheelMove(); + // Set scrolling speed with mouse wheel based on ratio between bounds and content + Vector2 mouseWheelSpeed = { content.width/bounds.width, content.height/bounds.height }; + if (mouseWheelSpeed.x < RAYGUI_MIN_MOUSE_WHEEL_SPEED) mouseWheelSpeed.x = RAYGUI_MIN_MOUSE_WHEEL_SPEED; + if (mouseWheelSpeed.y < RAYGUI_MIN_MOUSE_WHEEL_SPEED) mouseWheelSpeed.y = RAYGUI_MIN_MOUSE_WHEEL_SPEED; + // Horizontal and vertical scrolling with mouse wheel - if (hasHorizontalScrollBar && (IsKeyDown(KEY_LEFT_CONTROL) || IsKeyDown(KEY_LEFT_SHIFT))) scrollPos.x += wheelMove*mouseWheelSpeed; - else scrollPos.y += wheelMove*mouseWheelSpeed; // Vertical scroll + if (hasHorizontalScrollBar && (IsKeyDown(KEY_LEFT_CONTROL) || IsKeyDown(KEY_LEFT_SHIFT))) scrollPos.x += wheelMove*mouseWheelSpeed.x; + else scrollPos.y += wheelMove*mouseWheelSpeed.y; // Vertical scroll } } @@ -1919,11 +1936,11 @@ int GuiScrollPanel(Rectangle bounds, const char *text, Rectangle content, Vector if (hasHorizontalScrollBar && hasVerticalScrollBar) { Rectangle corner = { (GuiGetStyle(LISTVIEW, SCROLLBAR_SIDE) == SCROLLBAR_LEFT_SIDE)? (bounds.x + GuiGetStyle(DEFAULT, BORDER_WIDTH) + 2) : (horizontalScrollBar.x + horizontalScrollBar.width + 2), verticalScrollBar.y + verticalScrollBar.height + 2, (float)horizontalScrollBarWidth - 4, (float)verticalScrollBarWidth - 4 }; - GuiDrawRectangle(corner, 0, BLANK, GetColor(GuiGetStyle(LISTVIEW, _TEXT + (state*3)))); + GuiDrawRectangle(corner, 0, BLANK, GetColor(GuiGetStyle(LISTVIEW, TEXT + (state*3)))); } // Draw scrollbar lines depending on current state - GuiDrawRectangle(bounds, GuiGetStyle(DEFAULT, BORDER_WIDTH), GetColor(GuiGetStyle(LISTVIEW, BORDER + (state*3))), BLANK); + GuiDrawRectangle(bounds, GuiGetStyle(LISTVIEW, BORDER_WIDTH), GetColor(GuiGetStyle(LISTVIEW, BORDER + (state*3))), BLANK); // Set scrollbar slider size back to the way it was before GuiSetStyle(SCROLLBAR, SCROLL_SLIDER_SIZE, slider); @@ -1947,7 +1964,7 @@ int GuiLabel(Rectangle bounds, const char *text) // Draw control //-------------------------------------------------------------------- - GuiDrawText(text, GetTextBounds(LABEL, bounds), GuiGetStyle(LABEL, TEXT_ALIGNMENT), GetColor(GuiGetStyle(LABEL, _TEXT + (state*3)))); + GuiDrawText(text, GetTextBounds(LABEL, bounds), GuiGetStyle(LABEL, TEXT_ALIGNMENT), GetColor(GuiGetStyle(LABEL, TEXT + (state*3)))); //-------------------------------------------------------------------- return result; @@ -1961,7 +1978,7 @@ int GuiButton(Rectangle bounds, const char *text) // Update control //-------------------------------------------------------------------- - if ((state != STATE_DISABLED) && !guiLocked && !guiSliderDragging) + if ((state != STATE_DISABLED) && !guiLocked && !guiControlExclusiveMode) { Vector2 mousePoint = GetMousePosition(); @@ -1979,7 +1996,7 @@ int GuiButton(Rectangle bounds, const char *text) // Draw control //-------------------------------------------------------------------- GuiDrawRectangle(bounds, GuiGetStyle(BUTTON, BORDER_WIDTH), GetColor(GuiGetStyle(BUTTON, BORDER + (state*3))), GetColor(GuiGetStyle(BUTTON, BASE + (state*3)))); - GuiDrawText(text, GetTextBounds(BUTTON, bounds), GuiGetStyle(BUTTON, TEXT_ALIGNMENT), GetColor(GuiGetStyle(BUTTON, _TEXT + (state*3)))); + GuiDrawText(text, GetTextBounds(BUTTON, bounds), GuiGetStyle(BUTTON, TEXT_ALIGNMENT), GetColor(GuiGetStyle(BUTTON, TEXT + (state*3)))); if (state == STATE_FOCUSED) GuiTooltip(bounds); //------------------------------------------------------------------ @@ -1999,7 +2016,7 @@ int GuiLabelButton(Rectangle bounds, const char *text) // Update control //-------------------------------------------------------------------- - if ((state != STATE_DISABLED) && !guiLocked && !guiSliderDragging) + if ((state != STATE_DISABLED) && !guiLocked && !guiControlExclusiveMode) { Vector2 mousePoint = GetMousePosition(); @@ -2016,13 +2033,13 @@ int GuiLabelButton(Rectangle bounds, const char *text) // Draw control //-------------------------------------------------------------------- - GuiDrawText(text, GetTextBounds(LABEL, bounds), GuiGetStyle(LABEL, TEXT_ALIGNMENT), GetColor(GuiGetStyle(LABEL, _TEXT + (state*3)))); + GuiDrawText(text, GetTextBounds(LABEL, bounds), GuiGetStyle(LABEL, TEXT_ALIGNMENT), GetColor(GuiGetStyle(LABEL, TEXT + (state*3)))); //-------------------------------------------------------------------- return pressed; } -// Toggle Button control, returns true when active +// Toggle Button control int GuiToggle(Rectangle bounds, const char *text, bool *active) { int result = 0; @@ -2033,7 +2050,7 @@ int GuiToggle(Rectangle bounds, const char *text, bool *active) // Update control //-------------------------------------------------------------------- - if ((state != STATE_DISABLED) && !guiLocked && !guiSliderDragging) + if ((state != STATE_DISABLED) && !guiLocked && !guiControlExclusiveMode) { Vector2 mousePoint = GetMousePosition(); @@ -2056,12 +2073,12 @@ int GuiToggle(Rectangle bounds, const char *text, bool *active) if (state == STATE_NORMAL) { GuiDrawRectangle(bounds, GuiGetStyle(TOGGLE, BORDER_WIDTH), GetColor(GuiGetStyle(TOGGLE, ((*active)? BORDER_COLOR_PRESSED : (BORDER + state*3)))), GetColor(GuiGetStyle(TOGGLE, ((*active)? BASE_COLOR_PRESSED : (BASE + state*3))))); - GuiDrawText(text, GetTextBounds(TOGGLE, bounds), GuiGetStyle(TOGGLE, TEXT_ALIGNMENT), GetColor(GuiGetStyle(TOGGLE, ((*active)? TEXT_COLOR_PRESSED : (_TEXT + state*3))))); + GuiDrawText(text, GetTextBounds(TOGGLE, bounds), GuiGetStyle(TOGGLE, TEXT_ALIGNMENT), GetColor(GuiGetStyle(TOGGLE, ((*active)? TEXT_COLOR_PRESSED : (TEXT + state*3))))); } else { GuiDrawRectangle(bounds, GuiGetStyle(TOGGLE, BORDER_WIDTH), GetColor(GuiGetStyle(TOGGLE, BORDER + state*3)), GetColor(GuiGetStyle(TOGGLE, BASE + state*3))); - GuiDrawText(text, GetTextBounds(TOGGLE, bounds), GuiGetStyle(TOGGLE, TEXT_ALIGNMENT), GetColor(GuiGetStyle(TOGGLE, _TEXT + state*3))); + GuiDrawText(text, GetTextBounds(TOGGLE, bounds), GuiGetStyle(TOGGLE, TEXT_ALIGNMENT), GetColor(GuiGetStyle(TOGGLE, TEXT + state*3))); } if (state == STATE_FOCUSED) GuiTooltip(bounds); @@ -2070,7 +2087,7 @@ int GuiToggle(Rectangle bounds, const char *text, bool *active) return result; } -// Toggle Group control, returns toggled button codepointIndex +// Toggle Group control int GuiToggleGroup(Rectangle bounds, const char *text, int *active) { #if !defined(RAYGUI_TOGGLEGROUP_MAX_ITEMS) @@ -2119,7 +2136,7 @@ int GuiToggleGroup(Rectangle bounds, const char *text, int *active) return result; } -// Toggle Slider control extended, returns true when clicked +// Toggle Slider control extended int GuiToggleSlider(Rectangle bounds, const char *text, int *active) { int result = 0; @@ -2184,7 +2201,7 @@ int GuiToggleSlider(Rectangle bounds, const char *text, int *active) textBounds.x = slider.x + slider.width/2 - textBounds.width/2; textBounds.y = bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2; - GuiDrawText(items[*active], textBounds, GuiGetStyle(TOGGLE, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(TOGGLE, _TEXT + (state*3))), guiAlpha)); + GuiDrawText(items[*active], textBounds, GuiGetStyle(TOGGLE, TEXT_ALIGNMENT), Fade(GetColor(GuiGetStyle(TOGGLE, TEXT + (state*3))), guiAlpha)); } //-------------------------------------------------------------------- @@ -2213,7 +2230,7 @@ int GuiCheckBox(Rectangle bounds, const char *text, bool *checked) // Update control //-------------------------------------------------------------------- - if ((state != STATE_DISABLED) && !guiLocked && !guiSliderDragging) + if ((state != STATE_DISABLED) && !guiLocked && !guiControlExclusiveMode) { Vector2 mousePoint = GetMousePosition(); @@ -2249,16 +2266,16 @@ int GuiCheckBox(Rectangle bounds, const char *text, bool *checked) bounds.y + GuiGetStyle(CHECKBOX, BORDER_WIDTH) + GuiGetStyle(CHECKBOX, CHECK_PADDING), bounds.width - 2*(GuiGetStyle(CHECKBOX, BORDER_WIDTH) + GuiGetStyle(CHECKBOX, CHECK_PADDING)), bounds.height - 2*(GuiGetStyle(CHECKBOX, BORDER_WIDTH) + GuiGetStyle(CHECKBOX, CHECK_PADDING)) }; - GuiDrawRectangle(check, 0, BLANK, GetColor(GuiGetStyle(CHECKBOX, _TEXT + state*3))); + GuiDrawRectangle(check, 0, BLANK, GetColor(GuiGetStyle(CHECKBOX, TEXT + state*3))); } - GuiDrawText(text, textBounds, (GuiGetStyle(CHECKBOX, TEXT_ALIGNMENT) == TEXT_ALIGN_RIGHT)? TEXT_ALIGN_LEFT : TEXT_ALIGN_RIGHT, GetColor(GuiGetStyle(LABEL, _TEXT + (state*3)))); + GuiDrawText(text, textBounds, (GuiGetStyle(CHECKBOX, TEXT_ALIGNMENT) == TEXT_ALIGN_RIGHT)? TEXT_ALIGN_LEFT : TEXT_ALIGN_RIGHT, GetColor(GuiGetStyle(LABEL, TEXT + (state*3)))); //-------------------------------------------------------------------- return result; } -// Combo Box control, returns selected item codepointIndex +// Combo Box control int GuiComboBox(Rectangle bounds, const char *text, int *active) { int result = 0; @@ -2281,7 +2298,7 @@ int GuiComboBox(Rectangle bounds, const char *text, int *active) // Update control //-------------------------------------------------------------------- - if ((state != STATE_DISABLED) && !guiLocked && (itemCount > 1) && !guiSliderDragging) + if ((state != STATE_DISABLED) && !guiLocked && (itemCount > 1) && !guiControlExclusiveMode) { Vector2 mousePoint = GetMousePosition(); @@ -2304,7 +2321,7 @@ int GuiComboBox(Rectangle bounds, const char *text, int *active) //-------------------------------------------------------------------- // Draw combo box main GuiDrawRectangle(bounds, GuiGetStyle(COMBOBOX, BORDER_WIDTH), GetColor(GuiGetStyle(COMBOBOX, BORDER + (state*3))), GetColor(GuiGetStyle(COMBOBOX, BASE + (state*3)))); - GuiDrawText(items[*active], GetTextBounds(COMBOBOX, bounds), GuiGetStyle(COMBOBOX, TEXT_ALIGNMENT), GetColor(GuiGetStyle(COMBOBOX, _TEXT + (state*3)))); + GuiDrawText(items[*active], GetTextBounds(COMBOBOX, bounds), GuiGetStyle(COMBOBOX, TEXT_ALIGNMENT), GetColor(GuiGetStyle(COMBOBOX, TEXT + (state*3)))); // Draw selector using a custom button // NOTE: BORDER_WIDTH and TEXT_ALIGNMENT forced values @@ -2329,21 +2346,28 @@ int GuiDropdownBox(Rectangle bounds, const char *text, int *active, bool editMod int result = 0; GuiState state = guiState; + int temp = 0; + if (active == NULL) active = &temp; + int itemSelected = *active; int itemFocused = -1; + int direction = 0; // Dropdown box open direction: down (default) + if (GuiGetStyle(DROPDOWNBOX, DROPDOWN_ROLL_UP) == 1) direction = 1; // Up + // Get substrings items from text (items pointers, lengths and count) int itemCount = 0; const char **items = GuiTextSplit(text, ';', &itemCount, NULL); Rectangle boundsOpen = bounds; boundsOpen.height = (itemCount + 1)*(bounds.height + GuiGetStyle(DROPDOWNBOX, DROPDOWN_ITEMS_SPACING)); + if (direction == 1) boundsOpen.y -= itemCount*(bounds.height + GuiGetStyle(DROPDOWNBOX, DROPDOWN_ITEMS_SPACING)) + GuiGetStyle(DROPDOWNBOX, DROPDOWN_ITEMS_SPACING); Rectangle itemBounds = bounds; // Update control //-------------------------------------------------------------------- - if ((state != STATE_DISABLED) && (editMode || !guiLocked) && (itemCount > 1) && !guiSliderDragging) + if ((state != STATE_DISABLED) && (editMode || !guiLocked) && (itemCount > 1) && !guiControlExclusiveMode) { Vector2 mousePoint = GetMousePosition(); @@ -2364,7 +2388,8 @@ int GuiDropdownBox(Rectangle bounds, const char *text, int *active, bool editMod for (int i = 0; i < itemCount; i++) { // Update item rectangle y position for next item - itemBounds.y += (bounds.height + GuiGetStyle(DROPDOWNBOX, DROPDOWN_ITEMS_SPACING)); + if (direction == 0) itemBounds.y += (bounds.height + GuiGetStyle(DROPDOWNBOX, DROPDOWN_ITEMS_SPACING)); + else itemBounds.y -= (bounds.height + GuiGetStyle(DROPDOWNBOX, DROPDOWN_ITEMS_SPACING)); if (CheckCollisionPointRec(mousePoint, itemBounds)) { @@ -2400,7 +2425,7 @@ int GuiDropdownBox(Rectangle bounds, const char *text, int *active, bool editMod if (editMode) GuiPanel(boundsOpen, NULL); GuiDrawRectangle(bounds, GuiGetStyle(DROPDOWNBOX, BORDER_WIDTH), GetColor(GuiGetStyle(DROPDOWNBOX, BORDER + state*3)), GetColor(GuiGetStyle(DROPDOWNBOX, BASE + state*3))); - GuiDrawText(items[itemSelected], GetTextBounds(DROPDOWNBOX, bounds), GuiGetStyle(DROPDOWNBOX, TEXT_ALIGNMENT), GetColor(GuiGetStyle(DROPDOWNBOX, _TEXT + state*3))); + GuiDrawText(items[itemSelected], GetTextBounds(DROPDOWNBOX, bounds), GuiGetStyle(DROPDOWNBOX, TEXT_ALIGNMENT), GetColor(GuiGetStyle(DROPDOWNBOX, TEXT + state*3))); if (editMode) { @@ -2408,7 +2433,8 @@ int GuiDropdownBox(Rectangle bounds, const char *text, int *active, bool editMod for (int i = 0; i < itemCount; i++) { // Update item rectangle y position for next item - itemBounds.y += (bounds.height + GuiGetStyle(DROPDOWNBOX, DROPDOWN_ITEMS_SPACING)); + if (direction == 0) itemBounds.y += (bounds.height + GuiGetStyle(DROPDOWNBOX, DROPDOWN_ITEMS_SPACING)); + else itemBounds.y -= (bounds.height + GuiGetStyle(DROPDOWNBOX, DROPDOWN_ITEMS_SPACING)); if (i == itemSelected) { @@ -2424,14 +2450,17 @@ int GuiDropdownBox(Rectangle bounds, const char *text, int *active, bool editMod } } - // Draw arrows (using icon if available) + if (!GuiGetStyle(DROPDOWNBOX, DROPDOWN_ARROW_HIDDEN)) + { + // Draw arrows (using icon if available) #if defined(RAYGUI_NO_ICONS) - GuiDrawText("v", RAYGUI_CLITERAL(Rectangle){ bounds.x + bounds.width - GuiGetStyle(DROPDOWNBOX, ARROW_PADDING), bounds.y + bounds.height/2 - 2, 10, 10 }, - TEXT_ALIGN_CENTER, GetColor(GuiGetStyle(DROPDOWNBOX, _TEXT + (state*3)))); + GuiDrawText("v", RAYGUI_CLITERAL(Rectangle){ bounds.x + bounds.width - GuiGetStyle(DROPDOWNBOX, ARROW_PADDING), bounds.y + bounds.height/2 - 2, 10, 10 }, + TEXT_ALIGN_CENTER, GetColor(GuiGetStyle(DROPDOWNBOX, TEXT + (state*3)))); #else - GuiDrawText("#120#", RAYGUI_CLITERAL(Rectangle){ bounds.x + bounds.width - GuiGetStyle(DROPDOWNBOX, ARROW_PADDING), bounds.y + bounds.height/2 - 6, 10, 10 }, - TEXT_ALIGN_CENTER, GetColor(GuiGetStyle(DROPDOWNBOX, _TEXT + (state*3)))); // ICON_ARROW_DOWN_FILL + GuiDrawText(direction? "#121#" : "#120#", RAYGUI_CLITERAL(Rectangle){ bounds.x + bounds.width - GuiGetStyle(DROPDOWNBOX, ARROW_PADDING), bounds.y + bounds.height/2 - 6, 10, 10 }, + TEXT_ALIGN_CENTER, GetColor(GuiGetStyle(DROPDOWNBOX, TEXT + (state*3)))); // ICON_ARROW_DOWN_FILL #endif + } //-------------------------------------------------------------------- *active = itemSelected; @@ -2442,7 +2471,7 @@ int GuiDropdownBox(Rectangle bounds, const char *text, int *active, bool editMod // Text Box control // NOTE: Returns true on ENTER pressed (useful for data validation) -int GuiTextBox(Rectangle bounds, char *text, int bufferSize, bool editMode) +int GuiTextBox(Rectangle bounds, char *text, int textSize, bool editMode) { #if !defined(RAYGUI_TEXTBOX_AUTO_CURSOR_COOLDOWN) #define RAYGUI_TEXTBOX_AUTO_CURSOR_COOLDOWN 40 // Frames to wait for autocursor movement @@ -2458,7 +2487,10 @@ int GuiTextBox(Rectangle bounds, char *text, int bufferSize, bool editMode) int wrapMode = GuiGetStyle(DEFAULT, TEXT_WRAP_MODE); Rectangle textBounds = GetTextBounds(TEXTBOX, bounds); - int textWidth = GetTextWidth(text) - GetTextWidth(text + textBoxCursorIndex); + int textLength = (int)strlen(text); // Get current text length + int thisCursorIndex = textBoxCursorIndex; + if (thisCursorIndex > textLength) thisCursorIndex = textLength; + int textWidth = GetTextWidth(text) - GetTextWidth(text + thisCursorIndex); int textIndexOffset = 0; // Text index offset to start drawing in the box // Cursor rectangle @@ -2498,7 +2530,7 @@ int GuiTextBox(Rectangle bounds, char *text, int bufferSize, bool editMode) if ((state != STATE_DISABLED) && // Control not disabled !GuiGetStyle(TEXTBOX, TEXT_READONLY) && // TextBox not on read-only mode !guiLocked && // Gui not locked - !guiSliderDragging && // No gui slider on dragging + !guiControlExclusiveMode && // No gui slider on dragging (wrapMode == TEXT_WRAP_NONE)) // No wrap mode { Vector2 mousePosition = GetMousePosition(); @@ -2507,6 +2539,8 @@ int GuiTextBox(Rectangle bounds, char *text, int bufferSize, bool editMode) { state = STATE_PRESSED; + if (textBoxCursorIndex > textLength) textBoxCursorIndex = textLength; + // If text does not fit in the textbox and current cursor position is out of bounds, // we add an index offset to text for drawing only what requires depending on cursor while (textWidth >= textBounds.width) @@ -2519,19 +2553,16 @@ int GuiTextBox(Rectangle bounds, char *text, int bufferSize, bool editMode) textWidth = GetTextWidth(text + textIndexOffset) - GetTextWidth(text + textBoxCursorIndex); } - int textLength = (int)strlen(text); // Get current text length int codepoint = GetCharPressed(); // Get Unicode codepoint if (multiline && IsKeyPressed(KEY_ENTER)) codepoint = (int)'\n'; - if (textBoxCursorIndex > textLength) textBoxCursorIndex = textLength; - // Encode codepoint as UTF-8 int codepointSize = 0; const char *charEncoded = CodepointToUTF8(codepoint, &codepointSize); // Add codepoint to text, at current cursor position // NOTE: Make sure we do not overflow buffer size - if (((multiline && (codepoint == (int)'\n')) || (codepoint >= 32)) && ((textLength + codepointSize) < bufferSize)) + if (((multiline && (codepoint == (int)'\n')) || (codepoint >= 32)) && ((textLength + codepointSize) < textSize)) { // Move forward data from cursor position for (int i = (textLength + codepointSize); i > textBoxCursorIndex; i--) text[i] = text[i - codepointSize]; @@ -2566,28 +2597,66 @@ int GuiTextBox(Rectangle bounds, char *text, int bufferSize, bool editMode) for (int i = textBoxCursorIndex; i < textLength; i++) text[i] = text[i + nextCodepointSize]; textLength -= codepointSize; + if (textBoxCursorIndex > textLength) textBoxCursorIndex = textLength; // Make sure text last character is EOL text[textLength] = '\0'; } } - // Delete codepoint from text, before current cursor position - if ((textLength > 0) && (IsKeyPressed(KEY_BACKSPACE) || (IsKeyDown(KEY_BACKSPACE) && (autoCursorCooldownCounter >= RAYGUI_TEXTBOX_AUTO_CURSOR_COOLDOWN)))) + // Delete related codepoints from text, before current cursor position + if ((textLength > 0) && IsKeyPressed(KEY_BACKSPACE) && (IsKeyDown(KEY_LEFT_CONTROL) || IsKeyDown(KEY_RIGHT_CONTROL))) + { + int i = textBoxCursorIndex - 1; + int accCodepointSize = 0; + + // Move cursor to the end of word if on space already + while ((i > 0) && isspace(text[i])) + { + int prevCodepointSize = 0; + GetCodepointPrevious(text + i, &prevCodepointSize); + i -= prevCodepointSize; + accCodepointSize += prevCodepointSize; + } + + // Move cursor to the start of the word + while ((i > 0) && !isspace(text[i])) + { + int prevCodepointSize = 0; + GetCodepointPrevious(text + i, &prevCodepointSize); + i -= prevCodepointSize; + accCodepointSize += prevCodepointSize; + } + + // Move forward text from cursor position + for (int j = (textBoxCursorIndex - accCodepointSize); j < textLength; j++) text[j] = text[j + accCodepointSize]; + + // Prevent cursor index from decrementing past 0 + if (textBoxCursorIndex > 0) + { + textBoxCursorIndex -= accCodepointSize; + textLength -= accCodepointSize; + } + + // Make sure text last character is EOL + text[textLength] = '\0'; + } + else if ((textLength > 0) && (IsKeyPressed(KEY_BACKSPACE) || (IsKeyDown(KEY_BACKSPACE) && (autoCursorCooldownCounter >= RAYGUI_TEXTBOX_AUTO_CURSOR_COOLDOWN)))) { autoCursorDelayCounter++; if (IsKeyPressed(KEY_BACKSPACE) || (autoCursorDelayCounter%RAYGUI_TEXTBOX_AUTO_CURSOR_DELAY) == 0) // Delay every movement some frames { int prevCodepointSize = 0; - GetCodepointPrevious(text + textBoxCursorIndex, &prevCodepointSize); - - // Move backward text from cursor position - for (int i = (textBoxCursorIndex - prevCodepointSize); i < textLength; i++) text[i] = text[i + prevCodepointSize]; // Prevent cursor index from decrementing past 0 if (textBoxCursorIndex > 0) { + GetCodepointPrevious(text + textBoxCursorIndex, &prevCodepointSize); + + // Move backward text from cursor position + for (int i = (textBoxCursorIndex - prevCodepointSize); i < textLength; i++) text[i] = text[i + prevCodepointSize]; + textBoxCursorIndex -= codepointSize; textLength -= codepointSize; } @@ -2605,7 +2674,7 @@ int GuiTextBox(Rectangle bounds, char *text, int bufferSize, bool editMode) if (IsKeyPressed(KEY_LEFT) || (autoCursorDelayCounter%RAYGUI_TEXTBOX_AUTO_CURSOR_DELAY) == 0) // Delay every movement some frames { int prevCodepointSize = 0; - GetCodepointPrevious(text + textBoxCursorIndex, &prevCodepointSize); + if (textBoxCursorIndex > 0) GetCodepointPrevious(text + textBoxCursorIndex, &prevCodepointSize); if (textBoxCursorIndex >= prevCodepointSize) textBoxCursorIndex -= prevCodepointSize; } @@ -2655,7 +2724,7 @@ int GuiTextBox(Rectangle bounds, char *text, int bufferSize, bool editMode) if (GetMousePosition().x >= (textBounds.x + textEndWidth - glyphWidth/2)) { mouseCursor.x = textBounds.x + textEndWidth; - mouseCursorIndex = (int)strlen(text); + mouseCursorIndex = textLength; } // Place cursor at required index on mouse click @@ -2687,7 +2756,7 @@ int GuiTextBox(Rectangle bounds, char *text, int bufferSize, bool editMode) if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) { - textBoxCursorIndex = (int)strlen(text); // GLOBAL: Place cursor index to the end of current text + textBoxCursorIndex = textLength; // GLOBAL: Place cursor index to the end of current text result = 1; } } @@ -2709,7 +2778,7 @@ int GuiTextBox(Rectangle bounds, char *text, int bufferSize, bool editMode) // Draw text considering index offset if required // NOTE: Text index offset depends on cursor position - GuiDrawText(text + textIndexOffset, textBounds, GuiGetStyle(TEXTBOX, TEXT_ALIGNMENT), GetColor(GuiGetStyle(TEXTBOX, _TEXT + (state*3)))); + GuiDrawText(text + textIndexOffset, textBounds, GuiGetStyle(TEXTBOX, TEXT_ALIGNMENT), GetColor(GuiGetStyle(TEXTBOX, TEXT + (state*3)))); // Draw cursor if (editMode && !GuiGetStyle(TEXTBOX, TEXT_READONLY)) @@ -2729,7 +2798,7 @@ int GuiTextBox(Rectangle bounds, char *text, int bufferSize, bool editMode) /* // Text Box control with multiple lines and word-wrap // NOTE: This text-box is readonly, no editing supported by default -bool GuiTextBoxMulti(Rectangle bounds, char *text, int bufferSize, bool editMode) +bool GuiTextBoxMulti(Rectangle bounds, char *text, int textSize, bool editMode) { bool pressed = false; @@ -2738,7 +2807,7 @@ bool GuiTextBoxMulti(Rectangle bounds, char *text, int bufferSize, bool editMode GuiSetStyle(DEFAULT, TEXT_ALIGNMENT_VERTICAL, TEXT_ALIGN_TOP); // TODO: Implement methods to calculate cursor position properly - pressed = GuiTextBox(bounds, text, bufferSize, editMode); + pressed = GuiTextBox(bounds, text, textSize, editMode); GuiSetStyle(DEFAULT, TEXT_ALIGNMENT_VERTICAL, TEXT_ALIGN_MIDDLE); GuiSetStyle(DEFAULT, TEXT_WRAP_MODE, TEXT_WRAP_NONE); @@ -2773,7 +2842,7 @@ int GuiSpinner(Rectangle bounds, const char *text, int *value, int minValue, int // Update control //-------------------------------------------------------------------- - if ((state != STATE_DISABLED) && !guiLocked && !guiSliderDragging) + if ((state != STATE_DISABLED) && !guiLocked && !guiControlExclusiveMode) { Vector2 mousePoint = GetMousePosition(); @@ -2815,7 +2884,7 @@ int GuiSpinner(Rectangle bounds, const char *text, int *value, int minValue, int GuiSetStyle(BUTTON, BORDER_WIDTH, tempBorderWidth); // Draw text label if provided - GuiDrawText(text, textBounds, (GuiGetStyle(SPINNER, TEXT_ALIGNMENT) == TEXT_ALIGN_RIGHT)? TEXT_ALIGN_LEFT : TEXT_ALIGN_RIGHT, GetColor(GuiGetStyle(LABEL, _TEXT + (state*3)))); + GuiDrawText(text, textBounds, (GuiGetStyle(SPINNER, TEXT_ALIGNMENT) == TEXT_ALIGN_RIGHT)? TEXT_ALIGN_LEFT : TEXT_ALIGN_RIGHT, GetColor(GuiGetStyle(LABEL, TEXT + (state*3)))); //-------------------------------------------------------------------- *value = tempValue; @@ -2848,7 +2917,7 @@ int GuiValueBox(Rectangle bounds, const char *text, int *value, int minValue, in // Update control //-------------------------------------------------------------------- - if ((state != STATE_DISABLED) && !guiLocked && !guiSliderDragging) + if ((state != STATE_DISABLED) && !guiLocked && !guiControlExclusiveMode) { Vector2 mousePoint = GetMousePosition(); @@ -2892,7 +2961,13 @@ int GuiValueBox(Rectangle bounds, const char *text, int *value, int minValue, in //if (*value > maxValue) *value = maxValue; //else if (*value < minValue) *value = minValue; - if (IsKeyPressed(KEY_ENTER) || (!CheckCollisionPointRec(mousePoint, bounds) && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) result = 1; + if ((IsKeyPressed(KEY_ENTER) || IsKeyPressed(KEY_KP_ENTER)) || (!CheckCollisionPointRec(mousePoint, bounds) && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) + { + if (*value > maxValue) *value = maxValue; + else if (*value < minValue) *value = minValue; + + result = 1; + } } else { @@ -2915,7 +2990,7 @@ int GuiValueBox(Rectangle bounds, const char *text, int *value, int minValue, in else if (state == STATE_DISABLED) baseColor = GetColor(GuiGetStyle(VALUEBOX, BASE_COLOR_DISABLED)); GuiDrawRectangle(bounds, GuiGetStyle(VALUEBOX, BORDER_WIDTH), GetColor(GuiGetStyle(VALUEBOX, BORDER + (state*3))), baseColor); - GuiDrawText(textValue, GetTextBounds(VALUEBOX, bounds), TEXT_ALIGN_CENTER, GetColor(GuiGetStyle(VALUEBOX, _TEXT + (state*3)))); + GuiDrawText(textValue, GetTextBounds(VALUEBOX, bounds), TEXT_ALIGN_CENTER, GetColor(GuiGetStyle(VALUEBOX, TEXT + (state*3)))); // Draw cursor if (editMode) @@ -2926,7 +3001,118 @@ int GuiValueBox(Rectangle bounds, const char *text, int *value, int minValue, in } // Draw text label if provided - GuiDrawText(text, textBounds, (GuiGetStyle(VALUEBOX, TEXT_ALIGNMENT) == TEXT_ALIGN_RIGHT)? TEXT_ALIGN_LEFT : TEXT_ALIGN_RIGHT, GetColor(GuiGetStyle(LABEL, _TEXT + (state*3)))); + GuiDrawText(text, textBounds, (GuiGetStyle(VALUEBOX, TEXT_ALIGNMENT) == TEXT_ALIGN_RIGHT)? TEXT_ALIGN_LEFT : TEXT_ALIGN_RIGHT, GetColor(GuiGetStyle(LABEL, TEXT + (state*3)))); + //-------------------------------------------------------------------- + + return result; +} + +// Floating point Value Box control, updates input val_str with numbers +// NOTE: Requires static variables: frameCounter +int GuiValueBoxFloat(Rectangle bounds, const char *text, char *textValue, float *value, bool editMode) +{ + #if !defined(RAYGUI_VALUEBOX_MAX_CHARS) + #define RAYGUI_VALUEBOX_MAX_CHARS 32 + #endif + + int result = 0; + GuiState state = guiState; + + //char textValue[RAYGUI_VALUEBOX_MAX_CHARS + 1] = "\0"; + //sprintf(textValue, "%2.2f", *value); + + Rectangle textBounds = {0}; + if (text != NULL) + { + textBounds.width = (float)GetTextWidth(text) + 2; + textBounds.height = (float)GuiGetStyle(DEFAULT, TEXT_SIZE); + textBounds.x = bounds.x + bounds.width + GuiGetStyle(VALUEBOX, TEXT_PADDING); + textBounds.y = bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2; + if (GuiGetStyle(VALUEBOX, TEXT_ALIGNMENT) == TEXT_ALIGN_LEFT) textBounds.x = bounds.x - textBounds.width - GuiGetStyle(VALUEBOX, TEXT_PADDING); + } + + // Update control + //-------------------------------------------------------------------- + if ((state != STATE_DISABLED) && !guiLocked && !guiControlExclusiveMode) + { + Vector2 mousePoint = GetMousePosition(); + + bool valueHasChanged = false; + + if (editMode) + { + state = STATE_PRESSED; + + int keyCount = (int)strlen(textValue); + + // Only allow keys in range [48..57] + if (keyCount < RAYGUI_VALUEBOX_MAX_CHARS) + { + if (GetTextWidth(textValue) < bounds.width) + { + int key = GetCharPressed(); + if (((key >= 48) && (key <= 57)) || + (key == '.') || + ((keyCount == 0) && (key == '+')) || // NOTE: Sign can only be in first position + ((keyCount == 0) && (key == '-'))) + { + textValue[keyCount] = (char)key; + keyCount++; + + valueHasChanged = true; + } + } + } + + // Pressed backspace + if (IsKeyPressed(KEY_BACKSPACE)) + { + if (keyCount > 0) + { + keyCount--; + textValue[keyCount] = '\0'; + valueHasChanged = true; + } + } + + if (valueHasChanged) *value = TextToFloat(textValue); + + if ((IsKeyPressed(KEY_ENTER) || IsKeyPressed(KEY_KP_ENTER)) || (!CheckCollisionPointRec(mousePoint, bounds) && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) result = 1; + } + else + { + if (CheckCollisionPointRec(mousePoint, bounds)) + { + state = STATE_FOCUSED; + if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) result = 1; + } + } + } + //-------------------------------------------------------------------- + + // Draw control + //-------------------------------------------------------------------- + Color baseColor = BLANK; + if (state == STATE_PRESSED) baseColor = GetColor(GuiGetStyle(VALUEBOX, BASE_COLOR_PRESSED)); + else if (state == STATE_DISABLED) baseColor = GetColor(GuiGetStyle(VALUEBOX, BASE_COLOR_DISABLED)); + + GuiDrawRectangle(bounds, GuiGetStyle(VALUEBOX, BORDER_WIDTH), GetColor(GuiGetStyle(VALUEBOX, BORDER + (state*3))), baseColor); + GuiDrawText(textValue, GetTextBounds(VALUEBOX, bounds), TEXT_ALIGN_CENTER, GetColor(GuiGetStyle(VALUEBOX, TEXT + (state*3)))); + + // Draw cursor + if (editMode) + { + // NOTE: ValueBox internal text is always centered + Rectangle cursor = {bounds.x + GetTextWidth(textValue)/2 + bounds.width/2 + 1, + bounds.y + 2*GuiGetStyle(VALUEBOX, BORDER_WIDTH), 4, + bounds.height - 4*GuiGetStyle(VALUEBOX, BORDER_WIDTH)}; + GuiDrawRectangle(cursor, 0, BLANK, GetColor(GuiGetStyle(VALUEBOX, BORDER_COLOR_PRESSED))); + } + + // Draw text label if provided + GuiDrawText(text, textBounds, + (GuiGetStyle(VALUEBOX, TEXT_ALIGNMENT) == TEXT_ALIGN_RIGHT)? TEXT_ALIGN_LEFT : TEXT_ALIGN_RIGHT, + GetColor(GuiGetStyle(LABEL, TEXT + (state*3)))); //-------------------------------------------------------------------- return result; @@ -2937,50 +3123,36 @@ int GuiValueBox(Rectangle bounds, const char *text, int *value, int minValue, in int GuiSliderPro(Rectangle bounds, const char *textLeft, const char *textRight, float *value, float minValue, float maxValue, int sliderWidth) { int result = 0; - float oldValue = *value; GuiState state = guiState; float temp = (maxValue - minValue)/2.0f; if (value == NULL) value = &temp; - - int sliderValue = (int)(((*value - minValue)/(maxValue - minValue))*(bounds.width - 2*GuiGetStyle(SLIDER, BORDER_WIDTH))); + float oldValue = *value; Rectangle slider = { bounds.x, bounds.y + GuiGetStyle(SLIDER, BORDER_WIDTH) + GuiGetStyle(SLIDER, SLIDER_PADDING), 0, bounds.height - 2*GuiGetStyle(SLIDER, BORDER_WIDTH) - 2*GuiGetStyle(SLIDER, SLIDER_PADDING) }; - if (sliderWidth > 0) // Slider - { - slider.x += (sliderValue - sliderWidth/2); - slider.width = (float)sliderWidth; - } - else if (sliderWidth == 0) // SliderBar - { - slider.x += GuiGetStyle(SLIDER, BORDER_WIDTH); - slider.width = (float)sliderValue; - } - // Update control //-------------------------------------------------------------------- if ((state != STATE_DISABLED) && !guiLocked) { Vector2 mousePoint = GetMousePosition(); - if (guiSliderDragging) // Keep dragging outside of bounds + if (guiControlExclusiveMode) // Allows to keep dragging outside of bounds { if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) { - if (CHECK_BOUNDS_ID(bounds, guiSliderActive)) + if (CHECK_BOUNDS_ID(bounds, guiControlExclusiveRec)) { state = STATE_PRESSED; - // Get equivalent value and slider position from mousePosition.x - *value = ((maxValue - minValue)*(mousePoint.x - (float)(bounds.x + sliderWidth/2)))/(float)(bounds.width - sliderWidth) + minValue; + *value = (maxValue - minValue)*((mousePoint.x - bounds.x - sliderWidth/2)/(bounds.width-sliderWidth)) + minValue; } } else { - guiSliderDragging = false; - guiSliderActive = RAYGUI_CLITERAL(Rectangle){ 0, 0, 0, 0 }; + guiControlExclusiveMode = false; + guiControlExclusiveRec = RAYGUI_CLITERAL(Rectangle){ 0, 0, 0, 0 }; } } else if (CheckCollisionPointRec(mousePoint, bounds)) @@ -2988,16 +3160,13 @@ int GuiSliderPro(Rectangle bounds, const char *textLeft, const char *textRight, if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) { state = STATE_PRESSED; - guiSliderDragging = true; - guiSliderActive = bounds; // Store bounds as an identifier when dragging starts + guiControlExclusiveMode = true; + guiControlExclusiveRec = bounds; // Store bounds as an identifier when dragging starts if (!CheckCollisionPointRec(mousePoint, slider)) { // Get equivalent value and slider position from mousePosition.x - *value = ((maxValue - minValue)*(mousePoint.x - (float)(bounds.x + sliderWidth/2)))/(float)(bounds.width - sliderWidth) + minValue; - - if (sliderWidth > 0) slider.x = mousePoint.x - slider.width/2; // Slider - else if (sliderWidth == 0) slider.width = (float)sliderValue; // SliderBar + *value = (maxValue - minValue)*((mousePoint.x - bounds.x - sliderWidth/2)/(bounds.width-sliderWidth)) + minValue; } } else state = STATE_FOCUSED; @@ -3008,17 +3177,22 @@ int GuiSliderPro(Rectangle bounds, const char *textLeft, const char *textRight, } // Control value change check - if(oldValue == *value) result = 0; + if (oldValue == *value) result = 0; else result = 1; - // Bar limits check + // Slider bar limits check + float sliderValue = (((*value - minValue)/(maxValue - minValue))*(bounds.width - sliderWidth - 2*GuiGetStyle(SLIDER, BORDER_WIDTH))); if (sliderWidth > 0) // Slider { + slider.x += sliderValue; + slider.width = (float)sliderWidth; if (slider.x <= (bounds.x + GuiGetStyle(SLIDER, BORDER_WIDTH))) slider.x = bounds.x + GuiGetStyle(SLIDER, BORDER_WIDTH); else if ((slider.x + slider.width) >= (bounds.x + bounds.width)) slider.x = bounds.x + bounds.width - slider.width - GuiGetStyle(SLIDER, BORDER_WIDTH); } else if (sliderWidth == 0) // SliderBar { + slider.x += GuiGetStyle(SLIDER, BORDER_WIDTH); + slider.width = sliderValue; if (slider.width > bounds.width) slider.width = bounds.width - 2*GuiGetStyle(SLIDER, BORDER_WIDTH); } //-------------------------------------------------------------------- @@ -3041,7 +3215,7 @@ int GuiSliderPro(Rectangle bounds, const char *textLeft, const char *textRight, textBounds.x = bounds.x - textBounds.width - GuiGetStyle(SLIDER, TEXT_PADDING); textBounds.y = bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2; - GuiDrawText(textLeft, textBounds, TEXT_ALIGN_RIGHT, GetColor(GuiGetStyle(SLIDER, _TEXT + (state*3)))); + GuiDrawText(textLeft, textBounds, TEXT_ALIGN_RIGHT, GetColor(GuiGetStyle(SLIDER, TEXT + (state*3)))); } if (textRight != NULL) @@ -3052,7 +3226,7 @@ int GuiSliderPro(Rectangle bounds, const char *textLeft, const char *textRight, textBounds.x = bounds.x + bounds.width + GuiGetStyle(SLIDER, TEXT_PADDING); textBounds.y = bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2; - GuiDrawText(textRight, textBounds, TEXT_ALIGN_LEFT, GetColor(GuiGetStyle(SLIDER, _TEXT + (state*3)))); + GuiDrawText(textRight, textBounds, TEXT_ALIGN_LEFT, GetColor(GuiGetStyle(SLIDER, TEXT + (state*3)))); } //-------------------------------------------------------------------- @@ -3132,7 +3306,7 @@ int GuiProgressBar(Rectangle bounds, const char *textLeft, const char *textRight textBounds.x = bounds.x - textBounds.width - GuiGetStyle(PROGRESSBAR, TEXT_PADDING); textBounds.y = bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2; - GuiDrawText(textLeft, textBounds, TEXT_ALIGN_RIGHT, GetColor(GuiGetStyle(PROGRESSBAR, _TEXT + (state*3)))); + GuiDrawText(textLeft, textBounds, TEXT_ALIGN_RIGHT, GetColor(GuiGetStyle(PROGRESSBAR, TEXT + (state*3)))); } if (textRight != NULL) @@ -3143,7 +3317,7 @@ int GuiProgressBar(Rectangle bounds, const char *textLeft, const char *textRight textBounds.x = bounds.x + bounds.width + GuiGetStyle(PROGRESSBAR, TEXT_PADDING); textBounds.y = bounds.y + bounds.height/2 - GuiGetStyle(DEFAULT, TEXT_SIZE)/2; - GuiDrawText(textRight, textBounds, TEXT_ALIGN_LEFT, GetColor(GuiGetStyle(PROGRESSBAR, _TEXT + (state*3)))); + GuiDrawText(textRight, textBounds, TEXT_ALIGN_LEFT, GetColor(GuiGetStyle(PROGRESSBAR, TEXT + (state*3)))); } //-------------------------------------------------------------------- @@ -3159,7 +3333,7 @@ int GuiStatusBar(Rectangle bounds, const char *text) // Draw control //-------------------------------------------------------------------- GuiDrawRectangle(bounds, GuiGetStyle(STATUSBAR, BORDER_WIDTH), GetColor(GuiGetStyle(STATUSBAR, BORDER + (state*3))), GetColor(GuiGetStyle(STATUSBAR, BASE + (state*3)))); - GuiDrawText(text, GetTextBounds(STATUSBAR, bounds), GuiGetStyle(STATUSBAR, TEXT_ALIGNMENT), GetColor(GuiGetStyle(STATUSBAR, _TEXT + (state*3)))); + GuiDrawText(text, GetTextBounds(STATUSBAR, bounds), GuiGetStyle(STATUSBAR, TEXT_ALIGNMENT), GetColor(GuiGetStyle(STATUSBAR, TEXT + (state*3)))); //-------------------------------------------------------------------- return result; @@ -3173,7 +3347,7 @@ int GuiDummyRec(Rectangle bounds, const char *text) // Update control //-------------------------------------------------------------------- - if ((state != STATE_DISABLED) && !guiLocked && !guiSliderDragging) + if ((state != STATE_DISABLED) && !guiLocked && !guiControlExclusiveMode) { Vector2 mousePoint = GetMousePosition(); @@ -3240,7 +3414,7 @@ int GuiListViewEx(Rectangle bounds, const char **text, int count, int *scrollInd // Update control //-------------------------------------------------------------------- - if ((state != STATE_DISABLED) && !guiLocked && !guiSliderDragging) + if ((state != STATE_DISABLED) && !guiLocked && !guiControlExclusiveMode) { Vector2 mousePoint = GetMousePosition(); @@ -3288,11 +3462,13 @@ int GuiListViewEx(Rectangle bounds, const char **text, int count, int *scrollInd // Draw control //-------------------------------------------------------------------- - GuiDrawRectangle(bounds, GuiGetStyle(DEFAULT, BORDER_WIDTH), GetColor(GuiGetStyle(LISTVIEW, BORDER + state*3)), GetColor(GuiGetStyle(DEFAULT, BACKGROUND_COLOR))); // Draw background + GuiDrawRectangle(bounds, GuiGetStyle(LISTVIEW, BORDER_WIDTH), GetColor(GuiGetStyle(LISTVIEW, BORDER + state*3)), GetColor(GuiGetStyle(DEFAULT, BACKGROUND_COLOR))); // Draw background // Draw visible items for (int i = 0; ((i < visibleItems) && (text != NULL)); i++) { + GuiDrawRectangle(itemBounds, GuiGetStyle(LISTVIEW, LIST_ITEMS_BORDER_WIDTH), GetColor(GuiGetStyle(LISTVIEW, BORDER_COLOR_NORMAL)), BLANK); + if (state == STATE_DISABLED) { if ((startIndex + i) == itemSelected) GuiDrawRectangle(itemBounds, GuiGetStyle(LISTVIEW, BORDER_WIDTH), GetColor(GuiGetStyle(LISTVIEW, BORDER_COLOR_DISABLED)), GetColor(GuiGetStyle(LISTVIEW, BASE_COLOR_DISABLED))); @@ -3355,83 +3531,32 @@ int GuiListViewEx(Rectangle bounds, const char **text, int count, int *scrollInd return result; } -// Color Panel control +// Color Panel control - Color (RGBA) variant. int GuiColorPanel(Rectangle bounds, const char *text, Color *color) { int result = 0; - GuiState state = guiState; - Vector2 pickerSelector = { 0 }; - - const Color colWhite = { 255, 255, 255, 255 }; - const Color colBlack = { 0, 0, 0, 255 }; Vector3 vcolor = { (float)color->r/255.0f, (float)color->g/255.0f, (float)color->b/255.0f }; Vector3 hsv = ConvertRGBtoHSV(vcolor); + Vector3 prevHsv = hsv; // workaround to see if GuiColorPanelHSV modifies the hsv. - pickerSelector.x = bounds.x + (float)hsv.y*bounds.width; // HSV: Saturation - pickerSelector.y = bounds.y + (1.0f - (float)hsv.z)*bounds.height; // HSV: Value - - Vector3 maxHue = { hsv.x, 1.0f, 1.0f }; - Vector3 rgbHue = ConvertHSVtoRGB(maxHue); - Color maxHueCol = { (unsigned char)(255.0f*rgbHue.x), - (unsigned char)(255.0f*rgbHue.y), - (unsigned char)(255.0f*rgbHue.z), 255 }; + GuiColorPanelHSV(bounds, text, &hsv); - // Update control - //-------------------------------------------------------------------- - if ((state != STATE_DISABLED) && !guiLocked && !guiSliderDragging) - { - Vector2 mousePoint = GetMousePosition(); - - if (CheckCollisionPointRec(mousePoint, bounds)) - { - if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) - { - state = STATE_PRESSED; - pickerSelector = mousePoint; - - // Calculate color from picker - Vector2 colorPick = { pickerSelector.x - bounds.x, pickerSelector.y - bounds.y }; - - colorPick.x /= (float)bounds.width; // Get normalized value on x - colorPick.y /= (float)bounds.height; // Get normalized value on y - - hsv.y = colorPick.x; - hsv.z = 1.0f - colorPick.y; - - Vector3 rgb = ConvertHSVtoRGB(hsv); - - // NOTE: Vector3ToColor() only available on raylib 1.8.1 - *color = RAYGUI_CLITERAL(Color){ (unsigned char)(255.0f*rgb.x), - (unsigned char)(255.0f*rgb.y), - (unsigned char)(255.0f*rgb.z), - (unsigned char)(255.0f*(float)color->a/255.0f) }; - - } - else state = STATE_FOCUSED; - } - } - //-------------------------------------------------------------------- - - // Draw control - //-------------------------------------------------------------------- - if (state != STATE_DISABLED) + // Check if the hsv was changed, only then change the color. + // This is required, because the Color->HSV->Color conversion has precision errors. + // Thus the assignment from HSV to Color should only be made, if the HSV has a new user-entered value. + // Otherwise GuiColorPanel would often modify it's color without user input. + // TODO: GuiColorPanelHSV could return 1 if the slider was dragged, to simplify this check. + if (hsv.x != prevHsv.x || hsv.y != prevHsv.y || hsv.z != prevHsv.z) { - DrawRectangleGradientEx(bounds, Fade(colWhite, guiAlpha), Fade(colWhite, guiAlpha), Fade(maxHueCol, guiAlpha), Fade(maxHueCol, guiAlpha)); - DrawRectangleGradientEx(bounds, Fade(colBlack, 0), Fade(colBlack, guiAlpha), Fade(colBlack, guiAlpha), Fade(colBlack, 0)); + Vector3 rgb = ConvertHSVtoRGB(hsv); - // Draw color picker: selector - Rectangle selector = { pickerSelector.x - GuiGetStyle(COLORPICKER, COLOR_SELECTOR_SIZE)/2, pickerSelector.y - GuiGetStyle(COLORPICKER, COLOR_SELECTOR_SIZE)/2, (float)GuiGetStyle(COLORPICKER, COLOR_SELECTOR_SIZE), (float)GuiGetStyle(COLORPICKER, COLOR_SELECTOR_SIZE) }; - GuiDrawRectangle(selector, 0, BLANK, colWhite); + // NOTE: Vector3ToColor() only available on raylib 1.8.1 + *color = RAYGUI_CLITERAL(Color){ (unsigned char)(255.0f*rgb.x), + (unsigned char)(255.0f*rgb.y), + (unsigned char)(255.0f*rgb.z), + color->a }; } - else - { - DrawRectangleGradientEx(bounds, Fade(Fade(GetColor(GuiGetStyle(COLORPICKER, BASE_COLOR_DISABLED)), 0.1f), guiAlpha), Fade(Fade(colBlack, 0.6f), guiAlpha), Fade(Fade(colBlack, 0.6f), guiAlpha), Fade(Fade(GetColor(GuiGetStyle(COLORPICKER, BORDER_COLOR_DISABLED)), 0.6f), guiAlpha)); - } - - GuiDrawRectangle(bounds, GuiGetStyle(COLORPICKER, BORDER_WIDTH), GetColor(GuiGetStyle(COLORPICKER, BORDER + state*3)), BLANK); - //-------------------------------------------------------------------- - return result; } @@ -3453,11 +3578,11 @@ int GuiColorBarAlpha(Rectangle bounds, const char *text, float *alpha) { Vector2 mousePoint = GetMousePosition(); - if (guiSliderDragging) // Keep dragging outside of bounds + if (guiControlExclusiveMode) // Allows to keep dragging outside of bounds { if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) { - if (CHECK_BOUNDS_ID(bounds, guiSliderActive)) + if (CHECK_BOUNDS_ID(bounds, guiControlExclusiveRec)) { state = STATE_PRESSED; @@ -3468,8 +3593,8 @@ int GuiColorBarAlpha(Rectangle bounds, const char *text, float *alpha) } else { - guiSliderDragging = false; - guiSliderActive = RAYGUI_CLITERAL(Rectangle){ 0, 0, 0, 0 }; + guiControlExclusiveMode = false; + guiControlExclusiveRec = RAYGUI_CLITERAL(Rectangle){ 0, 0, 0, 0 }; } } else if (CheckCollisionPointRec(mousePoint, bounds) || CheckCollisionPointRec(mousePoint, selector)) @@ -3477,8 +3602,8 @@ int GuiColorBarAlpha(Rectangle bounds, const char *text, float *alpha) if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) { state = STATE_PRESSED; - guiSliderDragging = true; - guiSliderActive = bounds; // Store bounds as an identifier when dragging starts + guiControlExclusiveMode = true; + guiControlExclusiveRec = bounds; // Store bounds as an identifier when dragging starts *alpha = (mousePoint.x - bounds.x)/bounds.width; if (*alpha <= 0.0f) *alpha = 0.0f; @@ -3539,11 +3664,11 @@ int GuiColorBarHue(Rectangle bounds, const char *text, float *hue) { Vector2 mousePoint = GetMousePosition(); - if (guiSliderDragging) // Keep dragging outside of bounds + if (guiControlExclusiveMode) // Allows to keep dragging outside of bounds { if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) { - if (CHECK_BOUNDS_ID(bounds, guiSliderActive)) + if (CHECK_BOUNDS_ID(bounds, guiControlExclusiveRec)) { state = STATE_PRESSED; @@ -3554,8 +3679,8 @@ int GuiColorBarHue(Rectangle bounds, const char *text, float *hue) } else { - guiSliderDragging = false; - guiSliderActive = RAYGUI_CLITERAL(Rectangle){ 0, 0, 0, 0 }; + guiControlExclusiveMode = false; + guiControlExclusiveRec = RAYGUI_CLITERAL(Rectangle){ 0, 0, 0, 0 }; } } else if (CheckCollisionPointRec(mousePoint, bounds) || CheckCollisionPointRec(mousePoint, selector)) @@ -3563,8 +3688,8 @@ int GuiColorBarHue(Rectangle bounds, const char *text, float *hue) if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) { state = STATE_PRESSED; - guiSliderDragging = true; - guiSliderActive = bounds; // Store bounds as an identifier when dragging starts + guiControlExclusiveMode = true; + guiControlExclusiveRec = bounds; // Store bounds as an identifier when dragging starts *hue = (mousePoint.y - bounds.y)*360/bounds.height; if (*hue <= 0.0f) *hue = 0.0f; @@ -3617,6 +3742,7 @@ int GuiColorBarHue(Rectangle bounds, const char *text, float *hue) // float GuiColorBarAlpha(Rectangle bounds, float alpha) // float GuiColorBarHue(Rectangle bounds, float value) // NOTE: bounds define GuiColorPanel() size +// NOTE: this picker converts RGB to HSV, which can cause the Hue control to jump. If you have this problem, consider using the HSV variant instead int GuiColorPicker(Rectangle bounds, const char *text, Color *color) { int result = 0; @@ -3629,6 +3755,7 @@ int GuiColorPicker(Rectangle bounds, const char *text, Color *color) Rectangle boundsHue = { (float)bounds.x + bounds.width + GuiGetStyle(COLORPICKER, HUEBAR_PADDING), (float)bounds.y, (float)GuiGetStyle(COLORPICKER, HUEBAR_WIDTH), (float)bounds.height }; //Rectangle boundsAlpha = { bounds.x, bounds.y + bounds.height + GuiGetStyle(COLORPICKER, BARS_PADDING), bounds.width, GuiGetStyle(COLORPICKER, BARS_THICK) }; + // NOTE: this conversion can cause low hue-resolution, if the r, g and b value are very similar, which causes the hue bar to shift around when only the GuiColorPanel is used. Vector3 hsv = ConvertRGBtoHSV(RAYGUI_CLITERAL(Vector3){ (*color).r/255.0f, (*color).g/255.0f, (*color).b/255.0f }); GuiColorBarHue(boundsHue, NULL, &hsv.x); @@ -3670,8 +3797,7 @@ int GuiColorPickerHSV(Rectangle bounds, const char *text, Vector3 *colorHsv) return result; } -// Color Panel control, returns HSV color value in *colorHsv. -// Used by GuiColorPickerHSV() +// Color Panel control - HSV variant int GuiColorPanelHSV(Rectangle bounds, const char *text, Vector3 *colorHsv) { int result = 0; @@ -3692,15 +3818,47 @@ int GuiColorPanelHSV(Rectangle bounds, const char *text, Vector3 *colorHsv) // Update control //-------------------------------------------------------------------- - if ((state != STATE_DISABLED) && !guiLocked && !guiSliderDragging) + if ((state != STATE_DISABLED) && !guiLocked) { Vector2 mousePoint = GetMousePosition(); - if (CheckCollisionPointRec(mousePoint, bounds)) + if (guiControlExclusiveMode) // Allows to keep dragging outside of bounds + { + if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) + { + if (CHECK_BOUNDS_ID(bounds, guiControlExclusiveRec)) + { + pickerSelector = mousePoint; + + if (pickerSelector.x < bounds.x) pickerSelector.x = bounds.x; + if (pickerSelector.x > bounds.x + bounds.width) pickerSelector.x = bounds.x + bounds.width; + if (pickerSelector.y < bounds.y) pickerSelector.y = bounds.y; + if (pickerSelector.y > bounds.y + bounds.height) pickerSelector.y = bounds.y + bounds.height; + + // Calculate color from picker + Vector2 colorPick = { pickerSelector.x - bounds.x, pickerSelector.y - bounds.y }; + + colorPick.x /= (float)bounds.width; // Get normalized value on x + colorPick.y /= (float)bounds.height; // Get normalized value on y + + colorHsv->y = colorPick.x; + colorHsv->z = 1.0f - colorPick.y; + + } + } + else + { + guiControlExclusiveMode = false; + guiControlExclusiveRec = RAYGUI_CLITERAL(Rectangle){ 0, 0, 0, 0 }; + } + } + else if (CheckCollisionPointRec(mousePoint, bounds)) { if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) { state = STATE_PRESSED; + guiControlExclusiveMode = true; + guiControlExclusiveRec = bounds; pickerSelector = mousePoint; // Calculate color from picker @@ -3759,12 +3917,12 @@ int GuiMessageBox(Rectangle bounds, const char *title, const char *message, cons buttonBounds.width = (bounds.width - RAYGUI_MESSAGEBOX_BUTTON_PADDING*(buttonCount + 1))/buttonCount; buttonBounds.height = RAYGUI_MESSAGEBOX_BUTTON_HEIGHT; - int textWidth = GetTextWidth(message) + 2; + //int textWidth = GetTextWidth(message) + 2; Rectangle textBounds = { 0 }; - textBounds.x = bounds.x + bounds.width/2 - textWidth/2; + textBounds.x = bounds.x + RAYGUI_MESSAGEBOX_BUTTON_PADDING; textBounds.y = bounds.y + RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT + RAYGUI_MESSAGEBOX_BUTTON_PADDING; - textBounds.width = (float)textWidth; + textBounds.width = bounds.width - RAYGUI_MESSAGEBOX_BUTTON_PADDING*2; textBounds.height = bounds.height - RAYGUI_WINDOWBOX_STATUSBAR_HEIGHT - 3*RAYGUI_MESSAGEBOX_BUTTON_PADDING - RAYGUI_MESSAGEBOX_BUTTON_HEIGHT; // Draw control @@ -3907,7 +4065,7 @@ int GuiGrid(Rectangle bounds, const char *text, float spacing, int subdivs, Vect // Update control //-------------------------------------------------------------------- - if ((state != STATE_DISABLED) && !guiLocked && !guiSliderDragging) + if ((state != STATE_DISABLED) && !guiLocked && !guiControlExclusiveMode) { if (CheckCollisionPointRec(mousePoint, bounds)) { @@ -3927,14 +4085,14 @@ int GuiGrid(Rectangle bounds, const char *text, float spacing, int subdivs, Vect // Draw vertical grid lines for (int i = 0; i < linesV; i++) { - Rectangle lineV = { bounds.x + spacing*i/subdivs, bounds.y, 1, bounds.height }; + Rectangle lineV = { bounds.x + spacing*i/subdivs, bounds.y, 1, bounds.height + 1 }; GuiDrawRectangle(lineV, 0, BLANK, ((i%subdivs) == 0)? GuiFade(GetColor(color), RAYGUI_GRID_ALPHA*4) : GuiFade(GetColor(color), RAYGUI_GRID_ALPHA)); } // Draw horizontal grid lines for (int i = 0; i < linesH; i++) { - Rectangle lineH = { bounds.x, bounds.y + spacing*i/subdivs, bounds.width, 1 }; + Rectangle lineH = { bounds.x, bounds.y + spacing*i/subdivs, bounds.width + 1, 1 }; GuiDrawRectangle(lineH, 0, BLANK, ((i%subdivs) == 0)? GuiFade(GetColor(color), RAYGUI_GRID_ALPHA*4) : GuiFade(GetColor(color), RAYGUI_GRID_ALPHA)); } } @@ -3956,7 +4114,6 @@ void GuiDisableTooltip(void) { guiTooltip = false; } // Set tooltip string void GuiSetTooltip(const char *tooltip) { guiTooltipPtr = tooltip; } - //---------------------------------------------------------------------------------- // Styles loading functions //---------------------------------------------------------------------------------- @@ -3969,6 +4126,7 @@ void GuiLoadStyle(const char *fileName) #define MAX_LINE_BUFFER_SIZE 256 bool tryBinary = false; + if (!guiStyleLoaded) GuiLoadStyleDefault(); // Try reading the files as text file first FILE *rgsFile = fopen(fileName, "rt"); @@ -4363,7 +4521,7 @@ static void GuiLoadStyleFromMemory(const unsigned char *fileData, int dataSize) // NOTE: All DEFAULT properties should be defined first in the file GuiSetStyle(0, (int)propertyId, propertyValue); - if (propertyId < RAYGUI_MAX_PROPS_BASE) for (int i = 1; i < RAYGUI_MAX_CONTROLS; i++) GuiSetStyle(i, (int)propertyId, propertyValue); + if (propertyId < RAYGUI_MAX_PROPS_BASE) for (int j = 1; j < RAYGUI_MAX_CONTROLS; j++) GuiSetStyle(j, (int)propertyId, propertyValue); } else GuiSetStyle((int)controlId, (int)propertyId, propertyValue); } @@ -4602,7 +4760,7 @@ static int GetTextWidth(const char *text) } } - if (textIconOffset > 0) textSize.x += (RAYGUI_ICON_SIZE - ICON_TEXT_PADDING); + if (textIconOffset > 0) textSize.x += (RAYGUI_ICON_SIZE + ICON_TEXT_PADDING); } return (int)textSize.x; @@ -4775,6 +4933,7 @@ static void GuiDrawText(const char *text, Rectangle textBounds, int alignment, C // Get text position depending on alignment and iconId //--------------------------------------------------------------------------------- Vector2 textBoundsPosition = { textBounds.x, textBounds.y }; + float textBoundsWidthOffset = 0.0f; // NOTE: We get text size after icon has been processed // WARNING: GetTextWidth() also processes text icon to get width! -> Really needed? @@ -4800,6 +4959,8 @@ static void GuiDrawText(const char *text, Rectangle textBounds, int alignment, C default: break; } + if (textSizeX > textBounds.width && (lines[i] != NULL) && (lines[i][0] != '\0')) textBoundsPosition.x = textBounds.x; + switch (alignmentVertical) { // Only valid in case of wordWrap = 0; @@ -4822,7 +4983,8 @@ static void GuiDrawText(const char *text, Rectangle textBounds, int alignment, C { // NOTE: We consider icon height, probably different than text size GuiDrawIcon(iconId, (int)textBoundsPosition.x, (int)(textBounds.y + textBounds.height/2 - RAYGUI_ICON_SIZE*guiIconScale/2 + TEXT_VALIGN_PIXEL_OFFSET(textBounds.height)), guiIconScale, tint); - textBoundsPosition.x += (RAYGUI_ICON_SIZE*guiIconScale + ICON_TEXT_PADDING); + textBoundsPosition.x += (float)(RAYGUI_ICON_SIZE*guiIconScale + ICON_TEXT_PADDING); + textBoundsWidthOffset = (float)(RAYGUI_ICON_SIZE*guiIconScale + ICON_TEXT_PADDING); } #endif // Get size in bytes of text, @@ -4831,9 +4993,15 @@ static void GuiDrawText(const char *text, Rectangle textBounds, int alignment, C for (int c = 0; (lines[i][c] != '\0') && (lines[i][c] != '\n') && (lines[i][c] != '\r'); c++, lineSize++){ } float scaleFactor = (float)GuiGetStyle(DEFAULT, TEXT_SIZE)/guiFont.baseSize; + int lastSpaceIndex = 0; + bool tempWrapCharMode = false; + int textOffsetY = 0; float textOffsetX = 0.0f; float glyphWidth = 0; + + int ellipsisWidth = GetTextWidth("..."); + bool textOverflow = false; for (int c = 0, codepointSize = 0; c < lineSize; c += codepointSize) { int codepoint = GetCodepointNext(&lines[i][c], &codepointSize); @@ -4841,36 +5009,51 @@ static void GuiDrawText(const char *text, Rectangle textBounds, int alignment, C // NOTE: Normally we exit the decoding sequence as soon as a bad byte is found (and return 0x3f) // but we need to draw all of the bad bytes using the '?' symbol moving one byte - if (codepoint == 0x3f) codepointSize = 1; // TODO: Review not recognized codepoints size + if (codepoint == 0x3f) codepointSize = 1; // TODO: Review not recognized codepoints size + + // Get glyph width to check if it goes out of bounds + if (guiFont.glyphs[index].advanceX == 0) glyphWidth = ((float)guiFont.recs[index].width*scaleFactor); + else glyphWidth = (float)guiFont.glyphs[index].advanceX*scaleFactor; - // Wrap mode text measuring to space to validate if it can be drawn or - // a new line is required + // Wrap mode text measuring, to validate if + // it can be drawn or a new line is required if (wrapMode == TEXT_WRAP_CHAR) { - // Get glyph width to check if it goes out of bounds - if (guiFont.glyphs[index].advanceX == 0) glyphWidth = ((float)guiFont.recs[index].width*scaleFactor); - else glyphWidth = (float)guiFont.glyphs[index].advanceX*scaleFactor; - // Jump to next line if current character reach end of the box limits - if ((textOffsetX + glyphWidth) > textBounds.width) + if ((textOffsetX + glyphWidth) > textBounds.width - textBoundsWidthOffset) { textOffsetX = 0.0f; textOffsetY += GuiGetStyle(DEFAULT, TEXT_LINE_SPACING); + + if (tempWrapCharMode) // Wrap at char level when too long words + { + wrapMode = TEXT_WRAP_WORD; + tempWrapCharMode = false; + } } } else if (wrapMode == TEXT_WRAP_WORD) { + if (codepoint == 32) lastSpaceIndex = c; + // Get width to next space in line int nextSpaceIndex = 0; float nextSpaceWidth = GetNextSpaceWidth(lines[i] + c, &nextSpaceIndex); - if ((textOffsetX + nextSpaceWidth) > textBounds.width) + int nextSpaceIndex2 = 0; + float nextWordSize = GetNextSpaceWidth(lines[i] + lastSpaceIndex + 1, &nextSpaceIndex2); + + if (nextWordSize > textBounds.width - textBoundsWidthOffset) + { + // Considering the case the next word is longer than bounds + tempWrapCharMode = true; + wrapMode = TEXT_WRAP_CHAR; + } + else if ((textOffsetX + nextSpaceWidth) > textBounds.width - textBoundsWidthOffset) { textOffsetX = 0.0f; textOffsetY += GuiGetStyle(DEFAULT, TEXT_LINE_SPACING); } - - // TODO: Consider case: (nextSpaceWidth >= textBounds.width) } if (codepoint == '\n') break; // WARNING: Lines are already processed manually, no need to keep drawing after this codepoint @@ -4883,7 +5066,23 @@ static void GuiDrawText(const char *text, Rectangle textBounds, int alignment, C if (wrapMode == TEXT_WRAP_NONE) { // Draw only required text glyphs fitting the textBounds.width - if (textOffsetX <= (textBounds.width - glyphWidth)) + if (textSizeX > textBounds.width) + { + if (textOffsetX <= (textBounds.width - glyphWidth - textBoundsWidthOffset - ellipsisWidth)) + { + DrawTextCodepoint(guiFont, codepoint, RAYGUI_CLITERAL(Vector2){ textBoundsPosition.x + textOffsetX, textBoundsPosition.y + textOffsetY }, (float)GuiGetStyle(DEFAULT, TEXT_SIZE), GuiFade(tint, guiAlpha)); + } + else if (!textOverflow) + { + textOverflow = true; + + for (int j = 0; j < ellipsisWidth; j += ellipsisWidth/3) + { + DrawTextCodepoint(guiFont, '.', RAYGUI_CLITERAL(Vector2){ textBoundsPosition.x + textOffsetX + j, textBoundsPosition.y + textOffsetY }, (float)GuiGetStyle(DEFAULT, TEXT_SIZE), GuiFade(tint, guiAlpha)); + } + } + } + else { DrawTextCodepoint(guiFont, codepoint, RAYGUI_CLITERAL(Vector2){ textBoundsPosition.x + textOffsetX, textBoundsPosition.y + textOffsetY }, (float)GuiGetStyle(DEFAULT, TEXT_SIZE), GuiFade(tint, guiAlpha)); } @@ -4939,7 +5138,7 @@ static void GuiDrawRectangle(Rectangle rec, int borderWidth, Color borderColor, // Draw tooltip using control bounds static void GuiTooltip(Rectangle controlRec) { - if (!guiLocked && guiTooltip && (guiTooltipPtr != NULL) && !guiSliderDragging) + if (!guiLocked && guiTooltip && (guiTooltipPtr != NULL) && !guiControlExclusiveMode) { Vector2 textSize = MeasureTextEx(GuiGetFont(), guiTooltipPtr, (float)GuiGetStyle(DEFAULT, TEXT_SIZE), (float)GuiGetStyle(DEFAULT, TEXT_SPACING)); @@ -5005,7 +5204,7 @@ static const char **GuiTextSplit(const char *text, char delimiter, int *count, i buffer[i] = '\0'; // Set an end of string at this point counter++; - if (counter == RAYGUI_TEXTSPLIT_MAX_ITEMS) break; + if (counter > RAYGUI_TEXTSPLIT_MAX_ITEMS) break; } } @@ -5165,8 +5364,11 @@ static int GuiScrollBar(Rectangle bounds, int value, int minValue, int maxValue) if (value > maxValue) value = maxValue; if (value < minValue) value = minValue; - const int valueRange = maxValue - minValue; + int valueRange = maxValue - minValue; + if (valueRange <= 0) valueRange = 1; + int sliderSize = GuiGetStyle(SCROLLBAR, SCROLL_SLIDER_SIZE); + if (sliderSize < 1) sliderSize = 1; // TODO: Consider a minimum slider size // Calculate rectangles for all of the components arrowUpLeft = RAYGUI_CLITERAL(Rectangle){ @@ -5207,13 +5409,13 @@ static int GuiScrollBar(Rectangle bounds, int value, int minValue, int maxValue) { Vector2 mousePoint = GetMousePosition(); - if (guiSliderDragging) // Keep dragging outside of bounds + if (guiControlExclusiveMode) // Allows to keep dragging outside of bounds { if (IsMouseButtonDown(MOUSE_LEFT_BUTTON) && !CheckCollisionPointRec(mousePoint, arrowUpLeft) && !CheckCollisionPointRec(mousePoint, arrowDownRight)) { - if (CHECK_BOUNDS_ID(bounds, guiSliderActive)) + if (CHECK_BOUNDS_ID(bounds, guiControlExclusiveRec)) { state = STATE_PRESSED; @@ -5223,8 +5425,8 @@ static int GuiScrollBar(Rectangle bounds, int value, int minValue, int maxValue) } else { - guiSliderDragging = false; - guiSliderActive = RAYGUI_CLITERAL(Rectangle){ 0, 0, 0, 0 }; + guiControlExclusiveMode = false; + guiControlExclusiveRec = RAYGUI_CLITERAL(Rectangle){ 0, 0, 0, 0 }; } } else if (CheckCollisionPointRec(mousePoint, bounds)) @@ -5238,8 +5440,8 @@ static int GuiScrollBar(Rectangle bounds, int value, int minValue, int maxValue) // Handle mouse button down if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) { - guiSliderDragging = true; - guiSliderActive = bounds; // Store bounds as an identifier when dragging starts + guiControlExclusiveMode = true; + guiControlExclusiveRec = bounds; // Store bounds as an identifier when dragging starts // Check arrows click if (CheckCollisionPointRec(mousePoint, arrowUpLeft)) value -= valueRange/GuiGetStyle(SCROLLBAR, SCROLL_SPEED); @@ -5288,17 +5490,17 @@ static int GuiScrollBar(Rectangle bounds, int value, int minValue, int maxValue) #if defined(RAYGUI_NO_ICONS) GuiDrawText(isVertical? "^" : "<", RAYGUI_CLITERAL(Rectangle){ arrowUpLeft.x, arrowUpLeft.y, isVertical? bounds.width : bounds.height, isVertical? bounds.width : bounds.height }, - TEXT_ALIGN_CENTER, GetColor(GuiGetStyle(DROPDOWNBOX, _TEXT + (state*3)))); + TEXT_ALIGN_CENTER, GetColor(GuiGetStyle(DROPDOWNBOX, TEXT + (state*3)))); GuiDrawText(isVertical? "v" : ">", RAYGUI_CLITERAL(Rectangle){ arrowDownRight.x, arrowDownRight.y, isVertical? bounds.width : bounds.height, isVertical? bounds.width : bounds.height }, - TEXT_ALIGN_CENTER, GetColor(GuiGetStyle(DROPDOWNBOX, _TEXT + (state*3)))); + TEXT_ALIGN_CENTER, GetColor(GuiGetStyle(DROPDOWNBOX, TEXT + (state*3)))); #else GuiDrawText(isVertical? "#121#" : "#118#", RAYGUI_CLITERAL(Rectangle){ arrowUpLeft.x, arrowUpLeft.y, isVertical? bounds.width : bounds.height, isVertical? bounds.width : bounds.height }, - TEXT_ALIGN_CENTER, GetColor(GuiGetStyle(SCROLLBAR, _TEXT + state*3))); // ICON_ARROW_UP_FILL / ICON_ARROW_LEFT_FILL + TEXT_ALIGN_CENTER, GetColor(GuiGetStyle(SCROLLBAR, TEXT + state*3))); // ICON_ARROW_UP_FILL / ICON_ARROW_LEFT_FILL GuiDrawText(isVertical? "#120#" : "#119#", RAYGUI_CLITERAL(Rectangle){ arrowDownRight.x, arrowDownRight.y, isVertical? bounds.width : bounds.height, isVertical? bounds.width : bounds.height }, - TEXT_ALIGN_CENTER, GetColor(GuiGetStyle(SCROLLBAR, _TEXT + state*3))); // ICON_ARROW_DOWN_FILL / ICON_ARROW_RIGHT_FILL + TEXT_ALIGN_CENTER, GetColor(GuiGetStyle(SCROLLBAR, TEXT + state*3))); // ICON_ARROW_DOWN_FILL / ICON_ARROW_RIGHT_FILL #endif } //-------------------------------------------------------------------- @@ -5439,6 +5641,37 @@ static int TextToInteger(const char *text) return value*sign; } +// Get float value from text +// NOTE: This function replaces atof() [stdlib.h] +// WARNING: Only '.' character is understood as decimal point +static float TextToFloat(const char *text) +{ + float value = 0.0f; + float sign = 1.0f; + + if ((text[0] == '+') || (text[0] == '-')) + { + if (text[0] == '-') sign = -1.0f; + text++; + } + + int i = 0; + for (; ((text[i] >= '0') && (text[i] <= '9')); i++) value = value*10.0f + (float)(text[i] - '0'); + + if (text[i++] != '.') value *= sign; + else + { + float divisor = 10.0f; + for (; ((text[i] >= '0') && (text[i] <= '9')); i++) + { + value += ((float)(text[i] - '0'))/divisor; + divisor = divisor*10.0f; + } + } + + return value; +} + // Encode codepoint into UTF-8 text (char array size returned as parameter) static const char *CodepointToUTF8(int codepoint, int *byteSize) { @@ -5492,21 +5725,21 @@ static int GetCodepointNext(const char *text, int *codepointSize) if (0xf0 == (0xf8 & ptr[0])) { // 4 byte UTF-8 codepoint - if(((ptr[1] & 0xC0) ^ 0x80) || ((ptr[2] & 0xC0) ^ 0x80) || ((ptr[3] & 0xC0) ^ 0x80)) { return codepoint; } //10xxxxxx checks + if (((ptr[1] & 0xC0) ^ 0x80) || ((ptr[2] & 0xC0) ^ 0x80) || ((ptr[3] & 0xC0) ^ 0x80)) { return codepoint; } //10xxxxxx checks codepoint = ((0x07 & ptr[0]) << 18) | ((0x3f & ptr[1]) << 12) | ((0x3f & ptr[2]) << 6) | (0x3f & ptr[3]); *codepointSize = 4; } else if (0xe0 == (0xf0 & ptr[0])) { // 3 byte UTF-8 codepoint */ - if(((ptr[1] & 0xC0) ^ 0x80) || ((ptr[2] & 0xC0) ^ 0x80)) { return codepoint; } //10xxxxxx checks + if (((ptr[1] & 0xC0) ^ 0x80) || ((ptr[2] & 0xC0) ^ 0x80)) { return codepoint; } //10xxxxxx checks codepoint = ((0x0f & ptr[0]) << 12) | ((0x3f & ptr[1]) << 6) | (0x3f & ptr[2]); *codepointSize = 3; } else if (0xc0 == (0xe0 & ptr[0])) { // 2 byte UTF-8 codepoint - if((ptr[1] & 0xC0) ^ 0x80) { return codepoint; } //10xxxxxx checks + if ((ptr[1] & 0xC0) ^ 0x80) { return codepoint; } //10xxxxxx checks codepoint = ((0x1f & ptr[0]) << 6) | (0x3f & ptr[1]); *codepointSize = 2; } @@ -5517,7 +5750,6 @@ static int GetCodepointNext(const char *text, int *codepointSize) *codepointSize = 1; } - return codepoint; } #endif // RAYGUI_STANDALONE diff --git a/examples/shapes/shapes_basic_shapes.c b/examples/shapes/shapes_basic_shapes.c index 9c0fff7d0..bd1688453 100644 --- a/examples/shapes/shapes_basic_shapes.c +++ b/examples/shapes/shapes_basic_shapes.c @@ -2,12 +2,14 @@ * * raylib [shapes] example - Draw basic shapes 2d (rectangle, circle, line...) * +* Example complexity rating: [★☆☆☆] 1/4 +* * Example originally created with raylib 1.0, last time updated with raylib 4.2 * * 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) 2014-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2014-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/shapes/shapes_bouncing_ball.c b/examples/shapes/shapes_bouncing_ball.c index c73c3637b..187cd41af 100644 --- a/examples/shapes/shapes_bouncing_ball.c +++ b/examples/shapes/shapes_bouncing_ball.c @@ -2,12 +2,14 @@ * * raylib [shapes] example - bouncing ball * +* Example complexity rating: [★☆☆☆] 1/4 +* * Example originally created with raylib 2.5, last time updated with raylib 2.5 * * 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) 2013-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2013-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -62,14 +64,11 @@ int main(void) ClearBackground(RAYWHITE); DrawCircleV(ballPosition, (float)ballRadius, MAROON); - //DrawText("PRESS SPACE to PAUSE BALL MOVEMENT", 10, GetScreenHeight() - 25, 20, LIGHTGRAY); + DrawText("PRESS SPACE to PAUSE BALL MOVEMENT", 10, GetScreenHeight() - 25, 20, LIGHTGRAY); // On pause, we draw a blinking message if (pause && ((framesCounter/30)%2)) DrawText("PAUSED", 350, 200, 30, GRAY); - DrawCircle(400.5, 300.5, 50, BLACK); - DrawCircle(528.0, 172.0, 26, BLACK); - DrawFPS(10, 10); EndDrawing(); diff --git a/examples/shapes/shapes_collision_area.c b/examples/shapes/shapes_collision_area.c index c2e2c1e1d..f492cf250 100644 --- a/examples/shapes/shapes_collision_area.c +++ b/examples/shapes/shapes_collision_area.c @@ -2,12 +2,14 @@ * * raylib [shapes] example - collision area * +* Example complexity rating: [★★☆☆] 2/4 +* * Example originally created with raylib 2.5, last time updated with raylib 2.5 * * 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) 2013-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2013-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/shapes/shapes_colors_palette.c b/examples/shapes/shapes_colors_palette.c index 60a6dd6a2..81d008ff0 100644 --- a/examples/shapes/shapes_colors_palette.c +++ b/examples/shapes/shapes_colors_palette.c @@ -2,12 +2,14 @@ * * raylib [shapes] example - Colors palette * +* Example complexity rating: [★★☆☆] 2/4 +* * Example originally created with raylib 1.0, last time updated with raylib 2.5 * * 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) 2014-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2014-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/shapes/shapes_draw_circle_sector.c b/examples/shapes/shapes_draw_circle_sector.c index 30eaaf4bd..e64055c81 100644 --- a/examples/shapes/shapes_draw_circle_sector.c +++ b/examples/shapes/shapes_draw_circle_sector.c @@ -2,6 +2,8 @@ * * raylib [shapes] example - draw circle sector (with gui options) * +* Example complexity rating: [★★★☆] 3/4 +* * Example originally created with raylib 2.5, last time updated with raylib 2.5 * * Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5) @@ -9,7 +11,7 @@ * 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 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5) +* Copyright (c) 2018-2025 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -63,11 +65,11 @@ int main(void) // Draw GUI controls //------------------------------------------------------------------------------ - GuiSliderBar((Rectangle){ 600, 40, 120, 20}, "StartAngle", NULL, &startAngle, 0, 720); - GuiSliderBar((Rectangle){ 600, 70, 120, 20}, "EndAngle", NULL, &endAngle, 0, 720); + GuiSliderBar((Rectangle){ 600, 40, 120, 20}, "StartAngle", TextFormat("%.2f", startAngle), &startAngle, 0, 720); + GuiSliderBar((Rectangle){ 600, 70, 120, 20}, "EndAngle", TextFormat("%.2f", endAngle), &endAngle, 0, 720); - GuiSliderBar((Rectangle){ 600, 140, 120, 20}, "Radius", NULL, &outerRadius, 0, 200); - GuiSliderBar((Rectangle){ 600, 170, 120, 20}, "Segments", NULL, &segments, 0, 100); + GuiSliderBar((Rectangle){ 600, 140, 120, 20}, "Radius", TextFormat("%.2f", outerRadius), &outerRadius, 0, 200); + GuiSliderBar((Rectangle){ 600, 170, 120, 20}, "Segments", TextFormat("%.2f", segments), &segments, 0, 100); //------------------------------------------------------------------------------ minSegments = truncf(ceilf((endAngle - startAngle) / 90)); diff --git a/examples/shapes/shapes_draw_rectangle_rounded.c b/examples/shapes/shapes_draw_rectangle_rounded.c index 2add780a7..ed7e032d1 100644 --- a/examples/shapes/shapes_draw_rectangle_rounded.c +++ b/examples/shapes/shapes_draw_rectangle_rounded.c @@ -2,6 +2,8 @@ * * raylib [shapes] example - draw rectangle rounded (with gui options) * +* Example complexity rating: [★★★☆] 3/4 +* * Example originally created with raylib 2.5, last time updated with raylib 2.5 * * Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5) @@ -9,7 +11,7 @@ * 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 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5) +* Copyright (c) 2018-2025 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -62,15 +64,15 @@ int main(void) if (drawRect) DrawRectangleRec(rec, Fade(GOLD, 0.6f)); if (drawRoundedRect) DrawRectangleRounded(rec, roundness, (int)segments, Fade(MAROON, 0.2f)); - if (drawRoundedLines) DrawRectangleRoundedLines(rec, roundness, (int)segments, lineThick, Fade(MAROON, 0.4f)); + if (drawRoundedLines) DrawRectangleRoundedLinesEx(rec, roundness, (int)segments, lineThick, Fade(MAROON, 0.4f)); // Draw GUI controls //------------------------------------------------------------------------------ - GuiSliderBar((Rectangle){ 640, 40, 105, 20 }, "Width", NULL, &width, 0, (float)GetScreenWidth() - 300); - GuiSliderBar((Rectangle){ 640, 70, 105, 20 }, "Height", NULL, &height, 0, (float)GetScreenHeight() - 50); - GuiSliderBar((Rectangle){ 640, 140, 105, 20 }, "Roundness", NULL, &roundness, 0.0f, 1.0f); - GuiSliderBar((Rectangle){ 640, 170, 105, 20 }, "Thickness", NULL, &lineThick, 0, 20); - GuiSliderBar((Rectangle){ 640, 240, 105, 20}, "Segments", NULL, &segments, 0, 60); + GuiSliderBar((Rectangle){ 640, 40, 105, 20 }, "Width", TextFormat("%.2f", width), &width, 0, (float)GetScreenWidth() - 300); + GuiSliderBar((Rectangle){ 640, 70, 105, 20 }, "Height", TextFormat("%.2f", height), &height, 0, (float)GetScreenHeight() - 50); + GuiSliderBar((Rectangle){ 640, 140, 105, 20 }, "Roundness", TextFormat("%.2f", roundness), &roundness, 0.0f, 1.0f); + GuiSliderBar((Rectangle){ 640, 170, 105, 20 }, "Thickness", TextFormat("%.2f", lineThick), &lineThick, 0, 20); + GuiSliderBar((Rectangle){ 640, 240, 105, 20}, "Segments", TextFormat("%.2f", segments), &segments, 0, 60); GuiCheckBox((Rectangle){ 640, 320, 20, 20 }, "DrawRoundedRect", &drawRoundedRect); GuiCheckBox((Rectangle){ 640, 350, 20, 20 }, "DrawRoundedLines", &drawRoundedLines); diff --git a/examples/shapes/shapes_draw_ring.c b/examples/shapes/shapes_draw_ring.c index 60c95a4c0..daee5cbf5 100644 --- a/examples/shapes/shapes_draw_ring.c +++ b/examples/shapes/shapes_draw_ring.c @@ -2,6 +2,8 @@ * * raylib [shapes] example - draw ring (with gui options) * +* Example complexity rating: [★★★☆] 3/4 +* * Example originally created with raylib 2.5, last time updated with raylib 2.5 * * Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5) @@ -9,7 +11,7 @@ * 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 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5) +* Copyright (c) 2018-2025 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -69,13 +71,13 @@ int main(void) // Draw GUI controls //------------------------------------------------------------------------------ - GuiSliderBar((Rectangle){ 600, 40, 120, 20 }, "StartAngle", NULL, &startAngle, -450, 450); - GuiSliderBar((Rectangle){ 600, 70, 120, 20 }, "EndAngle", NULL, &endAngle, -450, 450); + GuiSliderBar((Rectangle){ 600, 40, 120, 20 }, "StartAngle", TextFormat("%.2f", startAngle), &startAngle, -450, 450); + GuiSliderBar((Rectangle){ 600, 70, 120, 20 }, "EndAngle", TextFormat("%.2f", endAngle), &endAngle, -450, 450); - GuiSliderBar((Rectangle){ 600, 140, 120, 20 }, "InnerRadius", NULL, &innerRadius, 0, 100); - GuiSliderBar((Rectangle){ 600, 170, 120, 20 }, "OuterRadius", NULL, &outerRadius, 0, 200); + GuiSliderBar((Rectangle){ 600, 140, 120, 20 }, "InnerRadius", TextFormat("%.2f", innerRadius), &innerRadius, 0, 100); + GuiSliderBar((Rectangle){ 600, 170, 120, 20 }, "OuterRadius", TextFormat("%.2f", outerRadius), &outerRadius, 0, 200); - GuiSliderBar((Rectangle){ 600, 240, 120, 20 }, "Segments", NULL, &segments, 0, 100); + GuiSliderBar((Rectangle){ 600, 240, 120, 20 }, "Segments", TextFormat("%.2f", segments), &segments, 0, 100); GuiCheckBox((Rectangle){ 600, 320, 20, 20 }, "Draw Ring", &drawRing); GuiCheckBox((Rectangle){ 600, 350, 20, 20 }, "Draw RingLines", &drawRingLines); diff --git a/examples/shapes/shapes_easings_ball_anim.c b/examples/shapes/shapes_easings_ball_anim.c index d54f24a1d..d7f0bb72e 100644 --- a/examples/shapes/shapes_easings_ball_anim.c +++ b/examples/shapes/shapes_easings_ball_anim.c @@ -2,12 +2,14 @@ * * raylib [shapes] example - easings ball anim * +* Example complexity rating: [★★☆☆] 2/4 +* * Example originally created with raylib 2.5, last time updated with raylib 2.5 * * 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) 2014-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2014-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/shapes/shapes_easings_box_anim.c b/examples/shapes/shapes_easings_box_anim.c index c82beac05..4a76e7ef3 100644 --- a/examples/shapes/shapes_easings_box_anim.c +++ b/examples/shapes/shapes_easings_box_anim.c @@ -2,12 +2,14 @@ * * raylib [shapes] example - easings box anim * +* Example complexity rating: [★★☆☆] 2/4 +* * Example originally created with raylib 2.5, last time updated with raylib 2.5 * * 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) 2014-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2014-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/shapes/shapes_easings_rectangle_array.c b/examples/shapes/shapes_easings_rectangle_array.c index ed13e93c1..912926ea4 100644 --- a/examples/shapes/shapes_easings_rectangle_array.c +++ b/examples/shapes/shapes_easings_rectangle_array.c @@ -2,6 +2,8 @@ * * raylib [shapes] example - easings rectangle array * +* Example complexity rating: [★★★☆] 3/4 +* * NOTE: This example requires 'easings.h' library, provided on raylib/src. Just copy * the library to same directory as example or make sure it's available on include path. * @@ -10,7 +12,7 @@ * 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) 2014-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2014-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/shapes/shapes_following_eyes.c b/examples/shapes/shapes_following_eyes.c index 7e428f2c3..b5b3fd7c8 100644 --- a/examples/shapes/shapes_following_eyes.c +++ b/examples/shapes/shapes_following_eyes.c @@ -2,12 +2,14 @@ * * raylib [shapes] example - following eyes * +* Example complexity rating: [★★☆☆] 2/4 +* * Example originally created with raylib 2.5, last time updated with raylib 2.5 * * 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) 2013-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2013-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/shapes/shapes_lines_bezier.c b/examples/shapes/shapes_lines_bezier.c index b2779c13d..f963cd4de 100644 --- a/examples/shapes/shapes_lines_bezier.c +++ b/examples/shapes/shapes_lines_bezier.c @@ -2,12 +2,14 @@ * * raylib [shapes] example - Cubic-bezier lines * +* Example complexity rating: [★☆☆☆] 1/4 +* * Example originally created with raylib 1.7, last time updated with raylib 1.7 * * 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) 2017-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2017-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -67,10 +69,10 @@ int main(void) // Draw line Cubic Bezier, in-out interpolation (easing), no control points DrawLineBezier(startPoint, endPoint, 4.0f, BLUE); - + // Draw start-end spline circles with some details - DrawCircleV(startPoint, CheckCollisionPointCircle(mouse, startPoint, 10.0f)? 14 : 8, moveStartPoint? RED : BLUE); - DrawCircleV(endPoint, CheckCollisionPointCircle(mouse, endPoint, 10.0f)? 14 : 8, moveEndPoint? RED : BLUE); + DrawCircleV(startPoint, CheckCollisionPointCircle(mouse, startPoint, 10.0f)? 14.0f : 8.0f, moveStartPoint? RED : BLUE); + DrawCircleV(endPoint, CheckCollisionPointCircle(mouse, endPoint, 10.0f)? 14.0f : 8.0f, moveEndPoint? RED : BLUE); EndDrawing(); //---------------------------------------------------------------------------------- diff --git a/examples/shapes/shapes_logo_raylib.c b/examples/shapes/shapes_logo_raylib.c index f637df2c9..d26db5ce6 100644 --- a/examples/shapes/shapes_logo_raylib.c +++ b/examples/shapes/shapes_logo_raylib.c @@ -2,12 +2,14 @@ * * raylib [shapes] example - Draw raylib logo using basic shapes * +* Example complexity rating: [★☆☆☆] 1/4 +* * Example originally created with raylib 1.0, last time updated with raylib 1.0 * * 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) 2014-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2014-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/shapes/shapes_logo_raylib_anim.c b/examples/shapes/shapes_logo_raylib_anim.c index ace9c8d02..81c1e6d3f 100644 --- a/examples/shapes/shapes_logo_raylib_anim.c +++ b/examples/shapes/shapes_logo_raylib_anim.c @@ -2,12 +2,14 @@ * * raylib [shapes] example - raylib logo animation * +* Example complexity rating: [★★☆☆] 2/4 +* * 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) 2014-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2014-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/shapes/shapes_rectangle_advanced.c b/examples/shapes/shapes_rectangle_advanced.c new file mode 100644 index 000000000..0c20c9e8b --- /dev/null +++ b/examples/shapes/shapes_rectangle_advanced.c @@ -0,0 +1,352 @@ +/******************************************************************************************* +* +* raylib [shapes] example - Rectangle advanced +* +* Example complexity rating: [★★★★] 4/4 +* +* Example originally created with raylib 5.5, last time updated with raylib 5.5 +* +* Example contributed by Everton Jr. (@evertonse) 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) 2024-2025 Everton Jr. (@evertonse) and Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#include "rlgl.h" + +#include + +// Draw rectangle with rounded edges and horizontal gradient, with options to choose side of roundness +static void DrawRectangleRoundedGradientH(Rectangle rec, float roundnessLeft, float roundnessRight, int segments, Color left, Color right); + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [shapes] example - rectangle avanced"); + + 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 rectangle bounds + //---------------------------------------------------------------------------------- + float width = GetScreenWidth()/2.0f, height = GetScreenHeight()/6.0f; + Rectangle rec = { + GetScreenWidth() / 2.0f - width/2, + GetScreenHeight() / 2.0f - 5*(height/2), + width, height + }; + //-------------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + ClearBackground(RAYWHITE); + + // Draw All Rectangles with different roundess for each side and different gradients + DrawRectangleRoundedGradientH(rec, 0.8f, 0.8f, 36, BLUE, RED); + + rec.y += rec.height + 1; + DrawRectangleRoundedGradientH(rec, 0.5f, 1.0f, 36, RED, PINK); + + rec.y += rec.height + 1; + DrawRectangleRoundedGradientH(rec, 1.0f, 0.5f, 36, RED, BLUE); + + rec.y += rec.height + 1; + DrawRectangleRoundedGradientH(rec, 0.0f, 1.0f, 36, BLUE, BLACK); + + rec.y += rec.height + 1; + DrawRectangleRoundedGradientH(rec, 1.0f, 0.0f, 36, BLUE, PINK); + EndDrawing(); + //-------------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} + +// Draw rectangle with rounded edges and horizontal gradient, with options to choose side of roundness +// NOTE: Adapted from both 'DrawRectangleRounded()' and 'DrawRectangleGradientH()' raylib [rshapes] implementations +static void DrawRectangleRoundedGradientH(Rectangle rec, float roundnessLeft, float roundnessRight, int segments, Color left, Color right) +{ + // Neither side is rounded + if ((roundnessLeft <= 0.0f && roundnessRight <= 0.0f) || (rec.width < 1) || (rec.height < 1 )) + { + DrawRectangleGradientEx(rec, left, left, right, right); + return; + } + + if (roundnessLeft >= 1.0f) roundnessLeft = 1.0f; + if (roundnessRight >= 1.0f) roundnessRight = 1.0f; + + // Calculate corner radius both from right and left + float recSize = rec.width > rec.height ? rec.height : rec.width; + float radiusLeft = (recSize*roundnessLeft)/2; + float radiusRight = (recSize*roundnessRight)/2; + + if (radiusLeft <= 0.0f) radiusLeft = 0.0f; + if (radiusRight <= 0.0f) radiusRight = 0.0f; + + if (radiusRight <= 0.0f && radiusLeft <= 0.0f) return; + + float stepLength = 90.0f/(float)segments; + + /* + Diagram Copied here for reference, original at 'DrawRectangleRounded()' source code + + P0____________________P1 + /| |\ + /1| 2 |3\ + P7 /__|____________________|__\ P2 + | |P8 P9| | + | 8 | 9 | 4 | + | __|____________________|__ | + P6 \ |P11 P10| / P3 + \7| 6 |5/ + \|____________________|/ + P5 P4 + */ + + // Coordinates of the 12 points also apdated from `DrawRectangleRounded` + const Vector2 point[12] = { + // PO, P1, P2 + {(float)rec.x + radiusLeft, rec.y}, {(float)(rec.x + rec.width) - radiusRight, rec.y}, { rec.x + rec.width, (float)rec.y + radiusRight }, + // P3, P4 + {rec.x + rec.width, (float)(rec.y + rec.height) - radiusRight}, {(float)(rec.x + rec.width) - radiusRight, rec.y + rec.height}, + // P5, P6, P7 + {(float)rec.x + radiusLeft, rec.y + rec.height}, { rec.x, (float)(rec.y + rec.height) - radiusLeft}, {rec.x, (float)rec.y + radiusLeft}, + // P8, P9 + {(float)rec.x + radiusLeft, (float)rec.y + radiusLeft}, {(float)(rec.x + rec.width) - radiusRight, (float)rec.y + radiusRight}, + // P10, P11 + {(float)(rec.x + rec.width) - radiusRight, (float)(rec.y + rec.height) - radiusRight}, {(float)rec.x + radiusLeft, (float)(rec.y + rec.height) - radiusLeft} + }; + + const Vector2 centers[4] = { point[8], point[9], point[10], point[11] }; + const float angles[4] = { 180.0f, 270.0f, 0.0f, 90.0f }; + +#if defined(SUPPORT_QUADS_DRAW_MODE) + rlSetTexture(GetShapesTexture().id); + Rectangle shapeRect = GetShapesTextureRectangle(); + + rlBegin(RL_QUADS); + // Draw all the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner + for (int k = 0; k < 4; ++k) + { + Color color; + float radius; + if (k == 0) color = left, radius = radiusLeft; // [1] Upper Left Corner + if (k == 1) color = right, radius = radiusRight; // [3] Upper Right Corner + if (k == 2) color = right, radius = radiusRight; // [5] Lower Right Corner + if (k == 3) color = left, radius = radiusLeft; // [7] Lower Left Corner + float angle = angles[k]; + const Vector2 center = centers[k]; + + for (int i = 0; i < segments/2; i++) + { + rlColor4ub(color.r, color.g, color.b, color.a); + rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height); + rlVertex2f(center.x, center.y); + + rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height); + rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength*2))*radius, center.y + sinf(DEG2RAD*(angle + stepLength*2))*radius); + + rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); + rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius); + + rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); + rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); + + angle += (stepLength*2); + } + + // End one even segments + if ( segments % 2) + { + rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height); + rlVertex2f(center.x, center.y); + + rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); + rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius); + + rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); + rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); + + rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height); + rlVertex2f(center.x, center.y); + } + } + + // Here we use the 'Diagram' to guide ourselves to which point receives what color + // By choosing the color correctly associated with a pointe the gradient effect + // will naturally come from OpenGL interpolation + + // [2] Upper Rectangle + rlColor4ub(left.r, left.g, left.b, left.a); + rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height); + rlVertex2f(point[0].x, point[0].y); + rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); + rlVertex2f(point[8].x, point[8].y); + + rlColor4ub(right.r, right.g, right.b, right.a); + rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); + rlVertex2f(point[9].x, point[9].y); + + rlColor4ub(right.r, right.g, right.b, right.a); + rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height); + rlVertex2f(point[1].x, point[1].y); + + // [4] Left Rectangle + rlColor4ub(right.r, right.g, right.b, right.a); + rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height); + rlVertex2f(point[2].x, point[2].y); + rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); + rlVertex2f(point[9].x, point[9].y); + rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); + rlVertex2f(point[10].x, point[10].y); + rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height); + rlVertex2f(point[3].x, point[3].y); + + // [6] Bottom Rectangle + rlColor4ub(left.r, left.g, left.b, left.a); + rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height); + rlVertex2f(point[11].x, point[11].y); + rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); + rlVertex2f(point[5].x, point[5].y); + + rlColor4ub(right.r, right.g, right.b, right.a); + rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); + rlVertex2f(point[4].x, point[4].y); + rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height); + rlVertex2f(point[10].x, point[10].y); + + // [8] left Rectangle + rlColor4ub(left.r, left.g, left.b, left.a); + rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height); + rlVertex2f(point[7].x, point[7].y); + rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); + rlVertex2f(point[6].x, point[6].y); + rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); + rlVertex2f(point[11].x, point[11].y); + rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height); + rlVertex2f(point[8].x, point[8].y); + + // [9] Middle Rectangle + rlColor4ub(left.r, left.g, left.b, left.a); + rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height); + rlVertex2f(point[8].x, point[8].y); + rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); + rlVertex2f(point[11].x, point[11].y); + + rlColor4ub(right.r, right.g, right.b, right.a); + rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); + rlVertex2f(point[10].x, point[10].y); + rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height); + rlVertex2f(point[9].x, point[9].y); + + rlEnd(); + rlSetTexture(0); +#else + + // Here we use the 'Diagram' to guide ourselves to which point receives what color. + // By choosing the color correctly associated with a pointe the gradient effect + // will naturally come from OpenGL interpolation. + // But this time instead of Quad, we think in triangles. + + rlBegin(RL_TRIANGLES); + // Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner + for (int k = 0; k < 4; ++k) + { + Color color = { 0 }; + float radius = 0.0f; + if (k == 0) color = left, radius = radiusLeft; // [1] Upper Left Corner + if (k == 1) color = right, radius = radiusRight; // [3] Upper Right Corner + if (k == 2) color = right, radius = radiusRight; // [5] Lower Right Corner + if (k == 3) color = left, radius = radiusLeft; // [7] Lower Left Corner + + float angle = angles[k]; + const Vector2 center = centers[k]; + + for (int i = 0; i < segments; i++) + { + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2f(center.x, center.y); + rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius); + rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); + angle += stepLength; + } + } + + // [2] Upper Rectangle + rlColor4ub(left.r, left.g, left.b, left.a); + rlVertex2f(point[0].x, point[0].y); + rlVertex2f(point[8].x, point[8].y); + rlColor4ub(right.r, right.g, right.b, right.a); + rlVertex2f(point[9].x, point[9].y); + rlVertex2f(point[1].x, point[1].y); + rlColor4ub(left.r, left.g, left.b, left.a); + rlVertex2f(point[0].x, point[0].y); + rlColor4ub(right.r, right.g, right.b, right.a); + rlVertex2f(point[9].x, point[9].y); + + // [4] Right Rectangle + rlColor4ub(right.r, right.g, right.b, right.a); + rlVertex2f(point[9].x, point[9].y); + rlVertex2f(point[10].x, point[10].y); + rlVertex2f(point[3].x, point[3].y); + rlVertex2f(point[2].x, point[2].y); + rlVertex2f(point[9].x, point[9].y); + rlVertex2f(point[3].x, point[3].y); + + // [6] Bottom Rectangle + rlColor4ub(left.r, left.g, left.b, left.a); + rlVertex2f(point[11].x, point[11].y); + rlVertex2f(point[5].x, point[5].y); + rlColor4ub(right.r, right.g, right.b, right.a); + rlVertex2f(point[4].x, point[4].y); + rlVertex2f(point[10].x, point[10].y); + rlColor4ub(left.r, left.g, left.b, left.a); + rlVertex2f(point[11].x, point[11].y); + rlColor4ub(right.r, right.g, right.b, right.a); + rlVertex2f(point[4].x, point[4].y); + + // [8] Left Rectangle + rlColor4ub(left.r, left.g, left.b, left.a); + rlVertex2f(point[7].x, point[7].y); + rlVertex2f(point[6].x, point[6].y); + rlVertex2f(point[11].x, point[11].y); + rlVertex2f(point[8].x, point[8].y); + rlVertex2f(point[7].x, point[7].y); + rlVertex2f(point[11].x, point[11].y); + + // [9] Middle Rectangle + rlColor4ub(left.r, left.g, left.b, left.a); + rlVertex2f(point[8].x, point[8].y); + rlVertex2f(point[11].x, point[11].y); + rlColor4ub(right.r, right.g, right.b, right.a); + rlVertex2f(point[10].x, point[10].y); + rlVertex2f(point[9].x, point[9].y); + rlColor4ub(left.r, left.g, left.b, left.a); + rlVertex2f(point[8].x, point[8].y); + rlColor4ub(right.r, right.g, right.b, right.a); + rlVertex2f(point[10].x, point[10].y); + rlEnd(); +#endif +} diff --git a/examples/shapes/shapes_rectangle_advanced.png b/examples/shapes/shapes_rectangle_advanced.png new file mode 100644 index 000000000..a68170a31 Binary files /dev/null and b/examples/shapes/shapes_rectangle_advanced.png differ diff --git a/examples/shapes/shapes_rectangle_scaling.c b/examples/shapes/shapes_rectangle_scaling.c index dcafab9da..b5c778317 100644 --- a/examples/shapes/shapes_rectangle_scaling.c +++ b/examples/shapes/shapes_rectangle_scaling.c @@ -2,6 +2,8 @@ * * raylib [shapes] example - rectangle scaling by mouse * +* Example complexity rating: [★★☆☆] 2/4 +* * Example originally created with raylib 2.5, last time updated with raylib 2.5 * * Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5) @@ -9,7 +11,7 @@ * 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 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5) +* Copyright (c) 2018-2025 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/shapes/shapes_splines_drawing.c b/examples/shapes/shapes_splines_drawing.c index 8df5f09f4..065050e8e 100644 --- a/examples/shapes/shapes_splines_drawing.c +++ b/examples/shapes/shapes_splines_drawing.c @@ -2,12 +2,14 @@ * * raylib [shapes] example - splines drawing * +* Example complexity rating: [★★★☆] 3/4 +* * Example originally created with raylib 5.0, last time updated with raylib 5.0 * * 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) 2023 Ramon Santamaria (@raysan5) +* Copyright (c) 2023-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -56,6 +58,10 @@ int main(void) { 710.0f, 260.0f }, }; + // Array required for spline bezier-cubic, + // including control points interleaved with start-end segment points + Vector2 pointsInterleaved[3*(MAX_SPLINE_POINTS - 1) + 1] = { 0 }; + int pointCount = 5; int selectedPoint = -1; int focusedPoint = -1; @@ -63,7 +69,7 @@ int main(void) Vector2 *focusedControlPoint = NULL; // Cubic Bezier control points initialization - ControlPoint control[MAX_SPLINE_POINTS] = { 0 }; + ControlPoint control[MAX_SPLINE_POINTS-1] = { 0 }; for (int i = 0; i < pointCount - 1; i++) { control[i].start = (Vector2){ points[i].x + 50, points[i].y }; @@ -88,6 +94,9 @@ int main(void) if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON) && (pointCount < MAX_SPLINE_POINTS)) { points[pointCount] = GetMousePosition(); + int i = pointCount - 1; + control[i].start = (Vector2){ points[i].x + 50, points[i].y }; + control[i].end = (Vector2){ points[i + 1].x - 50, points[i + 1].y }; pointCount++; } @@ -114,7 +123,7 @@ int main(void) if ((splineTypeActive == SPLINE_BEZIER) && (focusedPoint == -1)) { // Spline control point focus and selection logic - for (int i = 0; i < pointCount; i++) + for (int i = 0; i < pointCount - 1; i++) { if (CheckCollisionPointCircle(GetMousePosition(), control[i].start, 6.0f)) { @@ -185,13 +194,32 @@ int main(void) } else if (splineTypeActive == SPLINE_BEZIER) { + // NOTE: Cubic-bezier spline requires the 2 control points of each segnment to be + // provided interleaved with the start and end point of every segment + for (int i = 0; i < (pointCount - 1); i++) + { + pointsInterleaved[3*i] = points[i]; + pointsInterleaved[3*i + 1] = control[i].start; + pointsInterleaved[3*i + 2] = control[i].end; + } + + pointsInterleaved[3*(pointCount - 1)] = points[pointCount - 1]; + // Draw spline: cubic-bezier (with control points) - for (int i = 0; i < pointCount - 1; i++) + DrawSplineBezierCubic(pointsInterleaved, 3*(pointCount - 1) + 1, splineThickness, RED); + + /* + for (int i = 0; i < 3*(pointCount - 1); i += 3) { // Drawing individual segments, not considering thickness connection compensation - DrawSplineSegmentBezierCubic(points[i], control[i].start, control[i].end, points[i + 1], splineThickness, RED); + DrawSplineSegmentBezierCubic(pointsInterleaved[i], pointsInterleaved[i + 1], pointsInterleaved[i + 2], pointsInterleaved[i + 3], splineThickness, MAROON); + } + */ - // Every cubic bezier point should have two control points + // Draw spline control points + for (int i = 0; i < pointCount - 1; i++) + { + // Every cubic bezier point have two control points DrawCircleV(control[i].start, 6, GOLD); DrawCircleV(control[i].end, 6, GOLD); if (focusedControlPoint == &control[i].start) DrawCircleV(control[i].start, 8, GREEN); @@ -216,7 +244,7 @@ int main(void) (splineTypeActive != SPLINE_BEZIER) && (i < pointCount - 1)) DrawLineV(points[i], points[i + 1], GRAY); - DrawText(TextFormat("[%.0f, %.0f]", points[i].x, points[i].y), points[i].x, points[i].y + 10, 10, BLACK); + DrawText(TextFormat("[%.0f, %.0f]", points[i].x, points[i].y), (int)points[i].x, (int)points[i].y + 10, 10, BLACK); } } @@ -244,4 +272,4 @@ int main(void) //-------------------------------------------------------------------------------------- return 0; -} \ No newline at end of file +} diff --git a/examples/shapes/shapes_top_down_lights.c b/examples/shapes/shapes_top_down_lights.c index abe845f8c..7e2640117 100644 --- a/examples/shapes/shapes_top_down_lights.c +++ b/examples/shapes/shapes_top_down_lights.c @@ -2,14 +2,16 @@ * * raylib [shapes] example - top down lights * +* Example complexity rating: [★★★★] 4/4 +* * Example originally created with raylib 4.2, last time updated with raylib 4.2 * -* Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5) +* Example contributed by Jeffery Myers (@JeffM2501) 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) 2022-2024 Jeffery Myers (@JeffM2501) +* Copyright (c) 2022-2025 Jeffery Myers (@JeffM2501) * ********************************************************************************************/ diff --git a/examples/text/text_codepoints_loading.c b/examples/text/text_codepoints_loading.c index c69803c12..a4cd5ca79 100644 --- a/examples/text/text_codepoints_loading.c +++ b/examples/text/text_codepoints_loading.c @@ -2,12 +2,14 @@ * * raylib [text] example - Codepoints loading * +* Example complexity rating: [★★★☆] 3/4 +* * Example originally created with raylib 4.2, last time updated with raylib 2.5 * * 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) 2022-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2022-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -52,7 +54,7 @@ int main(void) // Set bilinear scale filter for better font scaling SetTextureFilter(font.texture, TEXTURE_FILTER_BILINEAR); - SetTextLineSpacing(54); // Set line spacing for multiline text (when line breaks are included '\n') + SetTextLineSpacing(20); // Set line spacing for multiline text (when line breaks are included '\n') // Free codepoints, atlas has already been generated free(codepointsNoDups); diff --git a/examples/text/text_draw_3d.c b/examples/text/text_draw_3d.c index ed4e6ce67..21be7dc62 100644 --- a/examples/text/text_draw_3d.c +++ b/examples/text/text_draw_3d.c @@ -2,6 +2,8 @@ * * raylib [text] example - Draw 3d * +* Example complexity rating: [★★★★] 4/4 +* * NOTE: Draw a 2D text in 3D space, each letter is drawn in a quad (or 2 quads if backface is set) * where the texture coodinates of each quad map to the texture coordinates of the glyphs * inside the font texture. @@ -22,7 +24,7 @@ * 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 Vlad Adrian (@demizdor) +* Copyright (c) 2021-2025 Vlad Adrian (@demizdor) * ********************************************************************************************/ @@ -286,7 +288,7 @@ int main(void) DrawGrid(10, 2.0f); // Use a shader to handle the depth buffer issue with transparent textures - // NOTE: more info at https://bedroomcoders.co.uk/raylib-billboards-advanced-use/ + // NOTE: more info at https://bedroomcoders.co.uk/posts/198 BeginShaderMode(alphaDiscard); // Draw the 3D text above the red cube diff --git a/examples/text/text_font_filters.c b/examples/text/text_font_filters.c index b12f26055..f3293e6be 100644 --- a/examples/text/text_font_filters.c +++ b/examples/text/text_font_filters.c @@ -2,6 +2,8 @@ * * raylib [text] example - Font filters * +* Example complexity rating: [★★☆☆] 2/4 +* * NOTE: After font loading, font texture atlas filter could be configured for a softer * display of the font when scaling it to different sizes, that way, it's not required * to generate multiple fonts at multiple sizes (as long as the scaling is not very different) @@ -11,7 +13,7 @@ * 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) 2015-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/text/text_font_loading.c b/examples/text/text_font_loading.c index 2c8786c42..a7f8c60f4 100644 --- a/examples/text/text_font_loading.c +++ b/examples/text/text_font_loading.c @@ -2,6 +2,8 @@ * * raylib [text] example - Font loading * +* Example complexity rating: [★☆☆☆] 1/4 +* * NOTE: raylib can load fonts from multiple input file formats: * * - TTF/OTF > Sprite font atlas is generated on loading, user can configure @@ -16,7 +18,7 @@ * 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) +* Copyright (c) 2016-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -47,7 +49,7 @@ int main(void) // NOTE: We define a font base size of 32 pixels tall and up-to 250 characters Font fontTtf = LoadFontEx("resources/pixantiqua.ttf", 32, 0, 250); - SetTextLineSpacing(48); // Set line spacing for multiline text (when line breaks are included '\n') + SetTextLineSpacing(16); // Set line spacing for multiline text (when line breaks are included '\n') bool useTtf = false; diff --git a/examples/text/text_font_sdf.c b/examples/text/text_font_sdf.c index f6dedc76a..e6247f3f6 100644 --- a/examples/text/text_font_sdf.c +++ b/examples/text/text_font_sdf.c @@ -2,12 +2,14 @@ * * raylib [text] example - Font SDF loading * +* Example complexity rating: [★★★☆] 3/4 +* * Example originally created with raylib 1.3, 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) 2015-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/text/text_font_spritefont.c b/examples/text/text_font_spritefont.c index 1b2695c71..95b5cfee5 100644 --- a/examples/text/text_font_spritefont.c +++ b/examples/text/text_font_spritefont.c @@ -2,6 +2,8 @@ * * raylib [text] example - Sprite font loading * +* Example complexity rating: [★☆☆☆] 1/4 +* * NOTE: Sprite fonts should be generated following this conventions: * * - Characters must be ordered starting with character 32 (Space) @@ -17,7 +19,7 @@ * 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) 2014-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2014-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/text/text_format_text.c b/examples/text/text_format_text.c index 0f53f35dc..eca6500e3 100644 --- a/examples/text/text_format_text.c +++ b/examples/text/text_format_text.c @@ -2,12 +2,14 @@ * * raylib [text] example - Text formatting * +* Example complexity rating: [★☆☆☆] 1/4 +* * Example originally created with raylib 1.1, 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) 2014-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2014-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/text/text_input_box.c b/examples/text/text_input_box.c index eeb338f1f..24672b2ad 100644 --- a/examples/text/text_input_box.c +++ b/examples/text/text_input_box.c @@ -2,12 +2,14 @@ * * raylib [text] example - Input Box * +* Example complexity rating: [★★☆☆] 2/4 +* * Example originally created with raylib 1.7, last time updated with raylib 3.5 * * 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) 2017-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2017-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -35,7 +37,7 @@ int main(void) int framesCounter = 0; - SetTargetFPS(10); // Set our game to run at 10 frames-per-second + SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop diff --git a/examples/text/text_raylib_fonts.c b/examples/text/text_raylib_fonts.c index acd18d94c..7248be128 100644 --- a/examples/text/text_raylib_fonts.c +++ b/examples/text/text_raylib_fonts.c @@ -2,6 +2,8 @@ * * raylib [text] example - raylib fonts loading * +* Example complexity rating: [★☆☆☆] 1/4 +* * NOTE: raylib is distributed with some free to use fonts (even for commercial pourposes!) * To view details and credits for those fonts, check raylib license file * @@ -10,7 +12,7 @@ * 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) 2017-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2017-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/text/text_rectangle_bounds.c b/examples/text/text_rectangle_bounds.c index 173d3f93d..c9dad5f9e 100644 --- a/examples/text/text_rectangle_bounds.c +++ b/examples/text/text_rectangle_bounds.c @@ -2,6 +2,8 @@ * * raylib [text] example - Rectangle bounds * +* Example complexity rating: [★★★★] 4/4 +* * Example originally created with raylib 2.5, last time updated with raylib 4.0 * * Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5) @@ -9,7 +11,7 @@ * 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 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5) +* Copyright (c) 2018-2025 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/text/text_unicode.c b/examples/text/text_unicode.c index 2b5245be9..31faafade 100644 --- a/examples/text/text_unicode.c +++ b/examples/text/text_unicode.c @@ -2,6 +2,8 @@ * * raylib [text] example - Unicode * +* Example complexity rating: [★★★★] 4/4 +* * Example originally created with raylib 2.5, last time updated with raylib 4.0 * * Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5) @@ -9,7 +11,7 @@ * 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 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5) +* Copyright (c) 2019-2025 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/text/text_writing_anim.c b/examples/text/text_writing_anim.c index 1e7cd569f..3455cec33 100644 --- a/examples/text/text_writing_anim.c +++ b/examples/text/text_writing_anim.c @@ -2,12 +2,14 @@ * * raylib [text] example - Text Writing Animation * +* Example complexity rating: [★★☆☆] 2/4 +* * Example originally created with raylib 1.4, last time updated with raylib 1.4 * * 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) +* Copyright (c) 2016-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -52,7 +54,7 @@ int main(void) DrawText(TextSubtext(message, 0, framesCounter/10), 210, 160, 20, MAROON); DrawText("PRESS [ENTER] to RESTART!", 240, 260, 20, LIGHTGRAY); - DrawText("PRESS [SPACE] to SPEED UP!", 239, 300, 20, LIGHTGRAY); + DrawText("HOLD [SPACE] to SPEED UP!", 239, 300, 20, LIGHTGRAY); EndDrawing(); //---------------------------------------------------------------------------------- diff --git a/examples/textures/textures_background_scrolling.c b/examples/textures/textures_background_scrolling.c index 0df159cae..48ba314d4 100644 --- a/examples/textures/textures_background_scrolling.c +++ b/examples/textures/textures_background_scrolling.c @@ -2,12 +2,14 @@ * * raylib [textures] example - Background scrolling * +* Example complexity rating: [★☆☆☆] 1/4 +* * Example originally created with raylib 2.0, last time updated with raylib 2.5 * * 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 Ramon Santamaria (@raysan5) +* Copyright (c) 2019-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/textures/textures_blend_modes.c b/examples/textures/textures_blend_modes.c index 660aa57a7..555cdd7b5 100644 --- a/examples/textures/textures_blend_modes.c +++ b/examples/textures/textures_blend_modes.c @@ -2,6 +2,8 @@ * * raylib [textures] example - blend modes * +* Example complexity rating: [★☆☆☆] 1/4 +* * NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM) * * Example originally created with raylib 3.5, last time updated with raylib 3.5 @@ -11,7 +13,7 @@ * 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) 2020-2024 Karlo Licudine (@accidentalrebel) +* Copyright (c) 2020-2025 Karlo Licudine (@accidentalrebel) * ********************************************************************************************/ @@ -43,6 +45,9 @@ int main(void) const int blendCountMax = 4; BlendMode blendMode = 0; + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //--------------------------------------------------------------------------------------- + // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { diff --git a/examples/textures/textures_bunnymark.c b/examples/textures/textures_bunnymark.c index f3ef694a2..6f58e8281 100644 --- a/examples/textures/textures_bunnymark.c +++ b/examples/textures/textures_bunnymark.c @@ -2,12 +2,14 @@ * * raylib [textures] example - Bunnymark * +* Example complexity rating: [★★★☆] 3/4 +* * Example originally created with raylib 1.6, last time updated with raylib 2.5 * * 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) 2014-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2014-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/textures/textures_draw_tiled.c b/examples/textures/textures_draw_tiled.c index 699836555..801a7c15a 100644 --- a/examples/textures/textures_draw_tiled.c +++ b/examples/textures/textures_draw_tiled.c @@ -2,6 +2,8 @@ * * raylib [textures] example - Draw part of the texture tiled * +* Example complexity rating: [★★★☆] 3/4 +* * Example originally created with raylib 3.0, last time updated with raylib 4.2 * * Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5) @@ -9,7 +11,7 @@ * 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) 2020-2024 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5) +* Copyright (c) 2020-2025 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/textures/textures_fog_of_war.c b/examples/textures/textures_fog_of_war.c index 2f72c0d6d..e9296f3f4 100644 --- a/examples/textures/textures_fog_of_war.c +++ b/examples/textures/textures_fog_of_war.c @@ -2,12 +2,14 @@ * * raylib [textures] example - Fog of war * +* Example complexity rating: [★★★☆] 3/4 +* * Example originally created with raylib 4.2, last time updated with raylib 4.2 * * 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) +* Copyright (c) 2018-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/textures/textures_gif_player.c b/examples/textures/textures_gif_player.c index cf8492e0d..f62205b63 100644 --- a/examples/textures/textures_gif_player.c +++ b/examples/textures/textures_gif_player.c @@ -2,12 +2,14 @@ * * raylib [textures] example - gif playing * +* Example complexity rating: [★★★☆] 3/4 +* * Example originally created with raylib 4.2, last time updated with raylib 4.2 * * 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 Ramon Santamaria (@raysan5) +* Copyright (c) 2021-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/textures/textures_image_channel.c b/examples/textures/textures_image_channel.c new file mode 100644 index 000000000..cebe61651 --- /dev/null +++ b/examples/textures/textures_image_channel.c @@ -0,0 +1,111 @@ +/******************************************************************************************* +* +* raylib [textures] example - Retrive image channel (mask) +* +* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM) +* +* Example complexity rating: [★★☆☆] 2/4 +* +* Example originally created with raylib 5.1-dev, last time updated with raylib 5.1-dev +* +* Example contributed by Bruno Cabral (@brccabral) 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) 2024-2025 Bruno Cabral (@brccabral) and Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [textures] example - extract channel from image"); + + Image fudesumiImage = LoadImage("resources/fudesumi.png"); + + Image imageAlpha = ImageFromChannel(fudesumiImage, 3); + ImageAlphaMask(&imageAlpha, imageAlpha); + + Image imageRed = ImageFromChannel(fudesumiImage, 0); + ImageAlphaMask(&imageRed, imageAlpha); + + Image imageGreen = ImageFromChannel(fudesumiImage, 1); + ImageAlphaMask(&imageGreen, imageAlpha); + + Image imageBlue = ImageFromChannel(fudesumiImage, 2); + ImageAlphaMask(&imageBlue, imageAlpha); + + Image backgroundImage = GenImageChecked(screenWidth, screenHeight, screenWidth/20, screenHeight/20, ORANGE, YELLOW); + + Texture2D fudesumiTexture = LoadTextureFromImage(fudesumiImage); + Texture2D textureAlpha = LoadTextureFromImage(imageAlpha); + Texture2D textureRed = LoadTextureFromImage(imageRed); + Texture2D textureGreen = LoadTextureFromImage(imageGreen); + Texture2D textureBlue = LoadTextureFromImage(imageBlue); + Texture2D backgroundTexture = LoadTextureFromImage(backgroundImage); + + UnloadImage(fudesumiImage); + UnloadImage(imageAlpha); + UnloadImage(imageRed); + UnloadImage(imageGreen); + UnloadImage(imageBlue); + UnloadImage(backgroundImage); + + Rectangle fudesumiRec = {0, 0, fudesumiImage.width, fudesumiImage.height}; + + Rectangle fudesumiPos = {50, 10, fudesumiImage.width*0.8f, fudesumiImage.height*0.8f}; + Rectangle redPos = { 410, 10, fudesumiPos.width / 2, fudesumiPos.height / 2 }; + Rectangle greenPos = { 600, 10, fudesumiPos.width / 2, fudesumiPos.height / 2 }; + Rectangle bluePos = { 410, 230, fudesumiPos.width / 2, fudesumiPos.height / 2 }; + Rectangle alphaPos = { 600, 230, fudesumiPos.width / 2, fudesumiPos.height / 2 }; + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Draw + //---------------------------------------------------------------------------------- + // TODO... + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + DrawTexture(backgroundTexture, 0, 0, WHITE); + DrawTexturePro(fudesumiTexture, fudesumiRec, fudesumiPos, (Vector2) {0, 0}, 0, WHITE); + + DrawTexturePro(textureRed, fudesumiRec, redPos, (Vector2) {0, 0}, 0, RED); + DrawTexturePro(textureGreen, fudesumiRec, greenPos, (Vector2) {0, 0}, 0, GREEN); + DrawTexturePro(textureBlue, fudesumiRec, bluePos, (Vector2) {0, 0}, 0, BLUE); + DrawTexturePro(textureAlpha, fudesumiRec, alphaPos, (Vector2) {0, 0}, 0, WHITE); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadTexture(backgroundTexture); + UnloadTexture(fudesumiTexture); + UnloadTexture(textureRed); + UnloadTexture(textureGreen); + UnloadTexture(textureBlue); + UnloadTexture(textureAlpha); + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} diff --git a/examples/textures/textures_image_channel.png b/examples/textures/textures_image_channel.png new file mode 100644 index 000000000..55e1d2eaa Binary files /dev/null and b/examples/textures/textures_image_channel.png differ diff --git a/examples/textures/textures_image_drawing.c b/examples/textures/textures_image_drawing.c index f49bc9e77..05f40df9b 100644 --- a/examples/textures/textures_image_drawing.c +++ b/examples/textures/textures_image_drawing.c @@ -2,6 +2,8 @@ * * raylib [textures] example - Image loading and drawing on it * +* Example complexity rating: [★★☆☆] 2/4 +* * NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM) * * Example originally created with raylib 1.4, last time updated with raylib 1.4 @@ -9,7 +11,7 @@ * 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) +* Copyright (c) 2016-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -47,7 +49,7 @@ int main(void) UnloadImage(cat); // Unload image from RAM - // Load custom font for frawing on image + // Load custom font for drawing on image Font font = LoadFont("resources/custom_jupiter_crash.png"); // Draw over image using custom font @@ -93,4 +95,4 @@ int main(void) //-------------------------------------------------------------------------------------- return 0; -} \ No newline at end of file +} diff --git a/examples/textures/textures_image_generation.c b/examples/textures/textures_image_generation.c index 97e43f007..2372af9c3 100644 --- a/examples/textures/textures_image_generation.c +++ b/examples/textures/textures_image_generation.c @@ -2,12 +2,16 @@ * * raylib [textures] example - Procedural images generation * +* Example complexity rating: [★★☆☆] 2/4 +* * Example originally created with raylib 1.8, last time updated with raylib 1.8 * +* Example contributed by Wilhem Barbier (@nounoursheureux) 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) 2O17-2024 Wilhem Barbier (@nounoursheureux) and Ramon Santamaria (@raysan5) +* Copyright (c) 2017-2025 Wilhem Barbier (@nounoursheureux) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -88,7 +92,7 @@ int main(void) DrawRectangleLines(30, 400, 325, 30, Fade(WHITE, 0.5f)); DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL TEXTURES", 40, 410, 10, WHITE); - switch(currentTexture) + switch (currentTexture) { case 0: DrawText("VERTICAL GRADIENT", 560, 10, 20, RAYWHITE); break; case 1: DrawText("HORIZONTAL GRADIENT", 540, 10, 20, RAYWHITE); break; diff --git a/examples/textures/textures_image_kernel.c b/examples/textures/textures_image_kernel.c index b850b63ed..456cd1c18 100644 --- a/examples/textures/textures_image_kernel.c +++ b/examples/textures/textures_image_kernel.c @@ -2,14 +2,18 @@ * * raylib [textures] example - Image loading and texture creation * +* Example complexity rating: [★★★★] 4/4 +* * NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM) * +* Example contributed by Karim Salem (@kimo-s) and reviewed by Ramon Santamaria (@raysan5) +* * Example originally created with raylib 1.3, last time updated with raylib 1.3 * * 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) 2015-2024 Karim Salem (@kimo-s) +* Copyright (c) 2015-2025 Karim Salem (@kimo-s) * ********************************************************************************************/ diff --git a/examples/textures/textures_image_loading.c b/examples/textures/textures_image_loading.c index 95175e079..267216332 100644 --- a/examples/textures/textures_image_loading.c +++ b/examples/textures/textures_image_loading.c @@ -2,6 +2,8 @@ * * raylib [textures] example - Image loading and texture creation * +* Example complexity rating: [★☆☆☆] 1/4 +* * NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM) * * Example originally created with raylib 1.3, last time updated with raylib 1.3 @@ -9,7 +11,7 @@ * 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) 2015-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/textures/textures_image_processing.c b/examples/textures/textures_image_processing.c index 269273546..8531d1dba 100644 --- a/examples/textures/textures_image_processing.c +++ b/examples/textures/textures_image_processing.c @@ -2,6 +2,8 @@ * * raylib [textures] example - Image processing * +* Example complexity rating: [★★★☆] 3/4 +* * NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM) * * Example originally created with raylib 1.4, last time updated with raylib 3.5 @@ -9,7 +11,7 @@ * 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) +* Copyright (c) 2016-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/textures/textures_image_rotate.c b/examples/textures/textures_image_rotate.c index 51724e037..4921dc8ac 100644 --- a/examples/textures/textures_image_rotate.c +++ b/examples/textures/textures_image_rotate.c @@ -2,12 +2,14 @@ * * raylib [textures] example - Image Rotation * +* Example complexity rating: [★★☆☆] 2/4 +* * Example originally created with raylib 1.0, last time updated with raylib 1.0 * * 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) 2014-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2014-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -43,6 +45,8 @@ int main(void) textures[2] = LoadTextureFromImage(imageNeg90); int currentTexture = 0; + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second //--------------------------------------------------------------------------------------- // Main game loop diff --git a/examples/textures/textures_image_text.c b/examples/textures/textures_image_text.c index 856b64ed0..a0a41404a 100644 --- a/examples/textures/textures_image_text.c +++ b/examples/textures/textures_image_text.c @@ -1,13 +1,15 @@ /******************************************************************************************* * -* raylib [texture] example - Image text drawing using TTF generated font +* raylib [textures] example - Image text drawing using TTF generated font +* +* Example complexity rating: [★★☆☆] 2/4 * * Example originally created with raylib 1.8, 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) 2017-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2017-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/textures/textures_logo_raylib.c b/examples/textures/textures_logo_raylib.c index f170dab48..bd402baec 100644 --- a/examples/textures/textures_logo_raylib.c +++ b/examples/textures/textures_logo_raylib.c @@ -2,12 +2,14 @@ * * raylib [textures] example - Texture loading and drawing * +* Example complexity rating: [★☆☆☆] 1/4 +* * Example originally created with raylib 1.0, last time updated with raylib 1.0 * * 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) 2014-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2014-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -27,6 +29,8 @@ int main(void) // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) Texture2D texture = LoadTexture("resources/raylib_logo.png"); // Texture loading + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second //--------------------------------------------------------------------------------------- // Main game loop diff --git a/examples/textures/textures_mouse_painting.c b/examples/textures/textures_mouse_painting.c index 27bbc74e9..c0e426232 100644 --- a/examples/textures/textures_mouse_painting.c +++ b/examples/textures/textures_mouse_painting.c @@ -2,6 +2,8 @@ * * raylib [textures] example - Mouse painting * +* Example complexity rating: [★★★☆] 3/4 +* * Example originally created with raylib 3.0, last time updated with raylib 3.0 * * Example contributed by Chris Dill (@MysteriousSpace) and reviewed by Ramon Santamaria (@raysan5) @@ -9,7 +11,7 @@ * 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 Chris Dill (@MysteriousSpace) and Ramon Santamaria (@raysan5) +* Copyright (c) 2019-2025 Chris Dill (@MysteriousSpace) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/textures/textures_npatch_drawing.c b/examples/textures/textures_npatch_drawing.c index 5fb39996b..005fc845e 100644 --- a/examples/textures/textures_npatch_drawing.c +++ b/examples/textures/textures_npatch_drawing.c @@ -2,6 +2,8 @@ * * raylib [textures] example - N-patch drawing * +* Example complexity rating: [★★★☆] 3/4 +* * NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM) * * Example originally created with raylib 2.0, last time updated with raylib 2.5 @@ -11,7 +13,7 @@ * 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 Jorge A. Gomes (@overdev) and Ramon Santamaria (@raysan5) +* Copyright (c) 2018-2025 Jorge A. Gomes (@overdev) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/textures/textures_particles_blending.c b/examples/textures/textures_particles_blending.c index 113b2b068..65a55f30a 100644 --- a/examples/textures/textures_particles_blending.c +++ b/examples/textures/textures_particles_blending.c @@ -1,13 +1,15 @@ /******************************************************************************************* * -* raylib example - particles blending +* raylib [textures] example - particles blending +* +* Example complexity rating: [★☆☆☆] 1/4 * * Example originally created with raylib 1.7, last time updated with raylib 3.5 * * 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) 2017-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2017-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/textures/textures_polygon.c b/examples/textures/textures_polygon.c index 2491e1bc2..759f2b420 100644 --- a/examples/textures/textures_polygon.c +++ b/examples/textures/textures_polygon.c @@ -1,15 +1,17 @@ /******************************************************************************************* * -* raylib [shapes] example - Draw Textured Polygon +* raylib [textures] example - Draw Textured Polygon +* +* Example complexity rating: [★☆☆☆] 1/4 * * Example originally created with raylib 3.7, last time updated with raylib 3.7 * -* Example contributed by Chris Camacho (@codifies) and reviewed by Ramon Santamaria (@raysan5) +* Example contributed by Chris Camacho (@chriscamacho) 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 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5) +* Copyright (c) 2021-2025 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/textures/textures_raw_data.c b/examples/textures/textures_raw_data.c index 38229f1ba..01248e979 100644 --- a/examples/textures/textures_raw_data.c +++ b/examples/textures/textures_raw_data.c @@ -2,6 +2,8 @@ * * raylib [textures] example - Load textures from raw data * +* Example complexity rating: [★★★☆] 3/4 +* * NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM) * * Example originally created with raylib 1.3, last time updated with raylib 3.5 @@ -9,7 +11,7 @@ * 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) 2015-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -63,6 +65,8 @@ int main(void) Texture2D checked = LoadTextureFromImage(checkedIm); UnloadImage(checkedIm); // Unload CPU (RAM) image data (pixels) + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second //--------------------------------------------------------------------------------------- // Main game loop diff --git a/examples/textures/textures_sprite_anim.c b/examples/textures/textures_sprite_anim.c index deb68216a..c8b401522 100644 --- a/examples/textures/textures_sprite_anim.c +++ b/examples/textures/textures_sprite_anim.c @@ -2,12 +2,14 @@ * * raylib [textures] example - Sprite animation * +* Example complexity rating: [★★☆☆] 2/4 +* * Example originally created with raylib 1.3, last time updated with raylib 1.3 * * 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) 2014-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2014-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/textures/textures_sprite_button.c b/examples/textures/textures_sprite_button.c index 5d0153b57..a7db93c4f 100644 --- a/examples/textures/textures_sprite_button.c +++ b/examples/textures/textures_sprite_button.c @@ -2,12 +2,14 @@ * * raylib [textures] example - sprite button * +* Example complexity rating: [★★☆☆] 2/4 +* * Example originally created with raylib 2.5, last time updated with raylib 2.5 * * 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 Ramon Santamaria (@raysan5) +* Copyright (c) 2019-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/textures/textures_sprite_explosion.c b/examples/textures/textures_sprite_explosion.c index 06b4f1dad..fe9669224 100644 --- a/examples/textures/textures_sprite_explosion.c +++ b/examples/textures/textures_sprite_explosion.c @@ -2,12 +2,14 @@ * * raylib [textures] example - sprite explosion * +* Example complexity rating: [★★☆☆] 2/4 +* * Example originally created with raylib 2.5, last time updated with raylib 3.5 * * 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 Anata and Ramon Santamaria (@raysan5) +* Copyright (c) 2019-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -48,8 +50,8 @@ int main(void) bool active = false; int framesCounter = 0; - SetTargetFPS(120); - //-------------------------------------------------------------------------------------- + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //--------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key diff --git a/examples/textures/textures_srcrec_dstrec.c b/examples/textures/textures_srcrec_dstrec.c index 035e30371..cf3686d15 100644 --- a/examples/textures/textures_srcrec_dstrec.c +++ b/examples/textures/textures_srcrec_dstrec.c @@ -2,12 +2,14 @@ * * raylib [textures] example - Texture source and destination rectangles * +* Example complexity rating: [★★★☆] 3/4 +* * Example originally created with raylib 1.3, last time updated with raylib 1.3 * * 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) 2015-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/textures/textures_svg_loading.c b/examples/textures/textures_svg_loading.c deleted file mode 100644 index 434ec7602..000000000 --- a/examples/textures/textures_svg_loading.c +++ /dev/null @@ -1,72 +0,0 @@ -/******************************************************************************************* -* -* raylib [textures] example - SVG loading and texture creation -* -* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM) -* -* Example originally created with raylib 4.2, last time updated with raylib 4.2 -* -* 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) 2022 Dennis Meinen (@bixxy#4258 on Discord) -* -********************************************************************************************/ - -#include "raylib.h" - -//------------------------------------------------------------------------------------ -// Program main entry point -//------------------------------------------------------------------------------------ -int main(void) -{ - // Initialization - //-------------------------------------------------------------------------------------- - const int screenWidth = 800; - const int screenHeight = 450; - - InitWindow(screenWidth, screenHeight, "raylib [textures] example - svg loading"); - - // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) - - Image image = LoadImageSvg("resources/test.svg", 400, 350); // Loaded in CPU memory (RAM) - Texture2D texture = LoadTextureFromImage(image); // Image converted to texture, GPU memory (VRAM) - UnloadImage(image); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM - - 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 - //---------------------------------------------------------------------------------- - // TODO: Update your variables here - //---------------------------------------------------------------------------------- - - // Draw - //---------------------------------------------------------------------------------- - BeginDrawing(); - - ClearBackground(RAYWHITE); - - DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, WHITE); - - //Red border to illustrate how the SVG is centered within the specified dimensions - DrawRectangleLines((screenWidth / 2 - texture.width / 2) - 1, (screenHeight / 2 - texture.height / 2) - 1, texture.width + 2, texture.height + 2, RED); - - DrawText("this IS a texture loaded from an SVG file!", 300, 410, 10, GRAY); - - EndDrawing(); - //---------------------------------------------------------------------------------- - } - - // De-Initialization - //-------------------------------------------------------------------------------------- - UnloadTexture(texture); // Texture unloading - - CloseWindow(); // Close window and OpenGL context - //-------------------------------------------------------------------------------------- - - return 0; -} \ No newline at end of file diff --git a/examples/textures/textures_svg_loading.png b/examples/textures/textures_svg_loading.png deleted file mode 100644 index fa98605fa..000000000 Binary files a/examples/textures/textures_svg_loading.png and /dev/null differ diff --git a/examples/textures/textures_textured_curve.c b/examples/textures/textures_textured_curve.c index 6e4c53cff..00417b038 100644 --- a/examples/textures/textures_textured_curve.c +++ b/examples/textures/textures_textured_curve.c @@ -2,14 +2,16 @@ * * raylib [textures] example - Draw a texture along a segmented curve * +* Example complexity rating: [★★★☆] 3/4 +* * Example originally created with raylib 4.5, last time updated with raylib 4.5 * -* Example contributed by Jeffery Myers and reviewed by Ramon Santamaria (@raysan5) +* Example contributed by Jeffery Myers (@JeffM2501) 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) 2022-2024 Jeffery Myers and Ramon Santamaria (@raysan5) +* Copyright (c) 2022-2025 Jeffery Myers (@JeffM2501) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/examples/textures/textures_to_image.c b/examples/textures/textures_to_image.c index 2d09623eb..84b4a72be 100644 --- a/examples/textures/textures_to_image.c +++ b/examples/textures/textures_to_image.c @@ -2,6 +2,8 @@ * * raylib [textures] example - Retrieve image data from texture: LoadImageFromTexture() * +* Example complexity rating: [★☆☆☆] 1/4 +* * NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM) * * Example originally created with raylib 1.3, last time updated with raylib 4.0 @@ -9,7 +11,7 @@ * 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) 2015-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -38,6 +40,8 @@ int main(void) texture = LoadTextureFromImage(image); // Recreate texture from retrieved image data (RAM -> VRAM) UnloadImage(image); // Unload retrieved image data from CPU memory (RAM) + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second //--------------------------------------------------------------------------------------- // Main game loop diff --git a/logo/raylib.ico b/logo/raylib.ico index 0cedcc55c..8dd7bb7ad 100644 Binary files a/logo/raylib.ico and b/logo/raylib.ico differ diff --git a/logo/raylib_1024x1024.png b/logo/raylib_1024x1024.png index b855a6bf6..3930aeb79 100644 Binary files a/logo/raylib_1024x1024.png and b/logo/raylib_1024x1024.png differ diff --git a/logo/raylib_144x144.png b/logo/raylib_144x144.png index 7c533d2de..f89d90b23 100644 Binary files a/logo/raylib_144x144.png and b/logo/raylib_144x144.png differ diff --git a/parser/LICENSE b/parser/LICENSE index 7fc2d13b0..7ed4b8722 100644 --- a/parser/LICENSE +++ b/parser/LICENSE @@ -1,4 +1,4 @@ -Copyright (c) 2021-2024 Ramon Santamaria (@raysan5) +Copyright (c) 2021-2025 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. diff --git a/parser/README.md b/parser/README.md index 45a2689a0..86cdfdd5b 100644 --- a/parser/README.md +++ b/parser/README.md @@ -19,7 +19,7 @@ Check `raylib_parser.c` for details about those structs. // // // more info and bugs-report: github.com/raysan5/raylib/parser // // // -// Copyright (c) 2021-2024 Ramon Santamaria (@raysan5) // +// Copyright (c) 2021-2025 Ramon Santamaria (@raysan5) // // // ////////////////////////////////////////////////////////////////////////////////// @@ -41,7 +41,7 @@ OPTIONS: -f, --format : Define output format for parser data. Supported types: DEFAULT, JSON, XML, LUA - -d, --define : Define functions specifiers (i.e. RLAPI for raylib.h, RMDEF for raymath.h, etc.) + -d, --define : Define functions specifiers (i.e. RLAPI for raylib.h, RMAPI for raymath.h, etc.) NOTE: If no specifier defined, defaults to: RLAPI -t, --truncate : Define string to truncate input after (i.e. "RLGL IMPLEMENTATION" for rlgl.h) @@ -56,7 +56,7 @@ EXAMPLES: > raylib_parser --output raylib_data.info --format XML Process to generate as XML text data - > raylib_parser --input raymath.h --output raymath_data.info --format XML + > raylib_parser --input raymath.h --output raymath_data.info --format XML --define RMAPI Process to generate as XML text data ``` diff --git a/parser/output/raylib_api.json b/parser/output/raylib_api.json index 1517846b9..9fd9bcef0 100644 --- a/parser/output/raylib_api.json +++ b/parser/output/raylib_api.json @@ -15,7 +15,7 @@ { "name": "RAYLIB_VERSION_MINOR", "type": "INT", - "value": 1, + "value": 6, "description": "" }, { @@ -27,7 +27,7 @@ { "name": "RAYLIB_VERSION", "type": "STRING", - "value": "5.1-dev", + "value": "5.6-dev", "description": "" }, { @@ -850,12 +850,22 @@ { "type": "unsigned char *", "name": "boneIds", - "description": "Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)" + "description": "Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning) (shader-location = 6)" }, { "type": "float *", "name": "boneWeights", - "description": "Vertex bone weight, up to 4 bones influence by vertex (skinning)" + "description": "Vertex bone weight, up to 4 bones influence by vertex (skinning) (shader-location = 7)" + }, + { + "type": "Matrix *", + "name": "boneMatrices", + "description": "Bones animated transformation matrices" + }, + { + "type": "int", + "name": "boneCount", + "description": "Number of bones" }, { "type": "unsigned int", @@ -1058,7 +1068,7 @@ { "type": "Vector3", "name": "direction", - "description": "Ray direction" + "description": "Ray direction (normalized)" } ] }, @@ -2254,7 +2264,7 @@ { "name": "GAMEPAD_BUTTON_RIGHT_TRIGGER_1", "value": 11, - "description": "Gamepad top/back trigger right (one), it could be a trailing button" + "description": "Gamepad top/back trigger right (first), it could be a trailing button" }, { "name": "GAMEPAD_BUTTON_RIGHT_TRIGGER_2", @@ -2518,6 +2528,26 @@ "name": "SHADER_LOC_MAP_BRDF", "value": 25, "description": "Shader location: sampler2d texture: brdf" + }, + { + "name": "SHADER_LOC_VERTEX_BONEIDS", + "value": 26, + "description": "Shader location: vertex attribute: boneIds" + }, + { + "name": "SHADER_LOC_VERTEX_BONEWEIGHTS", + "value": 27, + "description": "Shader location: vertex attribute: boneWeights" + }, + { + "name": "SHADER_LOC_BONE_MATRICES", + "value": 28, + "description": "Shader location: array of matrices uniform: boneMatrices" + }, + { + "name": "SHADER_LOC_VERTEX_INSTANCE_TX", + "value": 29, + "description": "Shader location: vertex attribute: instanceTransform" } ] }, @@ -2566,8 +2596,28 @@ "description": "Shader uniform type: ivec4 (4 int)" }, { - "name": "SHADER_UNIFORM_SAMPLER2D", + "name": "SHADER_UNIFORM_UINT", "value": 8, + "description": "Shader uniform type: unsigned int" + }, + { + "name": "SHADER_UNIFORM_UIVEC2", + "value": 9, + "description": "Shader uniform type: uivec2 (2 unsigned int)" + }, + { + "name": "SHADER_UNIFORM_UIVEC3", + "value": 10, + "description": "Shader uniform type: uivec3 (3 unsigned int)" + }, + { + "name": "SHADER_UNIFORM_UIVEC4", + "value": 11, + "description": "Shader uniform type: uivec4 (4 unsigned int)" + }, + { + "name": "SHADER_UNIFORM_SAMPLER2D", + "value": 12, "description": "Shader uniform type: sampler2d" } ] @@ -2814,11 +2864,6 @@ "name": "CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE", "value": 4, "description": "Layout is defined by a 4x3 cross with cubemap faces" - }, - { - "name": "CUBEMAP_LAYOUT_PANORAMA", - "value": 5, - "description": "Layout is defined by a panorama image (equirrectangular map)" } ] }, @@ -2957,27 +3002,27 @@ { "name": "CAMERA_CUSTOM", "value": 0, - "description": "Custom camera" + "description": "Camera custom, controlled by user (UpdateCamera() does nothing)" }, { "name": "CAMERA_FREE", "value": 1, - "description": "Free camera" + "description": "Camera free mode" }, { "name": "CAMERA_ORBITAL", "value": 2, - "description": "Orbital camera" + "description": "Camera orbital, around target, zoom supported" }, { "name": "CAMERA_FIRST_PERSON", "value": 3, - "description": "First person camera" + "description": "Camera first person" }, { "name": "CAMERA_THIRD_PERSON", "value": 4, - "description": "Third person camera" + "description": "Camera third person" } ] }, @@ -3157,22 +3202,22 @@ }, { "name": "IsWindowHidden", - "description": "Check if window is currently hidden (only PLATFORM_DESKTOP)", + "description": "Check if window is currently hidden", "returnType": "bool" }, { "name": "IsWindowMinimized", - "description": "Check if window is currently minimized (only PLATFORM_DESKTOP)", + "description": "Check if window is currently minimized", "returnType": "bool" }, { "name": "IsWindowMaximized", - "description": "Check if window is currently maximized (only PLATFORM_DESKTOP)", + "description": "Check if window is currently maximized", "returnType": "bool" }, { "name": "IsWindowFocused", - "description": "Check if window is currently focused (only PLATFORM_DESKTOP)", + "description": "Check if window is currently focused", "returnType": "bool" }, { @@ -3193,7 +3238,7 @@ }, { "name": "SetWindowState", - "description": "Set window configuration state using flags (only PLATFORM_DESKTOP)", + "description": "Set window configuration state using flags", "returnType": "void", "params": [ { @@ -3215,32 +3260,32 @@ }, { "name": "ToggleFullscreen", - "description": "Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)", + "description": "Toggle window state: fullscreen/windowed, resizes monitor to match window resolution", "returnType": "void" }, { "name": "ToggleBorderlessWindowed", - "description": "Toggle window state: borderless windowed (only PLATFORM_DESKTOP)", + "description": "Toggle window state: borderless windowed, resizes window to match monitor resolution", "returnType": "void" }, { "name": "MaximizeWindow", - "description": "Set window state: maximized, if resizable (only PLATFORM_DESKTOP)", + "description": "Set window state: maximized, if resizable", "returnType": "void" }, { "name": "MinimizeWindow", - "description": "Set window state: minimized, if resizable (only PLATFORM_DESKTOP)", + "description": "Set window state: minimized, if resizable", "returnType": "void" }, { "name": "RestoreWindow", - "description": "Set window state: not minimized/maximized (only PLATFORM_DESKTOP)", + "description": "Set window state: not minimized/maximized", "returnType": "void" }, { "name": "SetWindowIcon", - "description": "Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)", + "description": "Set icon for window (single image, RGBA 32bit)", "returnType": "void", "params": [ { @@ -3251,7 +3296,7 @@ }, { "name": "SetWindowIcons", - "description": "Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)", + "description": "Set icon for window (multiple images, RGBA 32bit)", "returnType": "void", "params": [ { @@ -3266,7 +3311,7 @@ }, { "name": "SetWindowTitle", - "description": "Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)", + "description": "Set title for window", "returnType": "void", "params": [ { @@ -3277,7 +3322,7 @@ }, { "name": "SetWindowPosition", - "description": "Set window position on screen (only PLATFORM_DESKTOP)", + "description": "Set window position on screen", "returnType": "void", "params": [ { @@ -3348,7 +3393,7 @@ }, { "name": "SetWindowOpacity", - "description": "Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)", + "description": "Set window opacity [0.0f..1.0f]", "returnType": "void", "params": [ { @@ -3359,7 +3404,7 @@ }, { "name": "SetWindowFocused", - "description": "Set window focused (only PLATFORM_DESKTOP)", + "description": "Set window focused", "returnType": "void" }, { @@ -3394,7 +3439,7 @@ }, { "name": "GetCurrentMonitor", - "description": "Get current connected monitor", + "description": "Get current monitor where window is placed", "returnType": "int" }, { @@ -3500,6 +3545,11 @@ "description": "Get clipboard text content", "returnType": "const char *" }, + { + "name": "GetClipboardImage", + "description": "Get clipboard image content", + "returnType": "Image" + }, { "name": "EnableEventWaiting", "description": "Enable waiting for events on EndDrawing(), no automatic event polling", @@ -3738,8 +3788,8 @@ ] }, { - "name": "IsShaderReady", - "description": "Check if a shader is ready", + "name": "IsShaderValid", + "description": "Check if a shader is valid (loaded on GPU)", "returnType": "bool", "params": [ { @@ -3849,7 +3899,7 @@ }, { "name": "SetShaderValueTexture", - "description": "Set shader uniform value for texture (sampler2d)", + "description": "Set shader uniform value and bind the texture (sampler2d)", "returnType": "void", "params": [ { @@ -3906,11 +3956,11 @@ "name": "camera" }, { - "type": "float", + "type": "int", "name": "width" }, { - "type": "float", + "type": "int", "name": "height" } ] @@ -4477,6 +4527,17 @@ "description": "Get the directory of the running application (uses static string)", "returnType": "const char *" }, + { + "name": "MakeDirectory", + "description": "Create directories (including full path requested), returns 0 on success", + "returnType": "int", + "params": [ + { + "type": "const char *", + "name": "dirPath" + } + ] + }, { "name": "ChangeDirectory", "description": "Change working directory, return true on success", @@ -4499,6 +4560,17 @@ } ] }, + { + "name": "IsFileNameValid", + "description": "Check if fileName is valid for the platform/OS", + "returnType": "bool", + "params": [ + { + "type": "const char *", + "name": "fileName" + } + ] + }, { "name": "LoadDirectoryFiles", "description": "Load directory filepaths", @@ -4512,7 +4584,7 @@ }, { "name": "LoadDirectoryFilesEx", - "description": "Load directory filepaths with extension filtering and recursive directory scan", + "description": "Load directory filepaths with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result", "returnType": "FilePathList", "params": [ { @@ -4644,6 +4716,51 @@ } ] }, + { + "name": "ComputeCRC32", + "description": "Compute CRC32 hash code", + "returnType": "unsigned int", + "params": [ + { + "type": "unsigned char *", + "name": "data" + }, + { + "type": "int", + "name": "dataSize" + } + ] + }, + { + "name": "ComputeMD5", + "description": "Compute MD5 hash code, returns static int[4] (16 bytes)", + "returnType": "unsigned int *", + "params": [ + { + "type": "unsigned char *", + "name": "data" + }, + { + "type": "int", + "name": "dataSize" + } + ] + }, + { + "name": "ComputeSHA1", + "description": "Compute SHA1 hash code, returns static int[5] (20 bytes)", + "returnType": "unsigned int *", + "params": [ + { + "type": "unsigned char *", + "name": "data" + }, + { + "type": "int", + "name": "dataSize" + } + ] + }, { "name": "LoadAutomationEventList", "description": "Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS", @@ -4737,7 +4854,7 @@ }, { "name": "IsKeyPressedRepeat", - "description": "Check if a key has been pressed again (Only PLATFORM_DESKTOP)", + "description": "Check if a key has been pressed again", "returnType": "bool", "params": [ { @@ -4789,6 +4906,17 @@ "description": "Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty", "returnType": "int" }, + { + "name": "GetKeyName", + "description": "Get name of a QWERTY key on the current keyboard layout (eg returns string 'q' for KEY_A on an AZERTY keyboard)", + "returnType": "const char *", + "params": [ + { + "type": "int", + "name": "key" + } + ] + }, { "name": "SetExitKey", "description": "Set a custom key to exit program (default is ESC)", @@ -4926,7 +5054,7 @@ }, { "name": "SetGamepadVibration", - "description": "Set gamepad vibration for both motors", + "description": "Set gamepad vibration for both motors (duration in seconds)", "returnType": "void", "params": [ { @@ -4940,6 +5068,10 @@ { "type": "float", "name": "rightMotor" + }, + { + "type": "float", + "name": "duration" } ] }, @@ -5139,7 +5271,7 @@ }, { "name": "GetGestureHoldDuration", - "description": "Get gesture hold time in milliseconds", + "description": "Get gesture hold time in seconds", "returnType": "float" }, { @@ -5227,7 +5359,7 @@ }, { "name": "DrawPixel", - "description": "Draw a pixel", + "description": "Draw a pixel using geometry [Can be slow, use with care]", "returnType": "void", "params": [ { @@ -5246,7 +5378,7 @@ }, { "name": "DrawPixelV", - "description": "Draw a pixel (Vector version)", + "description": "Draw a pixel using geometry (Vector version) [Can be slow, use with care]", "returnType": "void", "params": [ { @@ -5334,7 +5466,7 @@ "returnType": "void", "params": [ { - "type": "Vector2 *", + "type": "const Vector2 *", "name": "points" }, { @@ -5474,11 +5606,11 @@ }, { "type": "Color", - "name": "color1" + "name": "inner" }, { "type": "Color", - "name": "color2" + "name": "outer" } ] }, @@ -5774,11 +5906,11 @@ }, { "type": "Color", - "name": "color1" + "name": "top" }, { "type": "Color", - "name": "color2" + "name": "bottom" } ] }, @@ -5805,11 +5937,11 @@ }, { "type": "Color", - "name": "color1" + "name": "left" }, { "type": "Color", - "name": "color2" + "name": "right" } ] }, @@ -5824,19 +5956,19 @@ }, { "type": "Color", - "name": "col1" + "name": "topLeft" }, { "type": "Color", - "name": "col2" + "name": "bottomLeft" }, { "type": "Color", - "name": "col3" + "name": "topRight" }, { "type": "Color", - "name": "col4" + "name": "bottomRight" } ] }, @@ -5911,6 +6043,29 @@ }, { "name": "DrawRectangleRoundedLines", + "description": "Draw rectangle lines with rounded edges", + "returnType": "void", + "params": [ + { + "type": "Rectangle", + "name": "rec" + }, + { + "type": "float", + "name": "roundness" + }, + { + "type": "int", + "name": "segments" + }, + { + "type": "Color", + "name": "color" + } + ] + }, + { + "name": "DrawRectangleRoundedLinesEx", "description": "Draw rectangle with rounded edges outline", "returnType": "void", "params": [ @@ -5988,7 +6143,7 @@ "returnType": "void", "params": [ { - "type": "Vector2 *", + "type": "const Vector2 *", "name": "points" }, { @@ -6007,7 +6162,7 @@ "returnType": "void", "params": [ { - "type": "Vector2 *", + "type": "const Vector2 *", "name": "points" }, { @@ -6111,7 +6266,7 @@ "returnType": "void", "params": [ { - "type": "Vector2 *", + "type": "const Vector2 *", "name": "points" }, { @@ -6134,7 +6289,7 @@ "returnType": "void", "params": [ { - "type": "Vector2 *", + "type": "const Vector2 *", "name": "points" }, { @@ -6157,7 +6312,7 @@ "returnType": "void", "params": [ { - "type": "Vector2 *", + "type": "const Vector2 *", "name": "points" }, { @@ -6180,7 +6335,7 @@ "returnType": "void", "params": [ { - "type": "Vector2 *", + "type": "const Vector2 *", "name": "points" }, { @@ -6203,7 +6358,7 @@ "returnType": "void", "params": [ { - "type": "Vector2 *", + "type": "const Vector2 *", "name": "points" }, { @@ -6543,6 +6698,29 @@ } ] }, + { + "name": "CheckCollisionCircleLine", + "description": "Check if circle collides with a line created betweeen two points [p1] and [p2]", + "returnType": "bool", + "params": [ + { + "type": "Vector2", + "name": "center" + }, + { + "type": "float", + "name": "radius" + }, + { + "type": "Vector2", + "name": "p1" + }, + { + "type": "Vector2", + "name": "p2" + } + ] + }, { "name": "CheckCollisionPointRec", "description": "Check if point is inside rectangle", @@ -6600,6 +6778,29 @@ } ] }, + { + "name": "CheckCollisionPointLine", + "description": "Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]", + "returnType": "bool", + "params": [ + { + "type": "Vector2", + "name": "point" + }, + { + "type": "Vector2", + "name": "p1" + }, + { + "type": "Vector2", + "name": "p2" + }, + { + "type": "int", + "name": "threshold" + } + ] + }, { "name": "CheckCollisionPointPoly", "description": "Check if point is within a polygon described by array of vertices", @@ -6610,7 +6811,7 @@ "name": "point" }, { - "type": "Vector2 *", + "type": "const Vector2 *", "name": "points" }, { @@ -6646,29 +6847,6 @@ } ] }, - { - "name": "CheckCollisionPointLine", - "description": "Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]", - "returnType": "bool", - "params": [ - { - "type": "Vector2", - "name": "point" - }, - { - "type": "Vector2", - "name": "p1" - }, - { - "type": "Vector2", - "name": "p2" - }, - { - "type": "int", - "name": "threshold" - } - ] - }, { "name": "GetCollisionRec", "description": "Get collision rectangle for two rectangles collision", @@ -6722,25 +6900,6 @@ } ] }, - { - "name": "LoadImageSvg", - "description": "Load image from SVG file data or string with specified size", - "returnType": "Image", - "params": [ - { - "type": "const char *", - "name": "fileNameOrString" - }, - { - "type": "int", - "name": "width" - }, - { - "type": "int", - "name": "height" - } - ] - }, { "name": "LoadImageAnim", "description": "Load image sequence from file (frames appended to image.data)", @@ -6815,8 +6974,8 @@ "returnType": "Image" }, { - "name": "IsImageReady", - "description": "Check if an image is ready", + "name": "IsImageValid", + "description": "Check if an image is valid (data and parameters)", "returnType": "bool", "params": [ { @@ -7126,6 +7285,21 @@ } ] }, + { + "name": "ImageFromChannel", + "description": "Create an image from a selected channel of another image (GRAYSCALE)", + "returnType": "Image", + "params": [ + { + "type": "Image", + "name": "image" + }, + { + "type": "int", + "name": "selectedChannel" + } + ] + }, { "name": "ImageText", "description": "Create an image from text (default font)", @@ -7294,7 +7468,7 @@ }, { "name": "ImageKernelConvolution", - "description": "Apply Custom Square image convolution kernel", + "description": "Apply custom square convolution kernel to image", "returnType": "void", "params": [ { @@ -7302,7 +7476,7 @@ "name": "image" }, { - "type": "float*", + "type": "const float *", "name": "kernel" }, { @@ -7760,6 +7934,33 @@ } ] }, + { + "name": "ImageDrawLineEx", + "description": "Draw a line defining thickness within an image", + "returnType": "void", + "params": [ + { + "type": "Image *", + "name": "dst" + }, + { + "type": "Vector2", + "name": "start" + }, + { + "type": "Vector2", + "name": "end" + }, + { + "type": "int", + "name": "thick" + }, + { + "type": "Color", + "name": "color" + } + ] + }, { "name": "ImageDrawCircle", "description": "Draw a filled circle within an image", @@ -7956,6 +8157,141 @@ } ] }, + { + "name": "ImageDrawTriangle", + "description": "Draw triangle within an image", + "returnType": "void", + "params": [ + { + "type": "Image *", + "name": "dst" + }, + { + "type": "Vector2", + "name": "v1" + }, + { + "type": "Vector2", + "name": "v2" + }, + { + "type": "Vector2", + "name": "v3" + }, + { + "type": "Color", + "name": "color" + } + ] + }, + { + "name": "ImageDrawTriangleEx", + "description": "Draw triangle with interpolated colors within an image", + "returnType": "void", + "params": [ + { + "type": "Image *", + "name": "dst" + }, + { + "type": "Vector2", + "name": "v1" + }, + { + "type": "Vector2", + "name": "v2" + }, + { + "type": "Vector2", + "name": "v3" + }, + { + "type": "Color", + "name": "c1" + }, + { + "type": "Color", + "name": "c2" + }, + { + "type": "Color", + "name": "c3" + } + ] + }, + { + "name": "ImageDrawTriangleLines", + "description": "Draw triangle outline within an image", + "returnType": "void", + "params": [ + { + "type": "Image *", + "name": "dst" + }, + { + "type": "Vector2", + "name": "v1" + }, + { + "type": "Vector2", + "name": "v2" + }, + { + "type": "Vector2", + "name": "v3" + }, + { + "type": "Color", + "name": "color" + } + ] + }, + { + "name": "ImageDrawTriangleFan", + "description": "Draw a triangle fan defined by points within an image (first vertex is the center)", + "returnType": "void", + "params": [ + { + "type": "Image *", + "name": "dst" + }, + { + "type": "Vector2 *", + "name": "points" + }, + { + "type": "int", + "name": "pointCount" + }, + { + "type": "Color", + "name": "color" + } + ] + }, + { + "name": "ImageDrawTriangleStrip", + "description": "Draw a triangle strip defined by points within an image", + "returnType": "void", + "params": [ + { + "type": "Image *", + "name": "dst" + }, + { + "type": "Vector2 *", + "name": "points" + }, + { + "type": "int", + "name": "pointCount" + }, + { + "type": "Color", + "name": "color" + } + ] + }, { "name": "ImageDraw", "description": "Draw a source image within a destination image (tint applied to source)", @@ -8102,8 +8438,8 @@ ] }, { - "name": "IsTextureReady", - "description": "Check if a texture is ready", + "name": "IsTextureValid", + "description": "Check if a texture is valid (loaded in GPU)", "returnType": "bool", "params": [ { @@ -8124,8 +8460,8 @@ ] }, { - "name": "IsRenderTextureReady", - "description": "Check if a render texture is ready", + "name": "IsRenderTextureValid", + "description": "Check if a render texture is valid (loaded in GPU)", "returnType": "bool", "params": [ { @@ -8546,6 +8882,25 @@ } ] }, + { + "name": "ColorLerp", + "description": "Get color lerp interpolation between two colors, factor [0.0f..1.0f]", + "returnType": "Color", + "params": [ + { + "type": "Color", + "name": "color1" + }, + { + "type": "Color", + "name": "color2" + }, + { + "type": "float", + "name": "factor" + } + ] + }, { "name": "GetColor", "description": "Get Color structure from hexadecimal value", @@ -8628,7 +8983,7 @@ }, { "name": "LoadFontEx", - "description": "Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character setFont", + "description": "Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set, font size is provided in pixels height", "returnType": "Font", "params": [ { @@ -8700,8 +9055,8 @@ ] }, { - "name": "IsFontReady", - "description": "Check if a font is ready", + "name": "IsFontValid", + "description": "Check if a font is valid (font data loaded, WARNING: GPU texture not checked)", "returnType": "bool", "params": [ { @@ -9320,10 +9675,10 @@ { "name": "TextJoin", "description": "Join text strings with delimiter", - "returnType": "const char *", + "returnType": "char *", "params": [ { - "type": "const char **", + "type": "char **", "name": "textList" }, { @@ -9339,7 +9694,7 @@ { "name": "TextSplit", "description": "Split text into multiple strings", - "returnType": "const char **", + "returnType": "char **", "params": [ { "type": "const char *", @@ -9392,7 +9747,7 @@ { "name": "TextToUpper", "description": "Get upper case version of provided string", - "returnType": "const char *", + "returnType": "char *", "params": [ { "type": "const char *", @@ -9403,7 +9758,7 @@ { "name": "TextToLower", "description": "Get lower case version of provided string", - "returnType": "const char *", + "returnType": "char *", "params": [ { "type": "const char *", @@ -9414,7 +9769,29 @@ { "name": "TextToPascal", "description": "Get Pascal case notation version of provided string", - "returnType": "const char *", + "returnType": "char *", + "params": [ + { + "type": "const char *", + "name": "text" + } + ] + }, + { + "name": "TextToSnake", + "description": "Get Snake case notation version of provided string", + "returnType": "char *", + "params": [ + { + "type": "const char *", + "name": "text" + } + ] + }, + { + "name": "TextToCamel", + "description": "Get Camel case notation version of provided string", + "returnType": "char *", "params": [ { "type": "const char *", @@ -9424,7 +9801,7 @@ }, { "name": "TextToInteger", - "description": "Get integer value from text (negative values not supported)", + "description": "Get integer value from text", "returnType": "int", "params": [ { @@ -9435,7 +9812,7 @@ }, { "name": "TextToFloat", - "description": "Get float value from text (negative values not supported)", + "description": "Get float value from text", "returnType": "float", "params": [ { @@ -9534,7 +9911,7 @@ "returnType": "void", "params": [ { - "type": "Vector3 *", + "type": "const Vector3 *", "name": "points" }, { @@ -9970,8 +10347,8 @@ ] }, { - "name": "IsModelReady", - "description": "Check if a model is ready", + "name": "IsModelValid", + "description": "Check if a model is valid (loaded in GPU, VAO/VBOs)", "returnType": "bool", "params": [ { @@ -10110,6 +10487,60 @@ } ] }, + { + "name": "DrawModelPoints", + "description": "Draw a model as points", + "returnType": "void", + "params": [ + { + "type": "Model", + "name": "model" + }, + { + "type": "Vector3", + "name": "position" + }, + { + "type": "float", + "name": "scale" + }, + { + "type": "Color", + "name": "tint" + } + ] + }, + { + "name": "DrawModelPointsEx", + "description": "Draw a model as points with extended parameters", + "returnType": "void", + "params": [ + { + "type": "Model", + "name": "model" + }, + { + "type": "Vector3", + "name": "position" + }, + { + "type": "Vector3", + "name": "rotationAxis" + }, + { + "type": "float", + "name": "rotationAngle" + }, + { + "type": "Vector3", + "name": "scale" + }, + { + "type": "Color", + "name": "tint" + } + ] + }, { "name": "DrawBoundingBox", "description": "Draw bounding box (wires)", @@ -10144,7 +10575,7 @@ }, { "type": "float", - "name": "size" + "name": "scale" }, { "type": "Color", @@ -10603,8 +11034,8 @@ "returnType": "Material" }, { - "name": "IsMaterialReady", - "description": "Check if a material is ready", + "name": "IsMaterialValid", + "description": "Check if a material is valid (shader assigned, map textures loaded in GPU)", "returnType": "bool", "params": [ { @@ -10679,7 +11110,26 @@ }, { "name": "UpdateModelAnimation", - "description": "Update model animation pose", + "description": "Update model animation pose (CPU)", + "returnType": "void", + "params": [ + { + "type": "Model", + "name": "model" + }, + { + "type": "ModelAnimation", + "name": "anim" + }, + { + "type": "int", + "name": "frame" + } + ] + }, + { + "name": "UpdateModelAnimationBones", + "description": "Update model animation mesh bone matrices (GPU skinning)", "returnType": "void", "params": [ { @@ -10959,8 +11409,8 @@ ] }, { - "name": "IsWaveReady", - "description": "Checks if wave data is ready", + "name": "IsWaveValid", + "description": "Checks if wave data is valid (data loaded and parameters)", "returnType": "bool", "params": [ { @@ -11003,8 +11453,8 @@ ] }, { - "name": "IsSoundReady", - "description": "Checks if a sound is ready", + "name": "IsSoundValid", + "description": "Checks if a sound is valid (data loaded and buffers initialized)", "returnType": "bool", "params": [ { @@ -11208,7 +11658,7 @@ }, { "name": "WaveCrop", - "description": "Crop a wave to defined samples range", + "description": "Crop a wave to defined frames range", "returnType": "void", "params": [ { @@ -11217,11 +11667,11 @@ }, { "type": "int", - "name": "initSample" + "name": "initFrame" }, { "type": "int", - "name": "finalSample" + "name": "finalFrame" } ] }, @@ -11301,8 +11751,8 @@ ] }, { - "name": "IsMusicReady", - "description": "Checks if a music stream is ready", + "name": "IsMusicValid", + "description": "Checks if a music stream is valid (context and buffers initialized)", "returnType": "bool", "params": [ { @@ -11490,8 +11940,8 @@ ] }, { - "name": "IsAudioStreamReady", - "description": "Checks if an audio stream is ready", + "name": "IsAudioStreamValid", + "description": "Checks if an audio stream is valid (buffers initialized)", "returnType": "bool", "params": [ { diff --git a/parser/output/raylib_api.lua b/parser/output/raylib_api.lua index 1423e237d..59eb4b0fc 100644 --- a/parser/output/raylib_api.lua +++ b/parser/output/raylib_api.lua @@ -15,7 +15,7 @@ return { { name = "RAYLIB_VERSION_MINOR", type = "INT", - value = 1, + value = 6, description = "" }, { @@ -27,7 +27,7 @@ return { { name = "RAYLIB_VERSION", type = "STRING", - value = "5.1-dev", + value = "5.6-dev", description = "" }, { @@ -850,12 +850,22 @@ return { { type = "unsigned char *", name = "boneIds", - description = "Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)" + description = "Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning) (shader-location = 6)" }, { type = "float *", name = "boneWeights", - description = "Vertex bone weight, up to 4 bones influence by vertex (skinning)" + description = "Vertex bone weight, up to 4 bones influence by vertex (skinning) (shader-location = 7)" + }, + { + type = "Matrix *", + name = "boneMatrices", + description = "Bones animated transformation matrices" + }, + { + type = "int", + name = "boneCount", + description = "Number of bones" }, { type = "unsigned int", @@ -1058,7 +1068,7 @@ return { { type = "Vector3", name = "direction", - description = "Ray direction" + description = "Ray direction (normalized)" } } }, @@ -2254,7 +2264,7 @@ return { { name = "GAMEPAD_BUTTON_RIGHT_TRIGGER_1", value = 11, - description = "Gamepad top/back trigger right (one), it could be a trailing button" + description = "Gamepad top/back trigger right (first), it could be a trailing button" }, { name = "GAMEPAD_BUTTON_RIGHT_TRIGGER_2", @@ -2518,6 +2528,26 @@ return { name = "SHADER_LOC_MAP_BRDF", value = 25, description = "Shader location: sampler2d texture: brdf" + }, + { + name = "SHADER_LOC_VERTEX_BONEIDS", + value = 26, + description = "Shader location: vertex attribute: boneIds" + }, + { + name = "SHADER_LOC_VERTEX_BONEWEIGHTS", + value = 27, + description = "Shader location: vertex attribute: boneWeights" + }, + { + name = "SHADER_LOC_BONE_MATRICES", + value = 28, + description = "Shader location: array of matrices uniform: boneMatrices" + }, + { + name = "SHADER_LOC_VERTEX_INSTANCE_TX", + value = 29, + description = "Shader location: vertex attribute: instanceTransform" } } }, @@ -2566,8 +2596,28 @@ return { description = "Shader uniform type: ivec4 (4 int)" }, { - name = "SHADER_UNIFORM_SAMPLER2D", + name = "SHADER_UNIFORM_UINT", value = 8, + description = "Shader uniform type: unsigned int" + }, + { + name = "SHADER_UNIFORM_UIVEC2", + value = 9, + description = "Shader uniform type: uivec2 (2 unsigned int)" + }, + { + name = "SHADER_UNIFORM_UIVEC3", + value = 10, + description = "Shader uniform type: uivec3 (3 unsigned int)" + }, + { + name = "SHADER_UNIFORM_UIVEC4", + value = 11, + description = "Shader uniform type: uivec4 (4 unsigned int)" + }, + { + name = "SHADER_UNIFORM_SAMPLER2D", + value = 12, description = "Shader uniform type: sampler2d" } } @@ -2814,11 +2864,6 @@ return { name = "CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE", value = 4, description = "Layout is defined by a 4x3 cross with cubemap faces" - }, - { - name = "CUBEMAP_LAYOUT_PANORAMA", - value = 5, - description = "Layout is defined by a panorama image (equirrectangular map)" } } }, @@ -2957,27 +3002,27 @@ return { { name = "CAMERA_CUSTOM", value = 0, - description = "Custom camera" + description = "Camera custom, controlled by user (UpdateCamera() does nothing)" }, { name = "CAMERA_FREE", value = 1, - description = "Free camera" + description = "Camera free mode" }, { name = "CAMERA_ORBITAL", value = 2, - description = "Orbital camera" + description = "Camera orbital, around target, zoom supported" }, { name = "CAMERA_FIRST_PERSON", value = 3, - description = "First person camera" + description = "Camera first person" }, { name = "CAMERA_THIRD_PERSON", value = 4, - description = "Third person camera" + description = "Camera third person" } } }, @@ -3109,22 +3154,22 @@ return { }, { name = "IsWindowHidden", - description = "Check if window is currently hidden (only PLATFORM_DESKTOP)", + description = "Check if window is currently hidden", returnType = "bool" }, { name = "IsWindowMinimized", - description = "Check if window is currently minimized (only PLATFORM_DESKTOP)", + description = "Check if window is currently minimized", returnType = "bool" }, { name = "IsWindowMaximized", - description = "Check if window is currently maximized (only PLATFORM_DESKTOP)", + description = "Check if window is currently maximized", returnType = "bool" }, { name = "IsWindowFocused", - description = "Check if window is currently focused (only PLATFORM_DESKTOP)", + description = "Check if window is currently focused", returnType = "bool" }, { @@ -3142,7 +3187,7 @@ return { }, { name = "SetWindowState", - description = "Set window configuration state using flags (only PLATFORM_DESKTOP)", + description = "Set window configuration state using flags", returnType = "void", params = { {type = "unsigned int", name = "flags"} @@ -3158,32 +3203,32 @@ return { }, { name = "ToggleFullscreen", - description = "Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)", + description = "Toggle window state: fullscreen/windowed, resizes monitor to match window resolution", returnType = "void" }, { name = "ToggleBorderlessWindowed", - description = "Toggle window state: borderless windowed (only PLATFORM_DESKTOP)", + description = "Toggle window state: borderless windowed, resizes window to match monitor resolution", returnType = "void" }, { name = "MaximizeWindow", - description = "Set window state: maximized, if resizable (only PLATFORM_DESKTOP)", + description = "Set window state: maximized, if resizable", returnType = "void" }, { name = "MinimizeWindow", - description = "Set window state: minimized, if resizable (only PLATFORM_DESKTOP)", + description = "Set window state: minimized, if resizable", returnType = "void" }, { name = "RestoreWindow", - description = "Set window state: not minimized/maximized (only PLATFORM_DESKTOP)", + description = "Set window state: not minimized/maximized", returnType = "void" }, { name = "SetWindowIcon", - description = "Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)", + description = "Set icon for window (single image, RGBA 32bit)", returnType = "void", params = { {type = "Image", name = "image"} @@ -3191,7 +3236,7 @@ return { }, { name = "SetWindowIcons", - description = "Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)", + description = "Set icon for window (multiple images, RGBA 32bit)", returnType = "void", params = { {type = "Image *", name = "images"}, @@ -3200,7 +3245,7 @@ return { }, { name = "SetWindowTitle", - description = "Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)", + description = "Set title for window", returnType = "void", params = { {type = "const char *", name = "title"} @@ -3208,7 +3253,7 @@ return { }, { name = "SetWindowPosition", - description = "Set window position on screen (only PLATFORM_DESKTOP)", + description = "Set window position on screen", returnType = "void", params = { {type = "int", name = "x"}, @@ -3252,7 +3297,7 @@ return { }, { name = "SetWindowOpacity", - description = "Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)", + description = "Set window opacity [0.0f..1.0f]", returnType = "void", params = { {type = "float", name = "opacity"} @@ -3260,7 +3305,7 @@ return { }, { name = "SetWindowFocused", - description = "Set window focused (only PLATFORM_DESKTOP)", + description = "Set window focused", returnType = "void" }, { @@ -3295,7 +3340,7 @@ return { }, { name = "GetCurrentMonitor", - description = "Get current connected monitor", + description = "Get current monitor where window is placed", returnType = "int" }, { @@ -3377,6 +3422,11 @@ return { description = "Get clipboard text content", returnType = "const char *" }, + { + name = "GetClipboardImage", + description = "Get clipboard image content", + returnType = "Image" + }, { name = "EnableEventWaiting", description = "Enable waiting for events on EndDrawing(), no automatic event polling", @@ -3564,8 +3614,8 @@ return { } }, { - name = "IsShaderReady", - description = "Check if a shader is ready", + name = "IsShaderValid", + description = "Check if a shader is valid (loaded on GPU)", returnType = "bool", params = { {type = "Shader", name = "shader"} @@ -3624,7 +3674,7 @@ return { }, { name = "SetShaderValueTexture", - description = "Set shader uniform value for texture (sampler2d)", + description = "Set shader uniform value and bind the texture (sampler2d)", returnType = "void", params = { {type = "Shader", name = "shader"}, @@ -3656,8 +3706,8 @@ return { params = { {type = "Vector2", name = "position"}, {type = "Camera", name = "camera"}, - {type = "float", name = "width"}, - {type = "float", name = "height"} + {type = "int", name = "width"}, + {type = "int", name = "height"} } }, { @@ -4042,6 +4092,14 @@ return { description = "Get the directory of the running application (uses static string)", returnType = "const char *" }, + { + name = "MakeDirectory", + description = "Create directories (including full path requested), returns 0 on success", + returnType = "int", + params = { + {type = "const char *", name = "dirPath"} + } + }, { name = "ChangeDirectory", description = "Change working directory, return true on success", @@ -4058,6 +4116,14 @@ return { {type = "const char *", name = "path"} } }, + { + name = "IsFileNameValid", + description = "Check if fileName is valid for the platform/OS", + returnType = "bool", + params = { + {type = "const char *", name = "fileName"} + } + }, { name = "LoadDirectoryFiles", description = "Load directory filepaths", @@ -4068,7 +4134,7 @@ return { }, { name = "LoadDirectoryFilesEx", - description = "Load directory filepaths with extension filtering and recursive directory scan", + description = "Load directory filepaths with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result", returnType = "FilePathList", params = { {type = "const char *", name = "basePath"}, @@ -4149,6 +4215,33 @@ return { {type = "int *", name = "outputSize"} } }, + { + name = "ComputeCRC32", + description = "Compute CRC32 hash code", + returnType = "unsigned int", + params = { + {type = "unsigned char *", name = "data"}, + {type = "int", name = "dataSize"} + } + }, + { + name = "ComputeMD5", + description = "Compute MD5 hash code, returns static int[4] (16 bytes)", + returnType = "unsigned int *", + params = { + {type = "unsigned char *", name = "data"}, + {type = "int", name = "dataSize"} + } + }, + { + name = "ComputeSHA1", + description = "Compute SHA1 hash code, returns static int[5] (20 bytes)", + returnType = "unsigned int *", + params = { + {type = "unsigned char *", name = "data"}, + {type = "int", name = "dataSize"} + } + }, { name = "LoadAutomationEventList", description = "Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS", @@ -4218,7 +4311,7 @@ return { }, { name = "IsKeyPressedRepeat", - description = "Check if a key has been pressed again (Only PLATFORM_DESKTOP)", + description = "Check if a key has been pressed again", returnType = "bool", params = { {type = "int", name = "key"} @@ -4258,6 +4351,14 @@ return { description = "Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty", returnType = "int" }, + { + name = "GetKeyName", + description = "Get name of a QWERTY key on the current keyboard layout (eg returns string 'q' for KEY_A on an AZERTY keyboard)", + returnType = "const char *", + params = { + {type = "int", name = "key"} + } + }, { name = "SetExitKey", description = "Set a custom key to exit program (default is ESC)", @@ -4350,12 +4451,13 @@ return { }, { name = "SetGamepadVibration", - description = "Set gamepad vibration for both motors", + description = "Set gamepad vibration for both motors (duration in seconds)", returnType = "void", params = { {type = "int", name = "gamepad"}, {type = "float", name = "leftMotor"}, - {type = "float", name = "rightMotor"} + {type = "float", name = "rightMotor"}, + {type = "float", name = "duration"} } }, { @@ -4509,7 +4611,7 @@ return { }, { name = "GetGestureHoldDuration", - description = "Get gesture hold time in milliseconds", + description = "Get gesture hold time in seconds", returnType = "float" }, { @@ -4573,7 +4675,7 @@ return { }, { name = "DrawPixel", - description = "Draw a pixel", + description = "Draw a pixel using geometry [Can be slow, use with care]", returnType = "void", params = { {type = "int", name = "posX"}, @@ -4583,7 +4685,7 @@ return { }, { name = "DrawPixelV", - description = "Draw a pixel (Vector version)", + description = "Draw a pixel using geometry (Vector version) [Can be slow, use with care]", returnType = "void", params = { {type = "Vector2", name = "position"}, @@ -4628,7 +4730,7 @@ return { description = "Draw lines sequence (using gl lines)", returnType = "void", params = { - {type = "Vector2 *", name = "points"}, + {type = "const Vector2 *", name = "points"}, {type = "int", name = "pointCount"}, {type = "Color", name = "color"} } @@ -4689,8 +4791,8 @@ return { {type = "int", name = "centerX"}, {type = "int", name = "centerY"}, {type = "float", name = "radius"}, - {type = "Color", name = "color1"}, - {type = "Color", name = "color2"} + {type = "Color", name = "inner"}, + {type = "Color", name = "outer"} } }, { @@ -4827,8 +4929,8 @@ return { {type = "int", name = "posY"}, {type = "int", name = "width"}, {type = "int", name = "height"}, - {type = "Color", name = "color1"}, - {type = "Color", name = "color2"} + {type = "Color", name = "top"}, + {type = "Color", name = "bottom"} } }, { @@ -4840,8 +4942,8 @@ return { {type = "int", name = "posY"}, {type = "int", name = "width"}, {type = "int", name = "height"}, - {type = "Color", name = "color1"}, - {type = "Color", name = "color2"} + {type = "Color", name = "left"}, + {type = "Color", name = "right"} } }, { @@ -4850,10 +4952,10 @@ return { returnType = "void", params = { {type = "Rectangle", name = "rec"}, - {type = "Color", name = "col1"}, - {type = "Color", name = "col2"}, - {type = "Color", name = "col3"}, - {type = "Color", name = "col4"} + {type = "Color", name = "topLeft"}, + {type = "Color", name = "bottomLeft"}, + {type = "Color", name = "topRight"}, + {type = "Color", name = "bottomRight"} } }, { @@ -4891,6 +4993,17 @@ return { }, { name = "DrawRectangleRoundedLines", + description = "Draw rectangle lines with rounded edges", + returnType = "void", + params = { + {type = "Rectangle", name = "rec"}, + {type = "float", name = "roundness"}, + {type = "int", name = "segments"}, + {type = "Color", name = "color"} + } + }, + { + name = "DrawRectangleRoundedLinesEx", description = "Draw rectangle with rounded edges outline", returnType = "void", params = { @@ -4928,7 +5041,7 @@ return { description = "Draw a triangle fan defined by points (first vertex is the center)", returnType = "void", params = { - {type = "Vector2 *", name = "points"}, + {type = "const Vector2 *", name = "points"}, {type = "int", name = "pointCount"}, {type = "Color", name = "color"} } @@ -4938,7 +5051,7 @@ return { description = "Draw a triangle strip defined by points", returnType = "void", params = { - {type = "Vector2 *", name = "points"}, + {type = "const Vector2 *", name = "points"}, {type = "int", name = "pointCount"}, {type = "Color", name = "color"} } @@ -4985,7 +5098,7 @@ return { description = "Draw spline: Linear, minimum 2 points", returnType = "void", params = { - {type = "Vector2 *", name = "points"}, + {type = "const Vector2 *", name = "points"}, {type = "int", name = "pointCount"}, {type = "float", name = "thick"}, {type = "Color", name = "color"} @@ -4996,7 +5109,7 @@ return { description = "Draw spline: B-Spline, minimum 4 points", returnType = "void", params = { - {type = "Vector2 *", name = "points"}, + {type = "const Vector2 *", name = "points"}, {type = "int", name = "pointCount"}, {type = "float", name = "thick"}, {type = "Color", name = "color"} @@ -5007,7 +5120,7 @@ return { description = "Draw spline: Catmull-Rom, minimum 4 points", returnType = "void", params = { - {type = "Vector2 *", name = "points"}, + {type = "const Vector2 *", name = "points"}, {type = "int", name = "pointCount"}, {type = "float", name = "thick"}, {type = "Color", name = "color"} @@ -5018,7 +5131,7 @@ return { description = "Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]", returnType = "void", params = { - {type = "Vector2 *", name = "points"}, + {type = "const Vector2 *", name = "points"}, {type = "int", name = "pointCount"}, {type = "float", name = "thick"}, {type = "Color", name = "color"} @@ -5029,7 +5142,7 @@ return { description = "Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]", returnType = "void", params = { - {type = "Vector2 *", name = "points"}, + {type = "const Vector2 *", name = "points"}, {type = "int", name = "pointCount"}, {type = "float", name = "thick"}, {type = "Color", name = "color"} @@ -5184,6 +5297,17 @@ return { {type = "Rectangle", name = "rec"} } }, + { + name = "CheckCollisionCircleLine", + description = "Check if circle collides with a line created betweeen two points [p1] and [p2]", + returnType = "bool", + params = { + {type = "Vector2", name = "center"}, + {type = "float", name = "radius"}, + {type = "Vector2", name = "p1"}, + {type = "Vector2", name = "p2"} + } + }, { name = "CheckCollisionPointRec", description = "Check if point is inside rectangle", @@ -5214,13 +5338,24 @@ return { {type = "Vector2", name = "p3"} } }, + { + name = "CheckCollisionPointLine", + description = "Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]", + returnType = "bool", + params = { + {type = "Vector2", name = "point"}, + {type = "Vector2", name = "p1"}, + {type = "Vector2", name = "p2"}, + {type = "int", name = "threshold"} + } + }, { name = "CheckCollisionPointPoly", description = "Check if point is within a polygon described by array of vertices", returnType = "bool", params = { {type = "Vector2", name = "point"}, - {type = "Vector2 *", name = "points"}, + {type = "const Vector2 *", name = "points"}, {type = "int", name = "pointCount"} } }, @@ -5236,17 +5371,6 @@ return { {type = "Vector2 *", name = "collisionPoint"} } }, - { - name = "CheckCollisionPointLine", - description = "Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]", - returnType = "bool", - params = { - {type = "Vector2", name = "point"}, - {type = "Vector2", name = "p1"}, - {type = "Vector2", name = "p2"}, - {type = "int", name = "threshold"} - } - }, { name = "GetCollisionRec", description = "Get collision rectangle for two rectangles collision", @@ -5276,16 +5400,6 @@ return { {type = "int", name = "headerSize"} } }, - { - name = "LoadImageSvg", - description = "Load image from SVG file data or string with specified size", - returnType = "Image", - params = { - {type = "const char *", name = "fileNameOrString"}, - {type = "int", name = "width"}, - {type = "int", name = "height"} - } - }, { name = "LoadImageAnim", description = "Load image sequence from file (frames appended to image.data)", @@ -5330,8 +5444,8 @@ return { returnType = "Image" }, { - name = "IsImageReady", - description = "Check if an image is ready", + name = "IsImageValid", + description = "Check if an image is valid (data and parameters)", returnType = "bool", params = { {type = "Image", name = "image"} @@ -5491,6 +5605,15 @@ return { {type = "Rectangle", name = "rec"} } }, + { + name = "ImageFromChannel", + description = "Create an image from a selected channel of another image (GRAYSCALE)", + returnType = "Image", + params = { + {type = "Image", name = "image"}, + {type = "int", name = "selectedChannel"} + } + }, { name = "ImageText", description = "Create an image from text (default font)", @@ -5587,11 +5710,11 @@ return { }, { name = "ImageKernelConvolution", - description = "Apply Custom Square image convolution kernel", + description = "Apply custom square convolution kernel to image", returnType = "void", params = { {type = "Image *", name = "image"}, - {type = "float*", name = "kernel"}, + {type = "const float *", name = "kernel"}, {type = "int", name = "kernelSize"} } }, @@ -5849,6 +5972,18 @@ return { {type = "Color", name = "color"} } }, + { + name = "ImageDrawLineEx", + description = "Draw a line defining thickness within an image", + returnType = "void", + params = { + {type = "Image *", name = "dst"}, + {type = "Vector2", name = "start"}, + {type = "Vector2", name = "end"}, + {type = "int", name = "thick"}, + {type = "Color", name = "color"} + } + }, { name = "ImageDrawCircle", description = "Draw a filled circle within an image", @@ -5940,6 +6075,66 @@ return { {type = "Color", name = "color"} } }, + { + name = "ImageDrawTriangle", + description = "Draw triangle within an image", + returnType = "void", + params = { + {type = "Image *", name = "dst"}, + {type = "Vector2", name = "v1"}, + {type = "Vector2", name = "v2"}, + {type = "Vector2", name = "v3"}, + {type = "Color", name = "color"} + } + }, + { + name = "ImageDrawTriangleEx", + description = "Draw triangle with interpolated colors within an image", + returnType = "void", + params = { + {type = "Image *", name = "dst"}, + {type = "Vector2", name = "v1"}, + {type = "Vector2", name = "v2"}, + {type = "Vector2", name = "v3"}, + {type = "Color", name = "c1"}, + {type = "Color", name = "c2"}, + {type = "Color", name = "c3"} + } + }, + { + name = "ImageDrawTriangleLines", + description = "Draw triangle outline within an image", + returnType = "void", + params = { + {type = "Image *", name = "dst"}, + {type = "Vector2", name = "v1"}, + {type = "Vector2", name = "v2"}, + {type = "Vector2", name = "v3"}, + {type = "Color", name = "color"} + } + }, + { + name = "ImageDrawTriangleFan", + description = "Draw a triangle fan defined by points within an image (first vertex is the center)", + returnType = "void", + params = { + {type = "Image *", name = "dst"}, + {type = "Vector2 *", name = "points"}, + {type = "int", name = "pointCount"}, + {type = "Color", name = "color"} + } + }, + { + name = "ImageDrawTriangleStrip", + description = "Draw a triangle strip defined by points within an image", + returnType = "void", + params = { + {type = "Image *", name = "dst"}, + {type = "Vector2 *", name = "points"}, + {type = "int", name = "pointCount"}, + {type = "Color", name = "color"} + } + }, { name = "ImageDraw", description = "Draw a source image within a destination image (tint applied to source)", @@ -6014,8 +6209,8 @@ return { } }, { - name = "IsTextureReady", - description = "Check if a texture is ready", + name = "IsTextureValid", + description = "Check if a texture is valid (loaded in GPU)", returnType = "bool", params = { {type = "Texture2D", name = "texture"} @@ -6030,8 +6225,8 @@ return { } }, { - name = "IsRenderTextureReady", - description = "Check if a render texture is ready", + name = "IsRenderTextureValid", + description = "Check if a render texture is valid (loaded in GPU)", returnType = "bool", params = { {type = "RenderTexture2D", name = "target"} @@ -6266,6 +6461,16 @@ return { {type = "Color", name = "tint"} } }, + { + name = "ColorLerp", + description = "Get color lerp interpolation between two colors, factor [0.0f..1.0f]", + returnType = "Color", + params = { + {type = "Color", name = "color1"}, + {type = "Color", name = "color2"}, + {type = "float", name = "factor"} + } + }, { name = "GetColor", description = "Get Color structure from hexadecimal value", @@ -6318,7 +6523,7 @@ return { }, { name = "LoadFontEx", - description = "Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character setFont", + description = "Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set, font size is provided in pixels height", returnType = "Font", params = { {type = "const char *", name = "fileName"}, @@ -6351,8 +6556,8 @@ return { } }, { - name = "IsFontReady", - description = "Check if a font is ready", + name = "IsFontValid", + description = "Check if a font is valid (font data loaded, WARNING: GPU texture not checked)", returnType = "bool", params = { {type = "Font", name = "font"} @@ -6686,9 +6891,9 @@ return { { name = "TextJoin", description = "Join text strings with delimiter", - returnType = "const char *", + returnType = "char *", params = { - {type = "const char **", name = "textList"}, + {type = "char **", name = "textList"}, {type = "int", name = "count"}, {type = "const char *", name = "delimiter"} } @@ -6696,7 +6901,7 @@ return { { name = "TextSplit", description = "Split text into multiple strings", - returnType = "const char **", + returnType = "char **", params = { {type = "const char *", name = "text"}, {type = "char", name = "delimiter"}, @@ -6725,7 +6930,7 @@ return { { name = "TextToUpper", description = "Get upper case version of provided string", - returnType = "const char *", + returnType = "char *", params = { {type = "const char *", name = "text"} } @@ -6733,7 +6938,7 @@ return { { name = "TextToLower", description = "Get lower case version of provided string", - returnType = "const char *", + returnType = "char *", params = { {type = "const char *", name = "text"} } @@ -6741,14 +6946,30 @@ return { { name = "TextToPascal", description = "Get Pascal case notation version of provided string", - returnType = "const char *", + returnType = "char *", + params = { + {type = "const char *", name = "text"} + } + }, + { + name = "TextToSnake", + description = "Get Snake case notation version of provided string", + returnType = "char *", + params = { + {type = "const char *", name = "text"} + } + }, + { + name = "TextToCamel", + description = "Get Camel case notation version of provided string", + returnType = "char *", params = { {type = "const char *", name = "text"} } }, { name = "TextToInteger", - description = "Get integer value from text (negative values not supported)", + description = "Get integer value from text", returnType = "int", params = { {type = "const char *", name = "text"} @@ -6756,7 +6977,7 @@ return { }, { name = "TextToFloat", - description = "Get float value from text (negative values not supported)", + description = "Get float value from text", returnType = "float", params = { {type = "const char *", name = "text"} @@ -6809,7 +7030,7 @@ return { description = "Draw a triangle strip defined by points", returnType = "void", params = { - {type = "Vector3 *", name = "points"}, + {type = "const Vector3 *", name = "points"}, {type = "int", name = "pointCount"}, {type = "Color", name = "color"} } @@ -7015,8 +7236,8 @@ return { } }, { - name = "IsModelReady", - description = "Check if a model is ready", + name = "IsModelValid", + description = "Check if a model is valid (loaded in GPU, VAO/VBOs)", returnType = "bool", params = { {type = "Model", name = "model"} @@ -7086,6 +7307,30 @@ return { {type = "Color", name = "tint"} } }, + { + name = "DrawModelPoints", + description = "Draw a model as points", + returnType = "void", + params = { + {type = "Model", name = "model"}, + {type = "Vector3", name = "position"}, + {type = "float", name = "scale"}, + {type = "Color", name = "tint"} + } + }, + { + name = "DrawModelPointsEx", + description = "Draw a model as points with extended parameters", + returnType = "void", + params = { + {type = "Model", name = "model"}, + {type = "Vector3", name = "position"}, + {type = "Vector3", name = "rotationAxis"}, + {type = "float", name = "rotationAngle"}, + {type = "Vector3", name = "scale"}, + {type = "Color", name = "tint"} + } + }, { name = "DrawBoundingBox", description = "Draw bounding box (wires)", @@ -7103,7 +7348,7 @@ return { {type = "Camera", name = "camera"}, {type = "Texture2D", name = "texture"}, {type = "Vector3", name = "position"}, - {type = "float", name = "size"}, + {type = "float", name = "scale"}, {type = "Color", name = "tint"} } }, @@ -7345,8 +7590,8 @@ return { returnType = "Material" }, { - name = "IsMaterialReady", - description = "Check if a material is ready", + name = "IsMaterialValid", + description = "Check if a material is valid (shader assigned, map textures loaded in GPU)", returnType = "bool", params = { {type = "Material", name = "material"} @@ -7391,7 +7636,17 @@ return { }, { name = "UpdateModelAnimation", - description = "Update model animation pose", + description = "Update model animation pose (CPU)", + returnType = "void", + params = { + {type = "Model", name = "model"}, + {type = "ModelAnimation", name = "anim"}, + {type = "int", name = "frame"} + } + }, + { + name = "UpdateModelAnimationBones", + description = "Update model animation mesh bone matrices (GPU skinning)", returnType = "void", params = { {type = "Model", name = "model"}, @@ -7554,8 +7809,8 @@ return { } }, { - name = "IsWaveReady", - description = "Checks if wave data is ready", + name = "IsWaveValid", + description = "Checks if wave data is valid (data loaded and parameters)", returnType = "bool", params = { {type = "Wave", name = "wave"} @@ -7586,8 +7841,8 @@ return { } }, { - name = "IsSoundReady", - description = "Checks if a sound is ready", + name = "IsSoundValid", + description = "Checks if a sound is valid (data loaded and buffers initialized)", returnType = "bool", params = { {type = "Sound", name = "sound"} @@ -7722,12 +7977,12 @@ return { }, { name = "WaveCrop", - description = "Crop a wave to defined samples range", + description = "Crop a wave to defined frames range", returnType = "void", params = { {type = "Wave *", name = "wave"}, - {type = "int", name = "initSample"}, - {type = "int", name = "finalSample"} + {type = "int", name = "initFrame"}, + {type = "int", name = "finalFrame"} } }, { @@ -7776,8 +8031,8 @@ return { } }, { - name = "IsMusicReady", - description = "Checks if a music stream is ready", + name = "IsMusicValid", + description = "Checks if a music stream is valid (context and buffers initialized)", returnType = "bool", params = { {type = "Music", name = "music"} @@ -7902,8 +8157,8 @@ return { } }, { - name = "IsAudioStreamReady", - description = "Checks if an audio stream is ready", + name = "IsAudioStreamValid", + description = "Checks if an audio stream is valid (buffers initialized)", returnType = "bool", params = { {type = "AudioStream", name = "stream"} diff --git a/parser/output/raylib_api.txt b/parser/output/raylib_api.txt index 1feba41e3..f0fb4eab4 100644 --- a/parser/output/raylib_api.txt +++ b/parser/output/raylib_api.txt @@ -14,7 +14,7 @@ Define 002: RAYLIB_VERSION_MAJOR Define 003: RAYLIB_VERSION_MINOR Name: RAYLIB_VERSION_MINOR Type: INT - Value: 1 + Value: 6 Description: Define 004: RAYLIB_VERSION_PATCH Name: RAYLIB_VERSION_PATCH @@ -24,7 +24,7 @@ Define 004: RAYLIB_VERSION_PATCH Define 005: RAYLIB_VERSION Name: RAYLIB_VERSION Type: STRING - Value: "5.1-dev" + Value: "5.6-dev" Description: Define 006: __declspec(x) Name: __declspec(x) @@ -403,7 +403,7 @@ Struct 14: Camera2D (4 fields) Field[2]: Vector2 target // Camera target (rotation and zoom origin) Field[3]: float rotation // Camera rotation in degrees Field[4]: float zoom // Camera zoom (scaling), should be 1.0f by default -Struct 15: Mesh (15 fields) +Struct 15: Mesh (17 fields) Name: Mesh Description: Mesh, vertex data and vao/vbo Field[1]: int vertexCount // Number of vertices stored in arrays @@ -417,10 +417,12 @@ Struct 15: Mesh (15 fields) Field[9]: unsigned short * indices // Vertex indices (in case vertex data comes indexed) Field[10]: float * animVertices // Animated vertex positions (after bones transformations) Field[11]: float * animNormals // Animated normals (after bones transformations) - Field[12]: unsigned char * boneIds // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning) - Field[13]: float * boneWeights // Vertex bone weight, up to 4 bones influence by vertex (skinning) - Field[14]: unsigned int vaoId // OpenGL Vertex Array Object id - Field[15]: unsigned int * vboId // OpenGL Vertex Buffer Objects id (default vertex data) + Field[12]: unsigned char * boneIds // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning) (shader-location = 6) + Field[13]: float * boneWeights // Vertex bone weight, up to 4 bones influence by vertex (skinning) (shader-location = 7) + Field[14]: Matrix * boneMatrices // Bones animated transformation matrices + Field[15]: int boneCount // Number of bones + Field[16]: unsigned int vaoId // OpenGL Vertex Array Object id + Field[17]: unsigned int * vboId // OpenGL Vertex Buffer Objects id (default vertex data) Struct 16: Shader (2 fields) Name: Shader Description: Shader @@ -473,7 +475,7 @@ Struct 23: Ray (2 fields) Name: Ray Description: Ray, ray for raycasting Field[1]: Vector3 position // Ray position (origin) - Field[2]: Vector3 direction // Ray direction + Field[2]: Vector3 direction // Ray direction (normalized) Struct 24: RayCollision (4 fields) Name: RayCollision Description: RayCollision, ray hit information @@ -793,7 +795,7 @@ Enum 08: MaterialMapIndex (11 values) Value[MATERIAL_MAP_IRRADIANCE]: 8 Value[MATERIAL_MAP_PREFILTER]: 9 Value[MATERIAL_MAP_BRDF]: 10 -Enum 09: ShaderLocationIndex (26 values) +Enum 09: ShaderLocationIndex (30 values) Name: ShaderLocationIndex Description: Shader location index Value[SHADER_LOC_VERTEX_POSITION]: 0 @@ -822,7 +824,11 @@ Enum 09: ShaderLocationIndex (26 values) Value[SHADER_LOC_MAP_IRRADIANCE]: 23 Value[SHADER_LOC_MAP_PREFILTER]: 24 Value[SHADER_LOC_MAP_BRDF]: 25 -Enum 10: ShaderUniformDataType (9 values) + Value[SHADER_LOC_VERTEX_BONEIDS]: 26 + Value[SHADER_LOC_VERTEX_BONEWEIGHTS]: 27 + Value[SHADER_LOC_BONE_MATRICES]: 28 + Value[SHADER_LOC_VERTEX_INSTANCE_TX]: 29 +Enum 10: ShaderUniformDataType (13 values) Name: ShaderUniformDataType Description: Shader uniform data type Value[SHADER_UNIFORM_FLOAT]: 0 @@ -833,7 +839,11 @@ Enum 10: ShaderUniformDataType (9 values) Value[SHADER_UNIFORM_IVEC2]: 5 Value[SHADER_UNIFORM_IVEC3]: 6 Value[SHADER_UNIFORM_IVEC4]: 7 - Value[SHADER_UNIFORM_SAMPLER2D]: 8 + Value[SHADER_UNIFORM_UINT]: 8 + Value[SHADER_UNIFORM_UIVEC2]: 9 + Value[SHADER_UNIFORM_UIVEC3]: 10 + Value[SHADER_UNIFORM_UIVEC4]: 11 + Value[SHADER_UNIFORM_SAMPLER2D]: 12 Enum 11: ShaderAttributeDataType (4 values) Name: ShaderAttributeDataType Description: Shader attribute data types @@ -884,7 +894,7 @@ Enum 14: TextureWrap (4 values) Value[TEXTURE_WRAP_CLAMP]: 1 Value[TEXTURE_WRAP_MIRROR_REPEAT]: 2 Value[TEXTURE_WRAP_MIRROR_CLAMP]: 3 -Enum 15: CubemapLayout (6 values) +Enum 15: CubemapLayout (5 values) Name: CubemapLayout Description: Cubemap layouts Value[CUBEMAP_LAYOUT_AUTO_DETECT]: 0 @@ -892,7 +902,6 @@ Enum 15: CubemapLayout (6 values) Value[CUBEMAP_LAYOUT_LINE_HORIZONTAL]: 2 Value[CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR]: 3 Value[CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE]: 4 - Value[CUBEMAP_LAYOUT_PANORAMA]: 5 Enum 16: FontType (3 values) Name: FontType Description: Font type, defines generation method @@ -984,7 +993,7 @@ Callback 006: AudioCallback() (2 input parameters) Param[1]: bufferData (type: void *) Param[2]: frames (type: unsigned int) -Functions found: 561 +Functions found: 582 Function 001: InitWindow() (3 input parameters) Name: InitWindow @@ -1016,22 +1025,22 @@ Function 005: IsWindowFullscreen() (0 input parameters) Function 006: IsWindowHidden() (0 input parameters) Name: IsWindowHidden Return type: bool - Description: Check if window is currently hidden (only PLATFORM_DESKTOP) + Description: Check if window is currently hidden No input parameters Function 007: IsWindowMinimized() (0 input parameters) Name: IsWindowMinimized Return type: bool - Description: Check if window is currently minimized (only PLATFORM_DESKTOP) + Description: Check if window is currently minimized No input parameters Function 008: IsWindowMaximized() (0 input parameters) Name: IsWindowMaximized Return type: bool - Description: Check if window is currently maximized (only PLATFORM_DESKTOP) + Description: Check if window is currently maximized No input parameters Function 009: IsWindowFocused() (0 input parameters) Name: IsWindowFocused Return type: bool - Description: Check if window is currently focused (only PLATFORM_DESKTOP) + Description: Check if window is currently focused No input parameters Function 010: IsWindowResized() (0 input parameters) Name: IsWindowResized @@ -1046,7 +1055,7 @@ Function 011: IsWindowState() (1 input parameters) Function 012: SetWindowState() (1 input parameters) Name: SetWindowState Return type: void - Description: Set window configuration state using flags (only PLATFORM_DESKTOP) + Description: Set window configuration state using flags Param[1]: flags (type: unsigned int) Function 013: ClearWindowState() (1 input parameters) Name: ClearWindowState @@ -1056,48 +1065,48 @@ Function 013: ClearWindowState() (1 input parameters) Function 014: ToggleFullscreen() (0 input parameters) Name: ToggleFullscreen Return type: void - Description: Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP) + Description: Toggle window state: fullscreen/windowed, resizes monitor to match window resolution No input parameters Function 015: ToggleBorderlessWindowed() (0 input parameters) Name: ToggleBorderlessWindowed Return type: void - Description: Toggle window state: borderless windowed (only PLATFORM_DESKTOP) + Description: Toggle window state: borderless windowed, resizes window to match monitor resolution No input parameters Function 016: MaximizeWindow() (0 input parameters) Name: MaximizeWindow Return type: void - Description: Set window state: maximized, if resizable (only PLATFORM_DESKTOP) + Description: Set window state: maximized, if resizable No input parameters Function 017: MinimizeWindow() (0 input parameters) Name: MinimizeWindow Return type: void - Description: Set window state: minimized, if resizable (only PLATFORM_DESKTOP) + Description: Set window state: minimized, if resizable No input parameters Function 018: RestoreWindow() (0 input parameters) Name: RestoreWindow Return type: void - Description: Set window state: not minimized/maximized (only PLATFORM_DESKTOP) + Description: Set window state: not minimized/maximized No input parameters Function 019: SetWindowIcon() (1 input parameters) Name: SetWindowIcon Return type: void - Description: Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP) + Description: Set icon for window (single image, RGBA 32bit) Param[1]: image (type: Image) Function 020: SetWindowIcons() (2 input parameters) Name: SetWindowIcons Return type: void - Description: Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP) + Description: Set icon for window (multiple images, RGBA 32bit) Param[1]: images (type: Image *) Param[2]: count (type: int) Function 021: SetWindowTitle() (1 input parameters) Name: SetWindowTitle Return type: void - Description: Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB) + Description: Set title for window Param[1]: title (type: const char *) Function 022: SetWindowPosition() (2 input parameters) Name: SetWindowPosition Return type: void - Description: Set window position on screen (only PLATFORM_DESKTOP) + Description: Set window position on screen Param[1]: x (type: int) Param[2]: y (type: int) Function 023: SetWindowMonitor() (1 input parameters) @@ -1126,12 +1135,12 @@ Function 026: SetWindowSize() (2 input parameters) Function 027: SetWindowOpacity() (1 input parameters) Name: SetWindowOpacity Return type: void - Description: Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP) + Description: Set window opacity [0.0f..1.0f] Param[1]: opacity (type: float) Function 028: SetWindowFocused() (0 input parameters) Name: SetWindowFocused Return type: void - Description: Set window focused (only PLATFORM_DESKTOP) + Description: Set window focused No input parameters Function 029: GetWindowHandle() (0 input parameters) Name: GetWindowHandle @@ -1166,7 +1175,7 @@ Function 034: GetMonitorCount() (0 input parameters) Function 035: GetCurrentMonitor() (0 input parameters) Name: GetCurrentMonitor Return type: int - Description: Get current connected monitor + Description: Get current monitor where window is placed No input parameters Function 036: GetMonitorPosition() (1 input parameters) Name: GetMonitorPosition @@ -1223,112 +1232,117 @@ Function 046: GetClipboardText() (0 input parameters) Return type: const char * Description: Get clipboard text content No input parameters -Function 047: EnableEventWaiting() (0 input parameters) +Function 047: GetClipboardImage() (0 input parameters) + Name: GetClipboardImage + Return type: Image + Description: Get clipboard image content + No input parameters +Function 048: EnableEventWaiting() (0 input parameters) Name: EnableEventWaiting Return type: void Description: Enable waiting for events on EndDrawing(), no automatic event polling No input parameters -Function 048: DisableEventWaiting() (0 input parameters) +Function 049: DisableEventWaiting() (0 input parameters) Name: DisableEventWaiting Return type: void Description: Disable waiting for events on EndDrawing(), automatic events polling No input parameters -Function 049: ShowCursor() (0 input parameters) +Function 050: ShowCursor() (0 input parameters) Name: ShowCursor Return type: void Description: Shows cursor No input parameters -Function 050: HideCursor() (0 input parameters) +Function 051: HideCursor() (0 input parameters) Name: HideCursor Return type: void Description: Hides cursor No input parameters -Function 051: IsCursorHidden() (0 input parameters) +Function 052: IsCursorHidden() (0 input parameters) Name: IsCursorHidden Return type: bool Description: Check if cursor is not visible No input parameters -Function 052: EnableCursor() (0 input parameters) +Function 053: EnableCursor() (0 input parameters) Name: EnableCursor Return type: void Description: Enables cursor (unlock cursor) No input parameters -Function 053: DisableCursor() (0 input parameters) +Function 054: DisableCursor() (0 input parameters) Name: DisableCursor Return type: void Description: Disables cursor (lock cursor) No input parameters -Function 054: IsCursorOnScreen() (0 input parameters) +Function 055: IsCursorOnScreen() (0 input parameters) Name: IsCursorOnScreen Return type: bool Description: Check if cursor is on the screen No input parameters -Function 055: ClearBackground() (1 input parameters) +Function 056: ClearBackground() (1 input parameters) Name: ClearBackground Return type: void Description: Set background color (framebuffer clear color) Param[1]: color (type: Color) -Function 056: BeginDrawing() (0 input parameters) +Function 057: BeginDrawing() (0 input parameters) Name: BeginDrawing Return type: void Description: Setup canvas (framebuffer) to start drawing No input parameters -Function 057: EndDrawing() (0 input parameters) +Function 058: EndDrawing() (0 input parameters) Name: EndDrawing Return type: void Description: End canvas drawing and swap buffers (double buffering) No input parameters -Function 058: BeginMode2D() (1 input parameters) +Function 059: BeginMode2D() (1 input parameters) Name: BeginMode2D Return type: void Description: Begin 2D mode with custom camera (2D) Param[1]: camera (type: Camera2D) -Function 059: EndMode2D() (0 input parameters) +Function 060: EndMode2D() (0 input parameters) Name: EndMode2D Return type: void Description: Ends 2D mode with custom camera No input parameters -Function 060: BeginMode3D() (1 input parameters) +Function 061: BeginMode3D() (1 input parameters) Name: BeginMode3D Return type: void Description: Begin 3D mode with custom camera (3D) Param[1]: camera (type: Camera3D) -Function 061: EndMode3D() (0 input parameters) +Function 062: EndMode3D() (0 input parameters) Name: EndMode3D Return type: void Description: Ends 3D mode and returns to default 2D orthographic mode No input parameters -Function 062: BeginTextureMode() (1 input parameters) +Function 063: BeginTextureMode() (1 input parameters) Name: BeginTextureMode Return type: void Description: Begin drawing to render texture Param[1]: target (type: RenderTexture2D) -Function 063: EndTextureMode() (0 input parameters) +Function 064: EndTextureMode() (0 input parameters) Name: EndTextureMode Return type: void Description: Ends drawing to render texture No input parameters -Function 064: BeginShaderMode() (1 input parameters) +Function 065: BeginShaderMode() (1 input parameters) Name: BeginShaderMode Return type: void Description: Begin custom shader drawing Param[1]: shader (type: Shader) -Function 065: EndShaderMode() (0 input parameters) +Function 066: EndShaderMode() (0 input parameters) Name: EndShaderMode Return type: void Description: End custom shader drawing (use default shader) No input parameters -Function 066: BeginBlendMode() (1 input parameters) +Function 067: BeginBlendMode() (1 input parameters) Name: BeginBlendMode Return type: void Description: Begin blending mode (alpha, additive, multiplied, subtract, custom) Param[1]: mode (type: int) -Function 067: EndBlendMode() (0 input parameters) +Function 068: EndBlendMode() (0 input parameters) Name: EndBlendMode Return type: void Description: End blending mode (reset to default: alpha blending) No input parameters -Function 068: BeginScissorMode() (4 input parameters) +Function 069: BeginScissorMode() (4 input parameters) Name: BeginScissorMode Return type: void Description: Begin scissor mode (define screen area for following drawing) @@ -1336,61 +1350,61 @@ Function 068: BeginScissorMode() (4 input parameters) Param[2]: y (type: int) Param[3]: width (type: int) Param[4]: height (type: int) -Function 069: EndScissorMode() (0 input parameters) +Function 070: EndScissorMode() (0 input parameters) Name: EndScissorMode Return type: void Description: End scissor mode No input parameters -Function 070: BeginVrStereoMode() (1 input parameters) +Function 071: BeginVrStereoMode() (1 input parameters) Name: BeginVrStereoMode Return type: void Description: Begin stereo rendering (requires VR simulator) Param[1]: config (type: VrStereoConfig) -Function 071: EndVrStereoMode() (0 input parameters) +Function 072: EndVrStereoMode() (0 input parameters) Name: EndVrStereoMode Return type: void Description: End stereo rendering (requires VR simulator) No input parameters -Function 072: LoadVrStereoConfig() (1 input parameters) +Function 073: LoadVrStereoConfig() (1 input parameters) Name: LoadVrStereoConfig Return type: VrStereoConfig Description: Load VR stereo config for VR simulator device parameters Param[1]: device (type: VrDeviceInfo) -Function 073: UnloadVrStereoConfig() (1 input parameters) +Function 074: UnloadVrStereoConfig() (1 input parameters) Name: UnloadVrStereoConfig Return type: void Description: Unload VR stereo config Param[1]: config (type: VrStereoConfig) -Function 074: LoadShader() (2 input parameters) +Function 075: LoadShader() (2 input parameters) Name: LoadShader Return type: Shader Description: Load shader from files and bind default locations Param[1]: vsFileName (type: const char *) Param[2]: fsFileName (type: const char *) -Function 075: LoadShaderFromMemory() (2 input parameters) +Function 076: LoadShaderFromMemory() (2 input parameters) Name: LoadShaderFromMemory Return type: Shader Description: Load shader from code strings and bind default locations Param[1]: vsCode (type: const char *) Param[2]: fsCode (type: const char *) -Function 076: IsShaderReady() (1 input parameters) - Name: IsShaderReady +Function 077: IsShaderValid() (1 input parameters) + Name: IsShaderValid Return type: bool - Description: Check if a shader is ready + Description: Check if a shader is valid (loaded on GPU) Param[1]: shader (type: Shader) -Function 077: GetShaderLocation() (2 input parameters) +Function 078: GetShaderLocation() (2 input parameters) Name: GetShaderLocation Return type: int Description: Get shader uniform location Param[1]: shader (type: Shader) Param[2]: uniformName (type: const char *) -Function 078: GetShaderLocationAttrib() (2 input parameters) +Function 079: GetShaderLocationAttrib() (2 input parameters) Name: GetShaderLocationAttrib Return type: int Description: Get shader attribute location Param[1]: shader (type: Shader) Param[2]: attribName (type: const char *) -Function 079: SetShaderValue() (4 input parameters) +Function 080: SetShaderValue() (4 input parameters) Name: SetShaderValue Return type: void Description: Set shader uniform value @@ -1398,7 +1412,7 @@ Function 079: SetShaderValue() (4 input parameters) Param[2]: locIndex (type: int) Param[3]: value (type: const void *) Param[4]: uniformType (type: int) -Function 080: SetShaderValueV() (5 input parameters) +Function 081: SetShaderValueV() (5 input parameters) Name: SetShaderValueV Return type: void Description: Set shader uniform value vector @@ -1407,46 +1421,46 @@ Function 080: SetShaderValueV() (5 input parameters) Param[3]: value (type: const void *) Param[4]: uniformType (type: int) Param[5]: count (type: int) -Function 081: SetShaderValueMatrix() (3 input parameters) +Function 082: SetShaderValueMatrix() (3 input parameters) Name: SetShaderValueMatrix Return type: void Description: Set shader uniform value (matrix 4x4) Param[1]: shader (type: Shader) Param[2]: locIndex (type: int) Param[3]: mat (type: Matrix) -Function 082: SetShaderValueTexture() (3 input parameters) +Function 083: SetShaderValueTexture() (3 input parameters) Name: SetShaderValueTexture Return type: void - Description: Set shader uniform value for texture (sampler2d) + Description: Set shader uniform value and bind the texture (sampler2d) Param[1]: shader (type: Shader) Param[2]: locIndex (type: int) Param[3]: texture (type: Texture2D) -Function 083: UnloadShader() (1 input parameters) +Function 084: UnloadShader() (1 input parameters) Name: UnloadShader Return type: void Description: Unload shader from GPU memory (VRAM) Param[1]: shader (type: Shader) -Function 084: GetScreenToWorldRay() (2 input parameters) +Function 085: GetScreenToWorldRay() (2 input parameters) Name: GetScreenToWorldRay Return type: Ray Description: Get a ray trace from screen position (i.e mouse) Param[1]: position (type: Vector2) Param[2]: camera (type: Camera) -Function 085: GetScreenToWorldRayEx() (4 input parameters) +Function 086: GetScreenToWorldRayEx() (4 input parameters) Name: GetScreenToWorldRayEx Return type: Ray Description: Get a ray trace from screen position (i.e mouse) in a viewport Param[1]: position (type: Vector2) Param[2]: camera (type: Camera) - Param[3]: width (type: float) - Param[4]: height (type: float) -Function 086: GetWorldToScreen() (2 input parameters) + Param[3]: width (type: int) + Param[4]: height (type: int) +Function 087: GetWorldToScreen() (2 input parameters) Name: GetWorldToScreen Return type: Vector2 Description: Get the screen space position for a 3d world space position Param[1]: position (type: Vector3) Param[2]: camera (type: Camera) -Function 087: GetWorldToScreenEx() (4 input parameters) +Function 088: GetWorldToScreenEx() (4 input parameters) Name: GetWorldToScreenEx Return type: Vector2 Description: Get size position for a 3d world space position @@ -1454,613 +1468,647 @@ Function 087: GetWorldToScreenEx() (4 input parameters) Param[2]: camera (type: Camera) Param[3]: width (type: int) Param[4]: height (type: int) -Function 088: GetWorldToScreen2D() (2 input parameters) +Function 089: GetWorldToScreen2D() (2 input parameters) Name: GetWorldToScreen2D Return type: Vector2 Description: Get the screen space position for a 2d camera world space position Param[1]: position (type: Vector2) Param[2]: camera (type: Camera2D) -Function 089: GetScreenToWorld2D() (2 input parameters) +Function 090: GetScreenToWorld2D() (2 input parameters) Name: GetScreenToWorld2D Return type: Vector2 Description: Get the world space position for a 2d camera screen space position Param[1]: position (type: Vector2) Param[2]: camera (type: Camera2D) -Function 090: GetCameraMatrix() (1 input parameters) +Function 091: GetCameraMatrix() (1 input parameters) Name: GetCameraMatrix Return type: Matrix Description: Get camera transform matrix (view matrix) Param[1]: camera (type: Camera) -Function 091: GetCameraMatrix2D() (1 input parameters) +Function 092: GetCameraMatrix2D() (1 input parameters) Name: GetCameraMatrix2D Return type: Matrix Description: Get camera 2d transform matrix Param[1]: camera (type: Camera2D) -Function 092: SetTargetFPS() (1 input parameters) +Function 093: SetTargetFPS() (1 input parameters) Name: SetTargetFPS Return type: void Description: Set target FPS (maximum) Param[1]: fps (type: int) -Function 093: GetFrameTime() (0 input parameters) +Function 094: GetFrameTime() (0 input parameters) Name: GetFrameTime Return type: float Description: Get time in seconds for last frame drawn (delta time) No input parameters -Function 094: GetTime() (0 input parameters) +Function 095: GetTime() (0 input parameters) Name: GetTime Return type: double Description: Get elapsed time in seconds since InitWindow() No input parameters -Function 095: GetFPS() (0 input parameters) +Function 096: GetFPS() (0 input parameters) Name: GetFPS Return type: int Description: Get current FPS No input parameters -Function 096: SwapScreenBuffer() (0 input parameters) +Function 097: SwapScreenBuffer() (0 input parameters) Name: SwapScreenBuffer Return type: void Description: Swap back buffer with front buffer (screen drawing) No input parameters -Function 097: PollInputEvents() (0 input parameters) +Function 098: PollInputEvents() (0 input parameters) Name: PollInputEvents Return type: void Description: Register all input events No input parameters -Function 098: WaitTime() (1 input parameters) +Function 099: WaitTime() (1 input parameters) Name: WaitTime Return type: void Description: Wait for some time (halt program execution) Param[1]: seconds (type: double) -Function 099: SetRandomSeed() (1 input parameters) +Function 100: SetRandomSeed() (1 input parameters) Name: SetRandomSeed Return type: void Description: Set the seed for the random number generator Param[1]: seed (type: unsigned int) -Function 100: GetRandomValue() (2 input parameters) +Function 101: GetRandomValue() (2 input parameters) Name: GetRandomValue Return type: int Description: Get a random value between min and max (both included) Param[1]: min (type: int) Param[2]: max (type: int) -Function 101: LoadRandomSequence() (3 input parameters) +Function 102: LoadRandomSequence() (3 input parameters) Name: LoadRandomSequence Return type: int * Description: Load random values sequence, no values repeated Param[1]: count (type: unsigned int) Param[2]: min (type: int) Param[3]: max (type: int) -Function 102: UnloadRandomSequence() (1 input parameters) +Function 103: UnloadRandomSequence() (1 input parameters) Name: UnloadRandomSequence Return type: void Description: Unload random values sequence Param[1]: sequence (type: int *) -Function 103: TakeScreenshot() (1 input parameters) +Function 104: TakeScreenshot() (1 input parameters) Name: TakeScreenshot Return type: void Description: Takes a screenshot of current screen (filename extension defines format) Param[1]: fileName (type: const char *) -Function 104: SetConfigFlags() (1 input parameters) +Function 105: SetConfigFlags() (1 input parameters) Name: SetConfigFlags Return type: void Description: Setup init configuration flags (view FLAGS) Param[1]: flags (type: unsigned int) -Function 105: OpenURL() (1 input parameters) +Function 106: OpenURL() (1 input parameters) Name: OpenURL Return type: void Description: Open URL with default system browser (if available) Param[1]: url (type: const char *) -Function 106: TraceLog() (3 input parameters) +Function 107: TraceLog() (3 input parameters) Name: TraceLog Return type: void Description: Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...) Param[1]: logLevel (type: int) Param[2]: text (type: const char *) Param[3]: args (type: ...) -Function 107: SetTraceLogLevel() (1 input parameters) +Function 108: SetTraceLogLevel() (1 input parameters) Name: SetTraceLogLevel Return type: void Description: Set the current threshold (minimum) log level Param[1]: logLevel (type: int) -Function 108: MemAlloc() (1 input parameters) +Function 109: MemAlloc() (1 input parameters) Name: MemAlloc Return type: void * Description: Internal memory allocator Param[1]: size (type: unsigned int) -Function 109: MemRealloc() (2 input parameters) +Function 110: MemRealloc() (2 input parameters) Name: MemRealloc Return type: void * Description: Internal memory reallocator Param[1]: ptr (type: void *) Param[2]: size (type: unsigned int) -Function 110: MemFree() (1 input parameters) +Function 111: MemFree() (1 input parameters) Name: MemFree Return type: void Description: Internal memory free Param[1]: ptr (type: void *) -Function 111: SetTraceLogCallback() (1 input parameters) +Function 112: SetTraceLogCallback() (1 input parameters) Name: SetTraceLogCallback Return type: void Description: Set custom trace log Param[1]: callback (type: TraceLogCallback) -Function 112: SetLoadFileDataCallback() (1 input parameters) +Function 113: SetLoadFileDataCallback() (1 input parameters) Name: SetLoadFileDataCallback Return type: void Description: Set custom file binary data loader Param[1]: callback (type: LoadFileDataCallback) -Function 113: SetSaveFileDataCallback() (1 input parameters) +Function 114: SetSaveFileDataCallback() (1 input parameters) Name: SetSaveFileDataCallback Return type: void Description: Set custom file binary data saver Param[1]: callback (type: SaveFileDataCallback) -Function 114: SetLoadFileTextCallback() (1 input parameters) +Function 115: SetLoadFileTextCallback() (1 input parameters) Name: SetLoadFileTextCallback Return type: void Description: Set custom file text data loader Param[1]: callback (type: LoadFileTextCallback) -Function 115: SetSaveFileTextCallback() (1 input parameters) +Function 116: SetSaveFileTextCallback() (1 input parameters) Name: SetSaveFileTextCallback Return type: void Description: Set custom file text data saver Param[1]: callback (type: SaveFileTextCallback) -Function 116: LoadFileData() (2 input parameters) +Function 117: LoadFileData() (2 input parameters) Name: LoadFileData Return type: unsigned char * Description: Load file data as byte array (read) Param[1]: fileName (type: const char *) Param[2]: dataSize (type: int *) -Function 117: UnloadFileData() (1 input parameters) +Function 118: UnloadFileData() (1 input parameters) Name: UnloadFileData Return type: void Description: Unload file data allocated by LoadFileData() Param[1]: data (type: unsigned char *) -Function 118: SaveFileData() (3 input parameters) +Function 119: SaveFileData() (3 input parameters) Name: SaveFileData Return type: bool Description: Save data to file from byte array (write), returns true on success Param[1]: fileName (type: const char *) Param[2]: data (type: void *) Param[3]: dataSize (type: int) -Function 119: ExportDataAsCode() (3 input parameters) +Function 120: ExportDataAsCode() (3 input parameters) Name: ExportDataAsCode Return type: bool Description: Export data to code (.h), returns true on success Param[1]: data (type: const unsigned char *) Param[2]: dataSize (type: int) Param[3]: fileName (type: const char *) -Function 120: LoadFileText() (1 input parameters) +Function 121: LoadFileText() (1 input parameters) Name: LoadFileText Return type: char * Description: Load text data from file (read), returns a '\0' terminated string Param[1]: fileName (type: const char *) -Function 121: UnloadFileText() (1 input parameters) +Function 122: UnloadFileText() (1 input parameters) Name: UnloadFileText Return type: void Description: Unload file text data allocated by LoadFileText() Param[1]: text (type: char *) -Function 122: SaveFileText() (2 input parameters) +Function 123: SaveFileText() (2 input parameters) Name: SaveFileText Return type: bool Description: Save text data to file (write), string must be '\0' terminated, returns true on success Param[1]: fileName (type: const char *) Param[2]: text (type: char *) -Function 123: FileExists() (1 input parameters) +Function 124: FileExists() (1 input parameters) Name: FileExists Return type: bool Description: Check if file exists Param[1]: fileName (type: const char *) -Function 124: DirectoryExists() (1 input parameters) +Function 125: DirectoryExists() (1 input parameters) Name: DirectoryExists Return type: bool Description: Check if a directory path exists Param[1]: dirPath (type: const char *) -Function 125: IsFileExtension() (2 input parameters) +Function 126: IsFileExtension() (2 input parameters) Name: IsFileExtension Return type: bool Description: Check file extension (including point: .png, .wav) Param[1]: fileName (type: const char *) Param[2]: ext (type: const char *) -Function 126: GetFileLength() (1 input parameters) +Function 127: GetFileLength() (1 input parameters) Name: GetFileLength Return type: int Description: Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h) Param[1]: fileName (type: const char *) -Function 127: GetFileExtension() (1 input parameters) +Function 128: GetFileExtension() (1 input parameters) Name: GetFileExtension Return type: const char * Description: Get pointer to extension for a filename string (includes dot: '.png') Param[1]: fileName (type: const char *) -Function 128: GetFileName() (1 input parameters) +Function 129: GetFileName() (1 input parameters) Name: GetFileName Return type: const char * Description: Get pointer to filename for a path string Param[1]: filePath (type: const char *) -Function 129: GetFileNameWithoutExt() (1 input parameters) +Function 130: GetFileNameWithoutExt() (1 input parameters) Name: GetFileNameWithoutExt Return type: const char * Description: Get filename string without extension (uses static string) Param[1]: filePath (type: const char *) -Function 130: GetDirectoryPath() (1 input parameters) +Function 131: GetDirectoryPath() (1 input parameters) Name: GetDirectoryPath Return type: const char * Description: Get full path for a given fileName with path (uses static string) Param[1]: filePath (type: const char *) -Function 131: GetPrevDirectoryPath() (1 input parameters) +Function 132: GetPrevDirectoryPath() (1 input parameters) Name: GetPrevDirectoryPath Return type: const char * Description: Get previous directory path for a given path (uses static string) Param[1]: dirPath (type: const char *) -Function 132: GetWorkingDirectory() (0 input parameters) +Function 133: GetWorkingDirectory() (0 input parameters) Name: GetWorkingDirectory Return type: const char * Description: Get current working directory (uses static string) No input parameters -Function 133: GetApplicationDirectory() (0 input parameters) +Function 134: GetApplicationDirectory() (0 input parameters) Name: GetApplicationDirectory Return type: const char * Description: Get the directory of the running application (uses static string) No input parameters -Function 134: ChangeDirectory() (1 input parameters) +Function 135: MakeDirectory() (1 input parameters) + Name: MakeDirectory + Return type: int + Description: Create directories (including full path requested), returns 0 on success + Param[1]: dirPath (type: const char *) +Function 136: ChangeDirectory() (1 input parameters) Name: ChangeDirectory Return type: bool Description: Change working directory, return true on success Param[1]: dir (type: const char *) -Function 135: IsPathFile() (1 input parameters) +Function 137: IsPathFile() (1 input parameters) Name: IsPathFile Return type: bool Description: Check if a given path is a file or a directory Param[1]: path (type: const char *) -Function 136: LoadDirectoryFiles() (1 input parameters) +Function 138: IsFileNameValid() (1 input parameters) + Name: IsFileNameValid + Return type: bool + Description: Check if fileName is valid for the platform/OS + Param[1]: fileName (type: const char *) +Function 139: LoadDirectoryFiles() (1 input parameters) Name: LoadDirectoryFiles Return type: FilePathList Description: Load directory filepaths Param[1]: dirPath (type: const char *) -Function 137: LoadDirectoryFilesEx() (3 input parameters) +Function 140: LoadDirectoryFilesEx() (3 input parameters) Name: LoadDirectoryFilesEx Return type: FilePathList - Description: Load directory filepaths with extension filtering and recursive directory scan + Description: Load directory filepaths with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result Param[1]: basePath (type: const char *) Param[2]: filter (type: const char *) Param[3]: scanSubdirs (type: bool) -Function 138: UnloadDirectoryFiles() (1 input parameters) +Function 141: UnloadDirectoryFiles() (1 input parameters) Name: UnloadDirectoryFiles Return type: void Description: Unload filepaths Param[1]: files (type: FilePathList) -Function 139: IsFileDropped() (0 input parameters) +Function 142: IsFileDropped() (0 input parameters) Name: IsFileDropped Return type: bool Description: Check if a file has been dropped into window No input parameters -Function 140: LoadDroppedFiles() (0 input parameters) +Function 143: LoadDroppedFiles() (0 input parameters) Name: LoadDroppedFiles Return type: FilePathList Description: Load dropped filepaths No input parameters -Function 141: UnloadDroppedFiles() (1 input parameters) +Function 144: UnloadDroppedFiles() (1 input parameters) Name: UnloadDroppedFiles Return type: void Description: Unload dropped filepaths Param[1]: files (type: FilePathList) -Function 142: GetFileModTime() (1 input parameters) +Function 145: GetFileModTime() (1 input parameters) Name: GetFileModTime Return type: long Description: Get file modification time (last write time) Param[1]: fileName (type: const char *) -Function 143: CompressData() (3 input parameters) +Function 146: CompressData() (3 input parameters) Name: CompressData Return type: unsigned char * Description: Compress data (DEFLATE algorithm), memory must be MemFree() Param[1]: data (type: const unsigned char *) Param[2]: dataSize (type: int) Param[3]: compDataSize (type: int *) -Function 144: DecompressData() (3 input parameters) +Function 147: DecompressData() (3 input parameters) Name: DecompressData Return type: unsigned char * Description: Decompress data (DEFLATE algorithm), memory must be MemFree() Param[1]: compData (type: const unsigned char *) Param[2]: compDataSize (type: int) Param[3]: dataSize (type: int *) -Function 145: EncodeDataBase64() (3 input parameters) +Function 148: EncodeDataBase64() (3 input parameters) Name: EncodeDataBase64 Return type: char * Description: Encode data to Base64 string, memory must be MemFree() Param[1]: data (type: const unsigned char *) Param[2]: dataSize (type: int) Param[3]: outputSize (type: int *) -Function 146: DecodeDataBase64() (2 input parameters) +Function 149: DecodeDataBase64() (2 input parameters) Name: DecodeDataBase64 Return type: unsigned char * Description: Decode Base64 string data, memory must be MemFree() Param[1]: data (type: const unsigned char *) Param[2]: outputSize (type: int *) -Function 147: LoadAutomationEventList() (1 input parameters) +Function 150: ComputeCRC32() (2 input parameters) + Name: ComputeCRC32 + Return type: unsigned int + Description: Compute CRC32 hash code + Param[1]: data (type: unsigned char *) + Param[2]: dataSize (type: int) +Function 151: ComputeMD5() (2 input parameters) + Name: ComputeMD5 + Return type: unsigned int * + Description: Compute MD5 hash code, returns static int[4] (16 bytes) + Param[1]: data (type: unsigned char *) + Param[2]: dataSize (type: int) +Function 152: ComputeSHA1() (2 input parameters) + Name: ComputeSHA1 + Return type: unsigned int * + Description: Compute SHA1 hash code, returns static int[5] (20 bytes) + Param[1]: data (type: unsigned char *) + Param[2]: dataSize (type: int) +Function 153: LoadAutomationEventList() (1 input parameters) Name: LoadAutomationEventList Return type: AutomationEventList Description: Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS Param[1]: fileName (type: const char *) -Function 148: UnloadAutomationEventList() (1 input parameters) +Function 154: UnloadAutomationEventList() (1 input parameters) Name: UnloadAutomationEventList Return type: void Description: Unload automation events list from file Param[1]: list (type: AutomationEventList) -Function 149: ExportAutomationEventList() (2 input parameters) +Function 155: ExportAutomationEventList() (2 input parameters) Name: ExportAutomationEventList Return type: bool Description: Export automation events list as text file Param[1]: list (type: AutomationEventList) Param[2]: fileName (type: const char *) -Function 150: SetAutomationEventList() (1 input parameters) +Function 156: SetAutomationEventList() (1 input parameters) Name: SetAutomationEventList Return type: void Description: Set automation event list to record to Param[1]: list (type: AutomationEventList *) -Function 151: SetAutomationEventBaseFrame() (1 input parameters) +Function 157: SetAutomationEventBaseFrame() (1 input parameters) Name: SetAutomationEventBaseFrame Return type: void Description: Set automation event internal base frame to start recording Param[1]: frame (type: int) -Function 152: StartAutomationEventRecording() (0 input parameters) +Function 158: StartAutomationEventRecording() (0 input parameters) Name: StartAutomationEventRecording Return type: void Description: Start recording automation events (AutomationEventList must be set) No input parameters -Function 153: StopAutomationEventRecording() (0 input parameters) +Function 159: StopAutomationEventRecording() (0 input parameters) Name: StopAutomationEventRecording Return type: void Description: Stop recording automation events No input parameters -Function 154: PlayAutomationEvent() (1 input parameters) +Function 160: PlayAutomationEvent() (1 input parameters) Name: PlayAutomationEvent Return type: void Description: Play a recorded automation event Param[1]: event (type: AutomationEvent) -Function 155: IsKeyPressed() (1 input parameters) +Function 161: IsKeyPressed() (1 input parameters) Name: IsKeyPressed Return type: bool Description: Check if a key has been pressed once Param[1]: key (type: int) -Function 156: IsKeyPressedRepeat() (1 input parameters) +Function 162: IsKeyPressedRepeat() (1 input parameters) Name: IsKeyPressedRepeat Return type: bool - Description: Check if a key has been pressed again (Only PLATFORM_DESKTOP) + Description: Check if a key has been pressed again Param[1]: key (type: int) -Function 157: IsKeyDown() (1 input parameters) +Function 163: IsKeyDown() (1 input parameters) Name: IsKeyDown Return type: bool Description: Check if a key is being pressed Param[1]: key (type: int) -Function 158: IsKeyReleased() (1 input parameters) +Function 164: IsKeyReleased() (1 input parameters) Name: IsKeyReleased Return type: bool Description: Check if a key has been released once Param[1]: key (type: int) -Function 159: IsKeyUp() (1 input parameters) +Function 165: IsKeyUp() (1 input parameters) Name: IsKeyUp Return type: bool Description: Check if a key is NOT being pressed Param[1]: key (type: int) -Function 160: GetKeyPressed() (0 input parameters) +Function 166: GetKeyPressed() (0 input parameters) Name: GetKeyPressed Return type: int Description: Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty No input parameters -Function 161: GetCharPressed() (0 input parameters) +Function 167: GetCharPressed() (0 input parameters) Name: GetCharPressed Return type: int Description: Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty No input parameters -Function 162: SetExitKey() (1 input parameters) +Function 168: GetKeyName() (1 input parameters) + Name: GetKeyName + Return type: const char * + Description: Get name of a QWERTY key on the current keyboard layout (eg returns string 'q' for KEY_A on an AZERTY keyboard) + Param[1]: key (type: int) +Function 169: SetExitKey() (1 input parameters) Name: SetExitKey Return type: void Description: Set a custom key to exit program (default is ESC) Param[1]: key (type: int) -Function 163: IsGamepadAvailable() (1 input parameters) +Function 170: IsGamepadAvailable() (1 input parameters) Name: IsGamepadAvailable Return type: bool Description: Check if a gamepad is available Param[1]: gamepad (type: int) -Function 164: GetGamepadName() (1 input parameters) +Function 171: GetGamepadName() (1 input parameters) Name: GetGamepadName Return type: const char * Description: Get gamepad internal name id Param[1]: gamepad (type: int) -Function 165: IsGamepadButtonPressed() (2 input parameters) +Function 172: IsGamepadButtonPressed() (2 input parameters) Name: IsGamepadButtonPressed Return type: bool Description: Check if a gamepad button has been pressed once Param[1]: gamepad (type: int) Param[2]: button (type: int) -Function 166: IsGamepadButtonDown() (2 input parameters) +Function 173: IsGamepadButtonDown() (2 input parameters) Name: IsGamepadButtonDown Return type: bool Description: Check if a gamepad button is being pressed Param[1]: gamepad (type: int) Param[2]: button (type: int) -Function 167: IsGamepadButtonReleased() (2 input parameters) +Function 174: IsGamepadButtonReleased() (2 input parameters) Name: IsGamepadButtonReleased Return type: bool Description: Check if a gamepad button has been released once Param[1]: gamepad (type: int) Param[2]: button (type: int) -Function 168: IsGamepadButtonUp() (2 input parameters) +Function 175: IsGamepadButtonUp() (2 input parameters) Name: IsGamepadButtonUp Return type: bool Description: Check if a gamepad button is NOT being pressed Param[1]: gamepad (type: int) Param[2]: button (type: int) -Function 169: GetGamepadButtonPressed() (0 input parameters) +Function 176: GetGamepadButtonPressed() (0 input parameters) Name: GetGamepadButtonPressed Return type: int Description: Get the last gamepad button pressed No input parameters -Function 170: GetGamepadAxisCount() (1 input parameters) +Function 177: GetGamepadAxisCount() (1 input parameters) Name: GetGamepadAxisCount Return type: int Description: Get gamepad axis count for a gamepad Param[1]: gamepad (type: int) -Function 171: GetGamepadAxisMovement() (2 input parameters) +Function 178: GetGamepadAxisMovement() (2 input parameters) Name: GetGamepadAxisMovement Return type: float Description: Get axis movement value for a gamepad axis Param[1]: gamepad (type: int) Param[2]: axis (type: int) -Function 172: SetGamepadMappings() (1 input parameters) +Function 179: SetGamepadMappings() (1 input parameters) Name: SetGamepadMappings Return type: int Description: Set internal gamepad mappings (SDL_GameControllerDB) Param[1]: mappings (type: const char *) -Function 173: SetGamepadVibration() (3 input parameters) +Function 180: SetGamepadVibration() (4 input parameters) Name: SetGamepadVibration Return type: void - Description: Set gamepad vibration for both motors + Description: Set gamepad vibration for both motors (duration in seconds) Param[1]: gamepad (type: int) Param[2]: leftMotor (type: float) Param[3]: rightMotor (type: float) -Function 174: IsMouseButtonPressed() (1 input parameters) + Param[4]: duration (type: float) +Function 181: IsMouseButtonPressed() (1 input parameters) Name: IsMouseButtonPressed Return type: bool Description: Check if a mouse button has been pressed once Param[1]: button (type: int) -Function 175: IsMouseButtonDown() (1 input parameters) +Function 182: IsMouseButtonDown() (1 input parameters) Name: IsMouseButtonDown Return type: bool Description: Check if a mouse button is being pressed Param[1]: button (type: int) -Function 176: IsMouseButtonReleased() (1 input parameters) +Function 183: IsMouseButtonReleased() (1 input parameters) Name: IsMouseButtonReleased Return type: bool Description: Check if a mouse button has been released once Param[1]: button (type: int) -Function 177: IsMouseButtonUp() (1 input parameters) +Function 184: IsMouseButtonUp() (1 input parameters) Name: IsMouseButtonUp Return type: bool Description: Check if a mouse button is NOT being pressed Param[1]: button (type: int) -Function 178: GetMouseX() (0 input parameters) +Function 185: GetMouseX() (0 input parameters) Name: GetMouseX Return type: int Description: Get mouse position X No input parameters -Function 179: GetMouseY() (0 input parameters) +Function 186: GetMouseY() (0 input parameters) Name: GetMouseY Return type: int Description: Get mouse position Y No input parameters -Function 180: GetMousePosition() (0 input parameters) +Function 187: GetMousePosition() (0 input parameters) Name: GetMousePosition Return type: Vector2 Description: Get mouse position XY No input parameters -Function 181: GetMouseDelta() (0 input parameters) +Function 188: GetMouseDelta() (0 input parameters) Name: GetMouseDelta Return type: Vector2 Description: Get mouse delta between frames No input parameters -Function 182: SetMousePosition() (2 input parameters) +Function 189: SetMousePosition() (2 input parameters) Name: SetMousePosition Return type: void Description: Set mouse position XY Param[1]: x (type: int) Param[2]: y (type: int) -Function 183: SetMouseOffset() (2 input parameters) +Function 190: SetMouseOffset() (2 input parameters) Name: SetMouseOffset Return type: void Description: Set mouse offset Param[1]: offsetX (type: int) Param[2]: offsetY (type: int) -Function 184: SetMouseScale() (2 input parameters) +Function 191: SetMouseScale() (2 input parameters) Name: SetMouseScale Return type: void Description: Set mouse scaling Param[1]: scaleX (type: float) Param[2]: scaleY (type: float) -Function 185: GetMouseWheelMove() (0 input parameters) +Function 192: GetMouseWheelMove() (0 input parameters) Name: GetMouseWheelMove Return type: float Description: Get mouse wheel movement for X or Y, whichever is larger No input parameters -Function 186: GetMouseWheelMoveV() (0 input parameters) +Function 193: GetMouseWheelMoveV() (0 input parameters) Name: GetMouseWheelMoveV Return type: Vector2 Description: Get mouse wheel movement for both X and Y No input parameters -Function 187: SetMouseCursor() (1 input parameters) +Function 194: SetMouseCursor() (1 input parameters) Name: SetMouseCursor Return type: void Description: Set mouse cursor Param[1]: cursor (type: int) -Function 188: GetTouchX() (0 input parameters) +Function 195: GetTouchX() (0 input parameters) Name: GetTouchX Return type: int Description: Get touch position X for touch point 0 (relative to screen size) No input parameters -Function 189: GetTouchY() (0 input parameters) +Function 196: GetTouchY() (0 input parameters) Name: GetTouchY Return type: int Description: Get touch position Y for touch point 0 (relative to screen size) No input parameters -Function 190: GetTouchPosition() (1 input parameters) +Function 197: GetTouchPosition() (1 input parameters) Name: GetTouchPosition Return type: Vector2 Description: Get touch position XY for a touch point index (relative to screen size) Param[1]: index (type: int) -Function 191: GetTouchPointId() (1 input parameters) +Function 198: GetTouchPointId() (1 input parameters) Name: GetTouchPointId Return type: int Description: Get touch point identifier for given index Param[1]: index (type: int) -Function 192: GetTouchPointCount() (0 input parameters) +Function 199: GetTouchPointCount() (0 input parameters) Name: GetTouchPointCount Return type: int Description: Get number of touch points No input parameters -Function 193: SetGesturesEnabled() (1 input parameters) +Function 200: SetGesturesEnabled() (1 input parameters) Name: SetGesturesEnabled Return type: void Description: Enable a set of gestures using flags Param[1]: flags (type: unsigned int) -Function 194: IsGestureDetected() (1 input parameters) +Function 201: IsGestureDetected() (1 input parameters) Name: IsGestureDetected Return type: bool Description: Check if a gesture have been detected Param[1]: gesture (type: unsigned int) -Function 195: GetGestureDetected() (0 input parameters) +Function 202: GetGestureDetected() (0 input parameters) Name: GetGestureDetected Return type: int Description: Get latest detected gesture No input parameters -Function 196: GetGestureHoldDuration() (0 input parameters) +Function 203: GetGestureHoldDuration() (0 input parameters) Name: GetGestureHoldDuration Return type: float - Description: Get gesture hold time in milliseconds + Description: Get gesture hold time in seconds No input parameters -Function 197: GetGestureDragVector() (0 input parameters) +Function 204: GetGestureDragVector() (0 input parameters) Name: GetGestureDragVector Return type: Vector2 Description: Get gesture drag vector No input parameters -Function 198: GetGestureDragAngle() (0 input parameters) +Function 205: GetGestureDragAngle() (0 input parameters) Name: GetGestureDragAngle Return type: float Description: Get gesture drag angle No input parameters -Function 199: GetGesturePinchVector() (0 input parameters) +Function 206: GetGesturePinchVector() (0 input parameters) Name: GetGesturePinchVector Return type: Vector2 Description: Get gesture pinch delta No input parameters -Function 200: GetGesturePinchAngle() (0 input parameters) +Function 207: GetGesturePinchAngle() (0 input parameters) Name: GetGesturePinchAngle Return type: float Description: Get gesture pinch angle No input parameters -Function 201: UpdateCamera() (2 input parameters) +Function 208: UpdateCamera() (2 input parameters) Name: UpdateCamera Return type: void Description: Update camera position for selected mode Param[1]: camera (type: Camera *) Param[2]: mode (type: int) -Function 202: UpdateCameraPro() (4 input parameters) +Function 209: UpdateCameraPro() (4 input parameters) Name: UpdateCameraPro Return type: void Description: Update camera movement/rotation @@ -2068,36 +2116,36 @@ Function 202: UpdateCameraPro() (4 input parameters) Param[2]: movement (type: Vector3) Param[3]: rotation (type: Vector3) Param[4]: zoom (type: float) -Function 203: SetShapesTexture() (2 input parameters) +Function 210: SetShapesTexture() (2 input parameters) Name: SetShapesTexture Return type: void Description: Set texture and rectangle to be used on shapes drawing Param[1]: texture (type: Texture2D) Param[2]: source (type: Rectangle) -Function 204: GetShapesTexture() (0 input parameters) +Function 211: GetShapesTexture() (0 input parameters) Name: GetShapesTexture Return type: Texture2D Description: Get texture that is used for shapes drawing No input parameters -Function 205: GetShapesTextureRectangle() (0 input parameters) +Function 212: GetShapesTextureRectangle() (0 input parameters) Name: GetShapesTextureRectangle Return type: Rectangle Description: Get texture source rectangle that is used for shapes drawing No input parameters -Function 206: DrawPixel() (3 input parameters) +Function 213: DrawPixel() (3 input parameters) Name: DrawPixel Return type: void - Description: Draw a pixel + Description: Draw a pixel using geometry [Can be slow, use with care] Param[1]: posX (type: int) Param[2]: posY (type: int) Param[3]: color (type: Color) -Function 207: DrawPixelV() (2 input parameters) +Function 214: DrawPixelV() (2 input parameters) Name: DrawPixelV Return type: void - Description: Draw a pixel (Vector version) + Description: Draw a pixel using geometry (Vector version) [Can be slow, use with care] Param[1]: position (type: Vector2) Param[2]: color (type: Color) -Function 208: DrawLine() (5 input parameters) +Function 215: DrawLine() (5 input parameters) Name: DrawLine Return type: void Description: Draw a line @@ -2106,14 +2154,14 @@ Function 208: DrawLine() (5 input parameters) Param[3]: endPosX (type: int) Param[4]: endPosY (type: int) Param[5]: color (type: Color) -Function 209: DrawLineV() (3 input parameters) +Function 216: DrawLineV() (3 input parameters) Name: DrawLineV Return type: void Description: Draw a line (using gl lines) Param[1]: startPos (type: Vector2) Param[2]: endPos (type: Vector2) Param[3]: color (type: Color) -Function 210: DrawLineEx() (4 input parameters) +Function 217: DrawLineEx() (4 input parameters) Name: DrawLineEx Return type: void Description: Draw a line (using triangles/quads) @@ -2121,14 +2169,14 @@ Function 210: DrawLineEx() (4 input parameters) Param[2]: endPos (type: Vector2) Param[3]: thick (type: float) Param[4]: color (type: Color) -Function 211: DrawLineStrip() (3 input parameters) +Function 218: DrawLineStrip() (3 input parameters) Name: DrawLineStrip Return type: void Description: Draw lines sequence (using gl lines) - Param[1]: points (type: Vector2 *) + Param[1]: points (type: const Vector2 *) Param[2]: pointCount (type: int) Param[3]: color (type: Color) -Function 212: DrawLineBezier() (4 input parameters) +Function 219: DrawLineBezier() (4 input parameters) Name: DrawLineBezier Return type: void Description: Draw line segment cubic-bezier in-out interpolation @@ -2136,7 +2184,7 @@ Function 212: DrawLineBezier() (4 input parameters) Param[2]: endPos (type: Vector2) Param[3]: thick (type: float) Param[4]: color (type: Color) -Function 213: DrawCircle() (4 input parameters) +Function 220: DrawCircle() (4 input parameters) Name: DrawCircle Return type: void Description: Draw a color-filled circle @@ -2144,7 +2192,7 @@ Function 213: DrawCircle() (4 input parameters) Param[2]: centerY (type: int) Param[3]: radius (type: float) Param[4]: color (type: Color) -Function 214: DrawCircleSector() (6 input parameters) +Function 221: DrawCircleSector() (6 input parameters) Name: DrawCircleSector Return type: void Description: Draw a piece of a circle @@ -2154,7 +2202,7 @@ Function 214: DrawCircleSector() (6 input parameters) Param[4]: endAngle (type: float) Param[5]: segments (type: int) Param[6]: color (type: Color) -Function 215: DrawCircleSectorLines() (6 input parameters) +Function 222: DrawCircleSectorLines() (6 input parameters) Name: DrawCircleSectorLines Return type: void Description: Draw circle sector outline @@ -2164,23 +2212,23 @@ Function 215: DrawCircleSectorLines() (6 input parameters) Param[4]: endAngle (type: float) Param[5]: segments (type: int) Param[6]: color (type: Color) -Function 216: DrawCircleGradient() (5 input parameters) +Function 223: DrawCircleGradient() (5 input parameters) Name: DrawCircleGradient Return type: void Description: Draw a gradient-filled circle Param[1]: centerX (type: int) Param[2]: centerY (type: int) Param[3]: radius (type: float) - Param[4]: color1 (type: Color) - Param[5]: color2 (type: Color) -Function 217: DrawCircleV() (3 input parameters) + Param[4]: inner (type: Color) + Param[5]: outer (type: Color) +Function 224: DrawCircleV() (3 input parameters) Name: DrawCircleV Return type: void Description: Draw a color-filled circle (Vector version) Param[1]: center (type: Vector2) Param[2]: radius (type: float) Param[3]: color (type: Color) -Function 218: DrawCircleLines() (4 input parameters) +Function 225: DrawCircleLines() (4 input parameters) Name: DrawCircleLines Return type: void Description: Draw circle outline @@ -2188,14 +2236,14 @@ Function 218: DrawCircleLines() (4 input parameters) Param[2]: centerY (type: int) Param[3]: radius (type: float) Param[4]: color (type: Color) -Function 219: DrawCircleLinesV() (3 input parameters) +Function 226: DrawCircleLinesV() (3 input parameters) Name: DrawCircleLinesV Return type: void Description: Draw circle outline (Vector version) Param[1]: center (type: Vector2) Param[2]: radius (type: float) Param[3]: color (type: Color) -Function 220: DrawEllipse() (5 input parameters) +Function 227: DrawEllipse() (5 input parameters) Name: DrawEllipse Return type: void Description: Draw ellipse @@ -2204,7 +2252,7 @@ Function 220: DrawEllipse() (5 input parameters) Param[3]: radiusH (type: float) Param[4]: radiusV (type: float) Param[5]: color (type: Color) -Function 221: DrawEllipseLines() (5 input parameters) +Function 228: DrawEllipseLines() (5 input parameters) Name: DrawEllipseLines Return type: void Description: Draw ellipse outline @@ -2213,7 +2261,7 @@ Function 221: DrawEllipseLines() (5 input parameters) Param[3]: radiusH (type: float) Param[4]: radiusV (type: float) Param[5]: color (type: Color) -Function 222: DrawRing() (7 input parameters) +Function 229: DrawRing() (7 input parameters) Name: DrawRing Return type: void Description: Draw ring @@ -2224,7 +2272,7 @@ Function 222: DrawRing() (7 input parameters) Param[5]: endAngle (type: float) Param[6]: segments (type: int) Param[7]: color (type: Color) -Function 223: DrawRingLines() (7 input parameters) +Function 230: DrawRingLines() (7 input parameters) Name: DrawRingLines Return type: void Description: Draw ring outline @@ -2235,7 +2283,7 @@ Function 223: DrawRingLines() (7 input parameters) Param[5]: endAngle (type: float) Param[6]: segments (type: int) Param[7]: color (type: Color) -Function 224: DrawRectangle() (5 input parameters) +Function 231: DrawRectangle() (5 input parameters) Name: DrawRectangle Return type: void Description: Draw a color-filled rectangle @@ -2244,20 +2292,20 @@ Function 224: DrawRectangle() (5 input parameters) Param[3]: width (type: int) Param[4]: height (type: int) Param[5]: color (type: Color) -Function 225: DrawRectangleV() (3 input parameters) +Function 232: DrawRectangleV() (3 input parameters) Name: DrawRectangleV Return type: void Description: Draw a color-filled rectangle (Vector version) Param[1]: position (type: Vector2) Param[2]: size (type: Vector2) Param[3]: color (type: Color) -Function 226: DrawRectangleRec() (2 input parameters) +Function 233: DrawRectangleRec() (2 input parameters) Name: DrawRectangleRec Return type: void Description: Draw a color-filled rectangle Param[1]: rec (type: Rectangle) Param[2]: color (type: Color) -Function 227: DrawRectanglePro() (4 input parameters) +Function 234: DrawRectanglePro() (4 input parameters) Name: DrawRectanglePro Return type: void Description: Draw a color-filled rectangle with pro parameters @@ -2265,7 +2313,7 @@ Function 227: DrawRectanglePro() (4 input parameters) Param[2]: origin (type: Vector2) Param[3]: rotation (type: float) Param[4]: color (type: Color) -Function 228: DrawRectangleGradientV() (6 input parameters) +Function 235: DrawRectangleGradientV() (6 input parameters) Name: DrawRectangleGradientV Return type: void Description: Draw a vertical-gradient-filled rectangle @@ -2273,9 +2321,9 @@ Function 228: DrawRectangleGradientV() (6 input parameters) Param[2]: posY (type: int) Param[3]: width (type: int) Param[4]: height (type: int) - Param[5]: color1 (type: Color) - Param[6]: color2 (type: Color) -Function 229: DrawRectangleGradientH() (6 input parameters) + Param[5]: top (type: Color) + Param[6]: bottom (type: Color) +Function 236: DrawRectangleGradientH() (6 input parameters) Name: DrawRectangleGradientH Return type: void Description: Draw a horizontal-gradient-filled rectangle @@ -2283,18 +2331,18 @@ Function 229: DrawRectangleGradientH() (6 input parameters) Param[2]: posY (type: int) Param[3]: width (type: int) Param[4]: height (type: int) - Param[5]: color1 (type: Color) - Param[6]: color2 (type: Color) -Function 230: DrawRectangleGradientEx() (5 input parameters) + Param[5]: left (type: Color) + Param[6]: right (type: Color) +Function 237: DrawRectangleGradientEx() (5 input parameters) Name: DrawRectangleGradientEx Return type: void Description: Draw a gradient-filled rectangle with custom vertex colors Param[1]: rec (type: Rectangle) - Param[2]: col1 (type: Color) - Param[3]: col2 (type: Color) - Param[4]: col3 (type: Color) - Param[5]: col4 (type: Color) -Function 231: DrawRectangleLines() (5 input parameters) + Param[2]: topLeft (type: Color) + Param[3]: bottomLeft (type: Color) + Param[4]: topRight (type: Color) + Param[5]: bottomRight (type: Color) +Function 238: DrawRectangleLines() (5 input parameters) Name: DrawRectangleLines Return type: void Description: Draw rectangle outline @@ -2303,14 +2351,14 @@ Function 231: DrawRectangleLines() (5 input parameters) Param[3]: width (type: int) Param[4]: height (type: int) Param[5]: color (type: Color) -Function 232: DrawRectangleLinesEx() (3 input parameters) +Function 239: DrawRectangleLinesEx() (3 input parameters) Name: DrawRectangleLinesEx Return type: void Description: Draw rectangle outline with extended parameters Param[1]: rec (type: Rectangle) Param[2]: lineThick (type: float) Param[3]: color (type: Color) -Function 233: DrawRectangleRounded() (4 input parameters) +Function 240: DrawRectangleRounded() (4 input parameters) Name: DrawRectangleRounded Return type: void Description: Draw rectangle with rounded edges @@ -2318,16 +2366,24 @@ Function 233: DrawRectangleRounded() (4 input parameters) Param[2]: roundness (type: float) Param[3]: segments (type: int) Param[4]: color (type: Color) -Function 234: DrawRectangleRoundedLines() (5 input parameters) +Function 241: DrawRectangleRoundedLines() (4 input parameters) Name: DrawRectangleRoundedLines Return type: void + Description: Draw rectangle lines with rounded edges + Param[1]: rec (type: Rectangle) + Param[2]: roundness (type: float) + Param[3]: segments (type: int) + Param[4]: color (type: Color) +Function 242: DrawRectangleRoundedLinesEx() (5 input parameters) + Name: DrawRectangleRoundedLinesEx + Return type: void Description: Draw rectangle with rounded edges outline Param[1]: rec (type: Rectangle) Param[2]: roundness (type: float) Param[3]: segments (type: int) Param[4]: lineThick (type: float) Param[5]: color (type: Color) -Function 235: DrawTriangle() (4 input parameters) +Function 243: DrawTriangle() (4 input parameters) Name: DrawTriangle Return type: void Description: Draw a color-filled triangle (vertex in counter-clockwise order!) @@ -2335,7 +2391,7 @@ Function 235: DrawTriangle() (4 input parameters) Param[2]: v2 (type: Vector2) Param[3]: v3 (type: Vector2) Param[4]: color (type: Color) -Function 236: DrawTriangleLines() (4 input parameters) +Function 244: DrawTriangleLines() (4 input parameters) Name: DrawTriangleLines Return type: void Description: Draw triangle outline (vertex in counter-clockwise order!) @@ -2343,21 +2399,21 @@ Function 236: DrawTriangleLines() (4 input parameters) Param[2]: v2 (type: Vector2) Param[3]: v3 (type: Vector2) Param[4]: color (type: Color) -Function 237: DrawTriangleFan() (3 input parameters) +Function 245: DrawTriangleFan() (3 input parameters) Name: DrawTriangleFan Return type: void Description: Draw a triangle fan defined by points (first vertex is the center) - Param[1]: points (type: Vector2 *) + Param[1]: points (type: const Vector2 *) Param[2]: pointCount (type: int) Param[3]: color (type: Color) -Function 238: DrawTriangleStrip() (3 input parameters) +Function 246: DrawTriangleStrip() (3 input parameters) Name: DrawTriangleStrip Return type: void Description: Draw a triangle strip defined by points - Param[1]: points (type: Vector2 *) + Param[1]: points (type: const Vector2 *) Param[2]: pointCount (type: int) Param[3]: color (type: Color) -Function 239: DrawPoly() (5 input parameters) +Function 247: DrawPoly() (5 input parameters) Name: DrawPoly Return type: void Description: Draw a regular polygon (Vector version) @@ -2366,7 +2422,7 @@ Function 239: DrawPoly() (5 input parameters) Param[3]: radius (type: float) Param[4]: rotation (type: float) Param[5]: color (type: Color) -Function 240: DrawPolyLines() (5 input parameters) +Function 248: DrawPolyLines() (5 input parameters) Name: DrawPolyLines Return type: void Description: Draw a polygon outline of n sides @@ -2375,7 +2431,7 @@ Function 240: DrawPolyLines() (5 input parameters) Param[3]: radius (type: float) Param[4]: rotation (type: float) Param[5]: color (type: Color) -Function 241: DrawPolyLinesEx() (6 input parameters) +Function 249: DrawPolyLinesEx() (6 input parameters) Name: DrawPolyLinesEx Return type: void Description: Draw a polygon outline of n sides with extended parameters @@ -2385,47 +2441,47 @@ Function 241: DrawPolyLinesEx() (6 input parameters) Param[4]: rotation (type: float) Param[5]: lineThick (type: float) Param[6]: color (type: Color) -Function 242: DrawSplineLinear() (4 input parameters) +Function 250: DrawSplineLinear() (4 input parameters) Name: DrawSplineLinear Return type: void Description: Draw spline: Linear, minimum 2 points - Param[1]: points (type: Vector2 *) + Param[1]: points (type: const Vector2 *) Param[2]: pointCount (type: int) Param[3]: thick (type: float) Param[4]: color (type: Color) -Function 243: DrawSplineBasis() (4 input parameters) +Function 251: DrawSplineBasis() (4 input parameters) Name: DrawSplineBasis Return type: void Description: Draw spline: B-Spline, minimum 4 points - Param[1]: points (type: Vector2 *) + Param[1]: points (type: const Vector2 *) Param[2]: pointCount (type: int) Param[3]: thick (type: float) Param[4]: color (type: Color) -Function 244: DrawSplineCatmullRom() (4 input parameters) +Function 252: DrawSplineCatmullRom() (4 input parameters) Name: DrawSplineCatmullRom Return type: void Description: Draw spline: Catmull-Rom, minimum 4 points - Param[1]: points (type: Vector2 *) + Param[1]: points (type: const Vector2 *) Param[2]: pointCount (type: int) Param[3]: thick (type: float) Param[4]: color (type: Color) -Function 245: DrawSplineBezierQuadratic() (4 input parameters) +Function 253: DrawSplineBezierQuadratic() (4 input parameters) Name: DrawSplineBezierQuadratic Return type: void Description: Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...] - Param[1]: points (type: Vector2 *) + Param[1]: points (type: const Vector2 *) Param[2]: pointCount (type: int) Param[3]: thick (type: float) Param[4]: color (type: Color) -Function 246: DrawSplineBezierCubic() (4 input parameters) +Function 254: DrawSplineBezierCubic() (4 input parameters) Name: DrawSplineBezierCubic Return type: void Description: Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...] - Param[1]: points (type: Vector2 *) + Param[1]: points (type: const Vector2 *) Param[2]: pointCount (type: int) Param[3]: thick (type: float) Param[4]: color (type: Color) -Function 247: DrawSplineSegmentLinear() (4 input parameters) +Function 255: DrawSplineSegmentLinear() (4 input parameters) Name: DrawSplineSegmentLinear Return type: void Description: Draw spline segment: Linear, 2 points @@ -2433,7 +2489,7 @@ Function 247: DrawSplineSegmentLinear() (4 input parameters) Param[2]: p2 (type: Vector2) Param[3]: thick (type: float) Param[4]: color (type: Color) -Function 248: DrawSplineSegmentBasis() (6 input parameters) +Function 256: DrawSplineSegmentBasis() (6 input parameters) Name: DrawSplineSegmentBasis Return type: void Description: Draw spline segment: B-Spline, 4 points @@ -2443,7 +2499,7 @@ Function 248: DrawSplineSegmentBasis() (6 input parameters) Param[4]: p4 (type: Vector2) Param[5]: thick (type: float) Param[6]: color (type: Color) -Function 249: DrawSplineSegmentCatmullRom() (6 input parameters) +Function 257: DrawSplineSegmentCatmullRom() (6 input parameters) Name: DrawSplineSegmentCatmullRom Return type: void Description: Draw spline segment: Catmull-Rom, 4 points @@ -2453,7 +2509,7 @@ Function 249: DrawSplineSegmentCatmullRom() (6 input parameters) Param[4]: p4 (type: Vector2) Param[5]: thick (type: float) Param[6]: color (type: Color) -Function 250: DrawSplineSegmentBezierQuadratic() (5 input parameters) +Function 258: DrawSplineSegmentBezierQuadratic() (5 input parameters) Name: DrawSplineSegmentBezierQuadratic Return type: void Description: Draw spline segment: Quadratic Bezier, 2 points, 1 control point @@ -2462,7 +2518,7 @@ Function 250: DrawSplineSegmentBezierQuadratic() (5 input parameters) Param[3]: p3 (type: Vector2) Param[4]: thick (type: float) Param[5]: color (type: Color) -Function 251: DrawSplineSegmentBezierCubic() (6 input parameters) +Function 259: DrawSplineSegmentBezierCubic() (6 input parameters) Name: DrawSplineSegmentBezierCubic Return type: void Description: Draw spline segment: Cubic Bezier, 2 points, 2 control points @@ -2472,14 +2528,14 @@ Function 251: DrawSplineSegmentBezierCubic() (6 input parameters) Param[4]: p4 (type: Vector2) Param[5]: thick (type: float) Param[6]: color (type: Color) -Function 252: GetSplinePointLinear() (3 input parameters) +Function 260: GetSplinePointLinear() (3 input parameters) Name: GetSplinePointLinear Return type: Vector2 Description: Get (evaluate) spline point: Linear Param[1]: startPos (type: Vector2) Param[2]: endPos (type: Vector2) Param[3]: t (type: float) -Function 253: GetSplinePointBasis() (5 input parameters) +Function 261: GetSplinePointBasis() (5 input parameters) Name: GetSplinePointBasis Return type: Vector2 Description: Get (evaluate) spline point: B-Spline @@ -2488,7 +2544,7 @@ Function 253: GetSplinePointBasis() (5 input parameters) Param[3]: p3 (type: Vector2) Param[4]: p4 (type: Vector2) Param[5]: t (type: float) -Function 254: GetSplinePointCatmullRom() (5 input parameters) +Function 262: GetSplinePointCatmullRom() (5 input parameters) Name: GetSplinePointCatmullRom Return type: Vector2 Description: Get (evaluate) spline point: Catmull-Rom @@ -2497,7 +2553,7 @@ Function 254: GetSplinePointCatmullRom() (5 input parameters) Param[3]: p3 (type: Vector2) Param[4]: p4 (type: Vector2) Param[5]: t (type: float) -Function 255: GetSplinePointBezierQuad() (4 input parameters) +Function 263: GetSplinePointBezierQuad() (4 input parameters) Name: GetSplinePointBezierQuad Return type: Vector2 Description: Get (evaluate) spline point: Quadratic Bezier @@ -2505,7 +2561,7 @@ Function 255: GetSplinePointBezierQuad() (4 input parameters) Param[2]: c2 (type: Vector2) Param[3]: p3 (type: Vector2) Param[4]: t (type: float) -Function 256: GetSplinePointBezierCubic() (5 input parameters) +Function 264: GetSplinePointBezierCubic() (5 input parameters) Name: GetSplinePointBezierCubic Return type: Vector2 Description: Get (evaluate) spline point: Cubic Bezier @@ -2514,13 +2570,13 @@ Function 256: GetSplinePointBezierCubic() (5 input parameters) Param[3]: c3 (type: Vector2) Param[4]: p4 (type: Vector2) Param[5]: t (type: float) -Function 257: CheckCollisionRecs() (2 input parameters) +Function 265: CheckCollisionRecs() (2 input parameters) Name: CheckCollisionRecs Return type: bool Description: Check collision between two rectangles Param[1]: rec1 (type: Rectangle) Param[2]: rec2 (type: Rectangle) -Function 258: CheckCollisionCircles() (4 input parameters) +Function 266: CheckCollisionCircles() (4 input parameters) Name: CheckCollisionCircles Return type: bool Description: Check collision between two circles @@ -2528,27 +2584,35 @@ Function 258: CheckCollisionCircles() (4 input parameters) Param[2]: radius1 (type: float) Param[3]: center2 (type: Vector2) Param[4]: radius2 (type: float) -Function 259: CheckCollisionCircleRec() (3 input parameters) +Function 267: CheckCollisionCircleRec() (3 input parameters) Name: CheckCollisionCircleRec Return type: bool Description: Check collision between circle and rectangle Param[1]: center (type: Vector2) Param[2]: radius (type: float) Param[3]: rec (type: Rectangle) -Function 260: CheckCollisionPointRec() (2 input parameters) +Function 268: CheckCollisionCircleLine() (4 input parameters) + Name: CheckCollisionCircleLine + Return type: bool + Description: Check if circle collides with a line created betweeen two points [p1] and [p2] + Param[1]: center (type: Vector2) + Param[2]: radius (type: float) + Param[3]: p1 (type: Vector2) + Param[4]: p2 (type: Vector2) +Function 269: CheckCollisionPointRec() (2 input parameters) Name: CheckCollisionPointRec Return type: bool Description: Check if point is inside rectangle Param[1]: point (type: Vector2) Param[2]: rec (type: Rectangle) -Function 261: CheckCollisionPointCircle() (3 input parameters) +Function 270: CheckCollisionPointCircle() (3 input parameters) Name: CheckCollisionPointCircle Return type: bool Description: Check if point is inside circle Param[1]: point (type: Vector2) Param[2]: center (type: Vector2) Param[3]: radius (type: float) -Function 262: CheckCollisionPointTriangle() (4 input parameters) +Function 271: CheckCollisionPointTriangle() (4 input parameters) Name: CheckCollisionPointTriangle Return type: bool Description: Check if point is inside a triangle @@ -2556,14 +2620,22 @@ Function 262: CheckCollisionPointTriangle() (4 input parameters) Param[2]: p1 (type: Vector2) Param[3]: p2 (type: Vector2) Param[4]: p3 (type: Vector2) -Function 263: CheckCollisionPointPoly() (3 input parameters) +Function 272: CheckCollisionPointLine() (4 input parameters) + Name: CheckCollisionPointLine + Return type: bool + Description: Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold] + Param[1]: point (type: Vector2) + Param[2]: p1 (type: Vector2) + Param[3]: p2 (type: Vector2) + Param[4]: threshold (type: int) +Function 273: CheckCollisionPointPoly() (3 input parameters) Name: CheckCollisionPointPoly Return type: bool Description: Check if point is within a polygon described by array of vertices Param[1]: point (type: Vector2) - Param[2]: points (type: Vector2 *) + Param[2]: points (type: const Vector2 *) Param[3]: pointCount (type: int) -Function 264: CheckCollisionLines() (5 input parameters) +Function 274: CheckCollisionLines() (5 input parameters) Name: CheckCollisionLines Return type: bool Description: Check the collision between two lines defined by two points each, returns collision point by reference @@ -2572,26 +2644,18 @@ Function 264: CheckCollisionLines() (5 input parameters) Param[3]: startPos2 (type: Vector2) Param[4]: endPos2 (type: Vector2) Param[5]: collisionPoint (type: Vector2 *) -Function 265: CheckCollisionPointLine() (4 input parameters) - Name: CheckCollisionPointLine - Return type: bool - Description: Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold] - Param[1]: point (type: Vector2) - Param[2]: p1 (type: Vector2) - Param[3]: p2 (type: Vector2) - Param[4]: threshold (type: int) -Function 266: GetCollisionRec() (2 input parameters) +Function 275: GetCollisionRec() (2 input parameters) Name: GetCollisionRec Return type: Rectangle Description: Get collision rectangle for two rectangles collision Param[1]: rec1 (type: Rectangle) Param[2]: rec2 (type: Rectangle) -Function 267: LoadImage() (1 input parameters) +Function 276: LoadImage() (1 input parameters) Name: LoadImage Return type: Image Description: Load image from file into CPU memory (RAM) Param[1]: fileName (type: const char *) -Function 268: LoadImageRaw() (5 input parameters) +Function 277: LoadImageRaw() (5 input parameters) Name: LoadImageRaw Return type: Image Description: Load image from RAW file data @@ -2600,20 +2664,13 @@ Function 268: LoadImageRaw() (5 input parameters) Param[3]: height (type: int) Param[4]: format (type: int) Param[5]: headerSize (type: int) -Function 269: LoadImageSvg() (3 input parameters) - Name: LoadImageSvg - Return type: Image - Description: Load image from SVG file data or string with specified size - Param[1]: fileNameOrString (type: const char *) - Param[2]: width (type: int) - Param[3]: height (type: int) -Function 270: LoadImageAnim() (2 input parameters) +Function 278: LoadImageAnim() (2 input parameters) Name: LoadImageAnim Return type: Image Description: Load image sequence from file (frames appended to image.data) Param[1]: fileName (type: const char *) Param[2]: frames (type: int *) -Function 271: LoadImageAnimFromMemory() (4 input parameters) +Function 279: LoadImageAnimFromMemory() (4 input parameters) Name: LoadImageAnimFromMemory Return type: Image Description: Load image sequence from memory buffer @@ -2621,60 +2678,60 @@ Function 271: LoadImageAnimFromMemory() (4 input parameters) Param[2]: fileData (type: const unsigned char *) Param[3]: dataSize (type: int) Param[4]: frames (type: int *) -Function 272: LoadImageFromMemory() (3 input parameters) +Function 280: LoadImageFromMemory() (3 input parameters) Name: LoadImageFromMemory Return type: Image Description: Load image from memory buffer, fileType refers to extension: i.e. '.png' Param[1]: fileType (type: const char *) Param[2]: fileData (type: const unsigned char *) Param[3]: dataSize (type: int) -Function 273: LoadImageFromTexture() (1 input parameters) +Function 281: LoadImageFromTexture() (1 input parameters) Name: LoadImageFromTexture Return type: Image Description: Load image from GPU texture data Param[1]: texture (type: Texture2D) -Function 274: LoadImageFromScreen() (0 input parameters) +Function 282: LoadImageFromScreen() (0 input parameters) Name: LoadImageFromScreen Return type: Image Description: Load image from screen buffer and (screenshot) No input parameters -Function 275: IsImageReady() (1 input parameters) - Name: IsImageReady +Function 283: IsImageValid() (1 input parameters) + Name: IsImageValid Return type: bool - Description: Check if an image is ready + Description: Check if an image is valid (data and parameters) Param[1]: image (type: Image) -Function 276: UnloadImage() (1 input parameters) +Function 284: UnloadImage() (1 input parameters) Name: UnloadImage Return type: void Description: Unload image from CPU memory (RAM) Param[1]: image (type: Image) -Function 277: ExportImage() (2 input parameters) +Function 285: ExportImage() (2 input parameters) Name: ExportImage Return type: bool Description: Export image data to file, returns true on success Param[1]: image (type: Image) Param[2]: fileName (type: const char *) -Function 278: ExportImageToMemory() (3 input parameters) +Function 286: ExportImageToMemory() (3 input parameters) Name: ExportImageToMemory Return type: unsigned char * Description: Export image to memory buffer Param[1]: image (type: Image) Param[2]: fileType (type: const char *) Param[3]: fileSize (type: int *) -Function 279: ExportImageAsCode() (2 input parameters) +Function 287: ExportImageAsCode() (2 input parameters) Name: ExportImageAsCode Return type: bool Description: Export image as code file defining an array of bytes, returns true on success Param[1]: image (type: Image) Param[2]: fileName (type: const char *) -Function 280: GenImageColor() (3 input parameters) +Function 288: GenImageColor() (3 input parameters) Name: GenImageColor Return type: Image Description: Generate image: plain color Param[1]: width (type: int) Param[2]: height (type: int) Param[3]: color (type: Color) -Function 281: GenImageGradientLinear() (5 input parameters) +Function 289: GenImageGradientLinear() (5 input parameters) Name: GenImageGradientLinear Return type: Image Description: Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient @@ -2683,7 +2740,7 @@ Function 281: GenImageGradientLinear() (5 input parameters) Param[3]: direction (type: int) Param[4]: start (type: Color) Param[5]: end (type: Color) -Function 282: GenImageGradientRadial() (5 input parameters) +Function 290: GenImageGradientRadial() (5 input parameters) Name: GenImageGradientRadial Return type: Image Description: Generate image: radial gradient @@ -2692,7 +2749,7 @@ Function 282: GenImageGradientRadial() (5 input parameters) Param[3]: density (type: float) Param[4]: inner (type: Color) Param[5]: outer (type: Color) -Function 283: GenImageGradientSquare() (5 input parameters) +Function 291: GenImageGradientSquare() (5 input parameters) Name: GenImageGradientSquare Return type: Image Description: Generate image: square gradient @@ -2701,7 +2758,7 @@ Function 283: GenImageGradientSquare() (5 input parameters) Param[3]: density (type: float) Param[4]: inner (type: Color) Param[5]: outer (type: Color) -Function 284: GenImageChecked() (6 input parameters) +Function 292: GenImageChecked() (6 input parameters) Name: GenImageChecked Return type: Image Description: Generate image: checked @@ -2711,14 +2768,14 @@ Function 284: GenImageChecked() (6 input parameters) Param[4]: checksY (type: int) Param[5]: col1 (type: Color) Param[6]: col2 (type: Color) -Function 285: GenImageWhiteNoise() (3 input parameters) +Function 293: GenImageWhiteNoise() (3 input parameters) Name: GenImageWhiteNoise Return type: Image Description: Generate image: white noise Param[1]: width (type: int) Param[2]: height (type: int) Param[3]: factor (type: float) -Function 286: GenImagePerlinNoise() (5 input parameters) +Function 294: GenImagePerlinNoise() (5 input parameters) Name: GenImagePerlinNoise Return type: Image Description: Generate image: perlin noise @@ -2727,39 +2784,45 @@ Function 286: GenImagePerlinNoise() (5 input parameters) Param[3]: offsetX (type: int) Param[4]: offsetY (type: int) Param[5]: scale (type: float) -Function 287: GenImageCellular() (3 input parameters) +Function 295: GenImageCellular() (3 input parameters) Name: GenImageCellular Return type: Image Description: Generate image: cellular algorithm, bigger tileSize means bigger cells Param[1]: width (type: int) Param[2]: height (type: int) Param[3]: tileSize (type: int) -Function 288: GenImageText() (3 input parameters) +Function 296: GenImageText() (3 input parameters) Name: GenImageText Return type: Image Description: Generate image: grayscale image from text data Param[1]: width (type: int) Param[2]: height (type: int) Param[3]: text (type: const char *) -Function 289: ImageCopy() (1 input parameters) +Function 297: ImageCopy() (1 input parameters) Name: ImageCopy Return type: Image Description: Create an image duplicate (useful for transformations) Param[1]: image (type: Image) -Function 290: ImageFromImage() (2 input parameters) +Function 298: ImageFromImage() (2 input parameters) Name: ImageFromImage Return type: Image Description: Create an image from another image piece Param[1]: image (type: Image) Param[2]: rec (type: Rectangle) -Function 291: ImageText() (3 input parameters) +Function 299: ImageFromChannel() (2 input parameters) + Name: ImageFromChannel + Return type: Image + Description: Create an image from a selected channel of another image (GRAYSCALE) + Param[1]: image (type: Image) + Param[2]: selectedChannel (type: int) +Function 300: ImageText() (3 input parameters) Name: ImageText Return type: Image Description: Create an image from text (default font) Param[1]: text (type: const char *) Param[2]: fontSize (type: int) Param[3]: color (type: Color) -Function 292: ImageTextEx() (5 input parameters) +Function 301: ImageTextEx() (5 input parameters) Name: ImageTextEx Return type: Image Description: Create an image from text (custom sprite font) @@ -2768,76 +2831,76 @@ Function 292: ImageTextEx() (5 input parameters) Param[3]: fontSize (type: float) Param[4]: spacing (type: float) Param[5]: tint (type: Color) -Function 293: ImageFormat() (2 input parameters) +Function 302: ImageFormat() (2 input parameters) Name: ImageFormat Return type: void Description: Convert image data to desired format Param[1]: image (type: Image *) Param[2]: newFormat (type: int) -Function 294: ImageToPOT() (2 input parameters) +Function 303: ImageToPOT() (2 input parameters) Name: ImageToPOT Return type: void Description: Convert image to POT (power-of-two) Param[1]: image (type: Image *) Param[2]: fill (type: Color) -Function 295: ImageCrop() (2 input parameters) +Function 304: ImageCrop() (2 input parameters) Name: ImageCrop Return type: void Description: Crop an image to a defined rectangle Param[1]: image (type: Image *) Param[2]: crop (type: Rectangle) -Function 296: ImageAlphaCrop() (2 input parameters) +Function 305: ImageAlphaCrop() (2 input parameters) Name: ImageAlphaCrop Return type: void Description: Crop image depending on alpha value Param[1]: image (type: Image *) Param[2]: threshold (type: float) -Function 297: ImageAlphaClear() (3 input parameters) +Function 306: ImageAlphaClear() (3 input parameters) Name: ImageAlphaClear Return type: void Description: Clear alpha channel to desired color Param[1]: image (type: Image *) Param[2]: color (type: Color) Param[3]: threshold (type: float) -Function 298: ImageAlphaMask() (2 input parameters) +Function 307: ImageAlphaMask() (2 input parameters) Name: ImageAlphaMask Return type: void Description: Apply alpha mask to image Param[1]: image (type: Image *) Param[2]: alphaMask (type: Image) -Function 299: ImageAlphaPremultiply() (1 input parameters) +Function 308: ImageAlphaPremultiply() (1 input parameters) Name: ImageAlphaPremultiply Return type: void Description: Premultiply alpha channel Param[1]: image (type: Image *) -Function 300: ImageBlurGaussian() (2 input parameters) +Function 309: ImageBlurGaussian() (2 input parameters) Name: ImageBlurGaussian Return type: void Description: Apply Gaussian blur using a box blur approximation Param[1]: image (type: Image *) Param[2]: blurSize (type: int) -Function 301: ImageKernelConvolution() (3 input parameters) +Function 310: ImageKernelConvolution() (3 input parameters) Name: ImageKernelConvolution Return type: void - Description: Apply Custom Square image convolution kernel + Description: Apply custom square convolution kernel to image Param[1]: image (type: Image *) - Param[2]: kernel (type: float*) + Param[2]: kernel (type: const float *) Param[3]: kernelSize (type: int) -Function 302: ImageResize() (3 input parameters) +Function 311: ImageResize() (3 input parameters) Name: ImageResize Return type: void Description: Resize image (Bicubic scaling algorithm) Param[1]: image (type: Image *) Param[2]: newWidth (type: int) Param[3]: newHeight (type: int) -Function 303: ImageResizeNN() (3 input parameters) +Function 312: ImageResizeNN() (3 input parameters) Name: ImageResizeNN Return type: void Description: Resize image (Nearest-Neighbor scaling algorithm) Param[1]: image (type: Image *) Param[2]: newWidth (type: int) Param[3]: newHeight (type: int) -Function 304: ImageResizeCanvas() (6 input parameters) +Function 313: ImageResizeCanvas() (6 input parameters) Name: ImageResizeCanvas Return type: void Description: Resize canvas and fill with color @@ -2847,12 +2910,12 @@ Function 304: ImageResizeCanvas() (6 input parameters) Param[4]: offsetX (type: int) Param[5]: offsetY (type: int) Param[6]: fill (type: Color) -Function 305: ImageMipmaps() (1 input parameters) +Function 314: ImageMipmaps() (1 input parameters) Name: ImageMipmaps Return type: void Description: Compute all mipmap levels for a provided image Param[1]: image (type: Image *) -Function 306: ImageDither() (5 input parameters) +Function 315: ImageDither() (5 input parameters) Name: ImageDither Return type: void Description: Dither image data to 16bpp or lower (Floyd-Steinberg dithering) @@ -2861,109 +2924,109 @@ Function 306: ImageDither() (5 input parameters) Param[3]: gBpp (type: int) Param[4]: bBpp (type: int) Param[5]: aBpp (type: int) -Function 307: ImageFlipVertical() (1 input parameters) +Function 316: ImageFlipVertical() (1 input parameters) Name: ImageFlipVertical Return type: void Description: Flip image vertically Param[1]: image (type: Image *) -Function 308: ImageFlipHorizontal() (1 input parameters) +Function 317: ImageFlipHorizontal() (1 input parameters) Name: ImageFlipHorizontal Return type: void Description: Flip image horizontally Param[1]: image (type: Image *) -Function 309: ImageRotate() (2 input parameters) +Function 318: ImageRotate() (2 input parameters) Name: ImageRotate Return type: void Description: Rotate image by input angle in degrees (-359 to 359) Param[1]: image (type: Image *) Param[2]: degrees (type: int) -Function 310: ImageRotateCW() (1 input parameters) +Function 319: ImageRotateCW() (1 input parameters) Name: ImageRotateCW Return type: void Description: Rotate image clockwise 90deg Param[1]: image (type: Image *) -Function 311: ImageRotateCCW() (1 input parameters) +Function 320: ImageRotateCCW() (1 input parameters) Name: ImageRotateCCW Return type: void Description: Rotate image counter-clockwise 90deg Param[1]: image (type: Image *) -Function 312: ImageColorTint() (2 input parameters) +Function 321: ImageColorTint() (2 input parameters) Name: ImageColorTint Return type: void Description: Modify image color: tint Param[1]: image (type: Image *) Param[2]: color (type: Color) -Function 313: ImageColorInvert() (1 input parameters) +Function 322: ImageColorInvert() (1 input parameters) Name: ImageColorInvert Return type: void Description: Modify image color: invert Param[1]: image (type: Image *) -Function 314: ImageColorGrayscale() (1 input parameters) +Function 323: ImageColorGrayscale() (1 input parameters) Name: ImageColorGrayscale Return type: void Description: Modify image color: grayscale Param[1]: image (type: Image *) -Function 315: ImageColorContrast() (2 input parameters) +Function 324: ImageColorContrast() (2 input parameters) Name: ImageColorContrast Return type: void Description: Modify image color: contrast (-100 to 100) Param[1]: image (type: Image *) Param[2]: contrast (type: float) -Function 316: ImageColorBrightness() (2 input parameters) +Function 325: ImageColorBrightness() (2 input parameters) Name: ImageColorBrightness Return type: void Description: Modify image color: brightness (-255 to 255) Param[1]: image (type: Image *) Param[2]: brightness (type: int) -Function 317: ImageColorReplace() (3 input parameters) +Function 326: ImageColorReplace() (3 input parameters) Name: ImageColorReplace Return type: void Description: Modify image color: replace color Param[1]: image (type: Image *) Param[2]: color (type: Color) Param[3]: replace (type: Color) -Function 318: LoadImageColors() (1 input parameters) +Function 327: LoadImageColors() (1 input parameters) Name: LoadImageColors Return type: Color * Description: Load color data from image as a Color array (RGBA - 32bit) Param[1]: image (type: Image) -Function 319: LoadImagePalette() (3 input parameters) +Function 328: LoadImagePalette() (3 input parameters) Name: LoadImagePalette Return type: Color * Description: Load colors palette from image as a Color array (RGBA - 32bit) Param[1]: image (type: Image) Param[2]: maxPaletteSize (type: int) Param[3]: colorCount (type: int *) -Function 320: UnloadImageColors() (1 input parameters) +Function 329: UnloadImageColors() (1 input parameters) Name: UnloadImageColors Return type: void Description: Unload color data loaded with LoadImageColors() Param[1]: colors (type: Color *) -Function 321: UnloadImagePalette() (1 input parameters) +Function 330: UnloadImagePalette() (1 input parameters) Name: UnloadImagePalette Return type: void Description: Unload colors palette loaded with LoadImagePalette() Param[1]: colors (type: Color *) -Function 322: GetImageAlphaBorder() (2 input parameters) +Function 331: GetImageAlphaBorder() (2 input parameters) Name: GetImageAlphaBorder Return type: Rectangle Description: Get image alpha border rectangle Param[1]: image (type: Image) Param[2]: threshold (type: float) -Function 323: GetImageColor() (3 input parameters) +Function 332: GetImageColor() (3 input parameters) Name: GetImageColor Return type: Color Description: Get image pixel color at (x, y) position Param[1]: image (type: Image) Param[2]: x (type: int) Param[3]: y (type: int) -Function 324: ImageClearBackground() (2 input parameters) +Function 333: ImageClearBackground() (2 input parameters) Name: ImageClearBackground Return type: void Description: Clear image background with given color Param[1]: dst (type: Image *) Param[2]: color (type: Color) -Function 325: ImageDrawPixel() (4 input parameters) +Function 334: ImageDrawPixel() (4 input parameters) Name: ImageDrawPixel Return type: void Description: Draw pixel within an image @@ -2971,14 +3034,14 @@ Function 325: ImageDrawPixel() (4 input parameters) Param[2]: posX (type: int) Param[3]: posY (type: int) Param[4]: color (type: Color) -Function 326: ImageDrawPixelV() (3 input parameters) +Function 335: ImageDrawPixelV() (3 input parameters) Name: ImageDrawPixelV Return type: void Description: Draw pixel within an image (Vector version) Param[1]: dst (type: Image *) Param[2]: position (type: Vector2) Param[3]: color (type: Color) -Function 327: ImageDrawLine() (6 input parameters) +Function 336: ImageDrawLine() (6 input parameters) Name: ImageDrawLine Return type: void Description: Draw line within an image @@ -2988,7 +3051,7 @@ Function 327: ImageDrawLine() (6 input parameters) Param[4]: endPosX (type: int) Param[5]: endPosY (type: int) Param[6]: color (type: Color) -Function 328: ImageDrawLineV() (4 input parameters) +Function 337: ImageDrawLineV() (4 input parameters) Name: ImageDrawLineV Return type: void Description: Draw line within an image (Vector version) @@ -2996,7 +3059,16 @@ Function 328: ImageDrawLineV() (4 input parameters) Param[2]: start (type: Vector2) Param[3]: end (type: Vector2) Param[4]: color (type: Color) -Function 329: ImageDrawCircle() (5 input parameters) +Function 338: ImageDrawLineEx() (5 input parameters) + Name: ImageDrawLineEx + Return type: void + Description: Draw a line defining thickness within an image + Param[1]: dst (type: Image *) + Param[2]: start (type: Vector2) + Param[3]: end (type: Vector2) + Param[4]: thick (type: int) + Param[5]: color (type: Color) +Function 339: ImageDrawCircle() (5 input parameters) Name: ImageDrawCircle Return type: void Description: Draw a filled circle within an image @@ -3005,7 +3077,7 @@ Function 329: ImageDrawCircle() (5 input parameters) Param[3]: centerY (type: int) Param[4]: radius (type: int) Param[5]: color (type: Color) -Function 330: ImageDrawCircleV() (4 input parameters) +Function 340: ImageDrawCircleV() (4 input parameters) Name: ImageDrawCircleV Return type: void Description: Draw a filled circle within an image (Vector version) @@ -3013,7 +3085,7 @@ Function 330: ImageDrawCircleV() (4 input parameters) Param[2]: center (type: Vector2) Param[3]: radius (type: int) Param[4]: color (type: Color) -Function 331: ImageDrawCircleLines() (5 input parameters) +Function 341: ImageDrawCircleLines() (5 input parameters) Name: ImageDrawCircleLines Return type: void Description: Draw circle outline within an image @@ -3022,7 +3094,7 @@ Function 331: ImageDrawCircleLines() (5 input parameters) Param[3]: centerY (type: int) Param[4]: radius (type: int) Param[5]: color (type: Color) -Function 332: ImageDrawCircleLinesV() (4 input parameters) +Function 342: ImageDrawCircleLinesV() (4 input parameters) Name: ImageDrawCircleLinesV Return type: void Description: Draw circle outline within an image (Vector version) @@ -3030,7 +3102,7 @@ Function 332: ImageDrawCircleLinesV() (4 input parameters) Param[2]: center (type: Vector2) Param[3]: radius (type: int) Param[4]: color (type: Color) -Function 333: ImageDrawRectangle() (6 input parameters) +Function 343: ImageDrawRectangle() (6 input parameters) Name: ImageDrawRectangle Return type: void Description: Draw rectangle within an image @@ -3040,7 +3112,7 @@ Function 333: ImageDrawRectangle() (6 input parameters) Param[4]: width (type: int) Param[5]: height (type: int) Param[6]: color (type: Color) -Function 334: ImageDrawRectangleV() (4 input parameters) +Function 344: ImageDrawRectangleV() (4 input parameters) Name: ImageDrawRectangleV Return type: void Description: Draw rectangle within an image (Vector version) @@ -3048,14 +3120,14 @@ Function 334: ImageDrawRectangleV() (4 input parameters) Param[2]: position (type: Vector2) Param[3]: size (type: Vector2) Param[4]: color (type: Color) -Function 335: ImageDrawRectangleRec() (3 input parameters) +Function 345: ImageDrawRectangleRec() (3 input parameters) Name: ImageDrawRectangleRec Return type: void Description: Draw rectangle within an image Param[1]: dst (type: Image *) Param[2]: rec (type: Rectangle) Param[3]: color (type: Color) -Function 336: ImageDrawRectangleLines() (4 input parameters) +Function 346: ImageDrawRectangleLines() (4 input parameters) Name: ImageDrawRectangleLines Return type: void Description: Draw rectangle lines within an image @@ -3063,7 +3135,52 @@ Function 336: ImageDrawRectangleLines() (4 input parameters) Param[2]: rec (type: Rectangle) Param[3]: thick (type: int) Param[4]: color (type: Color) -Function 337: ImageDraw() (5 input parameters) +Function 347: ImageDrawTriangle() (5 input parameters) + Name: ImageDrawTriangle + Return type: void + Description: Draw triangle within an image + Param[1]: dst (type: Image *) + Param[2]: v1 (type: Vector2) + Param[3]: v2 (type: Vector2) + Param[4]: v3 (type: Vector2) + Param[5]: color (type: Color) +Function 348: ImageDrawTriangleEx() (7 input parameters) + Name: ImageDrawTriangleEx + Return type: void + Description: Draw triangle with interpolated colors within an image + Param[1]: dst (type: Image *) + Param[2]: v1 (type: Vector2) + Param[3]: v2 (type: Vector2) + Param[4]: v3 (type: Vector2) + Param[5]: c1 (type: Color) + Param[6]: c2 (type: Color) + Param[7]: c3 (type: Color) +Function 349: ImageDrawTriangleLines() (5 input parameters) + Name: ImageDrawTriangleLines + Return type: void + Description: Draw triangle outline within an image + Param[1]: dst (type: Image *) + Param[2]: v1 (type: Vector2) + Param[3]: v2 (type: Vector2) + Param[4]: v3 (type: Vector2) + Param[5]: color (type: Color) +Function 350: ImageDrawTriangleFan() (4 input parameters) + Name: ImageDrawTriangleFan + Return type: void + Description: Draw a triangle fan defined by points within an image (first vertex is the center) + Param[1]: dst (type: Image *) + Param[2]: points (type: Vector2 *) + Param[3]: pointCount (type: int) + Param[4]: color (type: Color) +Function 351: ImageDrawTriangleStrip() (4 input parameters) + Name: ImageDrawTriangleStrip + Return type: void + Description: Draw a triangle strip defined by points within an image + Param[1]: dst (type: Image *) + Param[2]: points (type: Vector2 *) + Param[3]: pointCount (type: int) + Param[4]: color (type: Color) +Function 352: ImageDraw() (5 input parameters) Name: ImageDraw Return type: void Description: Draw a source image within a destination image (tint applied to source) @@ -3072,7 +3189,7 @@ Function 337: ImageDraw() (5 input parameters) Param[3]: srcRec (type: Rectangle) Param[4]: dstRec (type: Rectangle) Param[5]: tint (type: Color) -Function 338: ImageDrawText() (6 input parameters) +Function 353: ImageDrawText() (6 input parameters) Name: ImageDrawText Return type: void Description: Draw text (using default font) within an image (destination) @@ -3082,7 +3199,7 @@ Function 338: ImageDrawText() (6 input parameters) Param[4]: posY (type: int) Param[5]: fontSize (type: int) Param[6]: color (type: Color) -Function 339: ImageDrawTextEx() (7 input parameters) +Function 354: ImageDrawTextEx() (7 input parameters) Name: ImageDrawTextEx Return type: void Description: Draw text (custom sprite font) within an image (destination) @@ -3093,79 +3210,79 @@ Function 339: ImageDrawTextEx() (7 input parameters) Param[5]: fontSize (type: float) Param[6]: spacing (type: float) Param[7]: tint (type: Color) -Function 340: LoadTexture() (1 input parameters) +Function 355: LoadTexture() (1 input parameters) Name: LoadTexture Return type: Texture2D Description: Load texture from file into GPU memory (VRAM) Param[1]: fileName (type: const char *) -Function 341: LoadTextureFromImage() (1 input parameters) +Function 356: LoadTextureFromImage() (1 input parameters) Name: LoadTextureFromImage Return type: Texture2D Description: Load texture from image data Param[1]: image (type: Image) -Function 342: LoadTextureCubemap() (2 input parameters) +Function 357: LoadTextureCubemap() (2 input parameters) Name: LoadTextureCubemap Return type: TextureCubemap Description: Load cubemap from image, multiple image cubemap layouts supported Param[1]: image (type: Image) Param[2]: layout (type: int) -Function 343: LoadRenderTexture() (2 input parameters) +Function 358: LoadRenderTexture() (2 input parameters) Name: LoadRenderTexture Return type: RenderTexture2D Description: Load texture for rendering (framebuffer) Param[1]: width (type: int) Param[2]: height (type: int) -Function 344: IsTextureReady() (1 input parameters) - Name: IsTextureReady +Function 359: IsTextureValid() (1 input parameters) + Name: IsTextureValid Return type: bool - Description: Check if a texture is ready + Description: Check if a texture is valid (loaded in GPU) Param[1]: texture (type: Texture2D) -Function 345: UnloadTexture() (1 input parameters) +Function 360: UnloadTexture() (1 input parameters) Name: UnloadTexture Return type: void Description: Unload texture from GPU memory (VRAM) Param[1]: texture (type: Texture2D) -Function 346: IsRenderTextureReady() (1 input parameters) - Name: IsRenderTextureReady +Function 361: IsRenderTextureValid() (1 input parameters) + Name: IsRenderTextureValid Return type: bool - Description: Check if a render texture is ready + Description: Check if a render texture is valid (loaded in GPU) Param[1]: target (type: RenderTexture2D) -Function 347: UnloadRenderTexture() (1 input parameters) +Function 362: UnloadRenderTexture() (1 input parameters) Name: UnloadRenderTexture Return type: void Description: Unload render texture from GPU memory (VRAM) Param[1]: target (type: RenderTexture2D) -Function 348: UpdateTexture() (2 input parameters) +Function 363: UpdateTexture() (2 input parameters) Name: UpdateTexture Return type: void Description: Update GPU texture with new data Param[1]: texture (type: Texture2D) Param[2]: pixels (type: const void *) -Function 349: UpdateTextureRec() (3 input parameters) +Function 364: UpdateTextureRec() (3 input parameters) Name: UpdateTextureRec Return type: void Description: Update GPU texture rectangle with new data Param[1]: texture (type: Texture2D) Param[2]: rec (type: Rectangle) Param[3]: pixels (type: const void *) -Function 350: GenTextureMipmaps() (1 input parameters) +Function 365: GenTextureMipmaps() (1 input parameters) Name: GenTextureMipmaps Return type: void Description: Generate GPU mipmaps for a texture Param[1]: texture (type: Texture2D *) -Function 351: SetTextureFilter() (2 input parameters) +Function 366: SetTextureFilter() (2 input parameters) Name: SetTextureFilter Return type: void Description: Set texture scaling filter mode Param[1]: texture (type: Texture2D) Param[2]: filter (type: int) -Function 352: SetTextureWrap() (2 input parameters) +Function 367: SetTextureWrap() (2 input parameters) Name: SetTextureWrap Return type: void Description: Set texture wrapping mode Param[1]: texture (type: Texture2D) Param[2]: wrap (type: int) -Function 353: DrawTexture() (4 input parameters) +Function 368: DrawTexture() (4 input parameters) Name: DrawTexture Return type: void Description: Draw a Texture2D @@ -3173,14 +3290,14 @@ Function 353: DrawTexture() (4 input parameters) Param[2]: posX (type: int) Param[3]: posY (type: int) Param[4]: tint (type: Color) -Function 354: DrawTextureV() (3 input parameters) +Function 369: DrawTextureV() (3 input parameters) Name: DrawTextureV Return type: void Description: Draw a Texture2D with position defined as Vector2 Param[1]: texture (type: Texture2D) Param[2]: position (type: Vector2) Param[3]: tint (type: Color) -Function 355: DrawTextureEx() (5 input parameters) +Function 370: DrawTextureEx() (5 input parameters) Name: DrawTextureEx Return type: void Description: Draw a Texture2D with extended parameters @@ -3189,7 +3306,7 @@ Function 355: DrawTextureEx() (5 input parameters) Param[3]: rotation (type: float) Param[4]: scale (type: float) Param[5]: tint (type: Color) -Function 356: DrawTextureRec() (4 input parameters) +Function 371: DrawTextureRec() (4 input parameters) Name: DrawTextureRec Return type: void Description: Draw a part of a texture defined by a rectangle @@ -3197,7 +3314,7 @@ Function 356: DrawTextureRec() (4 input parameters) Param[2]: source (type: Rectangle) Param[3]: position (type: Vector2) Param[4]: tint (type: Color) -Function 357: DrawTexturePro() (6 input parameters) +Function 372: DrawTexturePro() (6 input parameters) Name: DrawTexturePro Return type: void Description: Draw a part of a texture defined by a rectangle with 'pro' parameters @@ -3207,7 +3324,7 @@ Function 357: DrawTexturePro() (6 input parameters) Param[4]: origin (type: Vector2) Param[5]: rotation (type: float) Param[6]: tint (type: Color) -Function 358: DrawTextureNPatch() (6 input parameters) +Function 373: DrawTextureNPatch() (6 input parameters) Name: DrawTextureNPatch Return type: void Description: Draws a texture (or part of it) that stretches or shrinks nicely @@ -3217,127 +3334,134 @@ Function 358: DrawTextureNPatch() (6 input parameters) Param[4]: origin (type: Vector2) Param[5]: rotation (type: float) Param[6]: tint (type: Color) -Function 359: ColorIsEqual() (2 input parameters) +Function 374: ColorIsEqual() (2 input parameters) Name: ColorIsEqual Return type: bool Description: Check if two colors are equal Param[1]: col1 (type: Color) Param[2]: col2 (type: Color) -Function 360: Fade() (2 input parameters) +Function 375: Fade() (2 input parameters) Name: Fade Return type: Color Description: Get color with alpha applied, alpha goes from 0.0f to 1.0f Param[1]: color (type: Color) Param[2]: alpha (type: float) -Function 361: ColorToInt() (1 input parameters) +Function 376: ColorToInt() (1 input parameters) Name: ColorToInt Return type: int Description: Get hexadecimal value for a Color (0xRRGGBBAA) Param[1]: color (type: Color) -Function 362: ColorNormalize() (1 input parameters) +Function 377: ColorNormalize() (1 input parameters) Name: ColorNormalize Return type: Vector4 Description: Get Color normalized as float [0..1] Param[1]: color (type: Color) -Function 363: ColorFromNormalized() (1 input parameters) +Function 378: ColorFromNormalized() (1 input parameters) Name: ColorFromNormalized Return type: Color Description: Get Color from normalized values [0..1] Param[1]: normalized (type: Vector4) -Function 364: ColorToHSV() (1 input parameters) +Function 379: ColorToHSV() (1 input parameters) Name: ColorToHSV Return type: Vector3 Description: Get HSV values for a Color, hue [0..360], saturation/value [0..1] Param[1]: color (type: Color) -Function 365: ColorFromHSV() (3 input parameters) +Function 380: ColorFromHSV() (3 input parameters) Name: ColorFromHSV Return type: Color Description: Get a Color from HSV values, hue [0..360], saturation/value [0..1] Param[1]: hue (type: float) Param[2]: saturation (type: float) Param[3]: value (type: float) -Function 366: ColorTint() (2 input parameters) +Function 381: ColorTint() (2 input parameters) Name: ColorTint Return type: Color Description: Get color multiplied with another color Param[1]: color (type: Color) Param[2]: tint (type: Color) -Function 367: ColorBrightness() (2 input parameters) +Function 382: ColorBrightness() (2 input parameters) Name: ColorBrightness Return type: Color Description: Get color with brightness correction, brightness factor goes from -1.0f to 1.0f Param[1]: color (type: Color) Param[2]: factor (type: float) -Function 368: ColorContrast() (2 input parameters) +Function 383: ColorContrast() (2 input parameters) Name: ColorContrast Return type: Color Description: Get color with contrast correction, contrast values between -1.0f and 1.0f Param[1]: color (type: Color) Param[2]: contrast (type: float) -Function 369: ColorAlpha() (2 input parameters) +Function 384: ColorAlpha() (2 input parameters) Name: ColorAlpha Return type: Color Description: Get color with alpha applied, alpha goes from 0.0f to 1.0f Param[1]: color (type: Color) Param[2]: alpha (type: float) -Function 370: ColorAlphaBlend() (3 input parameters) +Function 385: ColorAlphaBlend() (3 input parameters) Name: ColorAlphaBlend Return type: Color Description: Get src alpha-blended into dst color with tint Param[1]: dst (type: Color) Param[2]: src (type: Color) Param[3]: tint (type: Color) -Function 371: GetColor() (1 input parameters) +Function 386: ColorLerp() (3 input parameters) + Name: ColorLerp + Return type: Color + Description: Get color lerp interpolation between two colors, factor [0.0f..1.0f] + Param[1]: color1 (type: Color) + Param[2]: color2 (type: Color) + Param[3]: factor (type: float) +Function 387: GetColor() (1 input parameters) Name: GetColor Return type: Color Description: Get Color structure from hexadecimal value Param[1]: hexValue (type: unsigned int) -Function 372: GetPixelColor() (2 input parameters) +Function 388: GetPixelColor() (2 input parameters) Name: GetPixelColor Return type: Color Description: Get Color from a source pixel pointer of certain format Param[1]: srcPtr (type: void *) Param[2]: format (type: int) -Function 373: SetPixelColor() (3 input parameters) +Function 389: SetPixelColor() (3 input parameters) Name: SetPixelColor Return type: void Description: Set color formatted into destination pixel pointer Param[1]: dstPtr (type: void *) Param[2]: color (type: Color) Param[3]: format (type: int) -Function 374: GetPixelDataSize() (3 input parameters) +Function 390: GetPixelDataSize() (3 input parameters) Name: GetPixelDataSize Return type: int Description: Get pixel data size in bytes for certain format Param[1]: width (type: int) Param[2]: height (type: int) Param[3]: format (type: int) -Function 375: GetFontDefault() (0 input parameters) +Function 391: GetFontDefault() (0 input parameters) Name: GetFontDefault Return type: Font Description: Get the default Font No input parameters -Function 376: LoadFont() (1 input parameters) +Function 392: LoadFont() (1 input parameters) Name: LoadFont Return type: Font Description: Load font from file into GPU memory (VRAM) Param[1]: fileName (type: const char *) -Function 377: LoadFontEx() (4 input parameters) +Function 393: LoadFontEx() (4 input parameters) Name: LoadFontEx Return type: Font - Description: Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character setFont + Description: Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set, font size is provided in pixels height Param[1]: fileName (type: const char *) Param[2]: fontSize (type: int) Param[3]: codepoints (type: int *) Param[4]: codepointCount (type: int) -Function 378: LoadFontFromImage() (3 input parameters) +Function 394: LoadFontFromImage() (3 input parameters) Name: LoadFontFromImage Return type: Font Description: Load font from Image (XNA style) Param[1]: image (type: Image) Param[2]: key (type: Color) Param[3]: firstChar (type: int) -Function 379: LoadFontFromMemory() (6 input parameters) +Function 395: LoadFontFromMemory() (6 input parameters) Name: LoadFontFromMemory Return type: Font Description: Load font from memory buffer, fileType refers to extension: i.e. '.ttf' @@ -3347,12 +3471,12 @@ Function 379: LoadFontFromMemory() (6 input parameters) Param[4]: fontSize (type: int) Param[5]: codepoints (type: int *) Param[6]: codepointCount (type: int) -Function 380: IsFontReady() (1 input parameters) - Name: IsFontReady +Function 396: IsFontValid() (1 input parameters) + Name: IsFontValid Return type: bool - Description: Check if a font is ready + Description: Check if a font is valid (font data loaded, WARNING: GPU texture not checked) Param[1]: font (type: Font) -Function 381: LoadFontData() (6 input parameters) +Function 397: LoadFontData() (6 input parameters) Name: LoadFontData Return type: GlyphInfo * Description: Load font data for further use @@ -3362,7 +3486,7 @@ Function 381: LoadFontData() (6 input parameters) Param[4]: codepoints (type: int *) Param[5]: codepointCount (type: int) Param[6]: type (type: int) -Function 382: GenImageFontAtlas() (6 input parameters) +Function 398: GenImageFontAtlas() (6 input parameters) Name: GenImageFontAtlas Return type: Image Description: Generate image font atlas using chars info @@ -3372,30 +3496,30 @@ Function 382: GenImageFontAtlas() (6 input parameters) Param[4]: fontSize (type: int) Param[5]: padding (type: int) Param[6]: packMethod (type: int) -Function 383: UnloadFontData() (2 input parameters) +Function 399: UnloadFontData() (2 input parameters) Name: UnloadFontData Return type: void Description: Unload font chars info data (RAM) Param[1]: glyphs (type: GlyphInfo *) Param[2]: glyphCount (type: int) -Function 384: UnloadFont() (1 input parameters) +Function 400: UnloadFont() (1 input parameters) Name: UnloadFont Return type: void Description: Unload font from GPU memory (VRAM) Param[1]: font (type: Font) -Function 385: ExportFontAsCode() (2 input parameters) +Function 401: ExportFontAsCode() (2 input parameters) Name: ExportFontAsCode Return type: bool Description: Export font as code file, returns true on success Param[1]: font (type: Font) Param[2]: fileName (type: const char *) -Function 386: DrawFPS() (2 input parameters) +Function 402: DrawFPS() (2 input parameters) Name: DrawFPS Return type: void Description: Draw current FPS Param[1]: posX (type: int) Param[2]: posY (type: int) -Function 387: DrawText() (5 input parameters) +Function 403: DrawText() (5 input parameters) Name: DrawText Return type: void Description: Draw text (using default font) @@ -3404,7 +3528,7 @@ Function 387: DrawText() (5 input parameters) Param[3]: posY (type: int) Param[4]: fontSize (type: int) Param[5]: color (type: Color) -Function 388: DrawTextEx() (6 input parameters) +Function 404: DrawTextEx() (6 input parameters) Name: DrawTextEx Return type: void Description: Draw text using font and additional parameters @@ -3414,7 +3538,7 @@ Function 388: DrawTextEx() (6 input parameters) Param[4]: fontSize (type: float) Param[5]: spacing (type: float) Param[6]: tint (type: Color) -Function 389: DrawTextPro() (8 input parameters) +Function 405: DrawTextPro() (8 input parameters) Name: DrawTextPro Return type: void Description: Draw text using Font and pro parameters (rotation) @@ -3426,7 +3550,7 @@ Function 389: DrawTextPro() (8 input parameters) Param[6]: fontSize (type: float) Param[7]: spacing (type: float) Param[8]: tint (type: Color) -Function 390: DrawTextCodepoint() (5 input parameters) +Function 406: DrawTextCodepoint() (5 input parameters) Name: DrawTextCodepoint Return type: void Description: Draw one character (codepoint) @@ -3435,7 +3559,7 @@ Function 390: DrawTextCodepoint() (5 input parameters) Param[3]: position (type: Vector2) Param[4]: fontSize (type: float) Param[5]: tint (type: Color) -Function 391: DrawTextCodepoints() (7 input parameters) +Function 407: DrawTextCodepoints() (7 input parameters) Name: DrawTextCodepoints Return type: void Description: Draw multiple character (codepoint) @@ -3446,18 +3570,18 @@ Function 391: DrawTextCodepoints() (7 input parameters) Param[5]: fontSize (type: float) Param[6]: spacing (type: float) Param[7]: tint (type: Color) -Function 392: SetTextLineSpacing() (1 input parameters) +Function 408: SetTextLineSpacing() (1 input parameters) Name: SetTextLineSpacing Return type: void Description: Set vertical line spacing when drawing with line-breaks Param[1]: spacing (type: int) -Function 393: MeasureText() (2 input parameters) +Function 409: MeasureText() (2 input parameters) Name: MeasureText Return type: int Description: Measure string width for default font Param[1]: text (type: const char *) Param[2]: fontSize (type: int) -Function 394: MeasureTextEx() (4 input parameters) +Function 410: MeasureTextEx() (4 input parameters) Name: MeasureTextEx Return type: Vector2 Description: Measure string size for Font @@ -3465,185 +3589,195 @@ Function 394: MeasureTextEx() (4 input parameters) Param[2]: text (type: const char *) Param[3]: fontSize (type: float) Param[4]: spacing (type: float) -Function 395: GetGlyphIndex() (2 input parameters) +Function 411: GetGlyphIndex() (2 input parameters) Name: GetGlyphIndex Return type: int Description: Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found Param[1]: font (type: Font) Param[2]: codepoint (type: int) -Function 396: GetGlyphInfo() (2 input parameters) +Function 412: GetGlyphInfo() (2 input parameters) Name: GetGlyphInfo Return type: GlyphInfo Description: Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found Param[1]: font (type: Font) Param[2]: codepoint (type: int) -Function 397: GetGlyphAtlasRec() (2 input parameters) +Function 413: GetGlyphAtlasRec() (2 input parameters) Name: GetGlyphAtlasRec Return type: Rectangle Description: Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found Param[1]: font (type: Font) Param[2]: codepoint (type: int) -Function 398: LoadUTF8() (2 input parameters) +Function 414: LoadUTF8() (2 input parameters) Name: LoadUTF8 Return type: char * Description: Load UTF-8 text encoded from codepoints array Param[1]: codepoints (type: const int *) Param[2]: length (type: int) -Function 399: UnloadUTF8() (1 input parameters) +Function 415: UnloadUTF8() (1 input parameters) Name: UnloadUTF8 Return type: void Description: Unload UTF-8 text encoded from codepoints array Param[1]: text (type: char *) -Function 400: LoadCodepoints() (2 input parameters) +Function 416: LoadCodepoints() (2 input parameters) Name: LoadCodepoints Return type: int * Description: Load all codepoints from a UTF-8 text string, codepoints count returned by parameter Param[1]: text (type: const char *) Param[2]: count (type: int *) -Function 401: UnloadCodepoints() (1 input parameters) +Function 417: UnloadCodepoints() (1 input parameters) Name: UnloadCodepoints Return type: void Description: Unload codepoints data from memory Param[1]: codepoints (type: int *) -Function 402: GetCodepointCount() (1 input parameters) +Function 418: GetCodepointCount() (1 input parameters) Name: GetCodepointCount Return type: int Description: Get total number of codepoints in a UTF-8 encoded string Param[1]: text (type: const char *) -Function 403: GetCodepoint() (2 input parameters) +Function 419: GetCodepoint() (2 input parameters) Name: GetCodepoint Return type: int Description: Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure Param[1]: text (type: const char *) Param[2]: codepointSize (type: int *) -Function 404: GetCodepointNext() (2 input parameters) +Function 420: GetCodepointNext() (2 input parameters) Name: GetCodepointNext Return type: int Description: Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure Param[1]: text (type: const char *) Param[2]: codepointSize (type: int *) -Function 405: GetCodepointPrevious() (2 input parameters) +Function 421: GetCodepointPrevious() (2 input parameters) Name: GetCodepointPrevious Return type: int Description: Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure Param[1]: text (type: const char *) Param[2]: codepointSize (type: int *) -Function 406: CodepointToUTF8() (2 input parameters) +Function 422: CodepointToUTF8() (2 input parameters) Name: CodepointToUTF8 Return type: const char * Description: Encode one codepoint into UTF-8 byte array (array length returned as parameter) Param[1]: codepoint (type: int) Param[2]: utf8Size (type: int *) -Function 407: TextCopy() (2 input parameters) +Function 423: TextCopy() (2 input parameters) Name: TextCopy Return type: int Description: Copy one string to another, returns bytes copied Param[1]: dst (type: char *) Param[2]: src (type: const char *) -Function 408: TextIsEqual() (2 input parameters) +Function 424: TextIsEqual() (2 input parameters) Name: TextIsEqual Return type: bool Description: Check if two text string are equal Param[1]: text1 (type: const char *) Param[2]: text2 (type: const char *) -Function 409: TextLength() (1 input parameters) +Function 425: TextLength() (1 input parameters) Name: TextLength Return type: unsigned int Description: Get text length, checks for '\0' ending Param[1]: text (type: const char *) -Function 410: TextFormat() (2 input parameters) +Function 426: TextFormat() (2 input parameters) Name: TextFormat Return type: const char * Description: Text formatting with variables (sprintf() style) Param[1]: text (type: const char *) Param[2]: args (type: ...) -Function 411: TextSubtext() (3 input parameters) +Function 427: TextSubtext() (3 input parameters) Name: TextSubtext Return type: const char * Description: Get a piece of a text string Param[1]: text (type: const char *) Param[2]: position (type: int) Param[3]: length (type: int) -Function 412: TextReplace() (3 input parameters) +Function 428: TextReplace() (3 input parameters) Name: TextReplace Return type: char * Description: Replace text string (WARNING: memory must be freed!) Param[1]: text (type: const char *) Param[2]: replace (type: const char *) Param[3]: by (type: const char *) -Function 413: TextInsert() (3 input parameters) +Function 429: TextInsert() (3 input parameters) Name: TextInsert Return type: char * Description: Insert text in a position (WARNING: memory must be freed!) Param[1]: text (type: const char *) Param[2]: insert (type: const char *) Param[3]: position (type: int) -Function 414: TextJoin() (3 input parameters) +Function 430: TextJoin() (3 input parameters) Name: TextJoin - Return type: const char * + Return type: char * Description: Join text strings with delimiter - Param[1]: textList (type: const char **) + Param[1]: textList (type: char **) Param[2]: count (type: int) Param[3]: delimiter (type: const char *) -Function 415: TextSplit() (3 input parameters) +Function 431: TextSplit() (3 input parameters) Name: TextSplit - Return type: const char ** + Return type: char ** Description: Split text into multiple strings Param[1]: text (type: const char *) Param[2]: delimiter (type: char) Param[3]: count (type: int *) -Function 416: TextAppend() (3 input parameters) +Function 432: TextAppend() (3 input parameters) Name: TextAppend Return type: void Description: Append text at specific position and move cursor! Param[1]: text (type: char *) Param[2]: append (type: const char *) Param[3]: position (type: int *) -Function 417: TextFindIndex() (2 input parameters) +Function 433: TextFindIndex() (2 input parameters) Name: TextFindIndex Return type: int Description: Find first text occurrence within a string Param[1]: text (type: const char *) Param[2]: find (type: const char *) -Function 418: TextToUpper() (1 input parameters) +Function 434: TextToUpper() (1 input parameters) Name: TextToUpper - Return type: const char * + Return type: char * Description: Get upper case version of provided string Param[1]: text (type: const char *) -Function 419: TextToLower() (1 input parameters) +Function 435: TextToLower() (1 input parameters) Name: TextToLower - Return type: const char * + Return type: char * Description: Get lower case version of provided string Param[1]: text (type: const char *) -Function 420: TextToPascal() (1 input parameters) +Function 436: TextToPascal() (1 input parameters) Name: TextToPascal - Return type: const char * + Return type: char * Description: Get Pascal case notation version of provided string Param[1]: text (type: const char *) -Function 421: TextToInteger() (1 input parameters) +Function 437: TextToSnake() (1 input parameters) + Name: TextToSnake + Return type: char * + Description: Get Snake case notation version of provided string + Param[1]: text (type: const char *) +Function 438: TextToCamel() (1 input parameters) + Name: TextToCamel + Return type: char * + Description: Get Camel case notation version of provided string + Param[1]: text (type: const char *) +Function 439: TextToInteger() (1 input parameters) Name: TextToInteger Return type: int - Description: Get integer value from text (negative values not supported) + Description: Get integer value from text Param[1]: text (type: const char *) -Function 422: TextToFloat() (1 input parameters) +Function 440: TextToFloat() (1 input parameters) Name: TextToFloat Return type: float - Description: Get float value from text (negative values not supported) + Description: Get float value from text Param[1]: text (type: const char *) -Function 423: DrawLine3D() (3 input parameters) +Function 441: DrawLine3D() (3 input parameters) Name: DrawLine3D Return type: void Description: Draw a line in 3D world space Param[1]: startPos (type: Vector3) Param[2]: endPos (type: Vector3) Param[3]: color (type: Color) -Function 424: DrawPoint3D() (2 input parameters) +Function 442: DrawPoint3D() (2 input parameters) Name: DrawPoint3D Return type: void Description: Draw a point in 3D space, actually a small line Param[1]: position (type: Vector3) Param[2]: color (type: Color) -Function 425: DrawCircle3D() (5 input parameters) +Function 443: DrawCircle3D() (5 input parameters) Name: DrawCircle3D Return type: void Description: Draw a circle in 3D world space @@ -3652,7 +3786,7 @@ Function 425: DrawCircle3D() (5 input parameters) Param[3]: rotationAxis (type: Vector3) Param[4]: rotationAngle (type: float) Param[5]: color (type: Color) -Function 426: DrawTriangle3D() (4 input parameters) +Function 444: DrawTriangle3D() (4 input parameters) Name: DrawTriangle3D Return type: void Description: Draw a color-filled triangle (vertex in counter-clockwise order!) @@ -3660,14 +3794,14 @@ Function 426: DrawTriangle3D() (4 input parameters) Param[2]: v2 (type: Vector3) Param[3]: v3 (type: Vector3) Param[4]: color (type: Color) -Function 427: DrawTriangleStrip3D() (3 input parameters) +Function 445: DrawTriangleStrip3D() (3 input parameters) Name: DrawTriangleStrip3D Return type: void Description: Draw a triangle strip defined by points - Param[1]: points (type: Vector3 *) + Param[1]: points (type: const Vector3 *) Param[2]: pointCount (type: int) Param[3]: color (type: Color) -Function 428: DrawCube() (5 input parameters) +Function 446: DrawCube() (5 input parameters) Name: DrawCube Return type: void Description: Draw cube @@ -3676,14 +3810,14 @@ Function 428: DrawCube() (5 input parameters) Param[3]: height (type: float) Param[4]: length (type: float) Param[5]: color (type: Color) -Function 429: DrawCubeV() (3 input parameters) +Function 447: DrawCubeV() (3 input parameters) Name: DrawCubeV Return type: void Description: Draw cube (Vector version) Param[1]: position (type: Vector3) Param[2]: size (type: Vector3) Param[3]: color (type: Color) -Function 430: DrawCubeWires() (5 input parameters) +Function 448: DrawCubeWires() (5 input parameters) Name: DrawCubeWires Return type: void Description: Draw cube wires @@ -3692,21 +3826,21 @@ Function 430: DrawCubeWires() (5 input parameters) Param[3]: height (type: float) Param[4]: length (type: float) Param[5]: color (type: Color) -Function 431: DrawCubeWiresV() (3 input parameters) +Function 449: DrawCubeWiresV() (3 input parameters) Name: DrawCubeWiresV Return type: void Description: Draw cube wires (Vector version) Param[1]: position (type: Vector3) Param[2]: size (type: Vector3) Param[3]: color (type: Color) -Function 432: DrawSphere() (3 input parameters) +Function 450: DrawSphere() (3 input parameters) Name: DrawSphere Return type: void Description: Draw sphere Param[1]: centerPos (type: Vector3) Param[2]: radius (type: float) Param[3]: color (type: Color) -Function 433: DrawSphereEx() (5 input parameters) +Function 451: DrawSphereEx() (5 input parameters) Name: DrawSphereEx Return type: void Description: Draw sphere with extended parameters @@ -3715,7 +3849,7 @@ Function 433: DrawSphereEx() (5 input parameters) Param[3]: rings (type: int) Param[4]: slices (type: int) Param[5]: color (type: Color) -Function 434: DrawSphereWires() (5 input parameters) +Function 452: DrawSphereWires() (5 input parameters) Name: DrawSphereWires Return type: void Description: Draw sphere wires @@ -3724,7 +3858,7 @@ Function 434: DrawSphereWires() (5 input parameters) Param[3]: rings (type: int) Param[4]: slices (type: int) Param[5]: color (type: Color) -Function 435: DrawCylinder() (6 input parameters) +Function 453: DrawCylinder() (6 input parameters) Name: DrawCylinder Return type: void Description: Draw a cylinder/cone @@ -3734,7 +3868,7 @@ Function 435: DrawCylinder() (6 input parameters) Param[4]: height (type: float) Param[5]: slices (type: int) Param[6]: color (type: Color) -Function 436: DrawCylinderEx() (6 input parameters) +Function 454: DrawCylinderEx() (6 input parameters) Name: DrawCylinderEx Return type: void Description: Draw a cylinder with base at startPos and top at endPos @@ -3744,7 +3878,7 @@ Function 436: DrawCylinderEx() (6 input parameters) Param[4]: endRadius (type: float) Param[5]: sides (type: int) Param[6]: color (type: Color) -Function 437: DrawCylinderWires() (6 input parameters) +Function 455: DrawCylinderWires() (6 input parameters) Name: DrawCylinderWires Return type: void Description: Draw a cylinder/cone wires @@ -3754,7 +3888,7 @@ Function 437: DrawCylinderWires() (6 input parameters) Param[4]: height (type: float) Param[5]: slices (type: int) Param[6]: color (type: Color) -Function 438: DrawCylinderWiresEx() (6 input parameters) +Function 456: DrawCylinderWiresEx() (6 input parameters) Name: DrawCylinderWiresEx Return type: void Description: Draw a cylinder wires with base at startPos and top at endPos @@ -3764,7 +3898,7 @@ Function 438: DrawCylinderWiresEx() (6 input parameters) Param[4]: endRadius (type: float) Param[5]: sides (type: int) Param[6]: color (type: Color) -Function 439: DrawCapsule() (6 input parameters) +Function 457: DrawCapsule() (6 input parameters) Name: DrawCapsule Return type: void Description: Draw a capsule with the center of its sphere caps at startPos and endPos @@ -3774,7 +3908,7 @@ Function 439: DrawCapsule() (6 input parameters) Param[4]: slices (type: int) Param[5]: rings (type: int) Param[6]: color (type: Color) -Function 440: DrawCapsuleWires() (6 input parameters) +Function 458: DrawCapsuleWires() (6 input parameters) Name: DrawCapsuleWires Return type: void Description: Draw capsule wireframe with the center of its sphere caps at startPos and endPos @@ -3784,51 +3918,51 @@ Function 440: DrawCapsuleWires() (6 input parameters) Param[4]: slices (type: int) Param[5]: rings (type: int) Param[6]: color (type: Color) -Function 441: DrawPlane() (3 input parameters) +Function 459: DrawPlane() (3 input parameters) Name: DrawPlane Return type: void Description: Draw a plane XZ Param[1]: centerPos (type: Vector3) Param[2]: size (type: Vector2) Param[3]: color (type: Color) -Function 442: DrawRay() (2 input parameters) +Function 460: DrawRay() (2 input parameters) Name: DrawRay Return type: void Description: Draw a ray line Param[1]: ray (type: Ray) Param[2]: color (type: Color) -Function 443: DrawGrid() (2 input parameters) +Function 461: DrawGrid() (2 input parameters) Name: DrawGrid Return type: void Description: Draw a grid (centered at (0, 0, 0)) Param[1]: slices (type: int) Param[2]: spacing (type: float) -Function 444: LoadModel() (1 input parameters) +Function 462: LoadModel() (1 input parameters) Name: LoadModel Return type: Model Description: Load model from files (meshes and materials) Param[1]: fileName (type: const char *) -Function 445: LoadModelFromMesh() (1 input parameters) +Function 463: LoadModelFromMesh() (1 input parameters) Name: LoadModelFromMesh Return type: Model Description: Load model from generated mesh (default material) Param[1]: mesh (type: Mesh) -Function 446: IsModelReady() (1 input parameters) - Name: IsModelReady +Function 464: IsModelValid() (1 input parameters) + Name: IsModelValid Return type: bool - Description: Check if a model is ready + Description: Check if a model is valid (loaded in GPU, VAO/VBOs) Param[1]: model (type: Model) -Function 447: UnloadModel() (1 input parameters) +Function 465: UnloadModel() (1 input parameters) Name: UnloadModel Return type: void Description: Unload model (including meshes) from memory (RAM and/or VRAM) Param[1]: model (type: Model) -Function 448: GetModelBoundingBox() (1 input parameters) +Function 466: GetModelBoundingBox() (1 input parameters) Name: GetModelBoundingBox Return type: BoundingBox Description: Compute model bounding box limits (considers all meshes) Param[1]: model (type: Model) -Function 449: DrawModel() (4 input parameters) +Function 467: DrawModel() (4 input parameters) Name: DrawModel Return type: void Description: Draw a model (with texture if set) @@ -3836,7 +3970,7 @@ Function 449: DrawModel() (4 input parameters) Param[2]: position (type: Vector3) Param[3]: scale (type: float) Param[4]: tint (type: Color) -Function 450: DrawModelEx() (6 input parameters) +Function 468: DrawModelEx() (6 input parameters) Name: DrawModelEx Return type: void Description: Draw a model with extended parameters @@ -3846,7 +3980,7 @@ Function 450: DrawModelEx() (6 input parameters) Param[4]: rotationAngle (type: float) Param[5]: scale (type: Vector3) Param[6]: tint (type: Color) -Function 451: DrawModelWires() (4 input parameters) +Function 469: DrawModelWires() (4 input parameters) Name: DrawModelWires Return type: void Description: Draw a model wires (with texture if set) @@ -3854,7 +3988,7 @@ Function 451: DrawModelWires() (4 input parameters) Param[2]: position (type: Vector3) Param[3]: scale (type: float) Param[4]: tint (type: Color) -Function 452: DrawModelWiresEx() (6 input parameters) +Function 470: DrawModelWiresEx() (6 input parameters) Name: DrawModelWiresEx Return type: void Description: Draw a model wires (with texture if set) with extended parameters @@ -3864,22 +3998,40 @@ Function 452: DrawModelWiresEx() (6 input parameters) Param[4]: rotationAngle (type: float) Param[5]: scale (type: Vector3) Param[6]: tint (type: Color) -Function 453: DrawBoundingBox() (2 input parameters) +Function 471: DrawModelPoints() (4 input parameters) + Name: DrawModelPoints + Return type: void + Description: Draw a model as points + Param[1]: model (type: Model) + Param[2]: position (type: Vector3) + Param[3]: scale (type: float) + Param[4]: tint (type: Color) +Function 472: DrawModelPointsEx() (6 input parameters) + Name: DrawModelPointsEx + Return type: void + Description: Draw a model as points with extended parameters + Param[1]: model (type: Model) + Param[2]: position (type: Vector3) + Param[3]: rotationAxis (type: Vector3) + Param[4]: rotationAngle (type: float) + Param[5]: scale (type: Vector3) + Param[6]: tint (type: Color) +Function 473: DrawBoundingBox() (2 input parameters) Name: DrawBoundingBox Return type: void Description: Draw bounding box (wires) Param[1]: box (type: BoundingBox) Param[2]: color (type: Color) -Function 454: DrawBillboard() (5 input parameters) +Function 474: DrawBillboard() (5 input parameters) Name: DrawBillboard Return type: void Description: Draw a billboard texture Param[1]: camera (type: Camera) Param[2]: texture (type: Texture2D) Param[3]: position (type: Vector3) - Param[4]: size (type: float) + Param[4]: scale (type: float) Param[5]: tint (type: Color) -Function 455: DrawBillboardRec() (6 input parameters) +Function 475: DrawBillboardRec() (6 input parameters) Name: DrawBillboardRec Return type: void Description: Draw a billboard texture defined by source @@ -3889,7 +4041,7 @@ Function 455: DrawBillboardRec() (6 input parameters) Param[4]: position (type: Vector3) Param[5]: size (type: Vector2) Param[6]: tint (type: Color) -Function 456: DrawBillboardPro() (9 input parameters) +Function 476: DrawBillboardPro() (9 input parameters) Name: DrawBillboardPro Return type: void Description: Draw a billboard texture defined by source and rotation @@ -3902,13 +4054,13 @@ Function 456: DrawBillboardPro() (9 input parameters) Param[7]: origin (type: Vector2) Param[8]: rotation (type: float) Param[9]: tint (type: Color) -Function 457: UploadMesh() (2 input parameters) +Function 477: UploadMesh() (2 input parameters) Name: UploadMesh Return type: void Description: Upload mesh vertex data in GPU and provide VAO/VBO ids Param[1]: mesh (type: Mesh *) Param[2]: dynamic (type: bool) -Function 458: UpdateMeshBuffer() (5 input parameters) +Function 478: UpdateMeshBuffer() (5 input parameters) Name: UpdateMeshBuffer Return type: void Description: Update mesh vertex data in GPU for a specific buffer index @@ -3917,19 +4069,19 @@ Function 458: UpdateMeshBuffer() (5 input parameters) Param[3]: data (type: const void *) Param[4]: dataSize (type: int) Param[5]: offset (type: int) -Function 459: UnloadMesh() (1 input parameters) +Function 479: UnloadMesh() (1 input parameters) Name: UnloadMesh Return type: void Description: Unload mesh data from CPU and GPU Param[1]: mesh (type: Mesh) -Function 460: DrawMesh() (3 input parameters) +Function 480: DrawMesh() (3 input parameters) Name: DrawMesh Return type: void Description: Draw a 3d mesh with material and transform Param[1]: mesh (type: Mesh) Param[2]: material (type: Material) Param[3]: transform (type: Matrix) -Function 461: DrawMeshInstanced() (4 input parameters) +Function 481: DrawMeshInstanced() (4 input parameters) Name: DrawMeshInstanced Return type: void Description: Draw multiple mesh instances with material and different transforms @@ -3937,35 +4089,35 @@ Function 461: DrawMeshInstanced() (4 input parameters) Param[2]: material (type: Material) Param[3]: transforms (type: const Matrix *) Param[4]: instances (type: int) -Function 462: GetMeshBoundingBox() (1 input parameters) +Function 482: GetMeshBoundingBox() (1 input parameters) Name: GetMeshBoundingBox Return type: BoundingBox Description: Compute mesh bounding box limits Param[1]: mesh (type: Mesh) -Function 463: GenMeshTangents() (1 input parameters) +Function 483: GenMeshTangents() (1 input parameters) Name: GenMeshTangents Return type: void Description: Compute mesh tangents Param[1]: mesh (type: Mesh *) -Function 464: ExportMesh() (2 input parameters) +Function 484: ExportMesh() (2 input parameters) Name: ExportMesh Return type: bool Description: Export mesh data to file, returns true on success Param[1]: mesh (type: Mesh) Param[2]: fileName (type: const char *) -Function 465: ExportMeshAsCode() (2 input parameters) +Function 485: ExportMeshAsCode() (2 input parameters) Name: ExportMeshAsCode Return type: bool Description: Export mesh as code file (.h) defining multiple arrays of vertex attributes Param[1]: mesh (type: Mesh) Param[2]: fileName (type: const char *) -Function 466: GenMeshPoly() (2 input parameters) +Function 486: GenMeshPoly() (2 input parameters) Name: GenMeshPoly Return type: Mesh Description: Generate polygonal mesh Param[1]: sides (type: int) Param[2]: radius (type: float) -Function 467: GenMeshPlane() (4 input parameters) +Function 487: GenMeshPlane() (4 input parameters) Name: GenMeshPlane Return type: Mesh Description: Generate plane mesh (with subdivisions) @@ -3973,42 +4125,42 @@ Function 467: GenMeshPlane() (4 input parameters) Param[2]: length (type: float) Param[3]: resX (type: int) Param[4]: resZ (type: int) -Function 468: GenMeshCube() (3 input parameters) +Function 488: GenMeshCube() (3 input parameters) Name: GenMeshCube Return type: Mesh Description: Generate cuboid mesh Param[1]: width (type: float) Param[2]: height (type: float) Param[3]: length (type: float) -Function 469: GenMeshSphere() (3 input parameters) +Function 489: GenMeshSphere() (3 input parameters) Name: GenMeshSphere Return type: Mesh Description: Generate sphere mesh (standard sphere) Param[1]: radius (type: float) Param[2]: rings (type: int) Param[3]: slices (type: int) -Function 470: GenMeshHemiSphere() (3 input parameters) +Function 490: GenMeshHemiSphere() (3 input parameters) Name: GenMeshHemiSphere Return type: Mesh Description: Generate half-sphere mesh (no bottom cap) Param[1]: radius (type: float) Param[2]: rings (type: int) Param[3]: slices (type: int) -Function 471: GenMeshCylinder() (3 input parameters) +Function 491: GenMeshCylinder() (3 input parameters) Name: GenMeshCylinder Return type: Mesh Description: Generate cylinder mesh Param[1]: radius (type: float) Param[2]: height (type: float) Param[3]: slices (type: int) -Function 472: GenMeshCone() (3 input parameters) +Function 492: GenMeshCone() (3 input parameters) Name: GenMeshCone Return type: Mesh Description: Generate cone/pyramid mesh Param[1]: radius (type: float) Param[2]: height (type: float) Param[3]: slices (type: int) -Function 473: GenMeshTorus() (4 input parameters) +Function 493: GenMeshTorus() (4 input parameters) Name: GenMeshTorus Return type: Mesh Description: Generate torus mesh @@ -4016,7 +4168,7 @@ Function 473: GenMeshTorus() (4 input parameters) Param[2]: size (type: float) Param[3]: radSeg (type: int) Param[4]: sides (type: int) -Function 474: GenMeshKnot() (4 input parameters) +Function 494: GenMeshKnot() (4 input parameters) Name: GenMeshKnot Return type: Mesh Description: Generate trefoil knot mesh @@ -4024,84 +4176,91 @@ Function 474: GenMeshKnot() (4 input parameters) Param[2]: size (type: float) Param[3]: radSeg (type: int) Param[4]: sides (type: int) -Function 475: GenMeshHeightmap() (2 input parameters) +Function 495: GenMeshHeightmap() (2 input parameters) Name: GenMeshHeightmap Return type: Mesh Description: Generate heightmap mesh from image data Param[1]: heightmap (type: Image) Param[2]: size (type: Vector3) -Function 476: GenMeshCubicmap() (2 input parameters) +Function 496: GenMeshCubicmap() (2 input parameters) Name: GenMeshCubicmap Return type: Mesh Description: Generate cubes-based map mesh from image data Param[1]: cubicmap (type: Image) Param[2]: cubeSize (type: Vector3) -Function 477: LoadMaterials() (2 input parameters) +Function 497: LoadMaterials() (2 input parameters) Name: LoadMaterials Return type: Material * Description: Load materials from model file Param[1]: fileName (type: const char *) Param[2]: materialCount (type: int *) -Function 478: LoadMaterialDefault() (0 input parameters) +Function 498: LoadMaterialDefault() (0 input parameters) Name: LoadMaterialDefault Return type: Material Description: Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) No input parameters -Function 479: IsMaterialReady() (1 input parameters) - Name: IsMaterialReady +Function 499: IsMaterialValid() (1 input parameters) + Name: IsMaterialValid Return type: bool - Description: Check if a material is ready + Description: Check if a material is valid (shader assigned, map textures loaded in GPU) Param[1]: material (type: Material) -Function 480: UnloadMaterial() (1 input parameters) +Function 500: UnloadMaterial() (1 input parameters) Name: UnloadMaterial Return type: void Description: Unload material from GPU memory (VRAM) Param[1]: material (type: Material) -Function 481: SetMaterialTexture() (3 input parameters) +Function 501: SetMaterialTexture() (3 input parameters) Name: SetMaterialTexture Return type: void Description: Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...) Param[1]: material (type: Material *) Param[2]: mapType (type: int) Param[3]: texture (type: Texture2D) -Function 482: SetModelMeshMaterial() (3 input parameters) +Function 502: SetModelMeshMaterial() (3 input parameters) Name: SetModelMeshMaterial Return type: void Description: Set material for a mesh Param[1]: model (type: Model *) Param[2]: meshId (type: int) Param[3]: materialId (type: int) -Function 483: LoadModelAnimations() (2 input parameters) +Function 503: LoadModelAnimations() (2 input parameters) Name: LoadModelAnimations Return type: ModelAnimation * Description: Load model animations from file Param[1]: fileName (type: const char *) Param[2]: animCount (type: int *) -Function 484: UpdateModelAnimation() (3 input parameters) +Function 504: UpdateModelAnimation() (3 input parameters) Name: UpdateModelAnimation Return type: void - Description: Update model animation pose + Description: Update model animation pose (CPU) + Param[1]: model (type: Model) + Param[2]: anim (type: ModelAnimation) + Param[3]: frame (type: int) +Function 505: UpdateModelAnimationBones() (3 input parameters) + Name: UpdateModelAnimationBones + Return type: void + Description: Update model animation mesh bone matrices (GPU skinning) Param[1]: model (type: Model) Param[2]: anim (type: ModelAnimation) Param[3]: frame (type: int) -Function 485: UnloadModelAnimation() (1 input parameters) +Function 506: UnloadModelAnimation() (1 input parameters) Name: UnloadModelAnimation Return type: void Description: Unload animation data Param[1]: anim (type: ModelAnimation) -Function 486: UnloadModelAnimations() (2 input parameters) +Function 507: UnloadModelAnimations() (2 input parameters) Name: UnloadModelAnimations Return type: void Description: Unload animation array data Param[1]: animations (type: ModelAnimation *) Param[2]: animCount (type: int) -Function 487: IsModelAnimationValid() (2 input parameters) +Function 508: IsModelAnimationValid() (2 input parameters) Name: IsModelAnimationValid Return type: bool Description: Check model animation skeleton match Param[1]: model (type: Model) Param[2]: anim (type: ModelAnimation) -Function 488: CheckCollisionSpheres() (4 input parameters) +Function 509: CheckCollisionSpheres() (4 input parameters) Name: CheckCollisionSpheres Return type: bool Description: Check collision between two spheres @@ -4109,40 +4268,40 @@ Function 488: CheckCollisionSpheres() (4 input parameters) Param[2]: radius1 (type: float) Param[3]: center2 (type: Vector3) Param[4]: radius2 (type: float) -Function 489: CheckCollisionBoxes() (2 input parameters) +Function 510: CheckCollisionBoxes() (2 input parameters) Name: CheckCollisionBoxes Return type: bool Description: Check collision between two bounding boxes Param[1]: box1 (type: BoundingBox) Param[2]: box2 (type: BoundingBox) -Function 490: CheckCollisionBoxSphere() (3 input parameters) +Function 511: CheckCollisionBoxSphere() (3 input parameters) Name: CheckCollisionBoxSphere Return type: bool Description: Check collision between box and sphere Param[1]: box (type: BoundingBox) Param[2]: center (type: Vector3) Param[3]: radius (type: float) -Function 491: GetRayCollisionSphere() (3 input parameters) +Function 512: GetRayCollisionSphere() (3 input parameters) Name: GetRayCollisionSphere Return type: RayCollision Description: Get collision info between ray and sphere Param[1]: ray (type: Ray) Param[2]: center (type: Vector3) Param[3]: radius (type: float) -Function 492: GetRayCollisionBox() (2 input parameters) +Function 513: GetRayCollisionBox() (2 input parameters) Name: GetRayCollisionBox Return type: RayCollision Description: Get collision info between ray and box Param[1]: ray (type: Ray) Param[2]: box (type: BoundingBox) -Function 493: GetRayCollisionMesh() (3 input parameters) +Function 514: GetRayCollisionMesh() (3 input parameters) Name: GetRayCollisionMesh Return type: RayCollision Description: Get collision info between ray and mesh Param[1]: ray (type: Ray) Param[2]: mesh (type: Mesh) Param[3]: transform (type: Matrix) -Function 494: GetRayCollisionTriangle() (4 input parameters) +Function 515: GetRayCollisionTriangle() (4 input parameters) Name: GetRayCollisionTriangle Return type: RayCollision Description: Get collision info between ray and triangle @@ -4150,7 +4309,7 @@ Function 494: GetRayCollisionTriangle() (4 input parameters) Param[2]: p1 (type: Vector3) Param[3]: p2 (type: Vector3) Param[4]: p3 (type: Vector3) -Function 495: GetRayCollisionQuad() (5 input parameters) +Function 516: GetRayCollisionQuad() (5 input parameters) Name: GetRayCollisionQuad Return type: RayCollision Description: Get collision info between ray and quad @@ -4159,158 +4318,158 @@ Function 495: GetRayCollisionQuad() (5 input parameters) Param[3]: p2 (type: Vector3) Param[4]: p3 (type: Vector3) Param[5]: p4 (type: Vector3) -Function 496: InitAudioDevice() (0 input parameters) +Function 517: InitAudioDevice() (0 input parameters) Name: InitAudioDevice Return type: void Description: Initialize audio device and context No input parameters -Function 497: CloseAudioDevice() (0 input parameters) +Function 518: CloseAudioDevice() (0 input parameters) Name: CloseAudioDevice Return type: void Description: Close the audio device and context No input parameters -Function 498: IsAudioDeviceReady() (0 input parameters) +Function 519: IsAudioDeviceReady() (0 input parameters) Name: IsAudioDeviceReady Return type: bool Description: Check if audio device has been initialized successfully No input parameters -Function 499: SetMasterVolume() (1 input parameters) +Function 520: SetMasterVolume() (1 input parameters) Name: SetMasterVolume Return type: void Description: Set master volume (listener) Param[1]: volume (type: float) -Function 500: GetMasterVolume() (0 input parameters) +Function 521: GetMasterVolume() (0 input parameters) Name: GetMasterVolume Return type: float Description: Get master volume (listener) No input parameters -Function 501: LoadWave() (1 input parameters) +Function 522: LoadWave() (1 input parameters) Name: LoadWave Return type: Wave Description: Load wave data from file Param[1]: fileName (type: const char *) -Function 502: LoadWaveFromMemory() (3 input parameters) +Function 523: LoadWaveFromMemory() (3 input parameters) Name: LoadWaveFromMemory Return type: Wave Description: Load wave from memory buffer, fileType refers to extension: i.e. '.wav' Param[1]: fileType (type: const char *) Param[2]: fileData (type: const unsigned char *) Param[3]: dataSize (type: int) -Function 503: IsWaveReady() (1 input parameters) - Name: IsWaveReady +Function 524: IsWaveValid() (1 input parameters) + Name: IsWaveValid Return type: bool - Description: Checks if wave data is ready + Description: Checks if wave data is valid (data loaded and parameters) Param[1]: wave (type: Wave) -Function 504: LoadSound() (1 input parameters) +Function 525: LoadSound() (1 input parameters) Name: LoadSound Return type: Sound Description: Load sound from file Param[1]: fileName (type: const char *) -Function 505: LoadSoundFromWave() (1 input parameters) +Function 526: LoadSoundFromWave() (1 input parameters) Name: LoadSoundFromWave Return type: Sound Description: Load sound from wave data Param[1]: wave (type: Wave) -Function 506: LoadSoundAlias() (1 input parameters) +Function 527: LoadSoundAlias() (1 input parameters) Name: LoadSoundAlias Return type: Sound Description: Create a new sound that shares the same sample data as the source sound, does not own the sound data Param[1]: source (type: Sound) -Function 507: IsSoundReady() (1 input parameters) - Name: IsSoundReady +Function 528: IsSoundValid() (1 input parameters) + Name: IsSoundValid Return type: bool - Description: Checks if a sound is ready + Description: Checks if a sound is valid (data loaded and buffers initialized) Param[1]: sound (type: Sound) -Function 508: UpdateSound() (3 input parameters) +Function 529: UpdateSound() (3 input parameters) Name: UpdateSound Return type: void Description: Update sound buffer with new data Param[1]: sound (type: Sound) Param[2]: data (type: const void *) Param[3]: sampleCount (type: int) -Function 509: UnloadWave() (1 input parameters) +Function 530: UnloadWave() (1 input parameters) Name: UnloadWave Return type: void Description: Unload wave data Param[1]: wave (type: Wave) -Function 510: UnloadSound() (1 input parameters) +Function 531: UnloadSound() (1 input parameters) Name: UnloadSound Return type: void Description: Unload sound Param[1]: sound (type: Sound) -Function 511: UnloadSoundAlias() (1 input parameters) +Function 532: UnloadSoundAlias() (1 input parameters) Name: UnloadSoundAlias Return type: void Description: Unload a sound alias (does not deallocate sample data) Param[1]: alias (type: Sound) -Function 512: ExportWave() (2 input parameters) +Function 533: ExportWave() (2 input parameters) Name: ExportWave Return type: bool Description: Export wave data to file, returns true on success Param[1]: wave (type: Wave) Param[2]: fileName (type: const char *) -Function 513: ExportWaveAsCode() (2 input parameters) +Function 534: ExportWaveAsCode() (2 input parameters) Name: ExportWaveAsCode Return type: bool Description: Export wave sample data to code (.h), returns true on success Param[1]: wave (type: Wave) Param[2]: fileName (type: const char *) -Function 514: PlaySound() (1 input parameters) +Function 535: PlaySound() (1 input parameters) Name: PlaySound Return type: void Description: Play a sound Param[1]: sound (type: Sound) -Function 515: StopSound() (1 input parameters) +Function 536: StopSound() (1 input parameters) Name: StopSound Return type: void Description: Stop playing a sound Param[1]: sound (type: Sound) -Function 516: PauseSound() (1 input parameters) +Function 537: PauseSound() (1 input parameters) Name: PauseSound Return type: void Description: Pause a sound Param[1]: sound (type: Sound) -Function 517: ResumeSound() (1 input parameters) +Function 538: ResumeSound() (1 input parameters) Name: ResumeSound Return type: void Description: Resume a paused sound Param[1]: sound (type: Sound) -Function 518: IsSoundPlaying() (1 input parameters) +Function 539: IsSoundPlaying() (1 input parameters) Name: IsSoundPlaying Return type: bool Description: Check if a sound is currently playing Param[1]: sound (type: Sound) -Function 519: SetSoundVolume() (2 input parameters) +Function 540: SetSoundVolume() (2 input parameters) Name: SetSoundVolume Return type: void Description: Set volume for a sound (1.0 is max level) Param[1]: sound (type: Sound) Param[2]: volume (type: float) -Function 520: SetSoundPitch() (2 input parameters) +Function 541: SetSoundPitch() (2 input parameters) Name: SetSoundPitch Return type: void Description: Set pitch for a sound (1.0 is base level) Param[1]: sound (type: Sound) Param[2]: pitch (type: float) -Function 521: SetSoundPan() (2 input parameters) +Function 542: SetSoundPan() (2 input parameters) Name: SetSoundPan Return type: void Description: Set pan for a sound (0.5 is center) Param[1]: sound (type: Sound) Param[2]: pan (type: float) -Function 522: WaveCopy() (1 input parameters) +Function 543: WaveCopy() (1 input parameters) Name: WaveCopy Return type: Wave Description: Copy a wave to a new wave Param[1]: wave (type: Wave) -Function 523: WaveCrop() (3 input parameters) +Function 544: WaveCrop() (3 input parameters) Name: WaveCrop Return type: void - Description: Crop a wave to defined samples range + Description: Crop a wave to defined frames range Param[1]: wave (type: Wave *) - Param[2]: initSample (type: int) - Param[3]: finalSample (type: int) -Function 524: WaveFormat() (4 input parameters) + Param[2]: initFrame (type: int) + Param[3]: finalFrame (type: int) +Function 545: WaveFormat() (4 input parameters) Name: WaveFormat Return type: void Description: Convert wave data to desired format @@ -4318,203 +4477,203 @@ Function 524: WaveFormat() (4 input parameters) Param[2]: sampleRate (type: int) Param[3]: sampleSize (type: int) Param[4]: channels (type: int) -Function 525: LoadWaveSamples() (1 input parameters) +Function 546: LoadWaveSamples() (1 input parameters) Name: LoadWaveSamples Return type: float * Description: Load samples data from wave as a 32bit float data array Param[1]: wave (type: Wave) -Function 526: UnloadWaveSamples() (1 input parameters) +Function 547: UnloadWaveSamples() (1 input parameters) Name: UnloadWaveSamples Return type: void Description: Unload samples data loaded with LoadWaveSamples() Param[1]: samples (type: float *) -Function 527: LoadMusicStream() (1 input parameters) +Function 548: LoadMusicStream() (1 input parameters) Name: LoadMusicStream Return type: Music Description: Load music stream from file Param[1]: fileName (type: const char *) -Function 528: LoadMusicStreamFromMemory() (3 input parameters) +Function 549: LoadMusicStreamFromMemory() (3 input parameters) Name: LoadMusicStreamFromMemory Return type: Music Description: Load music stream from data Param[1]: fileType (type: const char *) Param[2]: data (type: const unsigned char *) Param[3]: dataSize (type: int) -Function 529: IsMusicReady() (1 input parameters) - Name: IsMusicReady +Function 550: IsMusicValid() (1 input parameters) + Name: IsMusicValid Return type: bool - Description: Checks if a music stream is ready + Description: Checks if a music stream is valid (context and buffers initialized) Param[1]: music (type: Music) -Function 530: UnloadMusicStream() (1 input parameters) +Function 551: UnloadMusicStream() (1 input parameters) Name: UnloadMusicStream Return type: void Description: Unload music stream Param[1]: music (type: Music) -Function 531: PlayMusicStream() (1 input parameters) +Function 552: PlayMusicStream() (1 input parameters) Name: PlayMusicStream Return type: void Description: Start music playing Param[1]: music (type: Music) -Function 532: IsMusicStreamPlaying() (1 input parameters) +Function 553: IsMusicStreamPlaying() (1 input parameters) Name: IsMusicStreamPlaying Return type: bool Description: Check if music is playing Param[1]: music (type: Music) -Function 533: UpdateMusicStream() (1 input parameters) +Function 554: UpdateMusicStream() (1 input parameters) Name: UpdateMusicStream Return type: void Description: Updates buffers for music streaming Param[1]: music (type: Music) -Function 534: StopMusicStream() (1 input parameters) +Function 555: StopMusicStream() (1 input parameters) Name: StopMusicStream Return type: void Description: Stop music playing Param[1]: music (type: Music) -Function 535: PauseMusicStream() (1 input parameters) +Function 556: PauseMusicStream() (1 input parameters) Name: PauseMusicStream Return type: void Description: Pause music playing Param[1]: music (type: Music) -Function 536: ResumeMusicStream() (1 input parameters) +Function 557: ResumeMusicStream() (1 input parameters) Name: ResumeMusicStream Return type: void Description: Resume playing paused music Param[1]: music (type: Music) -Function 537: SeekMusicStream() (2 input parameters) +Function 558: SeekMusicStream() (2 input parameters) Name: SeekMusicStream Return type: void Description: Seek music to a position (in seconds) Param[1]: music (type: Music) Param[2]: position (type: float) -Function 538: SetMusicVolume() (2 input parameters) +Function 559: SetMusicVolume() (2 input parameters) Name: SetMusicVolume Return type: void Description: Set volume for music (1.0 is max level) Param[1]: music (type: Music) Param[2]: volume (type: float) -Function 539: SetMusicPitch() (2 input parameters) +Function 560: SetMusicPitch() (2 input parameters) Name: SetMusicPitch Return type: void Description: Set pitch for a music (1.0 is base level) Param[1]: music (type: Music) Param[2]: pitch (type: float) -Function 540: SetMusicPan() (2 input parameters) +Function 561: SetMusicPan() (2 input parameters) Name: SetMusicPan Return type: void Description: Set pan for a music (0.5 is center) Param[1]: music (type: Music) Param[2]: pan (type: float) -Function 541: GetMusicTimeLength() (1 input parameters) +Function 562: GetMusicTimeLength() (1 input parameters) Name: GetMusicTimeLength Return type: float Description: Get music time length (in seconds) Param[1]: music (type: Music) -Function 542: GetMusicTimePlayed() (1 input parameters) +Function 563: GetMusicTimePlayed() (1 input parameters) Name: GetMusicTimePlayed Return type: float Description: Get current music time played (in seconds) Param[1]: music (type: Music) -Function 543: LoadAudioStream() (3 input parameters) +Function 564: LoadAudioStream() (3 input parameters) Name: LoadAudioStream Return type: AudioStream Description: Load audio stream (to stream raw audio pcm data) Param[1]: sampleRate (type: unsigned int) Param[2]: sampleSize (type: unsigned int) Param[3]: channels (type: unsigned int) -Function 544: IsAudioStreamReady() (1 input parameters) - Name: IsAudioStreamReady +Function 565: IsAudioStreamValid() (1 input parameters) + Name: IsAudioStreamValid Return type: bool - Description: Checks if an audio stream is ready + Description: Checks if an audio stream is valid (buffers initialized) Param[1]: stream (type: AudioStream) -Function 545: UnloadAudioStream() (1 input parameters) +Function 566: UnloadAudioStream() (1 input parameters) Name: UnloadAudioStream Return type: void Description: Unload audio stream and free memory Param[1]: stream (type: AudioStream) -Function 546: UpdateAudioStream() (3 input parameters) +Function 567: UpdateAudioStream() (3 input parameters) Name: UpdateAudioStream Return type: void Description: Update audio stream buffers with data Param[1]: stream (type: AudioStream) Param[2]: data (type: const void *) Param[3]: frameCount (type: int) -Function 547: IsAudioStreamProcessed() (1 input parameters) +Function 568: IsAudioStreamProcessed() (1 input parameters) Name: IsAudioStreamProcessed Return type: bool Description: Check if any audio stream buffers requires refill Param[1]: stream (type: AudioStream) -Function 548: PlayAudioStream() (1 input parameters) +Function 569: PlayAudioStream() (1 input parameters) Name: PlayAudioStream Return type: void Description: Play audio stream Param[1]: stream (type: AudioStream) -Function 549: PauseAudioStream() (1 input parameters) +Function 570: PauseAudioStream() (1 input parameters) Name: PauseAudioStream Return type: void Description: Pause audio stream Param[1]: stream (type: AudioStream) -Function 550: ResumeAudioStream() (1 input parameters) +Function 571: ResumeAudioStream() (1 input parameters) Name: ResumeAudioStream Return type: void Description: Resume audio stream Param[1]: stream (type: AudioStream) -Function 551: IsAudioStreamPlaying() (1 input parameters) +Function 572: IsAudioStreamPlaying() (1 input parameters) Name: IsAudioStreamPlaying Return type: bool Description: Check if audio stream is playing Param[1]: stream (type: AudioStream) -Function 552: StopAudioStream() (1 input parameters) +Function 573: StopAudioStream() (1 input parameters) Name: StopAudioStream Return type: void Description: Stop audio stream Param[1]: stream (type: AudioStream) -Function 553: SetAudioStreamVolume() (2 input parameters) +Function 574: SetAudioStreamVolume() (2 input parameters) Name: SetAudioStreamVolume Return type: void Description: Set volume for audio stream (1.0 is max level) Param[1]: stream (type: AudioStream) Param[2]: volume (type: float) -Function 554: SetAudioStreamPitch() (2 input parameters) +Function 575: SetAudioStreamPitch() (2 input parameters) Name: SetAudioStreamPitch Return type: void Description: Set pitch for audio stream (1.0 is base level) Param[1]: stream (type: AudioStream) Param[2]: pitch (type: float) -Function 555: SetAudioStreamPan() (2 input parameters) +Function 576: SetAudioStreamPan() (2 input parameters) Name: SetAudioStreamPan Return type: void Description: Set pan for audio stream (0.5 is centered) Param[1]: stream (type: AudioStream) Param[2]: pan (type: float) -Function 556: SetAudioStreamBufferSizeDefault() (1 input parameters) +Function 577: SetAudioStreamBufferSizeDefault() (1 input parameters) Name: SetAudioStreamBufferSizeDefault Return type: void Description: Default size for new audio streams Param[1]: size (type: int) -Function 557: SetAudioStreamCallback() (2 input parameters) +Function 578: SetAudioStreamCallback() (2 input parameters) Name: SetAudioStreamCallback Return type: void Description: Audio thread callback to request new data Param[1]: stream (type: AudioStream) Param[2]: callback (type: AudioCallback) -Function 558: AttachAudioStreamProcessor() (2 input parameters) +Function 579: AttachAudioStreamProcessor() (2 input parameters) Name: AttachAudioStreamProcessor Return type: void Description: Attach audio stream processor to stream, receives the samples as 'float' Param[1]: stream (type: AudioStream) Param[2]: processor (type: AudioCallback) -Function 559: DetachAudioStreamProcessor() (2 input parameters) +Function 580: DetachAudioStreamProcessor() (2 input parameters) Name: DetachAudioStreamProcessor Return type: void Description: Detach audio stream processor from stream Param[1]: stream (type: AudioStream) Param[2]: processor (type: AudioCallback) -Function 560: AttachAudioMixedProcessor() (1 input parameters) +Function 581: AttachAudioMixedProcessor() (1 input parameters) Name: AttachAudioMixedProcessor Return type: void Description: Attach audio stream processor to the entire audio pipeline, receives the samples as 'float' Param[1]: processor (type: AudioCallback) -Function 561: DetachAudioMixedProcessor() (1 input parameters) +Function 582: DetachAudioMixedProcessor() (1 input parameters) Name: DetachAudioMixedProcessor Return type: void Description: Detach audio stream processor from the entire audio pipeline diff --git a/parser/output/raylib_api.xml b/parser/output/raylib_api.xml index 492e30a89..21e9d30e6 100644 --- a/parser/output/raylib_api.xml +++ b/parser/output/raylib_api.xml @@ -3,9 +3,9 @@ - + - + @@ -160,7 +160,7 @@ - + @@ -172,8 +172,10 @@ - - + + + + @@ -220,7 +222,7 @@ - + @@ -476,7 +478,7 @@ - + @@ -505,7 +507,7 @@ - + @@ -532,8 +534,12 @@ + + + + - + @@ -542,7 +548,11 @@ - + + + + + @@ -590,13 +600,12 @@ - + - @@ -627,11 +636,11 @@ - - - - - + + + + + @@ -670,7 +679,7 @@ - + @@ -684,46 +693,46 @@ - + - + - + - + - + - + - + - + - + - + - + - + - + - + @@ -742,10 +751,10 @@ - + - + @@ -759,7 +768,7 @@ - + @@ -791,6 +800,8 @@ + + @@ -866,7 +877,7 @@ - + @@ -895,7 +906,7 @@ - + @@ -910,8 +921,8 @@ - - + + @@ -1069,16 +1080,22 @@ + + + + + + - + @@ -1115,6 +1132,18 @@ + + + + + + + + + + + + @@ -1141,7 +1170,7 @@ - + @@ -1157,6 +1186,9 @@ + + + @@ -1194,10 +1226,11 @@ - + + @@ -1258,7 +1291,7 @@ - + @@ -1286,12 +1319,12 @@ - + - + @@ -1314,7 +1347,7 @@ - + @@ -1350,8 +1383,8 @@ - - + + @@ -1428,23 +1461,23 @@ - - + + - - + + - - - - + + + + @@ -1464,7 +1497,13 @@ - + + + + + + + @@ -1484,12 +1523,12 @@ - + - + @@ -1516,31 +1555,31 @@ - + - + - + - + - + @@ -1629,6 +1668,12 @@ + + + + + + @@ -1644,9 +1689,15 @@ + + + + + + - + @@ -1656,12 +1707,6 @@ - - - - - - @@ -1676,11 +1721,6 @@ - - - - - @@ -1701,7 +1741,7 @@ - + @@ -1783,6 +1823,10 @@ + + + + @@ -1827,9 +1871,9 @@ - + - + @@ -1951,6 +1995,13 @@ + + + + + + + @@ -2002,6 +2053,41 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -2040,13 +2126,13 @@ - + - + @@ -2158,6 +2244,11 @@ + + + + + @@ -2180,7 +2271,7 @@ - + @@ -2199,7 +2290,7 @@ - + @@ -2362,12 +2453,12 @@ - - + + - + @@ -2381,19 +2472,25 @@ - + + + + + + + - + - + - + - + @@ -2419,7 +2516,7 @@ - + @@ -2533,7 +2630,7 @@ - + @@ -2570,6 +2667,20 @@ + + + + + + + + + + + + + + @@ -2578,7 +2689,7 @@ - + @@ -2700,7 +2811,7 @@ - + @@ -2720,7 +2831,12 @@ - + + + + + + @@ -2797,7 +2913,7 @@ - + @@ -2809,7 +2925,7 @@ - + @@ -2864,10 +2980,10 @@ - + - - + + @@ -2889,7 +3005,7 @@ - + @@ -2940,7 +3056,7 @@ - + diff --git a/parser/raylib_parser.c b/parser/raylib_parser.c index 9b8fd8b13..82e22f195 100644 --- a/parser/raylib_parser.c +++ b/parser/raylib_parser.c @@ -54,7 +54,7 @@ raylib-parser is licensed under an unmodified zlib/libpng license, which is an OSI-certified, BSD-like license that allows static linking with closed source software: - Copyright (c) 2021-2024 Ramon Santamaria (@raysan5) + Copyright (c) 2021-2025 Ramon Santamaria (@raysan5) **********************************************************************************************/ @@ -72,7 +72,7 @@ #define MAX_CALLBACKS_TO_PARSE 64 // Maximum number of callbacks to parse #define MAX_FUNCS_TO_PARSE 1024 // Maximum number of functions to parse -#define MAX_LINE_LENGTH 512 // Maximum length of one line (including comments) +#define MAX_LINE_LENGTH 1024 // Maximum length of one line (including comments) #define MAX_STRUCT_FIELDS 64 // Maximum number of struct fields #define MAX_ENUM_VALUES 512 // Maximum number of enum values @@ -139,7 +139,7 @@ typedef struct EnumInfo { // Function info data typedef struct FunctionInfo { char name[64]; // Function name - char desc[128]; // Function description (comment at the end) + char desc[512]; // Function description (comment at the end) char retType[32]; // Return value type int paramCount; // Number of function parameters char paramType[MAX_FUNCTION_PARAMETERS][32]; // Parameters type @@ -202,9 +202,12 @@ int main(int argc, char* argv[]) { if (argc > 1) ProcessCommandLine(argc, argv); - if (inFileName[0] == '\0') MemoryCopy(inFileName, "../src/raylib.h\0", 16); - if (outFileName[0] == '\0') MemoryCopy(outFileName, "raylib_api.txt\0", 15); - if (apiDefine[0] == '\0') MemoryCopy(apiDefine, "RLAPI\0", 6); + const char *raylibhPath = "../src/raylib.h\0"; + const char *raylibapiPath = "raylib_api.txt\0"; + const char *rlapiPath = "RLAPI\0"; + if (inFileName[0] == '\0') MemoryCopy(inFileName, raylibhPath, TextLength(raylibhPath) + 1); + if (outFileName[0] == '\0') MemoryCopy(outFileName, raylibapiPath, TextLength(raylibapiPath) + 1); + if (apiDefine[0] == '\0') MemoryCopy(apiDefine, rlapiPath, TextLength(rlapiPath) + 1); int length = 0; char *buffer = LoadFileText(inFileName, &length); @@ -1006,8 +1009,14 @@ int main(int argc, char* argv[]) { funcEnd = c + 2; - // Check if previous word is void - if ((linePtr[c - 4] == 'v') && (linePtr[c - 3] == 'o') && (linePtr[c - 2] == 'i') && (linePtr[c - 1] == 'd')) break; + // Check if there are no parameters + if ((funcEnd - funcParamsStart == 2) || + ((linePtr[c - 4] == 'v') && + (linePtr[c - 3] == 'o') && + (linePtr[c - 2] == 'i') && + (linePtr[c - 1] == 'd'))) { + break; + } // Get parameter type + name, extract info char funcParamTypeName[128] = { 0 }; @@ -1075,7 +1084,7 @@ static void ShowCommandLineInfo(void) printf("// //\n"); printf("// more info and bugs-report: github.com/raysan5/raylib/parser //\n"); printf("// //\n"); - printf("// Copyright (c) 2021-2024 Ramon Santamaria (@raysan5) //\n"); + printf("// Copyright (c) 2021-2025 Ramon Santamaria (@raysan5) //\n"); printf("// //\n"); printf("//////////////////////////////////////////////////////////////////////////////////\n\n"); @@ -1091,7 +1100,7 @@ static void ShowCommandLineInfo(void) printf(" NOTE: If not specified, defaults to: raylib_api.txt\n\n"); printf(" -f, --format : Define output format for parser data.\n"); printf(" Supported types: DEFAULT, JSON, XML, LUA, CODE\n\n"); - printf(" -d, --define : Define functions specifiers (i.e. RLAPI for raylib.h, RMDEF for raymath.h, etc.)\n"); + printf(" -d, --define : Define functions specifiers (i.e. RLAPI for raylib.h, RMAPI for raymath.h, etc.)\n"); printf(" NOTE: If no specifier defined, defaults to: RLAPI\n\n"); printf(" -t, --truncate : Define string to truncate input after (i.e. \"RLGL IMPLEMENTATION\" for rlgl.h)\n"); printf(" NOTE: If not specified, the full input file is parsed.\n\n"); @@ -1101,7 +1110,7 @@ static void ShowCommandLineInfo(void) printf(" Process to generate \n\n"); printf(" > raylib_parser --output raylib_data.info --format XML\n"); printf(" Process to generate as XML text data\n\n"); - printf(" > raylib_parser --input raymath.h --output raymath_data.info --format XML\n"); + printf(" > raylib_parser --input raymath.h --output raymath_data.info --format XML --define RMAPI\n"); printf(" Process to generate as XML text data\n\n"); } @@ -1237,7 +1246,7 @@ static char **GetTextLines(const char *buffer, int length, int *linesCount) while ((bufferPtr[index] == ' ') || (bufferPtr[index] == '\t')) index++; int j = 0; - while (bufferPtr[index + j] != '\n') + while (bufferPtr[index + j] != '\n' && bufferPtr[index + j] != '\0') { lines[i][j] = bufferPtr[index + j]; j++; @@ -1271,8 +1280,10 @@ static void GetDataTypeAndName(const char *typeName, int typeNameLen, char *type } else if ((typeName[k] == '.') && (typeNameLen == 3)) // Handle varargs ...); { - MemoryCopy(type, "...", 3); - MemoryCopy(name, "args", 4); + const char *varargsDots = "..."; + const char *varargsArg = "args"; + MemoryCopy(type, varargsDots, TextLength(varargsDots)); + MemoryCopy(name, varargsArg, TextLength(varargsArg)); break; } } diff --git a/projects/4coder/Makefile b/projects/4coder/Makefile index f2091f0e3..1b598eed5 100644 --- a/projects/4coder/Makefile +++ b/projects/4coder/Makefile @@ -114,11 +114,11 @@ endif ifeq ($(PLATFORM),PLATFORM_WEB) # Emscripten required variables - EMSDK_PATH ?= C:/emsdk + EMSDK_PATH ?= C:/raylib/emsdk EMSCRIPTEN_PATH ?= $(EMSDK_PATH)/upstream/emscripten CLANG_PATH = $(EMSDK_PATH)/upstream/bin - PYTHON_PATH = $(EMSDK_PATH)/python/3.9.2-1_64bit - NODE_PATH = $(EMSDK_PATH)/node/14.15.5_64bit/bin + PYTHON_PATH = $(EMSDK_PATH)/python/3.9.2-nuget_64bit + NODE_PATH = $(EMSDK_PATH)/node/20.18.0_64bit/bin export PATH = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH);C:\raylib\MinGW\bin:$$(PATH) endif @@ -219,21 +219,23 @@ 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) - # -s USE_PTHREADS=1 # multithreading support - # -s WASM=0 # disable Web Assembly, emitted by default - # -s EMTERPRETIFY=1 # enable emscripten code interpreter (very slow) - # -s EMTERPRETIFY_ASYNC=1 # support synchronous loops by emterpreter - # -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) + # -sUSE_GLFW=3 # Use glfw3 library (context/input management) + # -sALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL! + # -sTOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB) (67108864 = 64MB) + # -sUSE_PTHREADS=1 # multithreading support + # -sWASM=0 # disable Web Assembly, emitted by default + # -sASYNCIFY # lets synchronous C/C++ code interact with asynchronous JS + # -sFORCE_FILESYSTEM=1 # force filesystem to load/save files data + # -sASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off) + # -sMINIFY_HTML=0 # minify generated html from shell.html # --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 - CFLAGS += -Os -s USE_GLFW=3 -s TOTAL_MEMORY=16777216 --preload-file resources + # --source-map-base # allow debugging in browser with source map + # --shell-file shell.html # define a custom shell .html and output extension + CFLAGS += -Os -sUSE_GLFW=3 -sTOTAL_MEMORY=16777216 --preload-file resources -sMINIFY_HTML=0 ifeq ($(BUILD_MODE), DEBUG) - CFLAGS += -s ASSERTIONS=1 --profiling + CFLAGS += -sASSERTIONS=1 --profiling endif # Define a custom shell .html and output extension diff --git a/projects/CMake/CMakeLists.txt b/projects/CMake/CMakeLists.txt index ee258d604..96e33f344 100644 --- a/projects/CMake/CMakeLists.txt +++ b/projects/CMake/CMakeLists.txt @@ -5,7 +5,7 @@ project(example) set(CMAKE_EXPORT_COMPILE_COMMANDS ON) # Dependencies -set(RAYLIB_VERSION 5.0) +set(RAYLIB_VERSION 5.5) find_package(raylib ${RAYLIB_VERSION} QUIET) # QUIET or REQUIRED if (NOT raylib_FOUND) # If there's none, fetch and build raylib include(FetchContent) @@ -17,9 +17,8 @@ if (NOT raylib_FOUND) # If there's none, fetch and build raylib FetchContent_GetProperties(raylib) if (NOT raylib_POPULATED) # Have we downloaded raylib yet? set(FETCHCONTENT_QUIET NO) - FetchContent_Populate(raylib) + FetchContent_MakeAvailable(raylib) set(BUILD_EXAMPLES OFF CACHE BOOL "" FORCE) # don't build the supplied examples - add_subdirectory(${raylib_SOURCE_DIR} ${raylib_BINARY_DIR}) endif() endif() @@ -31,8 +30,8 @@ target_link_libraries(${PROJECT_NAME} raylib) # Web Configurations if (${PLATFORM} STREQUAL "Web") - # Tell Emscripten to build an example.html file. - set_target_properties(${PROJECT_NAME} PROPERTIES SUFFIX ".html") + set_target_properties(${PROJECT_NAME} PROPERTIES SUFFIX ".html") # Tell Emscripten to build an example.html file. + set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -s USE_GLFW=3 -s ASSERTIONS=1 -s WASM=1 -s ASYNCIFY -s GL_ENABLE_GET_PROC_ADDRESS=1") endif() # Checks if OSX and links appropriate frameworks (Only required on MacOS) diff --git a/projects/CMake/README.md b/projects/CMake/README.md index f7873c30f..fc4fe5542 100644 --- a/projects/CMake/README.md +++ b/projects/CMake/README.md @@ -22,6 +22,6 @@ Compiling for the web requires the [Emscripten SDK](https://emscripten.org/docs/ ``` bash mkdir build cd build -emcmake cmake .. -DPLATFORM=Web -DCMAKE_BUILD_TYPE=Release -DCMAKE_EXE_LINKER_FLAGS="-s USE_GLFW=3" -DCMAKE_EXECUTABLE_SUFFIX=".html" +emcmake cmake .. -DPLATFORM=Web -DCMAKE_BUILD_TYPE=Release -DCMAKE_EXECUTABLE_SUFFIX=".html" emmake make -``` \ No newline at end of file +``` diff --git a/projects/Notepad++/npes_saved_w64devkit.txt b/projects/Notepad++/npes_saved_w64devkit.txt index 92375c24a..767fa274d 100644 Binary files a/projects/Notepad++/npes_saved_w64devkit.txt and b/projects/Notepad++/npes_saved_w64devkit.txt differ diff --git a/projects/Notepad++/raylib_npp_parser/raylib_npp.xml b/projects/Notepad++/raylib_npp_parser/raylib_npp.xml index 6c0552974..3c642ad31 100644 --- a/projects/Notepad++/raylib_npp_parser/raylib_npp.xml +++ b/projects/Notepad++/raylib_npp_parser/raylib_npp.xml @@ -23,16 +23,16 @@ - + - + - + - + @@ -43,7 +43,7 @@ - + @@ -53,38 +53,38 @@ - + - + - + - + - + - + - + - + - + @@ -113,12 +113,12 @@ - + - + @@ -139,7 +139,7 @@ - + @@ -190,6 +190,9 @@ + + + @@ -315,8 +318,8 @@ - - + + @@ -370,20 +373,18 @@ - - - + + + - - + + + - - - - - + + @@ -392,12 +393,6 @@ - - - - - - @@ -412,6 +407,22 @@ + + + + + + + + + + + + + + + + @@ -430,6 +441,9 @@ + + + @@ -484,6 +498,8 @@ + + @@ -509,7 +525,7 @@ - + @@ -575,6 +591,7 @@ + @@ -629,6 +646,11 @@ + + + + + @@ -639,13 +661,18 @@ + + + + + - + @@ -701,6 +728,25 @@ + + + + + + + + + + + + + + + + + + + @@ -710,7 +756,7 @@ - + @@ -752,7 +798,7 @@ - + @@ -837,6 +883,14 @@ + + + + + + + + @@ -939,7 +993,7 @@ - + @@ -984,17 +1038,23 @@ + + + + + + - + - + @@ -1025,7 +1085,7 @@ - + @@ -1071,8 +1131,8 @@ - - + + @@ -1173,8 +1233,8 @@ - - + + @@ -1183,17 +1243,17 @@ - - + + - - - - + + + + @@ -1221,6 +1281,14 @@ + + + + + + + + @@ -1247,14 +1315,14 @@ - + - + @@ -1291,7 +1359,7 @@ - + @@ -1299,7 +1367,7 @@ - + @@ -1307,7 +1375,7 @@ - + @@ -1315,7 +1383,7 @@ - + @@ -1323,7 +1391,7 @@ - + @@ -1443,6 +1511,14 @@ + + + + + + + + @@ -1464,10 +1540,18 @@ + + + + + + + + - + @@ -1480,14 +1564,6 @@ - - - - - - - - @@ -1515,19 +1591,20 @@ - - - - - - - + + + + + + + + @@ -1543,8 +1620,8 @@ - - + + @@ -1661,6 +1738,12 @@ + + + + + + @@ -1725,6 +1808,13 @@ + + + + + + + @@ -1901,6 +1991,15 @@ + + + + + + + + + @@ -1968,6 +2067,51 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -2023,8 +2167,8 @@ - - + + @@ -2033,8 +2177,8 @@ - - + + @@ -2131,6 +2275,12 @@ + + + + + + @@ -2138,7 +2288,7 @@ - + @@ -2195,6 +2345,13 @@ + + + + + + + @@ -2228,7 +2385,7 @@ - + @@ -2252,8 +2409,8 @@ - - + + @@ -2480,7 +2637,7 @@ - + @@ -2534,11 +2691,27 @@ + + + + + + + + + + + + + + + + @@ -2577,7 +2750,7 @@ - + @@ -2734,8 +2907,8 @@ - - + + @@ -2787,6 +2960,24 @@ + + + + + + + + + + + + + + + + + + @@ -2798,7 +2989,7 @@ - + @@ -2822,7 +3013,7 @@ - + @@ -2862,12 +3053,6 @@ - - - - - - @@ -2878,6 +3063,18 @@ + + + + + + + + + + + + @@ -2968,8 +3165,8 @@ - - + + @@ -3001,7 +3198,14 @@ - + + + + + + + + @@ -3121,8 +3325,8 @@ - - + + @@ -3141,8 +3345,8 @@ - - + + @@ -3231,10 +3435,10 @@ - + - - + + @@ -3269,8 +3473,8 @@ - - + + @@ -3352,8 +3556,8 @@ - - + + @@ -3430,7 +3634,7 @@ - + @@ -3443,7 +3647,7 @@ - + diff --git a/projects/Notepad++/raylib_npp_parser/raylib_to_parse.h b/projects/Notepad++/raylib_npp_parser/raylib_to_parse.h index 8776d4349..2ff4c9cb3 100644 --- a/projects/Notepad++/raylib_npp_parser/raylib_to_parse.h +++ b/projects/Notepad++/raylib_npp_parser/raylib_to_parse.h @@ -8,36 +8,36 @@ RLAPI void CloseWindow(void); // Close windo RLAPI bool WindowShouldClose(void); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked) RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully RLAPI bool IsWindowFullscreen(void); // Check if window is currently fullscreen -RLAPI bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP) -RLAPI bool IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP) -RLAPI bool IsWindowMaximized(void); // Check if window is currently maximized (only PLATFORM_DESKTOP) -RLAPI bool IsWindowFocused(void); // Check if window is currently focused (only PLATFORM_DESKTOP) +RLAPI bool IsWindowHidden(void); // Check if window is currently hidden +RLAPI bool IsWindowMinimized(void); // Check if window is currently minimized +RLAPI bool IsWindowMaximized(void); // Check if window is currently maximized +RLAPI bool IsWindowFocused(void); // Check if window is currently focused RLAPI bool IsWindowResized(void); // Check if window has been resized last frame RLAPI bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled -RLAPI void SetWindowState(unsigned int flags); // Set window configuration state using flags (only PLATFORM_DESKTOP) +RLAPI void SetWindowState(unsigned int flags); // Set window configuration state using flags RLAPI void ClearWindowState(unsigned int flags); // Clear window configuration state flags -RLAPI void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP) -RLAPI void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed (only PLATFORM_DESKTOP) -RLAPI void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP) -RLAPI void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP) -RLAPI void RestoreWindow(void); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP) -RLAPI void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP) -RLAPI void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP) -RLAPI void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB) -RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP) +RLAPI void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed, resizes monitor to match window resolution +RLAPI void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed, resizes window to match monitor resolution +RLAPI void MaximizeWindow(void); // Set window state: maximized, if resizable +RLAPI void MinimizeWindow(void); // Set window state: minimized, if resizable +RLAPI void RestoreWindow(void); // Set window state: not minimized/maximized +RLAPI void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit) +RLAPI void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit) +RLAPI void SetWindowTitle(const char *title); // Set title for window +RLAPI void SetWindowPosition(int x, int y); // Set window position on screen RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE) RLAPI void SetWindowMaxSize(int width, int height); // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE) RLAPI void SetWindowSize(int width, int height); // Set window dimensions -RLAPI void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP) -RLAPI void SetWindowFocused(void); // Set window focused (only PLATFORM_DESKTOP) +RLAPI void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f] +RLAPI void SetWindowFocused(void); // Set window focused RLAPI void *GetWindowHandle(void); // Get native window handle RLAPI int GetScreenWidth(void); // Get current screen width RLAPI int GetScreenHeight(void); // Get current screen height RLAPI int GetRenderWidth(void); // Get current render width (it considers HiDPI) RLAPI int GetRenderHeight(void); // Get current render height (it considers HiDPI) RLAPI int GetMonitorCount(void); // Get number of connected monitors -RLAPI int GetCurrentMonitor(void); // Get current connected monitor +RLAPI int GetCurrentMonitor(void); // Get current monitor where window is placed RLAPI Vector2 GetMonitorPosition(int monitor); // Get specified monitor position RLAPI int GetMonitorWidth(int monitor); // Get specified monitor width (current video mode used by monitor) RLAPI int GetMonitorHeight(int monitor); // Get specified monitor height (current video mode used by monitor) @@ -49,6 +49,7 @@ RLAPI Vector2 GetWindowScaleDPI(void); // Get window RLAPI const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the specified monitor RLAPI void SetClipboardText(const char *text); // Set clipboard text content RLAPI const char *GetClipboardText(void); // Get clipboard text content +RLAPI Image GetClipboardImage(void); // Get clipboard image RLAPI void EnableEventWaiting(void); // Enable waiting for events on EndDrawing(), no automatic event polling RLAPI void DisableEventWaiting(void); // Disable waiting for events on EndDrawing(), automatic events polling @@ -87,7 +88,7 @@ RLAPI void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR s // NOTE: Shader functionality is not available on OpenGL 1.1 RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations -RLAPI bool IsShaderReady(Shader shader); // Check if a shader is ready +RLAPI bool IsShaderValid(Shader shader); // Check if a shader is valid (loaded on GPU) RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value @@ -97,13 +98,15 @@ RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture) RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) // Screen-space-related functions -RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position -RLAPI Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix) -RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix -RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position -RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position +#define GetMouseRay GetScreenToWorldRay // Compatibility hack for previous raylib versions +RLAPI Ray GetScreenToWorldRay(Vector2 position, Camera camera); // Get a ray trace from screen position (i.e mouse) +RLAPI Ray GetScreenToWorldRayEx(Vector2 position, Camera camera, int width, int height); // Get a ray trace from screen position (i.e mouse) in a viewport +RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position -RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position +RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position +RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position +RLAPI Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix) +RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix // Timing-related functions RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum) @@ -112,6 +115,9 @@ RLAPI double GetTime(void); // Get elapsed RLAPI int GetFPS(void); // Get current FPS // Custom frame control functions +// NOTE: Those functions are intended for advanced 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 RLAPI void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing) RLAPI void PollInputEvents(void); // Register all input events RLAPI void WaitTime(double seconds); // Wait for some time (halt program execution) @@ -127,6 +133,8 @@ RLAPI void TakeScreenshot(const char *fileName); // Takes a scr RLAPI void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS) RLAPI void OpenURL(const char *url); // Open URL with default system browser (if available) +// NOTE: Following functions implemented in module [utils] +//------------------------------------------------------------------ RLAPI void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...) RLAPI void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level RLAPI void *MemAlloc(unsigned int size); // Internal memory allocator @@ -134,7 +142,7 @@ RLAPI void *MemRealloc(void *ptr, unsigned int size); // Internal me RLAPI void MemFree(void *ptr); // Internal memory free // Set custom callbacks -// WARNING: Callbacks setup is intended for advance users +// WARNING: Callbacks setup is intended for advanced users RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log RLAPI void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader RLAPI void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver @@ -149,6 +157,7 @@ RLAPI bool ExportDataAsCode(const unsigned char *data, int dataSize, const char RLAPI char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string RLAPI void UnloadFileText(char *text); // Unload file text data allocated by LoadFileText() RLAPI 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 RLAPI bool FileExists(const char *fileName); // Check if file exists @@ -162,10 +171,12 @@ RLAPI const char *GetDirectoryPath(const char *filePath); // Get full pa RLAPI const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string) RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string) RLAPI const char *GetApplicationDirectory(void); // Get the directory of the running application (uses static string) +RLAPI int MakeDirectory(const char *dirPath); // Create directories (including full path requested), returns 0 on success RLAPI bool ChangeDirectory(const char *dir); // Change working directory, return true on success RLAPI bool IsPathFile(const char *path); // Check if a given path is a file or a directory +RLAPI bool IsFileNameValid(const char *fileName); // Check if fileName is valid for the platform/OS RLAPI FilePathList LoadDirectoryFiles(const char *dirPath); // Load directory filepaths -RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan +RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result RLAPI void UnloadDirectoryFiles(FilePathList files); // Unload filepaths RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window RLAPI FilePathList LoadDroppedFiles(void); // Load dropped filepaths @@ -177,10 +188,14 @@ RLAPI unsigned char *CompressData(const unsigned char *data, int dataSize, int * RLAPI unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree() RLAPI char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize); // Encode data to Base64 string, memory must be MemFree() RLAPI unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize); // Decode Base64 string data, memory must be MemFree() +RLAPI unsigned int ComputeCRC32(unsigned char *data, int dataSize); // Compute CRC32 hash code +RLAPI unsigned int *ComputeMD5(unsigned char *data, int dataSize); // Compute MD5 hash code, returns static int[4] (16 bytes) +RLAPI unsigned int *ComputeSHA1(unsigned char *data, int dataSize); // Compute SHA1 hash code, returns static int[5] (20 bytes) + // Automation events functionality RLAPI AutomationEventList LoadAutomationEventList(const char *fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS -RLAPI void UnloadAutomationEventList(AutomationEventList *list); // Unload automation events list from file +RLAPI void UnloadAutomationEventList(AutomationEventList list); // Unload automation events list from file RLAPI bool ExportAutomationEventList(AutomationEventList list, const char *fileName); // Export automation events list as text file RLAPI void SetAutomationEventList(AutomationEventList *list); // Set automation event list to record to RLAPI void SetAutomationEventBaseFrame(int frame); // Set automation event internal base frame to start recording @@ -194,25 +209,27 @@ RLAPI void PlayAutomationEvent(AutomationEvent event); // Input-related functions: keyboard RLAPI bool IsKeyPressed(int key); // Check if a key has been pressed once -RLAPI bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again (Only PLATFORM_DESKTOP) +RLAPI bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again RLAPI bool IsKeyDown(int key); // Check if a key is being pressed RLAPI bool IsKeyReleased(int key); // Check if a key has been released once RLAPI bool IsKeyUp(int key); // Check if a key is NOT being pressed RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC) +RLAPI const char *GetKeyName(int key); // Get name of a QWERTY key on the current keyboard layout (eg returns string "q" for KEY_A on an AZERTY keyboard) // Input-related functions: gamepads -RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available -RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id -RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once -RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed -RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once -RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed -RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed -RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad -RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis -RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB) +RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available +RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id +RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once +RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed +RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once +RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed +RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed +RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad +RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis +RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB) +RLAPI void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration); // Set gamepad vibration for both motors (duration in seconds) // Input-related functions: mouse RLAPI bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once @@ -243,7 +260,7 @@ RLAPI int GetTouchPointCount(void); // Get number of t RLAPI void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags RLAPI bool IsGestureDetected(unsigned int gesture); // Check if a gesture have been detected RLAPI int GetGestureDetected(void); // Get latest detected gesture -RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds +RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in seconds RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector RLAPI float GetGestureDragAngle(void); // Get gesture drag angle RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta @@ -262,19 +279,21 @@ RLAPI void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, f // 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 RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing +RLAPI Texture2D GetShapesTexture(void); // Get texture that is used for shapes drawing +RLAPI Rectangle GetShapesTextureRectangle(void); // Get texture source rectangle that is used for shapes drawing // Basic shapes drawing functions -RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel -RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) +RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel using geometry [Can be slow, use with care] +RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel using geometry (Vector version) [Can be slow, use with care] RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (using gl lines) RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/quads) -RLAPI void DrawLineStrip(Vector2 *points, int pointCount, Color color); // Draw lines sequence (using gl lines) +RLAPI void DrawLineStrip(const Vector2 *points, int pointCount, Color color); // Draw lines sequence (using gl lines) RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw line segment cubic-bezier in-out interpolation RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline -RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle +RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color inner, Color outer); // Draw a gradient-filled circle RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline RLAPI void DrawCircleLinesV(Vector2 center, float radius, Color color); // Draw circle outline (Vector version) @@ -286,27 +305,28 @@ RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color) RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters -RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle -RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle -RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors +RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color top, Color bottom); // Draw a vertical-gradient-filled rectangle +RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color left, Color right); // Draw a horizontal-gradient-filled rectangle +RLAPI void DrawRectangleGradientEx(Rectangle rec, Color topLeft, Color bottomLeft, Color topRight, Color bottomRight); // Draw a gradient-filled rectangle with custom vertex colors RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline RLAPI void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges -RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline +RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle lines with rounded edges +RLAPI void DrawRectangleRoundedLinesEx(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!) -RLAPI void DrawTriangleFan(Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center) -RLAPI void DrawTriangleStrip(Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points +RLAPI void DrawTriangleFan(const Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center) +RLAPI void DrawTriangleStrip(const Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides RLAPI 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 -RLAPI void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points -RLAPI void DrawSplineBasis(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points -RLAPI void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points -RLAPI void DrawSplineBezierQuadratic(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...] -RLAPI 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...] +RLAPI void DrawSplineLinear(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points +RLAPI void DrawSplineBasis(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points +RLAPI void DrawSplineCatmullRom(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points +RLAPI void DrawSplineBezierQuadratic(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...] +RLAPI void DrawSplineBezierCubic(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...] RLAPI void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color); // Draw spline segment: Linear, 2 points RLAPI void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: B-Spline, 4 points RLAPI void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Catmull-Rom, 4 points @@ -324,12 +344,13 @@ RLAPI Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vect RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle +RLAPI bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2); // Check if circle collides with a line created betweeen two points [p1] and [p2] RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle -RLAPI bool CheckCollisionPointPoly(Vector2 point, Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices -RLAPI 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 RLAPI 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] +RLAPI bool CheckCollisionPointPoly(Vector2 point, const Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices +RLAPI 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 RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision //------------------------------------------------------------------------------------ @@ -340,12 +361,12 @@ RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // NOTE: These functions do not require GPU access RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM) RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data -RLAPI Image LoadImageSvg(const char *fileNameOrString, int width, int height); // Load image from SVG file data or string with specified size RLAPI Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data) +RLAPI Image LoadImageAnimFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int *frames); // Load image sequence from memory buffer RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png' RLAPI Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data RLAPI Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot) -RLAPI bool IsImageReady(Image image); // Check if an image is ready +RLAPI bool IsImageValid(Image image); // Check if an image is valid (data and parameters) RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM) RLAPI bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success RLAPI unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize); // Export image to memory buffer @@ -365,6 +386,7 @@ RLAPI Image GenImageText(int width, int height, const char *text); // Image manipulation functions RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) RLAPI Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece +RLAPI Image ImageFromChannel(Image image, int selectedChannel); // Create an image from a selected channel of another image (GRAYSCALE) RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font) RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font) RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format @@ -375,10 +397,10 @@ RLAPI void ImageAlphaClear(Image *image, Color color, float threshold); RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel RLAPI void ImageBlurGaussian(Image *image, int blurSize); // Apply Gaussian blur using a box blur approximation -RLAPI void ImageKernelConvolution(Image *image, float* kernel, int kernelSize); // Apply Custom Square image convolution kernel +RLAPI void ImageKernelConvolution(Image *image, const float *kernel, int kernelSize); // Apply custom square convolution kernel to image RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm) RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm) -RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color +RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color RLAPI void ImageMipmaps(Image *image); // Compute all mipmap levels for a provided image RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) RLAPI void ImageFlipVertical(Image *image); // Flip image vertically @@ -406,6 +428,7 @@ RLAPI void ImageDrawPixel(Image *dst, int posX, int posY, Color color); RLAPI void ImageDrawPixelV(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vector version) RLAPI void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image RLAPI void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version) +RLAPI void ImageDrawLineEx(Image *dst, Vector2 start, Vector2 end, int thick, Color color); // Draw a line defining thickness within an image RLAPI void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw a filled circle within an image RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw a filled circle within an image (Vector version) RLAPI void ImageDrawCircleLines(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an image @@ -414,6 +437,11 @@ RLAPI void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int hei RLAPI void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version) RLAPI void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image RLAPI void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image +RLAPI void ImageDrawTriangle(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle within an image +RLAPI void ImageDrawTriangleEx(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color c1, Color c2, Color c3); // Draw triangle with interpolated colors within an image +RLAPI void ImageDrawTriangleLines(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline within an image +RLAPI void ImageDrawTriangleFan(Image *dst, Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points within an image (first vertex is the center) +RLAPI void ImageDrawTriangleStrip(Image *dst, Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points within an image RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source) RLAPI void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination) RLAPI 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) @@ -424,9 +452,9 @@ RLAPI Texture2D LoadTexture(const char *fileName); RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer) -RLAPI bool IsTextureReady(Texture2D texture); // Check if a texture is ready +RLAPI bool IsTextureValid(Texture2D texture); // Check if a texture is valid (loaded in GPU) RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) -RLAPI bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready +RLAPI bool IsRenderTextureValid(RenderTexture2D target); // Check if a render texture is valid (loaded in GPU) RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data @@ -445,8 +473,9 @@ RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, V RLAPI 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 +RLAPI bool ColorIsEqual(Color col1, Color col2); // Check if two colors are equal RLAPI Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f -RLAPI int ColorToInt(Color color); // Get hexadecimal value for a Color +RLAPI int ColorToInt(Color color); // Get hexadecimal value for a Color (0xRRGGBBAA) RLAPI Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1] RLAPI Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1] RLAPI Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1] @@ -456,6 +485,7 @@ RLAPI Color ColorBrightness(Color color, float factor); // G RLAPI Color ColorContrast(Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f RLAPI Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint +RLAPI Color ColorLerp(Color color1, Color color2, float factor); // Get color lerp interpolation between two colors, factor [0.0f..1.0f] RLAPI Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value RLAPI Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format RLAPI void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer @@ -468,10 +498,10 @@ RLAPI int GetPixelDataSize(int width, int height, int format); // G // Font loading/unloading functions RLAPI Font GetFontDefault(void); // Get the default Font RLAPI Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM) -RLAPI 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 +RLAPI 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 size is provided in pixels height RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style) RLAPI 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' -RLAPI bool IsFontReady(Font font); // Check if a font is ready +RLAPI bool IsFontValid(Font font); // Check if a font is valid (font data loaded, WARNING: GPU texture not checked) RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use RLAPI Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info RLAPI void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM) @@ -512,7 +542,7 @@ RLAPI bool TextIsEqual(const char *text1, const char *text2); RLAPI unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending RLAPI const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf() style) RLAPI const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string -RLAPI char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (WARNING: memory must be freed!) +RLAPI char *TextReplace(const char *text, const char *replace, const char *by); // Replace text string (WARNING: memory must be freed!) RLAPI char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (WARNING: memory must be freed!) RLAPI const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter RLAPI const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings @@ -521,7 +551,11 @@ RLAPI int TextFindIndex(const char *text, const char *find); RLAPI const char *TextToUpper(const char *text); // Get upper case version of provided string RLAPI const char *TextToLower(const char *text); // Get lower case version of provided string RLAPI const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string +RLAPI const char *TextToSnake(const char *text); // Get Snake case notation version of provided string +RLAPI const char *TextToCamel(const char *text); // Get Camel case notation version of provided string + RLAPI int TextToInteger(const char *text); // Get integer value from text (negative values not supported) +RLAPI float TextToFloat(const char *text); // Get float value from text (negative values not supported) //------------------------------------------------------------------------------------ // Basic 3d Shapes Drawing Functions (Module: models) @@ -532,7 +566,7 @@ RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); RLAPI void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space RLAPI void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) -RLAPI void DrawTriangleStrip3D(Vector3 *points, int pointCount, Color color); // Draw a triangle strip defined by points +RLAPI void DrawTriangleStrip3D(const Vector3 *points, int pointCount, Color color); // Draw a triangle strip defined by points RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires @@ -557,7 +591,7 @@ RLAPI void DrawGrid(int slices, float spacing); // Model management functions RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials) RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material) -RLAPI bool IsModelReady(Model model); // Check if a model is ready +RLAPI bool IsModelValid(Model model); // Check if a model is valid (loaded in GPU, VAO/VBOs) RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM) RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes) @@ -566,8 +600,10 @@ RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters +RLAPI void DrawModelPoints(Model model, Vector3 position, float scale, Color tint); // Draw a model as points +RLAPI void DrawModelPointsEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model as points with extended parameters RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) -RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture +RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float scale, Color tint); // Draw a billboard texture RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source RLAPI 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 @@ -577,9 +613,10 @@ RLAPI void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize RLAPI void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform RLAPI void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms -RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success RLAPI BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits RLAPI void GenMeshTangents(Mesh *mesh); // Compute mesh tangents +RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success +RLAPI bool ExportMeshAsCode(Mesh mesh, const char *fileName); // Export mesh as code file (.h) defining multiple arrays of vertex attributes // Mesh generation functions RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh @@ -597,14 +634,15 @@ RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Material loading/unloading functions RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) -RLAPI bool IsMaterialReady(Material material); // Check if a material is ready +RLAPI bool IsMaterialValid(Material material); // Check if a material is valid (shader assigned, map textures loaded in GPU) RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...) RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh // Model animations loading/unloading functions RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount); // Load model animations from file -RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose +RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose (CPU) +RLAPI void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame); // Update model animation mesh bone matrices (GPU skinning) RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match @@ -634,11 +672,11 @@ RLAPI float GetMasterVolume(void); // Get mas // Wave/Sound loading/unloading functions RLAPI Wave LoadWave(const char *fileName); // Load wave data from file RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav' -RLAPI bool IsWaveReady(Wave wave); // Checks if wave data is ready +RLAPI bool IsWaveValid(Wave wave); // Checks if wave data is valid (data loaded and parameters) RLAPI Sound LoadSound(const char *fileName); // Load sound from file RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data RLAPI Sound LoadSoundAlias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data -RLAPI bool IsSoundReady(Sound sound); // Checks if a sound is ready +RLAPI bool IsSoundValid(Sound sound); // Checks if a sound is valid (data loaded and buffers initialized) RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data RLAPI void UnloadWave(Wave wave); // Unload wave data RLAPI void UnloadSound(Sound sound); // Unload sound @@ -656,7 +694,7 @@ RLAPI void SetSoundVolume(Sound sound, float volume); // Set vol RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) RLAPI void SetSoundPan(Sound sound, float pan); // Set pan for a sound (0.5 is center) RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave -RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range +RLAPI void WaveCrop(Wave *wave, int initFrame, int finalFrame); // Crop a wave to defined frames range RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format RLAPI float *LoadWaveSamples(Wave wave); // Load samples data from wave as a 32bit float data array RLAPI void UnloadWaveSamples(float *samples); // Unload samples data loaded with LoadWaveSamples() @@ -664,7 +702,7 @@ RLAPI void UnloadWaveSamples(float *samples); // Unload // Music management functions RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file RLAPI Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data -RLAPI bool IsMusicReady(Music music); // Checks if a music stream is ready +RLAPI bool IsMusicValid(Music music); // Checks if a music stream is valid (context and buffers initialized) RLAPI void UnloadMusicStream(Music music); // Unload music stream RLAPI void PlayMusicStream(Music music); // Start music playing RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is playing @@ -681,7 +719,7 @@ RLAPI float GetMusicTimePlayed(Music music); // Get cur // AudioStream management functions RLAPI AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data) -RLAPI bool IsAudioStreamReady(AudioStream stream); // Checks if an audio stream is ready +RLAPI bool IsAudioStreamValid(AudioStream stream); // Checks if an audio stream is valid (buffers initialized) RLAPI void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data RLAPI bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill @@ -696,9 +734,9 @@ RLAPI void SetAudioStreamPan(AudioStream stream, float pan); // Set pan RLAPI void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams RLAPI void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data -RLAPI void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as s +RLAPI void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as 'float' RLAPI void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream -RLAPI void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as s +RLAPI void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as 'float' RLAPI void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline diff --git a/projects/VS2022/examples/core_input_virtual_controls.vcxproj b/projects/VS2022/examples/core_input_virtual_controls.vcxproj new file mode 100644 index 000000000..c5a043b74 --- /dev/null +++ b/projects/VS2022/examples/core_input_virtual_controls.vcxproj @@ -0,0 +1,390 @@ + + + + + Debug.DLL + Win32 + + + Debug.DLL + x64 + + + Debug + Win32 + + + Debug + x64 + + + Release.DLL + Win32 + + + Release.DLL + x64 + + + Release + Win32 + + + Release + x64 + + + + {0981CA28-E4A5-4DF1-987F-A41D09131EFC} + Win32Proj + core_input_virtual_controls + 10.0 + core_input_virtual_controls + + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + $(SolutionDir)..\..\examples\core + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\core + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\core + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\core + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\core + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\core + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\core + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\core + WindowsLocalDebugger + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + /FS %(AdditionalOptions) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + Copy Debug DLL to output directory + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + Copy Debug DLL to output directory + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + + + Copy Release DLL to output directory + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + + + Copy Release DLL to output directory + + + + + + + + + + + {e89d61ac-55de-4482-afd4-df7242ebc859} + + + + + + \ No newline at end of file diff --git a/projects/VS2022/examples/core_random_values.vcxproj b/projects/VS2022/examples/core_random_values.vcxproj index bb6a4911c..356248e42 100644 --- a/projects/VS2022/examples/core_random_values.vcxproj +++ b/projects/VS2022/examples/core_random_values.vcxproj @@ -35,7 +35,7 @@ - {6B8BAAF1-75C7-4C68-80B8-0E2A9EABBD9A} + {B332DCA8-3599-4A99-917A-82261BDC27AC} Win32Proj core_random_values 10.0 diff --git a/projects/VS2022/examples/models_bone_socket.vcxproj b/projects/VS2022/examples/models_bone_socket.vcxproj new file mode 100644 index 000000000..9d89856b0 --- /dev/null +++ b/projects/VS2022/examples/models_bone_socket.vcxproj @@ -0,0 +1,387 @@ + + + + + Debug.DLL + Win32 + + + Debug.DLL + x64 + + + Debug + Win32 + + + Debug + x64 + + + Release.DLL + Win32 + + + Release.DLL + x64 + + + Release + Win32 + + + Release + x64 + + + + {3A7FE53D-35F7-49DC-9C9A-A5204A53523F} + Win32Proj + models_bone_socket + 10.0 + models_bone_socket + + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + $(SolutionDir)..\..\examples\models + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\models + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\models + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\models + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\models + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\models + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\models + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\models + WindowsLocalDebugger + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + /FS %(AdditionalOptions) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + 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$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + Copy Debug DLL to output directory + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + + + Copy Release DLL to output directory + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + + + Copy Release DLL to output directory + + + + + + + + {e89d61ac-55de-4482-afd4-df7242ebc859} + + + + + + \ No newline at end of file diff --git a/projects/VS2022/examples/models_gpu_skinning.vcxproj b/projects/VS2022/examples/models_gpu_skinning.vcxproj new file mode 100644 index 000000000..bd596bed6 --- /dev/null +++ b/projects/VS2022/examples/models_gpu_skinning.vcxproj @@ -0,0 +1,387 @@ + + + + + Debug.DLL + Win32 + + + Debug.DLL + x64 + + + Debug + Win32 + + + Debug + x64 + + + Release.DLL + Win32 + + + Release.DLL + x64 + + + Release + Win32 + + + Release + x64 + + + + {8245DAD9-D402-4D5C-8F45-32229CD3B263} + Win32Proj + models_loading + 10.0 + models_gpu_skinning + + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + $(SolutionDir)..\..\examples\models + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\models + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\models + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\models + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\models + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\models + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\models + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\models + WindowsLocalDebugger + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + /FS %(AdditionalOptions) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + Copy Debug DLL to output directory + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + Copy Debug DLL to output directory + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + + + Copy Release DLL to output directory + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + + + Copy Release DLL to output directory + + + + + + + + {e89d61ac-55de-4482-afd4-df7242ebc859} + + + + + + \ No newline at end of file diff --git a/projects/VS2022/examples/models_loading_gltf.vcxproj b/projects/VS2022/examples/models_loading_gltf.vcxproj index 141fb9423..aba2e6843 100644 --- a/projects/VS2022/examples/models_loading_gltf.vcxproj +++ b/projects/VS2022/examples/models_loading_gltf.vcxproj @@ -376,6 +376,9 @@ + + + {e89d61ac-55de-4482-afd4-df7242ebc859} diff --git a/projects/VS2022/examples/shaders_rounded_rectangle.vcxproj b/projects/VS2022/examples/shaders_rounded_rectangle.vcxproj new file mode 100644 index 000000000..fd6c9fcc5 --- /dev/null +++ b/projects/VS2022/examples/shaders_rounded_rectangle.vcxproj @@ -0,0 +1,387 @@ + + + + + Debug.DLL + Win32 + + + Debug.DLL + x64 + + + Debug + Win32 + + + Debug + x64 + + + Release.DLL + Win32 + + + Release.DLL + x64 + + + Release + Win32 + + + Release + x64 + + + + {D3493FFE-8873-4C53-8F6C-74DEF78EA3C4} + Win32Proj + shaders_rounded_rectangle + 10.0 + shaders_rounded_rectangle + + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + $(SolutionDir)..\..\examples\shaders + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\shaders + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\shaders + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\shaders + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\shaders + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\shaders + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\shaders + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\shaders + WindowsLocalDebugger + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + /FS %(AdditionalOptions) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + Copy Debug DLL to output directory + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + Copy Debug DLL to output directory + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + + + Copy Release DLL to output directory + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + + + Copy Release DLL to output directory + + + + + + + + {e89d61ac-55de-4482-afd4-df7242ebc859} + + + + + + \ No newline at end of file diff --git a/projects/VS2022/examples/shaders_shadowmap.vcxproj b/projects/VS2022/examples/shaders_shadowmap.vcxproj new file mode 100644 index 000000000..d1ec9b23a --- /dev/null +++ b/projects/VS2022/examples/shaders_shadowmap.vcxproj @@ -0,0 +1,387 @@ + + + + + Debug.DLL + Win32 + + + Debug.DLL + x64 + + + Debug + Win32 + + + Debug + x64 + + + Release.DLL + Win32 + + + Release.DLL + x64 + + + Release + Win32 + + + Release + x64 + + + + {41BBCC10-6FDE-48A1-B2E0-A0EC6A668629} + Win32Proj + shaders_shadowmap + 10.0 + shaders_shadowmap + + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + $(SolutionDir)..\..\examples\shaders + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\shaders + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\shaders + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\shaders + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\shaders + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\shaders + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\shaders + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\shaders + WindowsLocalDebugger + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + /FS %(AdditionalOptions) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + Copy Debug DLL to output directory + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + Copy Debug DLL to output directory + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + + + Copy Release DLL to output directory + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + + + Copy Release DLL to output directory + + + + + + + + {e89d61ac-55de-4482-afd4-df7242ebc859} + + + + + + \ No newline at end of file diff --git a/projects/VS2022/examples/shaders_vertex_displacement.vcxproj b/projects/VS2022/examples/shaders_vertex_displacement.vcxproj new file mode 100644 index 000000000..294d5f76d --- /dev/null +++ b/projects/VS2022/examples/shaders_vertex_displacement.vcxproj @@ -0,0 +1,387 @@ + + + + + Debug.DLL + Win32 + + + Debug.DLL + x64 + + + Debug + Win32 + + + Debug + x64 + + + Release.DLL + Win32 + + + Release.DLL + x64 + + + Release + Win32 + + + Release + x64 + + + + {CCA63A76-D9FC-4130-9F67-4D97F9770D53} + Win32Proj + shaders_vertex_displacement + 10.0 + shaders_vertex_displacement + + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + $(SolutionDir)..\..\examples\shaders + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\shaders + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\shaders + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\shaders + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\shaders + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\shaders + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\shaders + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\shaders + WindowsLocalDebugger + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + /FS %(AdditionalOptions) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + Copy Debug DLL to output directory + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + Copy Debug DLL to output directory + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + + + Copy Release DLL to output directory + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + + + Copy Release DLL to output directory + + + + + + + + {e89d61ac-55de-4482-afd4-df7242ebc859} + + + + + + \ No newline at end of file diff --git a/projects/VS2022/examples/shapes_rectangle_advanced.vcxproj b/projects/VS2022/examples/shapes_rectangle_advanced.vcxproj new file mode 100644 index 000000000..7ec07e4b3 --- /dev/null +++ b/projects/VS2022/examples/shapes_rectangle_advanced.vcxproj @@ -0,0 +1,390 @@ + + + + + Debug.DLL + Win32 + + + Debug.DLL + x64 + + + Debug + Win32 + + + Debug + x64 + + + Release.DLL + Win32 + + + Release.DLL + x64 + + + Release + Win32 + + + Release + x64 + + + + {FAFEE2F9-24B0-4AF1-B512-433E9590033F} + Win32Proj + shapes_rectangle_advanced + 10.0 + shapes_rectangle_advanced + + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + true + $(DefaultPlatformToolset) + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + Application + false + $(DefaultPlatformToolset) + true + Unicode + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + true + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + false + $(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\ + $(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\ + + + $(SolutionDir)..\..\examples\shapes + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\shapes + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\shapes + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\shapes + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\shapes + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\shapes + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\shapes + WindowsLocalDebugger + + + $(SolutionDir)..\..\examples\shapes + WindowsLocalDebugger + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + /FS %(AdditionalOptions) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + Copy Debug DLL to output directory + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + CompileAsC + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + + + Console + true + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + Copy Debug DLL to output directory + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + + + Copy Release DLL to output directory + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) + CompileAsC + true + + + Console + true + true + true + raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) + $(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\ + + + xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)" + + + Copy Release DLL to output directory + + + + + + + + + + + {e89d61ac-55de-4482-afd4-df7242ebc859} + + + + + + \ No newline at end of file diff --git a/projects/VS2022/examples/shapes_splines_drawing.vcxproj b/projects/VS2022/examples/shapes_splines_drawing.vcxproj index 77b17a803..7be42c0b7 100644 --- a/projects/VS2022/examples/shapes_splines_drawing.vcxproj +++ b/projects/VS2022/examples/shapes_splines_drawing.vcxproj @@ -202,7 +202,7 @@ Level3 Disabled - WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + WIN32;_CRT_SECURE_NO_WARNINGS;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) CompileAsC $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) @@ -219,7 +219,7 @@ Level3 Disabled - WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + WIN32;_CRT_SECURE_NO_WARNINGS;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) CompileAsC $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) /FS %(AdditionalOptions) @@ -237,7 +237,7 @@ Level3 Disabled - WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + WIN32;_CRT_SECURE_NO_WARNINGS;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) CompileAsC $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) @@ -258,7 +258,7 @@ Level3 Disabled - WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) + WIN32;_CRT_SECURE_NO_WARNINGS;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions) CompileAsC $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) @@ -281,7 +281,7 @@ MaxSpeed true true - WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + WIN32;_CRT_SECURE_NO_WARNINGS;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) CompileAsC true @@ -303,7 +303,7 @@ MaxSpeed true true - WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + WIN32;_CRT_SECURE_NO_WARNINGS;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) CompileAsC true @@ -325,7 +325,7 @@ MaxSpeed true true - WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + WIN32;_CRT_SECURE_NO_WARNINGS;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) CompileAsC true @@ -353,7 +353,7 @@ MaxSpeed true true - WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP + WIN32;_CRT_SECURE_NO_WARNINGS;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP $(SolutionDir)..\..\src;%(AdditionalIncludeDirectories) CompileAsC true diff --git a/projects/VS2022/raylib.sln b/projects/VS2022/raylib.sln index c9f50f6b6..8f3323bc8 100644 --- a/projects/VS2022/raylib.sln +++ b/projects/VS2022/raylib.sln @@ -55,7 +55,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_loading_thread", "exam EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_random_sequence", "examples\core_random_sequence.vcxproj", "{6B8BAAF1-75C7-4C68-80B8-0E2A9EABBD9A}" EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_random_values", "examples\core_random_values.vcxproj", "{6B8BAAF1-75C7-4C68-80B8-0E2A9EABBD9A}" +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_random_values", "examples\core_random_values.vcxproj", "{B332DCA8-3599-4A99-917A-82261BDC27AC}" EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_scissor_test", "examples\core_scissor_test.vcxproj", "{59089B0C-AAB4-4532-B294-44DEAE7178B7}" EndProject @@ -279,8 +279,6 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_automation_events", "e EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "audio_mixed_processor", "examples\audio_mixed_processor.vcxproj", "{A4B0D971-3CD6-41C9-8AB2-055D25A33373}" EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_input_gamepad_info", "examples\core_input_gamepad_info.vcxproj", "{27AA7BDA-0C34-4733-9009-73D3E64234FB}" -EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_input_mouse_wheel", "examples\core_input_mouse_wheel.vcxproj", "{15CDD310-6980-42A6-8082-3A6B7730D13F}" EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_smooth_pixelperfect", "examples\core_smooth_pixelperfect.vcxproj", "{71DB4284-5B1C-4E86-9AF5-B91542D44A6F}" @@ -293,12 +291,24 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_texture_outline", " EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_texture_tiling", "examples\shaders_texture_tiling.vcxproj", "{EFA150D4-F93B-4D7D-A69C-9E8B4663BECD}" EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "textures_svg_loading", "examples\textures_svg_loading.vcxproj", "{D8026C60-CCBC-45DF-9085-BF21569EB414}" -EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_splines_drawing", "examples\shapes_splines_drawing.vcxproj", "{DF25E545-00FF-4E64-844C-7DF98991F901}" EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_top_down_lights", "examples\shapes_top_down_lights.vcxproj", "{703BE7BA-5B99-4F70-806D-3A259F6A991E}" EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_rectangle_advanced", "examples\shapes_rectangle_advanced.vcxproj", "{FAFEE2F9-24B0-4AF1-B512-433E9590033F}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_gpu_skinning", "examples\models_gpu_skinning.vcxproj", "{8245DAD9-D402-4D5C-8F45-32229CD3B263}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_shadowmap", "examples\shaders_shadowmap.vcxproj", "{41BBCC10-6FDE-48A1-B2E0-A0EC6A668629}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_input_virtual_controls", "examples\core_input_virtual_controls.vcxproj", "{0981CA28-E4A5-4DF1-987F-A41D09131EFC}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_bone_socket", "examples\models_bone_socket.vcxproj", "{3A7FE53D-35F7-49DC-9C9A-A5204A53523F}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_vertex_displacement", "examples\shaders_vertex_displacement.vcxproj", "{CCA63A76-D9FC-4130-9F67-4D97F9770D53}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_rounded_rectangle", "examples\shaders_rounded_rectangle.vcxproj", "{D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}" +EndProject Global GlobalSection(SolutionConfigurationPlatforms) = preSolution Debug.DLL|x64 = Debug.DLL|x64 @@ -683,16 +693,12 @@ Global {F026020F-7B00-40C8-91C3-5DE85EC45A95}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32 {F026020F-7B00-40C8-91C3-5DE85EC45A95}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32 {F026020F-7B00-40C8-91C3-5DE85EC45A95}.Debug|x64.ActiveCfg = Debug|x64 - {F026020F-7B00-40C8-91C3-5DE85EC45A95}.Debug|x64.Build.0 = Debug|x64 {F026020F-7B00-40C8-91C3-5DE85EC45A95}.Debug|x86.ActiveCfg = Debug|Win32 - {F026020F-7B00-40C8-91C3-5DE85EC45A95}.Debug|x86.Build.0 = Debug|Win32 {F026020F-7B00-40C8-91C3-5DE85EC45A95}.Release.DLL|x64.ActiveCfg = Release.DLL|x64 {F026020F-7B00-40C8-91C3-5DE85EC45A95}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32 {F026020F-7B00-40C8-91C3-5DE85EC45A95}.Release.DLL|x86.Build.0 = Release.DLL|Win32 {F026020F-7B00-40C8-91C3-5DE85EC45A95}.Release|x64.ActiveCfg = Release|x64 - {F026020F-7B00-40C8-91C3-5DE85EC45A95}.Release|x64.Build.0 = Release|x64 {F026020F-7B00-40C8-91C3-5DE85EC45A95}.Release|x86.ActiveCfg = Release|Win32 - {F026020F-7B00-40C8-91C3-5DE85EC45A95}.Release|x86.Build.0 = Release|Win32 {6B8BAAF1-75C7-4C68-80B8-0E2A9EABBD9A}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64 {6B8BAAF1-75C7-4C68-80B8-0E2A9EABBD9A}.Debug.DLL|x64.Build.0 = Debug.DLL|x64 {6B8BAAF1-75C7-4C68-80B8-0E2A9EABBD9A}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32 @@ -709,6 +715,22 @@ Global {6B8BAAF1-75C7-4C68-80B8-0E2A9EABBD9A}.Release|x64.Build.0 = Release|x64 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{CCA63A76-D9FC-4130-9F67-4D97F9770D53}.Debug|x86.ActiveCfg = Debug|Win32 + {CCA63A76-D9FC-4130-9F67-4D97F9770D53}.Debug|x86.Build.0 = Debug|Win32 + {CCA63A76-D9FC-4130-9F67-4D97F9770D53}.Release.DLL|x64.ActiveCfg = Release.DLL|x64 + {CCA63A76-D9FC-4130-9F67-4D97F9770D53}.Release.DLL|x64.Build.0 = Release.DLL|x64 + {CCA63A76-D9FC-4130-9F67-4D97F9770D53}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32 + {CCA63A76-D9FC-4130-9F67-4D97F9770D53}.Release.DLL|x86.Build.0 = Release.DLL|Win32 + {CCA63A76-D9FC-4130-9F67-4D97F9770D53}.Release|x64.ActiveCfg = Release|x64 + {CCA63A76-D9FC-4130-9F67-4D97F9770D53}.Release|x64.Build.0 = Release|x64 + {CCA63A76-D9FC-4130-9F67-4D97F9770D53}.Release|x86.ActiveCfg = Release|Win32 + {CCA63A76-D9FC-4130-9F67-4D97F9770D53}.Release|x86.Build.0 = Release|Win32 + {D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64 + {D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Debug.DLL|x64.Build.0 = Debug.DLL|x64 + {D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32 + {D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32 + {D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Debug|x64.ActiveCfg = Debug|x64 + {D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Debug|x64.Build.0 = Debug|x64 + {D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Debug|x86.ActiveCfg = Debug|Win32 + {D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Debug|x86.Build.0 = Debug|Win32 + {D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Release.DLL|x64.ActiveCfg = Release.DLL|x64 + {D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Release.DLL|x64.Build.0 = Release.DLL|x64 + {D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32 + {D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Release.DLL|x86.Build.0 = Release.DLL|Win32 + {D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Release|x64.ActiveCfg = Release|x64 + {D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Release|x64.Build.0 = Release|x64 + {D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Release|x86.ActiveCfg = Release|Win32 + {D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Release|x86.Build.0 = Release|Win32 EndGlobalSection GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE @@ -2544,6 +2662,7 @@ Global {A643BB06-735D-47F3-BFE7-B6D3C36F7097} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} {F026020F-7B00-40C8-91C3-5DE85EC45A95} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} {6B8BAAF1-75C7-4C68-80B8-0E2A9EABBD9A} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} + {B332DCA8-3599-4A99-917A-82261BDC27AC} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} {59089B0C-AAB4-4532-B294-44DEAE7178B7} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} {C298876B-6C12-4EA4-903B-33450BCD9884} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} {83F586FA-C801-4979-ACCA-006BD628CC88} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} @@ -2662,9 +2781,15 @@ Global {88DE5AD6-0074-4A5A-BE22-C840153E35D5} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9} {A546E75A-5242-46E6-9A9E-6C91554EAB84} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9} {EFA150D4-F93B-4D7D-A69C-9E8B4663BECD} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9} - {D8026C60-CCBC-45DF-9085-BF21569EB414} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE} {DF25E545-00FF-4E64-844C-7DF98991F901} = {278D8859-20B1-428F-8448-064F46E1F021} {703BE7BA-5B99-4F70-806D-3A259F6A991E} = {278D8859-20B1-428F-8448-064F46E1F021} + {FAFEE2F9-24B0-4AF1-B512-433E9590033F} = {278D8859-20B1-428F-8448-064F46E1F021} + {8245DAD9-D402-4D5C-8F45-32229CD3B263} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C} + {41BBCC10-6FDE-48A1-B2E0-A0EC6A668629} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9} + {0981CA28-E4A5-4DF1-987F-A41D09131EFC} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} + {3A7FE53D-35F7-49DC-9C9A-A5204A53523F} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C} + {CCA63A76-D9FC-4130-9F67-4D97F9770D53} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9} + {D3493FFE-8873-4C53-8F6C-74DEF78EA3C4} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9} EndGlobalSection GlobalSection(ExtensibilityGlobals) = postSolution SolutionGuid = {E926C768-6307-4423-A1EC-57E95B1FAB29} diff --git a/projects/VS2022/raylib/raylib.vcxproj b/projects/VS2022/raylib/raylib.vcxproj index 0c03027a4..347ff5d11 100644 --- a/projects/VS2022/raylib/raylib.vcxproj +++ b/projects/VS2022/raylib/raylib.vcxproj @@ -302,6 +302,76 @@ + + true + true + true + true + true + true + true + true + + + true + true + true + true + true + true + true + true + + + true + true + true + true + true + true + true + true + + + true + true + true + true + true + true + true + true + + + true + true + true + true + true + true + true + true + + + true + true + true + true + true + true + true + true + + + true + true + true + true + true + true + true + true + diff --git a/projects/VS2022/raylib/raylib.vcxproj.filters b/projects/VS2022/raylib/raylib.vcxproj.filters new file mode 100644 index 000000000..182358229 --- /dev/null +++ b/projects/VS2022/raylib/raylib.vcxproj.filters @@ -0,0 +1,120 @@ + + + + + Source Files + + + Source Files + + + Source Files + + + Source Files + + + Source Files + + + Source Files + + + Source Files + + + Source Files + + + Source Files\Platform Files + + + Source Files\Platform Files + + + Source Files\Platform Files + + + Source Files\Platform Files + + + Source Files\Platform Files + + + Source Files\Platform Files + + + Source Files\Platform Files + + + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + Header Files + + + + + + + + {88e8d1f8-5c93-4f9e-a856-819a1f82a387} + + + {cba93591-3674-4384-9325-bc0ae2d72b9b} + + + {d18433d7-0e5c-40d7-a39d-e0f11f80d183} + + + \ No newline at end of file diff --git a/projects/VSCode/Makefile b/projects/VSCode/Makefile index 25e00c0b4..389a12cf9 100644 --- a/projects/VSCode/Makefile +++ b/projects/VSCode/Makefile @@ -25,7 +25,7 @@ # Define required raylib variables PROJECT_NAME ?= game -RAYLIB_VERSION ?= 4.2.0 +RAYLIB_VERSION ?= 5.1-dev RAYLIB_PATH ?= ..\.. # Define compiler path on Windows @@ -117,11 +117,11 @@ endif ifeq ($(PLATFORM),PLATFORM_WEB) # Emscripten required variables - EMSDK_PATH ?= C:/emsdk + EMSDK_PATH ?= C:/raylib/emsdk EMSCRIPTEN_PATH ?= $(EMSDK_PATH)/upstream/emscripten CLANG_PATH = $(EMSDK_PATH)/upstream/bin - PYTHON_PATH = $(EMSDK_PATH)/python/3.9.2-1_64bit - NODE_PATH = $(EMSDK_PATH)/node/14.18.2_64bit/bin + PYTHON_PATH = $(EMSDK_PATH)/python/3.9.2-nuget_64bit + NODE_PATH = $(EMSDK_PATH)/node/20.18.0_64bit/bin export PATH = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH):$$(PATH) endif @@ -225,21 +225,23 @@ endif ifeq ($(PLATFORM),PLATFORM_WEB) # -Os # size optimization # -O2 # optimization level 2, if used, also set --memory-init-file 0 - # -s USE_GLFW=3 # Use glfw3 library (context/input management) - # -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL! - # -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB) - # -s USE_PTHREADS=1 # multithreading support - # -s WASM=0 # disable Web Assembly, emitted by default - # -s EMTERPRETIFY=1 # enable emscripten code interpreter (very slow) - # -s EMTERPRETIFY_ASYNC=1 # support synchronous loops by emterpreter - # -s FORCE_FILESYSTEM=1 # force filesystem to load/save files data - # -s ASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off) + # -sUSE_GLFW=3 # Use glfw3 library (context/input management) + # -sALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL! + # -sTOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB) (67108864 = 64MB) + # -sUSE_PTHREADS=1 # multithreading support + # -sWASM=0 # disable Web Assembly, emitted by default + # -sASYNCIFY # lets synchronous C/C++ code interact with asynchronous JS + # -sFORCE_FILESYSTEM=1 # force filesystem to load/save files data + # -sASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off) + # -sMINIFY_HTML=0 # minify generated html from shell.html # --profiling # include information for code profiling # --memory-init-file 0 # to avoid an external memory initialization code file (.mem) # --preload-file resources # specify a resources folder for data compilation - CFLAGS += -Os -s USE_GLFW=3 -s TOTAL_MEMORY=16777216 --preload-file resources + # --source-map-base # allow debugging in browser with source map + # --shell-file shell.html # define a custom shell .html and output extension + CFLAGS += -Os -sUSE_GLFW=3 -sTOTAL_MEMORY=16777216 --preload-file resources -sMINIFY_HTML=0 ifeq ($(BUILD_MODE), DEBUG) - CFLAGS += -s ASSERTIONS=1 --profiling + CFLAGS += -sASSERTIONS=1 --profiling endif # Define a custom shell .html and output extension @@ -352,9 +354,9 @@ SRC_DIR = src OBJ_DIR = obj # Define all object files from source files -SRC = $(call rwildcard, *.c, *.h) +SRC = $(call rwildcard, ./, *.c, *.h) #OBJS = $(SRC:$(SRC_DIR)/%.c=$(OBJ_DIR)/%.o) -OBJS ?= main.c +OBJS = $(patsubst %.c,%.o,$(filter %.c,$(SRC))) # For Android platform we call a custom Makefile.Android ifeq ($(PLATFORM),PLATFORM_ANDROID) diff --git a/projects/VSCode/main.c b/projects/VSCode/main.c index 5a2e342bd..cad32c2ef 100644 --- a/projects/VSCode/main.c +++ b/projects/VSCode/main.c @@ -15,7 +15,7 @@ * This example has been created using raylib 1.0 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * -* Copyright (c) 2013-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2013-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt index 387665705..44498b658 100644 --- a/src/CMakeLists.txt +++ b/src/CMakeLists.txt @@ -1,7 +1,7 @@ # Setup the project and settings project(raylib C) -set(PROJECT_VERSION 5.0.0) -set(API_VERSION 500) +set(PROJECT_VERSION 5.5.0) +set(API_VERSION 550) include(GNUInstallDirs) include(JoinPaths) @@ -23,12 +23,14 @@ endif() # Used as public API to be included into other projects set(raylib_public_headers raylib.h + rcamera.h rlgl.h raymath.h ) # Sources to be compiled set(raylib_sources + raudio.c rcore.c rmodels.c rshapes.c @@ -47,14 +49,12 @@ endif () # Produces a variable LIBS_PRIVATE that will be used later include(LibraryConfigurations) -if (USE_AUDIO) +if (SUPPORT_MODULE_RAUDIO) MESSAGE(STATUS "Audio Backend: miniaudio") - list(APPEND raylib_sources raudio.c) else () - MESSAGE(STATUS "Audio Backend: None (-DUSE_AUDIO=OFF)") + MESSAGE(STATUS "Audio Backend: None (-DCUSTOMIZE_BUILD=ON -DSUPPORT_MODULE_RAUDIO=OFF)") endif () - add_library(raylib ${raylib_sources} ${raylib_public_headers}) if (NOT BUILD_SHARED_LIBS) @@ -69,7 +69,15 @@ else() endif() if (${PLATFORM} MATCHES "Web") - target_link_options(raylib PRIVATE "-sUSE_GLFW=3") + target_link_options(raylib PUBLIC "-sUSE_GLFW=3") + if(${GRAPHICS} MATCHES "GRAPHICS_API_OPENGL_ES3") + target_link_options(raylib PUBLIC "-sMIN_WEBGL_VERSION=2") + target_link_options(raylib PUBLIC "-sMAX_WEBGL_VERSION=2") + endif() +endif() + +if (AMIGAOS4) + set (OPENGL_INCLUDE_DIR "") endif() set_target_properties(raylib PROPERTIES diff --git a/src/Makefile b/src/Makefile index 5f0126fda..10a693580 100644 --- a/src/Makefile +++ b/src/Makefile @@ -4,7 +4,9 @@ # # This file supports building raylib library for the following platforms: # -# > PLATFORM_DESKTOP (GLFW backend): +# > PLATFORM_DESKTOP +# - Defaults to PLATFORM_DESKTOP_GLFW +# > PLATFORM_DESKTOP_GLFW (GLFW backend): # - Windows (Win32, Win64) # - Linux (X11/Wayland desktop mode) # - macOS/OSX (x64, arm64) @@ -13,6 +15,13 @@ # - Windows (Win32, Win64) # - Linux (X11/Wayland desktop mode) # - Others (not tested) +# > PLATFORM_DESKTOP_RGFW (RGFW backend): +# - Windows (Win32, Win64) +# - Linux (X11 desktop mode) +# - macOS/OSX (x64, arm64 (not tested)) +# - Others (not tested) +# > PLATFORM_WEB_RGFW: +# - HTML5 (WebAssembly) # > PLATFORM_WEB: # - HTML5 (WebAssembly) # > PLATFORM_DRM: @@ -21,12 +30,12 @@ # > PLATFORM_ANDROID: # - Android (ARM, ARM64) # > PLATFORM_AOS4: -# AmigaOS4 +# - AmigaOS4 # # Many thanks to Milan Nikolic (@gen2brain) for implementing Android platform pipeline. # Many thanks to Emanuele Petriglia for his contribution on GNU/Linux pipeline. # -# Copyright (c) 2013-2024 Ramon Santamaria (@raysan5) +# Copyright (c) 2013-2025 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. @@ -52,12 +61,17 @@ # Define required environment variables #------------------------------------------------------------------------------------------------ -# Define target platform: PLATFORM_DESKTOP, PLATFORM_DRM, PLATFORM_ANDROID, PLATFORM_WEB, PLATFORM_AOS4 +# Define target platform PLATFORM ?= PLATFORM_DESKTOP +ifeq ($(PLATFORM), PLATFORM_DESKTOP) + TARGET_PLATFORM = PLATFORM_DESKTOP_GLFW +else + TARGET_PLATFORM = $(PLATFORM) +endif # Define required raylib variables -RAYLIB_VERSION = 5.0.0 -RAYLIB_API_VERSION = 500 +RAYLIB_VERSION = 5.5.0 +RAYLIB_API_VERSION = 550 # Define raylib source code path RAYLIB_SRC_PATH ?= ../src @@ -98,14 +112,16 @@ RAYLIB_MODULE_RAYGUI_PATH ?= $(RAYLIB_SRC_PATH)/../../raygui/src # Use external GLFW library instead of rglfw module USE_EXTERNAL_GLFW ?= FALSE -# Enable support for both Wayland and X11 by default on Linux when using GLFW -GLFW_LINUX_ENABLE_WAYLAND ?= TRUE +# Enable support for X11 by default on Linux when using GLFW +# NOTE: Wayland is disabled by default, only enable if you are sure +GLFW_LINUX_ENABLE_WAYLAND ?= FALSE GLFW_LINUX_ENABLE_X11 ?= TRUE # PLATFORM_DESKTOP_SDL: It requires SDL library to be provided externally # WARNING: Library is not included in raylib, it MUST be configured by users SDL_INCLUDE_PATH ?= $(RAYLIB_SRC_PATH)/external/SDL2/include SDL_LIBRARY_PATH ?= $(RAYLIB_SRC_PATH)/external/SDL2/lib +SDL_LIBRARIES ?= -lSDL2 -lSDL2main # Determine if the file has root access (only required to install raylib) # "whoami" prints the name of the user that calls him (so, if it is the root user, "whoami" prints "root") @@ -116,7 +132,7 @@ HOST_PLATFORM_OS ?= WINDOWS PLATFORM_OS ?= WINDOWS # Determine PLATFORM_OS when required -ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_DESKTOP PLATFORM_DESKTOP_SDL PLATFORM_WEB PLATFORM_ANDROID)) +ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW PLATFORM_DESKTOP_SDL PLATFORM_DESKTOP_RGFW PLATFORM_WEB PLATFORM_WEB_RGFW PLATFORM_ANDROID)) # No uname.exe on MinGW!, but OS=Windows_NT on Windows! # ifeq ($(UNAME),Msys) -> Windows ifeq ($(OS),Windows_NT) @@ -149,7 +165,7 @@ ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_DESKTOP PLATFORM_DESKTOP_SDL PLA endif endif endif -ifeq ($(PLATFORM),PLATFORM_DRM) +ifeq ($(TARGET_PLATFORM),PLATFORM_DRM) UNAMEOS = $(shell uname) ifeq ($(UNAMEOS),Linux) PLATFORM_OS = LINUX @@ -158,7 +174,7 @@ ifeq ($(PLATFORM),PLATFORM_DRM) PLATFORM_SHELL = sh endif endif -ifeq ($(PLATFORM),PLATFORM_WEB) +ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW)) ifeq ($(PLATFORM_OS),LINUX) ifndef PLATFORM_SHELL PLATFORM_SHELL = sh @@ -166,19 +182,19 @@ ifeq ($(PLATFORM),PLATFORM_WEB) endif endif -ifeq ($(PLATFORM),PLATFORM_WEB) +ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW)) ifeq ($(PLATFORM_OS), WINDOWS) # Emscripten required variables - EMSDK_PATH ?= C:/emsdk + EMSDK_PATH ?= C:/raylib/emsdk EMSCRIPTEN_PATH ?= $(EMSDK_PATH)/upstream/emscripten CLANG_PATH := $(EMSDK_PATH)/upstream/bin - PYTHON_PATH := $(EMSDK_PATH)/python/3.9.2-1_64bit - NODE_PATH := $(EMSDK_PATH)/node/14.15.5_64bit/bin + PYTHON_PATH := $(EMSDK_PATH)/python/3.9.2-nuget_64bit + NODE_PATH := $(EMSDK_PATH)/node/20.18.0_64bit/bin export PATH := $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH);C:/raylib/MinGW/bin;$(PATH) endif endif -ifeq ($(PLATFORM),PLATFORM_ANDROID) +ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID) # Android architecture # Starting at 2019 using arm64 is mandatory for published apps, # Starting on August 2020, minimum required target API is Android 10 (API level 29) @@ -218,33 +234,40 @@ ifeq ($(PLATFORM),PLATFORM_ANDROID) endif # Define raylib graphics api depending on selected platform -ifeq ($(PLATFORM),PLATFORM_DESKTOP) - # By default use OpenGL 3.3 on desktop platforms - GRAPHICS ?= GRAPHICS_API_OPENGL_33 +# NOTE: By default use OpenGL 3.3 on desktop platforms +ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW) + #GRAPHICS ?= GRAPHICS_API_OPENGL_33 #GRAPHICS = GRAPHICS_API_OPENGL_11 # Uncomment to use OpenGL 1.1 #GRAPHICS = GRAPHICS_API_OPENGL_21 # Uncomment to use OpenGL 2.1 #GRAPHICS = GRAPHICS_API_OPENGL_43 # Uncomment to use OpenGL 4.3 #GRAPHICS = GRAPHICS_API_OPENGL_ES2 # Uncomment to use OpenGL ES 2.0 (ANGLE) endif -ifeq ($(PLATFORM),PLATFORM_DESKTOP_SDL) - # By default use OpenGL 3.3 on desktop platform with SDL backend +ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_SDL) + GRAPHICS ?= GRAPHICS_API_OPENGL_33 +endif +ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_RGFW) GRAPHICS ?= GRAPHICS_API_OPENGL_33 + #GRAPHICS = GRAPHICS_API_OPENGL_11 # Uncomment to use OpenGL 1.1 + #GRAPHICS = GRAPHICS_API_OPENGL_21 # Uncomment to use OpenGL 2.1 + #GRAPHICS = GRAPHICS_API_OPENGL_43 # Uncomment to use OpenGL 4.3 + #GRAPHICS = GRAPHICS_API_OPENGL_ES2 # Uncomment to use OpenGL ES 2.0 (ANGLE) endif -ifeq ($(PLATFORM),PLATFORM_DRM) +ifeq ($(TARGET_PLATFORM),PLATFORM_DRM) # On DRM OpenGL ES 2.0 must be used GRAPHICS = GRAPHICS_API_OPENGL_ES2 endif -ifeq ($(PLATFORM),PLATFORM_WEB) +ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW)) # On HTML5 OpenGL ES 2.0 is used, emscripten translates it to WebGL 1.0 GRAPHICS = GRAPHICS_API_OPENGL_ES2 - #GRAPHICS = GRAPHICS_API_OPENGL_ES3 # Uncomment to use ES3/WebGL2 (preliminary support). + #GRAPHICS = GRAPHICS_API_OPENGL_ES3 endif -ifeq ($(PLATFORM),PLATFORM_ANDROID) +ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID) # By default use OpenGL ES 2.0 on Android GRAPHICS = GRAPHICS_API_OPENGL_ES2 endif -ifeq ($(PLATFORM_OS),PLATFORM_AOS4) - GRAPHICS ?= GRAPHICS_API_OPENGL_ES2 +ifeq ($(TARGET_PLATFORM),PLATFORM_AOS4) + # By default use OpenGL ES 2.0 on AmigaOS4 + GRAPHICS = GRAPHICS_API_OPENGL_ES2 endif # Define default C compiler and archiver to pack library: CC, AR @@ -252,7 +275,7 @@ endif CC = gcc AR = ar -ifeq ($(PLATFORM),PLATFORM_DESKTOP) +ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW) ifeq ($(PLATFORM_OS),OSX) # OSX default compiler CC = clang @@ -263,7 +286,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP) CC = clang endif endif -ifeq ($(PLATFORM),PLATFORM_DRM) +ifeq ($(TARGET_PLATFORM),PLATFORM_DRM) ifeq ($(USE_RPI_CROSS_COMPILER),TRUE) # Define RPI cross-compiler #CC = armv6j-hardfloat-linux-gnueabi-gcc @@ -271,12 +294,12 @@ ifeq ($(PLATFORM),PLATFORM_DRM) AR = $(RPI_TOOLCHAIN)/bin/$(RPI_TOOLCHAIN_NAME)-ar endif endif -ifeq ($(PLATFORM),PLATFORM_WEB) +ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW)) # HTML5 emscripten compiler CC = emcc AR = emar endif -ifeq ($(PLATFORM),PLATFORM_ANDROID) +ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID) # Android toolchain (must be provided for desired architecture and compiler) ifeq ($(ANDROID_ARCH),arm) CC = $(ANDROID_TOOLCHAIN)/bin/$(ANDROID_COMPILER_ARCH)-linux-androideabi$(ANDROID_API_VERSION)-clang @@ -308,13 +331,13 @@ endif # -D_GNU_SOURCE access to lots of nonstandard GNU/Linux extension functions # -Werror=pointer-arith catch unportable code that does direct arithmetic on void pointers # -fno-strict-aliasing jar_xm.h does shady stuff (breaks strict aliasing) -CFLAGS = -Wall -D_GNU_SOURCE -D$(PLATFORM) -D$(GRAPHICS) -Wno-missing-braces -Werror=pointer-arith -fno-strict-aliasing $(CUSTOM_CFLAGS) +CFLAGS = -Wall -D_GNU_SOURCE -D$(TARGET_PLATFORM) -D$(GRAPHICS) -Wno-missing-braces -Werror=pointer-arith -fno-strict-aliasing ifneq ($(RAYLIB_CONFIG_FLAGS), NONE) CFLAGS += -DEXTERNAL_CONFIG_FLAGS $(RAYLIB_CONFIG_FLAGS) endif -ifeq ($(PLATFORM), PLATFORM_WEB) +ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW)) # NOTE: When using multi-threading in the user code, it requires -pthread enabled CFLAGS += -std=gnu99 else @@ -330,13 +353,13 @@ ifeq ($(RAYLIB_BUILD_MODE),DEBUG) endif ifeq ($(RAYLIB_BUILD_MODE),RELEASE) - ifeq ($(PLATFORM),PLATFORM_WEB) + ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW)) CFLAGS += -Os endif - ifeq ($(PLATFORM),PLATFORM_DESKTOP) + ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW) CFLAGS += -O1 endif - ifeq ($(PLATFORM),PLATFORM_ANDROID) + ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID) CFLAGS += -O2 endif endif @@ -346,28 +369,31 @@ endif # -Wmissing-prototypes warn if a global function is defined without a previous prototype declaration # -Wstrict-prototypes warn if a function is declared or defined without specifying the argument types # -Werror=implicit-function-declaration catch function calls without prior declaration -ifeq ($(PLATFORM),PLATFORM_DESKTOP) +ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW) CFLAGS += -Werror=implicit-function-declaration endif -ifeq ($(PLATFORM),PLATFORM_WEB) +ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW)) # -Os # size optimization # -O2 # optimization level 2, if used, also set --memory-init-file 0 - # -sUSE_GLFW=3 # Use glfw3 library (context/input management) -> Only for linker! - # -sALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL! - # -sTOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB) - # -sUSE_PTHREADS=1 # multithreading support - # -sFORCE_FILESYSTEM=1 # force filesystem to load/save files data - # -sASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off) - # -sGL_ENABLE_GET_PROC_ADDRESS # enable using the *glGetProcAddress() family of functions, required for extensions loading + # -sUSE_GLFW=3 # Use glfw3 library (context/input management) + # -sALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL! + # -sTOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB) (67108864 = 64MB) + # -sUSE_PTHREADS=1 # multithreading support + # -sWASM=0 # disable Web Assembly, emitted by default + # -sASYNCIFY # lets synchronous C/C++ code interact with asynchronous JS + # -sFORCE_FILESYSTEM=1 # force filesystem to load/save files data + # -sASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off) + # -sMINIFY_HTML=0 # minify generated html from shell.html # --profiling # include information for code profiling # --memory-init-file 0 # to avoid an external memory initialization code file (.mem) # --preload-file resources # specify a resources folder for data compilation + # --source-map-base # allow debugging in browser with source map + # --shell-file shell.html # define a custom shell .html and output extension ifeq ($(RAYLIB_BUILD_MODE),DEBUG) - CFLAGS += -sASSERTIONS=1 --profiling + CFLAGS += --profiling endif - #CFLAGS += -sGL_ENABLE_GET_PROC_ADDRESS endif -ifeq ($(PLATFORM),PLATFORM_ANDROID) +ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID) # Compiler flags for arquitecture ifeq ($(ANDROID_ARCH),arm) CFLAGS += -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16 @@ -403,19 +429,18 @@ ifeq ($(RAYLIB_LIBTYPE),SHARED) endif endif -ifeq ($(PLATFORM),PLATFORM_DRM) +ifeq ($(TARGET_PLATFORM),PLATFORM_DRM) # without EGL_NO_X11 eglplatform.h tears Xlib.h in which tears X.h in # which contains a conflicting type Font CFLAGS += -DEGL_NO_X11 CFLAGS += -Werror=implicit-function-declaration endif # Use Wayland display on Linux desktop -ifeq ($(PLATFORM),PLATFORM_DESKTOP) +ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW) ifeq ($(PLATFORM_OS), LINUX) ifeq ($(GLFW_LINUX_ENABLE_X11),TRUE) CFLAGS += -D_GLFW_X11 endif - ifeq ($(GLFW_LINUX_ENABLE_WAYLAND),TRUE) CFLAGS += -D_GLFW_WAYLAND LDFLAGS += $(shell pkg-config wayland-client wayland-cursor wayland-egl xkbcommon --libs) @@ -441,32 +466,34 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP) endif endif +CFLAGS += $(CUSTOM_CFLAGS) + # Define include paths for required headers: INCLUDE_PATHS # NOTE: Several external required libraries (stb and others) #------------------------------------------------------------------------------------------------ -INCLUDE_PATHS = -I. +INCLUDE_PATHS = -I. $(EXTRA_INCLUDE_PATHS) # Define additional directories containing required header files -ifeq ($(PLATFORM),PLATFORM_DESKTOP) +ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW) INCLUDE_PATHS += -Iexternal/glfw/include ifeq ($(PLATFORM_OS),BSD) - INCLUDE_PATHS += -I/usr/local/include + INCLUDE_PATHS += -I/usr/local/include -I/usr/pkg/include -I/usr/X11R7/include endif endif -ifeq ($(PLATFORM),PLATFORM_DESKTOP_SDL) +ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_SDL) INCLUDE_PATHS += -I$(SDL_INCLUDE_PATH) endif -ifeq ($(PLATFORM),PLATFORM_WEB) +ifeq ($(TARGET_PLATFORM),PLATFORM_WEB) INCLUDE_PATHS += -Iexternal/glfw/include endif -ifeq ($(PLATFORM),PLATFORM_DRM) +ifeq ($(TARGET_PLATFORM),PLATFORM_DRM) INCLUDE_PATHS += -I/usr/include/libdrm ifeq ($(USE_RPI_CROSSCOMPILER), TRUE) INCLUDE_PATHS += -I$(RPI_TOOLCHAIN_SYSROOT)/usr/include INCLUDE_PATHS += -I$(RPI_TOOLCHAIN_SYSROOT)/opt/vc/include endif endif -ifeq ($(PLATFORM),PLATFORM_ANDROID) +ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID) NATIVE_APP_GLUE = $(ANDROID_NDK)/sources/android/native_app_glue # Include android_native_app_glue.h INCLUDE_PATHS += -I$(NATIVE_APP_GLUE) @@ -492,7 +519,7 @@ endif #------------------------------------------------------------------------------------------------ LDFLAGS = $(CUSTOM_LDFLAGS) -L. -L$(RAYLIB_RELEASE_PATH) -ifeq ($(PLATFORM),PLATFORM_DESKTOP) +ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW) ifeq ($(PLATFORM_OS),WINDOWS) ifneq ($(CC), tcc) LDFLAGS += -Wl,--out-implib,$(RAYLIB_RELEASE_PATH)/lib$(RAYLIB_LIB_NAME)dll.a @@ -505,20 +532,25 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP) LDFLAGS += -Wl,-soname,lib$(RAYLIB_LIB_NAME).so.$(RAYLIB_API_VERSION) endif ifeq ($(PLATFORM_OS),BSD) - LDFLAGS += -Wl,-soname,lib$(RAYLIB_LIB_NAME).$(RAYLIB_API_VERSION).so -Lsrc -L/usr/local/lib + LDFLAGS += -Wl,-soname,lib$(RAYLIB_LIB_NAME).$(RAYLIB_API_VERSION).so -Lsrc -L/usr/local/lib -L/usr/pkg/lib -Wl,-R/usr/pkg/lib endif endif -ifeq ($(PLATFORM),PLATFORM_DESKTOP_SDL) +ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_SDL) LDFLAGS += -Wl,-soname,lib$(RAYLIB_LIB_NAME).so.$(RAYLIB_API_VERSION) LDFLAGS += -L$(SDL_LIBRARY_PATH) endif -ifeq ($(PLATFORM),PLATFORM_DRM) +ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW)) + ifeq ($(RAYLIB_BUILD_MODE),DEBUG) + LDFLAGS += -sASSERTIONS=1 + endif +endif +ifeq ($(TARGET_PLATFORM),PLATFORM_DRM) LDFLAGS += -Wl,-soname,lib$(RAYLIB_LIB_NAME).so.$(RAYLIB_API_VERSION) ifeq ($(USE_RPI_CROSSCOMPILER), TRUE) LDFLAGS += -L$(RPI_TOOLCHAIN_SYSROOT)/opt/vc/lib -L$(RPI_TOOLCHAIN_SYSROOT)/usr/lib endif endif -ifeq ($(PLATFORM),PLATFORM_ANDROID) +ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID) LDFLAGS += -Wl,-soname,libraylib.$(RAYLIB_API_VERSION).so -Wl,--exclude-libs,libatomic.a LDFLAGS += -Wl,--build-id -Wl,-z,noexecstack -Wl,-z,relro -Wl,-z,now -Wl,--warn-shared-textrel -Wl,--fatal-warnings # Force linking of library module to define symbol @@ -532,7 +564,7 @@ endif # Define libraries required on linking: LDLIBS # NOTE: This is only required for dynamic library generation #------------------------------------------------------------------------------------------------ -ifeq ($(PLATFORM),PLATFORM_DESKTOP) +ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW) ifeq ($(PLATFORM_OS),WINDOWS) ifeq ($(CC), tcc) LDLIBS = -lopengl32 -lgdi32 -lwinmm -lshell32 @@ -560,7 +592,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP) LDLIBS = -lglfw endif endif -ifeq ($(PLATFORM),PLATFORM_DESKTOP_SDL) +ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_SDL) ifeq ($(PLATFORM_OS),WINDOWS) LDLIBS = -static-libgcc -lopengl32 -lgdi32 endif @@ -570,15 +602,39 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP_SDL) LDLIBS += -lX11 endif endif - LDLIBS += -lSDL2 -lSDL2main + LDLIBS += $(SDL_LIBRARIES) +endif +ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_RGFW) + ifeq ($(PLATFORM_OS),WINDOWS) + # Libraries for Windows desktop compilation + LDLIBS = -lgdi32 -lwinmm -lopengl32 + endif + ifeq ($(PLATFORM_OS),LINUX) + # Libraries for Debian GNU/Linux desktop compipling + # NOTE: Required packages: libegl1-mesa-dev + LDLIBS = -lGL -lX11 -lXrandr -lXinerama -lXi -lXcursor -lm -lpthread -ldl -lrt + + # Explicit link to libc + ifeq ($(RAYLIB_LIBTYPE),SHARED) + LDLIBS += -lc + endif + + # NOTE: On ARM 32bit arch, miniaudio requires atomics library + LDLIBS += -latomic + endif + ifeq ($(PLATFORM_OS),OSX) + # Libraries for Debian MacOS desktop compiling + # NOTE: Required packages: libegl1-mesa-dev + LDLIBS += -lm -framework Foundation -framework AppKit -framework OpenGL -framework CoreVideo + endif endif -ifeq ($(PLATFORM),PLATFORM_DRM) +ifeq ($(TARGET_PLATFORM),PLATFORM_DRM) LDLIBS = -lGLESv2 -lEGL -ldrm -lgbm -lpthread -lrt -lm -ldl ifeq ($(RAYLIB_MODULE_AUDIO),TRUE) LDLIBS += -latomic endif endif -ifeq ($(PLATFORM),PLATFORM_ANDROID) +ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID) LDLIBS = -llog -landroid -lEGL -lGLESv2 -lOpenSLES -lc -lm endif @@ -588,9 +644,9 @@ OBJS = rcore.o \ rshapes.o \ rtextures.o \ rtext.o \ - utils.o + utils.o -ifeq ($(PLATFORM),PLATFORM_DESKTOP) +ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW) ifeq ($(USE_EXTERNAL_GLFW),FALSE) OBJS += rglfw.o endif @@ -605,7 +661,7 @@ ifeq ($(RAYLIB_MODULE_RAYGUI),TRUE) OBJS += raygui.o endif -ifeq ($(PLATFORM),PLATFORM_ANDROID) +ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID) OBJS += android_native_app_glue.o endif @@ -617,14 +673,17 @@ all: raylib # Compile raylib library # NOTE: Release directory is created if not exist raylib: $(OBJS) -ifeq ($(PLATFORM),PLATFORM_WEB) +ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW)) # Compile raylib libray for web #$(CC) $(OBJS) -r -o $(RAYLIB_RELEASE_PATH)/lib$(RAYLIB_LIB_NAME).bc - $(AR) rcs $(RAYLIB_RELEASE_PATH)/lib$(RAYLIB_LIB_NAME).a $(OBJS) - @echo "raylib library generated (lib$(RAYLIB_LIB_NAME).a)!" + ifeq ($(RAYLIB_LIBTYPE),SHARED) + @echo "WARNING: $(TARGET_PLATFORM) does not support SHARED libraries. Generating STATIC library." + endif + $(AR) rcs $(RAYLIB_RELEASE_PATH)/lib$(RAYLIB_LIB_NAME).web.a $(OBJS) + @echo "raylib library generated (lib$(RAYLIB_LIB_NAME).web.a)!" else ifeq ($(RAYLIB_LIBTYPE),SHARED) - ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_DESKTOP PLATFORM_DESKTOP_SDL)) + ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW PLATFORM_DESKTOP_SDL PLATFORM_DESKTOP_RGFW)) ifeq ($(PLATFORM_OS),WINDOWS) # NOTE: Linking with provided resource file $(CC) -shared -o $(RAYLIB_RELEASE_PATH)/$(RAYLIB_LIB_NAME).dll $(OBJS) $(RAYLIB_RES_FILE) $(LDFLAGS) $(LDLIBS) @@ -653,7 +712,7 @@ else cd $(RAYLIB_RELEASE_PATH) && ln -fs lib$(RAYLIB_LIB_NAME).$(RAYLIB_VERSION).so lib$(RAYLIB_LIB_NAME).so endif endif - ifeq ($(PLATFORM),PLATFORM_DRM) + ifeq ($(TARGET_PLATFORM),PLATFORM_DRM) # Compile raylib shared library version $(RAYLIB_VERSION). # WARNING: you should type "make clean" before doing this target $(CC) -shared -o $(RAYLIB_RELEASE_PATH)/lib$(RAYLIB_LIB_NAME).so.$(RAYLIB_VERSION) $(OBJS) $(LDFLAGS) $(LDLIBS) @@ -661,7 +720,7 @@ else cd $(RAYLIB_RELEASE_PATH) && ln -fsv lib$(RAYLIB_LIB_NAME).so.$(RAYLIB_VERSION) lib$(RAYLIB_LIB_NAME).so.$(RAYLIB_API_VERSION) cd $(RAYLIB_RELEASE_PATH) && ln -fsv lib$(RAYLIB_LIB_NAME).so.$(RAYLIB_API_VERSION) lib$(RAYLIB_LIB_NAME).so endif - ifeq ($(PLATFORM),PLATFORM_ANDROID) + ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID) $(CC) -shared -o $(RAYLIB_RELEASE_PATH)/lib$(RAYLIB_LIB_NAME).$(RAYLIB_VERSION).so $(OBJS) $(LDFLAGS) $(LDLIBS) @echo "raylib shared library generated (lib$(RAYLIB_LIB_NAME).$(RAYLIB_VERSION).so)!" # WARNING: symbolic links creation on Windows should be done using mklink command, no ln available @@ -689,7 +748,7 @@ rcore.o : rcore.c raylib.h rlgl.h utils.h raymath.h rcamera.h rgestures.h # Compile rglfw module rglfw.o : rglfw.c - $(CC) $(GLFW_OSX) -c $< $(CFLAGS) $(INCLUDE_PATHS) + $(CC) $(GLFW_OSX) -c $< $(CFLAGS) $(INCLUDE_PATHS) -U_GNU_SOURCE # Compile shapes module rshapes.o : rshapes.c raylib.h rlgl.h @@ -778,7 +837,7 @@ ifeq ($(ROOT),root) @echo "This function currently works on GNU/Linux systems. Add yours today (^;" endif else - @echo "Error: Root permissions needed for installation. Try sudo make install" + @echo "ERROR: Root permissions needed for installation. Try sudo make install" && exit 1 endif # Remove raylib dev files installed on the system @@ -805,7 +864,7 @@ ifeq ($(ROOT),root) @echo "This function currently works on GNU/Linux systems. Add yours today (^;" endif else - @echo "Error: Root permissions needed for uninstallation. Try sudo make uninstall" + @echo "ERROR: Root permissions needed for uninstallation. Try sudo make uninstall" && exit 1 endif .PHONY: clean_shell_cmd clean_shell_sh @@ -816,7 +875,7 @@ clean: clean_shell_$(PLATFORM_SHELL) clean_shell_sh: rm -fv *.o $(RAYLIB_RELEASE_PATH)/lib$(RAYLIB_LIB_NAME).a $(RAYLIB_RELEASE_PATH)/lib$(RAYLIB_LIB_NAME).bc $(RAYLIB_RELEASE_PATH)/lib$(RAYLIB_LIB_NAME).so* raygui.c $(RAYLIB_RELEASE_PATH)/*-protocol.h $(RAYLIB_RELEASE_PATH)/*-protocol-code.h -ifeq ($(PLATFORM),PLATFORM_ANDROID) +ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID) rm -fv $(NATIVE_APP_GLUE)/android_native_app_glue.o endif diff --git a/src/build.zig b/src/build.zig index 93ffe47a2..e69de29bb 100644 --- a/src/build.zig +++ b/src/build.zig @@ -1,332 +0,0 @@ -const std = @import("std"); -const builtin = @import("builtin"); - -// This has been tested with zig version(s): -// 0.11.0 -// 0.12.0-dev.2075+f5978181e -// 0.12.0-dev.2990+31763d28c -// -// Anytype is used here to preserve compatibility, in 0.12.0dev the std.zig.CrossTarget type -// was reworked into std.Target.Query and std.Build.ResolvedTarget. Using anytype allows -// us to accept both CrossTarget and ResolvedTarget and act accordingly in getOsTagVersioned. -pub fn addRaylib(b: *std.Build, target: anytype, optimize: std.builtin.OptimizeMode, options: Options) !*std.Build.Step.Compile { - var general_purpose_allocator = std.heap.GeneralPurposeAllocator(.{}){}; - const gpa = general_purpose_allocator.allocator(); - - if (comptime builtin.zig_version.minor >= 12 and @TypeOf(target) != std.Build.ResolvedTarget) { - @compileError("Expected 'std.Build.ResolvedTarget' for argument 2 'target' in 'addRaylib', found '" ++ @typeName(@TypeOf(target)) ++ "'"); - } else if (comptime builtin.zig_version.minor == 11 and @TypeOf(target) != std.zig.CrossTarget) { - @compileError("Expected 'std.zig.CrossTarget' for argument 2 'target' in 'addRaylib', found '" ++ @typeName(@TypeOf(target)) ++ "'"); - } - - const shared_flags = &[_][]const u8{ - "-fPIC", - "-DBUILD_LIBTYPE_SHARED", - }; - var raylib_flags_arr = std.ArrayList([]const u8).init(std.heap.page_allocator); - defer raylib_flags_arr.deinit(); - try raylib_flags_arr.appendSlice(&[_][]const u8{ - "-std=gnu99", - "-D_GNU_SOURCE", - "-DGL_SILENCE_DEPRECATION=199309L", - "-fno-sanitize=undefined", // https://github.com/raysan5/raylib/issues/3674 - }); - if (options.shared) { - try raylib_flags_arr.appendSlice(shared_flags); - } - - const raylib = if (options.shared) - b.addSharedLibrary(.{ - .name = "raylib", - .target = target, - .optimize = optimize, - }) - else - b.addStaticLibrary(.{ - .name = "raylib", - .target = target, - .optimize = optimize, - }); - raylib.linkLibC(); - - // No GLFW required on PLATFORM_DRM - if (!options.platform_drm) { - raylib.addIncludePath(.{ .cwd_relative = srcdir ++ "/external/glfw/include" }); - } - - addCSourceFilesVersioned(raylib, &.{ - try join2(gpa, srcdir, "rcore.c"), - try join2(gpa, srcdir, "utils.c"), - }, raylib_flags_arr.items); - - if (options.raudio) { - addCSourceFilesVersioned(raylib, &.{ - try join2(gpa, srcdir, "raudio.c"), - }, raylib_flags_arr.items); - } - if (options.rmodels) { - addCSourceFilesVersioned(raylib, &.{ - try join2(gpa, srcdir, "rmodels.c"), - }, raylib_flags_arr.items); - } - if (options.rshapes) { - addCSourceFilesVersioned(raylib, &.{ - try join2(gpa, srcdir, "rshapes.c"), - }, raylib_flags_arr.items); - } - if (options.rtext) { - addCSourceFilesVersioned(raylib, &.{ - try join2(gpa, srcdir, "rtext.c"), - }, raylib_flags_arr.items); - } - if (options.rtextures) { - addCSourceFilesVersioned(raylib, &.{ - try join2(gpa, srcdir, "rtextures.c"), - }, raylib_flags_arr.items); - } - - var gen_step = b.addWriteFiles(); - raylib.step.dependOn(&gen_step.step); - - if (options.raygui) { - const raygui_c_path = gen_step.add("raygui.c", "#define RAYGUI_IMPLEMENTATION\n#include \"raygui.h\"\n"); - raylib.addCSourceFile(.{ .file = raygui_c_path, .flags = raylib_flags_arr.items }); - raylib.addIncludePath(.{ .cwd_relative = srcdir }); - raylib.addIncludePath(.{ .cwd_relative = srcdir ++ "/../../raygui/src" }); - } - - switch (getOsTagVersioned(target)) { - .windows => { - addCSourceFilesVersioned(raylib, &.{ - try join2(gpa, srcdir, "rglfw.c"), - }, raylib_flags_arr.items); - raylib.linkSystemLibrary("winmm"); - raylib.linkSystemLibrary("gdi32"); - raylib.linkSystemLibrary("opengl32"); - - raylib.defineCMacro("PLATFORM_DESKTOP", null); - }, - .linux => { - if (!options.platform_drm) { - addCSourceFilesVersioned(raylib, &.{ - try join2(gpa, srcdir, "rglfw.c"), - }, raylib_flags_arr.items); - raylib.linkSystemLibrary("GL"); - raylib.linkSystemLibrary("rt"); - raylib.linkSystemLibrary("dl"); - raylib.linkSystemLibrary("m"); - - raylib.addLibraryPath(.{ .path = "/usr/lib" }); - raylib.addIncludePath(.{ .path = "/usr/include" }); - - switch (options.linux_display_backend) { - .X11 => { - raylib.defineCMacro("_GLFW_X11", null); - raylib.linkSystemLibrary("X11"); - }, - .Wayland => { - raylib.defineCMacro("_GLFW_WAYLAND", null); - raylib.linkSystemLibrary("wayland-client"); - raylib.linkSystemLibrary("wayland-cursor"); - raylib.linkSystemLibrary("wayland-egl"); - raylib.linkSystemLibrary("xkbcommon"); - raylib.addIncludePath(.{ .path = srcdir }); - try waylandGenerate(gpa, "wayland.xml", "wayland-client-protocol"); - try waylandGenerate(gpa, "xdg-shell.xml", "xdg-shell-client-protocol"); - try waylandGenerate(gpa, "xdg-decoration-unstable-v1.xml", "xdg-decoration-unstable-v1-client-protocol"); - try waylandGenerate(gpa, "viewporter.xml", "viewporter-client-protocol"); - try waylandGenerate(gpa, "relative-pointer-unstable-v1.xml", "relative-pointer-unstable-v1-client-protocol"); - try waylandGenerate(gpa, "pointer-constraints-unstable-v1.xml", "pointer-constraints-unstable-v1-client-protocol"); - try waylandGenerate(gpa, "fractional-scale-v1.xml", "fractional-scale-v1-client-protocol"); - try waylandGenerate(gpa, "xdg-activation-v1.xml", "xdg-activation-v1-client-protocol"); - try waylandGenerate(gpa, "idle-inhibit-unstable-v1.xml", "idle-inhibit-unstable-v1-client-protocol"); - }, - } - - raylib.defineCMacro("PLATFORM_DESKTOP", null); - } else { - raylib.linkSystemLibrary("GLESv2"); - raylib.linkSystemLibrary("EGL"); - raylib.linkSystemLibrary("drm"); - raylib.linkSystemLibrary("gbm"); - raylib.linkSystemLibrary("pthread"); - raylib.linkSystemLibrary("rt"); - raylib.linkSystemLibrary("m"); - raylib.linkSystemLibrary("dl"); - raylib.addIncludePath(.{ .path = "/usr/include/libdrm" }); - - raylib.defineCMacro("PLATFORM_DRM", null); - raylib.defineCMacro("GRAPHICS_API_OPENGL_ES2", null); - raylib.defineCMacro("EGL_NO_X11", null); - raylib.defineCMacro("DEFAULT_BATCH_BUFFER_ELEMENT", "2048"); - } - }, - .freebsd, .openbsd, .netbsd, .dragonfly => { - addCSourceFilesVersioned(raylib, &.{ - try join2(gpa, srcdir, "rglfw.c"), - }, raylib_flags_arr.items); - raylib.linkSystemLibrary("GL"); - raylib.linkSystemLibrary("rt"); - raylib.linkSystemLibrary("dl"); - raylib.linkSystemLibrary("m"); - raylib.linkSystemLibrary("X11"); - raylib.linkSystemLibrary("Xrandr"); - raylib.linkSystemLibrary("Xinerama"); - raylib.linkSystemLibrary("Xi"); - raylib.linkSystemLibrary("Xxf86vm"); - raylib.linkSystemLibrary("Xcursor"); - - raylib.defineCMacro("PLATFORM_DESKTOP", null); - }, - .macos => { - // On macos rglfw.c include Objective-C files. - try raylib_flags_arr.append("-ObjC"); - addCSourceFilesVersioned(raylib, &.{ - try join2(gpa, srcdir, "rglfw.c"), - }, raylib_flags_arr.items); - raylib.linkFramework("Foundation"); - raylib.linkFramework("CoreServices"); - raylib.linkFramework("CoreGraphics"); - raylib.linkFramework("AppKit"); - raylib.linkFramework("IOKit"); - - raylib.defineCMacro("PLATFORM_DESKTOP", null); - }, - .emscripten => { - raylib.defineCMacro("PLATFORM_WEB", null); - raylib.defineCMacro("GRAPHICS_API_OPENGL_ES2", null); - - if (b.sysroot == null) { - @panic("Pass '--sysroot \"$EMSDK/upstream/emscripten\"'"); - } - - const cache_include = std.fs.path.join(b.allocator, &.{ b.sysroot.?, "cache", "sysroot", "include" }) catch @panic("Out of memory"); - defer b.allocator.free(cache_include); - - var dir = std.fs.openDirAbsolute(cache_include, std.fs.Dir.OpenDirOptions{ .access_sub_paths = true, .no_follow = true }) catch @panic("No emscripten cache. Generate it!"); - dir.close(); - - raylib.addIncludePath(.{ .path = cache_include }); - }, - else => { - @panic("Unsupported OS"); - }, - } - - return raylib; -} - -pub const Options = struct { - raudio: bool = true, - rmodels: bool = true, - rshapes: bool = true, - rtext: bool = true, - rtextures: bool = true, - raygui: bool = false, - platform_drm: bool = false, - shared: bool = false, - linux_display_backend: LinuxDisplayBackend = .X11, -}; - -pub const LinuxDisplayBackend = enum { - X11, - Wayland, -}; - -pub fn build(b: *std.Build) !void { - // Standard target options allows the person running `zig build` to choose - // what target to build for. Here we do not override the defaults, which - // means any target is allowed, and the default is native. Other options - // for restricting supported target set are available. - const target = b.standardTargetOptions(.{}); - // Standard optimization options allow the person running `zig build` to select - // between Debug, ReleaseSafe, ReleaseFast, and ReleaseSmall. Here we do not - // set a preferred release mode, allowing the user to decide how to optimize. - const optimize = b.standardOptimizeOption(.{}); - - const defaults = Options{}; - const options = Options{ - .platform_drm = b.option(bool, "platform_drm", "Compile raylib in native mode (no X11)") orelse defaults.platform_drm, - .raudio = b.option(bool, "raudio", "Compile with audio support") orelse defaults.raudio, - .rmodels = b.option(bool, "rmodels", "Compile with models support") orelse defaults.rmodels, - .rtext = b.option(bool, "rtext", "Compile with text support") orelse defaults.rtext, - .rtextures = b.option(bool, "rtextures", "Compile with textures support") orelse defaults.rtextures, - .rshapes = b.option(bool, "rshapes", "Compile with shapes support") orelse defaults.rshapes, - .raygui = b.option(bool, "raygui", "Compile with raygui support") orelse defaults.raygui, - .shared = b.option(bool, "shared", "Compile as shared library") orelse defaults.shared, - }; - - const lib = try addRaylib(b, target, optimize, options); - - lib.installHeader("src/raylib.h", "raylib.h"); - lib.installHeader("src/raymath.h", "raymath.h"); - lib.installHeader("src/rlgl.h", "rlgl.h"); - - if (options.raygui) { - lib.installHeader("../raygui/src/raygui.h", "raygui.h"); - } - - b.installArtifact(lib); -} - -const srcdir = struct { - fn getSrcDir() []const u8 { - return std.fs.path.dirname(@src().file).?; - } -}.getSrcDir(); - -const waylandDir = srcdir ++ "/external/glfw/deps/wayland"; - -fn getOsTagVersioned(target: anytype) std.Target.Os.Tag { - if (comptime builtin.zig_version.minor >= 12) { - return target.result.os.tag; - } else { - return target.getOsTag(); - } -} - -fn addCSourceFilesVersioned( - exe: *std.Build.Step.Compile, - files: []const []const u8, - flags: []const []const u8, -) void { - //- HACK(cabarger): I hate this so much!!! - if (comptime builtin.zig_version.minor >= 12) { - for (files) |file| { - exe.addCSourceFile(.{ - .file = .{ .path = file }, - .flags = flags, - }); - } - } else if (comptime builtin.zig_version.minor == 11) { - exe.addCSourceFiles(files, flags); - } else { - @compileError("Expected zig version 11 or 12"); - } -} - -fn waylandGenerate(allocator: std.mem.Allocator, comptime protocol: []const u8, comptime basename: []const u8) !void { - _ = try std.process.Child.run(.{ - .allocator = allocator, - .argv = &[_][]const u8{ - "wayland-scanner", - "client-header", - waylandDir ++ "/" ++ protocol, - srcdir ++ "/" ++ basename ++ ".h", - }, - }); - _ = try std.process.Child.run(.{ - .allocator = allocator, - .argv = &[_][]const u8{ - "wayland-scanner", - "private-code", - waylandDir ++ "/" ++ protocol, - srcdir ++ "/" ++ basename ++ "-code.h", - }, - }); -} - -fn join2(allocator: std.mem.Allocator, path1: []const u8, path2: []const u8) ![]u8 { - const joinedPath = try std.fs.path.join(allocator, &[_][]const u8{ path1, path2 }); - return joinedPath; -} diff --git a/src/config.h b/src/config.h index e601d54ff..f7b015305 100644 --- a/src/config.h +++ b/src/config.h @@ -6,7 +6,7 @@ * * LICENSE: zlib/libpng * -* Copyright (c) 2018-2024 Ahmad Fatoum & Ramon Santamaria (@raysan5) +* Copyright (c) 2018-2025 Ahmad Fatoum & 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. @@ -66,11 +66,36 @@ #define SUPPORT_COMPRESSION_API 1 // Support automatic generated events, loading and recording of those events when required #define SUPPORT_AUTOMATION_EVENTS 1 -// Support custom frame control, only for advance users +// Support custom frame control, only for advanced users // By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents() // Enabling this flag allows manual control of the frame processes, use at your own risk //#define SUPPORT_CUSTOM_FRAME_CONTROL 1 +// Support for clipboard image loading +// NOTE: Only working on SDL3, GLFW (Windows) and RGFW (Windows) +#define SUPPORT_CLIPBOARD_IMAGE 1 + +// NOTE: Clipboard image loading requires support for some image file formats +// TODO: Those defines should probably be removed from here, I prefer to let the user manage them +#if defined(SUPPORT_CLIPBOARD_IMAGE) + #ifndef SUPPORT_MODULE_RTEXTURES + #define SUPPORT_MODULE_RTEXTURES 1 + #endif + #ifndef STBI_REQUIRED + #define STBI_REQUIRED + #endif + #ifndef SUPPORT_FILEFORMAT_BMP // For clipboard image on Windows + #define SUPPORT_FILEFORMAT_BMP 1 + #endif + #ifndef SUPPORT_FILEFORMAT_PNG // Wayland uses png for prints, at least it was on 22 LTS ubuntu + #define SUPPORT_FILEFORMAT_PNG 1 + #endif + #ifndef SUPPORT_FILEFORMAT_JPG + #define SUPPORT_FILEFORMAT_JPG 1 + #endif +#endif + + // rcore: Configuration values //------------------------------------------------------------------------------------ #define MAX_FILEPATH_CAPACITY 8192 // Maximum file paths capacity @@ -100,6 +125,8 @@ // Show OpenGL extensions and capabilities detailed logs on init //#define RLGL_SHOW_GL_DETAILS_INFO 1 +#define RL_SUPPORT_MESH_GPU_SKINNING 1 // GPU skinning, comment if your GPU does not support more than 8 VBOs + //#define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 4096 // 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) @@ -112,14 +139,29 @@ #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 +// Default shader vertex attribute locations +#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION 0 +#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD 1 +#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL 2 +#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR 3 +#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT 4 +#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 5 +#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES 6 +#if defined(RL_SUPPORT_MESH_GPU_SKINNING) + #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS 7 + #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 8 +#endif +#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCE_TX 9 + + // Default shader vertex attribute names to set location points // NOTE: When a new shader is loaded, the following locations are tried to be set for convenience -#define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0 -#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1 -#define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2 -#define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3 -#define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4 -#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: 5 +#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 @@ -162,7 +204,6 @@ //#define SUPPORT_FILEFORMAT_ASTC 1 //#define SUPPORT_FILEFORMAT_PKM 1 //#define SUPPORT_FILEFORMAT_PVR 1 -//#define SUPPORT_FILEFORMAT_SVG 1 // Support image export functionality (.png, .bmp, .tga, .jpg, .qoi) #define SUPPORT_IMAGE_EXPORT 1 @@ -180,9 +221,9 @@ // NOTE: If enabled, uses external module functions to load default raylib font #define SUPPORT_DEFAULT_FONT 1 // Selected desired font fileformats to be supported for loading -#define SUPPORT_FILEFORMAT_FNT 1 #define SUPPORT_FILEFORMAT_TTF 1 -#define SUPPORT_FILEFORMAT_BDF 1 +#define SUPPORT_FILEFORMAT_FNT 1 +//#define SUPPORT_FILEFORMAT_BDF 1 // Support text management functions // If not defined, still some functions are supported: TextLength(), TextFormat() @@ -217,7 +258,12 @@ // rmodels: Configuration values //------------------------------------------------------------------------------------ #define MAX_MATERIAL_MAPS 12 // Maximum number of shader maps supported + +#ifdef RL_SUPPORT_MESH_GPU_SKINNING +#define MAX_MESH_VERTEX_BUFFERS 9 // Maximum vertex buffers (VBO) per mesh +#else #define MAX_MESH_VERTEX_BUFFERS 7 // Maximum vertex buffers (VBO) per mesh +#endif //------------------------------------------------------------------------------------ // Module: raudio - Configuration Flags @@ -253,4 +299,4 @@ //------------------------------------------------------------------------------------ #define MAX_TRACELOG_MSG_LENGTH 256 // Max length of one trace-log message -#endif // CONFIG_H \ No newline at end of file +#endif // CONFIG_H diff --git a/src/external/RGFW.h b/src/external/RGFW.h new file mode 100644 index 000000000..d4ec7d77f --- /dev/null +++ b/src/external/RGFW.h @@ -0,0 +1,9897 @@ +/* +* +* RGFW 1.5.1-dev +* +* Copyright (C) 2022-25 ColleagueRiley +* +* libpng license +* +* 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. +* +* +*/ + +/* + (MAKE SURE RGFW_IMPLEMENTATION is in exactly one header or you use -D RGFW_IMPLEMENTATION) + #define RGFW_IMPLEMENTATION - makes it so source code is included with header +*/ + +/* + #define RGFW_IMPLEMENTATION - (required) makes it so the source code is included + #define RGFW_DEBUG - (optional) makes it so RGFW prints debug messages anderrors when they're found + #define RGFW_OSMESA - (optional) use OSmesa as backend (instead of system's opengl api + regular opengl) + #define RGFW_BUFFER - (optional) just draw directly to (RGFW) window pixel buffer that is drawn to screen (the buffer is in the RGBA format) + #define RGFW_EGL - (optional) use EGL for loading an OpenGL context (instead of the system's opengl api) + #define RGFW_OPENGL_ES1 - (optional) use EGL to load and use Opengl ES (version 1) for backend rendering (instead of the system's opengl api) + This version doesn't work for desktops (I'm pretty sure) + #define RGFW_OPENGL_ES2 - (optional) use OpenGL ES (version 2) + #define RGFW_OPENGL_ES3 - (optional) use OpenGL ES (version 3) + #define RGFW_DIRECTX - (optional) use directX for the rendering backend (rather than opengl) (windows only, defaults to opengl for unix) + #define RGFW_WEBGPU - (optional) use webGPU for rendering (Web ONLY) + #define RGFW_NO_API - (optional) don't use any rendering API (no opengl, no vulkan, no directX) + + #define RGFW_LINK_EGL (optional) (windows only) if EGL is being used, if EGL functions should be defined dymanically (using GetProcAddress) + #define RGFW_X11 (optional) (unix only) if X11 should be used. This option is turned on by default by unix systems except for MacOS + #define RGFW_WAYLAND (optional) (unix only) if Wayland should be used. (This can be used with X11) + #define RGFW_NO_X11 (optional) (unix only) if X11 should be used (with Wayland). + #define RGFW_NO_LOAD_WGL (optional) (windows only) if WGL should be loaded dynamically during runtime + #define RGFW_NO_X11_CURSOR (optional) (unix only) don't use XCursor + #define RGFW_NO_X11_CURSOR_PRELOAD (optional) (unix only) Use XCursor, but don't link it in code, (you'll have to link it with -lXcursor) + #define RGFW_NO_LOAD_WINMM (optional) (windows only) Use winmm (timeBeginPeriod), but don't link it in code, (you'll have to link it with -lwinmm) + #define RGFW_NO_WINMM (optional) (windows only) don't use winmm + #define RGFW_NO_IOKIT (optional) (macOS) don't use IOKit + #define RGFW_NO_UNIX_CLOCK (optional) (unux) don't link unix clock functions + #define RGFW_NO_DWM (windows only) - Do not use or linj dwmapi + #define RGFW_USE_XDL (optional) (X11) use X11 in RGFW (must include XDL.h along with RGFW) (XLib Dynamic Loader) + + #define RGFW_NO_DPI - Do not include calculate DPI (no XRM nor libShcore included) + + #define RGFW_ALLOC_DROPFILES (optional) if room should be allocating for drop files (by default it's global data) + #define RGFW_alloc(userptr, size) x - choose what default function to use to allocate, by default the standard malloc is used + #define RGFW_free(userptr, ptr) x - choose what default function to use to allocated memory, by default the standard free is used + #define RGFW_USERPTR x - choose the default userptr sent to the malloc call, (NULL by default) + + #define RGFW_EXPORT - Use when building RGFW + #define RGFW_IMPORT - Use when linking with RGFW (not as a single-header) + + #define RGFW_USE_INT - force the use c-types rather than stdint.h (for systems that might not have stdint.h (msvc)) +*/ + +/* +Example to get you started : + +linux : gcc main.c -lX11 -lXrandr -lGL +windows : gcc main.c -lopengl32 -lgdi32 +macos : gcc main.c -framework Cocoa -framework OpenGL -framework IOKit + +#define RGFW_IMPLEMENTATION +#include "RGFW.h" + +u8 icon[4 * 3 * 3] = {0xFF, 0x00, 0x00, 0xFF, 0xFF, 0x00, 0x00, 0xFF, 0xFF, 0x00, 0x00, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0x00, 0xFF, 0xFF, 0xFF, 0x00, 0xFF, 0xFF, 0x00, 0x00, 0xFF, 0xFF, 0x00, 0x00, 0xFF, 0xFF, 0x00, 0x00, 0xFF}; + +int main() { + RGFW_window* win = RGFW_createWindow("name", RGFW_RECT(100, 100, 500, 500), (u64)0); + + RGFW_window_setIcon(win, icon, RGFW_AREA(3, 3), 4); + + for (;;) { + RGFW_window_checkEvent(win); // NOTE: checking events outside of a while loop may cause input lag + if (win->event.type == RGFW_quit || RGFW_isPressed(win, RGFW_escape)) + break; + + RGFW_window_swapBuffers(win); + + glClearColor(1, 1, 1, 1); + glClear(GL_COLOR_BUFFER_BIT); + } + + RGFW_window_close(win); +} + + compiling : + + if you wish to compile the library all you have to do is create a new file with this in it + + rgfw.c + #define RGFW_IMPLEMENTATION + #include "RGFW.h" + + You may also want to add + `#define RGFW_EXPORT` when compiling and + `#define RGFW_IMPORT`when linking RGFW on it's own: + this reduces inline functions and prevents bloat in the object file + + then you can use gcc (or whatever compile you wish to use) to compile the library into object file + + ex. gcc -c RGFW.c -fPIC + + after you compile the library into an object file, you can also turn the object file into an static or shared library + + (commands ar and gcc can be replaced with whatever equivalent your system uses) + + static : ar rcs RGFW.a RGFW.o + shared : + windows: + gcc -shared RGFW.o -lopengl32 -lgdi32 -o RGFW.dll + linux: + gcc -shared RGFW.o -lX11 -lGL -lXrandr -o RGFW.so + macos: + gcc -shared RGFW.o -framework Cocoa -framework OpenGL -framework IOKit +*/ + + + +/* + Credits : + EimaMei/Sacode : Much of the code for creating windows using winapi, Wrote the Silicon library, helped with MacOS Support, siliapp.h -> referencing + + stb - This project is heavily inspired by the stb single header files + + GLFW: + certain parts of winapi and X11 are very poorly documented, + GLFW's source code was referenced and used throughout the project. + + contributors : (feel free to put yourself here if you contribute) + krisvers -> code review + EimaMei (SaCode) -> code review + Code-Nycticebus -> bug fixes + Rob Rohan -> X11 bugs and missing features, MacOS/Cocoa fixing memory issues/bugs + AICDG (@THISISAGOODNAME) -> vulkan support (example) + @Easymode -> support, testing/debugging, bug fixes and reviews + Joshua Rowe (omnisci3nce) - bug fix, review (macOS) + @lesleyrs -> bug fix, review (OpenGL) + Nick Porcino (meshula) - testing, organization, review (MacOS, examples) + @DarekParodia -> code review (X11) (C++) +*/ + +#if _MSC_VER + #pragma comment(lib, "gdi32") + #pragma comment(lib, "shell32") + #pragma comment(lib, "opengl32") + #pragma comment(lib, "winmm") + #pragma comment(lib, "user32") +#endif + +#ifndef RGFW_UNUSED + #define RGFW_UNUSED(x) (void)(x) +#endif + +#ifndef RGFW_USERPTR + #define RGFW_USERPTR NULL +#endif + +#ifndef RGFW_ROUND +#define RGFW_ROUND(x) (int)((x) >= 0 ? (x) + 0.5f : (x) - 0.5f) +#endif + +#ifndef RGFW_ALLOC + #include + + #ifndef __USE_POSIX199309 + #define __USE_POSIX199309 + #endif + + #define RGFW_ALLOC(userptr, size) (RGFW_UNUSED(userptr),malloc(size)) + #define RGFW_FREE(userptr, ptr) (RGFW_UNUSED(userptr),free(ptr)) +#endif + +#ifndef RGFW_MEMCPY + #include + + #define RGFW_MEMCPY(dist, src, len) memcpy(dist, src, len) + #define RGFW_STRNCMP(s1, s2, max) strncmp(s1, s2, max) + //required for X11 + #define RGFW_STRTOL(str, endptr, base) strtol(str, endptr, base) +#else +#undef _INC_STRING +#endif + +#if !_MSC_VER + #ifndef inline + #ifndef __APPLE__ + #define inline __inline + #endif + #endif +#endif + +#ifdef RGFW_WIN95 /* for windows 95 testing (not that it really works) */ + #define RGFW_NO_MONITOR + #define RGFW_NO_PASSTHROUGH +#endif + +#if defined(RGFW_EXPORT) || defined(RGFW_IMPORT) + #if defined(_WIN32) + #if defined(__TINYC__) && (defined(RGFW_EXPORT) || defined(RGFW_IMPORT)) + #define __declspec(x) __attribute__((x)) + #endif + + #if defined(RGFW_EXPORT) + #define RGFWDEF __declspec(dllexport) + #else + #define RGFWDEF __declspec(dllimport) + #endif + #else + #if defined(RGFW_EXPORT) + #define RGFWDEF __attribute__((visibility("default"))) + #endif + #endif +#endif + +#ifndef RGFWDEF + #define RGFWDEF inline +#endif + +#ifndef RGFW_ENUM + #define RGFW_ENUM(type, name) type name; enum +#endif + + +#if defined(__cplusplus) && !defined(__EMSCRIPTEN__) + #ifdef __clang__ + #pragma clang diagnostic push + #pragma clang diagnostic ignored "-Wnullability-completeness" + #endif + extern "C" { +#endif + + /* makes sure the header file part is only defined once by default */ +#ifndef RGFW_HEADER + +#define RGFW_HEADER + +#if !defined(u8) + #ifdef RGFW_USE_INT /* optional for any system that might not have stdint.h */ + typedef unsigned char u8; + typedef signed char i8; + typedef unsigned short u16; + typedef signed short i16; + typedef unsigned long int u32; + typedef signed long int i32; + typedef unsigned long long u64; + typedef signed long long i64; + #else /* use stdint standard types instead of c ""standard"" types */ + #include + #include + + typedef uint8_t u8; + typedef int8_t i8; + typedef uint16_t u16; + typedef int16_t i16; + typedef uint32_t u32; + typedef int32_t i32; + typedef uint64_t u64; + typedef int64_t i64; + #endif + #define u8 u8 +#endif + +#if !defined(b8) /* RGFW bool type */ + typedef u8 b8; + typedef u32 b32; + #define b8 b8 +#endif + +#define RGFW_TRUE (!(0)) +#define RGFW_FALSE 0 + +/* thse OS macros looks better & are standardized */ +/* plus it helps with cross-compiling */ + +#ifdef __EMSCRIPTEN__ + #define RGFW_WEBASM + + #if !defined(RGFW_NO_API) && !defined(RGFW_WEBGPU) + #define RGFW_OPENGL + #endif + + #ifdef RGFW_EGL + #undef RGFW_EGL + #endif + + #include + #include + + #ifdef RGFW_WEBGPU + #include + #endif +#endif + +#if defined(RGFW_X11) && defined(__APPLE__) && !defined(RGFW_CUSTOM_BACKEND) + #define RGFW_MACOS_X11 + #define RGFW_UNIX + #undef __APPLE__ +#endif + +#if defined(_WIN32) && !defined(RGFW_UNIX) && !defined(RGFW_WEBASM) && !defined(RGFW_CUSTOM_BACKEND) /* (if you're using X11 on windows some how) */ + #define RGFW_WINDOWS + /* make sure the correct architecture is defined */ + #if defined(_WIN64) + #define _AMD64_ + #undef _X86_ + #else + #undef _AMD64_ + #ifndef _X86_ + #define _X86_ + #endif + #endif + + #ifndef RGFW_NO_XINPUT + #ifdef __MINGW32__ /* try to find the right header */ + #include + #else + #include + #endif + #endif + + #if defined(RGFW_DIRECTX) + #define OEMRESOURCE + #include + #include + #include + #include + + #ifndef __cplusplus + #define __uuidof(T) IID_##T + #endif + #endif + +#elif defined(RGFW_WAYLAND) + #define RGFW_DEBUG // wayland will be in debug mode by default for now + #if !defined(RGFW_NO_API) && (!defined(RGFW_BUFFER) || defined(RGFW_OPENGL)) && !defined(RGFW_OSMESA) + #define RGFW_EGL + #define RGFW_OPENGL + #define RGFW_UNIX + #include + #endif + + #include +#endif +#if !defined(RGFW_NO_X11) && !defined(RGFW_NO_X11) && (defined(__unix__) || defined(RGFW_MACOS_X11) || defined(RGFW_X11)) && !defined(RGFW_WEBASM) && !defined(RGFW_CUSTOM_BACKEND) + #define RGFW_MACOS_X11 + #define RGFW_X11 + #define RGFW_UNIX + #include +#elif defined(__APPLE__) && !defined(RGFW_MACOS_X11) && !defined(RGFW_X11) && !defined(RGFW_WEBASM) && !defined(RGFW_CUSTOM_BACKEND) + #define RGFW_MACOS +#endif + +#if (defined(RGFW_OPENGL_ES1) || defined(RGFW_OPENGL_ES2) || defined(RGFW_OPENGL_ES3)) && !defined(RGFW_EGL) + #define RGFW_EGL +#endif + +#if !defined(RGFW_OSMESA) && !defined(RGFW_EGL) && !defined(RGFW_OPENGL) && !defined(RGFW_DIRECTX) && !defined(RGFW_BUFFER) && !defined(RGFW_NO_API) + #define RGFW_OPENGL +#endif + +#ifdef RGFW_EGL + #include +#elif defined(RGFW_OSMESA) + #ifdef RGFW_WINDOWS + #define OEMRESOURCE + #include + #define GLAPIENTRY APIENTRY + #define GLAPI WINGDIAPI + #endif + + #ifndef __APPLE__ + #include + #else + #include + #endif +#endif + +#if defined(RGFW_OPENGL) && defined(RGFW_X11) + #ifndef GLX_MESA_swap_control + #define GLX_MESA_swap_control + #endif + #include /* GLX defs, xlib.h, gl.h */ +#endif + +/*! (unix) Toggle use of wayland, this will be on by default if you use `RGFW_WAYLAND` (if you don't use RGFW_WAYLAND, you dont' expose WAYLAND functions) + this is mostly used to allow you to force the use of XWayland +*/ +RGFWDEF void RGFW_useWayland(b8 wayland); + +/* + RGFW_allocator (optional) + you can ignore this if you use standard malloc/free +*/ +typedef void* (* RGFW_allocatorMallocfunc)(void* userdata, size_t size); +typedef void (* RGFW_allocatorFreefunc)(void* userdata, void* ptr); + +typedef struct RGFW_allocator { + void* userdata; + RGFW_allocatorMallocfunc alloc; + RGFW_allocatorFreefunc free; +} RGFW_allocator; + +RGFWDEF RGFW_allocator RGFW_loadAllocator(RGFW_allocator allocator); +RGFWDEF void* RGFW_alloc(size_t len); +RGFWDEF void RGFW_free(void* ptr); + +/* + regular RGFW stuff +*/ + +typedef u8 RGFW_key; + +typedef RGFW_ENUM(u8, RGFW_eventType) { + /*! event codes */ + RGFW_eventNone = 0, /*!< no event has been sent */ + RGFW_keyPressed, /* a key has been pressed */ + RGFW_keyReleased, /*!< a key has been released*/ + /*! key event note + the code of the key pressed is stored in + RGFW_event.key + !!Keycodes defined at the bottom of the RGFW_HEADER part of this file!! + + while a string version is stored in + RGFW_event.KeyString + + RGFW_event.keyMod holds the current keyMod + this means if CapsLock, NumLock are active or not + */ + RGFW_mouseButtonPressed, /*!< a mouse button has been pressed (left,middle,right)*/ + RGFW_mouseButtonReleased, /*!< a mouse button has been released (left,middle,right)*/ + RGFW_mousePosChanged, /*!< the position of the mouse has been changed*/ + /*! mouse event note + the x and y of the mouse can be found in the vector, RGFW_event.point + + RGFW_event.button holds which mouse button was pressed + */ + RGFW_gamepadConnected, /*!< a gamepad was connected */ + RGFW_gamepadDisconnected, /*!< a gamepad was disconnected */ + RGFW_gamepadButtonPressed, /*!< a gamepad button was pressed */ + RGFW_gamepadButtonReleased, /*!< a gamepad button was released */ + RGFW_gamepadAxisMove, /*!< an axis of a gamepad was moved*/ + /*! gamepad event note + RGFW_event.gamepad holds which gamepad was altered, if any + RGFW_event.button holds which gamepad button was pressed + + RGFW_event.axis holds the data of all the axis + RGFW_event.axisesCount says how many axis there are + */ + RGFW_windowMoved, /*!< the window was moved (b the user) */ + RGFW_windowResized, /*!< the window was resized (by the user), [on webASM this means the browser was resized] */ + RGFW_focusIn, /*!< window is in focus now */ + RGFW_focusOut, /*!< window is out of focus now */ + RGFW_mouseEnter, /* mouse entered the window */ + RGFW_mouseLeave, /* mouse left the window */ + RGFW_windowRefresh, /* The window content needs to be refreshed */ + + /* attribs change event note + The event data is sent straight to the window structure + with win->r.x, win->r.y, win->r.w and win->r.h + */ + RGFW_quit, /*!< the user clicked the quit button*/ + RGFW_DND, /*!< a file has been dropped into the window*/ + RGFW_DNDInit /*!< the start of a dnd event, when the place where the file drop is known */ + /* dnd data note + The x and y coords of the drop are stored in the vector RGFW_event.point + + RGFW_event.droppedFilesCount holds how many files were dropped + + This is also the size of the array which stores all the dropped file string, + RGFW_event.droppedFiles + */ +}; + +/*! mouse button codes (RGFW_event.button) */ +typedef RGFW_ENUM(u8, RGFW_mouseButton) { + RGFW_mouseNone = 0, /*!< no mouse button is pressed*/ + RGFW_mouseLeft, /*!< left mouse button is pressed*/ + RGFW_mouseMiddle, /*!< mouse-wheel-button is pressed*/ + RGFW_mouseRight, /*!< right mouse button is pressed*/ + RGFW_mouseScrollUp, /*!< mouse wheel is scrolling up*/ + RGFW_mouseScrollDown /*!< mouse wheel is scrolling down*/ +}; + +#ifndef RGFW_MAX_PATH +#define RGFW_MAX_PATH 260 /* max length of a path (for dnd) */ +#endif +#ifndef RGFW_MAX_DROPS +#define RGFW_MAX_DROPS 260 /* max items you can drop at once */ +#endif + +#define RGFW_BIT(x) (1L << x) + +/* for RGFW_event.lockstate */ +typedef RGFW_ENUM(u8, RGFW_keymod) { + RGFW_modCapsLock = RGFW_BIT(0), + RGFW_modNumLock = RGFW_BIT(1), + RGFW_modControl = RGFW_BIT(2), + RGFW_modAlt = RGFW_BIT(3), + RGFW_modShift = RGFW_BIT(4), + RGFW_modSuper = RGFW_BIT(5) +}; + +/*! gamepad button codes (based on xbox/playstation), you may need to change these values per controller */ +typedef RGFW_ENUM(u8, RGFW_gamepadCodes) { + RGFW_gamepadNone = 0, /*!< or PS X button */ + RGFW_gamepadA, /*!< or PS X button */ + RGFW_gamepadB, /*!< or PS circle button */ + RGFW_gamepadY, /*!< or PS triangle button */ + RGFW_gamepadX, /*!< or PS square button */ + RGFW_gamepadStart, /*!< start button */ + RGFW_gamepadSelect, /*!< select button */ + RGFW_gamepadHome, /*!< home button */ + RGFW_gamepadUp, /*!< dpad up */ + RGFW_gamepadDown, /*!< dpad down*/ + RGFW_gamepadLeft, /*!< dpad left */ + RGFW_gamepadRight, /*!< dpad right */ + RGFW_gamepadL1, /*!< left bump */ + RGFW_gamepadL2, /*!< left trigger*/ + RGFW_gamepadR1, /*!< right bumper */ + RGFW_gamepadR2, /*!< right trigger */ + RGFW_gamepadL3, /* left thumb stick */ + RGFW_gamepadR3, /*!< right thumb stick */ + RGFW_gamepadFinal +}; + +/*! basic vector type, if there's not already a point/vector type of choice */ +#ifndef RGFW_point + typedef struct { i32 x, y; } RGFW_point; +#endif + +/*! basic rect type, if there's not already a rect type of choice */ +#ifndef RGFW_rect + typedef struct { i32 x, y, w, h; } RGFW_rect; +#endif + +/*! basic area type, if there's not already a area type of choice */ +#ifndef RGFW_area + typedef struct { u32 w, h; } RGFW_area; +#endif + +#define RGFW_POINT(x, y) (RGFW_point){(i32)(x), (i32)(y)} +#define RGFW_RECT(x, y, w, h) (RGFW_rect){(i32)(x), (i32)(y), (i32)(w), (i32)(h)} +#define RGFW_AREA(w, h) (RGFW_area){(u32)(w), (u32)(h)} + +#ifndef RGFW_NO_MONITOR + /*! structure for monitor data */ + typedef struct RGFW_monitor { + char name[128]; /*!< monitor name */ + RGFW_rect rect; /*!< monitor Workarea */ + float scaleX, scaleY; /*!< monitor content scale*/ + float pixelRatio; /*!< pixel ratio for monitor (1.0 for regular, 2.0 for hiDPI) */ + float physW, physH; /*!< monitor physical size in inches*/ + } RGFW_monitor; + + /* + NOTE : Monitor functions should be ran only as many times as needed (not in a loop) + */ + + /*! get an array of all the monitors (max 6) */ + RGFWDEF RGFW_monitor* RGFW_getMonitors(void); + /*! get the primary monitor */ + RGFWDEF RGFW_monitor RGFW_getPrimaryMonitor(void); +#endif + +/* RGFW mouse loading */ +typedef void RGFW_mouse; + +/*!< loads mouse from bitmap (similar to RGFW_window_setIcon), icon NOT resized by default*/ +RGFWDEF RGFW_mouse* RGFW_loadMouse(u8* icon, RGFW_area a, i32 channels); +/*!< frees RGFW_mouse data */ +RGFWDEF void RGFW_freeMouse(RGFW_mouse* mouse); +/* */ + +/* NOTE: some parts of the data can represent different things based on the event (read comments in RGFW_event struct) */ +/*! Event structure for checking/getting events */ +typedef struct RGFW_event { + /*! drag and drop data */ + /* 260 max paths with a max length of 260 */ +#ifdef RGFW_ALLOC_DROPFILES + char** droppedFiles; +#else + char droppedFiles[RGFW_MAX_DROPS][RGFW_MAX_PATH]; /*!< dropped files*/ +#endif + size_t droppedFilesCount; /*!< house many files were dropped */ + + RGFW_eventType type; /*!< which event has been sent?*/ + RGFW_point point; /*!< mouse x, y of event (or drop point) */ + + RGFW_key key; /*!< the physical key of the event, refers to where key is physically !!Keycodes defined at the bottom of the RGFW_HEADER part of this file!! */ + u8 keyChar; /*!< mapped key char of the event*/ + + b8 repeat; /*!< key press event repeated (the key is being held) */ + b8 inFocus; /*!< if the window is in focus or not (this is always true for MacOS windows due to the api being weird) */ + + RGFW_keymod keyMod; + + u8 button; /* !< which mouse (or gamepad) button was pressed */ + double scroll; /*!< the raw mouse scroll value */ + + u16 gamepad; /*! which gamepad this event applies to (if applicable to any) */ + u8 axisesCount; /*!< number of axises */ + + u8 whichAxis; /* which axis was effected */ + RGFW_point axis[4]; /*!< x, y of axises (-100 to 100) */ + + u64 frameTime, frameTime2; /*!< this is used for counting the fps */ +} RGFW_event; + +/*! source data for the window (used by the APIs) */ +#ifdef RGFW_WINDOWS +typedef struct RGFW_window_src { + HWND window; /*!< source window */ + HDC hdc; /*!< source HDC */ + u32 hOffset; /*!< height offset for window */ + #if (defined(RGFW_OPENGL)) && !defined(RGFW_OSMESA) && !defined(RGFW_EGL) + HGLRC ctx; /*!< source graphics context */ + #elif defined(RGFW_OSMESA) + OSMesaContext ctx; + #elif defined(RGFW_DIRECTX) + IDXGISwapChain* swapchain; + ID3D11RenderTargetView* renderTargetView; + ID3D11DepthStencilView* pDepthStencilView; + #elif defined(RGFW_EGL) + EGLSurface EGL_surface; + EGLDisplay EGL_display; + EGLContext EGL_context; + #endif + + #if defined(RGFW_OSMESA) || defined(RGFW_BUFFER) + HDC hdcMem; + HBITMAP bitmap; + #endif + RGFW_area maxSize, minSize; /*!< for setting max/min resize (RGFW_WINDOWS) */ +} RGFW_window_src; +#elif defined(RGFW_UNIX) +typedef struct RGFW_window_src { +#if defined(RGFW_X11) + Display* display; /*!< source display */ + Window window; /*!< source window */ + #if (defined(RGFW_OPENGL)) && !defined(RGFW_OSMESA) && !defined(RGFW_EGL) + GLXContext ctx; /*!< source graphics context */ + #elif defined(RGFW_OSMESA) + OSMesaContext ctx; + #elif defined(RGFW_EGL) + EGLSurface EGL_surface; + EGLDisplay EGL_display; + EGLContext EGL_context; + #endif + + #if defined(RGFW_OSMESA) || defined(RGFW_BUFFER) + XImage* bitmap; + GC gc; + #endif +#endif /* RGFW_X11 */ +#if defined(RGFW_WAYLAND) + struct wl_display* wl_display; + struct wl_surface* surface; + struct wl_buffer* wl_buffer; + struct wl_keyboard* keyboard; + + struct wl_compositor* compositor; + struct xdg_surface* xdg_surface; + struct xdg_toplevel* xdg_toplevel; + struct zxdg_toplevel_decoration_v1* decoration; + struct xdg_wm_base* xdg_wm_base; + struct wl_shm* shm; + struct wl_seat *seat; + u8* buffer; + + RGFW_event events[20]; + i32 eventLen; + size_t eventIndex; + #if defined(RGFW_EGL) + struct wl_egl_window* eglWindow; + #endif + #if defined(RGFW_EGL) && !defined(RGFW_X11) + EGLSurface EGL_surface; + EGLDisplay EGL_display; + EGLContext EGL_context; + #elif defined(RGFW_OSMESA) && !defined(RGFW_X11) + OSMesaContext ctx; + #endif +#endif /* RGFW_WAYLAND */ +} RGFW_window_src; +#endif /* RGFW_UNIX */ +#if defined(RGFW_MACOS) +typedef struct RGFW_window_src { + void* window; + b8 dndPassed; +#if (defined(RGFW_OPENGL)) && !defined(RGFW_OSMESA) && !defined(RGFW_EGL) + void* ctx; /*!< source graphics context */ +#elif defined(RGFW_OSMESA) + OSMesaContext ctx; +#elif defined(RGFW_EGL) + EGLSurface EGL_surface; + EGLDisplay EGL_display; + EGLContext EGL_context; +#endif + + void* view; /*apple viewpoint thingy*/ + +#if defined(RGFW_OSMESA) || defined(RGFW_BUFFER) + void* bitmap; /*!< API's bitmap for storing or managing */ + void* image; +#endif +} RGFW_window_src; +#elif defined(RGFW_WEBASM) +typedef struct RGFW_window_src { + #ifdef RGFW_WEBGPU + WGPUInstance ctx; + WGPUDevice device; + WGPUQueue queue; + #else + EMSCRIPTEN_WEBGL_CONTEXT_HANDLE ctx; + #endif +} RGFW_window_src; +#endif + +/*! Optional arguments for making a windows */ +typedef RGFW_ENUM(u32, RGFW_windowFlags) { + RGFW_windowNoInitAPI = RGFW_BIT(0), /* DO not init an API (mostly for bindings, you should use `#define RGFW_NO_API` in C */ + RGFW_windowNoBorder = RGFW_BIT(1), /*!< the window doesn't have border */ + RGFW_windowNoResize = RGFW_BIT(2), /*!< the window cannot be resized by the user */ + RGFW_windowAllowDND = RGFW_BIT(3), /*!< the window supports drag and drop*/ + RGFW_windowHideMouse = RGFW_BIT(4), /*! the window should hide the mouse or not (can be toggled later on) using `RGFW_window_mouseShow*/ + RGFW_windowFullscreen = RGFW_BIT(5), /* the window is fullscreen by default or not */ + RGFW_windowTransparent = RGFW_BIT(6), /*!< the window is transparent (only properly works on X11 and MacOS, although it's although for windows) */ + RGFW_windowCenter = RGFW_BIT(7), /*! center the window on the screen */ + RGFW_windowOpenglSoftware = RGFW_BIT(8), /*! use OpenGL software rendering */ + RGFW_windowCocoaCHDirToRes = RGFW_BIT(9), /* (cocoa only), change directory to resource folder */ + RGFW_windowScaleToMonitor = RGFW_BIT(10), /* scale the window to the screen */ + RGFW_windowHide = RGFW_BIT(11)/* the window is hidden */ +}; + +typedef struct RGFW_window { + RGFW_window_src src; /*!< src window data */ + +#if defined(RGFW_OSMESA) || defined(RGFW_BUFFER) + u8* buffer; /*!< buffer for non-GPU systems (OSMesa, basic software rendering) */ + /* when rendering using RGFW_BUFFER, the buffer is in the RGBA format */ +#endif + void* userPtr; /* ptr for usr data */ + + RGFW_event event; /*!< current event */ + + RGFW_rect r; /*!< the x, y, w and h of the struct */ + + RGFW_point _lastMousePoint; /*!< last cusor point (for raw mouse data) */ + + u32 _flags; /*!< windows flags (for RGFW to check) */ + RGFW_allocator _mem; /*!< the allocator that was used to allocate RGFW window data, used to free it*/ +} RGFW_window; /*!< Window structure for managing the window */ + +#if defined(RGFW_X11) || defined(RGFW_MACOS) + typedef u64 RGFW_thread; /*!< thread type unix */ +#else + typedef void* RGFW_thread; /*!< thread type for window */ +#endif + +/** * @defgroup Window_management +* @{ */ + + +/*! + * the class name for X11 and WinAPI. apps with the same class will be grouped by the WM + * by default the class name will == the root window's name +*/ +RGFWDEF void RGFW_setClassName(const char* name); + +/*! this has to be set before createWindow is called, else the fulscreen size is used */ +RGFWDEF void RGFW_setBufferSize(RGFW_area size); /*!< the buffer cannot be resized (by RGFW) */ + +/* NOTE: (windows)If the executable has an icon resource named RGFW_ICON, it will be set as the initial icon for the window.*/ + +RGFWDEF RGFW_window* RGFW_createWindow( + const char* name, /* name of the window */ + RGFW_rect rect, /* rect of window */ + RGFW_windowFlags flags /* extra arguments ((u32)0 means no flags used)*/ +); /*!< function to create a window and struct */ + +RGFWDEF RGFW_window* RGFW_createWindowPtr( + const char* name, /* name of the window */ + RGFW_rect rect, /* rect of window */ + RGFW_windowFlags flags, /* extra arguments (NULL / (u32)0 means no flags used)*/ + RGFW_window* win /* ptr to the window struct you want to use */ +); /*!< function to create a window (without allocating a window struct) */ + +/*! get the size of the screen to an area struct */ +RGFWDEF RGFW_area RGFW_getScreenSize(void); + +/*! frees win->buffer (if it was allocated by RGFW) and sets the pointer to your pointer */ +RGFWDEF void RGFW_window_setBufferPtr(RGFW_window* win, u8* ptr, RGFW_area size); +/*< the new buffer is not be resized or freed (by RGFW) */ + + +/*! + this function checks an *individual* event (and updates window structure attributes) + this means, using this function without a while loop may cause event lag + + ex. + + while (RGFW_window_checkEvent(win) != NULL) [this keeps checking events until it reaches the last one] + + this function is optional if you choose to use event callbacks, + although you still need some way to tell RGFW to process events eg. `RGFW_window_checkEvents` +*/ + +RGFWDEF RGFW_event* RGFW_window_checkEvent(RGFW_window* win); /*!< check current event (returns a pointer to win->event or NULL if there is no event)*/ + +/*! + for RGFW_window_eventWait and RGFW_window_checkEvents + waitMS -> Allows th e function to keep checking for events even after `RGFW_window_checkEvent == NULL` + if waitMS == 0, the loop will not wait for events + if waitMS == a positive integer, the loop will wait that many miliseconds after there are no more events until it returns + if waitMS == a negative integer, the loop will not return until it gets another event +*/ +typedef RGFW_ENUM(i32, RGFW_eventWait) { + RGFW_eventWaitNext = -1, + RGFW_eventNoWait = 0 +}; + +/*! sleep until RGFW gets an event or the timer ends (defined by OS) */ +RGFWDEF void RGFW_window_eventWait(RGFW_window* win, i32 waitMS); + +/*! + check all the events until there are none left, + this should only be used if you're using callbacks only +*/ +RGFWDEF void RGFW_window_checkEvents(RGFW_window* win, i32 waitMS); + +/*! + Tell RGFW_window_eventWait to stop waiting, to be ran from another thread +*/ +RGFWDEF void RGFW_stopCheckEvents(void); + +/*! window managment functions*/ +RGFWDEF void RGFW_window_close(RGFW_window* win); /*!< close the window and free leftover data */ + +/*! moves window to a given point */ +RGFWDEF void RGFW_window_move(RGFW_window* win, + RGFW_point v/*!< new pos*/ +); + +#ifndef RGFW_NO_MONITOR + /*! move to a specific monitor */ + RGFWDEF void RGFW_window_moveToMonitor(RGFW_window* win, RGFW_monitor m /* monitor */); +#endif + +/*! resize window to a current size/area */ +RGFWDEF void RGFW_window_resize(RGFW_window* win, /*!< source window */ + RGFW_area a/*!< new size*/ +); + +/*! set the minimum size a user can shrink a window to a given size/area */ +RGFWDEF void RGFW_window_setMinSize(RGFW_window* win, RGFW_area a); +/*! set the minimum size a user can extend a window to a given size/area */ +RGFWDEF void RGFW_window_setMaxSize(RGFW_window* win, RGFW_area a); + +RGFWDEF void RGFW_window_maximize(RGFW_window* win); /*!< maximize the window size */ +RGFWDEF void RGFW_window_minimize(RGFW_window* win); /*!< minimize the window (in taskbar (per OS))*/ +RGFWDEF void RGFW_window_restore(RGFW_window* win); /*!< restore the window from minimized (per OS)*/ + +/*! if the window should have a border or not (borderless) based on bool value of `border` */ +RGFWDEF void RGFW_window_setBorder(RGFW_window* win, b8 border); + +/*! turn on / off dnd (RGFW_windowAllowDND stil must be passed to the window)*/ +RGFWDEF void RGFW_window_setDND(RGFW_window* win, b8 allow); + +#ifndef RGFW_NO_PASSTHROUGH + /*!! turn on / off mouse passthrough */ + RGFWDEF void RGFW_window_setMousePassthrough(RGFW_window* win, b8 passthrough); +#endif + +/*! rename window to a given string */ +RGFWDEF void RGFW_window_setName(RGFW_window* win, + const char* name +); + +RGFWDEF b32 RGFW_window_setIcon(RGFW_window* win, /*!< source window */ + u8* icon /*!< icon bitmap */, + RGFW_area a /*!< width and height of the bitmap*/, + i32 channels /*!< how many channels the bitmap has (rgb : 3, rgba : 4) */ +); /*!< image resized by default */ + +/*!< sets mouse to RGFW_mouse icon (loaded from a bitmap struct) */ +RGFWDEF void RGFW_window_setMouse(RGFW_window* win, RGFW_mouse* mouse); + +/*!< sets the mouse to a standard API cursor (based on RGFW_MOUSE, as seen at the end of the RGFW_HEADER part of this file) */ +RGFWDEF b32 RGFW_window_setMouseStandard(RGFW_window* win, u8 mouse); + +RGFWDEF b32 RGFW_window_setMouseDefault(RGFW_window* win); /*!< sets the mouse to the default mouse icon */ +/* + Locks cursor at the center of the window + win->event.point become raw mouse movement data + + this is useful for a 3D camera +*/ +RGFWDEF void RGFW_window_mouseHold(RGFW_window* win, RGFW_area area); +/*! stop holding the mouse and let it move freely */ +RGFWDEF void RGFW_window_mouseUnhold(RGFW_window* win); + +/*! hide the window */ +RGFWDEF void RGFW_window_hide(RGFW_window* win); +/*! show the window */ +RGFWDEF void RGFW_window_show(RGFW_window* win); + +/* + makes it so `RGFW_window_shouldClose` returns true + by setting the window event.type to RGFW_quit +*/ +RGFWDEF void RGFW_window_setShouldClose(RGFW_window* win); + +/*! where the mouse is on the screen */ +RGFWDEF RGFW_point RGFW_getGlobalMousePoint(void); + +/*! where the mouse is on the window */ +RGFWDEF RGFW_point RGFW_window_getMousePoint(RGFW_window* win); + +/*! show the mouse or hide the mouse*/ +RGFWDEF void RGFW_window_showMouse(RGFW_window* win, i8 show); +/*! move the mouse to a set x, y pos*/ +RGFWDEF void RGFW_window_moveMouse(RGFW_window* win, RGFW_point v); + +/*! if the window should close (RGFW_close was sent or escape was pressed) */ +RGFWDEF b8 RGFW_window_shouldClose(RGFW_window* win); +/*! if window is fullscreen'd */ +RGFWDEF b8 RGFW_window_isFullscreen(RGFW_window* win); +/*! if window is hidden */ +RGFWDEF b8 RGFW_window_isHidden(RGFW_window* win); +/*! if window is minimized */ +RGFWDEF b8 RGFW_window_isMinimized(RGFW_window* win); +/*! if window is maximized */ +RGFWDEF b8 RGFW_window_isMaximized(RGFW_window* win); + +/** @} */ + +/** * @defgroup Monitor +* @{ */ + +#ifndef RGFW_NO_MONITOR +/* +scale the window to the monitor, +this is run by default if the user uses the arg `RGFW_scaleToMonitor` during window creation +*/ +RGFWDEF void RGFW_window_scaleToMonitor(RGFW_window* win); +/*! get the struct of the window's monitor */ +RGFWDEF RGFW_monitor RGFW_window_getMonitor(RGFW_window* win); +#endif + +/** @} */ + +/** * @defgroup Input +* @{ */ + +/*! if window == NULL, it checks if the key is pressed globally. Otherwise, it checks only if the key is pressed while the window in focus.*/ +RGFWDEF b8 RGFW_isPressed(RGFW_window* win, RGFW_key key); /*!< if key is pressed (key code)*/ + +RGFWDEF b8 RGFW_wasPressed(RGFW_window* win, RGFW_key key); /*!< if key was pressed (checks previous state only) (key code)*/ + +RGFWDEF b8 RGFW_isHeld(RGFW_window* win, RGFW_key key); /*!< if key is held (key code)*/ +RGFWDEF b8 RGFW_isReleased(RGFW_window* win, RGFW_key key); /*!< if key is released (key code)*/ + +/* if a key is pressed and then released, pretty much the same as RGFW_isReleased */ +RGFWDEF b8 RGFW_isClicked(RGFW_window* win, RGFW_key key /*!< key code*/); + +/*! if a mouse button is pressed */ +RGFWDEF b8 RGFW_isMousePressed(RGFW_window* win, RGFW_mouseButton button /*!< mouse button code */ ); +/*! if a mouse button is held */ +RGFWDEF b8 RGFW_isMouseHeld(RGFW_window* win, RGFW_mouseButton button /*!< mouse button code */ ); +/*! if a mouse button was released */ +RGFWDEF b8 RGFW_isMouseReleased(RGFW_window* win, RGFW_mouseButton button /*!< mouse button code */ ); +/*! if a mouse button was pressed (checks previous state only) */ +RGFWDEF b8 RGFW_wasMousePressed(RGFW_window* win, RGFW_mouseButton button /*!< mouse button code */ ); +/** @} */ + +/** * @defgroup Clipboard +* @{ */ +typedef ptrdiff_t RGFW_ssize_t; + +RGFWDEF const char* RGFW_readClipboard(size_t* size); /*!< read clipboard data */ +/*! read clipboard data or send a NULL str to just get the length of the clipboard data */ +RGFWDEF RGFW_ssize_t RGFW_readClipboardPtr(char* str, size_t strCapacity); +RGFWDEF void RGFW_writeClipboard(const char* text, u32 textLen); /*!< write text to the clipboard */ +/** @} */ + +/** + + + Event callbacks, + these are completely optional, you can use the normal + RGFW_checkEvent() method if you prefer that + +* @defgroup Callbacks +* @{ +*/ + +/*! RGFW_windowMoved, the window and its new rect value */ +typedef void (* RGFW_windowmovefunc)(RGFW_window* win, RGFW_rect r); +/*! RGFW_windowResized, the window and its new rect value */ +typedef void (* RGFW_windowresizefunc)(RGFW_window* win, RGFW_rect r); +/*! RGFW_quit, the window that was closed */ +typedef void (* RGFW_windowquitfunc)(RGFW_window* win); +/*! RGFW_focusIn / RGFW_focusOut, the window who's focus has changed and if its inFocus */ +typedef void (* RGFW_focusfunc)(RGFW_window* win, b8 inFocus); +/*! RGFW_mouseEnter / RGFW_mouseLeave, the window that changed, the point of the mouse (enter only) and if the mouse has entered */ +typedef void (* RGFW_mouseNotifyfunc)(RGFW_window* win, RGFW_point point, b8 status); +/*! RGFW_mousePosChanged, the window that the move happened on and the new point of the mouse */ +typedef void (* RGFW_mouseposfunc)(RGFW_window* win, RGFW_point point); +/*! RGFW_DNDInit, the window, the point of the drop on the windows */ +typedef void (* RGFW_dndInitfunc)(RGFW_window* win, RGFW_point point); +/*! RGFW_windowRefresh, the window that needs to be refreshed */ +typedef void (* RGFW_windowrefreshfunc)(RGFW_window* win); +/*! RGFW_keyPressed / RGFW_keyReleased, the window that got the event, the mapped key, the physical key, the string version, the state of mod keys, if it was a press (else it's a release) */ +typedef void (* RGFW_keyfunc)(RGFW_window* win, u8 key, char keyChar, RGFW_keymod keyMod, b8 pressed); +/*! RGFW_mouseButtonPressed / RGFW_mouseButtonReleased, the window that got the event, the button that was pressed, the scroll value, if it was a press (else it's a release) */ +typedef void (* RGFW_mousebuttonfunc)(RGFW_window* win, RGFW_mouseButton button, double scroll, b8 pressed); +/*!gamepad /gamepad, the window that got the event, the button that was pressed, the scroll value, if it was a press (else it's a release) */ +typedef void (* RGFW_gamepadButtonfunc)(RGFW_window* win, u16 gamepad, u8 button, b8 pressed); +/*! RGFW_gamepadAxisMove, the window that got the event, the gamepad in question, the axis values and the amount of axises */ +typedef void (* RGFW_gamepadAxisfunc)(RGFW_window* win, u16 gamepad, RGFW_point axis[2], u8 axisesCount, u8 whichAxis); +/*! RGFW_gamepadConnected/RGFW_gamepadDisconnected, the window that got the event, the gamepad in question, if the controller was connected (or disconnected if false) */ +typedef void (* RGFW_gamepadfunc)(RGFW_window* win, u16 gamepad, b8 connected); + +/*! RGFW_dnd, the window that had the drop, the drop data and the amount files dropped returns previous callback function (if it was set) */ +#ifdef RGFW_ALLOC_DROPFILES + typedef void (* RGFW_dndfunc)(RGFW_window* win, char** droppedFiles, u32 droppedFilesCount); +#else + typedef void (* RGFW_dndfunc)(RGFW_window* win, char droppedFiles[RGFW_MAX_DROPS][RGFW_MAX_PATH], u32 droppedFilesCount); +#endif +/*! set callback for a window move event returns previous callback function (if it was set) */ +RGFWDEF RGFW_windowmovefunc RGFW_setWindowMoveCallback(RGFW_windowmovefunc func); +/*! set callback for a window resize event returns previous callback function (if it was set) */ +RGFWDEF RGFW_windowresizefunc RGFW_setWindowResizeCallback(RGFW_windowresizefunc func); +/*! set callback for a window quit event returns previous callback function (if it was set) */ +RGFWDEF RGFW_windowquitfunc RGFW_setWindowQuitCallback(RGFW_windowquitfunc func); +/*! set callback for a mouse move event returns previous callback function (if it was set) */ +RGFWDEF RGFW_mouseposfunc RGFW_setMousePosCallback(RGFW_mouseposfunc func); +/*! set callback for a window refresh event returns previous callback function (if it was set) */ +RGFWDEF RGFW_windowrefreshfunc RGFW_setWindowRefreshCallback(RGFW_windowrefreshfunc func); +/*! set callback for a window focus change event returns previous callback function (if it was set) */ +RGFWDEF RGFW_focusfunc RGFW_setFocusCallback(RGFW_focusfunc func); +/*! set callback for a mouse notify event returns previous callback function (if it was set) */ +RGFWDEF RGFW_mouseNotifyfunc RGFW_setMouseNotifyCallBack(RGFW_mouseNotifyfunc func); +/*! set callback for a drop event event returns previous callback function (if it was set) */ +RGFWDEF RGFW_dndfunc RGFW_setDndCallback(RGFW_dndfunc func); +/*! set callback for a start of a drop event returns previous callback function (if it was set) */ +RGFWDEF RGFW_dndInitfunc RGFW_setDndInitCallback(RGFW_dndInitfunc func); +/*! set callback for a key (press / release ) event returns previous callback function (if it was set) */ +RGFWDEF RGFW_keyfunc RGFW_setKeyCallback(RGFW_keyfunc func); +/*! set callback for a mouse button (press / release ) event returns previous callback function (if it was set) */ +RGFWDEF RGFW_mousebuttonfunc RGFW_setMouseButtonCallback(RGFW_mousebuttonfunc func); +/*! set callback for a controller button (press / release ) event returns previous callback function (if it was set) */ +RGFWDEF RGFW_gamepadButtonfunc RGFW_setgamepadButtonCallback(RGFW_gamepadButtonfunc func); +/*! set callback for a gamepad axis mov event returns previous callback function (if it was set) */ +RGFWDEF RGFW_gamepadAxisfunc RGFW_setgamepadAxisCallback(RGFW_gamepadAxisfunc func); +/*! set callback for when a controller is connected or disconnected */ +RGFWDEF RGFW_gamepadfunc RGFW_setGamepadCallback(RGFW_gamepadfunc func); + +/** @} */ + +/** * @defgroup Threads +* @{ */ + +#ifndef RGFW_NO_THREADS +/*! threading functions*/ + +/*! NOTE! (for X11/linux) : if you define a window in a thread, it must be run after the original thread's window is created or else there will be a memory error */ +/* + I'd suggest you use sili's threading functions instead + if you're going to use sili + which is a good idea generally +*/ + +#if defined(__unix__) || defined(__APPLE__) || defined(RGFW_WEBASM) || defined(RGFW_CUSTOM_BACKEND) + typedef void* (* RGFW_threadFunc_ptr)(void*); +#else + typedef DWORD (__stdcall *RGFW_threadFunc_ptr) (LPVOID lpThreadParameter); +#endif + +RGFWDEF RGFW_thread RGFW_createThread(RGFW_threadFunc_ptr ptr, void* args); /*!< create a thread*/ +RGFWDEF void RGFW_cancelThread(RGFW_thread thread); /*!< cancels a thread*/ +RGFWDEF void RGFW_joinThread(RGFW_thread thread); /*!< join thread to current thread */ +RGFWDEF void RGFW_setThreadPriority(RGFW_thread thread, u8 priority); /*!< sets the priority priority */ +#endif + +/** @} */ + +/** * @defgroup gamepad +* @{ */ + +typedef RGFW_ENUM(u8, RGFW_gamepadType) { + RGFW_gamepadMicrosoft = 0, RGFW_gamepadSony, RGFW_gamepadNintendo, RGFW_gamepadLogitech, RGFW_gamepadUnknown +}; + +/*! gamepad count starts at 0*/ +RGFWDEF u32 RGFW_isPressedGamepad(RGFW_window* win, u8 controller, RGFW_gamepadCodes button); +RGFWDEF u32 RGFW_isReleasedGamepad(RGFW_window* win, u8 controller, RGFW_gamepadCodes button); +RGFWDEF u32 RGFW_isHeldGamepad(RGFW_window* win, u8 controller, RGFW_gamepadCodes button); +RGFWDEF u32 RGFW_wasPressedGamepad(RGFW_window* win, u8 controller, RGFW_gamepadCodes button); +RGFWDEF RGFW_point RGFW_getGamepadAxis(RGFW_window* win, u16 controller, u16 whichAxis); +RGFWDEF const char* RGFW_getGamepadName(RGFW_window* win, u16 controller); +RGFWDEF size_t RGFW_getGamepadCount(RGFW_window* win); +RGFWDEF RGFW_gamepadType RGFW_getGamepadType(RGFW_window* win, u16 controller); + +/** @} */ + +/** * @defgroup graphics_API +* @{ */ + +/*!< make the window the current opengl drawing context + + NOTE: + if you want to switch the graphics context's thread, + you have to run RGFW_window_makeCurrent(NULL); on the old thread + then RGFW_window_makeCurrent(valid_window) on the new thread +*/ +RGFWDEF void RGFW_window_makeCurrent(RGFW_window* win); + +/*< updates fps / sets fps to cap (must by ran manually by the user at the end of a frame), returns current fps */ +RGFWDEF u32 RGFW_window_checkFPS(RGFW_window* win, u32 fpsCap); + +/* supports openGL, directX, OSMesa, EGL and software rendering */ +RGFWDEF void RGFW_window_swapBuffers(RGFW_window* win); /*!< swap the rendering buffer */ +RGFWDEF void RGFW_window_swapInterval(RGFW_window* win, i32 swapInterval); + +RGFWDEF void RGFW_window_setGPURender(RGFW_window* win, i8 set); +RGFWDEF void RGFW_window_setCPURender(RGFW_window* win, i8 set); + +/*! native API functions */ +#if defined(RGFW_OPENGL) || defined(RGFW_EGL) +/*! OpenGL init hints */ +RGFWDEF void RGFW_setGLStencil(i32 stencil); /*!< set stencil buffer bit size (8 by default) */ +RGFWDEF void RGFW_setGLSamples(i32 samples); /*!< set number of sampiling buffers (4 by default) */ +RGFWDEF void RGFW_setGLStereo(i32 stereo); /*!< use GL_STEREO (GL_FALSE by default) */ +RGFWDEF void RGFW_setGLAuxBuffers(i32 auxBuffers); /*!< number of aux buffers (0 by default) */ + +/*! which profile to use for the opengl verion */ +typedef RGFW_ENUM(u8, RGFW_glProfile) { RGFW_glCore = 0, RGFW_glCompatibility }; +/*! Set OpenGL version hint (core or compatibility profile)*/ +RGFWDEF void RGFW_setGLVersion(RGFW_glProfile profile, i32 major, i32 minor); +RGFWDEF void RGFW_setDoubleBuffer(b8 useDoubleBuffer); +RGFWDEF void* RGFW_getProcAddress(const char* procname); /*!< get native opengl proc address */ +RGFWDEF void RGFW_window_makeCurrent_OpenGL(RGFW_window* win); /*!< to be called by RGFW_window_makeCurrent */ + +#elif defined(RGFW_DIRECTX) +typedef struct { + IDXGIFactory* pFactory; + IDXGIAdapter* pAdapter; + ID3D11Device* pDevice; + ID3D11DeviceContext* pDeviceContext; +} RGFW_directXinfo; + +/* + RGFW stores a global instance of RGFW_directXinfo, + you can use this function to get a pointer the instance +*/ +RGFWDEF RGFW_directXinfo* RGFW_getDirectXInfo(void); +#endif + +/** @} */ + +/** * @defgroup Supporting +* @{ */ +RGFWDEF u64 RGFW_getTime(void); /*!< get time in seconds */ +RGFWDEF u64 RGFW_getTimeNS(void); /*!< get time in nanoseconds */ +RGFWDEF void RGFW_sleep(u64 milisecond); /*!< sleep for a set time */ + +/*! + key codes and mouse icon enums +*/ + +typedef RGFW_ENUM(u8, RGFW_key) { + RGFW_keyNULL = 0, + RGFW_escape = '\033', + RGFW_backtick = '`', + RGFW_0 = '0', + RGFW_1 = '1', + RGFW_2 = '2', + RGFW_3 = '3', + RGFW_4 = '4', + RGFW_5 = '5', + RGFW_6 = '6', + RGFW_7 = '7', + RGFW_8 = '8', + RGFW_9 = '9', + + RGFW_minus = '-', + RGFW_equals = '=', + RGFW_backSpace = '\b', + RGFW_tab = '\t', + RGFW_space = ' ', + + RGFW_a = 'a', + RGFW_b = 'b', + RGFW_c = 'c', + RGFW_d = 'd', + RGFW_e = 'e', + RGFW_f = 'f', + RGFW_g = 'g', + RGFW_h = 'h', + RGFW_i = 'i', + RGFW_j = 'j', + RGFW_k = 'k', + RGFW_l = 'l', + RGFW_m = 'm', + RGFW_n = 'n', + RGFW_o = 'o', + RGFW_p = 'p', + RGFW_q = 'q', + RGFW_r = 'r', + RGFW_s = 's', + RGFW_t = 't', + RGFW_u = 'u', + RGFW_v = 'v', + RGFW_w = 'w', + RGFW_x = 'x', + RGFW_y = 'y', + RGFW_z = 'z', + + RGFW_period = '.', + RGFW_comma = ',', + RGFW_slash = '/', + RGFW_bracket = '{', + RGFW_closeBracket = '}', + RGFW_semicolon = ';', + RGFW_apostrophe = '\'', + RGFW_backSlash = '\\', + RGFW_return = '\n', + + RGFW_delete = '\177', /* 127 */ + + RGFW_F1, + RGFW_F2, + RGFW_F3, + RGFW_F4, + RGFW_F5, + RGFW_F6, + RGFW_F7, + RGFW_F8, + RGFW_F9, + RGFW_F10, + RGFW_F11, + RGFW_F12, + + RGFW_capsLock, + RGFW_shiftL, + RGFW_controlL, + RGFW_altL, + RGFW_superL, + RGFW_shiftR, + RGFW_controlR, + RGFW_altR, + RGFW_superR, + RGFW_up, + RGFW_down, + RGFW_left, + RGFW_right, + + RGFW_insert, + RGFW_end, + RGFW_home, + RGFW_pageUp, + RGFW_pageDown, + + RGFW_numLock, + RGFW_KP_Slash, + RGFW_multiply, + RGFW_KP_Minus, + RGFW_KP_1, + RGFW_KP_2, + RGFW_KP_3, + RGFW_KP_4, + RGFW_KP_5, + RGFW_KP_6, + RGFW_KP_7, + RGFW_KP_8, + RGFW_KP_9, + RGFW_KP_0, + RGFW_KP_Period, + RGFW_KP_Return, + RGFW_keyLast +}; + +RGFWDEF u32 RGFW_apiKeyToRGFW(u32 keycode); + +typedef RGFW_ENUM(u8, RGFW_mouseIcons) { + RGFW_mouseNormal = 0, + RGFW_mouseArrow, + RGFW_mouseIbeam, + RGFW_mouseCrosshair, + RGFW_mousePointingHand, + RGFW_mouseResizeEW, + RGFW_mouseResizeNS, + RGFW_mouseResizeNWSE, + RGFW_mouseResizeNESW, + RGFW_mouseResizeAll, + RGFW_mouseNotAllowed, +}; + +/** @} */ + +#endif /* RGFW_HEADER */ +#if defined(RGFW_X11) || defined(RGFW_WAYLAND) + #define RGFW_OS_BASED_VALUE(l, w, m, h) l +#elif defined(RGFW_WINDOWS) + #define RGFW_OS_BASED_VALUE(l, w, m, h) w +#elif defined(RGFW_MACOS) + #define RGFW_OS_BASED_VALUE(l, w, m, h) m +#elif defined(RGFW_WEBASM) + #define RGFW_OS_BASED_VALUE(l, w, m, h) h +#endif + + +#ifdef RGFW_IMPLEMENTATION +b8 RGFW_useWaylandBool = 1; + +#ifdef RGFW_DEBUG +#include +#endif + +#ifndef RGFW_ASSERT + #include + #define RGFW_ASSERT assert +#endif + +/* + RGFW_allocator, (optional) + you can ignore this if you use standard malloc/free +*/ + +void* RGFW_allocatorMalloc(void* userdata, size_t size) { + void* out = RGFW_ALLOC(userdata, size); RGFW_ASSERT(out != NULL); + return out; +} +void RGFW_allocatorFree(void* userdata, void* ptr) { RGFW_ASSERT(ptr != NULL); RGFW_FREE(userdata, ptr); } +RGFW_allocator RGFW_current_allocator = {RGFW_USERPTR, RGFW_allocatorMalloc, RGFW_allocatorFree}; + +RGFW_allocator RGFW_loadAllocator(RGFW_allocator allocator) { + RGFW_allocator old = RGFW_current_allocator; + RGFW_current_allocator = allocator; + return old; +} + +void* RGFW_alloc(size_t len) { return RGFW_current_allocator.alloc(RGFW_current_allocator.userdata, len); } +void RGFW_free(void* ptr) { RGFW_current_allocator.free(RGFW_current_allocator.userdata, ptr); } + + +char* RGFW_clipboard_data = NULL; +RGFW_allocator RGFW_clipboard_alloc; + +void RGFW_clipboard_switch(char* newstr) { + if (RGFW_clipboard_data != NULL) + RGFW_clipboard_alloc.free(RGFW_clipboard_alloc.userdata, RGFW_clipboard_data); + RGFW_clipboard_data = newstr; + RGFW_clipboard_alloc = RGFW_current_allocator; +} + +#define RGFW_CHECK_CLIPBOARD() \ + if (size <= 0 && RGFW_clipboard_data != NULL) \ + return (const char*)RGFW_clipboard_data; \ + else if (size <= 0) \ + return "\0"; + +const char* RGFW_readClipboard(size_t* len) { + RGFW_ssize_t size = RGFW_readClipboardPtr(NULL, 0); + RGFW_CHECK_CLIPBOARD(); + char* str = (char*)RGFW_alloc(size); + size = RGFW_readClipboardPtr(str, size); + RGFW_CHECK_CLIPBOARD(); + + if (len != NULL) *len = size; + + RGFW_clipboard_switch(str); + return (const char*)str; +} + +/* +RGFW_IMPLEMENTATION starts with generic RGFW defines + +This is the start of keycode data + + Why not use macros instead of the numbers itself? + Windows -> Not all scancodes keys are macros + Linux -> Only symcodes are values, (XK_0 - XK_1, XK_a - XK_z) are larger than 0xFF00, I can't find any way to work with them without making the array an unreasonable size + MacOS -> windows and linux already don't have keycodes as macros, so there's no point +*/ + + + +/* + the c++ compiler doesn't support setting up an array like, + we'll have to do it during runtime using a function & this messy setup +*/ + +#ifndef RGFW_CUSTOM_BACKEND + +#ifndef __cplusplus +#define RGFW_NEXT , +#define RGFW_MAP +#else +#define RGFW_NEXT ; +#define RGFW_MAP RGFW_keycodes +#endif + +u8 RGFW_keycodes [RGFW_OS_BASED_VALUE(136, 0x15C + 1, 128, DOM_VK_WIN_OEM_CLEAR + 1)] = { +#ifdef __cplusplus + 0 +}; +void RGFW_init_keys(void) { +#endif + RGFW_MAP [RGFW_OS_BASED_VALUE(49, 0x029, 50, DOM_VK_BACK_QUOTE)] = RGFW_backtick RGFW_NEXT + + RGFW_MAP [RGFW_OS_BASED_VALUE(19, 0x00B, 29, DOM_VK_0)] = RGFW_0 RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(10, 0x002, 18, DOM_VK_1)] = RGFW_1 RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(11, 0x003, 19, DOM_VK_2)] = RGFW_2 RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(12, 0x004, 20, DOM_VK_3)] = RGFW_3 RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(13, 0x005, 21, DOM_VK_4)] = RGFW_4 RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(14, 0x006, 23, DOM_VK_5)] = RGFW_5 RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(15, 0x007, 22, DOM_VK_6)] = RGFW_6 RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(16, 0x008, 26, DOM_VK_7)] = RGFW_7 RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(17, 0x009, 28, DOM_VK_8)] = RGFW_8 RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(18, 0x00A, 25, DOM_VK_9)] = RGFW_9, + RGFW_MAP [RGFW_OS_BASED_VALUE(65, 0x039, 49, DOM_VK_SPACE)] = RGFW_space, + RGFW_MAP [RGFW_OS_BASED_VALUE(38, 0x01E, 0, DOM_VK_A)] = RGFW_a RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(56, 0x030, 11, DOM_VK_B)] = RGFW_b RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(54, 0x02E, 8, DOM_VK_C)] = RGFW_c RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(40, 0x020, 2, DOM_VK_D)] = RGFW_d RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(26, 0x012, 14, DOM_VK_E)] = RGFW_e RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(41, 0x021, 3, DOM_VK_F)] = RGFW_f RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(42, 0x022, 5, DOM_VK_G)] = RGFW_g RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(43, 0x023, 4, DOM_VK_H)] = RGFW_h RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(31, 0x017, 34, DOM_VK_I)] = RGFW_i RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(44, 0x024, 38, DOM_VK_J)] = RGFW_j RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(45, 0x025, 40, DOM_VK_K)] = RGFW_k RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(46, 0x026, 37, DOM_VK_L)] = RGFW_l RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(58, 0x032, 46, DOM_VK_M)] = RGFW_m RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(57, 0x031, 45, DOM_VK_N)] = RGFW_n RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(32, 0x018, 31, DOM_VK_O)] = RGFW_o RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(33, 0x019, 35, DOM_VK_P)] = RGFW_p RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(24, 0x010, 12, DOM_VK_Q)] = RGFW_q RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(27, 0x013, 15, DOM_VK_R)] = RGFW_r RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(39, 0x01F, 1, DOM_VK_S)] = RGFW_s RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(28, 0x014, 17, DOM_VK_T)] = RGFW_t RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(30, 0x016, 32, DOM_VK_U)] = RGFW_u RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(55, 0x02F, 9, DOM_VK_V)] = RGFW_v RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(25, 0x011, 13, DOM_VK_W)] = RGFW_w RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(53, 0x02D, 7, DOM_VK_X)] = RGFW_x RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(29, 0x015, 16, DOM_VK_Y)] = RGFW_y RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(52, 0x02C, 6, DOM_VK_Z)] = RGFW_z, + RGFW_MAP [RGFW_OS_BASED_VALUE(60, 0x034, 47, DOM_VK_PERIOD)] = RGFW_period RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(59, 0x033, 43, DOM_VK_COMMA)] = RGFW_comma RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(61, 0x035, 44, DOM_VK_SLASH)] = RGFW_slash RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(34, 0x01A, 33, DOM_VK_OPEN_BRACKET)] = RGFW_bracket RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(35, 0x01B, 30, DOM_VK_CLOSE_BRACKET)] = RGFW_closeBracket RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(47, 0x027, 41, DOM_VK_SEMICOLON)] = RGFW_semicolon RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(48, 0x028, 39, DOM_VK_QUOTE)] = RGFW_apostrophe RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(51, 0x02B, 42, DOM_VK_BACK_SLASH)] = RGFW_backSlash, + RGFW_MAP [RGFW_OS_BASED_VALUE(36, 0x01C, 36, DOM_VK_RETURN)] = RGFW_return RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(119, 0x153, 118, DOM_VK_DELETE)] = RGFW_delete RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(77, 0x145, 72, DOM_VK_NUM_LOCK)] = RGFW_numLock RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(106, 0x135, 82, DOM_VK_DIVIDE)] = RGFW_KP_Slash RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(63, 0x037, 76, DOM_VK_MULTIPLY)] = RGFW_multiply RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(82, 0x04A, 67, DOM_VK_SUBTRACT)] = RGFW_KP_Minus RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(87, 0x04F, 84, DOM_VK_NUMPAD1)] = RGFW_KP_1 RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(88, 0x050, 85, DOM_VK_NUMPAD2)] = RGFW_KP_2 RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(89, 0x051, 86, DOM_VK_NUMPAD3)] = RGFW_KP_3 RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(83, 0x04B, 87, DOM_VK_NUMPAD4)] = RGFW_KP_4 RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(84, 0x04C, 88, DOM_VK_NUMPAD5)] = RGFW_KP_5 RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(85, 0x04D, 89, DOM_VK_NUMPAD6)] = RGFW_KP_6 RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(79, 0x047, 90, DOM_VK_NUMPAD7)] = RGFW_KP_7 RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(80, 0x048, 92, DOM_VK_NUMPAD8)] = RGFW_KP_8 RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(81, 0x049, 93, DOM_VK_NUMPAD9)] = RGFW_KP_9 RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(90, 0x052, 83, DOM_VK_NUMPAD0)] = RGFW_KP_0 RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(91, 0x053, 65, DOM_VK_DECIMAL)] = RGFW_KP_Period RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(104, 0x11C, 77, 0)] = RGFW_KP_Return, + RGFW_MAP [RGFW_OS_BASED_VALUE(20, 0x00C, 27, DOM_VK_HYPHEN_MINUS)] = RGFW_minus RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(21, 0x00D, 24, DOM_VK_EQUALS)] = RGFW_equals RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(22, 0x00E, 51, DOM_VK_BACK_SPACE)] = RGFW_backSpace RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(23, 0x00F, 48, DOM_VK_TAB)] = RGFW_tab RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(66, 0x03A, 57, DOM_VK_CAPS_LOCK)] = RGFW_capsLock RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(50, 0x02A, 56, DOM_VK_SHIFT)] = RGFW_shiftL RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(37, 0x01D, 59, DOM_VK_CONTROL)] = RGFW_controlL RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(64, 0x038, 58, DOM_VK_ALT)] = RGFW_altL RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(133, 0x15B, 55, DOM_VK_WIN)] = RGFW_superL, + #if !defined(RGFW_MACOS) && !defined(RGFW_WEBASM) + RGFW_MAP [RGFW_OS_BASED_VALUE(105, 0x11D, 59, 0)] = RGFW_controlR RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(135, 0x15C, 55, 0)] = RGFW_superR, + RGFW_MAP [RGFW_OS_BASED_VALUE(62, 0x036, 56, 0)] = RGFW_shiftR RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(108, 0x138, 58, 0)] = RGFW_altR, + #endif + RGFW_MAP [RGFW_OS_BASED_VALUE(67, 0x03B, 127, DOM_VK_F1)] = RGFW_F1 RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(68, 0x03C, 121, DOM_VK_F2)] = RGFW_F2 RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(69, 0x03D, 100, DOM_VK_F3)] = RGFW_F3 RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(70, 0x03E, 119, DOM_VK_F4)] = RGFW_F4 RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(71, 0x03F, 97, DOM_VK_F5)] = RGFW_F5 RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(72, 0x040, 98, DOM_VK_F6)] = RGFW_F6 RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(73, 0x041, 99, DOM_VK_F7)] = RGFW_F7 RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(74, 0x042, 101, DOM_VK_F8)] = RGFW_F8 RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(75, 0x043, 102, DOM_VK_F9)] = RGFW_F9 RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(76, 0x044, 110, DOM_VK_F10)] = RGFW_F10 RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(95, 0x057, 104, DOM_VK_F11)] = RGFW_F11 RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(96, 0x058, 112, DOM_VK_F12)] = RGFW_F12 RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(111, 0x148, 126, DOM_VK_UP)] = RGFW_up RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(116, 0x150, 125, DOM_VK_DOWN)] = RGFW_down RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(113, 0x14B, 123, DOM_VK_LEFT)] = RGFW_left RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(114, 0x14D, 124, DOM_VK_RIGHT)] = RGFW_right RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(118, 0x152, 115, DOM_VK_INSERT)] = RGFW_insert RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(115, 0x14F, 120, DOM_VK_END)] = RGFW_end RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(112, 0x149, 117, DOM_VK_PAGE_UP)] = RGFW_pageUp RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(117, 0x151, 122, DOM_VK_PAGE_DOWN)] = RGFW_pageDown RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(9, 0x001, 53, DOM_VK_ESCAPE)] = RGFW_escape RGFW_NEXT + RGFW_MAP [RGFW_OS_BASED_VALUE(110, 0x147, 116, DOM_VK_HOME)] = RGFW_home RGFW_NEXT +#ifndef __cplusplus +}; +#else +} +#endif + +#undef RGFW_NEXT +#undef RGFW_MAP + +u32 RGFW_apiKeyToRGFW(u32 keycode) { + #ifdef __cplusplus + if (RGFW_OS_BASED_VALUE(49, 192, 50, DOM_VK_BACK_QUOTE, KEY_GRAVE) != RGFW_backtick) { + RGFW_init_keys(); + } + #endif + + /* make sure the key isn't out of bounds */ + if (keycode > sizeof(RGFW_keycodes) / sizeof(u8)) + return 0; + + return RGFW_keycodes[keycode]; +} +#endif + +typedef struct { + b8 current : 1; + b8 prev : 1; +} RGFW_keyState; + +RGFW_keyState RGFW_keyboard[RGFW_keyLast] = { {0, 0} }; + +RGFWDEF void RGFW_resetKey(void); +void RGFW_resetKey(void) { + size_t len = RGFW_keyLast; /*!< last_key == length */ + + size_t i; /*!< reset each previous state */ + for (i = 0; i < len; i++) + RGFW_keyboard[i].prev = 0; +} + +/* + this is the end of keycode data +*/ + +/* gamepad data */ +RGFW_keyState RGFW_gamepadPressed[4][18]; /*!< if a key is currently pressed or not (per gamepad) */ +RGFW_point RGFW_gamepadAxes[4][4]; /*!< if a key is currently pressed or not (per gamepad) */ + +RGFW_gamepadType RGFW_gamepads_type[4]; /*!< if a key is currently pressed or not (per gamepad) */ +i32 RGFW_gamepads[4] = {0, 0, 0, 0}; /*!< limit of 4 gamepads at a time */ +char RGFW_gamepads_name[4][128]; /*!< gamepad names */ +u16 RGFW_gamepadCount = 0; /*!< the actual amount of gamepads */ + +/* + event callback defines start here +*/ + + +/* + These exist to avoid the + if (func == NULL) check + for (allegedly) better performance +*/ +void RGFW_windowmovefuncEMPTY(RGFW_window* win, RGFW_rect r) { RGFW_UNUSED(win); RGFW_UNUSED(r); } +void RGFW_windowresizefuncEMPTY(RGFW_window* win, RGFW_rect r) { RGFW_UNUSED(win); RGFW_UNUSED(r); } +void RGFW_windowquitfuncEMPTY(RGFW_window* win) { RGFW_UNUSED(win); } +void RGFW_focusfuncEMPTY(RGFW_window* win, b8 inFocus) {RGFW_UNUSED(win); RGFW_UNUSED(inFocus);} +void RGFW_mouseNotifyfuncEMPTY(RGFW_window* win, RGFW_point point, b8 status) {RGFW_UNUSED(win); RGFW_UNUSED(point); RGFW_UNUSED(status);} +void RGFW_mouseposfuncEMPTY(RGFW_window* win, RGFW_point point) {RGFW_UNUSED(win); RGFW_UNUSED(point);} +void RGFW_dndInitfuncEMPTY(RGFW_window* win, RGFW_point point) {RGFW_UNUSED(win); RGFW_UNUSED(point);} +void RGFW_windowrefreshfuncEMPTY(RGFW_window* win) {RGFW_UNUSED(win); } +void RGFW_keyfuncEMPTY(RGFW_window* win, RGFW_key key, char keyChar, RGFW_keymod keyMod, b8 pressed) {RGFW_UNUSED(win); RGFW_UNUSED(key); RGFW_UNUSED(keyChar); RGFW_UNUSED(keyMod); RGFW_UNUSED(pressed);} +void RGFW_mousebuttonfuncEMPTY(RGFW_window* win, RGFW_mouseButton button, double scroll, b8 pressed) {RGFW_UNUSED(win); RGFW_UNUSED(button); RGFW_UNUSED(scroll); RGFW_UNUSED(pressed);} +void RGFW_gamepadButtonfuncEMPTY(RGFW_window* win, u16 gamepad, u8 button, b8 pressed){RGFW_UNUSED(win); RGFW_UNUSED(gamepad); RGFW_UNUSED(button); RGFW_UNUSED(pressed); } +void RGFW_gamepadAxisfuncEMPTY(RGFW_window* win, u16 gamepad, RGFW_point axis[2], u8 axisesCount, u8 whichAxis){RGFW_UNUSED(win); RGFW_UNUSED(gamepad); RGFW_UNUSED(axis); RGFW_UNUSED(axisesCount); RGFW_UNUSED(whichAxis); } +void RGFW_gamepadfuncEMPTY(RGFW_window* win, u16 gamepad, b8 connected) {RGFW_UNUSED(win); RGFW_UNUSED(gamepad); RGFW_UNUSED(connected);} + +#ifdef RGFW_ALLOC_DROPFILES +void RGFW_dndfuncEMPTY(RGFW_window* win, char** droppedFiles, u32 droppedFilesCount) {RGFW_UNUSED(win); RGFW_UNUSED(droppedFiles); RGFW_UNUSED(droppedFilesCount);} +#else +void RGFW_dndfuncEMPTY(RGFW_window* win, char droppedFiles[RGFW_MAX_DROPS][RGFW_MAX_PATH], u32 droppedFilesCount) {RGFW_UNUSED(win); RGFW_UNUSED(droppedFiles); RGFW_UNUSED(droppedFilesCount);} +#endif + +RGFW_windowmovefunc RGFW_windowMoveCallback = RGFW_windowmovefuncEMPTY; +RGFW_windowresizefunc RGFW_windowResizeCallback = RGFW_windowresizefuncEMPTY; +RGFW_windowquitfunc RGFW_windowQuitCallback = RGFW_windowquitfuncEMPTY; +RGFW_mouseposfunc RGFW_mousePosCallback = RGFW_mouseposfuncEMPTY; +RGFW_windowrefreshfunc RGFW_windowRefreshCallback = RGFW_windowrefreshfuncEMPTY; +RGFW_focusfunc RGFW_focusCallback = RGFW_focusfuncEMPTY; +RGFW_mouseNotifyfunc RGFW_mouseNotifyCallBack = RGFW_mouseNotifyfuncEMPTY; +RGFW_dndfunc RGFW_dndCallback = RGFW_dndfuncEMPTY; +RGFW_dndInitfunc RGFW_dndInitCallback = RGFW_dndInitfuncEMPTY; +RGFW_keyfunc RGFW_keyCallback = RGFW_keyfuncEMPTY; +RGFW_mousebuttonfunc RGFW_mouseButtonCallback = RGFW_mousebuttonfuncEMPTY; +RGFW_gamepadButtonfunc RGFW_gamepadButtonCallback = RGFW_gamepadButtonfuncEMPTY; +RGFW_gamepadAxisfunc RGFW_gamepadAxisCallback = RGFW_gamepadAxisfuncEMPTY; +RGFW_gamepadfunc RGFW_gamepadCallback = RGFW_gamepadfuncEMPTY; + +void RGFW_window_checkEvents(RGFW_window* win, i32 waitMS) { + RGFW_window_eventWait(win, waitMS); + + while (RGFW_window_checkEvent(win) != NULL && RGFW_window_shouldClose(win) == 0) { + if (win->event.type == RGFW_quit) return; + } + + #ifdef RGFW_WEBASM /* webasm needs to run the sleep function for asyncify */ + RGFW_sleep(0); + #endif +} + +RGFW_windowmovefunc RGFW_setWindowMoveCallback(RGFW_windowmovefunc func) { + RGFW_windowmovefunc prev = (RGFW_windowMoveCallback == RGFW_windowmovefuncEMPTY) ? NULL : RGFW_windowMoveCallback; + RGFW_windowMoveCallback = func; + return prev; +} +RGFW_windowresizefunc RGFW_setWindowResizeCallback(RGFW_windowresizefunc func) { + RGFW_windowresizefunc prev = (RGFW_windowResizeCallback == RGFW_windowresizefuncEMPTY) ? NULL : RGFW_windowResizeCallback; + RGFW_windowResizeCallback = func; + return prev; +} +RGFW_windowquitfunc RGFW_setWindowQuitCallback(RGFW_windowquitfunc func) { + RGFW_windowquitfunc prev = (RGFW_windowQuitCallback == RGFW_windowquitfuncEMPTY) ? NULL : RGFW_windowQuitCallback; + RGFW_windowQuitCallback = func; + return prev; +} + +RGFW_mouseposfunc RGFW_setMousePosCallback(RGFW_mouseposfunc func) { + RGFW_mouseposfunc prev = (RGFW_mousePosCallback == RGFW_mouseposfuncEMPTY) ? NULL : RGFW_mousePosCallback; + RGFW_mousePosCallback = func; + return prev; +} +RGFW_windowrefreshfunc RGFW_setWindowRefreshCallback(RGFW_windowrefreshfunc func) { + RGFW_windowrefreshfunc prev = (RGFW_windowRefreshCallback == RGFW_windowrefreshfuncEMPTY) ? NULL : RGFW_windowRefreshCallback; + RGFW_windowRefreshCallback = func; + return prev; +} +RGFW_focusfunc RGFW_setFocusCallback(RGFW_focusfunc func) { + RGFW_focusfunc prev = (RGFW_focusCallback == RGFW_focusfuncEMPTY) ? NULL : RGFW_focusCallback; + RGFW_focusCallback = func; + return prev; +} + +RGFW_mouseNotifyfunc RGFW_setMouseNotifyCallBack(RGFW_mouseNotifyfunc func) { + RGFW_mouseNotifyfunc prev = (RGFW_mouseNotifyCallBack == RGFW_mouseNotifyfuncEMPTY) ? NULL : RGFW_mouseNotifyCallBack; + RGFW_mouseNotifyCallBack = func; + return prev; +} +RGFW_dndfunc RGFW_setDndCallback(RGFW_dndfunc func) { + RGFW_dndfunc prev = (RGFW_dndCallback == RGFW_dndfuncEMPTY) ? NULL : RGFW_dndCallback; + RGFW_dndCallback = func; + return prev; +} +RGFW_dndInitfunc RGFW_setDndInitCallback(RGFW_dndInitfunc func) { + RGFW_dndInitfunc prev = (RGFW_dndInitCallback == RGFW_dndInitfuncEMPTY) ? NULL : RGFW_dndInitCallback; + RGFW_dndInitCallback = func; + return prev; +} +RGFW_keyfunc RGFW_setKeyCallback(RGFW_keyfunc func) { + RGFW_keyfunc prev = (RGFW_keyCallback == RGFW_keyfuncEMPTY) ? NULL : RGFW_keyCallback; + RGFW_keyCallback = func; + return prev; +} +RGFW_mousebuttonfunc RGFW_setMouseButtonCallback(RGFW_mousebuttonfunc func) { + RGFW_mousebuttonfunc prev = (RGFW_mouseButtonCallback == RGFW_mousebuttonfuncEMPTY) ? NULL : RGFW_mouseButtonCallback; + RGFW_mouseButtonCallback = func; + return prev; +} +RGFW_gamepadButtonfunc RGFW_setgamepadButtonCallback(RGFW_gamepadButtonfunc func) { + RGFW_gamepadButtonfunc prev = (RGFW_gamepadButtonCallback == RGFW_gamepadButtonfuncEMPTY) ? NULL : RGFW_gamepadButtonCallback; + RGFW_gamepadButtonCallback = func; + return prev; +} +RGFW_gamepadAxisfunc RGFW_setgamepadAxisCallback(RGFW_gamepadAxisfunc func) { + RGFW_gamepadAxisfunc prev = (RGFW_gamepadAxisCallback == RGFW_gamepadAxisfuncEMPTY) ? NULL : RGFW_gamepadAxisCallback; + RGFW_gamepadAxisCallback = func; + return prev; +} +RGFW_gamepadfunc RGFW_setGamepadCallback(RGFW_gamepadfunc func) { + RGFW_gamepadfunc prev = (RGFW_gamepadCallback == RGFW_gamepadfuncEMPTY) ? NULL : RGFW_gamepadCallback; + RGFW_gamepadCallback = func; + return prev; +} +/* +no more event call back defines +*/ + +#define SET_ATTRIB(a, v) { \ + RGFW_ASSERT(((size_t) index + 1) < sizeof(attribs) / sizeof(attribs[0])); \ + attribs[index++] = a; \ + attribs[index++] = v; \ +} + +#define RGFW_NO_GPU_RENDER RGFW_BIT(20) /* don't render (using the GPU based API)*/ +#define RGFW_NO_CPU_RENDER RGFW_BIT(21) /* don't render (using the CPU based buffer rendering)*/ +#define RGFW_HOLD_MOUSE RGFW_BIT(22) /*!< hold the moues still */ +#define RGFW_MOUSE_LEFT RGFW_BIT(23) /* if mouse left the window */ +#define RGFW_WINDOW_ALLOC RGFW_BIT(24) /* if window was allocated by RGFW */ +#define RGFW_BUFFER_ALLOC RGFW_BIT(25) /* if window.buffer was allocated by RGFW */ + +RGFW_area RGFW_bufferSize = {0, 0}; +void RGFW_setBufferSize(RGFW_area size) { + RGFW_bufferSize = size; +} + +RGFW_window* RGFW_createWindow(const char* name, RGFW_rect rect, RGFW_windowFlags flags) { + RGFW_window* win = (RGFW_window*)RGFW_alloc(sizeof(RGFW_window)); + win->_flags |= RGFW_WINDOW_ALLOC; + return RGFW_createWindowPtr(name, rect, flags, win); +} + +#if defined(RGFW_USE_XDL) && defined(RGFW_X11) + #define XDL_IMPLEMENTATION + #include "XDL.h" +#endif + +RGFWDEF void RGFW_window_basic_init(RGFW_window* win, RGFW_rect rect, RGFW_windowFlags flags); + +#if defined(RGFW_X11) || defined(RGFW_WINDOWS) +RGFW_mouse* RGFW_hiddenMouse = NULL; +#endif + +RGFW_window* RGFW_root = NULL; + +/* do a basic initialization for RGFW_window, this is to standard it for each OS */ +void RGFW_window_basic_init(RGFW_window* win, RGFW_rect rect, RGFW_windowFlags flags) { + /* clear out dnd info */ +#ifdef RGFW_ALLOC_DROPFILES + win->event.droppedFiles = (char**) RGFW_alloc(sizeof(char*) * RGFW_MAX_DROPS); + u32 i; + for (i = 0; i < RGFW_MAX_DROPS; i++) { + win->event.droppedFiles[i] = (char*) RGFW_alloc(RGFW_MAX_PATH); + win->event.droppedFiles[i][0] = 0; + } +#endif + + /* X11 requires us to have a display to get the screen size */ + #ifndef RGFW_X11 + RGFW_area screenR = RGFW_getScreenSize(); + #else + win->src.display = XOpenDisplay(NULL); + RGFW_ASSERT(win->src.display != NULL); + + Screen* scrn = DefaultScreenOfDisplay(win->src.display); + RGFW_area screenR = RGFW_AREA((u32)scrn->width, (u32)scrn->height); + #endif + + /* rect based the requested flags */ + if (flags & RGFW_windowFullscreen) + rect = RGFW_RECT(0, 0, screenR.w, screenR.h); + + if (RGFW_root == NULL) { + RGFW_root = win; + } + + #if defined(RGFW_X11) || defined(RGFW_WINDOWS) + if (RGFW_hiddenMouse == NULL) { + u8 RGFW_blk[] = { 0, 0, 0, 0 }; + RGFW_hiddenMouse = RGFW_loadMouse(RGFW_blk, RGFW_AREA(1, 1), 4); + } + #endif + + /* set and init the new window's data */ + win->r = rect; + win->event.inFocus = 1; + win->event.droppedFilesCount = 0; + win->_flags = 0; + win->event.keyMod = 0; + win->_mem.free = RGFW_current_allocator.free; +} + +void RGFW_window_setBufferPtr(RGFW_window* win, u8* ptr, RGFW_area size) { + RGFW_ASSERT(win); RGFW_ASSERT(ptr); + + #ifdef RGFW_BUFFER + if (win->buffer != NULL && ((win->_flags & RGFW_BUFFER_ALLOC))) { + win->_mem.free(win->_mem.userdata, win->buffer); + win->_flags ^= RGFW_BUFFER_ALLOC; + } + + RGFW_bufferSize = size; + win->buffer = ptr; + #else + RGFW_UNUSED(size); + #endif +} + +#ifdef RGFW_MACOS +RGFWDEF void RGFW_window_cocoaSetLayer(RGFW_window* win, void* layer); +RGFWDEF void* RGFW_cocoaGetLayer(void); +#endif + +const char* RGFW_className = NULL; +void RGFW_setClassName(const char* name) { + RGFW_className = name; +} + +RGFW_keyState RGFW_mouseButtons[5] = { {0, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0} }; + +b8 RGFW_isMousePressed(RGFW_window* win, RGFW_mouseButton button) { + return RGFW_mouseButtons[button].current && (win == NULL || win->event.inFocus); +} +b8 RGFW_wasMousePressed(RGFW_window* win, RGFW_mouseButton button) { + return RGFW_mouseButtons[button].prev && (win != NULL || win->event.inFocus); +} +b8 RGFW_isMouseHeld(RGFW_window* win, RGFW_mouseButton button) { + return (RGFW_isMousePressed(win, button) && RGFW_wasMousePressed(win, button)); +} +b8 RGFW_isMouseReleased(RGFW_window* win, RGFW_mouseButton button) { + return (!RGFW_isMousePressed(win, button) && RGFW_wasMousePressed(win, button)); +} + +b8 RGFW_isPressed(RGFW_window* win, RGFW_key key) { + return RGFW_keyboard[key].current && (win == NULL || win->event.inFocus); +} + +b8 RGFW_wasPressed(RGFW_window* win, RGFW_key key) { + return RGFW_keyboard[key].prev && (win == NULL || win->event.inFocus); +} + +b8 RGFW_isHeld(RGFW_window* win, RGFW_key key) { + return (RGFW_isPressed(win, key) && RGFW_wasPressed(win, key)); +} + +b8 RGFW_isClicked(RGFW_window* win, RGFW_key key) { + return (RGFW_wasPressed(win, key) && !RGFW_isPressed(win, key)); +} + +b8 RGFW_isReleased(RGFW_window* win, RGFW_key key) { + return (!RGFW_isPressed(win, key) && RGFW_wasPressed(win, key)); +} + +#if defined(RGFW_WINDOWS) && defined(RGFW_DIRECTX) /* defines for directX context*/ + RGFW_directXinfo RGFW_dxInfo; + RGFW_directXinfo* RGFW_getDirectXInfo(void) { return &RGFW_dxInfo; } +#endif + +#ifndef RGFW_CUSTOM_BACKEND +void RGFW_window_makeCurrent(RGFW_window* win) { +#if defined(RGFW_WINDOWS) && defined(RGFW_DIRECTX) + if (win == NULL) + RGFW_dxInfo.pDeviceContext->lpVtbl->OMSetRenderTargets(RGFW_dxInfo.pDeviceContext, 1, NULL, NULL); + else + RGFW_dxInfo.pDeviceContext->lpVtbl->OMSetRenderTargets(RGFW_dxInfo.pDeviceContext, 1, &win->src.renderTargetView, NULL); +#elif defined(RGFW_OPENGL) + RGFW_window_makeCurrent_OpenGL(win); +#else + RGFW_UNUSED(win); +#endif +} +#endif + +void RGFW_window_setGPURender(RGFW_window* win, i8 set) { + if (!set && !(win->_flags & RGFW_NO_GPU_RENDER)) + win->_flags |= RGFW_NO_GPU_RENDER; + + else if (set && win->_flags & RGFW_NO_GPU_RENDER) + win->_flags ^= RGFW_NO_GPU_RENDER; +} + +void RGFW_window_setCPURender(RGFW_window* win, i8 set) { + if (!set && !(win->_flags & RGFW_NO_CPU_RENDER)) + win->_flags |= RGFW_NO_CPU_RENDER; + + else if (set && win->_flags & RGFW_NO_CPU_RENDER) + win->_flags ^= RGFW_NO_CPU_RENDER; +} + +void RGFW_window_maximize(RGFW_window* win) { + RGFW_ASSERT(win != NULL); + + RGFW_area screen = RGFW_getScreenSize(); + + RGFW_window_move(win, RGFW_POINT(0, 0)); + RGFW_window_resize(win, screen); +} + +b8 RGFW_window_shouldClose(RGFW_window* win) { + RGFW_ASSERT(win != NULL); + return (win->event.type == RGFW_quit || RGFW_isPressed(win, RGFW_escape)); +} + +void RGFW_window_setShouldClose(RGFW_window* win) { win->event.type = RGFW_quit; RGFW_windowQuitCallback(win); } + +#ifndef RGFW_NO_MONITOR +void RGFW_window_scaleToMonitor(RGFW_window* win) { + RGFW_monitor monitor = RGFW_window_getMonitor(win); + + RGFW_window_resize(win, RGFW_AREA((u32)(monitor.scaleX * (float)win->r.w), (u32)(monitor.scaleY * (float)win->r.h))); +} + +void RGFW_window_moveToMonitor(RGFW_window* win, RGFW_monitor m) { + RGFW_window_move(win, RGFW_POINT(m.rect.x + win->r.x, m.rect.y + win->r.y)); +} +#endif + +RGFWDEF void RGFW_captureCursor(RGFW_window* win, RGFW_rect); +RGFWDEF void RGFW_releaseCursor(RGFW_window* win); + +void RGFW_window_mouseHold(RGFW_window* win, RGFW_area area) { + if ((win->_flags & RGFW_HOLD_MOUSE)) + return; + + + if (!area.w && !area.h) + area = RGFW_AREA(win->r.w / 2, win->r.h / 2); + + win->_flags |= RGFW_HOLD_MOUSE; + RGFW_captureCursor(win, win->r); + RGFW_window_moveMouse(win, RGFW_POINT(win->r.x + (win->r.w / 2), win->r.y + (win->r.h / 2))); +} + +void RGFW_window_mouseUnhold(RGFW_window* win) { + if ((win->_flags & RGFW_HOLD_MOUSE)) { + win->_flags ^= RGFW_HOLD_MOUSE; + + RGFW_releaseCursor(win); + } +} + +u32 RGFW_window_checkFPS(RGFW_window* win, u32 fpsCap) { + u64 deltaTime = RGFW_getTimeNS() - win->event.frameTime; + + u32 output_fps = 0; + u64 fps = RGFW_ROUND(1e+9 / deltaTime); + output_fps= fps; + + if (fpsCap && fps > fpsCap) { + u64 frameTimeNS = 1e+9 / fpsCap; + u64 sleepTimeMS = (frameTimeNS - deltaTime) / 1e6; + + if (sleepTimeMS > 0) { + RGFW_sleep(sleepTimeMS); + win->event.frameTime = 0; + } + } + + win->event.frameTime = RGFW_getTimeNS(); + + if (fpsCap == 0) + return (u32) output_fps; + + deltaTime = RGFW_getTimeNS() - win->event.frameTime2; + output_fps = RGFW_ROUND(1e+9 / deltaTime); + win->event.frameTime2 = RGFW_getTimeNS(); + + return output_fps; +} + +u32 RGFW_isPressedGamepad(RGFW_window* win, u8 c, RGFW_gamepadCodes button) { + RGFW_UNUSED(win); + return RGFW_gamepadPressed[c][button].current; +} +u32 RGFW_wasPressedGamepad(RGFW_window* win, u8 c, RGFW_gamepadCodes button) { + RGFW_UNUSED(win); + return RGFW_gamepadPressed[c][button].prev; +} +u32 RGFW_isReleasedGamepad(RGFW_window* win, u8 controller, RGFW_gamepadCodes button) { + RGFW_UNUSED(win); + return !RGFW_isPressedGamepad(win, controller, button) && RGFW_wasPressedGamepad(win, controller, button); +} +u32 RGFW_isHeldGamepad(RGFW_window* win, u8 controller, RGFW_gamepadCodes button) { + RGFW_UNUSED(win); + return RGFW_isPressedGamepad(win, controller, button) && RGFW_wasPressedGamepad(win, controller, button); +} + +RGFW_point RGFW_getGamepadAxis(RGFW_window* win, u16 controller, u16 whichAxis) { + RGFW_UNUSED(win); + return RGFW_gamepadAxes[controller][whichAxis]; +} +const char* RGFW_getGamepadName(RGFW_window* win, u16 controller) { + RGFW_UNUSED(win); + return (const char*)RGFW_gamepads_name[controller]; +} + +size_t RGFW_getGamepadCount(RGFW_window* win) { + RGFW_UNUSED(win); + return RGFW_gamepadCount; +} + +RGFW_gamepadType RGFW_getGamepadType(RGFW_window* win, u16 controller) { + RGFW_UNUSED(win); + return RGFW_gamepads_type[controller]; +} + +#if defined(RGFW_X11) || defined(RGFW_WINDOWS) +void RGFW_window_showMouse(RGFW_window* win, i8 show) { + if (show == 0) + RGFW_window_setMouse(win, RGFW_hiddenMouse); + else + RGFW_window_setMouseDefault(win); +} +#endif + +RGFWDEF void RGFW_updateKeyMod(RGFW_window* win, RGFW_keymod mod, b8 value); +void RGFW_updateKeyMod(RGFW_window* win, RGFW_keymod mod, b8 value) { + if (value && !(win->event.keyMod & mod)) + win->event.keyMod |= mod; + else if (!value && ((win->event.keyMod & mod))) + win->event.keyMod ^= mod; +} + +RGFWDEF void RGFW_updateKeyModsPro(RGFW_window* win, b8 capital, b8 numlock, b8 control, b8 alt, b8 shift, b8 super); +void RGFW_updateKeyModsPro(RGFW_window* win, b8 capital, b8 numlock, b8 control, b8 alt, b8 shift, b8 super) { + RGFW_updateKeyMod(win, RGFW_modCapsLock, capital); + RGFW_updateKeyMod(win, RGFW_modNumLock, numlock); + RGFW_updateKeyMod(win, RGFW_modControl, control); + RGFW_updateKeyMod(win, RGFW_modAlt, alt); + RGFW_updateKeyMod(win, RGFW_modShift, shift); + RGFW_updateKeyMod(win, RGFW_modSuper, super); +} + +RGFWDEF void RGFW_updateKeyMods(RGFW_window* win, b8 capital, b8 numlock); +void RGFW_updateKeyMods(RGFW_window* win, b8 capital, b8 numlock) { + RGFW_updateKeyModsPro(win, capital, numlock, + RGFW_isPressed(win, RGFW_controlL) || RGFW_isPressed(win, RGFW_controlR), + RGFW_isPressed(win, RGFW_altL) || RGFW_isPressed(win, RGFW_altR), + RGFW_isPressed(win, RGFW_shiftL) || RGFW_isPressed(win, RGFW_shiftR), + RGFW_isPressed(win, RGFW_superL) || RGFW_isPressed(win, RGFW_superR)); +} + +#if defined(RGFW_X11) || defined(RGFW_MACOS) || defined(RGFW_WEBASM) || defined(RGFW_WAYLAND) +#include +struct timespec; + +#ifndef RGFW_NO_UNIX_CLOCK +int nanosleep(const struct timespec* duration, struct timespec* rem); +int clock_gettime(clockid_t clk_id, struct timespec* tp); +#endif + +int setenv(const char *name, const char *value, int overwrite); + +void RGFW_window_setDND(RGFW_window* win, b8 allow) { + if (allow && !(win->_flags & RGFW_windowAllowDND)) + win->_flags |= RGFW_windowAllowDND; + + else if (!allow && (win->_flags & RGFW_windowAllowDND)) + win->_flags ^= RGFW_windowAllowDND; +} +#endif + +/* + graphics API specific code (end of generic code) + starts here +*/ + + +/* + OpenGL defines start here (Normal, EGL, OSMesa) +*/ + +#if defined(RGFW_OPENGL) || defined(RGFW_EGL) + +#ifdef RGFW_WINDOWS + #define WIN32_LEAN_AND_MEAN + #define OEMRESOURCE + #include +#endif + +#if !defined(__APPLE__) && !defined(RGFW_NO_GL_HEADER) + #include +#elif defined(__APPLE__) + #ifndef GL_SILENCE_DEPRECATION + #define GL_SILENCE_DEPRECATION + #endif + #include + #include +#endif + +/* EGL, normal OpenGL only */ +i32 RGFW_majorVersion = 0, RGFW_minorVersion = 0; +b8 RGFW_profile = RGFW_glCore; + +#ifndef RGFW_EGL +i32 RGFW_STENCIL = 8, RGFW_SAMPLES = 4, RGFW_STEREO = 0, RGFW_AUX_BUFFERS = 0, RGFW_DOUBLE_BUFFER = 1; +#else +i32 RGFW_STENCIL = 0, RGFW_SAMPLES = 0, RGFW_STEREO = 0, RGFW_AUX_BUFFERS = 0, RGFW_DOUBLE_BUFFER = 1; +#endif + +void RGFW_setGLStencil(i32 stencil) { RGFW_STENCIL = stencil; } +void RGFW_setGLSamples(i32 samples) { RGFW_SAMPLES = samples; } +void RGFW_setGLStereo(i32 stereo) { RGFW_STEREO = stereo; } +void RGFW_setGLAuxBuffers(i32 auxBuffers) { RGFW_AUX_BUFFERS = auxBuffers; } +void RGFW_setDoubleBuffer(b8 useDoubleBuffer) { RGFW_DOUBLE_BUFFER = useDoubleBuffer; } + +void RGFW_setGLVersion(b8 profile, i32 major, i32 minor) { + RGFW_profile = profile; + RGFW_majorVersion = major; + RGFW_minorVersion = minor; +} + +/* OPENGL normal only (no EGL / OSMesa) */ +#if !defined(RGFW_EGL) && !defined(RGFW_CUSTOM_BACKEND) + +#define RGFW_GL_RENDER_TYPE RGFW_OS_BASED_VALUE(GLX_X_VISUAL_TYPE, 0x2003, 73, 0) + #define RGFW_GL_ALPHA_SIZE RGFW_OS_BASED_VALUE(GLX_ALPHA_SIZE, 0x201b, 11, 0) + #define RGFW_GL_DEPTH_SIZE RGFW_OS_BASED_VALUE(GLX_DEPTH_SIZE, 0x2022, 12, 0) + #define RGFW_GL_DOUBLEBUFFER RGFW_OS_BASED_VALUE(GLX_DOUBLEBUFFER, 0x2011, 5, 0) + #define RGFW_GL_STENCIL_SIZE RGFW_OS_BASED_VALUE(GLX_STENCIL_SIZE, 0x2023, 13, 0) + #define RGFW_GL_SAMPLES RGFW_OS_BASED_VALUE(GLX_SAMPLES, 0x2042, 55, 0) + #define RGFW_GL_STEREO RGFW_OS_BASED_VALUE(GLX_STEREO, 0x2012, 6, 0) + #define RGFW_GL_AUX_BUFFERS RGFW_OS_BASED_VALUE(GLX_AUX_BUFFERS, 0x2024, 7, 0) + +#if defined(RGFW_X11) || defined(RGFW_WINDOWS) + #define RGFW_GL_DRAW RGFW_OS_BASED_VALUE(GLX_X_RENDERABLE, 0x2001, 0, 0) + #define RGFW_GL_DRAW_TYPE RGFW_OS_BASED_VALUE(GLX_RENDER_TYPE, 0x2013, 0, 0) + #define RGFW_GL_FULL_FORMAT RGFW_OS_BASED_VALUE(GLX_TRUE_COLOR, 0x2027, 0, 0) + #define RGFW_GL_RED_SIZE RGFW_OS_BASED_VALUE(GLX_RED_SIZE, 0x2015, 0, 0) + #define RGFW_GL_GREEN_SIZE RGFW_OS_BASED_VALUE(GLX_GREEN_SIZE, 0x2017, 0, 0) + #define RGFW_GL_BLUE_SIZE RGFW_OS_BASED_VALUE(GLX_BLUE_SIZE, 0x2019, 0, 0) + #define RGFW_GL_USE_RGBA RGFW_OS_BASED_VALUE(GLX_RGBA_BIT, 0x202B, 0, 0) +#endif + +#ifdef RGFW_WINDOWS + #define WGL_SUPPORT_OPENGL_ARB 0x2010 + #define WGL_COLOR_BITS_ARB 0x2014 + #define WGL_NUMBER_PIXEL_FORMATS_ARB 0x2000 + #define WGL_CONTEXT_MAJOR_VERSION_ARB 0x2091 + #define WGL_CONTEXT_MINOR_VERSION_ARB 0x2092 + #define WGL_CONTEXT_PROFILE_MASK_ARB 0x9126 + #define WGL_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001 + #define WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB 0x00000002 + #define WGL_SAMPLE_BUFFERS_ARB 0x2041 + #define WGL_FRAMEBUFFER_SRGB_CAPABLE_ARB 0x20a9 + #define WGL_PIXEL_TYPE_ARB 0x2013 + #define WGL_TYPE_RGBA_ARB 0x202B + + #define WGL_TRANSPARENT_ARB 0x200A +#endif + +/* The window'ing api needs to know how to render the data we (or opengl) give it + MacOS and Windows do this using a structure called a "pixel format" + X11 calls it a "Visual" + This function returns the attributes for the format we want */ +u32* RGFW_initFormatAttribs(u32 useSoftware) { + RGFW_UNUSED(useSoftware); + static u32 attribs[] = { + #if defined(RGFW_X11) || defined(RGFW_WINDOWS) + RGFW_GL_RENDER_TYPE, + RGFW_GL_FULL_FORMAT, + #endif + RGFW_GL_ALPHA_SIZE , 8, + RGFW_GL_DEPTH_SIZE , 24, + #if defined(RGFW_X11) || defined(RGFW_WINDOWS) + RGFW_GL_DRAW, 1, + RGFW_GL_RED_SIZE , 8, + RGFW_GL_GREEN_SIZE , 8, + RGFW_GL_BLUE_SIZE , 8, + RGFW_GL_DRAW_TYPE , RGFW_GL_USE_RGBA, + #endif + + #ifdef RGFW_X11 + GLX_DRAWABLE_TYPE , GLX_WINDOW_BIT, + #endif + + #ifdef RGFW_MACOS + 72, + 8, 24, + #endif + + #ifdef RGFW_WINDOWS + WGL_SUPPORT_OPENGL_ARB, 1, + WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB, + WGL_COLOR_BITS_ARB, 32, + #endif + + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 + }; + + size_t index = (sizeof(attribs) / sizeof(attribs[0])) - 13; + + #define RGFW_GL_ADD_ATTRIB(attrib, attVal) \ + if (attVal) { \ + attribs[index] = attrib;\ + attribs[index + 1] = attVal;\ + index += 2;\ + } + + RGFW_GL_ADD_ATTRIB(RGFW_GL_DOUBLEBUFFER, 1); + + RGFW_GL_ADD_ATTRIB(RGFW_GL_STENCIL_SIZE, RGFW_STENCIL); + RGFW_GL_ADD_ATTRIB(RGFW_GL_STEREO, RGFW_STEREO); + RGFW_GL_ADD_ATTRIB(RGFW_GL_AUX_BUFFERS, RGFW_AUX_BUFFERS); + + #ifndef RGFW_X11 + RGFW_GL_ADD_ATTRIB(RGFW_GL_SAMPLES, RGFW_SAMPLES); + #endif + + #ifdef RGFW_MACOS + if (useSoftware) { + RGFW_GL_ADD_ATTRIB(70, kCGLRendererGenericFloatID); + } else { + attribs[index] = RGFW_GL_RENDER_TYPE; + index += 1; + } + #endif + + #ifdef RGFW_MACOS + /* macOS has the surface attribs and the opengl attribs connected for some reason + maybe this is to give macOS more control to limit openGL/the opengl version? */ + + attribs[index] = 99; + attribs[index + 1] = 0x1000; + + if (RGFW_majorVersion >= 4 || RGFW_majorVersion >= 3) { + attribs[index + 1] = (u32) ((RGFW_majorVersion >= 4) ? 0x4100 : 0x3200); + } + #endif + + RGFW_GL_ADD_ATTRIB(0, 0); + + return attribs; +} + +/* EGL only (no OSMesa nor normal OPENGL) */ +#elif defined(RGFW_EGL) + +#include + +#if defined(RGFW_LINK_EGL) + typedef EGLBoolean(EGLAPIENTRY* PFN_eglInitialize)(EGLDisplay, EGLint*, EGLint*); + + PFNEGLINITIALIZEPROC eglInitializeSource; + PFNEGLGETCONFIGSPROC eglGetConfigsSource; + PFNEGLCHOOSECONFIgamepadROC eglChooseConfigSource; + PFNEGLCREATEWINDOWSURFACEPROC eglCreateWindowSurfaceSource; + PFNEGLCREATECONTEXTPROC eglCreateContextSource; + PFNEGLMAKECURRENTPROC eglMakeCurrentSource; + PFNEGLGETDISPLAYPROC eglGetDisplaySource; + PFNEGLSWAPBUFFERSPROC eglSwapBuffersSource; + PFNEGLSWAPINTERVALPROC eglSwapIntervalSource; + PFNEGLBINDAPIPROC eglBindAPISource; + PFNEGLDESTROYCONTEXTPROC eglDestroyContextSource; + PFNEGLTERMINATEPROC eglTerminateSource; + PFNEGLDESTROYSURFACEPROC eglDestroySurfaceSource; + + #define eglInitialize eglInitializeSource + #define eglGetConfigs eglGetConfigsSource + #define eglChooseConfig eglChooseConfigSource + #define eglCreateWindowSurface eglCreateWindowSurfaceSource + #define eglCreateContext eglCreateContextSource + #define eglMakeCurrent eglMakeCurrentSource + #define eglGetDisplay eglGetDisplaySource + #define eglSwapBuffers eglSwapBuffersSource + #define eglSwapInterval eglSwapIntervalSource + #define eglBindAPI eglBindAPISource + #define eglDestroyContext eglDestroyContextSource + #define eglTerminate eglTerminateSource + #define eglDestroySurface eglDestroySurfaceSource; +#endif + + +#define EGL_SURFACE_MAJOR_VERSION_KHR 0x3098 +#define EGL_SURFACE_MINOR_VERSION_KHR 0x30fb + +#ifndef RGFW_GL_ADD_ATTRIB +#define RGFW_GL_ADD_ATTRIB(attrib, attVal) \ + if (attVal) { \ + attribs[index] = attrib;\ + attribs[index + 1] = attVal;\ + index += 2;\ + } +#endif + + +void RGFW_createOpenGLContext(RGFW_window* win) { +#if defined(RGFW_LINK_EGL) + eglInitializeSource = (PFNEGLINITIALIZEPROC) eglGetProcAddress("eglInitialize"); + eglGetConfigsSource = (PFNEGLGETCONFIGSPROC) eglGetProcAddress("eglGetConfigs"); + eglChooseConfigSource = (PFNEGLCHOOSECONFIgamepadROC) eglGetProcAddress("eglChooseConfig"); + eglCreateWindowSurfaceSource = (PFNEGLCREATEWINDOWSURFACEPROC) eglGetProcAddress("eglCreateWindowSurface"); + eglCreateContextSource = (PFNEGLCREATECONTEXTPROC) eglGetProcAddress("eglCreateContext"); + eglMakeCurrentSource = (PFNEGLMAKECURRENTPROC) eglGetProcAddress("eglMakeCurrent"); + eglGetDisplaySource = (PFNEGLGETDISPLAYPROC) eglGetProcAddress("eglGetDisplay"); + eglSwapBuffersSource = (PFNEGLSWAPBUFFERSPROC) eglGetProcAddress("eglSwapBuffers"); + eglSwapIntervalSource = (PFNEGLSWAPINTERVALPROC) eglGetProcAddress("eglSwapInterval"); + eglBindAPISource = (PFNEGLBINDAPIPROC) eglGetProcAddress("eglBindAPI"); + eglDestroyContextSource = (PFNEGLDESTROYCONTEXTPROC) eglGetProcAddress("eglDestroyContext"); + eglTerminateSource = (PFNEGLTERMINATEPROC) eglGetProcAddress("eglTerminate"); + eglDestroySurfaceSource = (PFNEGLDESTROYSURFACEPROC) eglGetProcAddress("eglDestroySurface"); +#endif /* RGFW_LINK_EGL */ + + #ifdef RGFW_WINDOWS + win->src.EGL_display = eglGetDisplay((EGLNativeDisplayType) win->src.hdc); + #elif defined(RGFW_MACOS) + win->src.EGL_display = eglGetDisplay((EGLNativeDisplayType)0); + #elif defined(RGFW_WAYLAND) + if (RGFW_useWaylandBool) + win->src.EGL_display = eglGetDisplay((EGLNativeDisplayType) win->src.wl_display); + else + win->src.EGL_display = eglGetDisplay((EGLNativeDisplayType) win->src.display); + #else + win->src.EGL_display = eglGetDisplay((EGLNativeDisplayType) win->src.display); + #endif + + EGLint major, minor; + + eglInitialize(win->src.EGL_display, &major, &minor); + + #ifndef EGL_OPENGL_ES1_BIT + #define EGL_OPENGL_ES1_BIT 0x1 + #endif + + EGLint egl_config[] = { + EGL_SURFACE_TYPE, EGL_WINDOW_BIT, + EGL_RENDERABLE_TYPE, + #ifdef RGFW_OPENGL_ES1 + EGL_OPENGL_ES1_BIT, + #elif defined(RGFW_OPENGL_ES3) + EGL_OPENGL_ES3_BIT, + #elif defined(RGFW_OPENGL_ES2) + EGL_OPENGL_ES2_BIT, + #else + EGL_OPENGL_BIT, + #endif + EGL_NONE, EGL_NONE + }; + + EGLConfig config; + EGLint numConfigs; + eglChooseConfig(win->src.EGL_display, egl_config, &config, 1, &numConfigs); + + #if defined(RGFW_MACOS) + void* layer = RGFW_cocoaGetLayer(); + + RGFW_window_cocoaSetLayer(win, layer); + + win->src.EGL_surface = eglCreateWindowSurface(win->src.EGL_display, config, (EGLNativeWindowType) layer, NULL); + #elif defined(RGFW_WINDOWS) + win->src.EGL_surface = eglCreateWindowSurface(win->src.EGL_display, config, (EGLNativeWindowType) win->src.hwnd, NULL); + #elif defined(RGFW_WAYLAND) + if (RGFW_useWaylandBool) + win->src.EGL_surface = eglCreateWindowSurface(win->src.EGL_display, config, (EGLNativeWindowType) win->src.eglWindow, NULL); + else + win->src.EGL_surface = eglCreateWindowSurface(win->src.EGL_display, config, (EGLNativeWindowType) win->src.window, NULL); + #else + win->src.EGL_surface = eglCreateWindowSurface(win->src.EGL_display, config, (EGLNativeWindowType) win->src.window, NULL); + #endif + + EGLint attribs[] = { + EGL_CONTEXT_CLIENT_VERSION, + #ifdef RGFW_OPENGL_ES1 + 1, + #else + 2, + #endif + EGL_NONE, EGL_NONE, EGL_NONE, EGL_NONE, EGL_NONE, EGL_NONE, EGL_NONE, EGL_NONE, EGL_NONE + }; + + size_t index = 4; + RGFW_GL_ADD_ATTRIB(EGL_STENCIL_SIZE, RGFW_STENCIL); + RGFW_GL_ADD_ATTRIB(EGL_SAMPLES, RGFW_SAMPLES); + + if (RGFW_DOUBLE_BUFFER) + RGFW_GL_ADD_ATTRIB(EGL_RENDER_BUFFER, EGL_BACK_BUFFER); + + if (RGFW_majorVersion) { + attribs[1] = RGFW_majorVersion; + + RGFW_GL_ADD_ATTRIB(EGL_CONTEXT_MAJOR_VERSION, RGFW_majorVersion); + RGFW_GL_ADD_ATTRIB(EGL_CONTEXT_MINOR_VERSION, RGFW_minorVersion); + + if (RGFW_profile == RGFW_glCore) { + RGFW_GL_ADD_ATTRIB(EGL_CONTEXT_OPENGL_PROFILE_MASK, EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT); + } + else { + RGFW_GL_ADD_ATTRIB(EGL_CONTEXT_OPENGL_PROFILE_MASK, EGL_CONTEXT_OPENGL_COMPATIBILITY_PROFILE_BIT); + } + + } + + #if defined(RGFW_OPENGL_ES1) || defined(RGFW_OPENGL_ES2) || defined(RGFW_OPENGL_ES3) + eglBindAPI(EGL_OPENGL_ES_API); + #else + eglBindAPI(EGL_OPENGL_API); + #endif + + win->src.EGL_context = eglCreateContext(win->src.EGL_display, config, EGL_NO_CONTEXT, attribs); + + if (win->src.EGL_context == NULL) { + #ifdef RGFW_DEBUG + fprintf(stderr, "failed to create an EGL opengl context\n"); + #endif + } + eglMakeCurrent(win->src.EGL_display, win->src.EGL_surface, win->src.EGL_surface, win->src.EGL_context); + eglSwapBuffers(win->src.EGL_display, win->src.EGL_surface); +} + +void RGFW_window_makeCurrent_OpenGL(RGFW_window* win) { + eglMakeCurrent(win->src.EGL_display, win->src.EGL_surface, win->src.EGL_surface, win->src.EGL_context); +} + +#ifdef RGFW_APPLE +void* RGFWnsglFramework = NULL; +#elif defined(RGFW_WINDOWS) +static HMODULE RGFW_wgl_dll = NULL; +#endif + +void* RGFW_getProcAddress(const char* procname) { + #if defined(RGFW_WINDOWS) + void* proc = (void*) GetProcAddress(RGFW_wgl_dll, procname); + + if (proc) + return proc; + #endif + + return (void*) eglGetProcAddress(procname); +} + +void RGFW_closeEGL(RGFW_window* win) { + eglDestroySurface(win->src.EGL_display, win->src.EGL_surface); + eglDestroyContext(win->src.EGL_display, win->src.EGL_context); + + eglTerminate(win->src.EGL_display); +} + +void RGFW_window_swapInterval(RGFW_window* win, i32 swapInterval) { + RGFW_ASSERT(win != NULL); + + eglSwapInterval(win->src.EGL_display, swapInterval); + +} + +#endif /* RGFW_EGL */ + +/* + end of RGFW_EGL defines +*/ +#endif /* RGFW_GL (OpenGL, EGL, OSMesa )*/ + +/* +This is where OS specific stuff starts +*/ + + +#if (defined(RGFW_WAYLAND) || defined(RGFW_X11)) && !defined(RGFW_NO_LINUX) + int RGFW_eventWait_forceStop[] = {0, 0, 0}; /* for wait events */ + + #if defined(__linux__) + #include + #include + #include + #include + + u32 RGFW_linux_updateGamepad(RGFW_window* win) { + /* check for new gamepads */ + static const char* str[] = {"/dev/input/js0", "/dev/input/js1", "/dev/input/js2", "/dev/input/js3", "/dev/input/js4", "/dev/input/js5"}; + static u8 RGFW_rawGamepads[6]; + + for (size_t i = 0; i < 6; i++) { + size_t index = RGFW_gamepadCount; + if (RGFW_rawGamepads[i]) { + struct input_id device_info; + if (ioctl(RGFW_rawGamepads[i], EVIOCGID, &device_info) == -1) { + if (errno == ENODEV) { + RGFW_rawGamepads[i] = 0; + } + } + continue; + } + + i32 js = open(str[i], O_RDONLY); + + if (js <= 0) + break; + + if (RGFW_gamepadCount >= 4) { + close(js); + break; + } + + RGFW_rawGamepads[i] = 1; + + int axes, buttons; + if (ioctl(js, JSIOCGAXES, &axes) < 0 || ioctl(js, JSIOCGBUTTONS, &buttons) < 0) { + close(js); + continue; + } + + if (buttons <= 5 || buttons >= 30) { + close(js); + continue; + } + + RGFW_gamepadCount++; + + RGFW_gamepads[index] = js; + + ioctl(js, JSIOCGNAME(sizeof(RGFW_gamepads_name[index])), RGFW_gamepads_name[index]); + RGFW_gamepads_name[index][sizeof(RGFW_gamepads_name[index]) - 1] = 0; + + u8 j; + for (j = 0; j < 16; j++) + RGFW_gamepadPressed[index][j] = (RGFW_keyState){0, 0}; + + win->event.type = RGFW_gamepadConnected; + + RGFW_gamepads_type[index] = RGFW_gamepadUnknown; + if (strstr(RGFW_gamepads_name[index], "Microsoft") || strstr(RGFW_gamepads_name[index], "X-Box")) + RGFW_gamepads_type[index] = RGFW_gamepadMicrosoft; + else if (strstr(RGFW_gamepads_name[index], "PlayStation") || strstr(RGFW_gamepads_name[index], "PS3") || strstr(RGFW_gamepads_name[index], "PS4") || strstr(RGFW_gamepads_name[index], "PS5")) + RGFW_gamepads_type[index] = RGFW_gamepadSony; + else if (strstr(RGFW_gamepads_name[index], "Nintendo")) + RGFW_gamepads_type[index] = RGFW_gamepadNintendo; + else if (strstr(RGFW_gamepads_name[index], "Logitech")) + RGFW_gamepads_type[index] = RGFW_gamepadLogitech; + + win->event.gamepad = index; + RGFW_gamepadCallback(win, index, 1); + return 1; + } + + /* check gamepad events */ + u8 i; + + for (i = 0; i < RGFW_gamepadCount; i++) { + struct js_event e; + if (RGFW_gamepads[i] == 0) + continue; + + i32 flags = fcntl(RGFW_gamepads[i], F_GETFL, 0); + fcntl(RGFW_gamepads[i], F_SETFL, flags | O_NONBLOCK); + + ssize_t bytes; + while ((bytes = read(RGFW_gamepads[i], &e, sizeof(e))) > 0) { + switch (e.type) { + case JS_EVENT_BUTTON: { + size_t typeIndex = 0; + if (RGFW_gamepads_type[i] == RGFW_gamepadMicrosoft) typeIndex = 1; + else if (RGFW_gamepads_type[i] == RGFW_gamepadLogitech) typeIndex = 2; + + win->event.type = e.value ? RGFW_gamepadButtonPressed : RGFW_gamepadButtonReleased; + u8 RGFW_linux2RGFW[3][RGFW_gamepadR3 + 8] = {{ /* ps */ + RGFW_gamepadA, RGFW_gamepadB, RGFW_gamepadY, RGFW_gamepadX, RGFW_gamepadL1, RGFW_gamepadR1, RGFW_gamepadL2, RGFW_gamepadR2, + RGFW_gamepadSelect, RGFW_gamepadStart, RGFW_gamepadHome, RGFW_gamepadL3, RGFW_gamepadR3, RGFW_gamepadUp, RGFW_gamepadDown, RGFW_gamepadLeft, RGFW_gamepadRight, + },{ /* xbox */ + RGFW_gamepadA, RGFW_gamepadB, RGFW_gamepadX, RGFW_gamepadY, RGFW_gamepadL1, RGFW_gamepadR1, RGFW_gamepadSelect, RGFW_gamepadStart, + RGFW_gamepadHome, RGFW_gamepadL3, RGFW_gamepadR3, 255, 255, RGFW_gamepadUp, RGFW_gamepadDown, RGFW_gamepadLeft, RGFW_gamepadRight + },{ /* Logitech */ + RGFW_gamepadA, RGFW_gamepadB, RGFW_gamepadX, RGFW_gamepadY, RGFW_gamepadL1, RGFW_gamepadR1, RGFW_gamepadL2, RGFW_gamepadR2, + RGFW_gamepadSelect, RGFW_gamepadStart, RGFW_gamepadHome, RGFW_gamepadL3, RGFW_gamepadR3, RGFW_gamepadUp, RGFW_gamepadDown, RGFW_gamepadLeft, RGFW_gamepadRight + } + }; + + win->event.button = RGFW_linux2RGFW[typeIndex][e.number]; + win->event.gamepad = i; + if (win->event.button == 255) break; + + RGFW_gamepadPressed[i][win->event.button].prev = RGFW_gamepadPressed[i][win->event.button].current; + RGFW_gamepadPressed[i][win->event.button].current = e.value; + RGFW_gamepadButtonCallback(win, i, win->event.button, e.value); + + return 1; + } + case JS_EVENT_AXIS: { + size_t axis = e.number / 2; + if (axis == 2) axis = 1; + + ioctl(RGFW_gamepads[i], JSIOCGAXES, &win->event.axisesCount); + win->event.axisesCount = 2; + + if (axis < 3) { + if (e.number == 0 || e.number == 3) + RGFW_gamepadAxes[i][axis].x = (e.value / 32767.0f) * 100; + else if (e.number == 1 || e.number == 4) { + RGFW_gamepadAxes[i][axis].y = (e.value / 32767.0f) * 100; + } + } + + win->event.axis[axis] = RGFW_gamepadAxes[i][axis]; + win->event.type = RGFW_gamepadAxisMove; + win->event.gamepad = i; + win->event.whichAxis = axis; + RGFW_gamepadAxisCallback(win, i, win->event.axis, win->event.axisesCount, win->event.whichAxis); + return 1; + } + default: break; + } + } + if (bytes == -1 && errno == ENODEV) { + RGFW_gamepadCount--; + close(RGFW_gamepads[i]); + RGFW_gamepads[i] = 0; + + win->event.type = RGFW_gamepadDisconnected; + win->event.gamepad = i; + RGFW_gamepadCallback(win, i, 0); + return 1; + } + } + return 0; + } + + #endif +#endif + + + +/* + + Start of Wayland defines + + +*/ + +#ifdef RGFW_WAYLAND +/* +Wayland TODO: +- fix RGFW_keyPressed lock state + + RGFW_windowMoved, the window was moved (by the user) + RGFW_windowResized the window was resized (by the user), [on webASM this means the browser was resized] + RGFW_windowRefresh The window content needs to be refreshed + + RGFW_DND a file has been dropped into the window + RGFW_DNDInit + +- window args: + #define RGFW_windowNoResize the window cannot be resized by the user + #define RGFW_windowAllowDND the window supports drag and drop + #define RGFW_scaleToMonitor scale the window to the screen + +- other missing functions functions ("TODO wayland") (~30 functions) +- fix buffer rendering weird behavior +*/ +#include +#include +#include +#include +#include +#include +#include +#include + +RGFW_window* RGFW_key_win = NULL; + +void RGFW_eventPipe_push(RGFW_window* win, RGFW_event event) { + if (win == NULL) { + win = RGFW_key_win; + + if (win == NULL) return; + } + + if (win->src.eventLen >= (i32)(sizeof(win->src.events) / sizeof(win->src.events[0]))) + return; + + win->src.events[win->src.eventLen] = event; + win->src.eventLen += 1; +} + +RGFW_event RGFW_eventPipe_pop(RGFW_window* win) { + RGFW_event ev; + ev.type = 0; + + if (win->src.eventLen > -1) + win->src.eventLen -= 1; + + if (win->src.eventLen >= 0) + ev = win->src.events[win->src.eventLen]; + + return ev; +} + +/* wayland global garbage (wayland bad, X11 is fine (ish) (not really)) */ +#include "xdg-shell.h" +#include "xdg-decoration-unstable-v1.h" + +static struct xkb_context *xkb_context; +static struct xkb_keymap *keymap = NULL; +static struct xkb_state *xkb_state = NULL; +enum zxdg_toplevel_decoration_v1_mode client_preferred_mode, RGFW_current_mode; +static struct zxdg_decoration_manager_v1 *decoration_manager = NULL; + +struct wl_cursor_theme* RGFW_wl_cursor_theme = NULL; +struct wl_surface* RGFW_cursor_surface = NULL; +struct wl_cursor_image* RGFW_cursor_image = NULL; + +static void xdg_wm_base_ping_handler(void *data, + struct xdg_wm_base *wm_base, uint32_t serial) +{ + RGFW_UNUSED(data); + xdg_wm_base_pong(wm_base, serial); +} + +static const struct xdg_wm_base_listener xdg_wm_base_listener = { + .ping = xdg_wm_base_ping_handler, +}; + +b8 RGFW_wl_configured = 0; + +static void xdg_surface_configure_handler(void *data, + struct xdg_surface *xdg_surface, uint32_t serial) +{ + RGFW_UNUSED(data); + xdg_surface_ack_configure(xdg_surface, serial); + #ifdef RGFW_DEBUG + printf("Surface configured\n"); + #endif + RGFW_wl_configured = 1; +} + +static const struct xdg_surface_listener xdg_surface_listener = { + .configure = xdg_surface_configure_handler, +}; + +static void xdg_toplevel_configure_handler(void *data, + struct xdg_toplevel *toplevel, int32_t width, int32_t height, + struct wl_array *states) +{ + RGFW_UNUSED(data); RGFW_UNUSED(toplevel); RGFW_UNUSED(states); + #ifdef RGFW_DEBUG + fprintf(stderr, "XDG toplevel configure: %dx%d\n", width, height); + #endif +} + +static void xdg_toplevel_close_handler(void *data, + struct xdg_toplevel *toplevel) +{ + RGFW_UNUSED(data); + RGFW_window* win = (RGFW_window*)xdg_toplevel_get_user_data(toplevel); + if (win == NULL) + win = RGFW_key_win; + + RGFW_event ev; + ev.type = RGFW_quit; + + RGFW_eventPipe_push(win, ev); + + RGFW_windowQuitCallback(win); +} + +static void shm_format_handler(void *data, + struct wl_shm *shm, uint32_t format) +{ + RGFW_UNUSED(data); RGFW_UNUSED(shm); + #ifdef RGFW_DEBUG + fprintf(stderr, "Format %d\n", format); + #endif +} + +static const struct wl_shm_listener shm_listener = { + .format = shm_format_handler, +}; + +static const struct xdg_toplevel_listener xdg_toplevel_listener = { + .configure = xdg_toplevel_configure_handler, + .close = xdg_toplevel_close_handler, +}; + +RGFW_window* RGFW_mouse_win = NULL; + +static void pointer_enter(void *data, struct wl_pointer *pointer, uint32_t serial, struct wl_surface *surface, wl_fixed_t surface_x, wl_fixed_t surface_y) { + RGFW_UNUSED(data); RGFW_UNUSED(pointer); RGFW_UNUSED(serial); RGFW_UNUSED(surface_x); RGFW_UNUSED(surface_y); + RGFW_window* win = (RGFW_window*)wl_surface_get_user_data(surface); + RGFW_mouse_win = win; + + RGFW_event ev; + ev.type = RGFW_mouseEnter; + ev.point = win->event.point; + + RGFW_eventPipe_push(win, ev); + + RGFW_mouseNotifyCallBack(win, win->event.point, RGFW_TRUE); +} +static void pointer_leave(void *data, struct wl_pointer *pointer, uint32_t serial, struct wl_surface *surface) { + RGFW_UNUSED(data); RGFW_UNUSED(pointer); RGFW_UNUSED(serial); RGFW_UNUSED(surface); + RGFW_window* win = (RGFW_window*)wl_surface_get_user_data(surface); + if (RGFW_mouse_win == win) + RGFW_mouse_win = NULL; + + RGFW_event ev; + ev.type = RGFW_mouseLeave; + ev.point = win->event.point; + RGFW_eventPipe_push(win, ev); + + RGFW_mouseNotifyCallBack(win, win->event.point, RGFW_FALSE); +} +static void pointer_motion(void *data, struct wl_pointer *pointer, uint32_t time, wl_fixed_t x, wl_fixed_t y) { + RGFW_UNUSED(data); RGFW_UNUSED(pointer); RGFW_UNUSED(time); RGFW_UNUSED(x); RGFW_UNUSED(y); + + RGFW_ASSERT(RGFW_mouse_win != NULL); + + RGFW_event ev; + ev.type = RGFW_mousePosChanged; + ev.point = RGFW_POINT(wl_fixed_to_double(x), wl_fixed_to_double(y)); + RGFW_eventPipe_push(RGFW_mouse_win, ev); + + RGFW_mousePosCallback(RGFW_mouse_win, RGFW_POINT(wl_fixed_to_double(x), wl_fixed_to_double(y))); +} +static void pointer_button(void *data, struct wl_pointer *pointer, uint32_t serial, uint32_t time, uint32_t button, uint32_t state) { + RGFW_UNUSED(data); RGFW_UNUSED(pointer); RGFW_UNUSED(time); RGFW_UNUSED(serial); + RGFW_ASSERT(RGFW_mouse_win != NULL); + + u32 b = (button - 0x110) + 1; + + /* flip right and middle button codes */ + if (b == 2) b = 3; + else if (b == 3) b = 2; + + RGFW_mouseButtons[b].prev = RGFW_mouseButtons[b].current; + RGFW_mouseButtons[b].current = state; + + RGFW_event ev; + ev.type = RGFW_mouseButtonPressed + state; + ev.button = b; + RGFW_eventPipe_push(RGFW_mouse_win, ev); + + RGFW_mouseButtonCallback(RGFW_mouse_win, b, 0, state); +} +static void pointer_axis(void *data, struct wl_pointer *pointer, uint32_t time, uint32_t axis, wl_fixed_t value) { + RGFW_UNUSED(data); RGFW_UNUSED(pointer); RGFW_UNUSED(time); RGFW_UNUSED(axis); + RGFW_ASSERT(RGFW_mouse_win != NULL); + + double scroll = wl_fixed_to_double(value); + + RGFW_event ev; + ev.type = RGFW_mouseButtonPressed; + ev.button = RGFW_mouseScrollUp + (scroll < 0); + RGFW_eventPipe_push(RGFW_mouse_win, ev); + + RGFW_mouseButtonCallback(RGFW_mouse_win, RGFW_mouseScrollUp + (scroll < 0), scroll, 1); +} + +void RGFW_doNothing(void) { } +static struct wl_pointer_listener pointer_listener = (struct wl_pointer_listener){&pointer_enter, &pointer_leave, &pointer_motion, &pointer_button, &pointer_axis, (void*)&RGFW_doNothing, (void*)&RGFW_doNothing, (void*)&RGFW_doNothing, (void*)&RGFW_doNothing, (void*)&RGFW_doNothing, (void*)&RGFW_doNothing}; + +static void keyboard_keymap (void *data, struct wl_keyboard *keyboard, uint32_t format, int32_t fd, uint32_t size) { + RGFW_UNUSED(data); RGFW_UNUSED(keyboard); RGFW_UNUSED(format); + + char *keymap_string = mmap (NULL, size, PROT_READ, MAP_SHARED, fd, 0); + xkb_keymap_unref (keymap); + keymap = xkb_keymap_new_from_string (xkb_context, keymap_string, XKB_KEYMAP_FORMAT_TEXT_V1, XKB_KEYMAP_COMPILE_NO_FLAGS); + + munmap (keymap_string, size); + close (fd); + xkb_state_unref (xkb_state); + xkb_state = xkb_state_new (keymap); +} +static void keyboard_enter (void *data, struct wl_keyboard *keyboard, uint32_t serial, struct wl_surface *surface, struct wl_array *keys) { + RGFW_UNUSED(data); RGFW_UNUSED(keyboard); RGFW_UNUSED(serial); RGFW_UNUSED(keys); + + RGFW_key_win = (RGFW_window*)wl_surface_get_user_data(surface); + + RGFW_event ev; + ev.type = RGFW_focusIn; + ev.inFocus = RGFW_TRUE; + RGFW_key_win->event.inFocus = RGFW_TRUE; + + RGFW_eventPipe_push((RGFW_window*)RGFW_mouse_win, ev); + + RGFW_focusCallback(RGFW_key_win, RGFW_TRUE); +} +static void keyboard_leave (void *data, struct wl_keyboard *keyboard, uint32_t serial, struct wl_surface *surface) { + RGFW_UNUSED(data); RGFW_UNUSED(keyboard); RGFW_UNUSED(serial); + + RGFW_window* win = (RGFW_window*)wl_surface_get_user_data(surface); + if (RGFW_key_win == win) + RGFW_key_win = NULL; + + RGFW_event ev; + ev.type = RGFW_focusOut; + ev.inFocus = RGFW_FALSE; + win->event.inFocus = RGFW_FALSE; + RGFW_eventPipe_push(win, ev); + + RGFW_focusCallback(win, RGFW_FALSE); +} +static void keyboard_key (void *data, struct wl_keyboard *keyboard, uint32_t serial, uint32_t time, uint32_t key, uint32_t state) { + RGFW_UNUSED(data); RGFW_UNUSED(keyboard); RGFW_UNUSED(serial); RGFW_UNUSED(time); + + RGFW_ASSERT(RGFW_key_win != NULL); + + xkb_keysym_t keysym = xkb_state_key_get_one_sym(xkb_state, key + 8); + + u32 RGFW_key = RGFW_apiKeyToRGFW(key + 8); + RGFW_keyboard[RGFW_key].prev = RGFW_keyboard[RGFW_key].current; + RGFW_keyboard[RGFW_key].current = state; + RGFW_event ev; + ev.type = RGFW_keyPressed + state; + ev.key = RGFW_key; + ev.keyChar = (u8)keysym; + + ev.repeat = RGFW_isHeld(RGFW_key_win, RGFW_key); + RGFW_eventPipe_push(RGFW_key_win, ev); + + RGFW_updateKeyMods(RGFW_key_win, xkb_keymap_mod_get_index(keymap, "Lock"), xkb_keymap_mod_get_index(keymap, "Mod2")); + + RGFW_keyCallback(RGFW_key_win, RGFW_key, (u8)keysym, RGFW_key_win->event.keyMod, state); +} +static void keyboard_modifiers (void *data, struct wl_keyboard *keyboard, uint32_t serial, uint32_t mods_depressed, uint32_t mods_latched, uint32_t mods_locked, uint32_t group) { + RGFW_UNUSED(data); RGFW_UNUSED(keyboard); RGFW_UNUSED(serial); RGFW_UNUSED(time); + xkb_state_update_mask (xkb_state, mods_depressed, mods_latched, mods_locked, 0, 0, group); +} +static struct wl_keyboard_listener keyboard_listener = {&keyboard_keymap, &keyboard_enter, &keyboard_leave, &keyboard_key, &keyboard_modifiers, (void*)&RGFW_doNothing}; + +static void seat_capabilities (void *data, struct wl_seat *seat, uint32_t capabilities) { + RGFW_UNUSED(data); + + if (capabilities & WL_SEAT_CAPABILITY_POINTER) { + struct wl_pointer *pointer = wl_seat_get_pointer (seat); + wl_pointer_add_listener (pointer, &pointer_listener, NULL); + } + if (capabilities & WL_SEAT_CAPABILITY_KEYBOARD) { + struct wl_keyboard *keyboard = wl_seat_get_keyboard (seat); + wl_keyboard_add_listener (keyboard, &keyboard_listener, NULL); + } +} +static struct wl_seat_listener seat_listener = {&seat_capabilities, (void*)&RGFW_doNothing}; + +static void wl_global_registry_handler(void *data, + struct wl_registry *registry, uint32_t id, const char *interface, + uint32_t version) +{ + RGFW_window* win = (RGFW_window*)data; + RGFW_UNUSED(version); + if (RGFW_STRNCMP(interface, "wl_compositor", 16) == 0) { + win->src.compositor = wl_registry_bind(registry, + id, &wl_compositor_interface, 4); + } else if (RGFW_STRNCMP(interface, "xdg_wm_base", 12) == 0) { + win->src.xdg_wm_base = wl_registry_bind(registry, + id, &xdg_wm_base_interface, 1); + } else if (RGFW_STRNCMP(interface, zxdg_decoration_manager_v1_interface.name, 255) == 0) { + decoration_manager = wl_registry_bind(registry, id, &zxdg_decoration_manager_v1_interface, 1); + } else if (RGFW_STRNCMP(interface, "wl_shm", 7) == 0) { + win->src.shm = wl_registry_bind(registry, + id, &wl_shm_interface, 1); + wl_shm_add_listener(win->src.shm, &shm_listener, NULL); + } else if (RGFW_STRNCMP(interface,"wl_seat", 8) == 0) { + win->src.seat = wl_registry_bind(registry, id, &wl_seat_interface, 1); + wl_seat_add_listener(win->src.seat, &seat_listener, NULL); + } + + else { + #ifdef RGFW_DEBUG + printf("did not register %s\n", interface); + return; + #endif + } + + #ifdef RGFW_DEBUG + printf("registered %s\n", interface); + #endif +} + +static void wl_global_registry_remove(void *data, struct wl_registry *registry, uint32_t name) { RGFW_UNUSED(data); RGFW_UNUSED(registry); RGFW_UNUSED(name); } +static const struct wl_registry_listener registry_listener = { + .global = wl_global_registry_handler, + .global_remove = wl_global_registry_remove, +}; + +static const char *get_mode_name(enum zxdg_toplevel_decoration_v1_mode mode) { + switch (mode) { + case ZXDG_TOPLEVEL_DECORATION_V1_MODE_CLIENT_SIDE: + return "client-side decorations"; + case ZXDG_TOPLEVEL_DECORATION_V1_MODE_SERVER_SIDE: + return "server-side decorations"; + } + abort(); +} + + +static void decoration_handle_configure(void *data, + struct zxdg_toplevel_decoration_v1 *decoration, + enum zxdg_toplevel_decoration_v1_mode mode) { + RGFW_UNUSED(data); RGFW_UNUSED(decoration); + #ifdef RGFW_DEBUG + printf("Using %s\n", get_mode_name(mode)); + #endif + RGFW_current_mode = mode; +} + +static const struct zxdg_toplevel_decoration_v1_listener decoration_listener = { + .configure = decoration_handle_configure, +}; + +static void randname(char *buf) { + struct timespec ts; + clock_gettime(CLOCK_REALTIME, &ts); + long r = ts.tv_nsec; + for (int i = 0; i < 6; ++i) { + buf[i] = 'A'+(r&15)+(r&16)*2; + r >>= 5; + } +} + +size_t wl_stringlen(char* name) { + size_t i = 0; + for (i; name[i]; i++); + return i; +} + +static int anonymous_shm_open(void) { + char name[] = "/RGFW-wayland-XXXXXX"; + int retries = 100; + + do { + randname(name + wl_stringlen(name) - 6); + + --retries; + // shm_open guarantees that O_CLOEXEC is set + int fd = shm_open(name, O_RDWR | O_CREAT | O_EXCL, 0600); + if (fd >= 0) { + shm_unlink(name); + return fd; + } + } while (retries > 0 && errno == EEXIST); + + return -1; +} + +int create_shm_file(off_t size) { + int fd = anonymous_shm_open(); + if (fd < 0) { + return fd; + } + + if (ftruncate(fd, size) < 0) { + close(fd); + return -1; + } + + return fd; +} + +static void wl_surface_frame_done(void *data, struct wl_callback *cb, uint32_t time) { + RGFW_UNUSED(data); RGFW_UNUSED(cb); RGFW_UNUSED(time); + + #ifdef RGFW_BUFFER + RGFW_window* win = (RGFW_window*)data; + if ((win->_flags & RGFW_NO_CPU_RENDER)) + return; + + wl_surface_attach(win->src.surface, win->src.wl_buffer, 0, 0); + wl_surface_damage_buffer(win->src.surface, 0, 0, win->r.w, win->r.h); + wl_surface_commit(win->src.surface); + #endif +} + +static const struct wl_callback_listener wl_surface_frame_listener = { + .done = wl_surface_frame_done, +}; +#endif /* RGFW_WAYLAND */ +#if !defined(RGFW_NO_X11) && defined(RGFW_WAYLAND) +void RGFW_useWayland(b8 wayland) { RGFW_useWaylandBool = wayland; } +#define RGFW_GOTO_WAYLAND(fallback) if (RGFW_useWaylandBool && fallback == 0) goto wayland +#else +#define RGFW_GOTO_WAYLAND(fallback) +void RGFW_useWayland(b8 wayland) { RGFW_UNUSED(wayland); } +#endif + +/* + End of Wayland defines +*/ + +/* + + +Start of Linux / Unix defines + + +*/ + +#ifdef RGFW_UNIX +#if !defined(RGFW_NO_X11_CURSOR) && defined(RGFW_X11) +#include +#endif + +#include + +#ifndef RGFW_NO_DPI +#include +#include +#endif + +#include +#include +#include +#include + +#include /* for converting keycode to string */ +#include /* for hiding */ +#include +#include +#include + +#include /* for data limits (mainly used in drag and drop functions) */ +#include + + +#if defined(__linux__) && !defined(RGFW_NO_LINUX) +#include +#endif + +u8 RGFW_mouseIconSrc[] = { XC_arrow, XC_left_ptr, XC_xterm, XC_crosshair, XC_hand2, XC_sb_h_double_arrow, XC_sb_v_double_arrow, XC_bottom_left_corner, XC_bottom_right_corner, XC_fleur, XC_X_cursor}; +/*atoms needed for drag and drop*/ +Atom XdndAware, XdndTypeList, XdndSelection, XdndEnter, XdndPosition, XdndStatus, XdndLeave, XdndDrop, XdndFinished, XdndActionCopy, XtextPlain, XtextUriList; +Atom RGFW_XUTF8_STRING = 0; + +Atom wm_delete_window = 0, RGFW_XCLIPBOARD = 0; + +#if !defined(RGFW_NO_X11_CURSOR) && !defined(RGFW_NO_X11_CURSOR_PRELOAD) + typedef XcursorImage* (*PFN_XcursorImageCreate)(int, int); + typedef void (*PFN_XcursorImageDestroy)(XcursorImage*); + typedef Cursor(*PFN_XcursorImageLoadCursor)(Display*, const XcursorImage*); +#endif +#ifdef RGFW_OPENGL + typedef GLXContext(*glXCreateContextAttribsARBProc)(Display*, GLXFBConfig, GLXContext, Bool, const int*); +#endif + +#if !defined(RGFW_NO_X11_XI_PRELOAD) + typedef int (* PFN_XISelectEvents)(Display*,Window,XIEventMask*,int); + PFN_XISelectEvents XISelectEventsSRC = NULL; + #define XISelectEvents XISelectEventsSRC + + void* X11Xihandle = NULL; +#endif + +#if !defined(RGFW_NO_X11_CURSOR) && !defined(RGFW_NO_X11_CURSOR_PRELOAD) + PFN_XcursorImageLoadCursor XcursorImageLoadCursorSRC = NULL; + PFN_XcursorImageCreate XcursorImageCreateSRC = NULL; + PFN_XcursorImageDestroy XcursorImageDestroySRC = NULL; + + #define XcursorImageLoadCursor XcursorImageLoadCursorSRC + #define XcursorImageCreate XcursorImageCreateSRC + #define XcursorImageDestroy XcursorImageDestroySRC + + void* X11Cursorhandle = NULL; +#endif + +u32 RGFW_windowsOpen = 0; + +#if defined(RGFW_OPENGL) && !defined(RGFW_EGL) + void* RGFW_getProcAddress(const char* procname) { return (void*) glXGetProcAddress((GLubyte*) procname); } +#endif + +RGFWDEF void RGFW_init_buffer(RGFW_window* win, XVisualInfo* vi); +void RGFW_init_buffer(RGFW_window* win, XVisualInfo* vi) { + RGFW_GOTO_WAYLAND(0); + + #if defined(RGFW_OSMESA) || defined(RGFW_BUFFER) + #ifdef RGFW_X11 + if (RGFW_bufferSize.w == 0 && RGFW_bufferSize.h == 0) + RGFW_bufferSize = RGFW_getScreenSize(); + + win->buffer = (u8*)RGFW_alloc(RGFW_bufferSize.w * RGFW_bufferSize.h * 4); + win->_flags |= RGFW_BUFFER_ALLOC; + + #ifdef RGFW_DEBUG + printf("RGFW INFO: createing a 4 channel %i by %i buffer\n", RGFW_bufferSize.w, RGFW_bufferSize.h); + #endif + + #ifdef RGFW_OSMESA + win->src.ctx = OSMesaCreateContext(OSMESA_BGRA, NULL); + OSMesaMakeCurrent(win->src.ctx, win->buffer, GL_UNSIGNED_BYTE, RGFW_bufferSize.w, RGFW_bufferSize.h); + #endif + + win->src.bitmap = XCreateImage( + win->src.display, XDefaultVisual(win->src.display, vi->screen), + vi->depth, + ZPixmap, 0, NULL, RGFW_bufferSize.w, RGFW_bufferSize.h, + 32, 0 + ); + + win->src.gc = XCreateGC(win->src.display, win->src.window, 0, NULL); + #endif + #ifdef RGFW_WAYLAND + wayland: + size_t size = win->r.w * win->r.h * 4; + int fd = create_shm_file(size); + if (fd < 0) { + fprintf(stderr, "Failed to create a buffer. size: %ld\n", size); + exit(1); + } + + if (RGFW_bufferSize.w == 0 && RGFW_bufferSize.h == 0) + RGFW_bufferSize = RGFW_getScreenSize(); + + win->buffer = (u8*)RGFW_alloc(RGFW_bufferSize.w * RGFW_bufferSize.h * 4); + win->src.buffer = mmap(NULL, size, PROT_READ | PROT_WRITE, MAP_SHARED, fd, 0); + if (win->src.buffer == MAP_FAILED) { + fprintf(stderr, "mmap failed!\n"); + close(fd); + exit(1); + } + + win->_flags |= RGFW_BUFFER_ALLOC; + + struct wl_shm_pool* pool = wl_shm_create_pool(win->src.shm, fd, size); + win->src.wl_buffer = wl_shm_pool_create_buffer(pool, 0, win->r.w, win->r.h, win->r.w * 4, + WL_SHM_FORMAT_ARGB8888); + wl_shm_pool_destroy(pool); + + close(fd); + + wl_surface_attach(win->src.surface, win->src.wl_buffer, 0, 0); + wl_surface_commit(win->src.surface); + + u8 color[] = {0x00, 0x00, 0x00, 0xFF}; + + size_t i; + for (i = 0; i < RGFW_bufferSize.w * RGFW_bufferSize.h * 4; i += 4) { + RGFW_MEMCPY(&win->buffer[i], color, 4); + } + + RGFW_MEMCPY(win->src.buffer, win->buffer, win->r.w * win->r.h * 4); + + #if defined(RGFW_OSMESA) + win->src.ctx = OSMesaCreateContext(OSMESA_BGRA, NULL); + OSMesaMakeCurrent(win->src.ctx, win->buffer, GL_UNSIGNED_BYTE, RGFW_bufferSize.w, RGFW_bufferSize.h); + #endif + #endif + #else + wayland: + RGFW_UNUSED(win); + RGFW_UNUSED(vi); + #endif +} + +#define RGFW_LOAD_ATOM(name) \ + static Atom name = 0; \ + if (name == 0) name = XInternAtom(RGFW_root->src.display, #name, False); + +void RGFW_window_setBorder(RGFW_window* win, u8 border) { + RGFW_GOTO_WAYLAND(0); + #ifdef RGFW_X11 + RGFW_LOAD_ATOM(_MOTIF_WM_HINTS); + + struct __x11WindowHints { + unsigned long flags, functions, decorations, status; + long input_mode; + } hints; + hints.flags = (1L << 1); + hints.decorations = border; + + XChangeProperty( + win->src.display, win->src.window, + _MOTIF_WM_HINTS, _MOTIF_WM_HINTS, + 32, PropModeReplace, (u8*)&hints, 5 + ); + #endif + #ifdef RGFW_WAYLAND + wayland: + #endif +} + +void RGFW_releaseCursor(RGFW_window* win) { +RGFW_GOTO_WAYLAND(0); +#ifdef RGFW_X11 + XUngrabPointer(win->src.display, CurrentTime); + + /* disable raw input */ + unsigned char mask[] = { 0 }; + XIEventMask em; + em.deviceid = XIAllMasterDevices; + em.mask_len = sizeof(mask); + em.mask = mask; + + XISelectEvents(win->src.display, XDefaultRootWindow(win->src.display), &em, 1); +#endif +#ifdef RGFW_WAYLAND + wayland: +#endif +} + +void RGFW_captureCursor(RGFW_window* win, RGFW_rect r) { +RGFW_GOTO_WAYLAND(0); +#ifdef RGFW_X11 + /* enable raw input */ + unsigned char mask[XIMaskLen(XI_RawMotion)] = { 0 }; + XISetMask(mask, XI_RawMotion); + + XIEventMask em; + em.deviceid = XIAllMasterDevices; + em.mask_len = sizeof(mask); + em.mask = mask; + + XISelectEvents(win->src.display, XDefaultRootWindow(win->src.display), &em, 1); + + XGrabPointer(win->src.display, win->src.window, True, PointerMotionMask, GrabModeAsync, GrabModeAsync, None, None, CurrentTime); + RGFW_window_moveMouse(win, RGFW_POINT(win->r.x + (i32)(r.w / 2), win->r.y + (i32)(r.h / 2))); +#endif +#ifdef RGFW_WAYLAND + wayland: +#endif +} + +#define RGFW_LOAD_LIBRARY(x, lib) if (x == NULL) x = dlopen(lib, RTLD_LAZY | RTLD_LOCAL) +#define RGFW_PROC_DEF(proc, name) if (name##SRC == NULL && proc != NULL) name##SRC = (PFN_##name)(void*)dlsym(proc, #name) + +RGFW_window* RGFW_createWindowPtr(const char* name, RGFW_rect rect, RGFW_windowFlags flags, RGFW_window* win) { + #ifdef RGFW_USE_XDL + XDL_init(); + #endif + + #if !defined(RGFW_NO_X11_CURSOR) && !defined(RGFW_NO_X11_CURSOR_PRELOAD) + #if defined(__CYGWIN__) + RGFW_LOAD_LIBRARY(X11Cursorhandle, "libXcursor-1.so"); + #elif defined(__OpenBSD__) || defined(__NetBSD__) + RGFW_LOAD_LIBRARY(X11Cursorhandle, "libXcursor.so"); + #else + RGFW_LOAD_LIBRARY(X11Cursorhandle, "libXcursor.so.1"); + #endif + RGFW_PROC_DEF(X11Cursorhandle, XcursorImageCreate); + RGFW_PROC_DEF(X11Cursorhandle, XcursorImageDestroy); + RGFW_PROC_DEF(X11Cursorhandle, XcursorImageLoadCursor); + #endif + + #if !defined(RGFW_NO_X11_XI_PRELOAD) + #if defined(__CYGWIN__) + RGFW_LOAD_LIBRARY(X11Xihandle, "libXi-6.so"); + #elif defined(__OpenBSD__) || defined(__NetBSD__) + RGFW_LOAD_LIBRARY(X11Xihandle, "libXi.so"); + #else + RGFW_LOAD_LIBRARY(X11Xihandle, "libXi.so.6"); + #endif + RGFW_PROC_DEF(X11Xihandle, XISelectEvents); + #endif + + XInitThreads(); /*!< init X11 threading*/ + + if (flags & RGFW_windowOpenglSoftware) + setenv("LIBGL_ALWAYS_SOFTWARE", "1", 1); + + RGFW_window_basic_init(win, rect, flags); + +#ifdef RGFW_WAYLAND + win->src.compositor = NULL; +#endif + RGFW_GOTO_WAYLAND(0); +#ifdef RGFW_X11 + u64 event_mask = KeyPressMask | KeyReleaseMask | ButtonPressMask | ButtonReleaseMask | PointerMotionMask | StructureNotifyMask | FocusChangeMask | LeaveWindowMask | EnterWindowMask | ExposureMask; /*!< X11 events accepted*/ + + #if defined(RGFW_OPENGL) && !defined(RGFW_EGL) + u32* visual_attribs = (u32*)RGFW_initFormatAttribs(flags & RGFW_windowOpenglSoftware); + i32 fbcount; + GLXFBConfig* fbc = glXChooseFBConfig(win->src.display, DefaultScreen(win->src.display), (i32*) visual_attribs, &fbcount); + + i32 best_fbc = -1; + + if (fbcount == 0) { + #ifdef RGFW_DEBUG + fprintf(stderr, "Failed to find any valid GLX visual configs\n"); + #endif + return NULL; + } + + u32 i; + for (i = 0; i < (u32)fbcount; i++) { + XVisualInfo* vi = glXGetVisualFromFBConfig(win->src.display, fbc[i]); + if (vi == NULL) + continue; + + XFree(vi); + + i32 samp_buf, samples; + glXGetFBConfigAttrib(win->src.display, fbc[i], GLX_SAMPLE_BUFFERS, &samp_buf); + glXGetFBConfigAttrib(win->src.display, fbc[i], GLX_SAMPLES, &samples); + + if ((!(flags & RGFW_windowTransparent) || vi->depth == 32) && + (best_fbc < 0 || samp_buf) && (samples == RGFW_SAMPLES || best_fbc == -1)) { + best_fbc = i; + } + } + + if (best_fbc == -1) { + #ifdef RGFW_DEBUG + fprintf(stderr, "Failed to get a valid GLX visual\n"); + #endif + return NULL; + } + + GLXFBConfig bestFbc = fbc[best_fbc]; + + /* Get a visual */ + XVisualInfo* vi = glXGetVisualFromFBConfig(win->src.display, bestFbc); + + XFree(fbc); + #else + XVisualInfo viNorm; + + viNorm.visual = DefaultVisual(win->src.display, DefaultScreen(win->src.display)); + + viNorm.depth = 0; + XVisualInfo* vi = &viNorm; + + XMatchVisualInfo(win->src.display, DefaultScreen(win->src.display), 32, TrueColor, vi); /*!< for RGBA backgrounds*/ + #endif + /* make X window attrubutes*/ + XSetWindowAttributes swa; + Colormap cmap; + + swa.colormap = cmap = XCreateColormap(win->src.display, + DefaultRootWindow(win->src.display), + vi->visual, AllocNone); + + swa.background_pixmap = None; + swa.border_pixel = 0; + swa.event_mask = event_mask; + + swa.background_pixel = 0; + + /* create the window*/ + win->src.window = XCreateWindow(win->src.display, DefaultRootWindow(win->src.display), win->r.x, win->r.y, win->r.w, win->r.h, + 0, vi->depth, InputOutput, vi->visual, + CWColormap | CWBorderPixel | CWBackPixel | CWEventMask, &swa); + + XFreeColors(win->src.display, cmap, NULL, 0, 0); + + #if defined(RGFW_OPENGL) && !defined(RGFW_EGL) + XFree(vi); + #endif + + // In your .desktop app, if you set the property + // StartupWMClass=RGFW that will assoicate the launcher icon + // with your application - robrohan + + if (RGFW_className == NULL) + RGFW_className = (char*)name; + + XClassHint hint; + hint.res_class = (char*)RGFW_className; + hint.res_name = (char*)name; // just use the window name as the app name + XSetClassHint(win->src.display, win->src.window, &hint); + + if ((flags & RGFW_windowNoInitAPI) == 0) { + #if defined(RGFW_OPENGL) && !defined(RGFW_EGL) /* This is the second part of setting up opengl. This is where we ask OpenGL for a specific version. */ + i32 context_attribs[7] = { 0, 0, 0, 0, 0, 0, 0 }; + context_attribs[0] = GLX_CONTEXT_PROFILE_MASK_ARB; + if (RGFW_profile == RGFW_glCore) + context_attribs[1] = GLX_CONTEXT_CORE_PROFILE_BIT_ARB; + else + context_attribs[1] = GLX_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB; + + if (RGFW_majorVersion || RGFW_minorVersion) { + context_attribs[2] = GLX_CONTEXT_MAJOR_VERSION_ARB; + context_attribs[3] = RGFW_majorVersion; + context_attribs[4] = GLX_CONTEXT_MINOR_VERSION_ARB; + context_attribs[5] = RGFW_minorVersion; + } + + glXCreateContextAttribsARBProc glXCreateContextAttribsARB = 0; + glXCreateContextAttribsARB = (glXCreateContextAttribsARBProc) + glXGetProcAddressARB((GLubyte*) "glXCreateContextAttribsARB"); + + GLXContext ctx = NULL; + + if (RGFW_root != NULL) + ctx = RGFW_root->src.ctx; + + win->src.ctx = glXCreateContextAttribsARB(win->src.display, bestFbc, ctx, True, context_attribs); + #endif + + RGFW_init_buffer(win, vi); + } + + #ifndef RGFW_NO_MONITOR + if (flags & RGFW_windowScaleToMonitor) + RGFW_window_scaleToMonitor(win); + #endif + + if (flags & RGFW_windowCenter) { + RGFW_area screenR = RGFW_getScreenSize(); + RGFW_window_move(win, RGFW_POINT((screenR.w - win->r.w) / 2, (screenR.h - win->r.h) / 2)); + } + + if (flags & RGFW_windowNoResize) { /* make it so the user can't resize the window*/ + XSizeHints sh; + sh.flags = (1L << 4) | (1L << 5); + sh.min_width = sh.max_width = win->r.w; + sh.min_height = sh.max_height = win->r.h; + + XSetWMSizeHints(win->src.display, (Drawable) win->src.window, &sh, XA_WM_NORMAL_HINTS); + + win->_flags |= RGFW_windowNoResize; + } + + if (flags & RGFW_windowNoBorder) { + RGFW_window_setBorder(win, 0); + } + + XSelectInput(win->src.display, (Drawable) win->src.window, event_mask); /*!< tell X11 what events we want*/ + + /* make it so the user can't close the window until the program does*/ + if (wm_delete_window == 0) { + wm_delete_window = XInternAtom(win->src.display, "WM_DELETE_WINDOW", False); + RGFW_XUTF8_STRING = XInternAtom(win->src.display, "UTF8_STRING", False); + RGFW_XCLIPBOARD = XInternAtom(win->src.display, "CLIPBOARD", False); + } + + XSetWMProtocols(win->src.display, (Drawable) win->src.window, &wm_delete_window, 1); + + /* connect the context to the window*/ + #if defined(RGFW_OPENGL) && !defined(RGFW_EGL) + if ((flags & RGFW_windowNoInitAPI) == 0) + glXMakeCurrent(win->src.display, (Drawable) win->src.window, (GLXContext) win->src.ctx); + #endif + + /* set the background*/ + RGFW_window_setName(win, name); + + XMapWindow(win->src.display, (Drawable) win->src.window); /* draw the window*/ + XMoveWindow(win->src.display, (Drawable) win->src.window, win->r.x, win->r.y); /*!< move the window to it's proper cords*/ + + if (flags & RGFW_windowAllowDND) { /* init drag and drop atoms and turn on drag and drop for this window */ + win->_flags |= RGFW_windowAllowDND; + + XdndTypeList = XInternAtom(win->src.display, "XdndTypeList", False); + XdndSelection = XInternAtom(win->src.display, "XdndSelection", False); + + /* client messages */ + XdndEnter = XInternAtom(win->src.display, "XdndEnter", False); + XdndPosition = XInternAtom(win->src.display, "XdndPosition", False); + XdndStatus = XInternAtom(win->src.display, "XdndStatus", False); + XdndLeave = XInternAtom(win->src.display, "XdndLeave", False); + XdndDrop = XInternAtom(win->src.display, "XdndDrop", False); + XdndFinished = XInternAtom(win->src.display, "XdndFinished", False); + + /* actions */ + XdndActionCopy = XInternAtom(win->src.display, "XdndActionCopy", False); + + XtextUriList = XInternAtom(win->src.display, "text/uri-list", False); + XtextPlain = XInternAtom(win->src.display, "text/plain", False); + + XdndAware = XInternAtom(win->src.display, "XdndAware", False); + const u8 version = 5; + + XChangeProperty(win->src.display, win->src.window, + XdndAware, 4, 32, + PropModeReplace, &version, 1); /*!< turns on drag and drop */ + } + + #ifdef RGFW_EGL + if ((flags & RGFW_windowNoInitAPI) == 0) + RGFW_createOpenGLContext(win); + #endif + #ifdef RGFW_DEBUG + printf("RGFW INFO: a window with a rect of {%i, %i, %i, %i} \n", win->r.x, win->r.y, win->r.w, win->r.h); + #endif + RGFW_window_setMouseDefault(win); + RGFW_windowsOpen++; + return win; /*return newly created window*/ +#endif +#ifdef RGFW_WAYLAND + wayland: + fprintf(stderr, "Warning: RGFW Wayland support is experimental\n"); + + win->src.wl_display = wl_display_connect(NULL); + if (win->src.wl_display == NULL) { + #ifdef RGFW_DEBUG + fprintf(stderr, "Failed to load Wayland display\n"); + #endif + #ifdef RGFW_X11 + fprintf(stderr, "Falling back to X11\n"); + RGFW_useWayland(0); + return RGFW_createWindowPtr(name, rect, flags, win); + #endif + return NULL; + } + + + #ifdef RGFW_X11 + XSetWindowAttributes attributes; + attributes.background_pixel = 0; + attributes.override_redirect = True; + + win->src.window = XCreateWindow(win->src.display, DefaultRootWindow(win->src.display), 0, 0, 1, 1, 0, CopyFromParent, InputOutput, CopyFromParent, + CWBackPixel | CWOverrideRedirect, &attributes); + + XMapWindow(win->src.display, win->src.window); + XFlush(win->src.display); + if (wm_delete_window == 0) { + wm_delete_window = XInternAtom(win->src.display, "WM_DELETE_WINDOW", False); + RGFW_XUTF8_STRING = XInternAtom(win->src.display, "UTF8_STRING", False); + RGFW_XCLIPBOARD = XInternAtom(win->src.display, "CLIPBOARD", False); + } + #endif + + struct wl_registry *registry = wl_display_get_registry(win->src.wl_display); + wl_registry_add_listener(registry, ®istry_listener, win); + + wl_display_roundtrip(win->src.wl_display); + wl_display_dispatch(win->src.wl_display); + + if (win->src.compositor == NULL) { + #ifdef RGFW_DEBUG + fprintf(stderr, "Can't find compositor.\n"); + #endif + + return NULL; + } + + if (RGFW_wl_cursor_theme == NULL) { + RGFW_wl_cursor_theme = wl_cursor_theme_load(NULL, 24, win->src.shm); + RGFW_cursor_surface = wl_compositor_create_surface(win->src.compositor); + + struct wl_cursor* cursor = wl_cursor_theme_get_cursor(RGFW_wl_cursor_theme, "left_ptr"); + RGFW_cursor_image = cursor->images[0]; + struct wl_buffer* cursor_buffer = wl_cursor_image_get_buffer(RGFW_cursor_image); + + wl_surface_attach(RGFW_cursor_surface, cursor_buffer, 0, 0); + wl_surface_commit(RGFW_cursor_surface); + } + + xdg_wm_base_add_listener(win->src.xdg_wm_base, &xdg_wm_base_listener, NULL); + + xkb_context = xkb_context_new(XKB_CONTEXT_NO_FLAGS); + + win->src.surface = wl_compositor_create_surface(win->src.compositor); + wl_surface_set_user_data(win->src.surface, win); + + win->src.xdg_surface = xdg_wm_base_get_xdg_surface(win->src.xdg_wm_base, win->src.surface); + xdg_surface_add_listener(win->src.xdg_surface, &xdg_surface_listener, NULL); + + xdg_wm_base_set_user_data(win->src.xdg_wm_base, win); + + win->src.xdg_toplevel = xdg_surface_get_toplevel(win->src.xdg_surface); + xdg_toplevel_set_user_data(win->src.xdg_toplevel, win); + xdg_toplevel_set_title(win->src.xdg_toplevel, name); + xdg_toplevel_add_listener(win->src.xdg_toplevel, &xdg_toplevel_listener, NULL); + + xdg_surface_set_window_geometry(win->src.xdg_surface, 0, 0, win->r.w, win->r.h); + + if (!(flags & RGFW_windowNoBorder)) { + win->src.decoration = zxdg_decoration_manager_v1_get_toplevel_decoration( + decoration_manager, win->src.xdg_toplevel); + } + + if (flags & RGFW_windowCenter) { + RGFW_area screenR = RGFW_getScreenSize(); + RGFW_window_move(win, RGFW_POINT((screenR.w - win->r.w) / 2, (screenR.h - win->r.h) / 2)); + } + + if (flags & RGFW_windowOpenglSoftware) + setenv("LIBGL_ALWAYS_SOFTWARE", "1", 1); + + wl_display_roundtrip(win->src.wl_display); + + wl_surface_commit(win->src.surface); + + /* wait for the surface to be configured */ + while (wl_display_dispatch(win->src.wl_display) != -1 && !RGFW_wl_configured) { } + + #ifdef RGFW_OPENGL + if ((flags & RGFW_windowNoInitAPI) == 0) { + win->src.eglWindow = wl_egl_window_create(win->src.surface, win->r.w, win->r.h); + RGFW_createOpenGLContext(win); + } + #endif + + RGFW_init_buffer(win, NULL); + + struct wl_callback* callback = wl_surface_frame(win->src.surface); + wl_callback_add_listener(callback, &wl_surface_frame_listener, win); + wl_surface_commit(win->src.surface); + + if (flags & RGFW_windowHideMouse) { + RGFW_window_showMouse(win, 0); + } + + win->src.eventIndex = 0; + win->src.eventLen = 0; + + #ifdef RGFW_DEBUG + printf("RGFW INFO: a window with a rect of {%i, %i, %i, %i} \n", win->r.x, win->r.y, win->r.w, win->r.h); + #endif + + #ifndef RGFW_NO_MONITOR + if (flags & RGFW_windowScaleToMonitor) + RGFW_window_scaleToMonitor(win); + #endif + + RGFW_window_setMouseDefault(win); + RGFW_windowsOpen++; + return win; /*return newly created window*/ +#endif +} + +RGFW_area RGFW_getScreenSize(void) { + RGFW_GOTO_WAYLAND(1); + RGFW_ASSERT(RGFW_root != NULL); + + #ifdef RGFW_X11 + Screen* scrn = DefaultScreenOfDisplay(RGFW_root->src.display); + return RGFW_AREA(scrn->width, scrn->height); + #endif + #ifdef RGFW_WAYLAND + wayland: return RGFW_AREA(RGFW_root->r.w, RGFW_root->r.h); // TODO + #endif +} + +RGFW_point RGFW_getGlobalMousePoint(void) { + RGFW_ASSERT(RGFW_root != NULL); + + RGFW_point RGFWMouse; + + i32 x, y; + u32 z; + Window window1, window2; + XQueryPointer(RGFW_root->src.display, XDefaultRootWindow(RGFW_root->src.display), &window1, &window2, &RGFWMouse.x, &RGFWMouse.y, &x, &y, &z); + + return RGFWMouse; +} + +RGFW_point RGFW_window_getMousePoint(RGFW_window* win) { + RGFW_ASSERT(win != NULL); + + RGFW_point RGFWMouse; + + i32 x, y; + u32 z; + Window window1, window2; + XQueryPointer(win->src.display, win->src.window, &window1, &window2, &x, &y, &RGFWMouse.x, &RGFWMouse.y, &z); + + return RGFWMouse; +} + +char* RGFW_strtok(char* str, const char* delimStr) { + static char* static_str = NULL; + + if (str != NULL) + static_str = str; + + if (static_str == NULL) { + return NULL; + } + + while (*static_str != '\0') { + b8 delim = 0; + for (const char* d = delimStr; *d != '\0'; d++) { + if (*static_str == *d) { + delim = 1; + break; + } + } + if (!delim) + break; + static_str++; + } + + if (*static_str == '\0') + return NULL; + + char* token_start = static_str; + while (*static_str != '\0') { + int delim = 0; + for (const char* d = delimStr; *d != '\0'; d++) { + if (*static_str == *d) { + delim = 1; + break; + } + } + + if (delim) { + *static_str = '\0'; + static_str++; + break; + } + static_str++; + } + + return token_start; +} +int xAxis = 0, yAxis = 0; + +RGFW_event* RGFW_window_checkEvent(RGFW_window* win) { + RGFW_ASSERT(win != NULL); + + if (win->event.type == 0) + RGFW_resetKey(); + + if (win->event.type == RGFW_quit) { + return NULL; + } + + win->event.type = 0; + + #if defined(__linux__) && !defined(RGFW_NO_LINUX) + if (RGFW_linux_updateGamepad(win)) return &win->event; + #endif + RGFW_GOTO_WAYLAND(0); +#ifdef RGFW_X11 + XPending(win->src.display); + + XEvent E; /*!< raw X11 event */ + + /* if there is no unread qued events, get a new one */ + if ((QLength(win->src.display) || XEventsQueued(win->src.display, QueuedAlready) + XEventsQueued(win->src.display, QueuedAfterReading)) + && win->event.type != RGFW_quit + ) + XNextEvent(win->src.display, &E); + else { + return NULL; + } + + win->event.type = 0; + + /* xdnd data */ + Window source = 0; + long version = 0; + i32 format = 0; + + XEvent reply = { ClientMessage }; + + switch (E.type) { + case KeyPress: + case KeyRelease: { + win->event.repeat = RGFW_FALSE; + /* check if it's a real key release */ + if (E.type == KeyRelease && XEventsQueued(win->src.display, QueuedAfterReading)) { /* get next event if there is one*/ + XEvent NE; + XPeekEvent(win->src.display, &NE); + + if (E.xkey.time == NE.xkey.time && E.xkey.keycode == NE.xkey.keycode) /* check if the current and next are both the same*/ + win->event.repeat = RGFW_TRUE; + } + + /* set event key data */ + win->event.key = RGFW_apiKeyToRGFW(E.xkey.keycode); + + KeySym sym = (KeySym)XkbKeycodeToKeysym(win->src.display, E.xkey.keycode, 0, E.xkey.state & ShiftMask ? 1 : 0); + + if ((E.xkey.state & LockMask) && sym >= XK_a && sym <= XK_z) + sym = (E.xkey.state & ShiftMask) ? sym + 32 : sym - 32; + if ((u8)sym != (u32)sym) + sym = 0; + + win->event.keyChar = (u8)sym; + + RGFW_keyboard[win->event.key].prev = RGFW_isPressed(win, win->event.key); + + /* get keystate data */ + win->event.type = (E.type == KeyPress) ? RGFW_keyPressed : RGFW_keyReleased; + + XKeyboardState keystate; + XGetKeyboardControl(win->src.display, &keystate); + + RGFW_keyboard[win->event.key].current = (E.type == KeyPress); + RGFW_updateKeyMods(win, (keystate.led_mask & 1), (keystate.led_mask & 2)); + RGFW_keyCallback(win, win->event.key, win->event.keyChar, win->event.keyMod, (E.type == KeyPress)); + break; + } + case ButtonPress: + case ButtonRelease: + win->event.type = RGFW_mouseButtonPressed + (E.type == ButtonRelease); // the events match + + win->event.button = E.xbutton.button; + switch(win->event.button) { + case RGFW_mouseScrollUp: + win->event.scroll = 1; + break; + case RGFW_mouseScrollDown: + win->event.scroll = -1; + break; + default: break; + } + + RGFW_mouseButtons[win->event.button].prev = RGFW_mouseButtons[win->event.button].current; + + if (win->event.repeat == RGFW_FALSE) + win->event.repeat = RGFW_isPressed(win, win->event.key); + + RGFW_mouseButtons[win->event.button].current = (E.type == ButtonPress); + RGFW_mouseButtonCallback(win, win->event.button, win->event.scroll, (E.type == ButtonPress)); + break; + + case MotionNotify: + win->event.point.x = E.xmotion.x; + win->event.point.y = E.xmotion.y; + + if ((win->_flags & RGFW_HOLD_MOUSE)) { + win->event.point.y = E.xmotion.y; + + win->event.point.x = win->event.point.x - win->_lastMousePoint.x; + win->event.point.y = win->event.point.y - win->_lastMousePoint.y; + } + + win->_lastMousePoint = RGFW_POINT(E.xmotion.x, E.xmotion.y); + + win->event.type = RGFW_mousePosChanged; + RGFW_mousePosCallback(win, win->event.point); + break; + + case GenericEvent: { + /* MotionNotify is used for mouse events if the mouse isn't held */ + if (!(win->_flags & RGFW_HOLD_MOUSE)) { + XFreeEventData(win->src.display, &E.xcookie); + break; + } + + XGetEventData(win->src.display, &E.xcookie); + if (E.xcookie.evtype == XI_RawMotion) { + XIRawEvent *raw = (XIRawEvent *)E.xcookie.data; + if (raw->valuators.mask_len == 0) { + XFreeEventData(win->src.display, &E.xcookie); + break; + } + + double deltaX = 0.0f; + double deltaY = 0.0f; + + /* check if relative motion data exists where we think it does */ + if (XIMaskIsSet(raw->valuators.mask, 0) != 0) + deltaX += raw->raw_values[0]; + if (XIMaskIsSet(raw->valuators.mask, 1) != 0) + deltaY += raw->raw_values[1]; + + win->event.point = RGFW_POINT((i32)deltaX, (i32)deltaY); + + RGFW_window_moveMouse(win, RGFW_POINT(win->r.x + (win->r.w / 2), win->r.y + (win->r.h / 2))); + + win->event.type = RGFW_mousePosChanged; + RGFW_mousePosCallback(win, win->event.point); + } + + XFreeEventData(win->src.display, &E.xcookie); + break; + } + + case Expose: + win->event.type = RGFW_windowRefresh; + RGFW_windowRefreshCallback(win); + break; + + case ClientMessage: { + /* if the client closed the window*/ + if (E.xclient.data.l[0] == (long)wm_delete_window) { + win->event.type = RGFW_quit; + RGFW_windowQuitCallback(win); + break; + } + + for (size_t i = 0; i < win->event.droppedFilesCount; i++) { + win->event.droppedFiles[i][0] = '\0'; + } + win->event.droppedFilesCount = 0; + + if ((win->_flags & RGFW_windowAllowDND) == 0) + break; + + reply.xclient.window = source; + reply.xclient.format = 32; + reply.xclient.data.l[0] = (long)win->src.window; + reply.xclient.data.l[1] = 0; + reply.xclient.data.l[2] = None; + + if (E.xclient.message_type == XdndEnter) { + if (version > 5) + break; + + unsigned long count; + Atom* formats; + Atom real_formats[6]; + Bool list = E.xclient.data.l[1] & 1; + + source = E.xclient.data.l[0]; + version = E.xclient.data.l[1] >> 24; + format = None; + + if (list) { + Atom actualType; + i32 actualFormat; + unsigned long bytesAfter; + + XGetWindowProperty( + win->src.display, source, XdndTypeList, + 0, LONG_MAX, False, 4, + &actualType, &actualFormat, &count, &bytesAfter, (u8**)&formats + ); + } else { + count = 0; + + for (size_t i = 2; i < 5; i++) { + Window format = E.xclient.data.l[i]; + if (format != None) { + real_formats[count] = format; + count += 1; + } + } + + formats = real_formats; + } + + for (size_t i = 0; i < count; i++) { + if (formats[i] == XtextUriList || formats[i] == XtextPlain) { + format = (int)formats[i]; + break; + } + } + + if (list) { + XFree(formats); + } + + break; + } + + if (E.xclient.message_type == XdndPosition) { + const i32 xabs = (E.xclient.data.l[2] >> 16) & 0xffff; + const i32 yabs = (E.xclient.data.l[2]) & 0xffff; + Window dummy; + i32 xpos, ypos; + + if (version > 5) + break; + + XTranslateCoordinates( + win->src.display, XDefaultRootWindow(win->src.display), win->src.window, + xabs, yabs, &xpos, &ypos, &dummy + ); + + win->event.point.x = xpos; + win->event.point.y = ypos; + + reply.xclient.window = source; + reply.xclient.message_type = XdndStatus; + + if (format) { + reply.xclient.data.l[1] = 1; + if (version >= 2) + reply.xclient.data.l[4] = (long)XdndActionCopy; + } + + XSendEvent(win->src.display, source, False, NoEventMask, &reply); + XFlush(win->src.display); + break; + } + + if (E.xclient.message_type != XdndDrop) + break; + + if (version > 5) + break; + + win->event.type = RGFW_DNDInit; + + if (format) { + Time time = (version >= 1) + ? (Time)E.xclient.data.l[2] + : CurrentTime; + + XConvertSelection( + win->src.display, XdndSelection, (Atom)format, + XdndSelection, win->src.window, time + ); + } else if (version >= 2) { + XEvent reply = { ClientMessage }; + + XSendEvent(win->src.display, source, False, NoEventMask, &reply); + XFlush(win->src.display); + } + + RGFW_dndInitCallback(win, win->event.point); + } break; + case SelectionNotify: { + /* this is only for checking for xdnd drops */ + if (E.xselection.property != XdndSelection || !(win->_flags & RGFW_windowAllowDND)) + break; + + char* data; + unsigned long result; + + Atom actualType; + i32 actualFormat; + unsigned long bytesAfter; + + XGetWindowProperty(win->src.display, E.xselection.requestor, E.xselection.property, 0, LONG_MAX, False, E.xselection.target, &actualType, &actualFormat, &result, &bytesAfter, (u8**) &data); + + if (result == 0) + break; + + const char* prefix = (const char*)"file://"; + + char* line; + + win->event.droppedFilesCount = 0; + + win->event.type = RGFW_DND; + + while ((line = (char*)RGFW_strtok(data, "\r\n"))) { + char path[RGFW_MAX_PATH]; + + data = NULL; + + if (line[0] == '#') + continue; + + char* l; + for (l = line; 1; l++) { + if ((l - line) > 7) + break; + else if (*l != prefix[(l - line)]) + break; + else if (*l == '\0' && prefix[(l - line)] == '\0') { + line += 7; + while (*line != '/') + line++; + break; + } else if (*l == '\0') + break; + } + + win->event.droppedFilesCount++; + + size_t index = 0; + while (*line) { + if (line[0] == '%' && line[1] && line[2]) { + const char digits[3] = { line[1], line[2], '\0' }; + path[index] = (char) RGFW_STRTOL(digits, NULL, 16); + line += 2; + } else + path[index] = *line; + + index++; + line++; + } + path[index] = '\0'; + RGFW_MEMCPY(win->event.droppedFiles[win->event.droppedFilesCount - 1], path, index + 1); + } + + if (data) + XFree(data); + + if (version >= 2) { + XEvent reply = { ClientMessage }; + reply.xclient.format = 32; + reply.xclient.message_type = XdndFinished; + reply.xclient.data.l[1] = result; + reply.xclient.data.l[2] = XdndActionCopy; + + XSendEvent(win->src.display, source, False, NoEventMask, &reply); + XFlush(win->src.display); + } + + RGFW_dndCallback(win, win->event.droppedFiles, win->event.droppedFilesCount); + break; + } + case FocusIn: + win->event.inFocus = 1; + win->event.type = RGFW_focusIn; + RGFW_focusCallback(win, 1); + break; + case FocusOut: + win->event.inFocus = 0; + win->event.type = RGFW_focusOut; + RGFW_focusCallback(win, 0); + break; + case EnterNotify: { + win->event.type = RGFW_mouseEnter; + win->event.point.x = E.xcrossing.x; + win->event.point.y = E.xcrossing.y; + RGFW_mouseNotifyCallBack(win, win->event.point, 1); + break; + } + + case LeaveNotify: { + win->event.type = RGFW_mouseLeave; + RGFW_mouseNotifyCallBack(win, win->event.point, 0); + break; + } + + case ConfigureNotify: { + /* detect resize */ + if (E.xconfigure.width != win->r.w || E.xconfigure.height != win->r.h) { + win->event.type = RGFW_windowResized; + win->r = RGFW_RECT(win->r.x, win->r.y, E.xconfigure.width, E.xconfigure.height); + RGFW_windowResizeCallback(win, win->r); + break; + } + + /* detect move */ + if (E.xconfigure.x != win->r.x || E.xconfigure.y != win->r.y) { + win->event.type = RGFW_windowMoved; + win->r = RGFW_RECT(E.xconfigure.x, E.xconfigure.y, win->r.w, win->r.h); + RGFW_windowMoveCallback(win, win->r); + break; + } + + break; + } + default: + XFlush(win->src.display); + return RGFW_window_checkEvent(win); + } + + XFlush(win->src.display); + if (win->event.type) return &win->event; + else return NULL; +#endif +#ifdef RGFW_WAYLAND + wayland: + if (win->_flags & RGFW_windowHide) + return NULL; + + if (win->src.eventIndex == 0) { + if (wl_display_roundtrip(win->src.wl_display) == -1) { + return NULL; + } + } + + if (win->src.eventLen == 0) { + return NULL; + } + + RGFW_event ev = RGFW_eventPipe_pop(win); + + if (ev.type == 0 || win->event.type == RGFW_quit) { + return NULL; + } + + ev.frameTime = win->event.frameTime; + ev.frameTime2 = win->event.frameTime2; + ev.inFocus = win->event.inFocus; + win->event = ev; + if (win->event.type) return &win->event; + else return NULL; +#endif +} + +void RGFW_window_move(RGFW_window* win, RGFW_point v) { + RGFW_ASSERT(win != NULL); + win->r.x = v.x; + win->r.y = v.y; + RGFW_GOTO_WAYLAND(0); +#ifdef RGFW_X11 + XMoveWindow(win->src.display, win->src.window, v.x, v.y); +#endif +#ifdef RGFW_WAYLAND + wayland: + RGFW_ASSERT(win != NULL); + + if (win->src.compositor) { + struct wl_pointer *pointer = wl_seat_get_pointer(win->src.seat); + if (!pointer) { + return; + } + + wl_display_flush(win->src.wl_display); + } +#endif +} + + +void RGFW_window_resize(RGFW_window* win, RGFW_area a) { + RGFW_ASSERT(win != NULL); + win->r.w = a.w; + win->r.h = a.h; + RGFW_GOTO_WAYLAND(0); +#ifdef RGFW_X11 + XResizeWindow(win->src.display, win->src.window, a.w, a.h); + + if (!(win->_flags & RGFW_windowNoResize)) + return; + + XSizeHints sh; + sh.flags = (1L << 4) | (1L << 5); + sh.min_width = sh.max_width = a.w; + sh.min_height = sh.max_height = a.h; + + XSetWMSizeHints(win->src.display, (Drawable) win->src.window, &sh, XA_WM_NORMAL_HINTS); +#endif +#ifdef RGFW_WAYLAND + wayland: + if (win->src.compositor) { + xdg_surface_set_window_geometry(win->src.xdg_surface, 0, 0, win->r.w, win->r.h); + #ifdef RGFW_OPENGL + wl_egl_window_resize(win->src.eglWindow, a.w, a.h, 0, 0); + #endif + } +#endif +} + +void RGFW_window_setMinSize(RGFW_window* win, RGFW_area a) { + RGFW_ASSERT(win != NULL); + + if (a.w == 0 && a.h == 0) + return; + + XSizeHints hints; + long flags; + + XGetWMNormalHints(win->src.display, win->src.window, &hints, &flags); + + hints.flags |= PMinSize; + + hints.min_width = a.w; + hints.min_height = a.h; + + XSetWMNormalHints(win->src.display, win->src.window, &hints); +} + +void RGFW_window_setMaxSize(RGFW_window* win, RGFW_area a) { + RGFW_ASSERT(win != NULL); + + if (a.w == 0 && a.h == 0) + return; + + XSizeHints hints; + long flags; + + XGetWMNormalHints(win->src.display, win->src.window, &hints, &flags); + + hints.flags |= PMaxSize; + + hints.max_width = a.w; + hints.max_height = a.h; + + XSetWMNormalHints(win->src.display, win->src.window, &hints); +} + + +void RGFW_window_minimize(RGFW_window* win) { + RGFW_ASSERT(win != NULL); + + XIconifyWindow(win->src.display, win->src.window, DefaultScreen(win->src.display)); + XFlush(win->src.display); +} + +void RGFW_window_restore(RGFW_window* win) { + RGFW_ASSERT(win != NULL); + + XMapWindow(win->src.display, win->src.window); + XFlush(win->src.display); +} + +void RGFW_window_setName(RGFW_window* win, const char* name) { + RGFW_ASSERT(win); + RGFW_GOTO_WAYLAND(0); + #ifdef RGFW_X11 + XStoreName(win->src.display, win->src.window, name); + + RGFW_LOAD_ATOM(_NET_WM_NAME); + XChangeProperty( + win->src.display, win->src.window, _NET_WM_NAME, RGFW_XUTF8_STRING, + 8, PropModeReplace, (u8*)name, 256 + ); + #endif + #ifdef RGFW_WAYLAND + wayland: + if (win->src.compositor) + xdg_toplevel_set_title(win->src.xdg_toplevel, name); + #endif +} + +void* RGFW_libxshape = NULL; + +#ifndef RGFW_NO_PASSTHROUGH + +void RGFW_window_setMousePassthrough(RGFW_window* win, b8 passthrough) { + RGFW_ASSERT(win != NULL); + + #if defined(__CYGWIN__) + RGFW_LOAD_LIBRARY(RGFW_libxshape, "libXext-6.so"); + #elif defined(__OpenBSD__) || defined(__NetBSD__) + RGFW_LOAD_LIBRARY(RGFW_libxshape, "libXext.so"); + #else + RGFW_LOAD_LIBRARY(RGFW_libxshape, "libXext.so.6"); + #endif + + typedef void (* PFN_XShapeCombineMask)(Display*,Window,int,int,int,Pixmap,int); + static PFN_XShapeCombineMask XShapeCombineMaskSRC; + + typedef void (* PFN_XShapeCombineRegion)(Display*,Window,int,int,int,Region,int); + static PFN_XShapeCombineRegion XShapeCombineRegionSRC; + + RGFW_PROC_DEF(RGFW_libxshape, XShapeCombineRegion); + RGFW_PROC_DEF(RGFW_libxshape, XShapeCombineMask); + + if (passthrough) { + Region region = XCreateRegion(); + XShapeCombineRegionSRC(win->src.display, win->src.window, ShapeInput, 0, 0, region, ShapeSet); + XDestroyRegion(region); + + return; + } + + XShapeCombineMaskSRC(win->src.display, win->src.window, ShapeInput, 0, 0, None, ShapeSet); +} + +#endif /* RGFW_NO_PASSTHROUGH */ + +b32 RGFW_window_setIcon(RGFW_window* win, u8* icon, RGFW_area a, i32 channels) { + RGFW_ASSERT(win != NULL); RGFW_ASSERT(icon != NULL); + RGFW_ASSERT(channels == 3 || channels == 4); + RGFW_GOTO_WAYLAND(0); +#ifdef RGFW_X11 + i32 count = 2 + (a.w * a.h); + + unsigned long* data = (unsigned long*) RGFW_alloc(count * sizeof(unsigned long)); + data[0] = (unsigned long)a.w; + data[1] = (unsigned long)a.h; + + unsigned long* target = &data[2]; + + u32 x, y; + + for (x = 0; x < a.w; x++) { + for (y = 0; y < a.h; y++) { + size_t i = y * a.w + x; + u32 alpha = (channels == 4) ? icon[i * 4 + 3] : 0xFF; + + target[i] = (unsigned long)((icon[i * 4 + 0]) << 16) | + (unsigned long)((icon[i * 4 + 1]) << 8) | + (unsigned long)((icon[i * 4 + 2]) << 0) | + (unsigned long)(alpha << 24); + } + } + + RGFW_LOAD_ATOM(_NET_WM_ICON); + + b32 res = (b32)XChangeProperty( + win->src.display, win->src.window, _NET_WM_ICON, XA_CARDINAL, 32, + PropModeReplace, (u8*)data, count + ); + + RGFW_free(data); + + XFlush(win->src.display); + return res; +#endif +#ifdef RGFW_WAYLAND + wayland: + return 0; +#endif +} + +RGFW_mouse* RGFW_loadMouse(u8* icon, RGFW_area a, i32 channels) { + RGFW_ASSERT(icon); + RGFW_ASSERT(channels == 3 || channels == 4); + RGFW_GOTO_WAYLAND(0); + +#ifdef RGFW_X11 +#ifndef RGFW_NO_X11_CURSOR + XcursorImage* native = XcursorImageCreate(a.w, a.h); + native->xhot = 0; + native->yhot = 0; + + XcursorPixel* target = native->pixels; + for (size_t x = 0; x < a.w; x++) { + for (size_t y = 0; y < a.h; y++) { + size_t i = y * a.w + x; + u32 alpha = (channels == 4) ? icon[i * 4 + 3] : 0xFF; + + target[i] = (u32)((icon[i * 4 + 0]) << 16) + | (u32)((icon[i * 4 + 1]) << 8) + | (u32)((icon[i * 4 + 2]) << 0) + | (u32)(alpha << 24); + } + } + + Cursor cursor = XcursorImageLoadCursor(RGFW_root->src.display, native); + XcursorImageDestroy(native); + + return (void*)cursor; +#else + RGFW_UNUSED(image); RGFW_UNUSED(a.w); RGFW_UNUSED(channels); + return NULL; +#endif +#endif +#ifdef RGFW_WAYLAND + wayland: + RGFW_UNUSED(icon); RGFW_UNUSED(a); RGFW_UNUSED(channels); + return NULL; // TODO +#endif +} + +void RGFW_window_setMouse(RGFW_window* win, RGFW_mouse* mouse) { +RGFW_GOTO_WAYLAND(0); +#ifdef RGFW_X11 + RGFW_ASSERT(win && mouse); + XDefineCursor(win->src.display, win->src.window, (Cursor)mouse); +#endif +#ifdef RGFW_WAYLAND + wayland: +#endif +} + +void RGFW_freeMouse(RGFW_mouse* mouse) { +RGFW_GOTO_WAYLAND(0); +#ifdef RGFW_X11 + RGFW_ASSERT(mouse); + XFreeCursor(RGFW_root->src.display, (Cursor)mouse); +#endif +#ifdef RGFW_WAYLAND + wayland: +#endif +} + +void RGFW_window_moveMouse(RGFW_window* win, RGFW_point p) { +RGFW_GOTO_WAYLAND(1); +#ifdef RGFW_X11 + RGFW_ASSERT(win != NULL); + + XEvent event; + XQueryPointer(win->src.display, DefaultRootWindow(win->src.display), + &event.xbutton.root, &event.xbutton.window, + &event.xbutton.x_root, &event.xbutton.y_root, + &event.xbutton.x, &event.xbutton.y, + &event.xbutton.state); + + win->_lastMousePoint = RGFW_POINT(p.x - win->r.x, p.y - win->r.y); + if (event.xbutton.x == p.x && event.xbutton.y == p.y) + return; + + XWarpPointer(win->src.display, None, win->src.window, 0, 0, 0, 0, (int) p.x - win->r.x, (int) p.y - win->r.y); +#endif +#ifdef RGFW_WAYLAND + wayland: +#endif +} + +b32 RGFW_window_setMouseDefault(RGFW_window* win) { + return RGFW_window_setMouseStandard(win, RGFW_mouseArrow); +} + +b32 RGFW_window_setMouseStandard(RGFW_window* win, u8 mouse) { + RGFW_ASSERT(win != NULL); + RGFW_GOTO_WAYLAND(0); +#ifdef RGFW_X11 + if (mouse > (sizeof(RGFW_mouseIconSrc) / sizeof(u8))) + return 0; + + mouse = RGFW_mouseIconSrc[mouse]; + + Cursor cursor = XCreateFontCursor(win->src.display, mouse); + XDefineCursor(win->src.display, win->src.window, (Cursor) cursor); + + XFreeCursor(win->src.display, (Cursor) cursor); + return 1; +#endif +#ifdef RGFW_WAYLAND + wayland: + static const char* iconStrings[] = { "left_ptr", "left_ptr", "text", "cross", "pointer", "e-resize", "n-resize", "nw-resize", "ne-resize", "all-resize", "not-allowed" }; + + struct wl_cursor* wlcursor = wl_cursor_theme_get_cursor(RGFW_wl_cursor_theme, iconStrings[mouse]); + RGFW_cursor_image = wlcursor->images[0]; + struct wl_buffer* cursor_buffer = wl_cursor_image_get_buffer(RGFW_cursor_image); + + wl_surface_attach(RGFW_cursor_surface, cursor_buffer, 0, 0); + wl_surface_commit(RGFW_cursor_surface); + return 1; +#endif +} + +void RGFW_window_hide(RGFW_window* win) { + RGFW_GOTO_WAYLAND(0); +#ifdef RGFW_X11 + XMapWindow(win->src.display, win->src.window); +#endif +#ifdef RGFW_WAYLAND + wayland: + wl_surface_attach(win->src.surface, NULL, 0, 0); + wl_surface_commit(win->src.surface); + win->_flags |= RGFW_windowHide; +#endif +} + +void RGFW_window_show(RGFW_window* win) { + if (win->_flags & RGFW_windowHide) + win->_flags ^= RGFW_windowHide; + RGFW_GOTO_WAYLAND(0); +#ifdef RGFW_X11 + XUnmapWindow(win->src.display, win->src.window); +#endif +#ifdef RGFW_WAYLAND + wayland: + //wl_surface_attach(win->src.surface, win->rc., 0, 0); + wl_surface_commit(win->src.surface); +#endif +} + +RGFW_ssize_t RGFW_readClipboardPtr(char* str, size_t strCapacity) { + RGFW_GOTO_WAYLAND(1); + #ifdef RGFW_X11 + XEvent event; + int format; + unsigned long N, sizeN; + char* data; + Atom target; + + RGFW_LOAD_ATOM(XSEL_DATA); + + XConvertSelection(RGFW_root->src.display, RGFW_XCLIPBOARD, RGFW_XUTF8_STRING, XSEL_DATA, RGFW_root->src.window, CurrentTime); + XSync(RGFW_root->src.display, 0); + XNextEvent(RGFW_root->src.display, &event); + + if (event.type != SelectionNotify || event.xselection.selection != RGFW_XCLIPBOARD || event.xselection.property == 0) + return -1; + + XGetWindowProperty(event.xselection.display, event.xselection.requestor, + event.xselection.property, 0L, (~0L), 0, AnyPropertyType, &target, + &format, &sizeN, &N, (unsigned char**) &data); + + RGFW_ssize_t size; + if (sizeN > strCapacity && str != NULL) + size = -1; + + if ((target == RGFW_XUTF8_STRING || target == XA_STRING) && str != NULL) { + RGFW_MEMCPY(str, data, sizeN); + str[sizeN] = '\0'; + XFree(data); + } else if (str != NULL) size = -1; + + XDeleteProperty(event.xselection.display, event.xselection.requestor, event.xselection.property); + size = sizeN; + return size; + #endif + #if defined(RGFW_WAYLAND) + wayland: return 0; + #endif +} + +void RGFW_writeClipboard(const char* text, u32 textLen) { + RGFW_GOTO_WAYLAND(1); + #ifdef RGFW_X11 + RGFW_LOAD_ATOM(SAVE_TARGETS); + RGFW_LOAD_ATOM(TARGETS); + RGFW_LOAD_ATOM(MULTIPLE); + RGFW_LOAD_ATOM(ATOM_PAIR); + RGFW_LOAD_ATOM(CLIPBOARD_MANAGER); + + XSetSelectionOwner(RGFW_root->src.display, RGFW_XCLIPBOARD, RGFW_root->src.window, CurrentTime); + + XConvertSelection(RGFW_root->src.display, CLIPBOARD_MANAGER, SAVE_TARGETS, None, RGFW_root->src.window, CurrentTime); + for (;;) { + XEvent event; + + XNextEvent(RGFW_root->src.display, &event); + if (event.type != SelectionRequest) { + break; + } + + const XSelectionRequestEvent* request = &event.xselectionrequest; + + XEvent reply = { SelectionNotify }; + reply.xselection.property = 0; + + if (request->target == TARGETS) { + const Atom targets[] = { TARGETS, + MULTIPLE, + RGFW_XUTF8_STRING, + XA_STRING }; + + XChangeProperty(RGFW_root->src.display, + request->requestor, + request->property, + 4, + 32, + PropModeReplace, + (u8*) targets, + sizeof(targets) / sizeof(targets[0])); + + reply.xselection.property = request->property; + } + + if (request->target == MULTIPLE) { + Atom* targets = NULL; + + Atom actualType = 0; + int actualFormat = 0; + unsigned long count = 0, bytesAfter = 0; + + XGetWindowProperty(RGFW_root->src.display, request->requestor, request->property, 0, LONG_MAX, False, ATOM_PAIR, &actualType, &actualFormat, &count, &bytesAfter, (u8**) &targets); + + unsigned long i; + for (i = 0; i < (u32)count; i += 2) { + if (targets[i] == RGFW_XUTF8_STRING || targets[i] == XA_STRING) { + XChangeProperty(RGFW_root->src.display, + request->requestor, + targets[i + 1], + targets[i], + 8, + PropModeReplace, + (u8*) text, + textLen); + XFlush(RGFW_root->src.display); + } else { + targets[i + 1] = None; + } + } + + XChangeProperty(RGFW_root->src.display, + request->requestor, + request->property, + ATOM_PAIR, + 32, + PropModeReplace, + (u8*) targets, + count); + + XFlush(RGFW_root->src.display); + XFree(targets); + + reply.xselection.property = request->property; + } + + reply.xselection.display = request->display; + reply.xselection.requestor = request->requestor; + reply.xselection.selection = request->selection; + reply.xselection.target = request->target; + reply.xselection.time = request->time; + + XSendEvent(RGFW_root->src.display, request->requestor, False, 0, &reply); + XFlush(RGFW_root->src.display); + } + #endif + #if defined(RGFW_WAYLAND) + wayland: + #endif +} + +u8 RGFW_window_isFullscreen(RGFW_window* win) { + RGFW_ASSERT(win != NULL); + + XWindowAttributes windowAttributes; + XGetWindowAttributes(win->src.display, win->src.window, &windowAttributes); + + /* check if the window is visable */ + if (windowAttributes.map_state != IsViewable) + return 0; + + /* check if the window covers the full screen */ + return (windowAttributes.x == 0 && windowAttributes.y == 0 && + windowAttributes.width == XDisplayWidth(win->src.display, DefaultScreen(win->src.display)) && + windowAttributes.height == XDisplayHeight(win->src.display, DefaultScreen(win->src.display))); +} + +u8 RGFW_window_isHidden(RGFW_window* win) { + RGFW_ASSERT(win != NULL); + + XWindowAttributes windowAttributes; + XGetWindowAttributes(win->src.display, win->src.window, &windowAttributes); + + return (windowAttributes.map_state == IsUnmapped && !RGFW_window_isMinimized(win)); +} + +u8 RGFW_window_isMinimized(RGFW_window* win) { + RGFW_ASSERT(win != NULL); + + RGFW_LOAD_ATOM(WM_STATE); + + Atom actual_type; + i32 actual_format; + unsigned long nitems, bytes_after; + unsigned char* prop_data; + + i16 status = XGetWindowProperty(win->src.display, win->src.window, WM_STATE, 0, 2, False, + AnyPropertyType, &actual_type, &actual_format, + &nitems, &bytes_after, &prop_data); + + if (status == Success && nitems >= 1 && *((int*) prop_data) == IconicState) { + XFree(prop_data); + return 1; + } + + if (prop_data != NULL) + XFree(prop_data); + + return 0; +} + +u8 RGFW_window_isMaximized(RGFW_window* win) { + RGFW_ASSERT(win != NULL); + RGFW_LOAD_ATOM(_NET_WM_STATE); + RGFW_LOAD_ATOM(_NET_WM_STATE_MAXIMIZED_VERT); + RGFW_LOAD_ATOM(_NET_WM_STATE_MAXIMIZED_HORZ); + + Atom actual_type; + i32 actual_format; + unsigned long nitems, bytes_after; + unsigned char* prop_data; + + i16 status = XGetWindowProperty(win->src.display, win->src.window, _NET_WM_STATE, 0, 1024, False, + XA_ATOM, &actual_type, &actual_format, + &nitems, &bytes_after, &prop_data); + + if (status != Success) { + if (prop_data != NULL) + XFree(prop_data); + + return 0; + } + + Atom* atoms = (Atom*) prop_data; + u64 i; + for (i = 0; i < nitems; ++i) { + if (atoms[i] == _NET_WM_STATE_MAXIMIZED_VERT || + atoms[i] == _NET_WM_STATE_MAXIMIZED_HORZ) { + XFree(prop_data); + return 1; + } + } + + return 0; +} + +static float XGetSystemContentDPI(Display* display, i32 screen) { + float dpi = 96.0f; + + #ifndef RGFW_NO_DPI + RGFW_UNUSED(screen); + char* rms = XResourceManagerString(display); + XrmDatabase db = NULL; + + if (rms && db) { + db = XrmGetStringDatabase(rms); + XrmValue value; + char* type = NULL; + + if (XrmGetResource(db, "Xft.dpi", "Xft.Dpi", &type, &value) && type && RGFW_STRNCMP(type, "String", 7) == 0) { + dpi = (float)atof(value.addr); + } + XrmDestroyDatabase(db); + } + #else + dpi = RGFW_ROUND(DisplayWidth(display, screen) / (DisplayWidthMM(display, screen) / 25.4)); + #endif + + return dpi; +} + +RGFW_monitor RGFW_XCreateMonitor(i32 screen) { + RGFW_monitor monitor; + + Display* display = XOpenDisplay(NULL); + + RGFW_area size = RGFW_getScreenSize(); + + monitor.rect = RGFW_RECT(0, 0, size.w, size.h); + monitor.physW = DisplayWidthMM(display, screen) / 25.4; + monitor.physH = DisplayHeightMM(display, screen) / 25.4; + + char* name = XDisplayName((const char*)display); + RGFW_MEMCPY(monitor.name, name, 128); + + float dpi = XGetSystemContentDPI(display, screen); + monitor.pixelRatio = dpi / 96.0f; + + #ifndef RGFW_NO_DPI + XRRScreenResources* sr = XRRGetScreenResourcesCurrent(display, RootWindow(display, screen)); + + XRRCrtcInfo* ci = NULL; + int crtc = screen; + + if (sr->ncrtc > crtc) { + ci = XRRGetCrtcInfo(display, sr, sr->crtcs[crtc]); + } + #endif + + float ppi_width = RGFW_ROUND((float)monitor.rect.w/(float)monitor.physW); + float ppi_height = RGFW_ROUND((float)monitor.rect.h/(float)monitor.physH); + + monitor.scaleX = (float) (ppi_width) / dpi; + monitor.scaleY = (float) (ppi_height) / dpi; + + #ifndef RGFW_NO_DPI + XRROutputInfo* info = XRRGetOutputInfo (display, sr, sr->outputs[screen]); + + if (info == NULL || ci == NULL) { + XRRFreeScreenResources(sr); + XCloseDisplay(display); + + #ifdef RGFW_DEBUG + printf("RGFW INFO: monitor found: scale (%s):\n rect: {%i, %i, %i, %i}\n physical size:%f %f\n scale: %f %f\n pixelRatio: %f\n", monitor.name, monitor.rect.x, monitor.rect.y, monitor.rect.w, monitor.rect.h, monitor.physW, monitor.physH, monitor.scaleX, monitor.scaleY, monitor.pixelRatio); + #endif + return monitor; + } + + + float physW = info->mm_width / 25.4; + float physH = info->mm_height / 25.4; + + RGFW_MEMCPY(monitor.name, info->name, 128); + + if (physW && physH) { + monitor.physW = physW; + monitor.physH = physH; + } + + monitor.rect.x = ci->x; + monitor.rect.y = ci->y; + + float w = ci->width; + float h = ci->height; + + if (w && h) { + monitor.rect.w = w; + monitor.rect.h = h; + } + #endif + + if (monitor.physW == 0 || monitor.physH == 0) { + monitor.scaleX = 0; + monitor.scaleY = 0; + } else { + float ppi_width = RGFW_ROUND((float)monitor.rect.w/(float)monitor.physW); + float ppi_height = RGFW_ROUND((float)monitor.rect.h/(float)monitor.physH); + + monitor.scaleX = (float) (ppi_width) / (float) dpi; + monitor.scaleY = (float) (ppi_height) / (float) dpi; + + if ((monitor.scaleX > 1 && monitor.scaleX < 1.1)) + monitor.scaleX = 1; + + if ((monitor.scaleY > 1 && monitor.scaleY < 1.1)) + monitor.scaleY = 1; + } + + #ifndef RGFW_NO_DPI + XRRFreeCrtcInfo(ci); + XRRFreeScreenResources(sr); + #endif + + XCloseDisplay(display); + + #ifdef RGFW_DEBUG + printf("RGFW INFO: monitor found: scale (%s):\n rect: {%i, %i, %i, %i}\n physical size:%f %f\n scale: %f %f\n pixelRatio: %f\n", monitor.name, monitor.rect.x, monitor.rect.y, monitor.rect.w, monitor.rect.h, monitor.physW, monitor.physH, monitor.scaleX, monitor.scaleY, monitor.pixelRatio); + #endif + + return monitor; +} + +RGFW_monitor RGFW_monitors[6]; +RGFW_monitor* RGFW_getMonitors(void) { + RGFW_GOTO_WAYLAND(1); + #ifdef RGFW_X11 + size_t i; + for (i = 0; i < (size_t)ScreenCount(RGFW_root->src.display) && i < 6; i++) + RGFW_monitors[i] = RGFW_XCreateMonitor(i); + + return RGFW_monitors; + #endif + #ifdef RGFW_WAYLAND + wayland: return RGFW_monitors; // TODO WAYLAND + #endif +} + +RGFW_monitor RGFW_getPrimaryMonitor(void) { + RGFW_GOTO_WAYLAND(1); + #ifdef RGFW_X11 + RGFW_ASSERT(RGFW_root != NULL); + return RGFW_XCreateMonitor(DefaultScreen(RGFW_root->src.display)); + #endif + #ifdef RGFW_WAYLAND + wayland: return (RGFW_monitor){ }; // TODO WAYLAND + #endif +} + +RGFW_monitor RGFW_window_getMonitor(RGFW_window* win) { + RGFW_ASSERT(win != NULL); + RGFW_GOTO_WAYLAND(1); +#ifdef RGFW_X11 + XWindowAttributes attrs; + if (!XGetWindowAttributes(win->src.display, win->src.window, &attrs)) { + return (RGFW_monitor){}; + } + + #ifndef RGFW_NO_DPI + XRRScreenResources* screenRes = XRRGetScreenResources(win->src.display, DefaultRootWindow(win->src.display)); + if (screenRes == NULL) { + return (RGFW_monitor){}; + } + + for (int i = 0; i < screenRes->ncrtc; i++) { + XRRCrtcInfo* crtcInfo = XRRGetCrtcInfo(win->src.display, screenRes, screenRes->crtcs[i]); + if (!crtcInfo) continue; + + int monitorX = crtcInfo->x; + int monitorY = crtcInfo->y; + int monitorWidth = crtcInfo->width; + int monitorHeight = crtcInfo->height; + + if (attrs.x >= monitorX && + attrs.x < monitorX + monitorWidth && + attrs.y >= monitorY && + attrs.y < monitorY + monitorHeight) { + XRRFreeCrtcInfo(crtcInfo); + XRRFreeScreenResources(screenRes); + return RGFW_XCreateMonitor(i); + } + + XRRFreeCrtcInfo(crtcInfo); + } + + XRRFreeScreenResources(screenRes); + #else + size_t i; + for (i = 0; i < (size_t)ScreenCount(RGFW_root->src.display) && i < 6; i++) { + Screen* screen = ScreenOfDisplay(RGFW_root->src.display, i); + if (attrs.x >= 0 && attrs.x < 0 + XWidthOfScreen(screen) && + attrs.y >= 0 && attrs.y < 0 + XHeightOfScreen(screen)) + return RGFW_XCreateMonitor(i); + } + #endif +#endif +wayland: + return (RGFW_monitor){}; + +} + +#if defined(RGFW_OPENGL) && !defined(RGFW_EGL) + +void RGFW_window_makeCurrent_OpenGL(RGFW_window* win) { + if (win == NULL) + glXMakeCurrent(NULL, (Drawable)NULL, (GLXContext) NULL); + else + glXMakeCurrent(win->src.display, (Drawable) win->src.window, (GLXContext) win->src.ctx); +} +#endif + + +void RGFW_window_swapBuffers(RGFW_window* win) { + RGFW_ASSERT(win != NULL); + RGFW_GOTO_WAYLAND(0); +#ifdef RGFW_X11 + /* clear the window*/ + if (!(win->_flags & RGFW_NO_CPU_RENDER)) { + #if defined(RGFW_OSMESA) || defined(RGFW_BUFFER) + RGFW_area area = RGFW_bufferSize; + win->src.bitmap->data = (char*) win->buffer; + #if !defined(RGFW_X11_DONT_CONVERT_BGR) && !defined(RGFW_OSMESA) + u32 x, y; + for (y = 0; y < (u32)win->r.h; y++) { + for (x = 0; x < (u32)win->r.w; x++) { + u32 index = (y * 4 * area.w) + x * 4; + + u8 red = win->src.bitmap->data[index]; + win->src.bitmap->data[index] = win->buffer[index + 2]; + win->src.bitmap->data[index + 2] = red; + + } + } + #endif + XPutImage(win->src.display, win->src.window, win->src.gc, win->src.bitmap, 0, 0, 0, 0, RGFW_bufferSize.w, RGFW_bufferSize.h); + win->src.bitmap->data = NULL; + #endif + } + + if (!(win->_flags & RGFW_NO_GPU_RENDER)) { + #ifdef RGFW_EGL + eglSwapBuffers(win->src.EGL_display, win->src.EGL_surface); + #elif defined(RGFW_OPENGL) + glXSwapBuffers(win->src.display, win->src.window); + #endif + } + return; +#endif +#ifdef RGFW_WAYLAND + wayland: + #if defined(RGFW_BUFFER) || defined(RGFW_OSMESA) + #if !defined(RGFW_X11_DONT_CONVERT_BGR) && !defined(RGFW_OSMESA) + for (u32 y = 0; y < (u32)win->r.h; y++) { + for (u32 x = 0; x < (u32)win->r.w; x++) { + u32 index = (y * 4 * win->r.w) + x * 4; + u32 index2 = (y * 4 * RGFW_bufferSize.w) + x * 4; + + u8 red = win->buffer[index2]; + win->src.buffer[index] = win->buffer[index2 + 2]; + win->src.buffer[index + 1] = win->buffer[index2 + 1]; + win->src.buffer[index + 2] = red; + } + } + #else + for (size_t y = 0; y < win->r.h; y++) { + u32 index = (y * 4 * win->r.w); + u32 index2 = (y * 4 * RGFW_bufferSize.w); + RGFW_MEMCPY(&win->src.buffer[index], &win->buffer[index2], win->r.w * 4); + } + #endif + + wl_surface_frame_done(win, NULL, 0); + if (!(win->_flags & RGFW_NO_GPU_RENDER)) + #endif + { + #ifdef RGFW_OPENGL + eglSwapBuffers(win->src.EGL_display, win->src.EGL_surface); + #endif + } + + wl_surface_commit(win->src.surface); +#endif +} + +#if !defined(RGFW_EGL) + +void RGFW_window_swapInterval(RGFW_window* win, i32 swapInterval) { + RGFW_ASSERT(win != NULL); + + #if defined(RGFW_OPENGL) + ((PFNGLXSWAPINTERVALEXTPROC) glXGetProcAddress((GLubyte*) "glXSwapIntervalEXT"))(win->src.display, win->src.window, swapInterval); + #else + RGFW_UNUSED(swapInterval); + #endif +} +#endif + + +void RGFW_window_close(RGFW_window* win) { + RGFW_ASSERT(win != NULL); + RGFW_GOTO_WAYLAND(0); + #ifdef RGFW_X11 + /* ungrab pointer if it was grabbed */ + if (win->_flags & RGFW_HOLD_MOUSE) + XUngrabPointer(win->src.display, CurrentTime); + + #ifdef RGFW_EGL + RGFW_closeEGL(win); + #endif + + if (RGFW_hiddenMouse != NULL && (RGFW_windowsOpen - 1) <= 0) { + RGFW_freeMouse(RGFW_hiddenMouse); + RGFW_hiddenMouse = 0; + } + + #if defined(RGFW_OSMESA) || defined(RGFW_BUFFER) + if (win->buffer != NULL) { + if ((win->_flags & RGFW_BUFFER_ALLOC)) + win->_mem.free(win->_mem.userdata, win->buffer); + XDestroyImage((XImage*) win->src.bitmap); + XFreeGC(win->src.display, win->src.gc); + } + #endif + + if (win->src.display) { + #if defined(RGFW_OPENGL) && !defined(RGFW_EGL) + glXDestroyContext(win->src.display, win->src.ctx); + #endif + + if (win == RGFW_root) + RGFW_root = NULL; + + if ((Drawable) win->src.window) + XDestroyWindow(win->src.display, (Drawable) win->src.window); /*!< close the window*/ + + XCloseDisplay(win->src.display); /*!< kill the display*/ + } + + #ifdef RGFW_ALLOC_DROPFILES + { + u32 i; + for (i = 0; i < RGFW_MAX_DROPS; i++) + win->_mem.free(win->_mem.userdata, win->event.droppedFiles[i]); + + + win->_mem.free(win->_mem.userdata, win->event.droppedFiles); + } + #endif + + /* set cleared display / window to NULL for error checking */ + win->src.display = 0; + win->src.window = 0; + + RGFW_windowsOpen--; + + #define RGFW_FREE_LIBRARY(x) if (x != NULL) dlclose(x); x = NULL; + if (RGFW_windowsOpen <= 0) { + #if !defined(RGFW_NO_X11_CURSOR_PRELOAD) && !defined(RGFW_NO_X11_CURSOR) + RGFW_FREE_LIBRARY(X11Cursorhandle); + #endif + #if !defined(RGFW_NO_X11_XI_PRELOAD) + RGFW_FREE_LIBRARY(X11Xihandle); + #endif + + #ifdef RGFW_USE_XDL + XDL_close(); + #endif + + #ifndef RGFW_NO_PASSTHROUGH + RGFW_FREE_LIBRARY(RGFW_libxshape); + #endif + + #ifndef RGFW_NO_LINUX + if (RGFW_eventWait_forceStop[0] || RGFW_eventWait_forceStop[1]){ + close(RGFW_eventWait_forceStop[0]); + close(RGFW_eventWait_forceStop[1]); + } + + u8 i; + for (i = 0; i < RGFW_gamepadCount; i++) { + if(RGFW_gamepads[i]) + close(RGFW_gamepads[i]); + } + #endif + } + RGFW_clipboard_switch(NULL); + if ((win->_flags & RGFW_WINDOW_ALLOC)) + win->_mem.free(win->_mem.userdata, win); + return; + #endif + + #ifdef RGFW_WAYLAND + wayland: + + #ifdef RGFW_X11 + XDestroyWindow(win->src.display, (Drawable) win->src.window); + XCloseDisplay(win->src.display); /*!< kill the display*/ + #endif + + #ifdef RGFW_EGL + RGFW_closeEGL(win); + #endif + + if (RGFW_root == win) { + RGFW_root = NULL; + } + + xdg_toplevel_destroy(win->src.xdg_toplevel); + xdg_surface_destroy(win->src.xdg_surface); + wl_surface_destroy(win->src.surface); + + #if defined(RGFW_OSMESA) || defined(RGFW_BUFFER) + wl_buffer_destroy(win->src.wl_buffer); + if ((win->_flags & RGFW_BUFFER_ALLOC)) + win->_mem.free(win->_mem.userdata, win->buffer); + + munmap(win->src.buffer, win->r.w * win->r.h * 4); + #endif + + wl_display_disconnect(win->src.wl_display); + RGFW_clipboard_switch(NULL); + if ((win->_flags & RGFW_WINDOW_ALLOC)) + win->_mem.free(win->_mem.userdata, win); + #endif +} + + +/* + End of X11 linux / wayland / unix defines +*/ + +#include +#include +#include + +void RGFW_stopCheckEvents(void) { + + RGFW_eventWait_forceStop[2] = 1; + while (1) { + const char byte = 0; + const ssize_t result = write(RGFW_eventWait_forceStop[1], &byte, 1); + if (result == 1 || result == -1) + break; + } +} + +void RGFW_window_eventWait(RGFW_window* win, i32 waitMS) { + if (waitMS == 0) + return; + + u8 i; + if (RGFW_eventWait_forceStop[0] == 0 || RGFW_eventWait_forceStop[1] == 0) { + if (pipe(RGFW_eventWait_forceStop) != -1) { + fcntl(RGFW_eventWait_forceStop[0], F_GETFL, 0); + fcntl(RGFW_eventWait_forceStop[0], F_GETFD, 0); + fcntl(RGFW_eventWait_forceStop[1], F_GETFL, 0); + fcntl(RGFW_eventWait_forceStop[1], F_GETFD, 0); + } + } + + struct pollfd fds[] = { + #ifdef RGFW_WAYLAND + { wl_display_get_fd(win->src.wl_display), POLLIN, 0 }, + #else + { ConnectionNumber(win->src.display), POLLIN, 0 }, + #endif + { RGFW_eventWait_forceStop[0], POLLIN, 0 }, + #if defined(__linux__) + { -1, POLLIN, 0 }, {-1, POLLIN, 0 }, {-1, POLLIN, 0 }, {-1, POLLIN, 0} + #endif + }; + + u8 index = 2; + + #if defined(__linux__) + for (i = 0; i < RGFW_gamepadCount; i++) { + if (RGFW_gamepads[i] == 0) + continue; + + fds[index].fd = RGFW_gamepads[i]; + index++; + } + #endif + + + u64 start = RGFW_getTimeNS(); + + + #ifdef RGFW_WAYLAND + while (wl_display_dispatch(win->src.wl_display) <= 0 && waitMS >= -1) { + #else + while (XPending(win->src.display) == 0 && waitMS >= -1) { + #endif + if (poll(fds, index, waitMS) <= 0) + break; + + if (waitMS > 0) { + waitMS -= (RGFW_getTimeNS() - start) / 1e+6; + } + } + + /* drain any data in the stop request */ + if (RGFW_eventWait_forceStop[2]) { + char data[64]; + (void)!read(RGFW_eventWait_forceStop[0], data, sizeof(data)); + + RGFW_eventWait_forceStop[2] = 0; + } +} + +u64 RGFW_getTimeNS(void) { + struct timespec ts = { 0, 0 }; + #ifndef RGFW_NO_UNIX_CLOCK + clock_gettime(1, &ts); + #endif + unsigned long long int nanoSeconds = (unsigned long long int)ts.tv_sec*1000000000LLU + (unsigned long long int)ts.tv_nsec; + + return nanoSeconds; +} + +u64 RGFW_getTime(void) { + struct timespec ts = { 0, 0 }; + #ifndef RGFW_NO_UNIX_CLOCK + clock_gettime(1, &ts); + #endif + unsigned long long int nanoSeconds = (unsigned long long int)ts.tv_sec*1000000000LLU + (unsigned long long int)ts.tv_nsec; + + return (double)(nanoSeconds) * 1e-9; +} +#endif /* end of wayland or X11 defines*/ + + +/* + + Start of Windows defines + + +*/ + +#ifdef RGFW_WINDOWS +#define WIN32_LEAN_AND_MEAN +#define OEMRESOURCE +#include + +#include +#include +#include +#include +#include +#include +#include + +__declspec(dllimport) int __stdcall WideCharToMultiByte( UINT CodePage, DWORD dwFlags, const WCHAR* lpWideCharStr, int cchWideChar, LPSTR lpMultiByteStr, int cbMultiByte, LPCCH lpDefaultChar, LPBOOL lpUsedDefaultChar); + +#ifndef RGFW_NO_XINPUT + typedef DWORD (WINAPI * PFN_XInputGetState)(DWORD,XINPUT_STATE*); + PFN_XInputGetState XInputGetStateSRC = NULL; + #define XInputGetState XInputGetStateSRC + + typedef DWORD (WINAPI * PFN_XInputGetKeystroke)(DWORD, DWORD, PXINPUT_KEYSTROKE); + PFN_XInputGetKeystroke XInputGetKeystrokeSRC = NULL; + #define XInputGetKeystroke XInputGetKeystrokeSRC + + static HMODULE RGFW_XInput_dll = NULL; +#endif + +u32 RGFW_mouseIconSrc[] = {OCR_NORMAL, OCR_NORMAL, OCR_IBEAM, OCR_CROSS, OCR_HAND, OCR_SIZEWE, OCR_SIZENS, OCR_SIZENWSE, OCR_SIZENESW, OCR_SIZEALL, OCR_NO}; + +char* RGFW_createUTF8FromWideStringWin32(const WCHAR* source); + +#define GL_FRONT 0x0404 +#define GL_BACK 0x0405 +#define GL_LEFT 0x0406 +#define GL_RIGHT 0x0407 + +typedef int (*PFN_wglGetSwapIntervalEXT)(void); +PFN_wglGetSwapIntervalEXT wglGetSwapIntervalEXTSrc = NULL; +#define wglGetSwapIntervalEXT wglGetSwapIntervalEXTSrc + + +void* RGFWgamepadApi = NULL; + +/* these two wgl functions need to be preloaded */ +typedef HGLRC (WINAPI *PFNWGLCREATECONTEXTATTRIBSARBPROC)(HDC hdc, HGLRC hglrc, const int *attribList); +PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB = NULL; + +#ifndef RGFW_EGL + static HMODULE RGFW_wgl_dll = NULL; +#endif + +#ifndef RGFW_NO_LOAD_WGL + typedef HGLRC(WINAPI* PFN_wglCreateContext)(HDC); + typedef BOOL(WINAPI* PFN_wglDeleteContext)(HGLRC); + typedef PROC(WINAPI* PFN_wglGetProcAddress)(LPCSTR); + typedef BOOL(WINAPI* PFN_wglMakeCurrent)(HDC, HGLRC); + typedef HDC(WINAPI* PFN_wglGetCurrentDC)(void); + typedef HGLRC(WINAPI* PFN_wglGetCurrentContext)(void); + typedef BOOL(WINAPI* PFN_wglShareLists)(HGLRC, HGLRC); + + PFN_wglCreateContext wglCreateContextSRC; + PFN_wglDeleteContext wglDeleteContextSRC; + PFN_wglGetProcAddress wglGetProcAddressSRC; + PFN_wglMakeCurrent wglMakeCurrentSRC; + PFN_wglGetCurrentDC wglGetCurrentDCSRC; + PFN_wglGetCurrentContext wglGetCurrentContextSRC; + PFN_wglShareLists wglShareListsSRC; + + #define wglCreateContext wglCreateContextSRC + #define wglDeleteContext wglDeleteContextSRC + #define wglGetProcAddress wglGetProcAddressSRC + #define wglMakeCurrent wglMakeCurrentSRC + #define wglGetCurrentDC wglGetCurrentDCSRC + #define wglGetCurrentContext wglGetCurrentContextSRC + #define wglShareLists wglShareListsSRC +#endif + +#ifdef RGFW_OPENGL + void* RGFW_getProcAddress(const char* procname) { + void* proc = (void*) wglGetProcAddress(procname); + if (proc) + return proc; + + return (void*) GetProcAddress(RGFW_wgl_dll, procname); + } + + typedef HRESULT (APIENTRY* PFNWGLCHOOSEPIXELFORMATARBPROC)(HDC hdc, const int* piAttribIList, const FLOAT* pfAttribFList, UINT nMaxFormats, int* piFormats, UINT* nNumFormats); + static PFNWGLCHOOSEPIXELFORMATARBPROC wglChoosePixelFormatARB = NULL; +#endif + +RGFW_window RGFW_eventWindow; + +LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) { + switch (message) { + case WM_MOVE: + RGFW_eventWindow.r.x = LOWORD(lParam); + RGFW_eventWindow.r.y = HIWORD(lParam); + RGFW_eventWindow.src.window = hWnd; + return DefWindowProcA(hWnd, message, wParam, lParam); + case WM_SIZE: + RGFW_eventWindow.r.w = LOWORD(lParam); + RGFW_eventWindow.r.h = HIWORD(lParam); + RGFW_eventWindow.src.window = hWnd; + return DefWindowProcA(hWnd, message, wParam, lParam); // Call DefWindowProc after handling + default: + return DefWindowProcA(hWnd, message, wParam, lParam); + } +} + +#ifndef RGFW_NO_DPI + static HMODULE RGFW_Shcore_dll = NULL; + typedef HRESULT (WINAPI * PFN_GetDpiForMonitor)(HMONITOR,MONITOR_DPI_TYPE,UINT*,UINT*); + PFN_GetDpiForMonitor GetDpiForMonitorSRC = NULL; + #define GetDpiForMonitor GetDpiForMonitorSRC +#endif + +#ifndef RGFW_NO_DWM +static HMODULE RGFW_dwm_dll = NULL; +typedef struct { DWORD dwFlags; int fEnable; HRGN hRgnBlur; int fTransitionOnMaximized;} DWM_BLURBEHIND; +typedef HRESULT (WINAPI * PFN_DwmEnableBlurBehindWindow)(HWND, const DWM_BLURBEHIND*); +PFN_DwmEnableBlurBehindWindow DwmEnableBlurBehindWindowSRC = NULL; +#endif + +#if !defined(RGFW_NO_LOAD_WINMM) && !defined(RGFW_NO_WINMM) + static HMODULE RGFW_winmm_dll = NULL; + typedef u32 (WINAPI * PFN_timeBeginPeriod)(u32); + PFN_timeBeginPeriod timeBeginPeriodSRC = NULL; + #define timeBeginPeriod timeBeginPeriodSRC +#elif !defined(RGFW_NO_WINMM) + __declspec(dllimport) u32 __stdcall timeBeginPeriod(u32 uPeriod); +#endif + +#define RGFW_PROC_DEF(proc, name) if (name##SRC == NULL && proc != NULL) name##SRC = (PFN_##name)(void*)GetProcAddress(proc, #name) + +#ifndef RGFW_NO_XINPUT +void RGFW_loadXInput(void) { + u32 i; + static const char* names[] = {"xinput1_4.dll", "xinput9_1_0.dll", "xinput1_2.dll", "xinput1_1.dll"}; + + for (i = 0; i < sizeof(names) / sizeof(const char*) && (XInputGetStateSRC == NULL || XInputGetStateSRC != NULL); i++) { + RGFW_XInput_dll = LoadLibraryA(names[i]); + RGFW_PROC_DEF(RGFW_XInput_dll, XInputGetState); + RGFW_PROC_DEF(RGFW_XInput_dll, XInputGetKeystroke); + } + + #ifdef RGFW_DEBUG + if (XInputGetStateSRC == NULL) + printf("RGFW ERR: Failed to load XInputGetState\n"); + if (XInputGetKeystrokeSRC == NULL) + printf("RGFW ERR: Failed to load XInputGetKeystroke\n"); + #endif +} +#endif + +RGFWDEF void RGFW_init_buffer(RGFW_window* win); +void RGFW_init_buffer(RGFW_window* win) { +#if defined(RGFW_OSMESA) || defined(RGFW_BUFFER) + if (RGFW_bufferSize.w == 0 && RGFW_bufferSize.h == 0) + RGFW_bufferSize = RGFW_getScreenSize(); + + BITMAPV5HEADER bi = { 0 }; + ZeroMemory(&bi, sizeof(bi)); + bi.bV5Size = sizeof(bi); + bi.bV5Width = RGFW_bufferSize.w; + bi.bV5Height = -((LONG) RGFW_bufferSize.h); + bi.bV5Planes = 1; + bi.bV5BitCount = 32; + bi.bV5Compression = BI_BITFIELDS; + bi.bV5BlueMask = 0x00ff0000; + bi.bV5GreenMask = 0x0000ff00; + bi.bV5RedMask = 0x000000ff; + bi.bV5AlphaMask = 0xff000000; + + win->src.bitmap = CreateDIBSection(win->src.hdc, + (BITMAPINFO*) &bi, + DIB_RGB_COLORS, + (void**) &win->buffer, + NULL, + (DWORD) 0); + + win->src.hdcMem = CreateCompatibleDC(win->src.hdc); + + #if defined(RGFW_OSMESA) + win->src.ctx = OSMesaCreateContext(OSMESA_RGBA, NULL); + OSMesaMakeCurrent(win->src.ctx, win->buffer, GL_UNSIGNED_BYTE, win->r.w, win->r.h); + #endif + #else + RGFW_UNUSED(win); /*!< if buffer rendering is not being used */ + #endif +} + +void RGFW_window_setDND(RGFW_window* win, b8 allow) { + DragAcceptFiles(win->src.window, allow); +} + +void RGFW_releaseCursor(RGFW_window* win) { + RGFW_UNUSED(win); + ClipCursor(NULL); + const RAWINPUTDEVICE id = { 0x01, 0x02, RIDEV_REMOVE, NULL }; + RegisterRawInputDevices(&id, 1, sizeof(id)); +} + +void RGFW_captureCursor(RGFW_window* win, RGFW_rect rect) { + RGFW_UNUSED(win); RGFW_UNUSED(rect); + + RECT clipRect; + GetClientRect(win->src.window, &clipRect); + ClientToScreen(win->src.window, (POINT*) &clipRect.left); + ClientToScreen(win->src.window, (POINT*) &clipRect.right); + ClipCursor(&clipRect); + + const RAWINPUTDEVICE id = { 0x01, 0x02, 0, win->src.window }; + RegisterRawInputDevices(&id, 1, sizeof(id)); +} + +#define RGFW_LOAD_LIBRARY(x, lib) if (x == NULL) x = LoadLibraryA(lib) + +u32 RGFW_windowsOpen = 0; + +RGFW_window* RGFW_createWindowPtr(const char* name, RGFW_rect rect, RGFW_windowFlags flags, RGFW_window* win) { + #ifndef RGFW_NO_XINPUT + if (RGFW_XInput_dll == NULL) + RGFW_loadXInput(); + #endif + + #ifndef RGFW_NO_DPI + RGFW_LOAD_LIBRARY(RGFW_Shcore_dll, "shcore.dll"); + RGFW_PROC_DEF(RGFW_Shcore_dll, GetDpiForMonitor); + #if (_WIN32_WINNT >= 0x0600) + SetProcessDPIAware(); + #endif + #endif + + #if !defined(RGFW_NO_LOAD_WINMM) && !defined(RGFW_NO_WINMM) + RGFW_LOAD_LIBRARY(RGFW_winmm_dll, "winmm.dll"); + RGFW_PROC_DEF(RGFW_winmm_dll, timeBeginPeriod); + #endif + + #ifndef RGFW_NO_DWM + RGFW_LOAD_LIBRARY(RGFW_dwm_dll, "dwmapi.dll"); + RGFW_PROC_DEF(RGFW_dwm_dll, DwmEnableBlurBehindWindow); + #endif + + RGFW_LOAD_LIBRARY(RGFW_wgl_dll, "opengl32.dll"); + #ifndef RGFW_NO_LOAD_WGL + RGFW_PROC_DEF(RGFW_wgl_dll, wglCreateContext); + RGFW_PROC_DEF(RGFW_wgl_dll, wglDeleteContext); + RGFW_PROC_DEF(RGFW_wgl_dll, wglDeleteContext); + RGFW_PROC_DEF(RGFW_wgl_dll, wglGetProcAddress); + RGFW_PROC_DEF(RGFW_wgl_dll, wglMakeCurrent); + RGFW_PROC_DEF(RGFW_wgl_dll, wglGetCurrentDC); + RGFW_PROC_DEF(RGFW_wgl_dll, wglGetCurrentContext); + RGFW_PROC_DEF(RGFW_wgl_dll, wglShareLists); + #endif + + if (name[0] == 0) name = (char*) " "; + + RGFW_eventWindow.r = RGFW_RECT(-1, -1, -1, -1); + RGFW_eventWindow.src.window = NULL; + + RGFW_window_basic_init(win, rect, flags); + + win->src.maxSize = RGFW_AREA(0, 0); + win->src.minSize = RGFW_AREA(0, 0); + + + HINSTANCE inh = GetModuleHandleA(NULL); + + #ifndef __cplusplus + WNDCLASSA Class = { 0 }; /*!< Setup the Window class. */ + #else + WNDCLASSA Class = { }; + #endif + + if (RGFW_className == NULL) + RGFW_className = (char*)name; + + Class.lpszClassName = RGFW_className; + Class.hInstance = inh; + Class.hCursor = LoadCursor(NULL, IDC_ARROW); + Class.lpfnWndProc = WndProc; + + Class.hIcon = (HICON)LoadImageA(GetModuleHandleW(NULL), "RGFW_ICON", IMAGE_ICON, 0, 0, LR_DEFAULTSIZE | LR_SHARED); + if (Class.hIcon == NULL) { + Class.hIcon = (HICON)LoadImageA(NULL, (LPCSTR)IDI_APPLICATION, IMAGE_ICON, 0, 0, LR_DEFAULTSIZE | LR_SHARED); + } + + RegisterClassA(&Class); + + DWORD window_style = WS_CLIPSIBLINGS | WS_CLIPCHILDREN; + + RECT windowRect, clientRect; + + if (!(flags & RGFW_windowNoBorder)) { + window_style |= WS_CAPTION | WS_SYSMENU | WS_BORDER | WS_MINIMIZEBOX; + + if (!(flags & RGFW_windowNoResize)) + window_style |= WS_SIZEBOX | WS_MAXIMIZEBOX | WS_THICKFRAME; + } else + window_style |= WS_POPUP | WS_VISIBLE | WS_SYSMENU | WS_MINIMIZEBOX; + + HWND dummyWin = CreateWindowA(Class.lpszClassName, name, window_style, win->r.x, win->r.y, win->r.w, win->r.h, 0, 0, inh, 0); + GetWindowRect(dummyWin, &windowRect); + GetClientRect(dummyWin, &clientRect); + + win->src.hOffset = (windowRect.bottom - windowRect.top) - (clientRect.bottom - clientRect.top); + win->src.window = CreateWindowA(Class.lpszClassName, name, window_style, win->r.x, win->r.y, win->r.w, win->r.h + win->src.hOffset, 0, 0, inh, 0); + + if (flags & RGFW_windowAllowDND) { + win->_flags |= RGFW_windowAllowDND; + RGFW_window_setDND(win, 1); + } + win->src.hdc = GetDC(win->src.window); + + if ((flags & RGFW_windowNoInitAPI) == 0) { + #ifdef RGFW_DIRECTX + RGFW_ASSERT(FAILED(CreateDXGIFactory(&__uuidof(IDXGIFactory), (void**) &RGFW_dxInfo.pFactory)) == 0); + + if (FAILED(RGFW_dxInfo.pFactory->lpVtbl->EnumAdapters(RGFW_dxInfo.pFactory, 0, &RGFW_dxInfo.pAdapter))) { + #ifdef RGFW_DEBUG + fprintf(stderr, "Failed to enumerate DXGI adapters\n"); + #endif + RGFW_dxInfo.pFactory->lpVtbl->Release(RGFW_dxInfo.pFactory); + return NULL; + } + + D3D_FEATURE_LEVEL featureLevels[] = { D3D_FEATURE_LEVEL_11_0 }; + + if (FAILED(D3D11CreateDevice(RGFW_dxInfo.pAdapter, D3D_DRIVER_TYPE_UNKNOWN, NULL, 0, featureLevels, 1, D3D11_SDK_VERSION, &RGFW_dxInfo.pDevice, NULL, &RGFW_dxInfo.pDeviceContext))) { + #ifdef RGFW_DEBUG + fprintf(stderr, "Failed to create Direct3D device\n"); + #endif + RGFW_dxInfo.pAdapter->lpVtbl->Release(RGFW_dxInfo.pAdapter); + RGFW_dxInfo.pFactory->lpVtbl->Release(RGFW_dxInfo.pFactory); + return NULL; + } + + DXGI_SWAP_CHAIN_DESC swapChainDesc = { 0 }; + swapChainDesc.BufferCount = 1; + swapChainDesc.BufferDesc.Width = win->r.w; + swapChainDesc.BufferDesc.Height = win->r.h; + swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + swapChainDesc.OutputWindow = win->src.window; + swapChainDesc.SampleDesc.Count = 1; + swapChainDesc.SampleDesc.Quality = 0; + swapChainDesc.Windowed = TRUE; + RGFW_dxInfo.pFactory->lpVtbl->CreateSwapChain(RGFW_dxInfo.pFactory, (IUnknown*) RGFW_dxInfo.pDevice, &swapChainDesc, &win->src.swapchain); + + ID3D11Texture2D* pBackBuffer; + win->src.swapchain->lpVtbl->GetBuffer(win->src.swapchain, 0, &__uuidof(ID3D11Texture2D), (LPVOID*) &pBackBuffer); + RGFW_dxInfo.pDevice->lpVtbl->CreateRenderTargetView(RGFW_dxInfo.pDevice, (ID3D11Resource*) pBackBuffer, NULL, &win->src.renderTargetView); + pBackBuffer->lpVtbl->Release(pBackBuffer); + + D3D11_TEXTURE2D_DESC depthStencilDesc = { 0 }; + depthStencilDesc.Width = win->r.w; + depthStencilDesc.Height = win->r.h; + depthStencilDesc.MipLevels = 1; + depthStencilDesc.ArraySize = 1; + depthStencilDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; + depthStencilDesc.SampleDesc.Count = 1; + depthStencilDesc.SampleDesc.Quality = 0; + depthStencilDesc.Usage = D3D11_USAGE_DEFAULT; + depthStencilDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL; + + ID3D11Texture2D* pDepthStencilTexture = NULL; + RGFW_dxInfo.pDevice->lpVtbl->CreateTexture2D(RGFW_dxInfo.pDevice, &depthStencilDesc, NULL, &pDepthStencilTexture); + + D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc = { 0 }; + depthStencilViewDesc.Format = depthStencilDesc.Format; + depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; + depthStencilViewDesc.Texture2D.MipSlice = 0; + + RGFW_dxInfo.pDevice->lpVtbl->CreateDepthStencilView(RGFW_dxInfo.pDevice, (ID3D11Resource*) pDepthStencilTexture, &depthStencilViewDesc, &win->src.pDepthStencilView); + + pDepthStencilTexture->lpVtbl->Release(pDepthStencilTexture); + + RGFW_dxInfo.pDeviceContext->lpVtbl->OMSetRenderTargets(RGFW_dxInfo.pDeviceContext, 1, &win->src.renderTargetView, win->src.pDepthStencilView); + #endif + + #ifdef RGFW_OPENGL + HDC dummy_dc = GetDC(dummyWin); + + u32 pfd_flags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL; + + //if (RGFW_DOUBLE_BUFFER) + pfd_flags |= PFD_DOUBLEBUFFER; + + PIXELFORMATDESCRIPTOR pfd = { + sizeof(PIXELFORMATDESCRIPTOR), // Size of the descriptor + 1, // Version + pfd_flags, // Flags to specify what the pixel format supports (e.g., PFD_SUPPORT_OPENGL) + PFD_TYPE_RGBA, // Pixel type is RGBA + 32, // Color bits (red, green, blue channels) + 0, 0, 0, 0, 0, 0, // No color bits for unused channels + 8, // Alpha bits (important for transparency) + 0, // No accumulation buffer bits needed + 0, 0, 0, 0, // No accumulation bits + 32, // Depth buffer bits + 8, // Stencil buffer bits + 0, // Auxiliary buffer bits (unused) + PFD_MAIN_PLANE, // Use the main plane for rendering + 0, 0, 0, 0, 0 // Reserved fields + }; + + + int pixel_format = ChoosePixelFormat(dummy_dc, &pfd); + SetPixelFormat(dummy_dc, pixel_format, &pfd); + + HGLRC dummy_context = wglCreateContext(dummy_dc); + wglMakeCurrent(dummy_dc, dummy_context); + + if (wglChoosePixelFormatARB == NULL) { + wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC) (void*) wglGetProcAddress("wglCreateContextAttribsARB"); + wglChoosePixelFormatARB = (PFNWGLCHOOSEPIXELFORMATARBPROC) (void*)wglGetProcAddress("wglChoosePixelFormatARB"); + } + + wglMakeCurrent(dummy_dc, 0); + wglDeleteContext(dummy_context); + ReleaseDC(dummyWin, dummy_dc); + + /* try to create the pixel format we want for opengl and then try to create an opengl context for the specified version */ + if (wglCreateContextAttribsARB != NULL) { + PIXELFORMATDESCRIPTOR pfd = {sizeof(pfd), 1, pfd_flags, PFD_TYPE_RGBA, 32, 8, PFD_MAIN_PLANE, 24, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; + + if (flags & RGFW_windowOpenglSoftware) + pfd.dwFlags |= PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED; + + if (wglChoosePixelFormatARB != NULL) { + i32* pixel_format_attribs = (i32*)RGFW_initFormatAttribs(flags & RGFW_windowOpenglSoftware); + + int pixel_format; + UINT num_formats; + wglChoosePixelFormatARB(win->src.hdc, pixel_format_attribs, 0, 1, &pixel_format, &num_formats); + if (!num_formats) { + #ifdef RGFW_DEBUG + printf("Failed to create a pixel format for WGL.\n"); + #endif + } + + DescribePixelFormat(win->src.hdc, pixel_format, sizeof(pfd), &pfd); + if (!SetPixelFormat(win->src.hdc, pixel_format, &pfd)) { + #ifdef RGFW_DEBUG + printf("Failed to set the WGL pixel format.\n"); + #endif + } + } + + /* create opengl/WGL context for the specified version */ + u32 index = 0; + i32 attribs[40]; + + if (RGFW_profile == RGFW_glCore) { + SET_ATTRIB(WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB); + } + else { + SET_ATTRIB(WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB); + } + + if (RGFW_majorVersion || RGFW_minorVersion) { + SET_ATTRIB(WGL_CONTEXT_MAJOR_VERSION_ARB, RGFW_majorVersion); + SET_ATTRIB(WGL_CONTEXT_MINOR_VERSION_ARB, RGFW_minorVersion); + } + + SET_ATTRIB(0, 0); + + win->src.ctx = (HGLRC)wglCreateContextAttribsARB(win->src.hdc, NULL, attribs); + } else { /* fall back to a default context (probably opengl 2 or something) */ + #ifdef RGFW_DEBUG + fprintf(stderr, "Failed to create an accelerated OpenGL Context\n"); + #endif + + int pixel_format = ChoosePixelFormat(win->src.hdc, &pfd); + SetPixelFormat(win->src.hdc, pixel_format, &pfd); + + win->src.ctx = wglCreateContext(win->src.hdc); + } + + wglMakeCurrent(win->src.hdc, win->src.ctx); + #endif + } + + #ifdef RGFW_OPENGL + if ((flags & RGFW_windowNoInitAPI) == 0) { + ReleaseDC(win->src.window, win->src.hdc); + win->src.hdc = GetDC(win->src.window); + wglMakeCurrent(win->src.hdc, win->src.ctx); + } + #endif + + DestroyWindow(dummyWin); + RGFW_init_buffer(win); + + + #ifndef RGFW_NO_MONITOR + if (flags & RGFW_windowScaleToMonitor) + RGFW_window_scaleToMonitor(win); + #endif + + if (flags & RGFW_windowCenter) { + RGFW_area screenR = RGFW_getScreenSize(); + RGFW_window_move(win, RGFW_POINT((screenR.w - win->r.w) / 2, (screenR.h - win->r.h) / 2)); + } + + #ifdef RGFW_EGL + if ((flags & RGFW_windowNoInitAPI) == 0) + RGFW_createOpenGLContext(win); + #endif + + if (flags & RGFW_windowHideMouse) + RGFW_window_showMouse(win, 0); + + if (flags & RGFW_windowTransparent) { + if (DwmEnableBlurBehindWindowSRC != NULL) { + #ifndef RGFW_NO_DWM + DWM_BLURBEHIND bb = {0, 0, 0, 0}; + bb.dwFlags = 0x1; + bb.fEnable = TRUE; + bb.hRgnBlur = NULL; + DwmEnableBlurBehindWindowSRC(win->src.window, &bb); + #endif + } else { + SetWindowLong(win->src.window, GWL_EXSTYLE, WS_EX_LAYERED); + SetLayeredWindowAttributes(win->src.window, 0, 128, LWA_ALPHA); + } + } + + ShowWindow(win->src.window, SW_SHOWNORMAL); + + #ifdef RGFW_OPENGL + if (RGFW_root != win) + wglShareLists(RGFW_root->src.ctx, win->src.ctx); + #endif + + #ifdef RGFW_DEBUG + printf("RGFW INFO: a window with a rect of {%i, %i, %i, %i} \n", win->r.x, win->r.y, win->r.w, win->r.h); + #endif + + RGFW_windowsOpen++; + + return win; +} + +void RGFW_window_setBorder(RGFW_window* win, u8 border) { + DWORD style = GetWindowLong(win->src.window, GWL_STYLE); + + if (border == 0) { + SetWindowLong(win->src.window, GWL_STYLE, style & ~WS_OVERLAPPEDWINDOW); + SetWindowPos( + win->src.window, HWND_TOP, 0, 0, 0, 0, + SWP_NOZORDER | SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOMOVE | SWP_NOSIZE + ); + } + else { + SetWindowLong(win->src.window, GWL_STYLE, style | WS_OVERLAPPEDWINDOW); + SetWindowPos( + win->src.window, HWND_TOP, 0, 0, 0, 0, + SWP_NOZORDER | SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOMOVE | SWP_NOSIZE + ); + } +} + + +RGFW_area RGFW_getScreenSize(void) { + HDC dc = GetDC(NULL); + RGFW_area area = RGFW_AREA(GetDeviceCaps(dc, HORZRES), GetDeviceCaps(dc, VERTRES)); + ReleaseDC(NULL, dc); + return area; +} + +RGFW_point RGFW_getGlobalMousePoint(void) { + POINT p; + GetCursorPos(&p); + + return RGFW_POINT(p.x, p.y); +} + +RGFW_point RGFW_window_getMousePoint(RGFW_window* win) { + POINT p; + GetCursorPos(&p); + ScreenToClient(win->src.window, &p); + + return RGFW_POINT(p.x, p.y); +} + +void RGFW_window_setMinSize(RGFW_window* win, RGFW_area a) { + RGFW_ASSERT(win != NULL); + win->src.minSize = a; +} + +void RGFW_window_setMaxSize(RGFW_window* win, RGFW_area a) { + RGFW_ASSERT(win != NULL); + win->src.maxSize = a; +} + + +void RGFW_window_minimize(RGFW_window* win) { + RGFW_ASSERT(win != NULL); + + ShowWindow(win->src.window, SW_MINIMIZE); +} + +void RGFW_window_restore(RGFW_window* win) { + RGFW_ASSERT(win != NULL); + + ShowWindow(win->src.window, SW_RESTORE); +} + +u8 RGFW_xinput2RGFW[] = { + RGFW_gamepadA, /* or PS X button */ + RGFW_gamepadB, /* or PS circle button */ + RGFW_gamepadX, /* or PS square button */ + RGFW_gamepadY, /* or PS triangle button */ + RGFW_gamepadR1, /* right bumper */ + RGFW_gamepadL1, /* left bump */ + RGFW_gamepadL2, /* left trigger*/ + RGFW_gamepadR2, /* right trigger */ + 0, 0, 0, 0, 0, 0, 0, 0, + RGFW_gamepadUp, /* dpad up */ + RGFW_gamepadDown, /* dpad down*/ + RGFW_gamepadLeft, /* dpad left */ + RGFW_gamepadRight, /* dpad right */ + RGFW_gamepadStart, /* start button */ + RGFW_gamepadSelect,/* select button */ + RGFW_gamepadL3, + RGFW_gamepadR3, +}; + +static i32 RGFW_checkXInput(RGFW_window* win, RGFW_event* e) { + #ifndef RGFW_NO_XINPUT + + RGFW_UNUSED(win); + size_t i; + for (i = 0; i < 4; i++) { + XINPUT_KEYSTROKE keystroke; + + if (XInputGetKeystroke == NULL) + return 0; + + DWORD result = XInputGetKeystroke((DWORD)i, 0, &keystroke); + + if ((keystroke.Flags & XINPUT_KEYSTROKE_REPEAT) == 0 && result != ERROR_EMPTY) { + if (result != ERROR_SUCCESS) + return 0; + + if (keystroke.VirtualKey > VK_PAD_RTHUMB_PRESS) + continue; + + //gamepad + 1 = RGFW_gamepadButtonReleased + e->type = RGFW_gamepadButtonPressed + !(keystroke.Flags & XINPUT_KEYSTROKE_KEYDOWN); + e->button = RGFW_xinput2RGFW[keystroke.VirtualKey - 0x5800]; + RGFW_gamepadPressed[i][e->button].prev = RGFW_gamepadPressed[i][e->button].current; + RGFW_gamepadPressed[i][e->button].current = (keystroke.Flags & XINPUT_KEYSTROKE_KEYDOWN); + + RGFW_gamepadButtonCallback(win, i, e->button, e->type == RGFW_gamepadButtonPressed); + return 1; + } + + XINPUT_STATE state; + if (XInputGetState == NULL || + XInputGetState((DWORD) i, &state) == ERROR_DEVICE_NOT_CONNECTED + ) { + if (RGFW_gamepads[i] == 0) + continue; + + RGFW_gamepads[i] = 0; + RGFW_gamepadCount--; + + win->event.type = RGFW_gamepadDisconnected; + win->event.gamepad = i; + RGFW_gamepadCallback(win, i, 0); + return 1; + } + + if (RGFW_gamepads[i] == 0) { + RGFW_gamepads[i] = 1; + RGFW_gamepadCount++; + + char str[] = "Microsoft X-Box (XInput device)"; + RGFW_MEMCPY(RGFW_gamepads_name[i], str, sizeof(str)); + RGFW_gamepads_name[i][sizeof(RGFW_gamepads_name[i]) - 1] = '\0'; + win->event.type = RGFW_gamepadConnected; + win->event.gamepad = i; + RGFW_gamepads_type[i] = RGFW_gamepadMicrosoft; + + RGFW_gamepadCallback(win, i, 1); + return 1; + } + +#define INPUT_DEADZONE ( 0.24f * (float)(0x7FFF) ) // Default to 24% of the +/- 32767 range. This is a reasonable default value but can be altered if needed. + + if ((state.Gamepad.sThumbLX < INPUT_DEADZONE && + state.Gamepad.sThumbLX > -INPUT_DEADZONE) && + (state.Gamepad.sThumbLY < INPUT_DEADZONE && + state.Gamepad.sThumbLY > -INPUT_DEADZONE)) + { + state.Gamepad.sThumbLX = 0; + state.Gamepad.sThumbLY = 0; + } + + if ((state.Gamepad.sThumbRX < INPUT_DEADZONE && + state.Gamepad.sThumbRX > -INPUT_DEADZONE) && + (state.Gamepad.sThumbRY < INPUT_DEADZONE && + state.Gamepad.sThumbRY > -INPUT_DEADZONE)) + { + state.Gamepad.sThumbRX = 0; + state.Gamepad.sThumbRY = 0; + } + + e->axisesCount = 2; + RGFW_point axis1 = RGFW_POINT(((float)state.Gamepad.sThumbLX / 32768.0f) * 100, ((float)state.Gamepad.sThumbLY / -32768.0f) * 100); + RGFW_point axis2 = RGFW_POINT(((float)state.Gamepad.sThumbRX / 32768.0f) * 100, ((float)state.Gamepad.sThumbRY / -32768.0f) * 100); + + if (axis1.x != e->axis[0].x || axis1.y != e->axis[0].y){ + win->event.whichAxis = 0; + + e->type = RGFW_gamepadAxisMove; + e->axis[0] = axis1; + RGFW_gamepadAxes[i][0] = e->axis[0]; + + RGFW_gamepadAxisCallback(win, e->gamepad, e->axis, e->axisesCount, e->whichAxis); + return 1; + } + + if (axis2.x != e->axis[1].x || axis2.y != e->axis[1].y) { + win->event.whichAxis = 1; + e->type = RGFW_gamepadAxisMove; + e->axis[1] = axis2; + RGFW_gamepadAxes[i][1] = e->axis[1]; + + RGFW_gamepadAxisCallback(win, e->gamepad, e->axis, e->axisesCount, e->whichAxis); + return 1; + } + } + + #endif + + return 0; +} + +void RGFW_stopCheckEvents(void) { + PostMessageW(RGFW_root->src.window, WM_NULL, 0, 0); +} + +void RGFW_window_eventWait(RGFW_window* win, i32 waitMS) { + RGFW_UNUSED(win); + + MsgWaitForMultipleObjects(0, NULL, FALSE, (DWORD) (waitMS * 1e3), QS_ALLINPUT); +} + +RGFW_event* RGFW_window_checkEvent(RGFW_window* win) { + RGFW_ASSERT(win != NULL); + + if (win->event.type == RGFW_quit) { + return NULL; + } + + MSG msg; + + if (RGFW_eventWindow.src.window == win->src.window) { + if (RGFW_eventWindow.r.x != -1) { + win->r.x = RGFW_eventWindow.r.x; + win->r.y = RGFW_eventWindow.r.y; + win->event.type = RGFW_windowMoved; + RGFW_windowMoveCallback(win, win->r); + } + + if (RGFW_eventWindow.r.w != -1) { + win->r.w = RGFW_eventWindow.r.w; + win->r.h = RGFW_eventWindow.r.h; + win->event.type = RGFW_windowResized; + RGFW_windowResizeCallback(win, win->r); + } + + RGFW_eventWindow.src.window = NULL; + RGFW_eventWindow.r = RGFW_RECT(-1, -1, -1, -1); + + return &win->event; + } + + + static HDROP drop; + + if (win->event.type == RGFW_DNDInit) { + if (win->event.droppedFilesCount) { + u32 i; + for (i = 0; i < win->event.droppedFilesCount; i++) + win->event.droppedFiles[i][0] = '\0'; + } + + win->event.droppedFilesCount = 0; + win->event.droppedFilesCount = DragQueryFileW(drop, 0xffffffff, NULL, 0); + + u32 i; + for (i = 0; i < win->event.droppedFilesCount; i++) { + UINT length = DragQueryFileW(drop, i, NULL, 0); + if (length == 0) + continue; + + WCHAR buffer[RGFW_MAX_PATH * 2]; + if (length > (RGFW_MAX_PATH * 2) - 1) + length = RGFW_MAX_PATH * 2; + + DragQueryFileW(drop, i, buffer, length + 1); + + char* str = RGFW_createUTF8FromWideStringWin32(buffer); + if (str != NULL) + RGFW_MEMCPY(win->event.droppedFiles[i], str, length + 1); + + win->event.droppedFiles[i][RGFW_MAX_PATH - 1] = '\0'; + } + + DragFinish(drop); + RGFW_dndCallback(win, win->event.droppedFiles, win->event.droppedFilesCount); + + win->event.type = RGFW_DND; + return &win->event; + } + + win->event.inFocus = (GetForegroundWindow() == win->src.window); + + if (RGFW_checkXInput(win, &win->event)) + return &win->event; + + static BYTE keyboardState[256]; + GetKeyboardState(keyboardState); + + + if (!IsWindow(win->src.window)) { + win->event.type = RGFW_quit; + RGFW_windowQuitCallback(win); + return &win->event; + } + + if (PeekMessageA(&msg, win->src.window, 0u, 0u, PM_REMOVE) == 0) + return NULL; + + switch (msg.message) { + case WM_CLOSE: + case WM_QUIT: + RGFW_windowQuitCallback(win); + win->event.type = RGFW_quit; + break; + + case WM_ACTIVATE: + win->event.inFocus = (LOWORD(msg.wParam) == WA_INACTIVE); + + if (win->event.inFocus) { + win->event.type = RGFW_focusIn; + RGFW_focusCallback(win, 1); + } + else { + win->event.type = RGFW_focusOut; + RGFW_focusCallback(win, 0); + } + + break; + + case WM_PAINT: + win->event.type = RGFW_windowRefresh; + RGFW_windowRefreshCallback(win); + break; + + case WM_MOUSELEAVE: + win->event.type = RGFW_mouseLeave; + win->_flags |= RGFW_MOUSE_LEFT; + RGFW_mouseNotifyCallBack(win, win->event.point, 0); + break; + + case WM_KEYUP: { + i32 scancode = (HIWORD(msg.lParam) & (KF_EXTENDED | 0xff)); + if (scancode == 0) + scancode = MapVirtualKeyW((u32)msg.wParam, MAPVK_VK_TO_VSC); + + switch (scancode) { + case 0x54: scancode = 0x137; break; /* Alt+PrtS */ + case 0x146: scancode = 0x45; break; /* Ctrl+Pause */ + case 0x136: scancode = 0x36; break; /* CJK IME sets the extended bit for right Shift */ + default: break; + } + + win->event.key = RGFW_apiKeyToRGFW((u32) scancode); + + if (msg.wParam == VK_CONTROL) { + if (HIWORD(msg.lParam) & KF_EXTENDED) + win->event.key = RGFW_controlR; + else win->event.key = RGFW_controlL; + } + + wchar_t charBuffer; + ToUnicodeEx(msg.wParam, scancode, keyboardState, (wchar_t*)&charBuffer, 1, 0, NULL); + + win->event.keyChar = (u8)charBuffer; + + RGFW_keyboard[win->event.key].prev = RGFW_isPressed(win, win->event.key); + win->event.type = RGFW_keyReleased; + RGFW_keyboard[win->event.key].current = 0; + + RGFW_updateKeyMods(win, (GetKeyState(VK_CAPITAL) & 0x0001), (GetKeyState(VK_NUMLOCK) & 0x0001)); + + RGFW_keyCallback(win, win->event.key, win->event.keyChar, win->event.keyMod, 0); + break; + } + case WM_KEYDOWN: { + i32 scancode = (HIWORD(msg.lParam) & (KF_EXTENDED | 0xff)); + if (scancode == 0) + scancode = MapVirtualKeyW((u32)msg.wParam, MAPVK_VK_TO_VSC); + + switch (scancode) { + case 0x54: scancode = 0x137; break; /* Alt+PrtS */ + case 0x146: scancode = 0x45; break; /* Ctrl+Pause */ + case 0x136: scancode = 0x36; break; /* CJK IME sets the extended bit for right Shift */ + default: break; + } + + win->event.key = RGFW_apiKeyToRGFW((u32) scancode); + + if (msg.wParam == VK_CONTROL) { + if (HIWORD(msg.lParam) & KF_EXTENDED) + win->event.key = RGFW_controlR; + else win->event.key = RGFW_controlL; + } + + wchar_t charBuffer; + ToUnicodeEx(msg.wParam, scancode, keyboardState, &charBuffer, 1, 0, NULL); + win->event.keyChar = (u8)charBuffer; + + RGFW_keyboard[win->event.key].prev = RGFW_isPressed(win, win->event.key); + + win->event.type = RGFW_keyPressed; + win->event.repeat = RGFW_isPressed(win, win->event.key); + RGFW_keyboard[win->event.key].current = 1; + RGFW_updateKeyMods(win, (GetKeyState(VK_CAPITAL) & 0x0001), (GetKeyState(VK_NUMLOCK) & 0x0001)); + + RGFW_keyCallback(win, win->event.key, win->event.keyChar, win->event.keyMod, 1); + break; + } + + case WM_MOUSEMOVE: { + if ((win->_flags & RGFW_HOLD_MOUSE)) + break; + + win->event.type = RGFW_mousePosChanged; + + i32 x = GET_X_LPARAM(msg.lParam); + i32 y = GET_Y_LPARAM(msg.lParam); + + RGFW_mousePosCallback(win, win->event.point); + + if (win->_flags & RGFW_MOUSE_LEFT) { + win->_flags ^= RGFW_MOUSE_LEFT; + win->event.type = RGFW_mouseEnter; + RGFW_mouseNotifyCallBack(win, win->event.point, 1); + } + + /*if ((win->_flags & RGFW_HOLD_MOUSE)) { + RGFW_point p = RGFW_getGlobalMousePoint(); + //p = RGFW_POINT(p.x + win->r.x, p.y + win->r.y); + + win->event.point.x = x - win->_lastMousePoint.x; + win->event.point.y = y - win->_lastMousePoint.y; + + win->_lastMousePoint = RGFW_POINT(x, y); + break; + }*/ + + win->event.point.x = x; + win->event.point.y = y; + win->_lastMousePoint = RGFW_POINT(x, y); + + break; + } + case WM_INPUT: { + if (!(win->_flags & RGFW_HOLD_MOUSE)) + break; + + unsigned size = sizeof(RAWINPUT); + static RAWINPUT raw = {}; + + GetRawInputData((HRAWINPUT)msg.lParam, RID_INPUT, &raw, &size, sizeof(RAWINPUTHEADER)); + + if (raw.header.dwType != RIM_TYPEMOUSE || (raw.data.mouse.lLastX == 0 && raw.data.mouse.lLastY == 0) ) + break; + + if (raw.data.mouse.usFlags & MOUSE_MOVE_ABSOLUTE) { + POINT pos = {0, 0}; + int width, height; + + if (raw.data.mouse.usFlags & MOUSE_VIRTUAL_DESKTOP) { + pos.x += GetSystemMetrics(SM_XVIRTUALSCREEN); + pos.y += GetSystemMetrics(SM_YVIRTUALSCREEN); + width = GetSystemMetrics(SM_CXVIRTUALSCREEN); + height = GetSystemMetrics(SM_CYVIRTUALSCREEN); + } + else { + width = GetSystemMetrics(SM_CXSCREEN); + height = GetSystemMetrics(SM_CYSCREEN); + } + + pos.x += (int) ((raw.data.mouse.lLastX / 65535.f) * width); + pos.y += (int) ((raw.data.mouse.lLastY / 65535.f) * height); + ScreenToClient(win->src.window, &pos); + + win->event.point.x = pos.x - win->_lastMousePoint.x; + win->event.point.y = pos.y - win->_lastMousePoint.y; + } else { + win->event.point.x = raw.data.mouse.lLastX; + win->event.point.y = raw.data.mouse.lLastY; + } + + win->event.type = RGFW_mousePosChanged; + win->_lastMousePoint.x += win->event.point.x; + win->_lastMousePoint.y += win->event.point.y; + break; + } + + case WM_LBUTTONDOWN: + win->event.button = RGFW_mouseLeft; + RGFW_mouseButtons[win->event.button].prev = RGFW_mouseButtons[win->event.button].current; + RGFW_mouseButtons[win->event.button].current = 1; + win->event.type = RGFW_mouseButtonPressed; + RGFW_mouseButtonCallback(win, win->event.button, win->event.scroll, 1); + break; + case WM_RBUTTONDOWN: + win->event.button = RGFW_mouseRight; + win->event.type = RGFW_mouseButtonPressed; + RGFW_mouseButtons[win->event.button].prev = RGFW_mouseButtons[win->event.button].current; + RGFW_mouseButtons[win->event.button].current = 1; + RGFW_mouseButtonCallback(win, win->event.button, win->event.scroll, 1); + break; + case WM_MBUTTONDOWN: + win->event.button = RGFW_mouseMiddle; + win->event.type = RGFW_mouseButtonPressed; + RGFW_mouseButtons[win->event.button].prev = RGFW_mouseButtons[win->event.button].current; + RGFW_mouseButtons[win->event.button].current = 1; + RGFW_mouseButtonCallback(win, win->event.button, win->event.scroll, 1); + break; + + case WM_MOUSEWHEEL: + if (msg.wParam > 0) + win->event.button = RGFW_mouseScrollUp; + else + win->event.button = RGFW_mouseScrollDown; + + RGFW_mouseButtons[win->event.button].prev = RGFW_mouseButtons[win->event.button].current; + RGFW_mouseButtons[win->event.button].current = 1; + + win->event.scroll = (SHORT) HIWORD(msg.wParam) / (double) WHEEL_DELTA; + + win->event.type = RGFW_mouseButtonPressed; + RGFW_mouseButtonCallback(win, win->event.button, win->event.scroll, 1); + break; + + case WM_LBUTTONUP: + + win->event.button = RGFW_mouseLeft; + win->event.type = RGFW_mouseButtonReleased; + + RGFW_mouseButtons[win->event.button].prev = RGFW_mouseButtons[win->event.button].current; + RGFW_mouseButtons[win->event.button].current = 0; + RGFW_mouseButtonCallback(win, win->event.button, win->event.scroll, 0); + break; + case WM_RBUTTONUP: + win->event.button = RGFW_mouseRight; + win->event.type = RGFW_mouseButtonReleased; + + RGFW_mouseButtons[win->event.button].prev = RGFW_mouseButtons[win->event.button].current; + RGFW_mouseButtons[win->event.button].current = 0; + RGFW_mouseButtonCallback(win, win->event.button, win->event.scroll, 0); + break; + case WM_MBUTTONUP: + win->event.button = RGFW_mouseMiddle; + win->event.type = RGFW_mouseButtonReleased; + + RGFW_mouseButtons[win->event.button].prev = RGFW_mouseButtons[win->event.button].current; + RGFW_mouseButtons[win->event.button].current = 0; + RGFW_mouseButtonCallback(win, win->event.button, win->event.scroll, 0); + break; + case WM_DROPFILES: { + win->event.type = RGFW_DNDInit; + + drop = (HDROP) msg.wParam; + POINT pt; + + /* Move the mouse to the position of the drop */ + DragQueryPoint(drop, &pt); + + win->event.point.x = pt.x; + win->event.point.y = pt.y; + + RGFW_dndInitCallback(win, win->event.point); + } + break; + case WM_GETMINMAXINFO: + { + MINMAXINFO* mmi = (MINMAXINFO*) msg.lParam; + mmi->ptMinTrackSize.x = win->src.minSize.w; + mmi->ptMinTrackSize.y = win->src.minSize.h; + + if (win->src.maxSize.w == 0 && win->src.maxSize.h == 0) + return RGFW_window_checkEvent(win); + + mmi->ptMaxTrackSize.x = win->src.maxSize.w; + mmi->ptMaxTrackSize.y = win->src.maxSize.h; + return RGFW_window_checkEvent(win); + } + default: + TranslateMessage(&msg); + DispatchMessageA(&msg); + return RGFW_window_checkEvent(win); + } + + TranslateMessage(&msg); + DispatchMessageA(&msg); + + return &win->event; +} + +u8 RGFW_window_isFullscreen(RGFW_window* win) { + RGFW_ASSERT(win != NULL); + + #ifndef __cplusplus + WINDOWPLACEMENT placement = { 0 }; + #else + WINDOWPLACEMENT placement = { }; + #endif + GetWindowPlacement(win->src.window, &placement); + return placement.showCmd == SW_SHOWMAXIMIZED; +} + +u8 RGFW_window_isHidden(RGFW_window* win) { + RGFW_ASSERT(win != NULL); + + return IsWindowVisible(win->src.window) == 0 && !RGFW_window_isMinimized(win); +} + +u8 RGFW_window_isMinimized(RGFW_window* win) { + RGFW_ASSERT(win != NULL); + + #ifndef __cplusplus + WINDOWPLACEMENT placement = { 0 }; + #else + WINDOWPLACEMENT placement = { }; + #endif + GetWindowPlacement(win->src.window, &placement); + return placement.showCmd == SW_SHOWMINIMIZED; +} + +u8 RGFW_window_isMaximized(RGFW_window* win) { + RGFW_ASSERT(win != NULL); + + #ifndef __cplusplus + WINDOWPLACEMENT placement = { 0 }; + #else + WINDOWPLACEMENT placement = { }; + #endif + GetWindowPlacement(win->src.window, &placement); + return placement.showCmd == SW_SHOWMAXIMIZED; +} + +typedef struct { int iIndex; HMONITOR hMonitor; } RGFW_mInfo; +BOOL CALLBACK GetMonitorByHandle(HMONITOR hMonitor, HDC hdcMonitor, LPRECT lprcMonitor, LPARAM dwData) { + RGFW_UNUSED(hdcMonitor); + RGFW_UNUSED(lprcMonitor); + + RGFW_mInfo* info = (RGFW_mInfo*) dwData; + if (info->hMonitor == hMonitor) + return FALSE; + + info->iIndex++; + return TRUE; +} + +#ifndef RGFW_NO_MONITOR + +RGFW_monitor win32CreateMonitor(HMONITOR src) { + RGFW_monitor monitor; + MONITORINFOEX monitorInfo; + + monitorInfo.cbSize = sizeof(MONITORINFOEX); + GetMonitorInfoA(src, (LPMONITORINFO)&monitorInfo); + + RGFW_mInfo info; + info.iIndex = 0; + info.hMonitor = src; + + /* get the monitor's index */ + if (EnumDisplayMonitors(NULL, NULL, GetMonitorByHandle, (LPARAM) &info)) { + DISPLAY_DEVICEA dd; + dd.cb = sizeof(dd); + + /* loop through the devices until you find a device with the monitor's index */ + size_t deviceIndex; + for (deviceIndex = 0; EnumDisplayDevicesA(0, (DWORD) deviceIndex, &dd, 0); deviceIndex++) { + char* deviceName = dd.DeviceName; + if (EnumDisplayDevicesA(deviceName, info.iIndex, &dd, 0)) { + RGFW_MEMCPY(monitor.name, dd.DeviceString, 128); /*!< copy the monitor's name */ + break; + } + } + } + + monitor.rect.x = monitorInfo.rcWork.left; + monitor.rect.y = monitorInfo.rcWork.top; + monitor.rect.w = monitorInfo.rcWork.right - monitorInfo.rcWork.left; + monitor.rect.h = monitorInfo.rcWork.bottom - monitorInfo.rcWork.top; + + HDC hdc = CreateDC(monitorInfo.szDevice, NULL, NULL, NULL); + /* get pixels per inch */ + float dpiX = (float)GetDeviceCaps(hdc, LOGPIXELSX); + float dpiY = (float)GetDeviceCaps(hdc, LOGPIXELSX); + + monitor.scaleX = dpiX / 96.0f; + monitor.scaleY = dpiY / 96.0f; + + monitor.physW = GetDeviceCaps(hdc, HORZSIZE) / 25.4; + monitor.physH = GetDeviceCaps(hdc, VERTSIZE) / 25.4; + DeleteDC(hdc); + + #ifndef RGFW_NO_DPI + if (GetDpiForMonitor != NULL) { + u32 x, y; + GetDpiForMonitor(src, MDT_EFFECTIVE_DPI, &x, &y); + + monitor.pixelRatio = (float) (x) / (float) dpiX; + monitor.pixelRatio = (float) (y) / (float) dpiY; + } + #endif + + #ifdef RGFW_DEBUG + printf("RGFW INFO: monitor found: scale (%s):\n rect: {%i, %i, %i, %i}\n physical size:%f %f\n scale: %f %f\n pixelRatio: %f\n", monitor.name, monitor.rect.x, monitor.rect.y, monitor.rect.w, monitor.rect.h, monitor.physW, monitor.physH, monitor.scaleX, monitor.scaleY, monitor.pixelRatio); + #endif + + return monitor; +} +#endif /* RGFW_NO_MONITOR */ + +#ifndef RGFW_NO_MONITOR + +RGFW_monitor RGFW_monitors[6]; +BOOL CALLBACK GetMonitorHandle(HMONITOR hMonitor, HDC hdcMonitor, LPRECT lprcMonitor, LPARAM dwData) { + RGFW_UNUSED(hdcMonitor); + RGFW_UNUSED(lprcMonitor); + + RGFW_mInfo* info = (RGFW_mInfo*) dwData; + + if (info->iIndex >= 6) + return FALSE; + + RGFW_monitors[info->iIndex] = win32CreateMonitor(hMonitor); + info->iIndex++; + + return TRUE; +} + +RGFW_monitor RGFW_getPrimaryMonitor(void) { + #ifdef __cplusplus + return win32CreateMonitor(MonitorFromPoint({ 0, 0 }, MONITOR_DEFAULTTOPRIMARY)); + #else + return win32CreateMonitor(MonitorFromPoint((POINT) { 0, 0 }, MONITOR_DEFAULTTOPRIMARY)); + #endif +} + +RGFW_monitor* RGFW_getMonitors(void) { + RGFW_mInfo info; + info.iIndex = 0; + while (EnumDisplayMonitors(NULL, NULL, GetMonitorHandle, (LPARAM) &info)); + + return RGFW_monitors; +} + +RGFW_monitor RGFW_window_getMonitor(RGFW_window* win) { + HMONITOR src = MonitorFromWindow(win->src.window, MONITOR_DEFAULTTOPRIMARY); + return win32CreateMonitor(src); +} + +#endif + +HICON RGFW_loadHandleImage(u8* src, RGFW_area a, BOOL icon) { + u32 i; + HDC dc; + HICON handle; + HBITMAP color, mask; + BITMAPV5HEADER bi; + ICONINFO ii; + u8* target = NULL; + u8* source = src; + + ZeroMemory(&bi, sizeof(bi)); + bi.bV5Size = sizeof(bi); + bi.bV5Width = a.w; + bi.bV5Height = -((LONG) a.h); + bi.bV5Planes = 1; + bi.bV5BitCount = 32; + bi.bV5Compression = BI_BITFIELDS; + bi.bV5RedMask = 0x00ff0000; + bi.bV5GreenMask = 0x0000ff00; + bi.bV5BlueMask = 0x000000ff; + bi.bV5AlphaMask = 0xff000000; + + dc = GetDC(NULL); + color = CreateDIBSection(dc, + (BITMAPINFO*) &bi, + DIB_RGB_COLORS, + (void**) &target, + NULL, + (DWORD) 0); + ReleaseDC(NULL, dc); + + mask = CreateBitmap(a.w, a.h, 1, 1, NULL); + + for (i = 0; i < a.w * a.h; i++) { + target[0] = source[2]; + target[1] = source[1]; + target[2] = source[0]; + target[3] = source[3]; + target += 4; + source += 4; + } + + ZeroMemory(&ii, sizeof(ii)); + ii.fIcon = icon; + ii.xHotspot = 0; + ii.yHotspot = 0; + ii.hbmMask = mask; + ii.hbmColor = color; + + handle = CreateIconIndirect(&ii); + + DeleteObject(color); + DeleteObject(mask); + + return handle; +} + +void* RGFW_loadMouse(u8* icon, RGFW_area a, i32 channels) { + RGFW_UNUSED(channels); + + HCURSOR cursor = (HCURSOR) RGFW_loadHandleImage(icon, a, FALSE); + return cursor; +} + +void RGFW_window_setMouse(RGFW_window* win, RGFW_mouse* mouse) { + RGFW_ASSERT(win && mouse); + SetClassLongPtrA(win->src.window, GCLP_HCURSOR, (LPARAM) mouse); + SetCursor((HCURSOR)mouse); +} + +void RGFW_freeMouse(RGFW_mouse* mouse) { + RGFW_ASSERT(mouse); + DestroyCursor((HCURSOR)mouse); +} + +b32 RGFW_window_setMouseDefault(RGFW_window* win) { + return RGFW_window_setMouseStandard(win, RGFW_mouseArrow); +} + +b32 RGFW_window_setMouseStandard(RGFW_window* win, u8 mouse) { + RGFW_ASSERT(win != NULL); + + if (mouse > (sizeof(RGFW_mouseIconSrc) / sizeof(u32))) + return 0; + + char* icon = MAKEINTRESOURCEA(RGFW_mouseIconSrc[mouse]); + + SetClassLongPtrA(win->src.window, GCLP_HCURSOR, (LPARAM) LoadCursorA(NULL, icon)); + SetCursor(LoadCursorA(NULL, icon)); + return 1; +} + +void RGFW_window_hide(RGFW_window* win) { + ShowWindow(win->src.window, SW_HIDE); +} + +void RGFW_window_show(RGFW_window* win) { + ShowWindow(win->src.window, SW_RESTORE); +} + +#define RGFW_FREE_LIBRARY(x) if (x != NULL) FreeLibrary(x); x = NULL; + +void RGFW_window_close(RGFW_window* win) { + RGFW_ASSERT(win != NULL); + RGFW_windowsOpen--; + + #ifdef RGFW_EGL + RGFW_closeEGL(win); + #endif + + #ifdef RGFW_DIRECTX + win->src.swapchain->lpVtbl->Release(win->src.swapchain); + win->src.renderTargetView->lpVtbl->Release(win->src.renderTargetView); + win->src.pDepthStencilView->lpVtbl->Release(win->src.pDepthStencilView); + #endif + + #ifdef RGFW_BUFFER + DeleteDC(win->src.hdcMem); + DeleteObject(win->src.bitmap); + #endif + + #ifdef RGFW_OPENGL + wglDeleteContext((HGLRC) win->src.ctx); /*!< delete opengl context */ + #endif + ReleaseDC(win->src.window, win->src.hdc); /*!< delete device context */ + DestroyWindow(win->src.window); /*!< delete window */ + + #ifdef RGFW_ALLOC_DROPFILES + { + u32 i; + for (i = 0; i < RGFW_MAX_DROPS; i++) + win->_mem.free(win->_mem.userdata, win->event.droppedFiles[i]); + + win->_mem.free(win->_mem.userdata, win->event.droppedFiles); + } + #endif + + if (RGFW_windowsOpen <= 0) { + #ifdef RGFW_DIRECTX + RGFW_dxInfo.pDeviceContext->lpVtbl->Release(RGFW_dxInfo.pDeviceContext); + RGFW_dxInfo.pDevice->lpVtbl->Release(RGFW_dxInfo.pDevice); + RGFW_dxInfo.pAdapter->lpVtbl->Release(RGFW_dxInfo.pAdapter); + RGFW_dxInfo.pFactory->lpVtbl->Release(RGFW_dxInfo.pFactory); + #endif + + #ifndef RGFW_NO_XINPUT + RGFW_FREE_LIBRARY(RGFW_XInput_dll); + #endif + + #ifndef RGFW_NO_DPI + RGFW_FREE_LIBRARY(RGFW_Shcore_dll); + #endif + + #if !defined(RGFW_NO_LOAD_WINMM) && !defined(RGFW_NO_WINMM) + RGFW_FREE_LIBRARY(RGFW_winmm_dll); + #endif + + RGFW_FREE_LIBRARY(RGFW_wgl_dll); + RGFW_root = NULL; + + if (RGFW_hiddenMouse != NULL) { + RGFW_freeMouse(RGFW_hiddenMouse); + RGFW_hiddenMouse = 0; + } + } + + RGFW_clipboard_switch(NULL); + + if ((win->_flags & RGFW_WINDOW_ALLOC)) + win->_mem.free(win->_mem.userdata, win); +} + +void RGFW_window_move(RGFW_window* win, RGFW_point v) { + RGFW_ASSERT(win != NULL); + + win->r.x = v.x; + win->r.y = v.y; + SetWindowPos(win->src.window, HWND_TOP, win->r.x, win->r.y, 0, 0, SWP_NOSIZE); +} + +void RGFW_window_resize(RGFW_window* win, RGFW_area a) { + RGFW_ASSERT(win != NULL); + + win->r.w = a.w; + win->r.h = a.h; + SetWindowPos(win->src.window, HWND_TOP, 0, 0, win->r.w, win->r.h + win->src.hOffset, SWP_NOMOVE); +} + + +void RGFW_window_setName(RGFW_window* win, const char* name) { + RGFW_ASSERT(win != NULL); + + SetWindowTextA(win->src.window, name); +} + +#ifndef RGFW_NO_PASSTHROUGH + +void RGFW_window_setMousePassthrough(RGFW_window* win, b8 passthrough) { + RGFW_ASSERT(win != NULL); + + COLORREF key = 0; + BYTE alpha = 0; + DWORD flags = 0; + DWORD exStyle = GetWindowLongW(win->src.window, GWL_EXSTYLE); + + if (exStyle & WS_EX_LAYERED) + GetLayeredWindowAttributes(win->src.window, &key, &alpha, &flags); + + if (passthrough) + exStyle |= (WS_EX_TRANSPARENT | WS_EX_LAYERED); + else { + exStyle &= ~WS_EX_TRANSPARENT; + if (exStyle & WS_EX_LAYERED && !(flags & LWA_ALPHA)) + exStyle &= ~WS_EX_LAYERED; + } + + SetWindowLongW(win->src.window, GWL_EXSTYLE, exStyle); + + if (passthrough) + SetLayeredWindowAttributes(win->src.window, key, alpha, flags); +} +#endif + +b32 RGFW_window_setIcon(RGFW_window* win, u8* src, RGFW_area a, i32 channels) { + RGFW_ASSERT(win != NULL); + #ifndef RGFW_WIN95 + RGFW_UNUSED(channels); + + HICON handle = RGFW_loadHandleImage(src, a, TRUE); + + SetClassLongPtrA(win->src.window, GCLP_HICON, (LPARAM) handle); + + DestroyIcon(handle); + return 1; + #else + RGFW_UNUSED(src); + RGFW_UNUSED(a); + RGFW_UNUSED(channels); + return 0; + #endif +} + +RGFW_ssize_t RGFW_readClipboardPtr(char* str, size_t strCapacity) { + /* Open the clipboard */ + if (OpenClipboard(NULL) == 0) + return -1; + + /* Get the clipboard data as a Unicode string */ + HANDLE hData = GetClipboardData(CF_UNICODETEXT); + if (hData == NULL) { + CloseClipboard(); + return -1; + } + + wchar_t* wstr = (wchar_t*) GlobalLock(hData); + + RGFW_ssize_t textLen = 0; + + { + setlocale(LC_ALL, "en_US.UTF-8"); + + textLen = wcstombs(NULL, wstr, 0) + 1; + if (str != NULL && (RGFW_ssize_t)strCapacity <= textLen - 1) + textLen = 0; + + if (str != NULL && textLen) { + + if (textLen > 1) + wcstombs(str, wstr, (textLen) ); + + str[textLen] = '\0'; + } + } + + /* Release the clipboard data */ + GlobalUnlock(hData); + CloseClipboard(); + + return textLen; +} + +void RGFW_writeClipboard(const char* text, u32 textLen) { + HANDLE object; + WCHAR* buffer; + + object = GlobalAlloc(GMEM_MOVEABLE, (1 + textLen) * sizeof(WCHAR)); + if (!object) + return; + + buffer = (WCHAR*) GlobalLock(object); + if (!buffer) { + GlobalFree(object); + return; + } + + MultiByteToWideChar(CP_UTF8, 0, text, -1, buffer, textLen); + GlobalUnlock(object); + + if (!OpenClipboard(RGFW_root->src.window)) { + GlobalFree(object); + return; + } + + EmptyClipboard(); + SetClipboardData(CF_UNICODETEXT, object); + CloseClipboard(); +} + +void RGFW_window_moveMouse(RGFW_window* win, RGFW_point p) { + RGFW_ASSERT(win != NULL); + win->_lastMousePoint = RGFW_POINT(p.x - win->r.x, p.y - win->r.y); + SetCursorPos(p.x, p.y); +} + +#ifdef RGFW_OPENGL +void RGFW_window_makeCurrent_OpenGL(RGFW_window* win) { + if (win == NULL) + wglMakeCurrent(NULL, NULL); + else + wglMakeCurrent(win->src.hdc, (HGLRC) win->src.ctx); +} +#endif + +#ifndef RGFW_EGL + +void RGFW_window_swapInterval(RGFW_window* win, i32 swapInterval) { + RGFW_ASSERT(win != NULL); + + #if defined(RGFW_OPENGL) + typedef BOOL(APIENTRY* PFNWGLSWAPINTERVALEXTPROC)(int interval); + static PFNWGLSWAPINTERVALEXTPROC wglSwapIntervalEXT = NULL; + static void* loadSwapFunc = (void*) 1; + + if (loadSwapFunc == NULL) { + #ifdef RGFW_DEBUG + fprintf(stderr, "wglSwapIntervalEXT not supported\n"); + #endif + return; + } + + if (wglSwapIntervalEXT == NULL) { + loadSwapFunc = (void*) wglGetProcAddress("wglSwapIntervalEXT"); + wglSwapIntervalEXT = (PFNWGLSWAPINTERVALEXTPROC) loadSwapFunc; + } + + if (wglSwapIntervalEXT(swapInterval) == FALSE) { + #ifdef RGFW_DEBUG + fprintf(stderr, "Failed to set swap interval\n"); + #endif + } + #else + RGFW_UNUSED(swapInterval); + #endif +} + +#endif + +void RGFW_window_swapBuffers(RGFW_window* win) { + RGFW_ASSERT(win != NULL); + /* clear the window*/ + + if (!(win->_flags & RGFW_NO_CPU_RENDER)) { + #if defined(RGFW_OSMESA) || defined(RGFW_BUFFER) + HGDIOBJ oldbmp = SelectObject(win->src.hdcMem, win->src.bitmap); + BitBlt(win->src.hdc, 0, 0, win->r.w, win->r.h, win->src.hdcMem, 0, 0, SRCCOPY); + SelectObject(win->src.hdcMem, oldbmp); + #endif + } + + if (!(win->_flags & RGFW_NO_GPU_RENDER)) { + #ifdef RGFW_EGL + eglSwapBuffers(win->src.EGL_display, win->src.EGL_surface); + #elif defined(RGFW_OPENGL) + SwapBuffers(win->src.hdc); + #endif + + #if defined(RGFW_WINDOWS) && defined(RGFW_DIRECTX) + win->src.swapchain->lpVtbl->Present(win->src.swapchain, 0, 0); + #endif + } +} + +char* RGFW_createUTF8FromWideStringWin32(const WCHAR* source) { + if (source == NULL) { + return NULL; + } + i32 size = WideCharToMultiByte(CP_UTF8, 0, source, -1, NULL, 0, NULL, NULL); + if (!size) { + return NULL; + } + + static char target[RGFW_MAX_PATH * 2]; + if (size > RGFW_MAX_PATH * 2) + size = RGFW_MAX_PATH * 2; + + target[size] = 0; + + if (!WideCharToMultiByte(CP_UTF8, 0, source, -1, target, size, NULL, NULL)) { + return NULL; + } + + return target; +} + +static inline LARGE_INTEGER RGFW_win32_initTimer(void) { + static LARGE_INTEGER frequency = {{0, 0}}; + if (frequency.QuadPart == 0) { + #if !defined(RGFW_NO_WINMM) + timeBeginPeriod(1); + #endif + QueryPerformanceFrequency(&frequency); + } + + return frequency; +} + +u64 RGFW_getTimeNS(void) { + LARGE_INTEGER frequency = RGFW_win32_initTimer(); + + LARGE_INTEGER counter; + QueryPerformanceCounter(&counter); + + return (u64) ((counter.QuadPart * 1e9) / frequency.QuadPart); +} + +u64 RGFW_getTime(void) { + LARGE_INTEGER frequency = RGFW_win32_initTimer(); + + LARGE_INTEGER counter; + QueryPerformanceCounter(&counter); + return (u64) (counter.QuadPart / (double) frequency.QuadPart); +} + +void RGFW_sleep(u64 ms) { + Sleep(ms); +} + +#ifndef RGFW_NO_THREADS + +RGFW_thread RGFW_createThread(RGFW_threadFunc_ptr ptr, void* args) { return CreateThread(NULL, 0, ptr, args, 0, NULL); } +void RGFW_cancelThread(RGFW_thread thread) { CloseHandle((HANDLE) thread); } +void RGFW_joinThread(RGFW_thread thread) { WaitForSingleObject((HANDLE) thread, INFINITE); } +void RGFW_setThreadPriority(RGFW_thread thread, u8 priority) { SetThreadPriority((HANDLE) thread, priority); } + +#endif +#endif /* RGFW_WINDOWS */ + +/* + End of Windows defines +*/ + + + +/* + + Start of MacOS defines + + +*/ + +#if defined(RGFW_MACOS) +/* + based on silicon.h + start of cocoa wrapper +*/ + +#include +#include +#include +#include +#include + +typedef CGRect NSRect; +typedef CGPoint NSPoint; +typedef CGSize NSSize; + +typedef const char* NSPasteboardType; +typedef unsigned long NSUInteger; +typedef long NSInteger; +typedef NSInteger NSModalResponse; + +#ifdef __arm64__ + /* ARM just uses objc_msgSend */ +#define abi_objc_msgSend_stret objc_msgSend +#define abi_objc_msgSend_fpret objc_msgSend +#else /* __i386__ */ + /* x86 just uses abi_objc_msgSend_fpret and (NSColor *)objc_msgSend_id respectively */ +#define abi_objc_msgSend_stret objc_msgSend_stret +#define abi_objc_msgSend_fpret objc_msgSend_fpret +#endif + +#define NSAlloc(nsclass) objc_msgSend_id((id)nsclass, sel_registerName("alloc")) +#define objc_msgSend_bool(x, y) ((BOOL (*)(id, SEL))objc_msgSend) ((id)(x), (SEL)y) +#define objc_msgSend_void(x, y) ((void (*)(id, SEL))objc_msgSend) ((id)(x), (SEL)y) +#define objc_msgSend_void_id(x, y, z) ((void (*)(id, SEL, id))objc_msgSend) ((id)x, (SEL)y, (id)z) +#define objc_msgSend_uint(x, y) ((NSUInteger (*)(id, SEL))objc_msgSend) ((id)(x), (SEL)y) +#define objc_msgSend_void_bool(x, y, z) ((void (*)(id, SEL, BOOL))objc_msgSend) ((id)(x), (SEL)y, (BOOL)z) +#define objc_msgSend_bool_void(x, y) ((BOOL (*)(id, SEL))objc_msgSend) ((id)(x), (SEL)y) +#define objc_msgSend_void_SEL(x, y, z) ((void (*)(id, SEL, SEL))objc_msgSend) ((id)(x), (SEL)y, (SEL)z) +#define objc_msgSend_id(x, y) ((id (*)(id, SEL))objc_msgSend) ((id)(x), (SEL)y) +#define objc_msgSend_id_id(x, y, z) ((id (*)(id, SEL, id))objc_msgSend) ((id)(x), (SEL)y, (id)z) +#define objc_msgSend_id_bool(x, y, z) ((BOOL (*)(id, SEL, id))objc_msgSend) ((id)(x), (SEL)y, (id)z) +#define objc_msgSend_int(x, y, z) ((id (*)(id, SEL, int))objc_msgSend) ((id)(x), (SEL)y, (int)z) +#define objc_msgSend_arr(x, y, z) ((id (*)(id, SEL, int))objc_msgSend) ((id)(x), (SEL)y, (int)z) +#define objc_msgSend_ptr(x, y, z) ((id (*)(id, SEL, void*))objc_msgSend) ((id)(x), (SEL)y, (void*)z) +#define objc_msgSend_class(x, y) ((id (*)(Class, SEL))objc_msgSend) ((Class)(x), (SEL)y) +#define objc_msgSend_class_char(x, y, z) ((id (*)(Class, SEL, char*))objc_msgSend) ((Class)(x), (SEL)y, (char*)z) + +id NSApp = NULL; + +#define NSRelease(obj) objc_msgSend_void((id)obj, sel_registerName("release")) + +id NSString_stringWithUTF8String(const char* str) { + return ((id(*)(id, SEL, const char*))objc_msgSend) + ((id)objc_getClass("NSString"), sel_registerName("stringWithUTF8String:"), str); +} + +const char* NSString_to_char(id str) { + return ((const char* (*)(id, SEL)) objc_msgSend) ((id)(id)str, sel_registerName("UTF8String")); +} + +void si_impl_func_to_SEL_with_name(const char* class_name, const char* register_name, void* function) { + Class selected_class; + + if (RGFW_STRNCMP(class_name, "NSView", 6) == 0) { + selected_class = objc_getClass("ViewClass"); + } else if (RGFW_STRNCMP(class_name, "NSWindow", 8) == 0) { + selected_class = objc_getClass("WindowClass"); + } else { + selected_class = objc_getClass(class_name); + } + + class_addMethod(selected_class, sel_registerName(register_name), (IMP) function, 0); +} + +/* Header for the array. */ +typedef struct siArrayHeader { + size_t count; + /* TODO(EimaMei): Add a `type_width` later on. */ +} siArrayHeader; + +/* Gets the header of the siArray. */ +#define SI_ARRAY_HEADER(s) ((siArrayHeader*)s - 1) +#define si_array_len(array) (SI_ARRAY_HEADER(array)->count) +#define si_func_to_SEL(class_name, function) si_impl_func_to_SEL_with_name(class_name, #function":", (void*)function) +/* Creates an Objective-C method (SEL) from a regular C function with the option to set the register name.*/ +#define si_func_to_SEL_with_name(class_name, register_name, function) si_impl_func_to_SEL_with_name(class_name, register_name":", (void*)function) + +unsigned char* NSBitmapImageRep_bitmapData(id imageRep) { + return ((unsigned char* (*)(id, SEL))objc_msgSend) ((id)imageRep, sel_registerName("bitmapData")); +} + +typedef RGFW_ENUM(NSUInteger, NSBitmapFormat) { + NSBitmapFormatAlphaFirst = 1 << 0, // 0 means is alpha last (RGBA, CMYKA, etc.) + NSBitmapFormatAlphaNonpremultiplied = 1 << 1, // 0 means is premultiplied + NSBitmapFormatFloatingpointSamples = 1 << 2, // 0 is integer + + NSBitmapFormatSixteenBitLittleEndian API_AVAILABLE(macos(10.10)) = (1 << 8), + NSBitmapFormatThirtyTwoBitLittleEndian API_AVAILABLE(macos(10.10)) = (1 << 9), + NSBitmapFormatSixteenBitBigEndian API_AVAILABLE(macos(10.10)) = (1 << 10), + NSBitmapFormatThirtyTwoBitBigEndian API_AVAILABLE(macos(10.10)) = (1 << 11) +}; + +id NSBitmapImageRep_initWithBitmapData(unsigned char** planes, NSInteger width, NSInteger height, NSInteger bps, NSInteger spp, bool alpha, bool isPlanar, const char* colorSpaceName, NSBitmapFormat bitmapFormat, NSInteger rowBytes, NSInteger pixelBits) { + SEL func = sel_registerName("initWithBitmapDataPlanes:pixelsWide:pixelsHigh:bitsPerSample:samplesPerPixel:hasAlpha:isPlanar:colorSpaceName:bitmapFormat:bytesPerRow:bitsPerPixel:"); + + return (id) ((id(*)(id, SEL, unsigned char**, NSInteger, NSInteger, NSInteger, NSInteger, bool, bool, id, NSBitmapFormat, NSInteger, NSInteger))objc_msgSend) + (NSAlloc((id)objc_getClass("NSBitmapImageRep")), func, planes, width, height, bps, spp, alpha, isPlanar, NSString_stringWithUTF8String(colorSpaceName), bitmapFormat, rowBytes, pixelBits); +} + +id NSColor_colorWithSRGB(CGFloat red, CGFloat green, CGFloat blue, CGFloat alpha) { + void* nsclass = objc_getClass("NSColor"); + SEL func = sel_registerName("colorWithSRGBRed:green:blue:alpha:"); + return ((id(*)(id, SEL, CGFloat, CGFloat, CGFloat, CGFloat))objc_msgSend) + ((id)nsclass, func, red, green, blue, alpha); +} + +id NSCursor_initWithImage(id newImage, NSPoint aPoint) { + SEL func = sel_registerName("initWithImage:hotSpot:"); + void* nsclass = objc_getClass("NSCursor"); + + return (id) ((id(*)(id, SEL, id, NSPoint))objc_msgSend) + (NSAlloc(nsclass), func, newImage, aPoint); +} + +void NSImage_addRepresentation(id image, id imageRep) { + SEL func = sel_registerName("addRepresentation:"); + objc_msgSend_void_id(image, func, (id)imageRep); +} + +id NSImage_initWithSize(NSSize size) { + SEL func = sel_registerName("initWithSize:"); + return ((id(*)(id, SEL, NSSize))objc_msgSend) + (NSAlloc((id)objc_getClass("NSImage")), func, size); +} +#define NS_OPENGL_ENUM_DEPRECATED(minVers, maxVers) API_AVAILABLE(macos(minVers)) +typedef RGFW_ENUM(NSInteger, NSOpenGLContextParameter) { + NSOpenGLContextParameterSwapInterval NS_OPENGL_ENUM_DEPRECATED(10.0, 10.14) = 222, /* 1 param. 0 -> Don't sync, 1 -> Sync to vertical retrace */ + NSOpenGLContextParametectxaceOrder NS_OPENGL_ENUM_DEPRECATED(10.0, 10.14) = 235, /* 1 param. 1 -> Above Window (default), -1 -> Below Window */ + NSOpenGLContextParametectxaceOpacity NS_OPENGL_ENUM_DEPRECATED(10.0, 10.14) = 236, /* 1 param. 1-> Surface is opaque (default), 0 -> non-opaque */ + NSOpenGLContextParametectxaceBackingSize NS_OPENGL_ENUM_DEPRECATED(10.0, 10.14) = 304, /* 2 params. Width/height of surface backing size */ + NSOpenGLContextParameterReclaimResources NS_OPENGL_ENUM_DEPRECATED(10.0, 10.14) = 308, /* 0 params. */ + NSOpenGLContextParameterCurrentRendererID NS_OPENGL_ENUM_DEPRECATED(10.0, 10.14) = 309, /* 1 param. Retrieves the current renderer ID */ + NSOpenGLContextParameterGPUVertexProcessing NS_OPENGL_ENUM_DEPRECATED(10.0, 10.14) = 310, /* 1 param. Currently processing vertices with GPU (get) */ + NSOpenGLContextParameterGPUFragmentProcessing NS_OPENGL_ENUM_DEPRECATED(10.0, 10.14) = 311, /* 1 param. Currently processing fragments with GPU (get) */ + NSOpenGLContextParameterHasDrawable NS_OPENGL_ENUM_DEPRECATED(10.0, 10.14) = 314, /* 1 param. Boolean returned if drawable is attached */ + NSOpenGLContextParameterMPSwapsInFlight NS_OPENGL_ENUM_DEPRECATED(10.0, 10.14) = 315, /* 1 param. Max number of swaps queued by the MP GL engine */ + + NSOpenGLContextParameterSwapRectangle API_DEPRECATED("", macos(10.0, 10.14)) = 200, /* 4 params. Set or get the swap rectangle {x, y, w, h} */ + NSOpenGLContextParameterSwapRectangleEnable API_DEPRECATED("", macos(10.0, 10.14)) = 201, /* Enable or disable the swap rectangle */ + NSOpenGLContextParameterRasterizationEnable API_DEPRECATED("", macos(10.0, 10.14)) = 221, /* Enable or disable all rasterization */ + NSOpenGLContextParameterStateValidation API_DEPRECATED("", macos(10.0, 10.14)) = 301, /* Validate state for multi-screen functionality */ + NSOpenGLContextParametectxaceSurfaceVolatile API_DEPRECATED("", macos(10.0, 10.14)) = 306, /* 1 param. Surface volatile state */ +}; + + +void NSOpenGLContext_setValues(id context, const int* vals, NSOpenGLContextParameter param) { + SEL func = sel_registerName("setValues:forParameter:"); + ((void (*)(id, SEL, const int*, NSOpenGLContextParameter))objc_msgSend) + (context, func, vals, param); +} + +void* NSOpenGLPixelFormat_initWithAttributes(const uint32_t* attribs) { + SEL func = sel_registerName("initWithAttributes:"); + return (void*) ((id(*)(id, SEL, const uint32_t*))objc_msgSend) + (NSAlloc((id)objc_getClass("NSOpenGLPixelFormat")), func, attribs); +} + +id NSOpenGLView_initWithFrame(NSRect frameRect, uint32_t* format) { + SEL func = sel_registerName("initWithFrame:pixelFormat:"); + return (id) ((id(*)(id, SEL, NSRect, uint32_t*))objc_msgSend) + (NSAlloc((id)objc_getClass("NSOpenGLView")), func, frameRect, format); +} + +void NSCursor_performSelector(id cursor, SEL selector) { + SEL func = sel_registerName("performSelector:"); + objc_msgSend_void_SEL(cursor, func, selector); +} + +id NSPasteboard_generalPasteboard(void) { + return (id) objc_msgSend_id((id)objc_getClass("NSPasteboard"), sel_registerName("generalPasteboard")); +} + +id* cstrToNSStringArray(char** strs, size_t len) { + static id nstrs[6]; + size_t i; + for (i = 0; i < len; i++) + nstrs[i] = NSString_stringWithUTF8String(strs[i]); + + return nstrs; +} + +const char* NSPasteboard_stringForType(id pasteboard, NSPasteboardType dataType, size_t* len) { + SEL func = sel_registerName("stringForType:"); + id nsstr = NSString_stringWithUTF8String(dataType); + id nsString = ((id(*)(id, SEL, id))objc_msgSend)(pasteboard, func, nsstr); + const char* str = NSString_to_char(nsString); + if (len != NULL) + *len = (size_t)((NSUInteger(*)(id, SEL, int))objc_msgSend)(nsString, sel_registerName("maximumLengthOfBytesUsingEncoding:"), 4); + return str; +} + +id c_array_to_NSArray(void* array, size_t len) { + SEL func = sel_registerName("initWithObjects:count:"); + void* nsclass = objc_getClass("NSArray"); + return ((id (*)(id, SEL, void*, NSUInteger))objc_msgSend) + (NSAlloc(nsclass), func, array, len); +} + +void NSregisterForDraggedTypes(id view, NSPasteboardType* newTypes, size_t len) { + id* ntypes = cstrToNSStringArray((char**)newTypes, len); + + id array = c_array_to_NSArray(ntypes, len); + objc_msgSend_void_id(view, sel_registerName("registerForDraggedTypes:"), array); + NSRelease(array); +} + +NSInteger NSPasteBoard_declareTypes(id pasteboard, NSPasteboardType* newTypes, size_t len, void* owner) { + id* ntypes = cstrToNSStringArray((char**)newTypes, len); + + SEL func = sel_registerName("declareTypes:owner:"); + + id array = c_array_to_NSArray(ntypes, len); + + NSInteger output = ((NSInteger(*)(id, SEL, id, void*))objc_msgSend) + (pasteboard, func, array, owner); + NSRelease(array); + + return output; +} + +bool NSPasteBoard_setString(id pasteboard, const char* stringToWrite, NSPasteboardType dataType) { + SEL func = sel_registerName("setString:forType:"); + return ((bool (*)(id, SEL, id, id))objc_msgSend) + (pasteboard, func, NSString_stringWithUTF8String(stringToWrite), NSString_stringWithUTF8String(dataType)); +} + +#define NSRetain(obj) objc_msgSend_void((id)obj, sel_registerName("retain")) + +typedef enum NSApplicationActivationPolicy { + NSApplicationActivationPolicyRegular, + NSApplicationActivationPolicyAccessory, + NSApplicationActivationPolicyProhibited +} NSApplicationActivationPolicy; + +typedef RGFW_ENUM(u32, NSBackingStoreType) { + NSBackingStoreRetained = 0, + NSBackingStoreNonretained = 1, + NSBackingStoreBuffered = 2 +}; + +typedef RGFW_ENUM(u32, NSWindowStyleMask) { + NSWindowStyleMaskBorderless = 0, + NSWindowStyleMaskTitled = 1 << 0, + NSWindowStyleMaskClosable = 1 << 1, + NSWindowStyleMaskMiniaturizable = 1 << 2, + NSWindowStyleMaskResizable = 1 << 3, + NSWindowStyleMaskTexturedBackground = 1 << 8, /* deprecated */ + NSWindowStyleMaskUnifiedTitleAndToolbar = 1 << 12, + NSWindowStyleMaskFullScreen = 1 << 14, + NSWindowStyleMaskFullSizeContentView = 1 << 15, + NSWindowStyleMaskUtilityWindow = 1 << 4, + NSWindowStyleMaskDocModalWindow = 1 << 6, + NSWindowStyleMaskNonactivatingpanel = 1 << 7, + NSWindowStyleMaskHUDWindow = 1 << 13 +}; + +NSPasteboardType const NSPasteboardTypeString = "public.utf8-plain-text"; // Replaces NSStringPasteboardType + + +typedef RGFW_ENUM(i32, NSDragOperation) { + NSDragOperationNone = 0, + NSDragOperationCopy = 1, + NSDragOperationLink = 2, + NSDragOperationGeneric = 4, + NSDragOperationPrivate = 8, + NSDragOperationMove = 16, + NSDragOperationDelete = 32, + NSDragOperationEvery = ULONG_MAX, + + //NSDragOperationAll_Obsolete API_DEPRECATED("", macos(10.0,10.10)) = 15, // Use NSDragOperationEvery + //NSDragOperationAll API_DEPRECATED("", macos(10.0,10.10)) = NSDragOperationAll_Obsolete, // Use NSDragOperationEvery +}; + +void* NSArray_objectAtIndex(id array, NSUInteger index) { + SEL func = sel_registerName("objectAtIndex:"); + return ((id(*)(id, SEL, NSUInteger))objc_msgSend)(array, func, index); +} + +id NSWindow_contentView(id window) { + SEL func = sel_registerName("contentView"); + return objc_msgSend_id(window, func); +} + +/* + End of cocoa wrapper +*/ + +const char* RGFW_mouseIconSrc[] = {"arrowCursor", "arrowCursor", "IBeamCursor", "crosshairCursor", "pointingHandCursor", "resizeLeftRightCursor", "resizeUpDownCursor", "_windowResizeNorthWestSouthEastCursor", "_windowResizeNorthEastSouthWestCursor", "closedHandCursor", "operationNotAllowedCursor"}; + +#ifdef RGFW_OPENGL +CFBundleRef RGFWnsglFramework = NULL; + +void* RGFW_getProcAddress(const char* procname) { + if (RGFWnsglFramework == NULL) + RGFWnsglFramework = CFBundleGetBundleWithIdentifier(CFSTR("com.apple.opengl")); + + CFStringRef symbolName = CFStringCreateWithCString(kCFAllocatorDefault, procname, kCFStringEncodingASCII); + + void* symbol = (void*)CFBundleGetFunctionPointerForName(RGFWnsglFramework, symbolName); + + CFRelease(symbolName); + + return symbol; +} +#endif + +id NSWindow_delegate(RGFW_window* win) { + return (id) objc_msgSend_id((id)win->src.window, sel_registerName("delegate")); +} + +u32 RGFW_OnClose(id self) { + RGFW_window* win = NULL; + object_getInstanceVariable(self, (const char*)"RGFW_window", (void**)&win); + if (win == NULL) + return true; + + win->event.type = RGFW_quit; + RGFW_windowQuitCallback(win); + + return true; +} + +/* NOTE(EimaMei): Fixes the constant clicking when the app is running under a terminal. */ +bool acceptsFirstResponder(void) { return true; } +bool performKeyEquivalent(id event) { RGFW_UNUSED(event); return true; } + +NSDragOperation draggingEntered(id self, SEL sel, id sender) { + RGFW_UNUSED(sender); RGFW_UNUSED(self); RGFW_UNUSED(sel); + + return NSDragOperationCopy; +} +NSDragOperation draggingUpdated(id self, SEL sel, id sender) { + RGFW_UNUSED(sel); + + RGFW_window* win = NULL; + object_getInstanceVariable(self, "RGFW_window", (void**)&win); + if (win == NULL) + return 0; + + if (!(win->_flags & RGFW_windowAllowDND)) { + return 0; + } + + win->event.type = RGFW_DNDInit; + win->src.dndPassed = 0; + + NSPoint p = ((NSPoint(*)(id, SEL)) objc_msgSend)(sender, sel_registerName("draggingLocation")); + + win->event.point = RGFW_POINT((u32) p.x, (u32) (win->r.h - p.y)); + RGFW_dndInitCallback(win, win->event.point); + + return NSDragOperationCopy; +} +bool prepareForDragOperation(id self) { + RGFW_window* win = NULL; + object_getInstanceVariable(self, "RGFW_window", (void**)&win); + if (win == NULL) + return true; + + if (!(win->_flags & RGFW_windowAllowDND)) { + return false; + } + + return true; +} + +void RGFW__osxDraggingEnded(id self, SEL sel, id sender) { RGFW_UNUSED(sender); RGFW_UNUSED(self); RGFW_UNUSED(sel); return; } + +/* NOTE(EimaMei): Usually, you never need 'id self, SEL cmd' for C -> Obj-C methods. This isn't the case. */ +bool performDragOperation(id self, SEL sel, id sender) { + RGFW_UNUSED(sender); RGFW_UNUSED(self); RGFW_UNUSED(sel); + + RGFW_window* win = NULL; + object_getInstanceVariable(self, "RGFW_window", (void**)&win); + + if (win == NULL) + return false; + + // id pasteBoard = objc_msgSend_id(sender, sel_registerName("draggingPasteboard")); + + ///////////////////////////// + id pasteBoard = objc_msgSend_id(sender, sel_registerName("draggingPasteboard")); + + // Get the types of data available on the pasteboard + id types = objc_msgSend_id(pasteBoard, sel_registerName("types")); + + // Get the string type for file URLs + id fileURLsType = objc_msgSend_class_char(objc_getClass("NSString"), sel_registerName("stringWithUTF8String:"), "NSFilenamesPboardType"); + + // Check if the pasteboard contains file URLs + if (objc_msgSend_id_bool(types, sel_registerName("containsObject:"), fileURLsType) == 0) { + #ifdef RGFW_DEBUG + printf("No files found on the pasteboard.\n"); + #endif + + return 0; + } + + id fileURLs = objc_msgSend_id_id(pasteBoard, sel_registerName("propertyListForType:"), fileURLsType); + int count = ((int (*)(id, SEL))objc_msgSend)(fileURLs, sel_registerName("count")); + + if (count == 0) + return 0; + + for (int i = 0; i < count; i++) { + id fileURL = objc_msgSend_arr(fileURLs, sel_registerName("objectAtIndex:"), i); + const char *filePath = ((const char* (*)(id, SEL))objc_msgSend)(fileURL, sel_registerName("UTF8String")); + RGFW_MEMCPY(win->event.droppedFiles[i], filePath, RGFW_MAX_PATH); + win->event.droppedFiles[i][RGFW_MAX_PATH - 1] = '\0'; + } + win->event.droppedFilesCount = count; + + win->event.type = RGFW_DND; + win->src.dndPassed = 0; + + NSPoint p = ((NSPoint(*)(id, SEL)) objc_msgSend)(sender, sel_registerName("draggingLocation")); + win->event.point = RGFW_POINT((u32) p.x, (u32) (win->r.h - p.y)); + + RGFW_dndCallback(win, win->event.droppedFiles, win->event.droppedFilesCount); + + return false; +} + +#ifndef RGFW_NO_IOKIT +#include +#include + +IOHIDDeviceRef RGFW_osxControllers[4] = {NULL}; + +int findControllerIndex(IOHIDDeviceRef device) { + for (int i = 0; i < 4; i++) + if (RGFW_osxControllers[i] == device) + return i; + return -1; +} + +#define RGFW_gamepadEventQueueMAX 11 +RGFW_event RGFW_gamepadEventQueue[RGFW_gamepadEventQueueMAX]; +size_t RGFW_gamepadEventQueueCount = 0; + +void RGFW__osxInputValueChangedCallback(void *context, IOReturn result, void *sender, IOHIDValueRef value) { + RGFW_UNUSED(context); RGFW_UNUSED(result); RGFW_UNUSED(sender); + + if (RGFW_gamepadEventQueueCount >= RGFW_gamepadEventQueueMAX - 1) + return; + + IOHIDElementRef element = IOHIDValueGetElement(value); + + IOHIDDeviceRef device = IOHIDElementGetDevice(element); + size_t index = findControllerIndex(device); + + uint32_t usagePage = IOHIDElementGetUsagePage(element); + uint32_t usage = IOHIDElementGetUsage(element); + + CFIndex intValue = IOHIDValueGetIntegerValue(value); + + u8 RGFW_osx2RGFWSrc[2][RGFW_gamepadFinal] = {{ + 0, RGFW_gamepadSelect, RGFW_gamepadL3, RGFW_gamepadR3, RGFW_gamepadStart, + RGFW_gamepadUp, RGFW_gamepadRight, RGFW_gamepadDown, RGFW_gamepadLeft, + RGFW_gamepadL2, RGFW_gamepadR2, RGFW_gamepadL1, RGFW_gamepadR1, + RGFW_gamepadY, RGFW_gamepadB, RGFW_gamepadA, RGFW_gamepadX, RGFW_gamepadHome}, + {0, RGFW_gamepadA, RGFW_gamepadB, RGFW_gamepadR3, RGFW_gamepadX, + RGFW_gamepadY, RGFW_gamepadRight, RGFW_gamepadL1, RGFW_gamepadR1, + RGFW_gamepadL2, RGFW_gamepadR2, RGFW_gamepadDown, RGFW_gamepadStart, + RGFW_gamepadUp, RGFW_gamepadL3, RGFW_gamepadSelect, RGFW_gamepadStart, RGFW_gamepadHome} + }; + + u8* RGFW_osx2RGFW = RGFW_osx2RGFWSrc[0]; + if (RGFW_gamepads_type[index] == RGFW_gamepadMicrosoft) + RGFW_osx2RGFW = RGFW_osx2RGFWSrc[1]; + + RGFW_event event; + + switch (usagePage) { + case kHIDPage_Button: { + u8 button = 0; + if (usage < sizeof(RGFW_osx2RGFW)) + button = RGFW_osx2RGFW[usage]; + + RGFW_gamepadButtonCallback(RGFW_root, index, button, intValue); + RGFW_gamepadPressed[index][button].prev = RGFW_gamepadPressed[index][button].current; + RGFW_gamepadPressed[index][button].current = intValue; + event.type = intValue ? RGFW_gamepadButtonPressed: RGFW_gamepadButtonReleased; + event.button = button; + event.gamepad = index; + + RGFW_gamepadEventQueue[RGFW_gamepadEventQueueCount] = event; + RGFW_gamepadEventQueueCount++; + break; + } + case kHIDPage_GenericDesktop: { + CFIndex logicalMin = IOHIDElementGetLogicalMin(element); + CFIndex logicalMax = IOHIDElementGetLogicalMax(element); + + if (logicalMax <= logicalMin) return; + if (intValue < logicalMin) intValue = logicalMin; + if (intValue > logicalMax) intValue = logicalMax; + + i8 value = (i8)(-100.0 + ((intValue - logicalMin) * 200.0) / (logicalMax - logicalMin)); + + switch (usage) { + case kHIDUsage_GD_X: RGFW_gamepadAxes[index][0].x = value; event.whichAxis = 0; break; + case kHIDUsage_GD_Y: RGFW_gamepadAxes[index][0].y = value; event.whichAxis = 0; break; + case kHIDUsage_GD_Z: RGFW_gamepadAxes[index][1].x = value; event.whichAxis = 1; break; + case kHIDUsage_GD_Rz: RGFW_gamepadAxes[index][1].y = value; event.whichAxis = 1; break; + default: return; + } + + event.type = RGFW_gamepadAxisMove; + event.gamepad = index; + + event.axis[0] = RGFW_gamepadAxes[index][0]; + event.axis[1] = RGFW_gamepadAxes[index][1]; + + RGFW_gamepadEventQueue[RGFW_gamepadEventQueueCount] = event; + RGFW_gamepadEventQueueCount++; + + RGFW_gamepadAxisCallback(RGFW_root, index, event.axis, 2, event.whichAxis); + } + } +} + +void RGFW__osxDeviceAddedCallback(void* context, IOReturn result, void *sender, IOHIDDeviceRef device) { + RGFW_UNUSED(context); RGFW_UNUSED(result); RGFW_UNUSED(sender); + CFTypeRef usageRef = (CFTypeRef)IOHIDDeviceGetProperty(device, CFSTR(kIOHIDPrimaryUsageKey)); + int usage = 0; + if (usageRef) + CFNumberGetValue((CFNumberRef)usageRef, kCFNumberIntType, (void*)&usage); + + if (usage != kHIDUsage_GD_Joystick && usage != kHIDUsage_GD_GamePad && usage != kHIDUsage_GD_MultiAxisController) { + return; + } + + for (size_t i = 0; i < 4; i++) { + if (RGFW_osxControllers[i] != NULL) + continue; + + RGFW_osxControllers[i] = device; + + IOHIDDeviceRegisterInputValueCallback(device, RGFW__osxInputValueChangedCallback, NULL); + + CFStringRef deviceName = (CFStringRef)IOHIDDeviceGetProperty(device, CFSTR(kIOHIDProductKey)); + if (deviceName) + CFStringGetCString(deviceName, RGFW_gamepads_name[i], sizeof(RGFW_gamepads_name[i]), kCFStringEncodingUTF8); + + RGFW_gamepads_type[i] = RGFW_gamepadUnknown; + if (strstr(RGFW_gamepads_name[i], "Microsoft") || strstr(RGFW_gamepads_name[i], "X-Box") || strstr(RGFW_gamepads_name[i], "Xbox")) + RGFW_gamepads_type[i] = RGFW_gamepadMicrosoft; + else if (strstr(RGFW_gamepads_name[i], "PlayStation") || strstr(RGFW_gamepads_name[i], "PS3") || strstr(RGFW_gamepads_name[i], "PS4") || strstr(RGFW_gamepads_name[i], "PS5")) + RGFW_gamepads_type[i] = RGFW_gamepadSony; + else if (strstr(RGFW_gamepads_name[i], "Nintendo")) + RGFW_gamepads_type[i] = RGFW_gamepadNintendo; + else if (strstr(RGFW_gamepads_name[i], "Logitech")) + RGFW_gamepads_type[i] = RGFW_gamepadLogitech; + + RGFW_gamepads[i] = i; + RGFW_gamepadCount++; + + RGFW_event ev; + ev.type = RGFW_gamepadConnected; + ev.gamepad = i; + RGFW_gamepadEventQueue[RGFW_gamepadEventQueueCount] = ev; + RGFW_gamepadEventQueueCount++; + RGFW_gamepadCallback(RGFW_root, i, 1); + break; + } +} + +void RGFW__osxDeviceRemovedCallback(void *context, IOReturn result, void *sender, IOHIDDeviceRef device) { + RGFW_UNUSED(context); RGFW_UNUSED(result); RGFW_UNUSED(sender); RGFW_UNUSED(device); + CFNumberRef usageRef = (CFNumberRef)IOHIDDeviceGetProperty(device, CFSTR(kIOHIDPrimaryUsageKey)); + int usage = 0; + if (usageRef) + CFNumberGetValue(usageRef, kCFNumberIntType, &usage); + + if (usage != kHIDUsage_GD_Joystick && usage != kHIDUsage_GD_GamePad && usage != kHIDUsage_GD_MultiAxisController) { + return; + } + + i32 index = findControllerIndex(device); + if (index != -1) + RGFW_osxControllers[index] = NULL; + + RGFW_event ev; + ev.type = RGFW_gamepadDisconnected; + ev.gamepad = index; + RGFW_gamepadEventQueue[RGFW_gamepadEventQueueCount] = ev; + RGFW_gamepadEventQueueCount++; + RGFW_gamepadCallback(RGFW_root, index, 0); + + RGFW_gamepadCount--; +} + +RGFWDEF void RGFW_osxInitIOKit(void); +void RGFW_osxInitIOKit(void) { + IOHIDManagerRef hidManager = IOHIDManagerCreate(kCFAllocatorDefault, kIOHIDOptionsTypeNone); + if (!hidManager) { + fprintf(stderr, "Failed to create IOHIDManager.\n"); + return; + } + + CFMutableDictionaryRef matchingDictionary = CFDictionaryCreateMutable( + kCFAllocatorDefault, + 0, + &kCFTypeDictionaryKeyCallBacks, + &kCFTypeDictionaryValueCallBacks + ); + if (!matchingDictionary) { + fprintf(stderr, "Failed to create matching dictionary.\n"); + CFRelease(hidManager); + return; + } + + CFDictionarySetValue( + matchingDictionary, + CFSTR(kIOHIDDeviceUsagePageKey), + CFNumberCreate(kCFAllocatorDefault, kCFNumberIntType, (int[]){kHIDPage_GenericDesktop}) + ); + + IOHIDManagerSetDeviceMatching(hidManager, matchingDictionary); + + IOHIDManagerRegisterDeviceMatchingCallback(hidManager, RGFW__osxDeviceAddedCallback, NULL); + IOHIDManagerRegisterDeviceRemovalCallback(hidManager, RGFW__osxDeviceRemovedCallback, NULL); + + IOHIDManagerScheduleWithRunLoop(hidManager, CFRunLoopGetCurrent(), kCFRunLoopDefaultMode); + + IOHIDManagerOpen(hidManager, kIOHIDOptionsTypeNone); + + // Execute the run loop once in order to register any initially-attached joysticks + CFRunLoopRunInMode(kCFRunLoopDefaultMode, 0, false); +} +#endif + +void NSMoveToResourceDir(void) { + char resourcesPath[255]; + + CFBundleRef bundle = CFBundleGetMainBundle(); + if (!bundle) + return; + + CFURLRef resourcesURL = CFBundleCopyResourcesDirectoryURL(bundle); + CFStringRef last = CFURLCopyLastPathComponent(resourcesURL); + + if ( + CFStringCompare(CFSTR("Resources"), last, 0) != kCFCompareEqualTo || + CFURLGetFileSystemRepresentation(resourcesURL, true, (u8*) resourcesPath, 255) == 0 + ) { + CFRelease(last); + CFRelease(resourcesURL); + return; + } + + CFRelease(last); + CFRelease(resourcesURL); + + chdir(resourcesPath); +} + + +NSSize RGFW__osxWindowResize(id self, SEL sel, NSSize frameSize) { + RGFW_UNUSED(sel); + + RGFW_window* win = NULL; + object_getInstanceVariable(self, "RGFW_window", (void**)&win); + if (win == NULL) + return frameSize; + + win->r.w = frameSize.width; + win->r.h = frameSize.height; + win->event.type = RGFW_windowResized; + RGFW_windowResizeCallback(win, win->r); + return frameSize; +} + +void RGFW__osxWindowMove(id self, SEL sel) { + RGFW_UNUSED(sel); + + RGFW_window* win = NULL; + object_getInstanceVariable(self, "RGFW_window", (void**)&win); + if (win == NULL) + return; + + NSRect frame = ((NSRect(*)(id, SEL))abi_objc_msgSend_stret)((id)win->src.window, sel_registerName("frame")); + win->r.x = (i32) frame.origin.x; + win->r.y = (i32) frame.origin.y; + + win->event.type = RGFW_windowMoved; + RGFW_windowMoveCallback(win, win->r); +} + +void RGFW__osxUpdateLayer(id self, SEL sel) { + RGFW_UNUSED(sel); + + RGFW_window* win = NULL; + object_getInstanceVariable(self, "RGFW_window", (void**)&win); + if (win == NULL) + return; + + win->event.type = RGFW_windowRefresh; + RGFW_windowRefreshCallback(win); +} + +RGFWDEF void RGFW_init_buffer(RGFW_window* win); +void RGFW_init_buffer(RGFW_window* win) { + #if defined(RGFW_OSMESA) || defined(RGFW_BUFFER) + if (RGFW_bufferSize.w == 0 && RGFW_bufferSize.h == 0) + RGFW_bufferSize = RGFW_getScreenSize(); + + win->buffer = RGFW_alloc(RGFW_bufferSize.w * RGFW_bufferSize.h * 4); + win->_flags |= RGFW_BUFFER_ALLOC; + #ifdef RGFW_OSMESA + win->src.ctx = OSMesaCreateContext(OSMESA_RGBA, NULL); + OSMesaMakeCurrent(win->src.ctx, win->buffer, GL_UNSIGNED_BYTE, win->r.w, win->r.h); + #endif + #else + RGFW_UNUSED(win); /*!< if buffer rendering is not being used */ + #endif +} + +void RGFW_window_cocoaSetLayer(RGFW_window* win, void* layer) { + objc_msgSend_void_id((id)win->src.view, sel_registerName("setLayer"), (id)layer); +} + +void* RGFW_cocoaGetLayer(void) { + return objc_msgSend_class((id)objc_getClass("CAMetalLayer"), (SEL)sel_registerName("layer")); +} + + +NSPasteboardType const NSPasteboardTypeURL = "public.url"; +NSPasteboardType const NSPasteboardTypeFileURL = "public.file-url"; + +RGFW_window* RGFW_createWindowPtr(const char* name, RGFW_rect rect, RGFW_windowFlags flags, RGFW_window* win) { + static u8 RGFW_loaded = 0; + + /* NOTE(EimaMei): Why does Apple hate good code? Like wtf, who thought of methods being a great idea??? + Imagine a universe, where MacOS had a proper system API (we would probably have like 20% better performance). + */ + si_func_to_SEL_with_name("NSObject", "windowShouldClose", (void*)RGFW_OnClose); + + /* NOTE(EimaMei): Fixes the 'Boop' sfx from constantly playing each time you click a key. Only a problem when running in the terminal. */ + si_func_to_SEL("NSWindow", acceptsFirstResponder); + si_func_to_SEL("NSWindow", performKeyEquivalent); + + // RR Create an autorelease pool + id pool = objc_msgSend_class(objc_getClass("NSAutoreleasePool"), sel_registerName("alloc")); + pool = objc_msgSend_id(pool, sel_registerName("init")); + + if (NSApp == NULL) { + NSApp = objc_msgSend_id((id)objc_getClass("NSApplication"), sel_registerName("sharedApplication")); + + ((void (*)(id, SEL, NSUInteger))objc_msgSend) + (NSApp, sel_registerName("setActivationPolicy:"), NSApplicationActivationPolicyRegular); + + #ifndef RGFW_NO_IOKIT + RGFW_osxInitIOKit(); + #endif + } + + RGFW_window_basic_init(win, rect, flags); + + RGFW_window_setMouseDefault(win); + + NSRect windowRect; + windowRect.origin.x = win->r.x; + windowRect.origin.y = win->r.y; + windowRect.size.width = win->r.w; + windowRect.size.height = win->r.h; + + NSBackingStoreType macArgs = NSWindowStyleMaskClosable | NSWindowStyleMaskMiniaturizable | NSBackingStoreBuffered | NSWindowStyleMaskTitled; + + if (!(flags & RGFW_windowNoResize)) + macArgs |= NSWindowStyleMaskResizable; + if (!(flags & RGFW_windowNoBorder)) + macArgs |= NSWindowStyleMaskTitled; + else + macArgs = NSWindowStyleMaskBorderless; + { + void* nsclass = objc_getClass("NSWindow"); + SEL func = sel_registerName("initWithContentRect:styleMask:backing:defer:"); + + win->src.window = ((id(*)(id, SEL, NSRect, NSWindowStyleMask, NSBackingStoreType, bool))objc_msgSend) + (NSAlloc(nsclass), func, windowRect, macArgs, macArgs, false); + } + + id str = NSString_stringWithUTF8String(name); + objc_msgSend_void_id((id)win->src.window, sel_registerName("setTitle:"), str); + + #ifdef RGFW_EGL + if ((flags & RGFW_windowNoInitAPI) == 0) + RGFW_createOpenGLContext(win); + #endif + + #ifdef RGFW_OPENGL + + if ((flags & RGFW_windowNoInitAPI) == 0) { + void* attrs = RGFW_initFormatAttribs(flags & RGFW_windowOpenglSoftware); + void* format = NSOpenGLPixelFormat_initWithAttributes((uint32_t*)attrs); + + if (format == NULL) { + #ifdef RGFW_DEBUG + printf("Failed to load pixel format for OpenGL\n"); + #endif + + void* attrs = RGFW_initFormatAttribs(1); + format = NSOpenGLPixelFormat_initWithAttributes((uint32_t*)attrs); + + #ifdef RGFW_DEBUG + if (format == NULL) + printf("and loading software rendering OpenGL failed\n"); + else + printf("Switching to software rendering\n"); + #endif + } + + /* the pixel format can be passed directly to opengl context creation to create a context + this is because the format also includes information about the opengl version (which may be a bad thing) */ + win->src.view = NSOpenGLView_initWithFrame((NSRect){{0, 0}, {win->r.w, win->r.h}}, (uint32_t*)format); + objc_msgSend_void(win->src.view, sel_registerName("prepareOpenGL")); + win->src.ctx = objc_msgSend_id(win->src.view, sel_registerName("openGLContext")); + } else + #endif + { + NSRect contentRect = (NSRect){{0, 0}, {win->r.w, win->r.h}}; + win->src.view = ((id(*)(id, SEL, NSRect))objc_msgSend) + (NSAlloc((id)objc_getClass("NSView")), sel_registerName("initWithFrame:"), + contentRect); + } + + void* contentView = NSWindow_contentView((id)win->src.window); + objc_msgSend_void_bool(contentView, sel_registerName("setWantsLayer:"), true); + + objc_msgSend_void_id((id)win->src.window, sel_registerName("setContentView:"), win->src.view); + + #ifdef RGFW_OPENGL + if ((flags & RGFW_windowNoInitAPI) == 0) + objc_msgSend_void(win->src.ctx, sel_registerName("makeCurrentContext")); + #endif + + if (flags & RGFW_windowTransparent) { + #ifdef RGFW_OPENGL + if ((flags & RGFW_windowNoInitAPI) == 0) { + i32 opacity = 0; + #define NSOpenGLCPSurfaceOpacity 236 + NSOpenGLContext_setValues((id)win->src.ctx, &opacity, NSOpenGLCPSurfaceOpacity); + } + #endif + + objc_msgSend_void_bool(win->src.window, sel_registerName("setOpaque:"), false); + + objc_msgSend_void_id((id)win->src.window, sel_registerName("setBackgroundColor:"), + NSColor_colorWithSRGB(0, 0, 0, 0)); + } + + RGFW_init_buffer(win); + + #ifndef RGFW_NO_MONITOR + if (flags & RGFW_windowScaleToMonitor) + RGFW_window_scaleToMonitor(win); + #endif + + if (flags & RGFW_windowCenter) { + RGFW_area screenR = RGFW_getScreenSize(); + RGFW_window_move(win, RGFW_POINT((screenR.w - win->r.w) / 2, (screenR.h - win->r.h) / 2)); + } + + if (flags & RGFW_windowHideMouse) + RGFW_window_showMouse(win, 0); + + if (flags & RGFW_windowCocoaCHDirToRes) + NSMoveToResourceDir(); + + Class delegateClass = objc_allocateClassPair(objc_getClass("NSObject"), "WindowDelegate", 0); + + class_addIvar( + delegateClass, "RGFW_window", + sizeof(RGFW_window*), rint(log2(sizeof(RGFW_window*))), + "L" + ); + + class_addMethod(delegateClass, sel_registerName("windowWillResize:toSize:"), (IMP) RGFW__osxWindowResize, "{NSSize=ff}@:{NSSize=ff}"); + class_addMethod(delegateClass, sel_registerName("updateLayer:"), (IMP) RGFW__osxUpdateLayer, ""); + class_addMethod(delegateClass, sel_registerName("windowWillMove:"), (IMP) RGFW__osxWindowMove, ""); + class_addMethod(delegateClass, sel_registerName("windowDidMove:"), (IMP) RGFW__osxWindowMove, ""); + class_addMethod(delegateClass, sel_registerName("draggingEntered:"), (IMP)draggingEntered, "l@:@"); + class_addMethod(delegateClass, sel_registerName("draggingUpdated:"), (IMP)draggingUpdated, "l@:@"); + class_addMethod(delegateClass, sel_registerName("draggingExited:"), (IMP)RGFW__osxDraggingEnded, "v@:@"); + class_addMethod(delegateClass, sel_registerName("draggingEnded:"), (IMP)RGFW__osxDraggingEnded, "v@:@"); + class_addMethod(delegateClass, sel_registerName("prepareForDragOperation:"), (IMP)prepareForDragOperation, "B@:@"); + class_addMethod(delegateClass, sel_registerName("performDragOperation:"), (IMP)performDragOperation, "B@:@"); + + id delegate = objc_msgSend_id(NSAlloc(delegateClass), sel_registerName("init")); + + object_setInstanceVariable(delegate, "RGFW_window", win); + + objc_msgSend_void_id((id)win->src.window, sel_registerName("setDelegate:"), delegate); + + if (flags & RGFW_windowAllowDND) { + win->_flags |= RGFW_windowAllowDND; + + NSPasteboardType types[] = {NSPasteboardTypeURL, NSPasteboardTypeFileURL, NSPasteboardTypeString}; + NSregisterForDraggedTypes((id)win->src.window, types, 3); + } + + // Show the window + objc_msgSend_void_bool(NSApp, sel_registerName("activateIgnoringOtherApps:"), true); + ((id(*)(id, SEL, SEL))objc_msgSend)((id)win->src.window, sel_registerName("makeKeyAndOrderFront:"), (SEL)NULL); + objc_msgSend_void_bool(win->src.window, sel_registerName("setIsVisible:"), true); + + if (!RGFW_loaded) { + objc_msgSend_void(win->src.window, sel_registerName("makeMainWindow")); + + RGFW_loaded = 1; + } + + objc_msgSend_void(win->src.window, sel_registerName("makeKeyWindow")); + + objc_msgSend_void(NSApp, sel_registerName("finishLaunching")); + + NSRetain(win->src.window); + NSRetain(NSApp); + + #ifdef RGFW_DEBUG + printf("RGFW INFO: a window with a rect of {%i, %i, %i, %i} \n", win->r.x, win->r.y, win->r.w, win->r.h); + #endif + return win; +} + +void RGFW_window_setBorder(RGFW_window* win, u8 border) { + NSBackingStoreType storeType = NSWindowStyleMaskBorderless; + if (!border) { + storeType = NSWindowStyleMaskTitled | NSWindowStyleMaskClosable | NSWindowStyleMaskMiniaturizable; + } + if (!(win->_flags & RGFW_windowNoResize)) { + storeType |= NSWindowStyleMaskResizable; + } + + ((void (*)(id, SEL, NSBackingStoreType))objc_msgSend)((id)win->src.window, sel_registerName("setStyleMask:"), storeType); + + objc_msgSend_void_bool(win->src.window, sel_registerName("setHasShadow:"), border); +} + +RGFW_area RGFW_getScreenSize(void) { + static CGDirectDisplayID display = 0; + + if (display == 0) + display = CGMainDisplayID(); + + return RGFW_AREA(CGDisplayPixelsWide(display), CGDisplayPixelsHigh(display)); +} + +RGFW_point RGFW_getGlobalMousePoint(void) { + RGFW_ASSERT(RGFW_root != NULL); + + CGEventRef e = CGEventCreate(NULL); + CGPoint point = CGEventGetLocation(e); + CFRelease(e); + + return RGFW_POINT((u32) point.x, (u32) point.y); /*!< the point is loaded during event checks */ +} + +RGFW_point RGFW_window_getMousePoint(RGFW_window* win) { + NSPoint p = ((NSPoint(*)(id, SEL)) objc_msgSend)((id)win->src.window, sel_registerName("mouseLocationOutsideOfEventStream")); + + return RGFW_POINT((u32) p.x, (u32) (win->r.h - p.y)); +} + +u32 RGFW_keysPressed[10]; /*10 keys at a time*/ +typedef RGFW_ENUM(u32, NSEventType) { /* various types of events */ + NSEventTypeLeftMouseDown = 1, + NSEventTypeLeftMouseUp = 2, + NSEventTypeRightMouseDown = 3, + NSEventTypeRightMouseUp = 4, + NSEventTypeMouseMoved = 5, + NSEventTypeLeftMouseDragged = 6, + NSEventTypeRightMouseDragged = 7, + NSEventTypeMouseEntered = 8, + NSEventTypeMouseExited = 9, + NSEventTypeKeyDown = 10, + NSEventTypeKeyUp = 11, + NSEventTypeFlagsChanged = 12, + NSEventTypeAppKitDefined = 13, + NSEventTypeSystemDefined = 14, + NSEventTypeApplicationDefined = 15, + NSEventTypePeriodic = 16, + NSEventTypeCursorUpdate = 17, + NSEventTypeScrollWheel = 22, + NSEventTypeTabletPoint = 23, + NSEventTypeTabletProximity = 24, + NSEventTypeOtherMouseDown = 25, + NSEventTypeOtherMouseUp = 26, + NSEventTypeOtherMouseDragged = 27, + /* The following event types are available on some hardware on 10.5.2 and later */ + NSEventTypeGesture API_AVAILABLE(macos(10.5)) = 29, + NSEventTypeMagnify API_AVAILABLE(macos(10.5)) = 30, + NSEventTypeSwipe API_AVAILABLE(macos(10.5)) = 31, + NSEventTypeRotate API_AVAILABLE(macos(10.5)) = 18, + NSEventTypeBeginGesture API_AVAILABLE(macos(10.5)) = 19, + NSEventTypeEndGesture API_AVAILABLE(macos(10.5)) = 20, + + NSEventTypeSmartMagnify API_AVAILABLE(macos(10.8)) = 32, + NSEventTypeQuickLook API_AVAILABLE(macos(10.8)) = 33, + + NSEventTypePressure API_AVAILABLE(macos(10.10.3)) = 34, + NSEventTypeDirectTouch API_AVAILABLE(macos(10.10)) = 37, + + NSEventTypeChangeMode API_AVAILABLE(macos(10.15)) = 38, +}; + +typedef RGFW_ENUM(unsigned long long, NSEventMask) { /* masks for the types of events */ + NSEventMaskLeftMouseDown = 1ULL << NSEventTypeLeftMouseDown, + NSEventMaskLeftMouseUp = 1ULL << NSEventTypeLeftMouseUp, + NSEventMaskRightMouseDown = 1ULL << NSEventTypeRightMouseDown, + NSEventMaskRightMouseUp = 1ULL << NSEventTypeRightMouseUp, + NSEventMaskMouseMoved = 1ULL << NSEventTypeMouseMoved, + NSEventMaskLeftMouseDragged = 1ULL << NSEventTypeLeftMouseDragged, + NSEventMaskRightMouseDragged = 1ULL << NSEventTypeRightMouseDragged, + NSEventMaskMouseEntered = 1ULL << NSEventTypeMouseEntered, + NSEventMaskMouseExited = 1ULL << NSEventTypeMouseExited, + NSEventMaskKeyDown = 1ULL << NSEventTypeKeyDown, + NSEventMaskKeyUp = 1ULL << NSEventTypeKeyUp, + NSEventMaskFlagsChanged = 1ULL << NSEventTypeFlagsChanged, + NSEventMaskAppKitDefined = 1ULL << NSEventTypeAppKitDefined, + NSEventMaskSystemDefined = 1ULL << NSEventTypeSystemDefined, + NSEventMaskApplicationDefined = 1ULL << NSEventTypeApplicationDefined, + NSEventMaskPeriodic = 1ULL << NSEventTypePeriodic, + NSEventMaskCursorUpdate = 1ULL << NSEventTypeCursorUpdate, + NSEventMaskScrollWheel = 1ULL << NSEventTypeScrollWheel, + NSEventMaskTabletPoint = 1ULL << NSEventTypeTabletPoint, + NSEventMaskTabletProximity = 1ULL << NSEventTypeTabletProximity, + NSEventMaskOtherMouseDown = 1ULL << NSEventTypeOtherMouseDown, + NSEventMaskOtherMouseUp = 1ULL << NSEventTypeOtherMouseUp, + NSEventMaskOtherMouseDragged = 1ULL << NSEventTypeOtherMouseDragged, + /* The following event masks are available on some hardware on 10.5.2 and later */ + NSEventMaskGesture API_AVAILABLE(macos(10.5)) = 1ULL << NSEventTypeGesture, + NSEventMaskMagnify API_AVAILABLE(macos(10.5)) = 1ULL << NSEventTypeMagnify, + NSEventMaskSwipe API_AVAILABLE(macos(10.5)) = 1ULL << NSEventTypeSwipe, + NSEventMaskRotate API_AVAILABLE(macos(10.5)) = 1ULL << NSEventTypeRotate, + NSEventMaskBeginGesture API_AVAILABLE(macos(10.5)) = 1ULL << NSEventTypeBeginGesture, + NSEventMaskEndGesture API_AVAILABLE(macos(10.5)) = 1ULL << NSEventTypeEndGesture, + + /* Note: You can only use these event masks on 64 bit. In other words, you cannot setup a local, nor global, event monitor for these event types on 32 bit. Also, you cannot search the event queue for them (nextEventMatchingMask:...) on 32 bit. + */ + NSEventMaskSmartMagnify API_AVAILABLE(macos(10.8)) = 1ULL << NSEventTypeSmartMagnify, + NSEventMaskPressure API_AVAILABLE(macos(10.10.3)) = 1ULL << NSEventTypePressure, + NSEventMaskDirectTouch API_AVAILABLE(macos(10.12.2)) = 1ULL << NSEventTypeDirectTouch, + + NSEventMaskChangeMode API_AVAILABLE(macos(10.15)) = 1ULL << NSEventTypeChangeMode, + + NSEventMaskAny = ULONG_MAX, + +}; + +typedef enum NSEventModifierFlags { + NSEventModifierFlagCapsLock = 1 << 16, + NSEventModifierFlagShift = 1 << 17, + NSEventModifierFlagControl = 1 << 18, + NSEventModifierFlagOption = 1 << 19, + NSEventModifierFlagCommand = 1 << 20, + NSEventModifierFlagNumericPad = 1 << 21 +} NSEventModifierFlags; + +void RGFW_stopCheckEvents(void) { + id eventPool = objc_msgSend_class(objc_getClass("NSAutoreleasePool"), sel_registerName("alloc")); + eventPool = objc_msgSend_id(eventPool, sel_registerName("init")); + + id e = (id) ((id(*)(id, SEL, NSEventType, NSPoint, NSEventModifierFlags, void*, NSInteger, void**, short, NSInteger, NSInteger))objc_msgSend) + (NSApp, sel_registerName("otherEventWithType:location:modifierFlags:timestamp:windowNumber:context:subtype:data1:data2:"), + NSEventTypeApplicationDefined, (NSPoint){0, 0}, (NSEventModifierFlags)0, NULL, (NSInteger)0, NULL, 0, 0, 0); + + ((void (*)(id, SEL, id, bool))objc_msgSend) + (NSApp, sel_registerName("postEvent:atStart:"), e, 1); + + objc_msgSend_bool_void(eventPool, sel_registerName("drain")); +} + +void RGFW_window_eventWait(RGFW_window* win, i32 waitMS) { + RGFW_UNUSED(win); + + id eventPool = objc_msgSend_class(objc_getClass("NSAutoreleasePool"), sel_registerName("alloc")); + eventPool = objc_msgSend_id(eventPool, sel_registerName("init")); + + void* date = (void*) ((id(*)(Class, SEL, double))objc_msgSend) + (objc_getClass("NSDate"), sel_registerName("dateWithTimeIntervalSinceNow:"), waitMS); + + id e = (id) ((id(*)(id, SEL, NSEventMask, void*, id, bool))objc_msgSend) + (NSApp, sel_registerName("nextEventMatchingMask:untilDate:inMode:dequeue:"), + ULONG_MAX, date, NSString_stringWithUTF8String("kCFRunLoopDefaultMode"), true); + + + if (e) { + ((void (*)(id, SEL, id, bool))objc_msgSend) + (NSApp, sel_registerName("postEvent:atStart:"), e, 1); + } + + objc_msgSend_bool_void(eventPool, sel_registerName("drain")); +} + +RGFW_event* RGFW_window_checkEvent(RGFW_window* win) { + RGFW_ASSERT(win != NULL); + + if (win->event.type == RGFW_quit) + return NULL; + + if ((win->event.type == RGFW_DND || win->event.type == RGFW_DNDInit) && win->src.dndPassed == 0) { + win->src.dndPassed = 1; + ((void(*)(id, SEL))objc_msgSend)(NSApp, sel_registerName("updateWindows")); + return &win->event; + } + + #ifndef RGFW_NO_IOKIT + if (RGFW_gamepadEventQueueCount && win == RGFW_root) { + static u8 index = 0; + + /* check queued events */ + RGFW_gamepadEventQueueCount--; + + RGFW_event ev = RGFW_gamepadEventQueue[index]; + win->event.type = ev.type; + win->event.gamepad = ev.gamepad; + win->event.button = ev.button; + win->event.whichAxis = ev.whichAxis; + for (size_t i = 0; i < 4; i++) + win->event.axis[i] = ev.axis[i]; + + if (RGFW_gamepadEventQueueCount) index++; + else index = 0; + + ((void(*)(id, SEL))objc_msgSend)(NSApp, sel_registerName("updateWindows")); + return &win->event; + } + #endif + + id eventPool = objc_msgSend_class(objc_getClass("NSAutoreleasePool"), sel_registerName("alloc")); + eventPool = objc_msgSend_id(eventPool, sel_registerName("init")); + + static SEL eventFunc = (SEL)NULL; + if (eventFunc == NULL) + eventFunc = sel_registerName("nextEventMatchingMask:untilDate:inMode:dequeue:"); + + if ((win->event.type == RGFW_windowMoved || win->event.type == RGFW_windowResized || win->event.type == RGFW_windowRefresh) && win->event.key != 120) { + win->event.key = 120; + objc_msgSend_bool_void(eventPool, sel_registerName("drain")); + ((void(*)(id, SEL))objc_msgSend)(NSApp, sel_registerName("updateWindows")); + return &win->event; + } + + void* date = NULL; + + id e = (id) ((id(*)(id, SEL, NSEventMask, void*, id, bool))objc_msgSend) + (NSApp, eventFunc, ULONG_MAX, date, NSString_stringWithUTF8String("kCFRunLoopDefaultMode"), true); + + if (e == NULL) { + objc_msgSend_bool_void(eventPool, sel_registerName("drain")); + objc_msgSend_void_id(NSApp, sel_registerName("sendEvent:"), e); + ((void(*)(id, SEL))objc_msgSend)(NSApp, sel_registerName("updateWindows")); + return NULL; + } + + if (objc_msgSend_id(e, sel_registerName("window")) != win->src.window) { + ((void (*)(id, SEL, id, bool))objc_msgSend) + (NSApp, sel_registerName("postEvent:atStart:"), e, 0); + + objc_msgSend_void_id(NSApp, sel_registerName("sendEvent:"), e); + objc_msgSend_bool_void(eventPool, sel_registerName("drain")); + ((void(*)(id, SEL))objc_msgSend)(NSApp, sel_registerName("updateWindows")); + return NULL; + } + + if (win->event.droppedFilesCount) { + u32 i; + for (i = 0; i < win->event.droppedFilesCount; i++) + win->event.droppedFiles[i][0] = '\0'; + } + + win->event.droppedFilesCount = 0; + win->event.type = 0; + + switch (objc_msgSend_uint(e, sel_registerName("type"))) { + case NSEventTypeMouseEntered: { + win->event.type = RGFW_mouseEnter; + NSPoint p = ((NSPoint(*)(id, SEL)) objc_msgSend)(e, sel_registerName("locationInWindow")); + + win->event.point = RGFW_POINT((i32) p.x, (i32) (win->r.h - p.y)); + RGFW_mouseNotifyCallBack(win, win->event.point, 1); + break; + } + + case NSEventTypeMouseExited: + win->event.type = RGFW_mouseLeave; + RGFW_mouseNotifyCallBack(win, win->event.point, 0); + break; + + case NSEventTypeKeyDown: { + u32 key = (u16) objc_msgSend_uint(e, sel_registerName("keyCode")); + + u32 mappedKey = *((u32*)((char*)(const char*) NSString_to_char(objc_msgSend_id(e, sel_registerName("charactersIgnoringModifiers"))))); + if (((u8)mappedKey) == 239) + mappedKey = 0; + + win->event.keyChar = (u8)mappedKey; + + win->event.key = RGFW_apiKeyToRGFW(key); + RGFW_keyboard[win->event.key].prev = RGFW_keyboard[win->event.key].current; + + win->event.type = RGFW_keyPressed; + win->event.repeat = RGFW_isPressed(win, win->event.key); + RGFW_keyboard[win->event.key].current = 1; + + RGFW_keyCallback(win, win->event.key, win->event.keyChar, win->event.keyMod, 1); + break; + } + + case NSEventTypeKeyUp: { + u32 key = (u16) objc_msgSend_uint(e, sel_registerName("keyCode")); + + u32 mappedKey = *((u32*)((char*)(const char*) NSString_to_char(objc_msgSend_id(e, sel_registerName("charactersIgnoringModifiers"))))); + if (((u8)mappedKey) == 239) + mappedKey = 0; + + win->event.keyChar = (u8)mappedKey; + + win->event.key = RGFW_apiKeyToRGFW(key); + + RGFW_keyboard[win->event.key].prev = RGFW_keyboard[win->event.key].current; + + win->event.type = RGFW_keyReleased; + + RGFW_keyboard[win->event.key].current = 0; + RGFW_keyCallback(win, win->event.key, win->event.keyChar, win->event.keyMod, 0); + break; + } + + case NSEventTypeFlagsChanged: { + u32 flags = objc_msgSend_uint(e, sel_registerName("modifierFlags")); + RGFW_updateKeyModsPro(win, ((u32)(flags & NSEventModifierFlagCapsLock) % 255), ((flags & NSEventModifierFlagNumericPad) % 255), + ((flags & NSEventModifierFlagControl) % 255), ((flags & NSEventModifierFlagOption) % 255), + ((flags & NSEventModifierFlagShift) % 255), ((flags & NSEventModifierFlagCommand) % 255)); + u8 i; + for (i = 0; i < 9; i++) + RGFW_keyboard[i + RGFW_capsLock].prev = 0; + + for (i = 0; i < 5; i++) { + u32 shift = (1 << (i + 16)); + u32 key = i + RGFW_capsLock; + + if ((flags & shift) && !RGFW_wasPressed(win, key)) { + RGFW_keyboard[key].current = 1; + + if (key != RGFW_capsLock) + RGFW_keyboard[key+ 4].current = 1; + + win->event.type = RGFW_keyPressed; + win->event.key = key; + break; + } + + if (!(flags & shift) && RGFW_wasPressed(win, key)) { + RGFW_keyboard[key].current = 0; + + if (key != RGFW_capsLock) + RGFW_keyboard[key + 4].current = 0; + + win->event.type = RGFW_keyReleased; + win->event.key = key; + break; + } + } + + RGFW_keyCallback(win, win->event.key, win->event.keyChar, win->event.keyMod, win->event.type == RGFW_keyPressed); + + break; + } + case NSEventTypeLeftMouseDragged: + case NSEventTypeOtherMouseDragged: + case NSEventTypeRightMouseDragged: + case NSEventTypeMouseMoved: { + win->event.type = RGFW_mousePosChanged; + NSPoint p = ((NSPoint(*)(id, SEL)) objc_msgSend)(e, sel_registerName("locationInWindow")); + win->event.point = RGFW_POINT((u32) p.x, (u32) (win->r.h - p.y)); + + if ((win->_flags & RGFW_HOLD_MOUSE)) { + p.x = ((CGFloat(*)(id, SEL))abi_objc_msgSend_fpret)(e, sel_registerName("deltaX")); + p.y = ((CGFloat(*)(id, SEL))abi_objc_msgSend_fpret)(e, sel_registerName("deltaY")); + + win->event.point = RGFW_POINT((i32)p.x, (i32)p.y); + } + + RGFW_mousePosCallback(win, win->event.point); + break; + } + case NSEventTypeLeftMouseDown: + win->event.button = RGFW_mouseLeft; + win->event.type = RGFW_mouseButtonPressed; + RGFW_mouseButtons[win->event.button].prev = RGFW_mouseButtons[win->event.button].current; + RGFW_mouseButtons[win->event.button].current = 1; + RGFW_mouseButtonCallback(win, win->event.button, win->event.scroll, 1); + break; + + case NSEventTypeOtherMouseDown: + win->event.button = RGFW_mouseMiddle; + win->event.type = RGFW_mouseButtonPressed; + RGFW_mouseButtons[win->event.button].prev = RGFW_mouseButtons[win->event.button].current; + RGFW_mouseButtons[win->event.button].current = 1; + RGFW_mouseButtonCallback(win, win->event.button, win->event.scroll, 1); + break; + + case NSEventTypeRightMouseDown: + win->event.button = RGFW_mouseRight; + win->event.type = RGFW_mouseButtonPressed; + RGFW_mouseButtons[win->event.button].prev = RGFW_mouseButtons[win->event.button].current; + RGFW_mouseButtons[win->event.button].current = 1; + RGFW_mouseButtonCallback(win, win->event.button, win->event.scroll, 1); + break; + + case NSEventTypeLeftMouseUp: + win->event.button = RGFW_mouseLeft; + win->event.type = RGFW_mouseButtonReleased; + RGFW_mouseButtons[win->event.button].prev = RGFW_mouseButtons[win->event.button].current; + RGFW_mouseButtons[win->event.button].current = 0; + RGFW_mouseButtonCallback(win, win->event.button, win->event.scroll, 0); + break; + + case NSEventTypeOtherMouseUp: + win->event.button = RGFW_mouseMiddle; + RGFW_mouseButtons[win->event.button].prev = RGFW_mouseButtons[win->event.button].current; + RGFW_mouseButtons[win->event.button].current = 0; + win->event.type = RGFW_mouseButtonReleased; + RGFW_mouseButtonCallback(win, win->event.button, win->event.scroll, 0); + break; + + case NSEventTypeRightMouseUp: + win->event.button = RGFW_mouseRight; + RGFW_mouseButtons[win->event.button].prev = RGFW_mouseButtons[win->event.button].current; + RGFW_mouseButtons[win->event.button].current = 0; + win->event.type = RGFW_mouseButtonReleased; + RGFW_mouseButtonCallback(win, win->event.button, win->event.scroll, 0); + break; + + case NSEventTypeScrollWheel: { + double deltaY = ((CGFloat(*)(id, SEL))abi_objc_msgSend_fpret)(e, sel_registerName("deltaY")); + + if (deltaY > 0) { + win->event.button = RGFW_mouseScrollUp; + } + else if (deltaY < 0) { + win->event.button = RGFW_mouseScrollDown; + } + + RGFW_mouseButtons[win->event.button].prev = RGFW_mouseButtons[win->event.button].current; + RGFW_mouseButtons[win->event.button].current = 1; + + win->event.scroll = deltaY; + + win->event.type = RGFW_mouseButtonPressed; + RGFW_mouseButtonCallback(win, win->event.button, win->event.scroll, 1); + break; + } + + default: + objc_msgSend_void_id(NSApp, sel_registerName("sendEvent:"), e); + ((void(*)(id, SEL))objc_msgSend)(NSApp, sel_registerName("updateWindows")); + return RGFW_window_checkEvent(win); + } + + objc_msgSend_void_id(NSApp, sel_registerName("sendEvent:"), e); + ((void(*)(id, SEL))objc_msgSend)(NSApp, sel_registerName("updateWindows")); + + objc_msgSend_bool_void(eventPool, sel_registerName("drain")); + return &win->event; +} + + +void RGFW_window_move(RGFW_window* win, RGFW_point v) { + RGFW_ASSERT(win != NULL); + + win->r.x = v.x; + win->r.y = v.y; + ((void(*)(id, SEL, NSRect, bool, bool))objc_msgSend) + ((id)win->src.window, sel_registerName("setFrame:display:animate:"), (NSRect){{win->r.x, win->r.y}, {win->r.w, win->r.h}}, true, true); +} + +void RGFW_window_resize(RGFW_window* win, RGFW_area a) { + RGFW_ASSERT(win != NULL); + + win->r.w = a.w; + win->r.h = a.h; + ((void(*)(id, SEL, NSRect, bool, bool))objc_msgSend) + ((id)win->src.window, sel_registerName("setFrame:display:animate:"), (NSRect){{win->r.x, win->r.y}, {win->r.w, win->r.h}}, true, true); +} + +void RGFW_window_minimize(RGFW_window* win) { + RGFW_ASSERT(win != NULL); + + objc_msgSend_void_SEL(win->src.window, sel_registerName("performMiniaturize:"), NULL); +} + +void RGFW_window_restore(RGFW_window* win) { + RGFW_ASSERT(win != NULL); + + objc_msgSend_void_SEL(win->src.window, sel_registerName("deminiaturize:"), NULL); +} + +void RGFW_window_setName(RGFW_window* win, const char* name) { + RGFW_ASSERT(win != NULL); + + id str = NSString_stringWithUTF8String(name); + objc_msgSend_void_id((id)win->src.window, sel_registerName("setTitle:"), str); +} + +#ifndef RGFW_NO_PASSTHROUGH +void RGFW_window_setMousePassthrough(RGFW_window* win, b8 passthrough) { + objc_msgSend_void_bool(win->src.window, sel_registerName("setIgnoresMouseEvents:"), passthrough); +} +#endif + +void RGFW_window_setMinSize(RGFW_window* win, RGFW_area a) { + if (a.w == 0 && a.h == 0) + return; + + ((void (*)(id, SEL, NSSize))objc_msgSend) + ((id)win->src.window, sel_registerName("setMinSize:"), (NSSize){a.w, a.h}); +} + +void RGFW_window_setMaxSize(RGFW_window* win, RGFW_area a) { + if (a.w == 0 && a.h == 0) + return; + + ((void (*)(id, SEL, NSSize))objc_msgSend) + ((id)win->src.window, sel_registerName("setMaxSize:"), (NSSize){a.w, a.h}); +} + +b32 RGFW_window_setIcon(RGFW_window* win, u8* data, RGFW_area area, i32 channels) { + RGFW_ASSERT(win != NULL); + + /* code by EimaMei */ + // Make a bitmap representation, then copy the loaded image into it. + id representation = NSBitmapImageRep_initWithBitmapData(NULL, area.w, area.h, 8, channels, (channels == 4), false, "NSCalibratedRGBColorSpace", 1 << 1, area.w * channels, 8 * channels); + RGFW_MEMCPY(NSBitmapImageRep_bitmapData(representation), data, area.w * area.h * channels); + + // Add ze representation. + id dock_image = NSImage_initWithSize((NSSize){area.w, area.h}); + NSImage_addRepresentation(dock_image, representation); + + // Finally, set the dock image to it. + objc_msgSend_void_id(NSApp, sel_registerName("setApplicationIconImage:"), dock_image); + // Free the garbage. + NSRelease(dock_image); + NSRelease(representation); + + return 1; +} + +id NSCursor_arrowStr(const char* str) { + void* nclass = objc_getClass("NSCursor"); + SEL func = sel_registerName(str); + return (id) objc_msgSend_id(nclass, func); +} + +RGFW_mouse* RGFW_loadMouse(u8* icon, RGFW_area a, i32 channels) { + if (icon == NULL) { + objc_msgSend_void(NSCursor_arrowStr("arrowCursor"), sel_registerName("set")); + return NULL; + } + + /* NOTE(EimaMei): Code by yours truly. */ + // Make a bitmap representation, then copy the loaded image into it. + id representation = NSBitmapImageRep_initWithBitmapData(NULL, a.w, a.h, 8, channels, (channels == 4), false, "NSCalibratedRGBColorSpace", 1 << 1, a.w * channels, 8 * channels); + RGFW_MEMCPY(NSBitmapImageRep_bitmapData(representation), icon, a.w * a.h * channels); + + // Add ze representation. + id cursor_image = NSImage_initWithSize((NSSize){a.w, a.h}); + NSImage_addRepresentation(cursor_image, representation); + + // Finally, set the cursor image. + id cursor = NSCursor_initWithImage(cursor_image, (NSPoint){0.0, 0.0}); + + // Free the garbage. + NSRelease(cursor_image); + NSRelease(representation); + + return (void*)cursor; +} + +void RGFW_window_setMouse(RGFW_window* win, RGFW_mouse* mouse) { + RGFW_ASSERT(win); RGFW_ASSERT(mouse); + objc_msgSend_void((id)mouse, sel_registerName("set")); +} + +void RGFW_freeMouse(RGFW_mouse* mouse) { + RGFW_ASSERT(mouse); + NSRelease((id)mouse); +} + +b32 RGFW_window_setMouseDefault(RGFW_window* win) { + return RGFW_window_setMouseStandard(win, RGFW_mouseArrow); +} + +void RGFW_window_showMouse(RGFW_window* win, i8 show) { + RGFW_UNUSED(win); + + if (show) { + CGDisplayShowCursor(kCGDirectMainDisplay); + } + else { + CGDisplayHideCursor(kCGDirectMainDisplay); + } +} + +b32 RGFW_window_setMouseStandard(RGFW_window* win, u8 stdMouses) { + if (stdMouses > ((sizeof(RGFW_mouseIconSrc)) / (sizeof(char*)))) + return 0; + + const char* mouseStr = RGFW_mouseIconSrc[stdMouses]; + id mouse = NSCursor_arrowStr(mouseStr); + + if (mouse == NULL) + return 0; + + RGFW_UNUSED(win); + CGDisplayShowCursor(kCGDirectMainDisplay); + objc_msgSend_void(mouse, sel_registerName("set")); + + return 1; +} + +void RGFW_releaseCursor(RGFW_window* win) { + RGFW_UNUSED(win); + CGAssociateMouseAndMouseCursorPosition(1); +} + +void RGFW_captureCursor(RGFW_window* win, RGFW_rect r) { + RGFW_UNUSED(win); + + CGWarpMouseCursorPosition(CGPointMake(r.x + (r.w / 2), r.y + (r.h / 2))); + CGAssociateMouseAndMouseCursorPosition(0); +} + +void RGFW_window_moveMouse(RGFW_window* win, RGFW_point v) { + RGFW_UNUSED(win); + + win->_lastMousePoint = RGFW_POINT(v.x - win->r.x, v.y - win->r.y); + CGWarpMouseCursorPosition(CGPointMake(v.x, v.y)); +} + + +void RGFW_window_hide(RGFW_window* win) { + objc_msgSend_void_bool(win->src.window, sel_registerName("setIsVisible:"), false); +} + +void RGFW_window_show(RGFW_window* win) { + ((id(*)(id, SEL, SEL))objc_msgSend)((id)win->src.window, sel_registerName("makeKeyAndOrderFront:"), NULL); + objc_msgSend_void_bool(win->src.window, sel_registerName("setIsVisible:"), true); +} + +u8 RGFW_window_isFullscreen(RGFW_window* win) { + RGFW_ASSERT(win != NULL); + + NSWindowStyleMask mask = (NSWindowStyleMask) objc_msgSend_uint(win->src.window, sel_registerName("styleMask")); + return (mask & NSWindowStyleMaskFullScreen) == NSWindowStyleMaskFullScreen; +} + +u8 RGFW_window_isHidden(RGFW_window* win) { + RGFW_ASSERT(win != NULL); + + bool visible = objc_msgSend_bool(win->src.window, sel_registerName("isVisible")); + return visible == NO && !RGFW_window_isMinimized(win); +} + +u8 RGFW_window_isMinimized(RGFW_window* win) { + RGFW_ASSERT(win != NULL); + + return objc_msgSend_bool(win->src.window, sel_registerName("isMiniaturized")) == YES; +} + +u8 RGFW_window_isMaximized(RGFW_window* win) { + RGFW_ASSERT(win != NULL); + + return objc_msgSend_bool(win->src.window, sel_registerName("isZoomed")); +} + +id RGFW_getNSScreenForDisplayID(CGDirectDisplayID display) { + Class NSScreenClass = objc_getClass("NSScreen"); + + id screens = objc_msgSend_id(NSScreenClass, sel_registerName("screens")); + + NSUInteger count = (NSUInteger)objc_msgSend_uint(screens, sel_registerName("count")); + + for (NSUInteger i = 0; i < count; i++) { + id screen = ((id (*)(id, SEL, int))objc_msgSend) (screens, sel_registerName("objectAtIndex:"), (int)i); + id description = objc_msgSend_id(screen, sel_registerName("deviceDescription")); + id screenNumberKey = NSString_stringWithUTF8String("NSScreenNumber"); + id screenNumber = objc_msgSend_id_id(description, sel_registerName("objectForKey:"), screenNumberKey); + + if ((CGDirectDisplayID)objc_msgSend_uint(screenNumber, sel_registerName("unsignedIntValue")) == display) { + return screen; + } + } + + return NULL; +} + +RGFW_monitor RGFW_NSCreateMonitor(CGDirectDisplayID display, id screen) { + RGFW_monitor monitor; + + const char name[] = "MacOS\0"; + RGFW_MEMCPY(monitor.name, name, 6); + + CGRect bounds = CGDisplayBounds(display); + monitor.rect = RGFW_RECT((int) bounds.origin.x, (int) bounds.origin.y, (int) bounds.size.width, (int) bounds.size.height); + + CGSize screenSizeMM = CGDisplayScreenSize(display); + monitor.physW = (float)screenSizeMM.width / 25.4f; + monitor.physH = (float)screenSizeMM.height / 25.4f; + + float ppi_width = (monitor.rect.w/monitor.physW); + float ppi_height = (monitor.rect.h/monitor.physH); + + monitor.pixelRatio = ((CGFloat (*)(id, SEL))abi_objc_msgSend_fpret) (screen, sel_registerName("backingScaleFactor")); + float dpi = 96.0f * monitor.pixelRatio; + + monitor.scaleX = ((i32)(((float) (ppi_width) / dpi) * 10.0f)) / 10.0f; + monitor.scaleY = ((i32)(((float) (ppi_height) / dpi) * 10.0f)) / 10.0f; + + #ifdef RGFW_DEBUG + printf("RGFW INFO: monitor found: scale (%s):\n rect: {%i, %i, %i, %i}\n physical size:%f %f\n scale: %f %f\n pixelRatio: %f\n", monitor.name, monitor.rect.x, monitor.rect.y, monitor.rect.w, monitor.rect.h, monitor.physW, monitor.physH, monitor.scaleX, monitor.scaleY, monitor.pixelRatio); + #endif + + return monitor; +} + + +RGFW_monitor RGFW_monitors[7]; + +RGFW_monitor* RGFW_getMonitors(void) { + static CGDirectDisplayID displays[7]; + u32 count; + + if (CGGetActiveDisplayList(6, displays, &count) != kCGErrorSuccess) + return NULL; + + for (u32 i = 0; i < count; i++) + RGFW_monitors[i] = RGFW_NSCreateMonitor(displays[i], RGFW_getNSScreenForDisplayID(displays[i])); + + return RGFW_monitors; +} + +RGFW_monitor RGFW_getPrimaryMonitor(void) { + CGDirectDisplayID primary = CGMainDisplayID(); + return RGFW_NSCreateMonitor(primary, RGFW_getNSScreenForDisplayID(primary)); +} + +RGFW_monitor RGFW_window_getMonitor(RGFW_window* win) { + id screen = objc_msgSend_id(win->src.window, sel_registerName("screen")); + id description = objc_msgSend_id(screen, sel_registerName("deviceDescription")); + id screenNumberKey = NSString_stringWithUTF8String("NSScreenNumber"); + id screenNumber = objc_msgSend_id_id(description, sel_registerName("objectForKey:"), screenNumberKey); + + CGDirectDisplayID display = (CGDirectDisplayID)objc_msgSend_uint(screenNumber, sel_registerName("unsignedIntValue")); + + return RGFW_NSCreateMonitor(display, screen); +} + +RGFW_ssize_t RGFW_readClipboardPtr(char* str, size_t strCapacity) { + size_t clip_len; + char* clip = (char*)NSPasteboard_stringForType(NSPasteboard_generalPasteboard(), NSPasteboardTypeString, &clip_len); + if (clip == NULL) return -1; + + if (str != NULL) { + if (strCapacity < clip_len) + return 0; + + RGFW_MEMCPY(str, clip, clip_len); + + str[clip_len] = '\0'; + } + + return (RGFW_ssize_t)clip_len; +} + +void RGFW_writeClipboard(const char* text, u32 textLen) { + RGFW_UNUSED(textLen); + + NSPasteboardType array[] = { NSPasteboardTypeString, NULL }; + NSPasteBoard_declareTypes(NSPasteboard_generalPasteboard(), array, 1, NULL); + + NSPasteBoard_setString(NSPasteboard_generalPasteboard(), text, NSPasteboardTypeString); +} + + #ifdef RGFW_OPENGL + void RGFW_window_makeCurrent_OpenGL(RGFW_window* win) { + RGFW_ASSERT(win != NULL); + objc_msgSend_void(win->src.ctx, sel_registerName("makeCurrentContext")); + } + #endif + + #if !defined(RGFW_EGL) + + void RGFW_window_swapInterval(RGFW_window* win, i32 swapInterval) { + RGFW_ASSERT(win != NULL); + #if defined(RGFW_OPENGL) + + NSOpenGLContext_setValues((id)win->src.ctx, &swapInterval, 222); + #else + RGFW_UNUSED(swapInterval); + #endif + } + + #endif + +// Function to create a CGImageRef from an array of bytes +CGImageRef createImageFromBytes(unsigned char *buffer, int width, int height) +{ + // Define color space + CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); + // Create bitmap context + CGContextRef context = CGBitmapContextCreate( + buffer, + width, height, + 8, + RGFW_bufferSize.w * 4, + colorSpace, + kCGImageAlphaPremultipliedLast); + // Create image from bitmap context + CGImageRef image = CGBitmapContextCreateImage(context); + // Release the color space and context + CGColorSpaceRelease(colorSpace); + CGContextRelease(context); + + return image; +} + +void RGFW_window_swapBuffers(RGFW_window* win) { + RGFW_ASSERT(win != NULL); + /* clear the window*/ + + if (!(win->_flags & RGFW_NO_CPU_RENDER)) { +#if defined(RGFW_OSMESA) || defined(RGFW_BUFFER) + id view = NSWindow_contentView((id)win->src.window); + id layer = objc_msgSend_id(view, sel_registerName("layer")); + + ((void(*)(id, SEL, NSRect))objc_msgSend)(layer, + sel_registerName("setFrame:"), + (NSRect){{0, 0}, {win->r.w, win->r.h}}); + + CGImageRef image = createImageFromBytes(win->buffer, win->r.w, win->r.h); + // Get the current graphics context + id graphicsContext = objc_msgSend_class(objc_getClass("NSGraphicsContext"), sel_registerName("currentContext")); + // Get the CGContext from the current NSGraphicsContext + id cgContext = objc_msgSend_id(graphicsContext, sel_registerName("graphicsPort")); + // Draw the image in the context + NSRect bounds = (NSRect){{0,0}, {win->r.w, win->r.h}}; + CGContextDrawImage((void*)cgContext, *(CGRect*)&bounds, image); + // Flush the graphics context to ensure the drawing is displayed + objc_msgSend_id(graphicsContext, sel_registerName("flushGraphics")); + + objc_msgSend_void_id(layer, sel_registerName("setContents:"), (id)image); + objc_msgSend_id(layer, sel_registerName("setNeedsDisplay")); + + CGImageRelease(image); +#endif + } + + if (!(win->_flags & RGFW_NO_GPU_RENDER)) { + #ifdef RGFW_EGL + eglSwapBuffers(win->src.EGL_display, win->src.EGL_surface); + #elif defined(RGFW_OPENGL) + objc_msgSend_void(win->src.ctx, sel_registerName("flushBuffer")); + #endif + } +} + +void RGFW_window_close(RGFW_window* win) { + RGFW_ASSERT(win != NULL); + NSRelease(win->src.view); + + #ifdef RGFW_ALLOC_DROPFILES + { + u32 i; + for (i = 0; i < RGFW_MAX_DROPS; i++) + win->_mem.free(win->_mem.userdata, win->event.droppedFiles[i]); + + + win->_mem.free(win->_mem.userdata, win->event.droppedFiles); + } + #endif + + #if defined(RGFW_OSMESA) || defined(RGFW_BUFFER) + NSRelease(win->src.bitmap); + NSRelease(win->src.image); + if ((win->_flags & RGFW_BUFFER_ALLOC)) + win->_mem.free(win->_mem.userdata, win->buffer); + #endif + + RGFW_clipboard_switch(NULL); + + if ((win->_flags & RGFW_WINDOW_ALLOC)) + win->_mem.free(win->_mem.userdata, win); +} + +u64 RGFW_getTimeNS(void) { + static mach_timebase_info_data_t timebase_info; + if (timebase_info.denom == 0) { + mach_timebase_info(&timebase_info); + } + return mach_absolute_time() * timebase_info.numer / timebase_info.denom; +} + +u64 RGFW_getTime(void) { + static mach_timebase_info_data_t timebase_info; + if (timebase_info.denom == 0) { + mach_timebase_info(&timebase_info); + } + return (double) mach_absolute_time() * (double) timebase_info.numer / ((double) timebase_info.denom * 1e9); +} +#endif /* RGFW_MACOS */ + +/* + End of MaOS defines +*/ + +/* + WEBASM defines +*/ + +#ifdef RGFW_WEBASM +RGFW_event RGFW_events[20]; +size_t RGFW_eventLen = 0; + +EM_BOOL Emscripten_on_resize(int eventType, const EmscriptenUiEvent* e, void* userData) { + RGFW_UNUSED(eventType); RGFW_UNUSED(userData); + + RGFW_events[RGFW_eventLen].type = RGFW_windowResized; + RGFW_eventLen++; + + RGFW_windowResizeCallback(RGFW_root, RGFW_RECT(0, 0, e->windowInnerWidth, e->windowInnerHeight)); + return EM_TRUE; +} + +EM_BOOL Emscripten_on_fullscreenchange(int eventType, const EmscriptenFullscreenChangeEvent* e, void* userData) { + static u8 fullscreen = RGFW_FALSE; + static RGFW_rect ogRect; + + if (fullscreen == RGFW_FALSE) { + ogRect = RGFW_root->r; + } + + fullscreen = !fullscreen; + + RGFW_UNUSED(eventType); RGFW_UNUSED(userData); + + RGFW_events[RGFW_eventLen].type = RGFW_windowResized; + RGFW_eventLen++; + + RGFW_root->r = RGFW_RECT(0, 0, e->screenWidth, e->screenHeight); + + EM_ASM("Module.canvas.focus();"); + + if (fullscreen == RGFW_FALSE) { + RGFW_root->r = RGFW_RECT(0, 0, ogRect.w, ogRect.h); + // emscripten_request_fullscreen("#canvas", 0); + } else { + #if __EMSCRIPTEN_major__ >= 1 && __EMSCRIPTEN_minor__ >= 29 && __EMSCRIPTEN_tiny__ >= 0 + EmscriptenFullscreenStrategy FSStrat = {0}; + FSStrat.scaleMode = EMSCRIPTEN_FULLSCREEN_SCALE_STRETCH;//EMSCRIPTEN_FULLSCREEN_SCALE_ASPECT;// : EMSCRIPTEN_FULLSCREEN_SCALE_STRETCH; + FSStrat.canvasResolutionScaleMode = EMSCRIPTEN_FULLSCREEN_CANVAS_SCALE_HIDEF; + FSStrat.filteringMode = EMSCRIPTEN_FULLSCREEN_FILTERING_DEFAULT; + emscripten_request_fullscreen_strategy("#canvas", 1, &FSStrat); + #else + emscripten_request_fullscreen("#canvas", 1); + #endif + } + + emscripten_set_canvas_element_size("#canvas", RGFW_root->r.w, RGFW_root->r.h); + + RGFW_windowResizeCallback(RGFW_root, RGFW_root->r); + return EM_TRUE; +} + + + +EM_BOOL Emscripten_on_focusin(int eventType, const EmscriptenFocusEvent* e, void* userData) { + RGFW_UNUSED(eventType); RGFW_UNUSED(userData); RGFW_UNUSED(e); + + RGFW_events[RGFW_eventLen].type = RGFW_focusIn; + RGFW_eventLen++; + + RGFW_root->event.inFocus = 1; + RGFW_focusCallback(RGFW_root, 1); + return EM_TRUE; +} + +EM_BOOL Emscripten_on_focusout(int eventType, const EmscriptenFocusEvent* e, void* userData) { + RGFW_UNUSED(eventType); RGFW_UNUSED(userData); RGFW_UNUSED(e); + + RGFW_events[RGFW_eventLen].type = RGFW_focusOut; + RGFW_eventLen++; + + RGFW_root->event.inFocus = 0; + RGFW_focusCallback(RGFW_root, 0); + return EM_TRUE; +} + +EM_BOOL Emscripten_on_mousemove(int eventType, const EmscriptenMouseEvent* e, void* userData) { + RGFW_UNUSED(eventType); RGFW_UNUSED(userData); + + RGFW_events[RGFW_eventLen].type = RGFW_mousePosChanged; + + if ((RGFW_root->_flags & RGFW_HOLD_MOUSE)) { + RGFW_point p = RGFW_POINT(e->movementX, e->movementY); + RGFW_events[RGFW_eventLen].point = p; + } + else + RGFW_events[RGFW_eventLen].point = RGFW_POINT(e->targetX, e->targetY); + RGFW_eventLen++; + + RGFW_mousePosCallback(RGFW_root, RGFW_events[RGFW_eventLen].point); + return EM_TRUE; +} + +EM_BOOL Emscripten_on_mousedown(int eventType, const EmscriptenMouseEvent* e, void* userData) { + RGFW_UNUSED(eventType); RGFW_UNUSED(userData); + + RGFW_events[RGFW_eventLen].type = RGFW_mouseButtonPressed; + RGFW_events[RGFW_eventLen].point = RGFW_POINT(e->targetX, e->targetY); + RGFW_events[RGFW_eventLen].button = e->button + 1; + RGFW_events[RGFW_eventLen].scroll = 0; + + RGFW_mouseButtons[RGFW_events[RGFW_eventLen].button].prev = RGFW_mouseButtons[RGFW_events[RGFW_eventLen].button].current; + RGFW_mouseButtons[RGFW_events[RGFW_eventLen].button].current = 1; + + RGFW_mouseButtonCallback(RGFW_root, RGFW_events[RGFW_eventLen].button, RGFW_events[RGFW_eventLen].scroll, 1); + RGFW_eventLen++; + + return EM_TRUE; +} + +EM_BOOL Emscripten_on_mouseup(int eventType, const EmscriptenMouseEvent* e, void* userData) { + RGFW_UNUSED(eventType); RGFW_UNUSED(userData); + + RGFW_events[RGFW_eventLen].type = RGFW_mouseButtonReleased; + RGFW_events[RGFW_eventLen].point = RGFW_POINT(e->targetX, e->targetY); + RGFW_events[RGFW_eventLen].button = e->button + 1; + RGFW_events[RGFW_eventLen].scroll = 0; + + RGFW_mouseButtons[RGFW_events[RGFW_eventLen].button].prev = RGFW_mouseButtons[RGFW_events[RGFW_eventLen].button].current; + RGFW_mouseButtons[RGFW_events[RGFW_eventLen].button].current = 0; + + RGFW_mouseButtonCallback(RGFW_root, RGFW_events[RGFW_eventLen].button, RGFW_events[RGFW_eventLen].scroll, 0); + RGFW_eventLen++; + return EM_TRUE; +} + +EM_BOOL Emscripten_on_wheel(int eventType, const EmscriptenWheelEvent* e, void* userData) { + RGFW_UNUSED(eventType); RGFW_UNUSED(userData); + + RGFW_events[RGFW_eventLen].type = RGFW_mouseButtonPressed; + RGFW_events[RGFW_eventLen].point = RGFW_POINT(e->mouse.targetX, e->mouse.targetY); + RGFW_events[RGFW_eventLen].button = RGFW_mouseScrollUp + (e->deltaY < 0); + RGFW_events[RGFW_eventLen].scroll = e->deltaY < 0 ? 1 : -1; + + RGFW_mouseButtons[RGFW_events[RGFW_eventLen].button].prev = RGFW_mouseButtons[RGFW_events[RGFW_eventLen].button].current; + RGFW_mouseButtons[RGFW_events[RGFW_eventLen].button].current = 1; + + RGFW_mouseButtonCallback(RGFW_root, RGFW_events[RGFW_eventLen].button, RGFW_events[RGFW_eventLen].scroll, 1); + RGFW_eventLen++; + + return EM_TRUE; +} + +EM_BOOL Emscripten_on_touchstart(int eventType, const EmscriptenTouchEvent* e, void* userData) { + RGFW_UNUSED(eventType); RGFW_UNUSED(userData); + + size_t i; + for (i = 0; i < (size_t)e->numTouches; i++) { + RGFW_events[RGFW_eventLen].type = RGFW_mouseButtonPressed; + RGFW_events[RGFW_eventLen].point = RGFW_POINT(e->touches[i].targetX, e->touches[i].targetY); + RGFW_events[RGFW_eventLen].button = 1; + RGFW_events[RGFW_eventLen].scroll = 0; + + + RGFW_mouseButtons[RGFW_events[RGFW_eventLen].button].prev = RGFW_mouseButtons[RGFW_events[RGFW_eventLen].button].current; + RGFW_mouseButtons[RGFW_events[RGFW_eventLen].button].current = 1; + + RGFW_mousePosCallback(RGFW_root, RGFW_events[RGFW_eventLen].point); + + RGFW_mouseButtonCallback(RGFW_root, RGFW_events[RGFW_eventLen].button, RGFW_events[RGFW_eventLen].scroll, 1); + RGFW_eventLen++; + } + + return EM_TRUE; +} +EM_BOOL Emscripten_on_touchmove(int eventType, const EmscriptenTouchEvent* e, void* userData) { + RGFW_UNUSED(eventType); RGFW_UNUSED(userData); + + size_t i; + for (i = 0; i < (size_t)e->numTouches; i++) { + RGFW_events[RGFW_eventLen].type = RGFW_mousePosChanged; + RGFW_events[RGFW_eventLen].point = RGFW_POINT(e->touches[i].targetX, e->touches[i].targetY); + + RGFW_mousePosCallback(RGFW_root, RGFW_events[RGFW_eventLen].point); + RGFW_eventLen++; + } + return EM_TRUE; +} + +EM_BOOL Emscripten_on_touchend(int eventType, const EmscriptenTouchEvent* e, void* userData) { + RGFW_UNUSED(eventType); RGFW_UNUSED(userData); + + size_t i; + for (i = 0; i < (size_t)e->numTouches; i++) { + RGFW_events[RGFW_eventLen].type = RGFW_mouseButtonReleased; + RGFW_events[RGFW_eventLen].point = RGFW_POINT(e->touches[i].targetX, e->touches[i].targetY); + RGFW_events[RGFW_eventLen].button = 1; + RGFW_events[RGFW_eventLen].scroll = 0; + + RGFW_mouseButtons[RGFW_events[RGFW_eventLen].button].prev = RGFW_mouseButtons[RGFW_events[RGFW_eventLen].button].current; + RGFW_mouseButtons[RGFW_events[RGFW_eventLen].button].current = 0; + + RGFW_mouseButtonCallback(RGFW_root, RGFW_events[RGFW_eventLen].button, RGFW_events[RGFW_eventLen].scroll, 0); + RGFW_eventLen++; + } + return EM_TRUE; +} + +EM_BOOL Emscripten_on_touchcancel(int eventType, const EmscriptenTouchEvent* e, void* userData) { RGFW_UNUSED(eventType); RGFW_UNUSED(userData); RGFW_UNUSED(e); return EM_TRUE; } + +EM_BOOL Emscripten_on_gamepad(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData) { + RGFW_UNUSED(eventType); RGFW_UNUSED(userData); + + if (gamepadEvent->index >= 4) + return 0; + + size_t i = gamepadEvent->index; + if (gamepadEvent->connected) { + RGFW_MEMCPY(RGFW_gamepads_name[gamepadEvent->index], gamepadEvent->id, sizeof(RGFW_gamepads_name[gamepadEvent->index])); + RGFW_gamepads_type[i] = RGFW_gamepadUnknown; + if (strstr(RGFW_gamepads_name[i], "Microsoft") || strstr(RGFW_gamepads_name[i], "X-Box")) + RGFW_gamepads_type[i] = RGFW_gamepadMicrosoft; + else if (strstr(RGFW_gamepads_name[i], "PlayStation") || strstr(RGFW_gamepads_name[i], "PS3") || strstr(RGFW_gamepads_name[i], "PS4") || strstr(RGFW_gamepads_name[i], "PS5")) + RGFW_gamepads_type[i] = RGFW_gamepadSony; + else if (strstr(RGFW_gamepads_name[i], "Nintendo")) + RGFW_gamepads_type[i] = RGFW_gamepadNintendo; + else if (strstr(RGFW_gamepads_name[i], "Logitech")) + RGFW_gamepads_type[i] = RGFW_gamepadLogitech; + + RGFW_gamepadCount++; + RGFW_events[RGFW_eventLen].type = RGFW_gamepadConnected; + } else { + RGFW_gamepadCount--; + RGFW_events[RGFW_eventLen].type = RGFW_gamepadDisconnected; + } + + RGFW_events[RGFW_eventLen].gamepad = gamepadEvent->index; + RGFW_eventLen++; + + RGFW_gamepadCallback(RGFW_root, gamepadEvent->index, gamepadEvent->connected); + + RGFW_gamepads[gamepadEvent->index] = gamepadEvent->connected; + + return 1; // The event was consumed by the callback handler +} + +u32 RGFW_webasmPhysicalToRGFW(u32 hash) { + switch(hash) { /* 0x0000 */ + case 0x67243A2DU /* Escape */: return RGFW_escape; /* 0x0001 */ + case 0x67251058U /* Digit0 */: return RGFW_0; /* 0x0002 */ + case 0x67251059U /* Digit1 */: return RGFW_1; /* 0x0003 */ + case 0x6725105AU /* Digit2 */: return RGFW_2; /* 0x0004 */ + case 0x6725105BU /* Digit3 */: return RGFW_3; /* 0x0005 */ + case 0x6725105CU /* Digit4 */: return RGFW_4; /* 0x0006 */ + case 0x6725105DU /* Digit5 */: return RGFW_5; /* 0x0007 */ + case 0x6725105EU /* Digit6 */: return RGFW_6; /* 0x0008 */ + case 0x6725105FU /* Digit7 */: return RGFW_7; /* 0x0009 */ + case 0x67251050U /* Digit8 */: return RGFW_8; /* 0x000A */ + case 0x67251051U /* Digit9 */: return RGFW_9; /* 0x000B */ + case 0x92E14DD3U /* Minus */: return RGFW_minus; /* 0x000C */ + case 0x92E1FBACU /* Equal */: return RGFW_equals; /* 0x000D */ + case 0x36BF1CB5U /* Backspace */: return RGFW_backSpace; /* 0x000E */ + case 0x7B8E51E2U /* Tab */: return RGFW_tab; /* 0x000F */ + case 0x2C595B51U /* KeyQ */: return RGFW_q; /* 0x0010 */ + case 0x2C595B57U /* KeyW */: return RGFW_w; /* 0x0011 */ + case 0x2C595B45U /* KeyE */: return RGFW_e; /* 0x0012 */ + case 0x2C595B52U /* KeyR */: return RGFW_r; /* 0x0013 */ + case 0x2C595B54U /* KeyT */: return RGFW_t; /* 0x0014 */ + case 0x2C595B59U /* KeyY */: return RGFW_y; /* 0x0015 */ + case 0x2C595B55U /* KeyU */: return RGFW_u; /* 0x0016 */ + case 0x2C595B4FU /* KeyO */: return RGFW_o; /* 0x0018 */ + case 0x2C595B50U /* KeyP */: return RGFW_p; /* 0x0019 */ + case 0x45D8158CU /* BracketLeft */: return RGFW_closeBracket; /* 0x001A */ + case 0xDEEABF7CU /* BracketRight */: return RGFW_bracket; /* 0x001B */ + case 0x92E1C5D2U /* Enter */: return RGFW_return; /* 0x001C */ + case 0xE058958CU /* ControlLeft */: return RGFW_controlL; /* 0x001D */ + case 0x2C595B41U /* KeyA */: return RGFW_a; /* 0x001E */ + case 0x2C595B53U /* KeyS */: return RGFW_s; /* 0x001F */ + case 0x2C595B44U /* KeyD */: return RGFW_d; /* 0x0020 */ + case 0x2C595B46U /* KeyF */: return RGFW_f; /* 0x0021 */ + case 0x2C595B47U /* KeyG */: return RGFW_g; /* 0x0022 */ + case 0x2C595B48U /* KeyH */: return RGFW_h; /* 0x0023 */ + case 0x2C595B4AU /* KeyJ */: return RGFW_j; /* 0x0024 */ + case 0x2C595B4BU /* KeyK */: return RGFW_k; /* 0x0025 */ + case 0x2C595B4CU /* KeyL */: return RGFW_l; /* 0x0026 */ + case 0x2707219EU /* Semicolon */: return RGFW_semicolon; /* 0x0027 */ + case 0x92E0B58DU /* Quote */: return RGFW_apostrophe; /* 0x0028 */ + case 0x36BF358DU /* Backquote */: return RGFW_backtick; /* 0x0029 */ + case 0x26B1958CU /* ShiftLeft */: return RGFW_shiftL; /* 0x002A */ + case 0x36BF2438U /* Backslash */: return RGFW_backSlash; /* 0x002B */ + case 0x2C595B5AU /* KeyZ */: return RGFW_z; /* 0x002C */ + case 0x2C595B58U /* KeyX */: return RGFW_x; /* 0x002D */ + case 0x2C595B43U /* KeyC */: return RGFW_c; /* 0x002E */ + case 0x2C595B56U /* KeyV */: return RGFW_v; /* 0x002F */ + case 0x2C595B42U /* KeyB */: return RGFW_b; /* 0x0030 */ + case 0x2C595B4EU /* KeyN */: return RGFW_n; /* 0x0031 */ + case 0x2C595B4DU /* KeyM */: return RGFW_m; /* 0x0032 */ + case 0x92E1A1C1U /* Comma */: return RGFW_comma; /* 0x0033 */ + case 0x672FFAD4U /* Period */: return RGFW_period; /* 0x0034 */ + case 0x92E0A438U /* Slash */: return RGFW_slash; /* 0x0035 */ + case 0xC5A6BF7CU /* ShiftRight */: return RGFW_shiftR; + case 0x5D64DA91U /* NumpadMultiply */: return RGFW_multiply; + case 0xC914958CU /* AltLeft */: return RGFW_altL; /* 0x0038 */ + case 0x92E09CB5U /* Space */: return RGFW_space; /* 0x0039 */ + case 0xB8FAE73BU /* CapsLock */: return RGFW_capsLock; /* 0x003A */ + case 0x7174B789U /* F1 */: return RGFW_F1; /* 0x003B */ + case 0x7174B78AU /* F2 */: return RGFW_F2; /* 0x003C */ + case 0x7174B78BU /* F3 */: return RGFW_F3; /* 0x003D */ + case 0x7174B78CU /* F4 */: return RGFW_F4; /* 0x003E */ + case 0x7174B78DU /* F5 */: return RGFW_F5; /* 0x003F */ + case 0x7174B78EU /* F6 */: return RGFW_F6; /* 0x0040 */ + case 0x7174B78FU /* F7 */: return RGFW_F7; /* 0x0041 */ + case 0x7174B780U /* F8 */: return RGFW_F8; /* 0x0042 */ + case 0x7174B781U /* F9 */: return RGFW_F9; /* 0x0043 */ + case 0x7B8E57B0U /* F10 */: return RGFW_F10; /* 0x0044 */ + case 0xC925FCDFU /* Numpad7 */: return RGFW_multiply; /* 0x0047 */ + case 0xC925FCD0U /* Numpad8 */: return RGFW_KP_8; /* 0x0048 */ + case 0xC925FCD1U /* Numpad9 */: return RGFW_KP_9; /* 0x0049 */ + case 0x5EA3E8A4U /* NumpadSubtract */: return RGFW_minus; /* 0x004A */ + case 0xC925FCDCU /* Numpad4 */: return RGFW_KP_4; /* 0x004B */ + case 0xC925FCDDU /* Numpad5 */: return RGFW_KP_5; /* 0x004C */ + case 0xC925FCDEU /* Numpad6 */: return RGFW_KP_6; /* 0x004D */ + case 0xC925FCD9U /* Numpad1 */: return RGFW_KP_1; /* 0x004F */ + case 0xC925FCDAU /* Numpad2 */: return RGFW_KP_2; /* 0x0050 */ + case 0xC925FCDBU /* Numpad3 */: return RGFW_KP_3; /* 0x0051 */ + case 0xC925FCD8U /* Numpad0 */: return RGFW_KP_0; /* 0x0052 */ + case 0x95852DACU /* NumpadDecimal */: return RGFW_period; /* 0x0053 */ + case 0x7B8E57B1U /* F11 */: return RGFW_F11; /* 0x0057 */ + case 0x7B8E57B2U /* F12 */: return RGFW_F12; /* 0x0058 */ + case 0x7393FBACU /* NumpadEqual */: return RGFW_KP_Return; + case 0xB88EBF7CU /* AltRight */: return RGFW_altR; /* 0xE038 */ + case 0xC925873BU /* NumLock */: return RGFW_numLock; /* 0xE045 */ + case 0x2C595F45U /* Home */: return RGFW_home; /* 0xE047 */ + case 0xC91BB690U /* ArrowUp */: return RGFW_up; /* 0xE048 */ + case 0x672F9210U /* PageUp */: return RGFW_pageUp; /* 0xE049 */ + case 0x3799258CU /* ArrowLeft */: return RGFW_left; /* 0xE04B */ + case 0x4CE33F7CU /* ArrowRight */: return RGFW_right; /* 0xE04D */ + case 0x7B8E55DCU /* End */: return RGFW_end; /* 0xE04F */ + case 0x3799379EU /* ArrowDown */: return RGFW_down; /* 0xE050 */ + case 0xBA90179EU /* PageDown */: return RGFW_pageDown; /* 0xE051 */ + case 0x6723CB2CU /* Insert */: return RGFW_insert; /* 0xE052 */ + case 0x6725C50DU /* Delete */: return RGFW_delete; /* 0xE053 */ + case 0x6723658CU /* OSLeft */: return RGFW_superL; /* 0xE05B */ + case 0x39643F7CU /* MetaRight */: return RGFW_superR; /* 0xE05C */ + } + + return 0; +} + +void EMSCRIPTEN_KEEPALIVE RGFW_handleKeyEvent(char* key, char* code, b8 press) { + const char* iCode = code; + + u32 hash = 0; + while(*iCode) hash = ((hash ^ 0x7E057D79U) << 3) ^ (unsigned int)*iCode++; + + u32 physicalKey = RGFW_webasmPhysicalToRGFW(hash); + + u8 mappedKey = (u8)(*((u32*)key)); + + if (*((u16*)key) != mappedKey) { + mappedKey = 0; + if (*((u32*)key) == *((u32*)"Tab")) mappedKey = RGFW_tab; + } + + RGFW_events[RGFW_eventLen].type = press ? RGFW_keyPressed : RGFW_keyReleased; + RGFW_events[RGFW_eventLen].key = physicalKey; + RGFW_events[RGFW_eventLen].keyChar = mappedKey; + RGFW_events[RGFW_eventLen].keyMod = RGFW_root->event.keyMod; + RGFW_eventLen++; + + RGFW_keyboard[physicalKey].prev = RGFW_keyboard[physicalKey].current; + RGFW_keyboard[physicalKey].current = press; + + RGFW_keyCallback(RGFW_root, physicalKey, mappedKey, RGFW_root->event.keyMod, press); + + RGFW_free(key); + RGFW_free(code); +} + +void EMSCRIPTEN_KEEPALIVE RGFW_handleKeyMods(b8 capital, b8 numlock, b8 control, b8 alt, b8 shift, b8 super) { + RGFW_updateKeyModsPro(RGFW_root, capital, numlock, control, alt, shift, super); +} + +void EMSCRIPTEN_KEEPALIVE Emscripten_onDrop(size_t count) { + if (!(RGFW_root->_flags & RGFW_windowAllowDND)) + return; + + RGFW_events[RGFW_eventLen].droppedFilesCount = count; + RGFW_dndCallback(RGFW_root, RGFW_events[RGFW_eventLen].droppedFiles, count); + RGFW_eventLen++; +} + +b8 RGFW_stopCheckEvents_bool = RGFW_FALSE; +void RGFW_stopCheckEvents(void) { + RGFW_stopCheckEvents_bool = RGFW_TRUE; +} + +void RGFW_window_eventWait(RGFW_window* win, i32 waitMS) { + RGFW_UNUSED(win); + + if (waitMS == 0) + return; + + u32 start = (u32)(((u64)RGFW_getTimeNS()) / 1e+6); + + while ((RGFW_eventLen == 0) && RGFW_stopCheckEvents_bool == RGFW_FALSE && + (waitMS < 0 || (RGFW_getTimeNS() / 1e+6) - start < waitMS) + ) { + emscripten_sleep(0); + } + + RGFW_stopCheckEvents_bool = RGFW_FALSE; +} + +RGFWDEF void RGFW_init_buffer(RGFW_window* win); +void RGFW_init_buffer(RGFW_window* win) { + #if defined(RGFW_OSMESA) || defined(RGFW_BUFFER) + if (RGFW_bufferSize.w == 0 && RGFW_bufferSize.h == 0) + RGFW_bufferSize = RGFW_getScreenSize(); + + win->buffer = RGFW_alloc(RGFW_bufferSize.w * RGFW_bufferSize.h * 4); + win->_flags |= RGFW_BUFFER_ALLOC; + #ifdef RGFW_OSMESA + win->src.ctx = OSMesaCreateContext(OSMESA_RGBA, NULL); + OSMesaMakeCurrent(win->src.ctx, win->buffer, GL_UNSIGNED_BYTE, win->r.w, win->r.h); + #endif + #else + RGFW_UNUSED(win); /*!< if buffer rendering is not being used */ + #endif +} + +void EMSCRIPTEN_KEEPALIVE RGFW_makeSetValue(size_t index, char* file) { + /* This seems like a terrible idea, don't replicate this unless you hate yourself or the OS */ + /* TODO: find a better way to do this + */ + + RGFW_events[RGFW_eventLen].type = RGFW_DND; + RGFW_MEMCPY((char*)RGFW_events[RGFW_eventLen].droppedFiles[index], file, RGFW_MAX_PATH); +} + +#include +#include +#include +#include + +void EMSCRIPTEN_KEEPALIVE RGFW_mkdir(char* name) { mkdir(name, 0755); } + +void EMSCRIPTEN_KEEPALIVE RGFW_writeFile(const char *path, const char *data, size_t len) { + FILE* file = fopen(path, "w+"); + if (file == NULL) + return; + + fwrite(data, sizeof(char), len, file); + fclose(file); +} + +RGFW_window* RGFW_createWindowPtr(const char* name, RGFW_rect rect, RGFW_windowFlags flags, RGFW_window* win) { + RGFW_UNUSED(name); + + RGFW_window_basic_init(win, rect, flags); + + #ifndef RGFW_WEBGPU + EmscriptenWebGLContextAttributes attrs; + attrs.alpha = EM_TRUE; + attrs.depth = EM_TRUE; + attrs.alpha = EM_TRUE; + attrs.stencil = RGFW_STENCIL; + attrs.antialias = RGFW_SAMPLES; + attrs.premultipliedAlpha = EM_TRUE; + attrs.preserveDrawingBuffer = EM_FALSE; + + if (RGFW_DOUBLE_BUFFER == 0) + attrs.renderViaOffscreenBackBuffer = 0; + else + attrs.renderViaOffscreenBackBuffer = RGFW_AUX_BUFFERS; + + attrs.failIfMajorPerformanceCaveat = EM_FALSE; + attrs.majorVersion = (RGFW_majorVersion == 0) ? 1 : RGFW_majorVersion; + attrs.minorVersion = RGFW_minorVersion; + + attrs.enableExtensionsByDefault = EM_TRUE; + attrs.explicitSwapControl = EM_TRUE; + + emscripten_webgl_init_context_attributes(&attrs); + win->src.ctx = emscripten_webgl_create_context("#canvas", &attrs); + emscripten_webgl_make_context_current(win->src.ctx); + + #ifdef LEGACY_GL_EMULATION + EM_ASM("Module.useWebGL = true; GLImmediate.init();"); + #endif + #else + win->src.ctx = wgpuCreateInstance(NULL); + win->src.device = emscripten_webgpu_get_device(); + win->src.queue = wgpuDeviceGetQueue(win->src.device); + #endif + + emscripten_set_canvas_element_size("#canvas", rect.w, rect.h); + emscripten_set_window_title(name); + + /* load callbacks */ + emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, EM_FALSE, Emscripten_on_resize); + emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, NULL, EM_FALSE, Emscripten_on_fullscreenchange); + emscripten_set_mousemove_callback("#canvas", NULL, EM_FALSE, Emscripten_on_mousemove); + emscripten_set_touchstart_callback("#canvas", NULL, EM_FALSE, Emscripten_on_touchstart); + emscripten_set_touchend_callback("#canvas", NULL, EM_FALSE, Emscripten_on_touchend); + emscripten_set_touchmove_callback("#canvas", NULL, EM_FALSE, Emscripten_on_touchmove); + emscripten_set_touchcancel_callback("#canvas", NULL, EM_FALSE, Emscripten_on_touchcancel); + emscripten_set_mousedown_callback("#canvas", NULL, EM_FALSE, Emscripten_on_mousedown); + emscripten_set_mouseup_callback("#canvas", NULL, EM_FALSE, Emscripten_on_mouseup); + emscripten_set_wheel_callback("#canvas", NULL, EM_FALSE, Emscripten_on_wheel); + emscripten_set_focusin_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, EM_FALSE, Emscripten_on_focusin); + emscripten_set_focusout_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, EM_FALSE, Emscripten_on_focusout); + emscripten_set_gamepadconnected_callback(NULL, 1, Emscripten_on_gamepad); + emscripten_set_gamepaddisconnected_callback(NULL, 1, Emscripten_on_gamepad); + + if (flags & RGFW_windowAllowDND) { + win->_flags |= RGFW_windowAllowDND; + } + + EM_ASM({ + window.addEventListener("keydown", + (event) => { + Module._RGFW_handleKeyMods(event.getModifierState("CapsLock"), event.getModifierState("NumLock"), event.getModifierState("Control"), event.getModifierState("Alt"), event.getModifierState("Shift"), event.getModifierState("Meta")); + Module._RGFW_handleKeyEvent(stringToNewUTF8(event.key), stringToNewUTF8(event.code), 1); + }, + true); + window.addEventListener("keyup", + (event) => { + Module._RGFW_handleKeyMods(event.getModifierState("CapsLock"), event.getModifierState("NumLock"), event.getModifierState("Control"), event.getModifierState("Alt"), event.getModifierState("Shift"), event.getModifierState("Meta")); + Module._RGFW_handleKeyEvent(stringToNewUTF8(event.key), stringToNewUTF8(event.code), 0); + }, + true); + }); + + EM_ASM({ + var canvas = document.getElementById('canvas'); + canvas.addEventListener('drop', function(e) { + e.preventDefault(); + if (e.dataTransfer.file < 0) + return; + + var filenamesArray = []; + var count = e.dataTransfer.files.length; + + /* Read and save the files to emscripten's files */ + var drop_dir = '.rgfw_dropped_files'; + Module._RGFW_mkdir(drop_dir); + + for (var i = 0; i < count; i++) { + var file = e.dataTransfer.files[i]; + + var path = '/' + drop_dir + '/' + file.name.replace("//", '_'); + var reader = new FileReader(); + + reader.onloadend = (e) => { + if (reader.readyState != 2) { + out('failed to read dropped file: '+file.name+': '+reader.error); + } + else { + var data = e.target.result; + + _RGFW_writeFile(path, new Uint8Array(data), file.size); + } + }; + + reader.readAsArrayBuffer(file); + // This works weird on modern opengl + var filename = stringToNewUTF8(path); + + filenamesArray.push(filename); + + Module._RGFW_makeSetValue(i, filename); + } + + Module._Emscripten_onDrop(count); + + for (var i = 0; i < count; ++i) { + _free(filenamesArray[i]); + } + }, true); + + canvas.addEventListener('dragover', function(e) { e.preventDefault(); return false; }, true); + }); + + RGFW_init_buffer(win); + glViewport(0, 0, rect.w, rect.h); + + if (flags & RGFW_windowHideMouse) { + RGFW_window_showMouse(win, 0); + } + + if (flags & RGFW_windowFullscreen) { + RGFW_window_resize(win, RGFW_getScreenSize()); + } + + #ifdef RGFW_DEBUG + printf("RGFW INFO: a window with a rect of {%i, %i, %i, %i} \n", win->r.x, win->r.y, win->r.w, win->r.h); + #endif + + return win; +} + +RGFW_event* RGFW_window_checkEvent(RGFW_window* win) { + static u8 index = 0; + + if (index == 0) { + RGFW_resetKey(); + } + + emscripten_sample_gamepad_data(); + /* check gamepads */ + for (int i = 0; (i < emscripten_get_num_gamepads()) && (i < 4); i++) { + if (RGFW_gamepads[i] == 0) + continue; + EmscriptenGamepadEvent gamepadState; + + if (emscripten_get_gamepad_status(i, &gamepadState) != EMSCRIPTEN_RESULT_SUCCESS) + break; + + // Register buttons data for every connected gamepad + for (int j = 0; (j < gamepadState.numButtons) && (j < 16); j++) { + u32 map[] = { + RGFW_gamepadA, RGFW_gamepadB, RGFW_gamepadX, RGFW_gamepadY, + RGFW_gamepadL1, RGFW_gamepadR1, RGFW_gamepadL2, RGFW_gamepadR2, + RGFW_gamepadSelect, RGFW_gamepadStart, + RGFW_gamepadL3, RGFW_gamepadR3, + RGFW_gamepadUp, RGFW_gamepadDown, RGFW_gamepadLeft, RGFW_gamepadRight, RGFW_gamepadHome + }; + + + u32 button = map[j]; + if (button == 404) + continue; + + if (RGFW_gamepadPressed[i][button].current != gamepadState.digitalButton[j]) { + if (gamepadState.digitalButton[j]) + win->event.type = RGFW_gamepadButtonPressed; + else + win->event.type = RGFW_gamepadButtonReleased; + + win->event.gamepad = i; + win->event.button = map[j]; + + RGFW_gamepadPressed[i][button].prev = RGFW_gamepadPressed[i][button].current; + RGFW_gamepadPressed[i][button].current = gamepadState.digitalButton[j]; + + RGFW_gamepadButtonCallback(win, win->event.gamepad, win->event.button, gamepadState.digitalButton[j]); + return &win->event; + } + } + + for (int j = 0; (j < gamepadState.numAxes) && (j < 4); j += 2) { + win->event.axisesCount = gamepadState.numAxes / 2; + if (RGFW_gamepadAxes[i][(size_t)(j / 2)].x != (i8)(gamepadState.axis[j] * 100.0f) || + RGFW_gamepadAxes[i][(size_t)(j / 2)].y != (i8)(gamepadState.axis[j + 1] * 100.0f) + ) { + + RGFW_gamepadAxes[i][(size_t)(j / 2)].x = (i8)(gamepadState.axis[j] * 100.0f); + RGFW_gamepadAxes[i][(size_t)(j / 2)].y = (i8)(gamepadState.axis[j + 1] * 100.0f); + win->event.axis[(size_t)(j / 2)] = RGFW_gamepadAxes[i][(size_t)(j / 2)]; + + win->event.type = RGFW_gamepadAxisMove; + win->event.gamepad = i; + win->event.whichAxis = j / 2; + + RGFW_gamepadAxisCallback(win, win->event.gamepad, win->event.axis, win->event.axisesCount, win->event.whichAxis); + return &win->event; + } + } + } + + /* check queued events */ + if (RGFW_eventLen == 0) + return NULL; + + RGFW_events[index].frameTime = win->event.frameTime; + RGFW_events[index].frameTime2 = win->event.frameTime2; + RGFW_events[index].inFocus = win->event.inFocus; + + win->event = RGFW_events[index]; + + RGFW_eventLen--; + + if (RGFW_eventLen) + index++; + else + index = 0; + + return &win->event; +} + +void RGFW_window_resize(RGFW_window* win, RGFW_area a) { + RGFW_UNUSED(win); + emscripten_set_canvas_element_size("#canvas", a.w, a.h); +} + +/* NOTE: I don't know if this is possible */ +void RGFW_window_moveMouse(RGFW_window* win, RGFW_point v) { RGFW_UNUSED(win); RGFW_UNUSED(v); } +/* this one might be possible but it looks iffy */ +RGFW_mouse* RGFW_loadMouse(u8* icon, RGFW_area a, i32 channels) { RGFW_UNUSED(channels); RGFW_UNUSED(a); RGFW_UNUSED(icon); return NULL; } + +void RGFW_window_setMouse(RGFW_window* win, RGFW_mouse* mouse) { RGFW_UNUSED(win); RGFW_UNUSED(mouse); } +void RGFW_freeMouse(RGFW_mouse* mouse) { RGFW_UNUSED(mouse); } + +const char RGFW_CURSORS[11][12] = { + "default", + "default", + "text", + "crosshair", + "pointer", + "ew-resize", + "ns-resize", + "nwse-resize", + "nesw-resize", + "move", + "not-allowed" +}; + +b32 RGFW_window_setMouseStandard(RGFW_window* win, u8 mouse) { + RGFW_UNUSED(win); + EM_ASM( { document.getElementById("canvas").style.cursor = UTF8ToString($0); }, RGFW_CURSORS[mouse]); + return 1; +} + +b32 RGFW_window_setMouseDefault(RGFW_window* win) { + return RGFW_window_setMouseStandard(win, RGFW_mouseNormal); +} + +void RGFW_window_showMouse(RGFW_window* win, i8 show) { + if (show) + RGFW_window_setMouseDefault(win); + else + EM_ASM(document.getElementById('canvas').style.cursor = 'none';); +} + +RGFW_point RGFW_getGlobalMousePoint(void) { + RGFW_point point; + point.x = EM_ASM_INT({ + return window.mouseX || 0; + }); + point.y = EM_ASM_INT({ + return window.mouseY || 0; + }); + return point; +} + +RGFW_point RGFW_window_getMousePoint(RGFW_window* win) { + RGFW_UNUSED(win); + + EmscriptenMouseEvent mouseEvent; + emscripten_get_mouse_status(&mouseEvent); + return RGFW_POINT( mouseEvent.targetX, mouseEvent.targetY); +} + +void RGFW_window_setMousePassthrough(RGFW_window* win, b8 passthrough) { + RGFW_UNUSED(win); + + EM_ASM_({ + var canvas = document.getElementById('canvas'); + if ($0) { + canvas.style.pointerEvents = 'none'; + } else { + canvas.style.pointerEvents = 'auto'; + } + }, passthrough); +} + +void RGFW_writeClipboard(const char* text, u32 textLen) { + RGFW_UNUSED(textLen); + EM_ASM({ navigator.clipboard.writeText(UTF8ToString($0)); }, text); +} + + +RGFW_ssize_t RGFW_readClipboardPtr(char* str, size_t strCapacity) { + RGFW_UNUSED(str); RGFW_UNUSED(strCapacity); + /* + placeholder code for later + I'm not sure if this is possible do the the async stuff + */ + return 0; +} + +void RGFW_window_swapBuffers(RGFW_window* win) { + RGFW_UNUSED(win); + + #ifdef RGFW_BUFFER + if (!(win->_flags & RGFW_NO_CPU_RENDER)) { + glEnable(GL_TEXTURE_2D); + + GLuint texture; + glGenTextures(1,&texture); + + glBindTexture(GL_TEXTURE_2D,texture); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, RGFW_bufferSize.w, RGFW_bufferSize.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, win->buffer); + + float ratioX = ((float)win->r.w / (float)RGFW_bufferSize.w); + float ratioY = ((float)win->r.h / (float)RGFW_bufferSize.h); + + // Set up the viewport + glClear(GL_COLOR_BUFFER_BIT); + + glBegin(GL_TRIANGLES); + glTexCoord2f(0, ratioY); glColor3f(1, 1, 1); glVertex2f(-1, -1); + glTexCoord2f(0, 0); glColor3f(1, 1, 1); glVertex2f(-1, 1); + glTexCoord2f(ratioX, ratioY); glColor3f(1, 1, 1); glVertex2f(1, -1); + + glTexCoord2f(ratioX, 0); glColor3f(1, 1, 1); glVertex2f(1, 1); + glTexCoord2f(ratioX, ratioY); glColor3f(1, 1, 1); glVertex2f(1, -1); + glTexCoord2f(0, 0); glColor3f(1, 1, 1); glVertex2f(-1, 1); + glEnd(); + + glDeleteTextures(1, &texture); + } + #endif + +#ifndef RGFW_WEBGPU + emscripten_webgl_commit_frame(); +#endif + emscripten_sleep(0); +} + + +void RGFW_window_makeCurrent_OpenGL(RGFW_window* win) { +#ifndef RGFW_WEBGPU + if (win == NULL) + emscripten_webgl_make_context_current(0); + else + emscripten_webgl_make_context_current(win->src.ctx); +#endif +} + +#ifndef RGFW_EGL +void RGFW_window_swapInterval(RGFW_window* win, i32 swapInterval) { RGFW_UNUSED(win); RGFW_UNUSED(swapInterval); } +#endif + +void RGFW_window_close(RGFW_window* win) { +#ifndef RGFW_WEBGPU + emscripten_webgl_destroy_context(win->src.ctx); +#endif + + #if defined(RGFW_OSMESA) || defined(RGFW_BUFFER) + if ((win->_flags & RGFW_BUFFER_ALLOC)) + win->_mem.free(win->_mem.userdata, win->buffer); + #endif + + RGFW_clipboard_switch(NULL); + + if ((win->_flags & RGFW_WINDOW_ALLOC)) + win->_mem.free(win->_mem.userdata, win); +} + +int RGFW_innerWidth(void) { return EM_ASM_INT({ return window.innerWidth; }); } +int RGFW_innerHeight(void) { return EM_ASM_INT({ return window.innerHeight; }); } + +RGFW_area RGFW_getScreenSize(void) { + return RGFW_AREA(RGFW_innerWidth(), RGFW_innerHeight()); +} + +void* RGFW_getProcAddress(const char* procname) { + return emscripten_webgl_get_proc_address(procname); +} + +void RGFW_sleep(u64 milisecond) { + emscripten_sleep(milisecond); +} + +u64 RGFW_getTimeNS(void) { + return emscripten_get_now() * 1e+6; +} + +u64 RGFW_getTime(void) { + return emscripten_get_now() * 1000; +} + +void RGFW_releaseCursor(RGFW_window* win) { + RGFW_UNUSED(win); + emscripten_exit_pointerlock(); +} + +void RGFW_captureCursor(RGFW_window* win, RGFW_rect r) { + RGFW_UNUSED(win); RGFW_UNUSED(r); + + emscripten_request_pointerlock("#canvas", 1); +} + + +void RGFW_window_setName(RGFW_window* win, const char* name) { + RGFW_UNUSED(win); + emscripten_set_window_title(name); +} + +/* unsupported functions */ +RGFW_monitor* RGFW_getMonitors(void) { return NULL; } +RGFW_monitor RGFW_getPrimaryMonitor(void) { return (RGFW_monitor){}; } +void RGFW_window_move(RGFW_window* win, RGFW_point v) { RGFW_UNUSED(win); RGFW_UNUSED(v); } +void RGFW_window_setMinSize(RGFW_window* win, RGFW_area a) { RGFW_UNUSED(win); RGFW_UNUSED(a); } +void RGFW_window_setMaxSize(RGFW_window* win, RGFW_area a) { RGFW_UNUSED(win); RGFW_UNUSED(a); } +void RGFW_window_minimize(RGFW_window* win) { RGFW_UNUSED(win); } +void RGFW_window_restore(RGFW_window* win) { RGFW_UNUSED(win); } +void RGFW_window_setBorder(RGFW_window* win, b8 border) { RGFW_UNUSED(win); RGFW_UNUSED(border); } +b32 RGFW_window_setIcon(RGFW_window* win, u8* icon, RGFW_area a, i32 channels) { RGFW_UNUSED(win); RGFW_UNUSED(icon); RGFW_UNUSED(a); RGFW_UNUSED(channels); return 0; } +void RGFW_window_hide(RGFW_window* win) { RGFW_UNUSED(win); } +void RGFW_window_show(RGFW_window* win) {RGFW_UNUSED(win); } +b8 RGFW_window_isHidden(RGFW_window* win) { RGFW_UNUSED(win); return 0; } +b8 RGFW_window_isMinimized(RGFW_window* win) { RGFW_UNUSED(win); return 0; } +b8 RGFW_window_isMaximized(RGFW_window* win) { RGFW_UNUSED(win); return 0; } +RGFW_monitor RGFW_window_getMonitor(RGFW_window* win) { RGFW_UNUSED(win); return (RGFW_monitor){}; } +#endif + +/* end of web asm defines */ + +/* unix (macOS, linux, web asm) only stuff */ +#if defined(RGFW_X11) || defined(RGFW_MACOS) || defined(RGFW_WEBASM) || defined(RGFW_WAYLAND) + +/* unix threading */ +#ifndef RGFW_NO_THREADS +#include + +RGFW_thread RGFW_createThread(RGFW_threadFunc_ptr ptr, void* args) { + RGFW_UNUSED(args); + + RGFW_thread t; + pthread_create((pthread_t*) &t, NULL, *ptr, NULL); + return t; +} +void RGFW_cancelThread(RGFW_thread thread) { pthread_cancel((pthread_t) thread); } +void RGFW_joinThread(RGFW_thread thread) { pthread_join((pthread_t) thread, NULL); } + +#if defined(__linux__) +void RGFW_setThreadPriority(RGFW_thread thread, u8 priority) { pthread_setschedprio((pthread_t)thread, priority); } +#else +void RGFW_setThreadPriority(RGFW_thread thread, u8 priority) { RGFW_UNUSED(thread); RGFW_UNUSED(priority); } +#endif +#endif + +#ifndef RGFW_WEBASM + +/* unix sleep */ +void RGFW_sleep(u64 ms) { + struct timespec time; + time.tv_sec = 0; + time.tv_nsec = ms * 1e+6; + + #ifndef RGFW_NO_UNIX_CLOCK + nanosleep(&time, NULL); + #endif +} + +#endif + +#endif /* end of unix / mac stuff*/ +#endif /*RGFW_IMPLEMENTATION*/ + +#if defined(__cplusplus) && !defined(__EMSCRIPTEN__) +} + #ifdef __clang__ + #pragma clang diagnostic pop + #endif +#endif diff --git a/src/external/cgltf.h b/src/external/cgltf.h index 432332e5d..36fd644e1 100644 --- a/src/external/cgltf.h +++ b/src/external/cgltf.h @@ -1,7 +1,7 @@ /** * cgltf - a single-file glTF 2.0 parser written in C99. * - * Version: 1.13 + * Version: 1.14 * * Website: https://github.com/jkuhlmann/cgltf * @@ -63,6 +63,11 @@ * By passing null for the output pointer, users can find out how many floats are required in the * output buffer. * + * `cgltf_accessor_unpack_indices` reads in the index data from an accessor. Assumes that + * `cgltf_load_buffers` has already been called. By passing null for the output pointer, users can + * find out how many indices are required in the output buffer. Returns 0 if the accessor is + * sparse or if the output component size is less than the accessor's component size. + * * `cgltf_num_components` is a tiny utility that tells you the dimensionality of * a certain accessor type. This can be used before `cgltf_accessor_unpack_floats` to help allocate * the necessary amount of memory. `cgltf_component_size` and `cgltf_calc_size` exist for @@ -75,7 +80,7 @@ * * `cgltf_accessor_read_uint` is similar to its floating-point counterpart, but limited to reading * vector types and does not support matrix types. The passed-in element size is the number of uints - * in the output buffer, which should be in the range [1, 4]. Returns false if the passed-in + * in the output buffer, which should be in the range [1, 4]. Returns false if the passed-in * element_size is too small, or if the accessor is sparse. * * `cgltf_accessor_read_index` is similar to its floating-point counterpart, but it returns size_t @@ -197,6 +202,7 @@ typedef enum cgltf_type typedef enum cgltf_primitive_type { + cgltf_primitive_type_invalid, cgltf_primitive_type_points, cgltf_primitive_type_lines, cgltf_primitive_type_line_loop, @@ -389,6 +395,8 @@ typedef struct cgltf_texture cgltf_sampler* sampler; cgltf_bool has_basisu; cgltf_image* basisu_image; + cgltf_bool has_webp; + cgltf_image* webp_image; cgltf_extras extras; cgltf_size extensions_count; cgltf_extension* extensions; @@ -499,6 +507,11 @@ typedef struct cgltf_anisotropy cgltf_texture_view anisotropy_texture; } cgltf_anisotropy; +typedef struct cgltf_dispersion +{ + cgltf_float dispersion; +} cgltf_dispersion; + typedef struct cgltf_material { char* name; @@ -513,6 +526,7 @@ typedef struct cgltf_material cgltf_bool has_emissive_strength; cgltf_bool has_iridescence; cgltf_bool has_anisotropy; + cgltf_bool has_dispersion; cgltf_pbr_metallic_roughness pbr_metallic_roughness; cgltf_pbr_specular_glossiness pbr_specular_glossiness; cgltf_clearcoat clearcoat; @@ -524,6 +538,7 @@ typedef struct cgltf_material cgltf_emissive_strength emissive_strength; cgltf_iridescence iridescence; cgltf_anisotropy anisotropy; + cgltf_dispersion dispersion; cgltf_texture_view normal_texture; cgltf_texture_view occlusion_texture; cgltf_texture_view emissive_texture; @@ -838,7 +853,7 @@ cgltf_size cgltf_component_size(cgltf_component_type component_type); cgltf_size cgltf_calc_size(cgltf_type type, cgltf_component_type component_type); cgltf_size cgltf_accessor_unpack_floats(const cgltf_accessor* accessor, cgltf_float* out, cgltf_size float_count); -cgltf_size cgltf_accessor_unpack_indices(const cgltf_accessor* accessor, cgltf_uint* out, cgltf_size index_count); +cgltf_size cgltf_accessor_unpack_indices(const cgltf_accessor* accessor, void* out, cgltf_size out_component_size, cgltf_size index_count); /* this function is deprecated and will be removed in the future; use cgltf_extras::data instead */ cgltf_result cgltf_copy_extras_json(const cgltf_data* data, const cgltf_extras* extras, char* dest, cgltf_size* dest_size); @@ -938,8 +953,8 @@ static int jsmn_parse(jsmn_parser *parser, const char *js, size_t len, jsmntok_t #ifndef CGLTF_CONSTS -static const cgltf_size GlbHeaderSize = 12; -static const cgltf_size GlbChunkHeaderSize = 8; +#define GlbHeaderSize 12 +#define GlbChunkHeaderSize 8 static const uint32_t GlbVersion = 2; static const uint32_t GlbMagic = 0x46546C67; static const uint32_t GlbMagicJsonChunk = 0x4E4F534A; @@ -1033,7 +1048,7 @@ static cgltf_result cgltf_default_file_read(const struct cgltf_memory_options* m fclose(file); return cgltf_result_out_of_memory; } - + cgltf_size read_size = fread(file_data, 1, file_size, file); fclose(file); @@ -1141,7 +1156,7 @@ cgltf_result cgltf_parse(const cgltf_options* options, const void* data, cgltf_s // JSON chunk: length uint32_t json_length; memcpy(&json_length, json_chunk, 4); - if (GlbHeaderSize + GlbChunkHeaderSize + json_length > size) + if (json_length > size - GlbHeaderSize - GlbChunkHeaderSize) { return cgltf_result_data_too_short; } @@ -1158,7 +1173,7 @@ cgltf_result cgltf_parse(const cgltf_options* options, const void* data, cgltf_s const void* bin = NULL; cgltf_size bin_size = 0; - if (GlbHeaderSize + GlbChunkHeaderSize + json_length + GlbChunkHeaderSize <= size) + if (GlbChunkHeaderSize <= size - GlbHeaderSize - GlbChunkHeaderSize - json_length) { // We can read another chunk const uint8_t* bin_chunk = json_chunk + json_length; @@ -1166,7 +1181,7 @@ cgltf_result cgltf_parse(const cgltf_options* options, const void* data, cgltf_s // Bin chunk: length uint32_t bin_length; memcpy(&bin_length, bin_chunk, 4); - if (GlbHeaderSize + GlbChunkHeaderSize + json_length + GlbChunkHeaderSize + bin_length > size) + if (bin_length > size - GlbHeaderSize - GlbChunkHeaderSize - json_length - GlbChunkHeaderSize) { return cgltf_result_data_too_short; } @@ -1552,6 +1567,9 @@ cgltf_result cgltf_validate(cgltf_data* data) { cgltf_accessor* accessor = &data->accessors[i]; + CGLTF_ASSERT_IF(data->accessors[i].component_type == cgltf_component_type_invalid, cgltf_result_invalid_gltf); + CGLTF_ASSERT_IF(data->accessors[i].type == cgltf_type_invalid, cgltf_result_invalid_gltf); + cgltf_size element_size = cgltf_calc_size(accessor->type, accessor->component_type); if (accessor->buffer_view) @@ -1565,7 +1583,7 @@ cgltf_result cgltf_validate(cgltf_data* data) { cgltf_accessor_sparse* sparse = &accessor->sparse; - cgltf_size indices_component_size = cgltf_calc_size(cgltf_type_scalar, sparse->indices_component_type); + cgltf_size indices_component_size = cgltf_component_size(sparse->indices_component_type); cgltf_size indices_req_size = sparse->indices_byte_offset + indices_component_size * sparse->count; cgltf_size values_req_size = sparse->values_byte_offset + element_size * sparse->count; @@ -1631,43 +1649,48 @@ cgltf_result cgltf_validate(cgltf_data* data) for (cgltf_size j = 0; j < data->meshes[i].primitives_count; ++j) { + CGLTF_ASSERT_IF(data->meshes[i].primitives[j].type == cgltf_primitive_type_invalid, cgltf_result_invalid_gltf); CGLTF_ASSERT_IF(data->meshes[i].primitives[j].targets_count != data->meshes[i].primitives[0].targets_count, cgltf_result_invalid_gltf); - if (data->meshes[i].primitives[j].attributes_count) + CGLTF_ASSERT_IF(data->meshes[i].primitives[j].attributes_count == 0, cgltf_result_invalid_gltf); + + cgltf_accessor* first = data->meshes[i].primitives[j].attributes[0].data; + + CGLTF_ASSERT_IF(first->count == 0, cgltf_result_invalid_gltf); + + for (cgltf_size k = 0; k < data->meshes[i].primitives[j].attributes_count; ++k) { - cgltf_accessor* first = data->meshes[i].primitives[j].attributes[0].data; + CGLTF_ASSERT_IF(data->meshes[i].primitives[j].attributes[k].data->count != first->count, cgltf_result_invalid_gltf); + } - for (cgltf_size k = 0; k < data->meshes[i].primitives[j].attributes_count; ++k) + for (cgltf_size k = 0; k < data->meshes[i].primitives[j].targets_count; ++k) + { + for (cgltf_size m = 0; m < data->meshes[i].primitives[j].targets[k].attributes_count; ++m) { - CGLTF_ASSERT_IF(data->meshes[i].primitives[j].attributes[k].data->count != first->count, cgltf_result_invalid_gltf); + CGLTF_ASSERT_IF(data->meshes[i].primitives[j].targets[k].attributes[m].data->count != first->count, cgltf_result_invalid_gltf); } + } - for (cgltf_size k = 0; k < data->meshes[i].primitives[j].targets_count; ++k) - { - for (cgltf_size m = 0; m < data->meshes[i].primitives[j].targets[k].attributes_count; ++m) - { - CGLTF_ASSERT_IF(data->meshes[i].primitives[j].targets[k].attributes[m].data->count != first->count, cgltf_result_invalid_gltf); - } - } + cgltf_accessor* indices = data->meshes[i].primitives[j].indices; - cgltf_accessor* indices = data->meshes[i].primitives[j].indices; + CGLTF_ASSERT_IF(indices && + indices->component_type != cgltf_component_type_r_8u && + indices->component_type != cgltf_component_type_r_16u && + indices->component_type != cgltf_component_type_r_32u, cgltf_result_invalid_gltf); - CGLTF_ASSERT_IF(indices && - indices->component_type != cgltf_component_type_r_8u && - indices->component_type != cgltf_component_type_r_16u && - indices->component_type != cgltf_component_type_r_32u, cgltf_result_invalid_gltf); + CGLTF_ASSERT_IF(indices && indices->type != cgltf_type_scalar, cgltf_result_invalid_gltf); + CGLTF_ASSERT_IF(indices && indices->stride != cgltf_component_size(indices->component_type), cgltf_result_invalid_gltf); - if (indices && indices->buffer_view && indices->buffer_view->buffer->data) - { - cgltf_size index_bound = cgltf_calc_index_bound(indices->buffer_view, indices->offset, indices->component_type, indices->count); + if (indices && indices->buffer_view && indices->buffer_view->buffer->data) + { + cgltf_size index_bound = cgltf_calc_index_bound(indices->buffer_view, indices->offset, indices->component_type, indices->count); - CGLTF_ASSERT_IF(index_bound >= first->count, cgltf_result_data_too_short); - } + CGLTF_ASSERT_IF(index_bound >= first->count, cgltf_result_data_too_short); + } - for (cgltf_size k = 0; k < data->meshes[i].primitives[j].mappings_count; ++k) - { - CGLTF_ASSERT_IF(data->meshes[i].primitives[j].mappings[k].variant >= data->variants_count, cgltf_result_invalid_gltf); - } + for (cgltf_size k = 0; k < data->meshes[i].primitives[j].mappings_count; ++k) + { + CGLTF_ASSERT_IF(data->meshes[i].primitives[j].mappings[k].variant >= data->variants_count, cgltf_result_invalid_gltf); } } } @@ -1676,7 +1699,20 @@ cgltf_result cgltf_validate(cgltf_data* data) { if (data->nodes[i].weights && data->nodes[i].mesh) { - CGLTF_ASSERT_IF (data->nodes[i].mesh->primitives_count && data->nodes[i].mesh->primitives[0].targets_count != data->nodes[i].weights_count, cgltf_result_invalid_gltf); + CGLTF_ASSERT_IF(data->nodes[i].mesh->primitives_count && data->nodes[i].mesh->primitives[0].targets_count != data->nodes[i].weights_count, cgltf_result_invalid_gltf); + } + + if (data->nodes[i].has_mesh_gpu_instancing) + { + CGLTF_ASSERT_IF(data->nodes[i].mesh == NULL, cgltf_result_invalid_gltf); + CGLTF_ASSERT_IF(data->nodes[i].mesh_gpu_instancing.attributes_count == 0, cgltf_result_invalid_gltf); + + cgltf_accessor* first = data->nodes[i].mesh_gpu_instancing.attributes[0].data; + + for (cgltf_size k = 0; k < data->nodes[i].mesh_gpu_instancing.attributes_count; ++k) + { + CGLTF_ASSERT_IF(data->nodes[i].mesh_gpu_instancing.attributes[k].data->count != first->count, cgltf_result_invalid_gltf); + } } } @@ -1724,10 +1760,15 @@ cgltf_result cgltf_validate(cgltf_data* data) cgltf_size values = channel->sampler->interpolation == cgltf_interpolation_type_cubic_spline ? 3 : 1; - CGLTF_ASSERT_IF(channel->sampler->input->count * components * values != channel->sampler->output->count, cgltf_result_data_too_short); + CGLTF_ASSERT_IF(channel->sampler->input->count * components * values != channel->sampler->output->count, cgltf_result_invalid_gltf); } } + for (cgltf_size i = 0; i < data->variants_count; ++i) + { + CGLTF_ASSERT_IF(!data->variants[i].name, cgltf_result_invalid_gltf); + } + return cgltf_result_success; } @@ -1902,7 +1943,7 @@ void cgltf_free(cgltf_data* data) data->memory.free_func(data->memory.user_data, data->materials); - for (cgltf_size i = 0; i < data->images_count; ++i) + for (cgltf_size i = 0; i < data->images_count; ++i) { data->memory.free_func(data->memory.user_data, data->images[i].name); data->memory.free_func(data->memory.user_data, data->images[i].uri); @@ -2550,7 +2591,7 @@ cgltf_size cgltf_animation_channel_index(const cgltf_animation* animation, const return (cgltf_size)(object - animation->channels); } -cgltf_size cgltf_accessor_unpack_indices(const cgltf_accessor* accessor, cgltf_uint* out, cgltf_size index_count) +cgltf_size cgltf_accessor_unpack_indices(const cgltf_accessor* accessor, void* out, cgltf_size out_component_size, cgltf_size index_count) { if (out == NULL) { @@ -2558,6 +2599,7 @@ cgltf_size cgltf_accessor_unpack_indices(const cgltf_accessor* accessor, cgltf_u } index_count = accessor->count < index_count ? accessor->count : index_count; + cgltf_size index_component_size = cgltf_component_size(accessor->component_type); if (accessor->is_sparse) { @@ -2567,6 +2609,10 @@ cgltf_size cgltf_accessor_unpack_indices(const cgltf_accessor* accessor, cgltf_u { return 0; } + if (index_component_size > out_component_size) + { + return 0; + } const uint8_t* element = cgltf_buffer_view_data(accessor->buffer_view); if (element == NULL) { @@ -2574,18 +2620,29 @@ cgltf_size cgltf_accessor_unpack_indices(const cgltf_accessor* accessor, cgltf_u } element += accessor->offset; - if (accessor->component_type == cgltf_component_type_r_32u && accessor->stride == sizeof(cgltf_uint)) + if (index_component_size == out_component_size && accessor->stride == out_component_size) { - memcpy(out, element, index_count * sizeof(cgltf_uint)); + memcpy(out, element, index_count * index_component_size); + return index_count; } - else - { - cgltf_uint* dest = out; - for (cgltf_size index = 0; index < index_count; index++, dest++, element += accessor->stride) + // The component size of the output array is larger than the component size of the index data, so index data will be padded. + switch (out_component_size) + { + case 2: + for (cgltf_size index = 0; index < index_count; index++, element += accessor->stride) { - *dest = (cgltf_uint)cgltf_component_read_index(element, accessor->component_type); + ((uint16_t*)out)[index] = (uint16_t)cgltf_component_read_index(element, accessor->component_type); } + break; + case 4: + for (cgltf_size index = 0; index < index_count; index++, element += accessor->stride) + { + ((uint32_t*)out)[index] = (uint32_t)cgltf_component_read_index(element, accessor->component_type); + } + break; + default: + break; } return index_count; @@ -2596,7 +2653,7 @@ cgltf_size cgltf_accessor_unpack_indices(const cgltf_accessor* accessor, cgltf_u #define CGLTF_ERROR_LEGACY -3 #define CGLTF_CHECK_TOKTYPE(tok_, type_) if ((tok_).type != (type_)) { return CGLTF_ERROR_JSON; } -#define CGLTF_CHECK_TOKTYPE_RETTYPE(tok_, type_, ret_) if ((tok_).type != (type_)) { return (ret_)CGLTF_ERROR_JSON; } +#define CGLTF_CHECK_TOKTYPE_RET(tok_, type_, ret_) if ((tok_).type != (type_)) { return ret_; } #define CGLTF_CHECK_KEY(tok_) if ((tok_).type != JSMN_STRING || (tok_).size == 0) { return CGLTF_ERROR_JSON; } /* checking size for 0 verifies that a value follows the key */ #define CGLTF_PTRINDEX(type, idx) (type*)((cgltf_size)idx + 1) @@ -2623,12 +2680,13 @@ static int cgltf_json_to_int(jsmntok_t const* tok, const uint8_t* json_chunk) static cgltf_size cgltf_json_to_size(jsmntok_t const* tok, const uint8_t* json_chunk) { - CGLTF_CHECK_TOKTYPE_RETTYPE(*tok, JSMN_PRIMITIVE, cgltf_size); + CGLTF_CHECK_TOKTYPE_RET(*tok, JSMN_PRIMITIVE, 0); char tmp[128]; int size = (size_t)(tok->end - tok->start) < sizeof(tmp) ? (int)(tok->end - tok->start) : (int)(sizeof(tmp) - 1); strncpy(tmp, (const char*)json_chunk + tok->start, size); tmp[size] = 0; - return (cgltf_size)CGLTF_ATOLL(tmp); + long long res = CGLTF_ATOLL(tmp); + return res < 0 ? 0 : (cgltf_size)res; } static cgltf_float cgltf_json_to_float(jsmntok_t const* tok, const uint8_t* json_chunk) @@ -2810,6 +2868,11 @@ static void cgltf_parse_attribute_type(const char* name, cgltf_attribute_type* o if (us && *out_type != cgltf_attribute_type_invalid) { *out_index = CGLTF_ATOI(us + 1); + if (*out_index < 0) + { + *out_type = cgltf_attribute_type_invalid; + *out_index = 0; + } } } @@ -3142,6 +3205,31 @@ static int cgltf_parse_json_material_mappings(cgltf_options* options, jsmntok_t return i; } +static cgltf_primitive_type cgltf_json_to_primitive_type(jsmntok_t const* tok, const uint8_t* json_chunk) +{ + int type = cgltf_json_to_int(tok, json_chunk); + + switch (type) + { + case 0: + return cgltf_primitive_type_points; + case 1: + return cgltf_primitive_type_lines; + case 2: + return cgltf_primitive_type_line_loop; + case 3: + return cgltf_primitive_type_line_strip; + case 4: + return cgltf_primitive_type_triangles; + case 5: + return cgltf_primitive_type_triangle_strip; + case 6: + return cgltf_primitive_type_triangle_fan; + default: + return cgltf_primitive_type_invalid; + } +} + static int cgltf_parse_json_primitive(cgltf_options* options, jsmntok_t const* tokens, int i, const uint8_t* json_chunk, cgltf_primitive* out_prim) { CGLTF_CHECK_TOKTYPE(tokens[i], JSMN_OBJECT); @@ -3158,9 +3246,7 @@ static int cgltf_parse_json_primitive(cgltf_options* options, jsmntok_t const* t if (cgltf_json_strcmp(tokens+i, json_chunk, "mode") == 0) { ++i; - out_prim->type - = (cgltf_primitive_type) - cgltf_json_to_int(tokens+i, json_chunk); + out_prim->type = cgltf_json_to_primitive_type(tokens+i, json_chunk); ++i; } else if (cgltf_json_strcmp(tokens+i, json_chunk, "indices") == 0) @@ -3410,7 +3496,7 @@ static int cgltf_parse_json_accessor_sparse(jsmntok_t const* tokens, int i, cons if (cgltf_json_strcmp(tokens+i, json_chunk, "count") == 0) { ++i; - out_sparse->count = cgltf_json_to_int(tokens + i, json_chunk); + out_sparse->count = cgltf_json_to_size(tokens + i, json_chunk); ++i; } else if (cgltf_json_strcmp(tokens+i, json_chunk, "indices") == 0) @@ -3546,8 +3632,7 @@ static int cgltf_parse_json_accessor(cgltf_options* options, jsmntok_t const* to else if (cgltf_json_strcmp(tokens+i, json_chunk, "count") == 0) { ++i; - out_accessor->count = - cgltf_json_to_int(tokens+i, json_chunk); + out_accessor->count = cgltf_json_to_size(tokens+i, json_chunk); ++i; } else if (cgltf_json_strcmp(tokens+i, json_chunk, "type") == 0) @@ -3700,7 +3785,7 @@ static int cgltf_parse_json_texture_view(cgltf_options* options, jsmntok_t const out_texture_view->texcoord = cgltf_json_to_int(tokens + i, json_chunk); ++i; } - else if (cgltf_json_strcmp(tokens + i, json_chunk, "scale") == 0) + else if (cgltf_json_strcmp(tokens + i, json_chunk, "scale") == 0) { ++i; out_texture_view->scale = cgltf_json_to_float(tokens + i, json_chunk); @@ -3769,11 +3854,11 @@ static int cgltf_parse_json_pbr_metallic_roughness(cgltf_options* options, jsmnt if (cgltf_json_strcmp(tokens+i, json_chunk, "metallicFactor") == 0) { ++i; - out_pbr->metallic_factor = + out_pbr->metallic_factor = cgltf_json_to_float(tokens + i, json_chunk); ++i; } - else if (cgltf_json_strcmp(tokens+i, json_chunk, "roughnessFactor") == 0) + else if (cgltf_json_strcmp(tokens+i, json_chunk, "roughnessFactor") == 0) { ++i; out_pbr->roughness_factor = @@ -4234,6 +4319,37 @@ static int cgltf_parse_json_anisotropy(cgltf_options* options, jsmntok_t const* return i; } +static int cgltf_parse_json_dispersion(jsmntok_t const* tokens, int i, const uint8_t* json_chunk, cgltf_dispersion* out_dispersion) +{ + CGLTF_CHECK_TOKTYPE(tokens[i], JSMN_OBJECT); + int size = tokens[i].size; + ++i; + + + for (int j = 0; j < size; ++j) + { + CGLTF_CHECK_KEY(tokens[i]); + + if (cgltf_json_strcmp(tokens + i, json_chunk, "dispersion") == 0) + { + ++i; + out_dispersion->dispersion = cgltf_json_to_float(tokens + i, json_chunk); + ++i; + } + else + { + i = cgltf_skip_json(tokens, i + 1); + } + + if (i < 0) + { + return i; + } + } + + return i; +} + static int cgltf_parse_json_image(cgltf_options* options, jsmntok_t const* tokens, int i, const uint8_t* json_chunk, cgltf_image* out_image) { CGLTF_CHECK_TOKTYPE(tokens[i], JSMN_OBJECT); @@ -4241,11 +4357,11 @@ static int cgltf_parse_json_image(cgltf_options* options, jsmntok_t const* token int size = tokens[i].size; ++i; - for (int j = 0; j < size; ++j) + for (int j = 0; j < size; ++j) { CGLTF_CHECK_KEY(tokens[i]); - if (cgltf_json_strcmp(tokens + i, json_chunk, "uri") == 0) + if (cgltf_json_strcmp(tokens + i, json_chunk, "uri") == 0) { i = cgltf_parse_json_string(options, tokens, i + 1, json_chunk, &out_image->uri); } @@ -4325,7 +4441,7 @@ static int cgltf_parse_json_sampler(cgltf_options* options, jsmntok_t const* tok = cgltf_json_to_int(tokens + i, json_chunk); ++i; } - else if (cgltf_json_strcmp(tokens + i, json_chunk, "wrapT") == 0) + else if (cgltf_json_strcmp(tokens + i, json_chunk, "wrapT") == 0) { ++i; out_sampler->wrap_t @@ -4375,7 +4491,7 @@ static int cgltf_parse_json_texture(cgltf_options* options, jsmntok_t const* tok out_texture->sampler = CGLTF_PTRINDEX(cgltf_sampler, cgltf_json_to_int(tokens + i, json_chunk)); ++i; } - else if (cgltf_json_strcmp(tokens + i, json_chunk, "source") == 0) + else if (cgltf_json_strcmp(tokens + i, json_chunk, "source") == 0) { ++i; out_texture->image = CGLTF_PTRINDEX(cgltf_image, cgltf_json_to_int(tokens + i, json_chunk)); @@ -4437,6 +4553,34 @@ static int cgltf_parse_json_texture(cgltf_options* options, jsmntok_t const* tok } } } + else if (cgltf_json_strcmp(tokens + i, json_chunk, "EXT_texture_webp") == 0) + { + out_texture->has_webp = 1; + ++i; + CGLTF_CHECK_TOKTYPE(tokens[i], JSMN_OBJECT); + int num_properties = tokens[i].size; + ++i; + + for (int t = 0; t < num_properties; ++t) + { + CGLTF_CHECK_KEY(tokens[i]); + + if (cgltf_json_strcmp(tokens + i, json_chunk, "source") == 0) + { + ++i; + out_texture->webp_image = CGLTF_PTRINDEX(cgltf_image, cgltf_json_to_int(tokens + i, json_chunk)); + ++i; + } + else + { + i = cgltf_skip_json(tokens, i + 1); + } + if (i < 0) + { + return i; + } + } + } else { i = cgltf_parse_json_unprocessed_extension(options, tokens, i, json_chunk, &(out_texture->extensions[out_texture->extensions_count++])); @@ -4627,6 +4771,11 @@ static int cgltf_parse_json_material(cgltf_options* options, jsmntok_t const* to out_material->has_anisotropy = 1; i = cgltf_parse_json_anisotropy(options, tokens, i + 1, json_chunk, &out_material->anisotropy); } + else if (cgltf_json_strcmp(tokens + i, json_chunk, "KHR_materials_dispersion") == 0) + { + out_material->has_dispersion = 1; + i = cgltf_parse_json_dispersion(tokens, i + 1, json_chunk, &out_material->dispersion); + } else { i = cgltf_parse_json_unprocessed_extension(options, tokens, i, json_chunk, &(out_material->extensions[out_material->extensions_count++])); @@ -4786,7 +4935,7 @@ static int cgltf_parse_json_meshopt_compression(cgltf_options* options, jsmntok_ else if (cgltf_json_strcmp(tokens+i, json_chunk, "count") == 0) { ++i; - out_meshopt_compression->count = cgltf_json_to_int(tokens+i, json_chunk); + out_meshopt_compression->count = cgltf_json_to_size(tokens+i, json_chunk); ++i; } else if (cgltf_json_strcmp(tokens+i, json_chunk, "mode") == 0) @@ -6442,6 +6591,7 @@ static int cgltf_fixup_pointers(cgltf_data* data) { CGLTF_PTRFIXUP(data->textures[i].image, data->images, data->images_count); CGLTF_PTRFIXUP(data->textures[i].basisu_image, data->images, data->images_count); + CGLTF_PTRFIXUP(data->textures[i].webp_image, data->images, data->images_count); CGLTF_PTRFIXUP(data->textures[i].sampler, data->samplers, data->samplers_count); } diff --git a/src/external/dr_mp3.h b/src/external/dr_mp3.h index 84849ee4c..e1a66d99c 100644 --- a/src/external/dr_mp3.h +++ b/src/external/dr_mp3.h @@ -1,6 +1,6 @@ /* MP3 audio decoder. Choice of public domain or MIT-0. See license statements at the end of this file. -dr_mp3 - v0.6.38 - 2023-11-02 +dr_mp3 - v0.6.39 - 2024-02-27 David Reid - mackron@gmail.com @@ -95,7 +95,7 @@ extern "C" { #define DRMP3_VERSION_MAJOR 0 #define DRMP3_VERSION_MINOR 6 -#define DRMP3_VERSION_REVISION 38 +#define DRMP3_VERSION_REVISION 39 #define DRMP3_VERSION_STRING DRMP3_XSTRINGIFY(DRMP3_VERSION_MAJOR) "." DRMP3_XSTRINGIFY(DRMP3_VERSION_MINOR) "." DRMP3_XSTRINGIFY(DRMP3_VERSION_REVISION) #include /* For size_t. */ @@ -1985,8 +1985,8 @@ static drmp3_int16 drmp3d_scale_pcm(float sample) s32 -= (s32 < 0); s = (drmp3_int16)drmp3_clip_int16_arm(s32); #else - if (sample >= 32766.5) return (drmp3_int16) 32767; - if (sample <= -32767.5) return (drmp3_int16)-32768; + if (sample >= 32766.5f) return (drmp3_int16) 32767; + if (sample <= -32767.5f) return (drmp3_int16)-32768; s = (drmp3_int16)(sample + .5f); s -= (s < 0); /* away from zero, to be compliant */ #endif @@ -2404,9 +2404,9 @@ DRMP3_API void drmp3dec_f32_to_s16(const float *in, drmp3_int16 *out, size_t num for(; i < num_samples; i++) { float sample = in[i] * 32768.0f; - if (sample >= 32766.5) + if (sample >= 32766.5f) out[i] = (drmp3_int16) 32767; - else if (sample <= -32767.5) + else if (sample <= -32767.5f) out[i] = (drmp3_int16)-32768; else { @@ -4495,6 +4495,9 @@ counts rather than sample counts. /* REVISION HISTORY ================ +v0.6.39 - 2024-02-27 + - Fix a Wdouble-promotion warning. + v0.6.38 - 2023-11-02 - Fix build for ARMv6-M. diff --git a/src/external/dr_wav.h b/src/external/dr_wav.h index 36451b589..a8207ab90 100644 --- a/src/external/dr_wav.h +++ b/src/external/dr_wav.h @@ -1,6 +1,6 @@ /* WAV audio loader and writer. Choice of public domain or MIT-0. See license statements at the end of this file. -dr_wav - v0.13.13 - 2023-11-02 +dr_wav - v0.13.16 - 2024-02-27 David Reid - mackron@gmail.com @@ -147,7 +147,7 @@ extern "C" { #define DRWAV_VERSION_MAJOR 0 #define DRWAV_VERSION_MINOR 13 -#define DRWAV_VERSION_REVISION 13 +#define DRWAV_VERSION_REVISION 16 #define DRWAV_VERSION_STRING DRWAV_XSTRINGIFY(DRWAV_VERSION_MAJOR) "." DRWAV_XSTRINGIFY(DRWAV_VERSION_MINOR) "." DRWAV_XSTRINGIFY(DRWAV_VERSION_REVISION) #include /* For size_t. */ @@ -3075,7 +3075,13 @@ DRWAV_PRIVATE drwav_bool32 drwav_init__internal(drwav* pWav, drwav_chunk_proc on if (pWav->container == drwav_container_riff || pWav->container == drwav_container_rifx) { if (drwav_bytes_to_u32_ex(chunkSizeBytes, pWav->container) < 36) { - return DRWAV_FALSE; /* Chunk size should always be at least 36 bytes. */ + /* + I've had a report of a WAV file failing to load when the size of the WAVE chunk is not encoded + and is instead just set to 0. I'm going to relax the validation here to allow these files to + load. Considering the chunk size isn't actually used this should be safe. With this change my + test suite still passes. + */ + /*return DRWAV_FALSE;*/ /* Chunk size should always be at least 36 bytes. */ } } else if (pWav->container == drwav_container_rf64) { if (drwav_bytes_to_u32_le(chunkSizeBytes) != 0xFFFFFFFF) { @@ -3554,10 +3560,7 @@ DRWAV_PRIVATE drwav_bool32 drwav_init__internal(drwav* pWav, drwav_chunk_proc on /* Getting here means it's not a chunk that we care about internally, but might need to be handled as metadata by the caller. */ if (isProcessingMetadata) { - drwav_uint64 metadataBytesRead; - - metadataBytesRead = drwav__metadata_process_chunk(&metadataParser, &header, drwav_metadata_type_all_including_unknown); - DRWAV_ASSERT(metadataBytesRead <= header.sizeInBytes); + drwav__metadata_process_chunk(&metadataParser, &header, drwav_metadata_type_all_including_unknown); /* Go back to the start of the chunk so we can normalize the position of the cursor. */ if (drwav__seek_from_start(pWav->onSeek, cursor, pWav->pUserData) == DRWAV_FALSE) { @@ -7830,7 +7833,7 @@ DRWAV_API void drwav_f32_to_s32(drwav_int32* pOut, const float* pIn, size_t samp } for (i = 0; i < sampleCount; ++i) { - *pOut++ = (drwav_int32)(2147483648.0 * pIn[i]); + *pOut++ = (drwav_int32)(2147483648.0f * pIn[i]); } } @@ -8347,6 +8350,15 @@ DRWAV_API drwav_bool32 drwav_fourcc_equal(const drwav_uint8* a, const char* b) /* REVISION HISTORY ================ +v0.13.16 - 2024-02-27 + - Fix a Wdouble-promotion warning. + +v0.13.15 - 2024-01-23 + - Relax some unnecessary validation that prevented some files from loading. + +v0.13.14 - 2023-12-02 + - Fix a warning about an unused variable. + v0.13.13 - 2023-11-02 - Fix a warning when compiling with Clang. diff --git a/src/external/glfw/src/mappings.h b/src/external/glfw/src/mappings.h index 270fa4cd8..7b0f35a26 100644 --- a/src/external/glfw/src/mappings.h +++ b/src/external/glfw/src/mappings.h @@ -996,6 +996,7 @@ const char* _glfwDefaultMappings[] = "03000000c0160000e105000001010000,Xin-Mo Xin-Mo Dual Arcade,a:b4,b:b3,back:b6,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b9,leftshoulder:b2,leftx:a0,lefty:a1,rightshoulder:b5,start:b7,x:b1,y:b0,platform:Linux,", "03000000120c0000100e000011010000,ZEROPLUS P4 Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,", "03000000120c0000101e000011010000,ZEROPLUS P4 Wired Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,", +"03000000af1e00002400000010010000,Clockwork Pi DevTerm,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,start:b9,x:b3,y:b0,platform:Linux,", #endif // GLFW_BUILD_LINUX_JOYSTICK }; diff --git a/src/external/jar_xm.h b/src/external/jar_xm.h index 4a1bfbf67..b5e80e48a 100644 --- a/src/external/jar_xm.h +++ b/src/external/jar_xm.h @@ -1204,7 +1204,7 @@ static void jar_xm_tone_portamento(jar_xm_context_t* ctx, jar_xm_channel_context } static void jar_xm_pitch_slide(jar_xm_context_t* ctx, jar_xm_channel_context_t* ch, float period_offset) { - /* Don't ask about the 4.f coefficient. I found mention of it nowhere. Found by ear™. */ + /* Don't ask about the 4.f coefficient. I found mention of it nowhere. Found by ear. */ if(ctx->module.frequency_type == jar_xm_LINEAR_FREQUENCIES) {period_offset *= 4.f; } ch->period += period_offset; jar_xm_CLAMP_DOWN(ch->period); @@ -1507,7 +1507,7 @@ static void jar_xm_handle_note_and_instrument(jar_xm_context_t* ctx, jar_xm_chan jar_xm_volume_slide(ch, ch->fine_volume_slide_param); break; case 0xD: /* EDy: Note delay */ - /* XXX: figure this out better. EDx triggers the note even when there no note and no instrument. But ED0 acts like like a ghost note, EDx (x ≠ 0) does not. */ + /* XXX: figure this out better. EDx triggers the note even when there no note and no instrument. But ED0 acts like like a ghost note, EDx (x != 0) does not. */ if(s->note == 0 && s->instrument == 0) { unsigned int flags = jar_xm_TRIGGER_KEEP_VOLUME; if(ch->current->effect_param & 0x0F) { @@ -1795,7 +1795,7 @@ static void jar_xm_tick(jar_xm_context_t* ctx) { if(ch->current->effect_param > 0) { char arp_offset = ctx->tempo % 3; switch(arp_offset) { - case 2: /* 0 -> x -> 0 -> y -> x -> … */ + case 2: /* 0 -> x -> 0 -> y -> x -> ... */ if(ctx->current_tick == 1) { ch->arp_in_progress = true; ch->arp_note_offset = ch->current->effect_param >> 4; @@ -1803,7 +1803,7 @@ static void jar_xm_tick(jar_xm_context_t* ctx) { break; } /* No break here, this is intended */ - case 1: /* 0 -> 0 -> y -> x -> … */ + case 1: /* 0 -> 0 -> y -> x -> ... */ if(ctx->current_tick == 0) { ch->arp_in_progress = false; ch->arp_note_offset = 0; @@ -1811,7 +1811,7 @@ static void jar_xm_tick(jar_xm_context_t* ctx) { break; } /* No break here, this is intended */ - case 0: /* 0 -> y -> x -> … */ + case 0: /* 0 -> y -> x -> ... */ jar_xm_arpeggio(ctx, ch, ch->current->effect_param, ctx->current_tick - arp_offset); default: break; diff --git a/src/external/miniaudio.h b/src/external/miniaudio.h index 68d0e6fbd..6b591afd6 100644 --- a/src/external/miniaudio.h +++ b/src/external/miniaudio.h @@ -20549,6 +20549,21 @@ typedef size_t DWORD_PTR; #define WAVE_FORMAT_4S16 0x00000800 #endif +#if !defined(WAVE_FORMAT_1M08) +#define WAVE_FORMAT_1M08 0x00000001 +#define WAVE_FORMAT_1S08 0x00000002 +#define WAVE_FORMAT_1M16 0x00000004 +#define WAVE_FORMAT_1S16 0x00000008 +#define WAVE_FORMAT_2M08 0x00000010 +#define WAVE_FORMAT_2S08 0x00000020 +#define WAVE_FORMAT_2M16 0x00000040 +#define WAVE_FORMAT_2S16 0x00000080 +#define WAVE_FORMAT_4M08 0x00000100 +#define WAVE_FORMAT_4S08 0x00000200 +#define WAVE_FORMAT_4M16 0x00000400 +#define WAVE_FORMAT_4S16 0x00000800 +#endif + #if !defined(WAVE_FORMAT_44M08) #define WAVE_FORMAT_44M08 0x00000100 #define WAVE_FORMAT_44S08 0x00000200 @@ -22140,7 +22155,9 @@ static ma_result ma_context_get_MMDevice__wasapi(ma_context* pContext, ma_device MA_ASSERT(pContext != NULL); MA_ASSERT(ppMMDevice != NULL); + ma_CoInitializeEx(pContext, NULL, MA_COINIT_VALUE); hr = ma_CoCreateInstance(pContext, &MA_CLSID_MMDeviceEnumerator, NULL, CLSCTX_ALL, &MA_IID_IMMDeviceEnumerator, (void**)&pDeviceEnumerator); + ma_CoUninitialize(pContext); if (FAILED(hr)) { ma_log_postf(ma_context_get_log(pContext), MA_LOG_LEVEL_ERROR, "[WASAPI] Failed to create IMMDeviceEnumerator.\n"); return ma_result_from_HRESULT(hr); @@ -36743,9 +36760,15 @@ static ma_result ma_context_get_device_info_from_fd__audio4(ma_context* pContext ma_uint32 channels; ma_uint32 sampleRate; +#ifdef __NetBSD__ + if (ioctl(fd, AUDIO_GETFORMAT, &fdInfo) < 0) { + return MA_ERROR; + } +#else if (ioctl(fd, AUDIO_GETINFO, &fdInfo) < 0) { return MA_ERROR; } +#endif if (deviceType == ma_device_type_playback) { channels = fdInfo.play.channels; @@ -37023,7 +37046,11 @@ static ma_result ma_device_init_fd__audio4(ma_device* pDevice, const ma_device_c /* We're using a default device. Get the info from the /dev/audioctl file instead of /dev/audio. */ int fdctl = open(pDefaultDeviceCtlNames[iDefaultDevice], fdFlags, 0); if (fdctl != -1) { +#ifdef __NetBSD__ + fdInfoResult = ioctl(fdctl, AUDIO_GETFORMAT, &fdInfo); +#else fdInfoResult = ioctl(fdctl, AUDIO_GETINFO, &fdInfo); +#endif close(fdctl); } } @@ -61563,6 +61590,8 @@ static ma_result ma_decoder_init_from_memory__internal(const ma_decoding_backend + + static ma_result ma_decoder_init_custom__internal(const ma_decoder_config* pConfig, ma_decoder* pDecoder) { ma_result result = MA_NO_BACKEND; @@ -63173,6 +63202,18 @@ static ma_result ma_mp3_post_init(ma_mp3* pMP3, const ma_decoding_backend_config return MA_SUCCESS; } +static ma_result ma_mp3_post_init(ma_mp3* pMP3, const ma_decoding_backend_config* pConfig, const ma_allocation_callbacks* pAllocationCallbacks) +{ + ma_result result; + + result = ma_mp3_generate_seek_table(pMP3, pConfig, pAllocationCallbacks); + if (result != MA_SUCCESS) { + return result; + } + + return MA_SUCCESS; +} + MA_API ma_result ma_mp3_init(ma_read_proc onRead, ma_seek_proc onSeek, ma_tell_proc onTell, void* pReadSeekTellUserData, const ma_decoding_backend_config* pConfig, const ma_allocation_callbacks* pAllocationCallbacks, ma_mp3* pMP3) { ma_result result; @@ -65429,6 +65470,7 @@ static ma_result ma_decoder__preinit_file(const char* pFilePath, const ma_decode return MA_SUCCESS; } + MA_API ma_result ma_decoder_init_file(const char* pFilePath, const ma_decoder_config* pConfig, ma_decoder* pDecoder) { ma_result result; @@ -67070,6 +67112,142 @@ MA_API ma_result ma_pulsewave_set_duty_cycle(ma_pulsewave* pWaveform, double dut return MA_SUCCESS; } +MA_API ma_pulsewave_config ma_pulsewave_config_init(ma_format format, ma_uint32 channels, ma_uint32 sampleRate, double dutyCycle, double amplitude, double frequency) +{ + ma_pulsewave_config config; + + MA_ZERO_OBJECT(&config); + config.format = format; + config.channels = channels; + config.sampleRate = sampleRate; + config.dutyCycle = dutyCycle; + config.amplitude = amplitude; + config.frequency = frequency; + + return config; +} + +MA_API ma_result ma_pulsewave_init(const ma_pulsewave_config* pConfig, ma_pulsewave* pWaveform) +{ + ma_result result; + ma_waveform_config config; + + if (pWaveform == NULL) { + return MA_INVALID_ARGS; + } + + MA_ZERO_OBJECT(pWaveform); + + config = ma_waveform_config_init( + pConfig->format, + pConfig->channels, + pConfig->sampleRate, + ma_waveform_type_square, + pConfig->amplitude, + pConfig->frequency + ); + + result = ma_waveform_init(&config, &pWaveform->waveform); + ma_pulsewave_set_duty_cycle(pWaveform, pConfig->dutyCycle); + + return result; +} + +MA_API void ma_pulsewave_uninit(ma_pulsewave* pWaveform) +{ + if (pWaveform == NULL) { + return; + } + + ma_waveform_uninit(&pWaveform->waveform); +} + +MA_API ma_result ma_pulsewave_read_pcm_frames(ma_pulsewave* pWaveform, void* pFramesOut, ma_uint64 frameCount, ma_uint64* pFramesRead) +{ + if (pFramesRead != NULL) { + *pFramesRead = 0; + } + + if (frameCount == 0) { + return MA_INVALID_ARGS; + } + + if (pWaveform == NULL) { + return MA_INVALID_ARGS; + } + + if (pFramesOut != NULL) { + ma_waveform_read_pcm_frames__square(&pWaveform->waveform, pWaveform->config.dutyCycle, pFramesOut, frameCount); + } else { + pWaveform->waveform.time += pWaveform->waveform.advance * (ma_int64)frameCount; /* Cast to int64 required for VC6. Won't affect anything in practice. */ + } + + if (pFramesRead != NULL) { + *pFramesRead = frameCount; + } + + return MA_SUCCESS; +} + +MA_API ma_result ma_pulsewave_seek_to_pcm_frame(ma_pulsewave* pWaveform, ma_uint64 frameIndex) +{ + if (pWaveform == NULL) { + return MA_INVALID_ARGS; + } + + ma_waveform_seek_to_pcm_frame(&pWaveform->waveform, frameIndex); + + return MA_SUCCESS; +} + +MA_API ma_result ma_pulsewave_set_amplitude(ma_pulsewave* pWaveform, double amplitude) +{ + if (pWaveform == NULL) { + return MA_INVALID_ARGS; + } + + pWaveform->config.amplitude = amplitude; + ma_waveform_set_amplitude(&pWaveform->waveform, amplitude); + + return MA_SUCCESS; +} + +MA_API ma_result ma_pulsewave_set_frequency(ma_pulsewave* pWaveform, double frequency) +{ + if (pWaveform == NULL) { + return MA_INVALID_ARGS; + } + + pWaveform->config.frequency = frequency; + ma_waveform_set_frequency(&pWaveform->waveform, frequency); + + return MA_SUCCESS; +} + +MA_API ma_result ma_pulsewave_set_sample_rate(ma_pulsewave* pWaveform, ma_uint32 sampleRate) +{ + if (pWaveform == NULL) { + return MA_INVALID_ARGS; + } + + pWaveform->config.sampleRate = sampleRate; + ma_waveform_set_sample_rate(&pWaveform->waveform, sampleRate); + + return MA_SUCCESS; +} + +MA_API ma_result ma_pulsewave_set_duty_cycle(ma_pulsewave* pWaveform, double dutyCycle) +{ + if (pWaveform == NULL) { + return MA_INVALID_ARGS; + } + + pWaveform->config.dutyCycle = dutyCycle; + + return MA_SUCCESS; +} + + MA_API ma_noise_config ma_noise_config_init(ma_format format, ma_uint32 channels, ma_noise_type type, ma_int32 seed, double amplitude) @@ -74930,6 +75108,19 @@ static void ma_engine_node_process_pcm_frames__general(ma_engine_node* pEngineNo } } + /* + If we're using smoothing, we won't be applying volume via the spatializer, but instead from a ma_gainer. In this case + we'll want to apply our volume now. + */ + if (isVolumeSmoothingEnabled) { + if (isWorkingBufferValid) { + ma_gainer_process_pcm_frames(&pEngineNode->volumeGainer, pWorkingBuffer, pWorkingBuffer, framesJustProcessedOut); + } else { + ma_gainer_process_pcm_frames(&pEngineNode->volumeGainer, pWorkingBuffer, pRunningFramesIn, framesJustProcessedOut); + isWorkingBufferValid = MA_TRUE; + } + } + /* If at this point we still haven't actually done anything with the working buffer we need to just read straight from the input buffer. @@ -76046,6 +76237,26 @@ MA_API ma_uint64 ma_engine_get_time(const ma_engine* pEngine) return ma_engine_get_time_in_pcm_frames(pEngine); } +MA_API ma_uint64 ma_engine_get_time_in_milliseconds(const ma_engine* pEngine) +{ + return ma_engine_get_time_in_pcm_frames(pEngine) * 1000 / ma_engine_get_sample_rate(pEngine); +} + +MA_API ma_result ma_engine_set_time_in_pcm_frames(ma_engine* pEngine, ma_uint64 globalTime) +{ + return ma_engine_set_time_in_pcm_frames(pEngine, globalTime); +} + +MA_API ma_result ma_engine_set_time_in_milliseconds(ma_engine* pEngine, ma_uint64 globalTime) +{ + return ma_engine_set_time_in_pcm_frames(pEngine, globalTime * ma_engine_get_sample_rate(pEngine) / 1000); +} + +MA_API ma_uint64 ma_engine_get_time(const ma_engine* pEngine) +{ + return ma_engine_get_time_in_pcm_frames(pEngine); +} + MA_API ma_result ma_engine_set_time(ma_engine* pEngine, ma_uint64 globalTime) { return ma_engine_set_time_in_pcm_frames(pEngine, globalTime); @@ -79234,6 +79445,50 @@ MA_PRIVATE ma_bool32 ma_dr_wav_init__internal(ma_dr_wav* pWav, ma_dr_wav_chunk_p if (ma_dr_wav_bytes_to_u32_le(chunkSizeBytes) != 0xFFFFFFFF) { return MA_FALSE; } + } else if (pWav->container == ma_dr_wav_container_rf64) { + if (ma_dr_wav_bytes_to_u32_le(chunkSizeBytes) != 0xFFFFFFFF) { + return MA_FALSE; + } + } else { + return MA_FALSE; + } + if (ma_dr_wav__on_read(pWav->onRead, pWav->pUserData, wave, sizeof(wave), &cursor) != sizeof(wave)) { + return MA_FALSE; + } + if (!ma_dr_wav_fourcc_equal(wave, "WAVE")) { + return MA_FALSE; + } + } else if (pWav->container == ma_dr_wav_container_w64) { + ma_uint8 chunkSizeBytes[8]; + ma_uint8 wave[16]; + if (ma_dr_wav__on_read(pWav->onRead, pWav->pUserData, chunkSizeBytes, sizeof(chunkSizeBytes), &cursor) != sizeof(chunkSizeBytes)) { + return MA_FALSE; + } + if (ma_dr_wav_bytes_to_u64(chunkSizeBytes) < 80) { + return MA_FALSE; + } + if (ma_dr_wav__on_read(pWav->onRead, pWav->pUserData, wave, sizeof(wave), &cursor) != sizeof(wave)) { + return MA_FALSE; + } + if (!ma_dr_wav_guid_equal(wave, ma_dr_wavGUID_W64_WAVE)) { + return MA_FALSE; + } + } else if (pWav->container == ma_dr_wav_container_aiff) { + ma_uint8 chunkSizeBytes[4]; + ma_uint8 aiff[4]; + if (ma_dr_wav__on_read(pWav->onRead, pWav->pUserData, chunkSizeBytes, sizeof(chunkSizeBytes), &cursor) != sizeof(chunkSizeBytes)) { + return MA_FALSE; + } + if (ma_dr_wav_bytes_to_u32_be(chunkSizeBytes) < 18) { + return MA_FALSE; + } + if (ma_dr_wav__on_read(pWav->onRead, pWav->pUserData, aiff, sizeof(aiff), &cursor) != sizeof(aiff)) { + return MA_FALSE; + } + if (ma_dr_wav_fourcc_equal(aiff, "AIFF")) { + isAIFCFormType = MA_FALSE; + } else if (ma_dr_wav_fourcc_equal(aiff, "AIFC")) { + isAIFCFormType = MA_TRUE; } else { return MA_FALSE; } @@ -79585,7 +79840,6 @@ MA_PRIVATE ma_bool32 ma_dr_wav_init__internal(ma_dr_wav* pWav, ma_dr_wav_chunk_p if (!ma_dr_wav__seek_from_start(pWav->onSeek, pWav->dataChunkDataPos, pWav->pUserData)) { return MA_FALSE; } - cursor = pWav->dataChunkDataPos; } if (isProcessingMetadata && metadataParser.metadataCount > 0) { if (ma_dr_wav__seek_from_start(pWav->onSeek, metadataStartPos, pWav->pUserData) == MA_FALSE) { diff --git a/src/external/par_shapes.h b/src/external/par_shapes.h index 994a605a9..d5309137b 100644 --- a/src/external/par_shapes.h +++ b/src/external/par_shapes.h @@ -1130,7 +1130,7 @@ static par_shapes__rule* par_shapes__pick_rule(const char* name, total += rule->weight; } } - float r = (float) rand() / RAND_MAX; + float r = (float) rand() / (float) RAND_MAX; float t = 0; for (int i = 0; i < nrules; i++) { rule = rules + i; diff --git a/src/external/qoa.h b/src/external/qoa.h index fc62f4765..f0f44214d 100644 --- a/src/external/qoa.h +++ b/src/external/qoa.h @@ -366,22 +366,7 @@ unsigned int qoa_encode_frame(const short *sample_data, qoa_desc *qoa, unsigned ), bytes, &p); - for (int c = 0; c < channels; c++) { - /* If the weights have grown too large, reset them to 0. This may happen - with certain high-frequency sounds. This is a last resort and will - introduce quite a bit of noise, but should at least prevent pops/clicks */ - int weights_sum = - qoa->lms[c].weights[0] * qoa->lms[c].weights[0] + - qoa->lms[c].weights[1] * qoa->lms[c].weights[1] + - qoa->lms[c].weights[2] * qoa->lms[c].weights[2] + - qoa->lms[c].weights[3] * qoa->lms[c].weights[3]; - if (weights_sum > 0x2fffffff) { - qoa->lms[c].weights[0] = 0; - qoa->lms[c].weights[1] = 0; - qoa->lms[c].weights[2] = 0; - qoa->lms[c].weights[3] = 0; - } - + for (unsigned int c = 0; c < channels; c++) { /* Write the current LMS state */ qoa_uint64_t weights = 0; qoa_uint64_t history = 0; @@ -395,9 +380,9 @@ unsigned int qoa_encode_frame(const short *sample_data, qoa_desc *qoa, unsigned /* We encode all samples with the channels interleaved on a slice level. E.g. for stereo: (ch-0, slice 0), (ch 1, slice 0), (ch 0, slice 1), ...*/ - for (int sample_index = 0; sample_index < frame_len; sample_index += QOA_SLICE_LEN) { + for (unsigned int sample_index = 0; sample_index < frame_len; sample_index += QOA_SLICE_LEN) { - for (int c = 0; c < channels; c++) { + for (unsigned int c = 0; c < channels; c++) { int slice_len = qoa_clamp(QOA_SLICE_LEN, 0, frame_len - sample_index); int slice_start = sample_index * channels + c; int slice_end = (sample_index + slice_len) * channels + c; @@ -405,10 +390,13 @@ unsigned int qoa_encode_frame(const short *sample_data, qoa_desc *qoa, unsigned /* Brute for search for the best scalefactor. Just go through all 16 scalefactors, encode all samples for the current slice and meassure the total squared error. */ - qoa_uint64_t best_error = -1; - qoa_uint64_t best_slice; + qoa_uint64_t best_rank = -1; + #ifdef QOA_RECORD_TOTAL_ERROR + qoa_uint64_t best_error = -1; + #endif + qoa_uint64_t best_slice = 0; qoa_lms_t best_lms; - int best_scalefactor; + int best_scalefactor = 0; for (int sfi = 0; sfi < 16; sfi++) { /* There is a strong correlation between the scalefactors of @@ -421,7 +409,10 @@ unsigned int qoa_encode_frame(const short *sample_data, qoa_desc *qoa, unsigned state when encoding. */ qoa_lms_t lms = qoa->lms[c]; qoa_uint64_t slice = scalefactor; - qoa_uint64_t current_error = 0; + qoa_uint64_t current_rank = 0; + #ifdef QOA_RECORD_TOTAL_ERROR + qoa_uint64_t current_error = 0; + #endif for (int si = slice_start; si < slice_end; si += channels) { int sample = sample_data[si]; @@ -434,9 +425,27 @@ unsigned int qoa_encode_frame(const short *sample_data, qoa_desc *qoa, unsigned int dequantized = qoa_dequant_tab[scalefactor][quantized]; int reconstructed = qoa_clamp_s16(predicted + dequantized); + + /* If the weights have grown too large, we introduce a penalty + here. This prevents pops/clicks in certain problem cases */ + int weights_penalty = (( + lms.weights[0] * lms.weights[0] + + lms.weights[1] * lms.weights[1] + + lms.weights[2] * lms.weights[2] + + lms.weights[3] * lms.weights[3] + ) >> 18) - 0x8ff; + if (weights_penalty < 0) { + weights_penalty = 0; + } + long long error = (sample - reconstructed); - current_error += error * error; - if (current_error > best_error) { + qoa_uint64_t error_sq = error * error; + + current_rank += error_sq + weights_penalty * weights_penalty; + #ifdef QOA_RECORD_TOTAL_ERROR + current_error += error_sq; + #endif + if (current_rank > best_rank) { break; } @@ -444,8 +453,11 @@ unsigned int qoa_encode_frame(const short *sample_data, qoa_desc *qoa, unsigned slice = (slice << 3) | quantized; } - if (current_error < best_error) { - best_error = current_error; + if (current_rank < best_rank) { + best_rank = current_rank; + #ifdef QOA_RECORD_TOTAL_ERROR + best_error = current_error; + #endif best_slice = slice; best_lms = lms; best_scalefactor = scalefactor; @@ -490,7 +502,7 @@ void *qoa_encode(const short *sample_data, qoa_desc *qoa, unsigned int *out_len) unsigned char *bytes = QOA_MALLOC(encoded_size); - for (int c = 0; c < qoa->channels; c++) { + for (unsigned int c = 0; c < qoa->channels; c++) { /* Set the initial LMS weights to {0, 0, -1, 2}. This helps with the prediction of the first few ms of a file. */ qoa->lms[c].weights[0] = 0; @@ -513,7 +525,7 @@ void *qoa_encode(const short *sample_data, qoa_desc *qoa, unsigned int *out_len) #endif int frame_len = QOA_FRAME_LEN; - for (int sample_index = 0; sample_index < qoa->samples; sample_index += frame_len) { + for (unsigned int sample_index = 0; sample_index < qoa->samples; sample_index += frame_len) { frame_len = qoa_clamp(QOA_FRAME_LEN, 0, qoa->samples - sample_index); const short *frame_samples = sample_data + sample_index * qoa->channels; unsigned int frame_size = qoa_encode_frame(frame_samples, qoa, frame_len, bytes + p); @@ -576,14 +588,14 @@ unsigned int qoa_decode_frame(const unsigned char *bytes, unsigned int size, qoa /* Read and verify the frame header */ qoa_uint64_t frame_header = qoa_read_u64(bytes, &p); - int channels = (frame_header >> 56) & 0x0000ff; - int samplerate = (frame_header >> 32) & 0xffffff; - int samples = (frame_header >> 16) & 0x00ffff; - int frame_size = (frame_header ) & 0x00ffff; + unsigned int channels = (frame_header >> 56) & 0x0000ff; + unsigned int samplerate = (frame_header >> 32) & 0xffffff; + unsigned int samples = (frame_header >> 16) & 0x00ffff; + unsigned int frame_size = (frame_header ) & 0x00ffff; - int data_size = frame_size - 8 - QOA_LMS_LEN * 4 * channels; - int num_slices = data_size / 8; - int max_total_samples = num_slices * QOA_SLICE_LEN; + unsigned int data_size = frame_size - 8 - QOA_LMS_LEN * 4 * channels; + unsigned int num_slices = data_size / 8; + unsigned int max_total_samples = num_slices * QOA_SLICE_LEN; if ( channels != qoa->channels || @@ -596,7 +608,7 @@ unsigned int qoa_decode_frame(const unsigned char *bytes, unsigned int size, qoa /* Read the LMS state: 4 x 2 bytes history, 4 x 2 bytes weights per channel */ - for (int c = 0; c < channels; c++) { + for (unsigned int c = 0; c < channels; c++) { qoa_uint64_t history = qoa_read_u64(bytes, &p); qoa_uint64_t weights = qoa_read_u64(bytes, &p); for (int i = 0; i < QOA_LMS_LEN; i++) { @@ -609,17 +621,19 @@ unsigned int qoa_decode_frame(const unsigned char *bytes, unsigned int size, qoa /* Decode all slices for all channels in this frame */ - for (int sample_index = 0; sample_index < samples; sample_index += QOA_SLICE_LEN) { - for (int c = 0; c < channels; c++) { + for (unsigned int sample_index = 0; sample_index < samples; sample_index += QOA_SLICE_LEN) { + for (unsigned int c = 0; c < channels; c++) { qoa_uint64_t slice = qoa_read_u64(bytes, &p); int scalefactor = (slice >> 60) & 0xf; + slice <<= 4; + int slice_start = sample_index * channels + c; int slice_end = qoa_clamp(sample_index + QOA_SLICE_LEN, 0, samples) * channels + c; for (int si = slice_start; si < slice_end; si += channels) { int predicted = qoa_lms_predict(&qoa->lms[c]); - int quantized = (slice >> 57) & 0x7; + int quantized = (slice >> 61) & 0x7; int dequantized = qoa_dequant_tab[scalefactor][quantized]; int reconstructed = qoa_clamp_s16(predicted + dequantized); diff --git a/src/external/rl_gputex.h b/src/external/rl_gputex.h index 2cbe59636..4043a9239 100644 --- a/src/external/rl_gputex.h +++ b/src/external/rl_gputex.h @@ -171,6 +171,10 @@ void *rl_load_dds_from_memory(const unsigned char *file_data, unsigned int file_ *width = header->width; *height = header->height; + + if (*width % 4 != 0) LOG("WARNING: IMAGE: DDS file width must be multiple of 4. Image will not display correctly"); + if (*height % 4 != 0) LOG("WARNING: IMAGE: DDS file height must be multiple of 4. Image will not display correctly"); + image_pixel_size = header->width*header->height; if (header->mipmap_count == 0) *mips = 1; // Parameter not used @@ -181,6 +185,7 @@ void *rl_load_dds_from_memory(const unsigned char *file_data, unsigned int file_ if (header->ddspf.flags == 0x40) // No alpha channel { int data_size = image_pixel_size*sizeof(unsigned short); + if (header->mipmap_count > 1) data_size = data_size + data_size / 3; image_data = RL_MALLOC(data_size); memcpy(image_data, file_data_ptr, data_size); @@ -192,6 +197,7 @@ void *rl_load_dds_from_memory(const unsigned char *file_data, unsigned int file_ if (header->ddspf.a_bit_mask == 0x8000) // 1bit alpha { int data_size = image_pixel_size*sizeof(unsigned short); + if (header->mipmap_count > 1) data_size = data_size + data_size / 3; image_data = RL_MALLOC(data_size); memcpy(image_data, file_data_ptr, data_size); @@ -211,6 +217,7 @@ void *rl_load_dds_from_memory(const unsigned char *file_data, unsigned int file_ else if (header->ddspf.a_bit_mask == 0xf000) // 4bit alpha { int data_size = image_pixel_size*sizeof(unsigned short); + if (header->mipmap_count > 1) data_size = data_size + data_size / 3; image_data = RL_MALLOC(data_size); memcpy(image_data, file_data_ptr, data_size); @@ -229,18 +236,20 @@ void *rl_load_dds_from_memory(const unsigned char *file_data, unsigned int file_ } } } - else if (header->ddspf.flags == 0x40 && header->ddspf.rgb_bit_count == 24) // DDS_RGB, no compressed + else if ((header->ddspf.flags == 0x40) && (header->ddspf.rgb_bit_count == 24)) // DDS_RGB, no compressed { int data_size = image_pixel_size*3*sizeof(unsigned char); + if (header->mipmap_count > 1) data_size = data_size + data_size / 3; image_data = RL_MALLOC(data_size); memcpy(image_data, file_data_ptr, data_size); *format = PIXELFORMAT_UNCOMPRESSED_R8G8B8; } - else if (header->ddspf.flags == 0x41 && header->ddspf.rgb_bit_count == 32) // DDS_RGBA, no compressed + else if ((header->ddspf.flags == 0x41) && (header->ddspf.rgb_bit_count == 32)) // DDS_RGBA, no compressed { int data_size = image_pixel_size*4*sizeof(unsigned char); + if (header->mipmap_count > 1) data_size = data_size + data_size / 3; image_data = RL_MALLOC(data_size); memcpy(image_data, file_data_ptr, data_size); @@ -261,9 +270,11 @@ void *rl_load_dds_from_memory(const unsigned char *file_data, unsigned int file_ } else if (((header->ddspf.flags == 0x04) || (header->ddspf.flags == 0x05)) && (header->ddspf.fourcc > 0)) // Compressed { - // NOTE: This forces only 1 mipmap to be loaded which is not really correct but it works - int data_size = (header->pitch_or_linear_size < file_size - 0x80) ? header->pitch_or_linear_size : file_size - 0x80; - *mips = 1; + int data_size = 0; + + // Calculate data size, including all mipmaps + if (header->mipmap_count > 1) data_size = header->pitch_or_linear_size + header->pitch_or_linear_size / 3; + else data_size = header->pitch_or_linear_size; image_data = RL_MALLOC(data_size*sizeof(unsigned char)); diff --git a/src/external/rprand.h b/src/external/rprand.h index 7e27d980f..ded6708e5 100644 --- a/src/external/rprand.h +++ b/src/external/rprand.h @@ -147,8 +147,13 @@ RPRANDAPI void rprand_unload_sequence(int *sequence); // Unload pseudo //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- -static uint64_t rprand_seed = 0; // SplitMix64 actual seed -static uint32_t rprand_state[4] = { 0 }; // Xoshiro128** state, nitialized by SplitMix64 +static uint64_t rprand_seed = 0xAABBCCDD; // SplitMix64 default seed (aligned to rprand_state) +static uint32_t rprand_state[4] = { // Xoshiro128** state, initialized by SplitMix64 + 0x96ea83c1, + 0x218b21e5, + 0xaa91febd, + 0x976414d4 +}; //---------------------------------------------------------------------------------- // Module internal functions declaration @@ -202,7 +207,7 @@ int *rprand_load_sequence(unsigned int count, int min, int max) { value = ((unsigned int)rprand_xoshiro()%(abs(max - min) + 1)) + min; - for (int j = 0; j < i; j++) + for (unsigned int j = 0; j < i; j++) { if (sequence[j] == value) { diff --git a/src/external/sinfl.h b/src/external/sinfl.h index 1f6bf6f02..3c7173777 100644 --- a/src/external/sinfl.h +++ b/src/external/sinfl.h @@ -171,7 +171,7 @@ extern int zsinflate(void *out, int cap, const void *in, int size); static int sinfl_bsr(unsigned n) { -#ifdef _MSC_VER +#if defined(_MSC_VER) && !defined(__clang__) _BitScanReverse(&n, n); return n; #elif defined(__GNUC__) || defined(__clang__) diff --git a/src/external/stb_image.h b/src/external/stb_image.h index 5e807a0a6..9eedabedc 100644 --- a/src/external/stb_image.h +++ b/src/external/stb_image.h @@ -1,4 +1,4 @@ -/* stb_image - v2.28 - public domain image loader - http://nothings.org/stb +/* stb_image - v2.30 - public domain image loader - http://nothings.org/stb no warranty implied; use at your own risk Do this: @@ -48,6 +48,8 @@ LICENSE RECENT REVISION HISTORY: + 2.30 (2024-05-31) avoid erroneous gcc warning + 2.29 (2023-05-xx) optimizations 2.28 (2023-01-29) many error fixes, security errors, just tons of stuff 2.27 (2021-07-11) document stbi_info better, 16-bit PNM support, bug fixes 2.26 (2020-07-13) many minor fixes @@ -1072,8 +1074,8 @@ static int stbi__addints_valid(int a, int b) return a <= INT_MAX - b; } -// returns 1 if the product of two signed shorts is valid, 0 on overflow. -static int stbi__mul2shorts_valid(short a, short b) +// returns 1 if the product of two ints fits in a signed short, 0 on overflow. +static int stbi__mul2shorts_valid(int a, int b) { if (b == 0 || b == -1) return 1; // multiplication by 0 is always 0; check for -1 so SHRT_MIN/b doesn't overflow if ((a >= 0) == (b >= 0)) return a <= SHRT_MAX/b; // product is positive, so similar to mul2sizes_valid @@ -3384,13 +3386,13 @@ static int stbi__decode_jpeg_header(stbi__jpeg *z, int scan) return 1; } -static int stbi__skip_jpeg_junk_at_end(stbi__jpeg *j) +static stbi_uc stbi__skip_jpeg_junk_at_end(stbi__jpeg *j) { // some JPEGs have junk at end, skip over it but if we find what looks // like a valid marker, resume there while (!stbi__at_eof(j->s)) { - int x = stbi__get8(j->s); - while (x == 255) { // might be a marker + stbi_uc x = stbi__get8(j->s); + while (x == 0xff) { // might be a marker if (stbi__at_eof(j->s)) return STBI__MARKER_none; x = stbi__get8(j->s); if (x != 0x00 && x != 0xff) { @@ -4176,6 +4178,7 @@ typedef struct { stbi_uc *zbuffer, *zbuffer_end; int num_bits; + int hit_zeof_once; stbi__uint32 code_buffer; char *zout; @@ -4242,9 +4245,20 @@ stbi_inline static int stbi__zhuffman_decode(stbi__zbuf *a, stbi__zhuffman *z) int b,s; if (a->num_bits < 16) { if (stbi__zeof(a)) { - return -1; /* report error for unexpected end of data. */ + if (!a->hit_zeof_once) { + // This is the first time we hit eof, insert 16 extra padding btis + // to allow us to keep going; if we actually consume any of them + // though, that is invalid data. This is caught later. + a->hit_zeof_once = 1; + a->num_bits += 16; // add 16 implicit zero bits + } else { + // We already inserted our extra 16 padding bits and are again + // out, this stream is actually prematurely terminated. + return -1; + } + } else { + stbi__fill_bits(a); } - stbi__fill_bits(a); } b = z->fast[a->code_buffer & STBI__ZFAST_MASK]; if (b) { @@ -4309,6 +4323,13 @@ static int stbi__parse_huffman_block(stbi__zbuf *a) int len,dist; if (z == 256) { a->zout = zout; + if (a->hit_zeof_once && a->num_bits < 16) { + // The first time we hit zeof, we inserted 16 extra zero bits into our bit + // buffer so the decoder can just do its speculative decoding. But if we + // actually consumed any of those bits (which is the case when num_bits < 16), + // the stream actually read past the end so it is malformed. + return stbi__err("unexpected end","Corrupt PNG"); + } return 1; } if (z >= 286) return stbi__err("bad huffman code","Corrupt PNG"); // per DEFLATE, length codes 286 and 287 must not appear in compressed data @@ -4320,7 +4341,7 @@ static int stbi__parse_huffman_block(stbi__zbuf *a) dist = stbi__zdist_base[z]; if (stbi__zdist_extra[z]) dist += stbi__zreceive(a, stbi__zdist_extra[z]); if (zout - a->zout_start < dist) return stbi__err("bad dist","Corrupt PNG"); - if (zout + len > a->zout_end) { + if (len > a->zout_end - zout) { if (!stbi__zexpand(a, zout, len)) return 0; zout = a->zout; } @@ -4464,6 +4485,7 @@ static int stbi__parse_zlib(stbi__zbuf *a, int parse_header) if (!stbi__parse_zlib_header(a)) return 0; a->num_bits = 0; a->code_buffer = 0; + a->hit_zeof_once = 0; do { final = stbi__zreceive(a,1); type = stbi__zreceive(a,2); @@ -4619,9 +4641,8 @@ enum { STBI__F_up=2, STBI__F_avg=3, STBI__F_paeth=4, - // synthetic filters used for first scanline to avoid needing a dummy row of 0s - STBI__F_avg_first, - STBI__F_paeth_first + // synthetic filter used for first scanline to avoid needing a dummy row of 0s + STBI__F_avg_first }; static stbi_uc first_row_filter[5] = @@ -4630,29 +4651,56 @@ static stbi_uc first_row_filter[5] = STBI__F_sub, STBI__F_none, STBI__F_avg_first, - STBI__F_paeth_first + STBI__F_sub // Paeth with b=c=0 turns out to be equivalent to sub }; static int stbi__paeth(int a, int b, int c) { - int p = a + b - c; - int pa = abs(p-a); - int pb = abs(p-b); - int pc = abs(p-c); - if (pa <= pb && pa <= pc) return a; - if (pb <= pc) return b; - return c; + // This formulation looks very different from the reference in the PNG spec, but is + // actually equivalent and has favorable data dependencies and admits straightforward + // generation of branch-free code, which helps performance significantly. + int thresh = c*3 - (a + b); + int lo = a < b ? a : b; + int hi = a < b ? b : a; + int t0 = (hi <= thresh) ? lo : c; + int t1 = (thresh <= lo) ? hi : t0; + return t1; } static const stbi_uc stbi__depth_scale_table[9] = { 0, 0xff, 0x55, 0, 0x11, 0,0,0, 0x01 }; +// adds an extra all-255 alpha channel +// dest == src is legal +// img_n must be 1 or 3 +static void stbi__create_png_alpha_expand8(stbi_uc *dest, stbi_uc *src, stbi__uint32 x, int img_n) +{ + int i; + // must process data backwards since we allow dest==src + if (img_n == 1) { + for (i=x-1; i >= 0; --i) { + dest[i*2+1] = 255; + dest[i*2+0] = src[i]; + } + } else { + STBI_ASSERT(img_n == 3); + for (i=x-1; i >= 0; --i) { + dest[i*4+3] = 255; + dest[i*4+2] = src[i*3+2]; + dest[i*4+1] = src[i*3+1]; + dest[i*4+0] = src[i*3+0]; + } + } +} + // create the png data from post-deflated data static int stbi__create_png_image_raw(stbi__png *a, stbi_uc *raw, stbi__uint32 raw_len, int out_n, stbi__uint32 x, stbi__uint32 y, int depth, int color) { - int bytes = (depth == 16? 2 : 1); + int bytes = (depth == 16 ? 2 : 1); stbi__context *s = a->s; stbi__uint32 i,j,stride = x*out_n*bytes; stbi__uint32 img_len, img_width_bytes; + stbi_uc *filter_buf; + int all_ok = 1; int k; int img_n = s->img_n; // copy it into a local for later @@ -4664,8 +4712,11 @@ static int stbi__create_png_image_raw(stbi__png *a, stbi_uc *raw, stbi__uint32 r a->out = (stbi_uc *) stbi__malloc_mad3(x, y, output_bytes, 0); // extra bytes to write off the end into if (!a->out) return stbi__err("outofmem", "Out of memory"); + // note: error exits here don't need to clean up a->out individually, + // stbi__do_png always does on error. if (!stbi__mad3sizes_valid(img_n, x, depth, 7)) return stbi__err("too large", "Corrupt PNG"); img_width_bytes = (((img_n * x * depth) + 7) >> 3); + if (!stbi__mad2sizes_valid(img_width_bytes, y, img_width_bytes)) return stbi__err("too large", "Corrupt PNG"); img_len = (img_width_bytes + 1) * y; // we used to check for exact match between raw_len and img_len on non-interlaced PNGs, @@ -4673,189 +4724,137 @@ static int stbi__create_png_image_raw(stbi__png *a, stbi_uc *raw, stbi__uint32 r // so just check for raw_len < img_len always. if (raw_len < img_len) return stbi__err("not enough pixels","Corrupt PNG"); + // Allocate two scan lines worth of filter workspace buffer. + filter_buf = (stbi_uc *) stbi__malloc_mad2(img_width_bytes, 2, 0); + if (!filter_buf) return stbi__err("outofmem", "Out of memory"); + + // Filtering for low-bit-depth images + if (depth < 8) { + filter_bytes = 1; + width = img_width_bytes; + } + for (j=0; j < y; ++j) { - stbi_uc *cur = a->out + stride*j; - stbi_uc *prior; + // cur/prior filter buffers alternate + stbi_uc *cur = filter_buf + (j & 1)*img_width_bytes; + stbi_uc *prior = filter_buf + (~j & 1)*img_width_bytes; + stbi_uc *dest = a->out + stride*j; + int nk = width * filter_bytes; int filter = *raw++; - if (filter > 4) - return stbi__err("invalid filter","Corrupt PNG"); - - if (depth < 8) { - if (img_width_bytes > x) return stbi__err("invalid width","Corrupt PNG"); - cur += x*out_n - img_width_bytes; // store output to the rightmost img_len bytes, so we can decode in place - filter_bytes = 1; - width = img_width_bytes; + // check filter type + if (filter > 4) { + all_ok = stbi__err("invalid filter","Corrupt PNG"); + break; } - prior = cur - stride; // bugfix: need to compute this after 'cur +=' computation above // if first row, use special filter that doesn't sample previous row if (j == 0) filter = first_row_filter[filter]; - // handle first byte explicitly - for (k=0; k < filter_bytes; ++k) { - switch (filter) { - case STBI__F_none : cur[k] = raw[k]; break; - case STBI__F_sub : cur[k] = raw[k]; break; - case STBI__F_up : cur[k] = STBI__BYTECAST(raw[k] + prior[k]); break; - case STBI__F_avg : cur[k] = STBI__BYTECAST(raw[k] + (prior[k]>>1)); break; - case STBI__F_paeth : cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(0,prior[k],0)); break; - case STBI__F_avg_first : cur[k] = raw[k]; break; - case STBI__F_paeth_first: cur[k] = raw[k]; break; - } - } - - if (depth == 8) { - if (img_n != out_n) - cur[img_n] = 255; // first pixel - raw += img_n; - cur += out_n; - prior += out_n; - } else if (depth == 16) { - if (img_n != out_n) { - cur[filter_bytes] = 255; // first pixel top byte - cur[filter_bytes+1] = 255; // first pixel bottom byte - } - raw += filter_bytes; - cur += output_bytes; - prior += output_bytes; - } else { - raw += 1; - cur += 1; - prior += 1; + // perform actual filtering + switch (filter) { + case STBI__F_none: + memcpy(cur, raw, nk); + break; + case STBI__F_sub: + memcpy(cur, raw, filter_bytes); + for (k = filter_bytes; k < nk; ++k) + cur[k] = STBI__BYTECAST(raw[k] + cur[k-filter_bytes]); + break; + case STBI__F_up: + for (k = 0; k < nk; ++k) + cur[k] = STBI__BYTECAST(raw[k] + prior[k]); + break; + case STBI__F_avg: + for (k = 0; k < filter_bytes; ++k) + cur[k] = STBI__BYTECAST(raw[k] + (prior[k]>>1)); + for (k = filter_bytes; k < nk; ++k) + cur[k] = STBI__BYTECAST(raw[k] + ((prior[k] + cur[k-filter_bytes])>>1)); + break; + case STBI__F_paeth: + for (k = 0; k < filter_bytes; ++k) + cur[k] = STBI__BYTECAST(raw[k] + prior[k]); // prior[k] == stbi__paeth(0,prior[k],0) + for (k = filter_bytes; k < nk; ++k) + cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k-filter_bytes], prior[k], prior[k-filter_bytes])); + break; + case STBI__F_avg_first: + memcpy(cur, raw, filter_bytes); + for (k = filter_bytes; k < nk; ++k) + cur[k] = STBI__BYTECAST(raw[k] + (cur[k-filter_bytes] >> 1)); + break; } - // this is a little gross, so that we don't switch per-pixel or per-component - if (depth < 8 || img_n == out_n) { - int nk = (width - 1)*filter_bytes; - #define STBI__CASE(f) \ - case f: \ - for (k=0; k < nk; ++k) - switch (filter) { - // "none" filter turns into a memcpy here; make that explicit. - case STBI__F_none: memcpy(cur, raw, nk); break; - STBI__CASE(STBI__F_sub) { cur[k] = STBI__BYTECAST(raw[k] + cur[k-filter_bytes]); } break; - STBI__CASE(STBI__F_up) { cur[k] = STBI__BYTECAST(raw[k] + prior[k]); } break; - STBI__CASE(STBI__F_avg) { cur[k] = STBI__BYTECAST(raw[k] + ((prior[k] + cur[k-filter_bytes])>>1)); } break; - STBI__CASE(STBI__F_paeth) { cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k-filter_bytes],prior[k],prior[k-filter_bytes])); } break; - STBI__CASE(STBI__F_avg_first) { cur[k] = STBI__BYTECAST(raw[k] + (cur[k-filter_bytes] >> 1)); } break; - STBI__CASE(STBI__F_paeth_first) { cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k-filter_bytes],0,0)); } break; - } - #undef STBI__CASE - raw += nk; - } else { - STBI_ASSERT(img_n+1 == out_n); - #define STBI__CASE(f) \ - case f: \ - for (i=x-1; i >= 1; --i, cur[filter_bytes]=255,raw+=filter_bytes,cur+=output_bytes,prior+=output_bytes) \ - for (k=0; k < filter_bytes; ++k) - switch (filter) { - STBI__CASE(STBI__F_none) { cur[k] = raw[k]; } break; - STBI__CASE(STBI__F_sub) { cur[k] = STBI__BYTECAST(raw[k] + cur[k- output_bytes]); } break; - STBI__CASE(STBI__F_up) { cur[k] = STBI__BYTECAST(raw[k] + prior[k]); } break; - STBI__CASE(STBI__F_avg) { cur[k] = STBI__BYTECAST(raw[k] + ((prior[k] + cur[k- output_bytes])>>1)); } break; - STBI__CASE(STBI__F_paeth) { cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k- output_bytes],prior[k],prior[k- output_bytes])); } break; - STBI__CASE(STBI__F_avg_first) { cur[k] = STBI__BYTECAST(raw[k] + (cur[k- output_bytes] >> 1)); } break; - STBI__CASE(STBI__F_paeth_first) { cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k- output_bytes],0,0)); } break; - } - #undef STBI__CASE - - // the loop above sets the high byte of the pixels' alpha, but for - // 16 bit png files we also need the low byte set. we'll do that here. - if (depth == 16) { - cur = a->out + stride*j; // start at the beginning of the row again - for (i=0; i < x; ++i,cur+=output_bytes) { - cur[filter_bytes+1] = 255; - } - } - } - } + raw += nk; - // we make a separate pass to expand bits to pixels; for performance, - // this could run two scanlines behind the above code, so it won't - // intefere with filtering but will still be in the cache. - if (depth < 8) { - for (j=0; j < y; ++j) { - stbi_uc *cur = a->out + stride*j; - stbi_uc *in = a->out + stride*j + x*out_n - img_width_bytes; - // unpack 1/2/4-bit into a 8-bit buffer. allows us to keep the common 8-bit path optimal at minimal cost for 1/2/4-bit - // png guarante byte alignment, if width is not multiple of 8/4/2 we'll decode dummy trailing data that will be skipped in the later loop + // expand decoded bits in cur to dest, also adding an extra alpha channel if desired + if (depth < 8) { stbi_uc scale = (color == 0) ? stbi__depth_scale_table[depth] : 1; // scale grayscale values to 0..255 range + stbi_uc *in = cur; + stbi_uc *out = dest; + stbi_uc inb = 0; + stbi__uint32 nsmp = x*img_n; - // note that the final byte might overshoot and write more data than desired. - // we can allocate enough data that this never writes out of memory, but it - // could also overwrite the next scanline. can it overwrite non-empty data - // on the next scanline? yes, consider 1-pixel-wide scanlines with 1-bit-per-pixel. - // so we need to explicitly clamp the final ones - + // expand bits to bytes first if (depth == 4) { - for (k=x*img_n; k >= 2; k-=2, ++in) { - *cur++ = scale * ((*in >> 4) ); - *cur++ = scale * ((*in ) & 0x0f); + for (i=0; i < nsmp; ++i) { + if ((i & 1) == 0) inb = *in++; + *out++ = scale * (inb >> 4); + inb <<= 4; } - if (k > 0) *cur++ = scale * ((*in >> 4) ); } else if (depth == 2) { - for (k=x*img_n; k >= 4; k-=4, ++in) { - *cur++ = scale * ((*in >> 6) ); - *cur++ = scale * ((*in >> 4) & 0x03); - *cur++ = scale * ((*in >> 2) & 0x03); - *cur++ = scale * ((*in ) & 0x03); + for (i=0; i < nsmp; ++i) { + if ((i & 3) == 0) inb = *in++; + *out++ = scale * (inb >> 6); + inb <<= 2; } - if (k > 0) *cur++ = scale * ((*in >> 6) ); - if (k > 1) *cur++ = scale * ((*in >> 4) & 0x03); - if (k > 2) *cur++ = scale * ((*in >> 2) & 0x03); - } else if (depth == 1) { - for (k=x*img_n; k >= 8; k-=8, ++in) { - *cur++ = scale * ((*in >> 7) ); - *cur++ = scale * ((*in >> 6) & 0x01); - *cur++ = scale * ((*in >> 5) & 0x01); - *cur++ = scale * ((*in >> 4) & 0x01); - *cur++ = scale * ((*in >> 3) & 0x01); - *cur++ = scale * ((*in >> 2) & 0x01); - *cur++ = scale * ((*in >> 1) & 0x01); - *cur++ = scale * ((*in ) & 0x01); + } else { + STBI_ASSERT(depth == 1); + for (i=0; i < nsmp; ++i) { + if ((i & 7) == 0) inb = *in++; + *out++ = scale * (inb >> 7); + inb <<= 1; } - if (k > 0) *cur++ = scale * ((*in >> 7) ); - if (k > 1) *cur++ = scale * ((*in >> 6) & 0x01); - if (k > 2) *cur++ = scale * ((*in >> 5) & 0x01); - if (k > 3) *cur++ = scale * ((*in >> 4) & 0x01); - if (k > 4) *cur++ = scale * ((*in >> 3) & 0x01); - if (k > 5) *cur++ = scale * ((*in >> 2) & 0x01); - if (k > 6) *cur++ = scale * ((*in >> 1) & 0x01); } - if (img_n != out_n) { - int q; - // insert alpha = 255 - cur = a->out + stride*j; + + // insert alpha=255 values if desired + if (img_n != out_n) + stbi__create_png_alpha_expand8(dest, dest, x, img_n); + } else if (depth == 8) { + if (img_n == out_n) + memcpy(dest, cur, x*img_n); + else + stbi__create_png_alpha_expand8(dest, cur, x, img_n); + } else if (depth == 16) { + // convert the image data from big-endian to platform-native + stbi__uint16 *dest16 = (stbi__uint16*)dest; + stbi__uint32 nsmp = x*img_n; + + if (img_n == out_n) { + for (i = 0; i < nsmp; ++i, ++dest16, cur += 2) + *dest16 = (cur[0] << 8) | cur[1]; + } else { + STBI_ASSERT(img_n+1 == out_n); if (img_n == 1) { - for (q=x-1; q >= 0; --q) { - cur[q*2+1] = 255; - cur[q*2+0] = cur[q]; + for (i = 0; i < x; ++i, dest16 += 2, cur += 2) { + dest16[0] = (cur[0] << 8) | cur[1]; + dest16[1] = 0xffff; } } else { STBI_ASSERT(img_n == 3); - for (q=x-1; q >= 0; --q) { - cur[q*4+3] = 255; - cur[q*4+2] = cur[q*3+2]; - cur[q*4+1] = cur[q*3+1]; - cur[q*4+0] = cur[q*3+0]; + for (i = 0; i < x; ++i, dest16 += 4, cur += 6) { + dest16[0] = (cur[0] << 8) | cur[1]; + dest16[1] = (cur[2] << 8) | cur[3]; + dest16[2] = (cur[4] << 8) | cur[5]; + dest16[3] = 0xffff; } } } } - } else if (depth == 16) { - // force the image data from big-endian to platform-native. - // this is done in a separate pass due to the decoding relying - // on the data being untouched, but could probably be done - // per-line during decode if care is taken. - stbi_uc *cur = a->out; - stbi__uint16 *cur16 = (stbi__uint16*)cur; - - for(i=0; i < x*y*out_n; ++i,cur16++,cur+=2) { - *cur16 = (cur[0] << 8) | cur[1]; - } } + STBI_FREE(filter_buf); + if (!all_ok) return 0; + return 1; } @@ -5161,9 +5160,11 @@ static int stbi__parse_png_file(stbi__png *z, int scan, int req_comp) // non-paletted with tRNS = constant alpha. if header-scanning, we can stop now. if (scan == STBI__SCAN_header) { ++s->img_n; return 1; } if (z->depth == 16) { - for (k = 0; k < s->img_n; ++k) tc16[k] = (stbi__uint16)stbi__get16be(s); // copy the values as-is + for (k = 0; k < s->img_n && k < 3; ++k) // extra loop test to suppress false GCC warning + tc16[k] = (stbi__uint16)stbi__get16be(s); // copy the values as-is } else { - for (k = 0; k < s->img_n; ++k) tc[k] = (stbi_uc)(stbi__get16be(s) & 255) * stbi__depth_scale_table[z->depth]; // non 8-bit images will be larger + for (k = 0; k < s->img_n && k < 3; ++k) + tc[k] = (stbi_uc)(stbi__get16be(s) & 255) * stbi__depth_scale_table[z->depth]; // non 8-bit images will be larger } } break; diff --git a/src/external/stb_image_resize2.h b/src/external/stb_image_resize2.h index e0c428246..2f2627463 100644 --- a/src/external/stb_image_resize2.h +++ b/src/external/stb_image_resize2.h @@ -1,9 +1,9 @@ -/* stb_image_resize2 - v2.01 - public domain image resizing - - by Jeff Roberts (v2) and Jorge L Rodriguez +/* stb_image_resize2 - v2.12 - public domain image resizing + + by Jeff Roberts (v2) and Jorge L Rodriguez http://github.com/nothings/stb - Can be threaded with the extended API. SSE2, AVX, Neon and WASM SIMD support. Only + Can be threaded with the extended API. SSE2, AVX, Neon and WASM SIMD support. Only scaling and translation is supported, no rotations or shears. COMPILING & LINKING @@ -11,35 +11,6 @@ #define STB_IMAGE_RESIZE_IMPLEMENTATION before the #include. That will create the implementation in that file. - PORTING FROM VERSION 1 - - The API has changed. You can continue to use the old version of stb_image_resize.h, - which is available in the "deprecated/" directory. - - If you're using the old simple-to-use API, porting is straightforward. - (For more advanced APIs, read the documentation.) - - stbir_resize_uint8(): - - call `stbir_resize_uint8_linear`, cast channel count to `stbir_pixel_layout` - - stbir_resize_float(): - - call `stbir_resize_float_linear`, cast channel count to `stbir_pixel_layout` - - stbir_resize_uint8_srgb(): - - function name is unchanged - - cast channel count to `stbir_pixel_layout` - - above is sufficient unless your image has alpha and it's not RGBA/BGRA - - in that case, follow the below instructions for stbir_resize_uint8_srgb_edgemode - - stbir_resize_uint8_srgb_edgemode() - - switch to the "medium complexity" API - - stbir_resize(), very similar API but a few more parameters: - - pixel_layout: cast channel count to `stbir_pixel_layout` - - data_type: STBIR_TYPE_UINT8_SRGB - - edge: unchanged (STBIR_EDGE_WRAP, etc.) - - filter: STBIR_FILTER_DEFAULT - - which channel is alpha is specified in stbir_pixel_layout, see enum for details - EASY API CALLS: Easy API downsamples w/Mitchell filter, upsamples w/cubic interpolation, clamps to edge. @@ -67,60 +38,60 @@ ADDITIONAL DOCUMENTATION MEMORY ALLOCATION - By default, we use malloc and free for memory allocation. To override the + By default, we use malloc and free for memory allocation. To override the memory allocation, before the implementation #include, add a: #define STBIR_MALLOC(size,user_data) ... #define STBIR_FREE(ptr,user_data) ... - Each resize makes exactly one call to malloc/free (unless you use the + Each resize makes exactly one call to malloc/free (unless you use the extended API where you can do one allocation for many resizes). Under address sanitizer, we do separate allocations to find overread/writes. PERFORMANCE This library was written with an emphasis on performance. When testing - stb_image_resize with RGBA, the fastest mode is STBIR_4CHANNEL with + stb_image_resize with RGBA, the fastest mode is STBIR_4CHANNEL with STBIR_TYPE_UINT8 pixels and CLAMPed edges (which is what many other resize - libs do by default). Also, make sure SIMD is turned on of course (default + libs do by default). Also, make sure SIMD is turned on of course (default for 64-bit targets). Avoid WRAP edge mode if you want the fastest speed. This library also comes with profiling built-in. If you define STBIR_PROFILE, - you can use the advanced API and get low-level profiling information by + you can use the advanced API and get low-level profiling information by calling stbir_resize_extended_profile_info() or stbir_resize_split_profile_info() after a resize. SIMD - Most of the routines have optimized SSE2, AVX, NEON and WASM versions. + Most of the routines have optimized SSE2, AVX, NEON and WASM versions. - On Microsoft compilers, we automatically turn on SIMD for 64-bit x64 and - ARM; for 32-bit x86 and ARM, you select SIMD mode by defining STBIR_SSE2 or + On Microsoft compilers, we automatically turn on SIMD for 64-bit x64 and + ARM; for 32-bit x86 and ARM, you select SIMD mode by defining STBIR_SSE2 or STBIR_NEON. For AVX and AVX2, we auto-select it by detecting the /arch:AVX - or /arch:AVX2 switches. You can also always manually turn SSE2, AVX or AVX2 + or /arch:AVX2 switches. You can also always manually turn SSE2, AVX or AVX2 support on by defining STBIR_SSE2, STBIR_AVX or STBIR_AVX2. On Linux, SSE2 and Neon is on by default for 64-bit x64 or ARM64. For 32-bit, we select x86 SIMD mode by whether you have -msse2, -mavx or -mavx2 enabled on the command line. For 32-bit ARM, you must pass -mfpu=neon-vfpv4 for both - clang and GCC, but GCC also requires an additional -mfp16-format=ieee to + clang and GCC, but GCC also requires an additional -mfp16-format=ieee to automatically enable NEON. On x86 platforms, you can also define STBIR_FP16C to turn on FP16C instructions for converting back and forth to half-floats. This is autoselected when we - are using AVX2. Clang and GCC also require the -mf16c switch. ARM always uses - the built-in half float hardware NEON instructions. + are using AVX2. Clang and GCC also require the -mf16c switch. ARM always uses + the built-in half float hardware NEON instructions. - You can also tell us to use multiply-add instructions with STBIR_USE_FMA. + You can also tell us to use multiply-add instructions with STBIR_USE_FMA. Because x86 doesn't always have fma, we turn it off by default to maintain determinism across all platforms. If you don't care about non-FMA determinism - and are willing to restrict yourself to more recent x86 CPUs (around the AVX + and are willing to restrict yourself to more recent x86 CPUs (around the AVX timeframe), then fma will give you around a 15% speedup. You can force off SIMD in all cases by defining STBIR_NO_SIMD. You can turn off AVX or AVX2 specifically with STBIR_NO_AVX or STBIR_NO_AVX2. AVX is 10% to 40% faster, and AVX2 is generally another 12%. - + ALPHA CHANNEL - Most of the resizing functions provide the ability to control how the alpha + Most of the resizing functions provide the ability to control how the alpha channel of an image is processed. When alpha represents transparency, it is important that when combining @@ -167,33 +138,33 @@ stb_image_resize expects case #1 by default, applying alpha weighting to images, expecting the input images to be unpremultiplied. This is what the - COLOR+ALPHA buffer types tell the resizer to do. + COLOR+ALPHA buffer types tell the resizer to do. - When you use the pixel layouts STBIR_RGBA, STBIR_BGRA, STBIR_ARGB, - STBIR_ABGR, STBIR_RX, or STBIR_XR you are telling us that the pixels are - non-premultiplied. In these cases, the resizer will alpha weight the colors - (effectively creating the premultiplied image), do the filtering, and then + When you use the pixel layouts STBIR_RGBA, STBIR_BGRA, STBIR_ARGB, + STBIR_ABGR, STBIR_RX, or STBIR_XR you are telling us that the pixels are + non-premultiplied. In these cases, the resizer will alpha weight the colors + (effectively creating the premultiplied image), do the filtering, and then convert back to non-premult on exit. When you use the pixel layouts STBIR_RGBA_PM, STBIR_RGBA_PM, STBIR_RGBA_PM, - STBIR_RGBA_PM, STBIR_RX_PM or STBIR_XR_PM, you are telling that the pixels - ARE premultiplied. In this case, the resizer doesn't have to do the - premultipling - it can filter directly on the input. This about twice as - fast as the non-premultiplied case, so it's the right option if your data is + STBIR_RGBA_PM, STBIR_RX_PM or STBIR_XR_PM, you are telling that the pixels + ARE premultiplied. In this case, the resizer doesn't have to do the + premultipling - it can filter directly on the input. This about twice as + fast as the non-premultiplied case, so it's the right option if your data is already setup correctly. - When you use the pixel layout STBIR_4CHANNEL or STBIR_2CHANNEL, you are - telling us that there is no channel that represents transparency; it may be - RGB and some unrelated fourth channel that has been stored in the alpha - channel, but it is actually not alpha. No special processing will be - performed. + When you use the pixel layout STBIR_4CHANNEL or STBIR_2CHANNEL, you are + telling us that there is no channel that represents transparency; it may be + RGB and some unrelated fourth channel that has been stored in the alpha + channel, but it is actually not alpha. No special processing will be + performed. - The difference between the generic 4 or 2 channel layouts, and the + The difference between the generic 4 or 2 channel layouts, and the specialized _PM versions is with the _PM versions you are telling us that the data *is* alpha, just don't premultiply it. That's important when using SRGB pixel formats, we need to know where the alpha is, because it is converted linearly (rather than with the SRGB converters). - + Because alpha weighting produces the same effect as premultiplying, you even have the option with non-premultiplied inputs to let the resizer produce a premultiplied output. Because the intially computed alpha-weighted @@ -201,10 +172,10 @@ than the normal path which un-premultiplies the output image as a final step. Finally, when converting both in and out of non-premulitplied space (for - example, when using STBIR_RGBA), we go to somewhat heroic measures to - ensure that areas with zero alpha value pixels get something reasonable - in the RGB values. If you don't care about the RGB values of zero alpha - pixels, you can call the stbir_set_non_pm_alpha_speed_over_quality() + example, when using STBIR_RGBA), we go to somewhat heroic measures to + ensure that areas with zero alpha value pixels get something reasonable + in the RGB values. If you don't care about the RGB values of zero alpha + pixels, you can call the stbir_set_non_pm_alpha_speed_over_quality() function - this runs a premultiplied resize about 25% faster. That said, when you really care about speed, using premultiplied pixels for both in and out (STBIR_RGBA_PM, etc) much faster than both of these premultiplied @@ -218,38 +189,38 @@ layouts with the same number of channels. DETERMINISM - We commit to being deterministic (from x64 to ARM to scalar to SIMD, etc). - This requires compiling with fast-math off (using at least /fp:precise). + We commit to being deterministic (from x64 to ARM to scalar to SIMD, etc). + This requires compiling with fast-math off (using at least /fp:precise). Also, you must turn off fp-contracting (which turns mult+adds into fmas)! - We attempt to do this with pragmas, but with Clang, you usually want to add + We attempt to do this with pragmas, but with Clang, you usually want to add -ffp-contract=off to the command line as well. - For 32-bit x86, you must use SSE and SSE2 codegen for determinism. That is, - if the scalar x87 unit gets used at all, we immediately lose determinism. + For 32-bit x86, you must use SSE and SSE2 codegen for determinism. That is, + if the scalar x87 unit gets used at all, we immediately lose determinism. On Microsoft Visual Studio 2008 and earlier, from what we can tell there is - no way to be deterministic in 32-bit x86 (some x87 always leaks in, even - with fp:strict). On 32-bit x86 GCC, determinism requires both -msse2 and + no way to be deterministic in 32-bit x86 (some x87 always leaks in, even + with fp:strict). On 32-bit x86 GCC, determinism requires both -msse2 and -fpmath=sse. Note that we will not be deterministic with float data containing NaNs - - the NaNs will propagate differently on different SIMD and platforms. + the NaNs will propagate differently on different SIMD and platforms. - If you turn on STBIR_USE_FMA, then we will be deterministic with other - fma targets, but we will differ from non-fma targets (this is unavoidable, - because a fma isn't simply an add with a mult - it also introduces a - rounding difference compared to non-fma instruction sequences. + If you turn on STBIR_USE_FMA, then we will be deterministic with other + fma targets, but we will differ from non-fma targets (this is unavoidable, + because a fma isn't simply an add with a mult - it also introduces a + rounding difference compared to non-fma instruction sequences. FLOAT PIXEL FORMAT RANGE - Any range of values can be used for the non-alpha float data that you pass - in (0 to 1, -1 to 1, whatever). However, if you are inputting float values - but *outputting* bytes or shorts, you must use a range of 0 to 1 so that we - scale back properly. The alpha channel must also be 0 to 1 for any format - that does premultiplication prior to resizing. + Any range of values can be used for the non-alpha float data that you pass + in (0 to 1, -1 to 1, whatever). However, if you are inputting float values + but *outputting* bytes or shorts, you must use a range of 0 to 1 so that we + scale back properly. The alpha channel must also be 0 to 1 for any format + that does premultiplication prior to resizing. - Note also that with float output, using filters with negative lobes, the - output filtered values might go slightly out of range. You can define - STBIR_FLOAT_LOW_CLAMP and/or STBIR_FLOAT_HIGH_CLAMP to specify the range - to clamp to on output, if that's important. + Note also that with float output, using filters with negative lobes, the + output filtered values might go slightly out of range. You can define + STBIR_FLOAT_LOW_CLAMP and/or STBIR_FLOAT_HIGH_CLAMP to specify the range + to clamp to on output, if that's important. MAX/MIN SCALE FACTORS The input pixel resolutions are in integers, and we do the internal pointer @@ -263,13 +234,13 @@ buffers). FLIPPED IMAGES - Stride is just the delta from one scanline to the next. This means you can - use a negative stride to handle inverted images (point to the final + Stride is just the delta from one scanline to the next. This means you can + use a negative stride to handle inverted images (point to the final scanline and use a negative stride). You can invert the input or output, using negative strides. DEFAULT FILTERS - For functions which don't provide explicit control over what filters to + For functions which don't provide explicit control over what filters to use, you can change the compile-time defaults with: #define STBIR_DEFAULT_FILTER_UPSAMPLE STBIR_FILTER_something @@ -278,24 +249,52 @@ See stbir_filter in the header-file section for the list of filters. NEW FILTERS - A number of 1D filter kernels are supplied. For a list of supported - filters, see the stbir_filter enum. You can install your own filters by + A number of 1D filter kernels are supplied. For a list of supported + filters, see the stbir_filter enum. You can install your own filters by using the stbir_set_filter_callbacks function. PROGRESS - For interactive use with slow resize operations, you can use the the - scanline callbacks in the extended API. It would have to be a *very* large + For interactive use with slow resize operations, you can use the the + scanline callbacks in the extended API. It would have to be a *very* large image resample to need progress though - we're very fast. CEIL and FLOOR - In scalar mode, the only functions we use from math.h are ceilf and floorf, - but if you have your own versions, you can define the STBIR_CEILF(v) and + In scalar mode, the only functions we use from math.h are ceilf and floorf, + but if you have your own versions, you can define the STBIR_CEILF(v) and STBIR_FLOORF(v) macros and we'll use them instead. In SIMD, we just use our own versions. ASSERT Define STBIR_ASSERT(boolval) to override assert() and not use assert.h + PORTING FROM VERSION 1 + The API has changed. You can continue to use the old version of stb_image_resize.h, + which is available in the "deprecated/" directory. + + If you're using the old simple-to-use API, porting is straightforward. + (For more advanced APIs, read the documentation.) + + stbir_resize_uint8(): + - call `stbir_resize_uint8_linear`, cast channel count to `stbir_pixel_layout` + + stbir_resize_float(): + - call `stbir_resize_float_linear`, cast channel count to `stbir_pixel_layout` + + stbir_resize_uint8_srgb(): + - function name is unchanged + - cast channel count to `stbir_pixel_layout` + - above is sufficient unless your image has alpha and it's not RGBA/BGRA + - in that case, follow the below instructions for stbir_resize_uint8_srgb_edgemode + + stbir_resize_uint8_srgb_edgemode() + - switch to the "medium complexity" API + - stbir_resize(), very similar API but a few more parameters: + - pixel_layout: cast channel count to `stbir_pixel_layout` + - data_type: STBIR_TYPE_UINT8_SRGB + - edge: unchanged (STBIR_EDGE_WRAP, etc.) + - filter: STBIR_FILTER_DEFAULT + - which channel is alpha is specified in stbir_pixel_layout, see enum for details + FUTURE TODOS * For polyphase integral filters, we just memcpy the coeffs to dupe them, but we should indirect and use the same coeff memory. @@ -304,7 +303,7 @@ * For SIMD encode and decode scanline routines, do any pre-aligning for bad input/output buffer alignments and pitch? * For very wide scanlines, we should we do vertical strips to stay within - L2 cache. Maybe do chunks of 1K pixels at a time. There would be + L2 cache. Maybe do chunks of 1K pixels at a time. There would be some pixel reconversion, but probably dwarfed by things falling out of cache. Probably also something possible with alternating between scattering and gathering at high resize scales? @@ -316,21 +315,42 @@ the pivot cost and the extra memory touches). Need to buffer the whole image so have to balance memory use. * Most of our code is internally function pointers, should we compile - all the SIMD stuff always and dynamically dispatch? + all the SIMD stuff always and dynamically dispatch? CONTRIBUTORS Jeff Roberts: 2.0 implementation, optimizations, SIMD - Martins Mozeiko: NEON simd, WASM simd, clang and GCC whisperer. + Martins Mozeiko: NEON simd, WASM simd, clang and GCC whisperer Fabian Giesen: half float and srgb converters Sean Barrett: API design, optimizations Jorge L Rodriguez: Original 1.0 implementation - Aras Pranckevicius: bugfixes for 1.0 + Aras Pranckevicius: bugfixes Nathan Reed: warning fixes for 1.0 REVISIONS - 2.00 (2022-02-20) mostly new source: new api, optimizations, simd, vertical-first, etc - (2x-5x faster without simd, 4x-12x faster with simd) - (in some cases, 20x to 40x faster - resizing to very small for example) + 2.12 (2024-10-18) fix incorrect use of user_data with STBIR_FREE + 2.11 (2024-09-08) fix harmless asan warnings in 2-channel and 3-channel mode + with AVX-2, fix some weird scaling edge conditions with + point sample mode. + 2.10 (2024-07-27) fix the defines GCC and mingw for loop unroll control, + fix MSVC 32-bit arm half float routines. + 2.09 (2024-06-19) fix the defines for 32-bit ARM GCC builds (was selecting + hardware half floats). + 2.08 (2024-06-10) fix for RGB->BGR three channel flips and add SIMD (thanks + to Ryan Salsbury), fix for sub-rect resizes, use the + pragmas to control unrolling when they are available. + 2.07 (2024-05-24) fix for slow final split during threaded conversions of very + wide scanlines when downsampling (caused by extra input + converting), fix for wide scanline resamples with many + splits (int overflow), fix GCC warning. + 2.06 (2024-02-10) fix for identical width/height 3x or more down-scaling + undersampling a single row on rare resize ratios (about 1%). + 2.05 (2024-02-07) fix for 2 pixel to 1 pixel resizes with wrap (thanks Aras), + fix for output callback (thanks Julien Koenen). + 2.04 (2023-11-17) fix for rare AVX bug, shadowed symbol (thanks Nikola Smiljanic). + 2.03 (2023-11-01) ASAN and TSAN warnings fixed, minor tweaks. + 2.00 (2023-10-10) mostly new source: new api, optimizations, simd, vertical-first, etc + 2x-5x faster without simd, 4x-12x faster with simd, + in some cases, 20x to 40x faster esp resizing large to very small. 0.96 (2019-03-04) fixed warnings 0.95 (2017-07-23) fixed warnings 0.94 (2017-03-18) fixed warnings @@ -368,7 +388,7 @@ typedef uint64_t stbir_uint64; #define STBIR_SSE #endif #endif -#endif +#endif #if defined(_x86_64) || defined( __x86_64__ ) || defined( _M_X64 ) || defined(__x86_64) || defined(_M_AMD64) || defined(__SSE2__) || defined(STBIR_SSE) || defined(STBIR_SSE2) #ifndef STBIR_SSE2 @@ -383,7 +403,7 @@ typedef uint64_t stbir_uint64; #endif #if defined(__AVX2__) || defined(STBIR_AVX2) #ifndef STBIR_NO_AVX2 - #ifndef STBIR_AVX2 + #ifndef STBIR_AVX2 #define STBIR_AVX2 #endif #if defined( _MSC_VER ) && !defined(__clang__) @@ -400,15 +420,15 @@ typedef uint64_t stbir_uint64; #endif #endif -#if defined( _M_ARM64 ) || defined( __aarch64__ ) || defined( __arm64__ ) || defined(_M_ARM) || (__ARM_NEON_FP & 4) != 0 && __ARM_FP16_FORMAT_IEEE != 0 +#if defined( _M_ARM64 ) || defined( __aarch64__ ) || defined( __arm64__ ) || ((__ARM_NEON_FP & 4) != 0) || defined(__ARM_NEON__) #ifndef STBIR_NEON #define STBIR_NEON #endif #endif -#if defined(_M_ARM) +#if defined(_M_ARM) || defined(__arm__) #ifdef STBIR_USE_FMA -#undef STBIR_USE_FMA // no FMA for 32-bit arm on MSVC +#undef STBIR_USE_FMA // no FMA for 32-bit arm on MSVC #endif #endif @@ -435,7 +455,7 @@ typedef uint64_t stbir_uint64; // // Easy-to-use API: // -// * stride is the offset between successive rows of image data +// * stride is the offset between successive rows of image data // in memory, in bytes. specify 0 for packed continuously in memory // * colorspace is linear or sRGB as specified by function name // * Uses the default filters @@ -448,27 +468,35 @@ typedef uint64_t stbir_uint64; // order of channels // whether color is premultiplied by alpha // for back compatibility, you can cast the old channel count to an stbir_pixel_layout -typedef enum +typedef enum { - STBIR_BGR = 0, // 3-chan, with order specified (for channel flipping) - STBIR_1CHANNEL = 1, + STBIR_1CHANNEL = 1, STBIR_2CHANNEL = 2, - STBIR_RGB = 3, // 3-chan, with order specified (for channel flipping) - STBIR_RGBA = 4, // alpha formats, alpha is NOT premultiplied into color channels - + STBIR_RGB = 3, // 3-chan, with order specified (for channel flipping) + STBIR_BGR = 0, // 3-chan, with order specified (for channel flipping) STBIR_4CHANNEL = 5, + + STBIR_RGBA = 4, // alpha formats, where alpha is NOT premultiplied into color channels STBIR_BGRA = 6, STBIR_ARGB = 7, STBIR_ABGR = 8, STBIR_RA = 9, STBIR_AR = 10, - STBIR_RGBA_PM = 11, // alpha formats, alpha is premultiplied into color channels + STBIR_RGBA_PM = 11, // alpha formats, where alpha is premultiplied into color channels STBIR_BGRA_PM = 12, STBIR_ARGB_PM = 13, STBIR_ABGR_PM = 14, STBIR_RA_PM = 15, STBIR_AR_PM = 16, + + STBIR_RGBA_NO_AW = 11, // alpha formats, where NO alpha weighting is applied at all! + STBIR_BGRA_NO_AW = 12, // these are just synonyms for the _PM flags (which also do + STBIR_ARGB_NO_AW = 13, // no alpha weighting). These names just make it more clear + STBIR_ABGR_NO_AW = 14, // for some folks). + STBIR_RA_NO_AW = 15, + STBIR_AR_NO_AW = 16, + } stbir_pixel_layout; //=============================================================== @@ -549,8 +577,8 @@ STBIRDEF void * stbir_resize( const void *input_pixels , int input_w , int inpu // * Separate input and output data types // * Can specify regions with subpixel correctness // * Can specify alpha flags -// * Can specify a memory callback -// * Can specify a callback data type for pixel input and output +// * Can specify a memory callback +// * Can specify a callback data type for pixel input and output // * Can be threaded for a single resize // * Can be used to resize many frames without recalculating the sampler info // @@ -577,7 +605,7 @@ typedef float stbir__kernel_callback( float x, float scale, void * user_data ); typedef float stbir__support_callback( float scale, void * user_data ); // internal structure with precomputed scaling -typedef struct stbir__info stbir__info; +typedef struct stbir__info stbir__info; typedef struct STBIR_RESIZE // use the stbir_resize_init and stbir_override functions to set these values for future compatibility { @@ -604,7 +632,7 @@ typedef struct STBIR_RESIZE // use the stbir_resize_init and stbir_override fun stbir_edge horizontal_edge, vertical_edge; stbir__kernel_callback * horizontal_filter_kernel; stbir__support_callback * horizontal_filter_support; stbir__kernel_callback * vertical_filter_kernel; stbir__support_callback * vertical_filter_support; - stbir__info * samplers; + stbir__info * samplers; } STBIR_RESIZE; // extended complexity api @@ -620,7 +648,7 @@ STBIRDEF void stbir_resize_init( STBIR_RESIZE * resize, // You can update these parameters any time after resize_init and there is no cost //-------------------------------- -STBIRDEF void stbir_set_datatypes( STBIR_RESIZE * resize, stbir_datatype input_type, stbir_datatype output_type ); +STBIRDEF void stbir_set_datatypes( STBIR_RESIZE * resize, stbir_datatype input_type, stbir_datatype output_type ); STBIRDEF void stbir_set_pixel_callbacks( STBIR_RESIZE * resize, stbir_input_callback * input_cb, stbir_output_callback * output_cb ); // no callbacks by default STBIRDEF void stbir_set_user_data( STBIR_RESIZE * resize, void * user_data ); // pass back STBIR_RESIZE* by default STBIRDEF void stbir_set_buffer_ptrs( STBIR_RESIZE * resize, const void * input_pixels, int input_stride_in_bytes, void * output_pixels, int output_stride_in_bytes ); @@ -636,7 +664,7 @@ STBIRDEF int stbir_set_pixel_layouts( STBIR_RESIZE * resize, stbir_pixel_layout STBIRDEF int stbir_set_edgemodes( STBIR_RESIZE * resize, stbir_edge horizontal_edge, stbir_edge vertical_edge ); // CLAMP by default STBIRDEF int stbir_set_filters( STBIR_RESIZE * resize, stbir_filter horizontal_filter, stbir_filter vertical_filter ); // STBIR_DEFAULT_FILTER_UPSAMPLE/DOWNSAMPLE by default -STBIRDEF int stbir_set_filter_callbacks( STBIR_RESIZE * resize, stbir__kernel_callback * horizontal_filter, stbir__support_callback * horizontal_support, stbir__kernel_callback * vertical_filter, stbir__support_callback * vertical_support ); +STBIRDEF int stbir_set_filter_callbacks( STBIR_RESIZE * resize, stbir__kernel_callback * horizontal_filter, stbir__support_callback * horizontal_support, stbir__kernel_callback * vertical_filter, stbir__support_callback * vertical_support ); STBIRDEF int stbir_set_pixel_subrect( STBIR_RESIZE * resize, int subx, int suby, int subw, int subh ); // sets both sub-regions (full regions by default) STBIRDEF int stbir_set_input_subrect( STBIR_RESIZE * resize, double s0, double t0, double s1, double t1 ); // sets input sub-region (full region by default) @@ -658,7 +686,7 @@ STBIRDEF int stbir_set_non_pm_alpha_speed_over_quality( STBIR_RESIZE * resize, i //-------------------------------- // This builds the samplers and does one allocation -STBIRDEF int stbir_build_samplers( STBIR_RESIZE * resize ); +STBIRDEF int stbir_build_samplers( STBIR_RESIZE * resize ); // You MUST call this, if you call stbir_build_samplers or stbir_build_samplers_with_splits STBIRDEF void stbir_free_samplers( STBIR_RESIZE * resize ); @@ -681,7 +709,7 @@ STBIRDEF int stbir_resize_extended( STBIR_RESIZE * resize ); // It returns the number of splits (threads) that you can call it with. /// It might be less if the image resize can't be split up that many ways. -STBIRDEF int stbir_build_samplers_with_splits( STBIR_RESIZE * resize, int try_splits ); +STBIRDEF int stbir_build_samplers_with_splits( STBIR_RESIZE * resize, int try_splits ); // This function does a split of the resizing (you call this fuction for each // split, on multiple threads). A split is a piece of the output resize pixel space. @@ -691,10 +719,10 @@ STBIRDEF int stbir_build_samplers_with_splits( STBIR_RESIZE * resize, int try_sp // Usually, you will always call stbir_resize_split with split_start as the thread_index // and "1" for the split_count. // But, if you have a weird situation where you MIGHT want 8 threads, but sometimes -// only 4 threads, you can use 0,2,4,6 for the split_start's and use "2" for the +// only 4 threads, you can use 0,2,4,6 for the split_start's and use "2" for the // split_count each time to turn in into a 4 thread resize. (This is unusual). -STBIRDEF int stbir_resize_extended_split( STBIR_RESIZE * resize, int split_start, int split_count ); +STBIRDEF int stbir_resize_extended_split( STBIR_RESIZE * resize, int split_start, int split_count ); //=============================================================== @@ -705,10 +733,10 @@ STBIRDEF int stbir_resize_extended_split( STBIR_RESIZE * resize, int split_start // The input callback is super flexible - it calls you with the input address // (based on the stride and base pointer), it gives you an optional_output // pointer that you can fill, or you can just return your own pointer into -// your own data. +// your own data. // -// You can also do conversion from non-supported data types if necessary - in -// this case, you ignore the input_ptr and just use the x and y parameters to +// You can also do conversion from non-supported data types if necessary - in +// this case, you ignore the input_ptr and just use the x and y parameters to // calculate your own input_ptr based on the size of each non-supported pixel. // (Something like the third example below.) // @@ -722,14 +750,14 @@ STBIRDEF int stbir_resize_extended_split( STBIR_RESIZE * resize, int split_start // return input_ptr; // use buffer from call // } // -// Next example, copying: (copy from some other buffer or stream): +// Next example, copying: (copy from some other buffer or stream): // void const * my_callback( void * optional_output, void const * input_ptr, int num_pixels, int x, int y, void * context ) // { // CopyOrStreamData( optional_output, other_data_src, num_pixels * pixel_width_in_bytes ); // return optional_output; // return the optional buffer that we filled // } // -// Third example, input another buffer without copying: (zero-copy from other buffer): +// Third example, input another buffer without copying: (zero-copy from other buffer): // void const * my_callback( void * optional_output, void const * input_ptr, int num_pixels, int x, int y, void * context ) // { // void * pixels = ( (char*) other_image_base ) + ( y * other_image_stride ) + ( x * other_pixel_width_in_bytes ); @@ -758,7 +786,7 @@ STBIRDEF int stbir_resize_extended_split( STBIR_RESIZE * resize, int split_start #ifdef STBIR_PROFILE -typedef struct STBIR_PROFILE_INFO +typedef struct STBIR_PROFILE_INFO { stbir_uint64 total_clocks; @@ -766,7 +794,7 @@ typedef struct STBIR_PROFILE_INFO // there are "resize_count" number of zones stbir_uint64 clocks[ 8 ]; char const ** descriptions; - + // count of clocks and descriptions stbir_uint32 count; } STBIR_PROFILE_INFO; @@ -865,15 +893,15 @@ STBIRDEF void stbir_resize_split_profile_info( STBIR_PROFILE_INFO * out_info, ST #endif // the internal pixel layout enums are in a different order, so we can easily do range comparisons of types -// the public pixel layout is ordered in a way that if you cast num_channels (1-4) to the enum, you get something sensible -typedef enum +// the public pixel layout is ordered in a way that if you cast num_channels (1-4) to the enum, you get something sensible +typedef enum { STBIRI_1CHANNEL = 0, STBIRI_2CHANNEL = 1, STBIRI_RGB = 2, STBIRI_BGR = 3, STBIRI_4CHANNEL = 4, - + STBIRI_RGBA = 5, STBIRI_BGRA = 6, STBIRI_ARGB = 7, @@ -979,7 +1007,7 @@ typedef struct stbir__span spans[2]; // can be two spans, if doing input subrect with clamp mode WRAP } stbir__extents; -typedef struct +typedef struct { #ifdef STBIR_PROFILE union @@ -1010,7 +1038,7 @@ typedef struct typedef void stbir__decode_pixels_func( float * decode, int width_times_channels, void const * input ); typedef void stbir__alpha_weight_func( float * decode_buffer, int width_times_channels ); -typedef void stbir__horizontal_gather_channels_func( float * output_buffer, unsigned int output_sub_size, float const * decode_buffer, +typedef void stbir__horizontal_gather_channels_func( float * output_buffer, unsigned int output_sub_size, float const * decode_buffer, stbir__contributors const * horizontal_contributors, float const * horizontal_coefficients, int coefficient_width ); typedef void stbir__alpha_unweight_func(float * encode_buffer, int width_times_channels ); typedef void stbir__encode_pixels_func( void * output, int width_times_channels, float const * encode ); @@ -1053,10 +1081,10 @@ struct stbir__info stbir__horizontal_gather_channels_func * horizontal_gather_channels; stbir__alpha_unweight_func * alpha_unweight; stbir__encode_pixels_func * encode_pixels; - - int alloced_total; + + int alloc_ring_buffer_num_entries; // Number of entries in the ring buffer that will be allocated int splits; // count of splits - + stbir_internal_pixel_layout input_pixel_layout_internal; stbir_internal_pixel_layout output_pixel_layout_internal; @@ -1065,7 +1093,7 @@ struct stbir__info int vertical_first; int channels; int effective_channels; // same as channels, except on RGBA/ARGB (7), or XA/AX (3) - int alloc_ring_buffer_num_entries; // Number of entries in the ring buffer that will be allocated + size_t alloced_total; }; @@ -1076,10 +1104,11 @@ struct stbir__info #define stbir__small_float ((float)1 / (1 << 20) / (1 << 20) / (1 << 20) / (1 << 20) / (1 << 20) / (1 << 20)) // min/max friendly -#define STBIR_CLAMP(x, xmin, xmax) do { \ +#define STBIR_CLAMP(x, xmin, xmax) for(;;) { \ if ( (x) < (xmin) ) (x) = (xmin); \ if ( (x) > (xmax) ) (x) = (xmax); \ -} while (0) + break; \ +} static stbir__inline int stbir__min(int a, int b) { @@ -1141,7 +1170,7 @@ static const stbir_uint32 fp32_to_srgb8_tab4[104] = { 0x44c20798, 0x488e071e, 0x4c1c06b6, 0x4f76065d, 0x52a50610, 0x55ac05cc, 0x5892058f, 0x5b590559, 0x5e0c0a23, 0x631c0980, 0x67db08f6, 0x6c55087f, 0x70940818, 0x74a007bd, 0x787d076c, 0x7c330723, }; - + static stbir__inline stbir_uint8 stbir__linear_to_srgb_uchar(float in) { static const stbir__FP32 almostone = { 0x3f7fffff }; // 1-eps @@ -1172,19 +1201,44 @@ static stbir__inline stbir_uint8 stbir__linear_to_srgb_uchar(float in) #define STBIR_FORCE_GATHER_FILTER_SCANLINES_AMOUNT 32 // when downsampling and <= 32 scanlines of buffering, use gather. gather used down to 1/8th scaling for 25% win. #endif -// restrict pointers for the output pointers +#ifndef STBIR_FORCE_MINIMUM_SCANLINES_FOR_SPLITS +#define STBIR_FORCE_MINIMUM_SCANLINES_FOR_SPLITS 4 // when threading, what is the minimum number of scanlines for a split? +#endif + +// restrict pointers for the output pointers, other loop and unroll control #if defined( _MSC_VER ) && !defined(__clang__) #define STBIR_STREAMOUT_PTR( star ) star __restrict #define STBIR_NO_UNROLL( ptr ) __assume(ptr) // this oddly keeps msvc from unrolling a loop -#elif defined( __clang__ ) + #if _MSC_VER >= 1900 + #define STBIR_NO_UNROLL_LOOP_START __pragma(loop( no_vector )) + #else + #define STBIR_NO_UNROLL_LOOP_START + #endif +#elif defined( __clang__ ) #define STBIR_STREAMOUT_PTR( star ) star __restrict__ - #define STBIR_NO_UNROLL( ptr ) __asm__ (""::"r"(ptr)) -#elif defined( __GNUC__ ) + #define STBIR_NO_UNROLL( ptr ) __asm__ (""::"r"(ptr)) + #if ( __clang_major__ >= 4 ) || ( ( __clang_major__ >= 3 ) && ( __clang_minor__ >= 5 ) ) + #define STBIR_NO_UNROLL_LOOP_START _Pragma("clang loop unroll(disable)") _Pragma("clang loop vectorize(disable)") + #else + #define STBIR_NO_UNROLL_LOOP_START + #endif +#elif defined( __GNUC__ ) #define STBIR_STREAMOUT_PTR( star ) star __restrict__ #define STBIR_NO_UNROLL( ptr ) __asm__ (""::"r"(ptr)) + #if __GNUC__ >= 14 + #define STBIR_NO_UNROLL_LOOP_START _Pragma("GCC unroll 0") _Pragma("GCC novector") + #else + #define STBIR_NO_UNROLL_LOOP_START + #endif + #define STBIR_NO_UNROLL_LOOP_START_INF_FOR #else #define STBIR_STREAMOUT_PTR( star ) star #define STBIR_NO_UNROLL( ptr ) + #define STBIR_NO_UNROLL_LOOP_START +#endif + +#ifndef STBIR_NO_UNROLL_LOOP_START_INF_FOR +#define STBIR_NO_UNROLL_LOOP_START_INF_FOR STBIR_NO_UNROLL_LOOP_START #endif #ifdef STBIR_NO_SIMD // force simd off for whatever reason @@ -1223,7 +1277,7 @@ static stbir__inline stbir_uint8 stbir__linear_to_srgb_uchar(float in) #ifdef STBIR_SSE2 #include - + #define stbir__simdf __m128 #define stbir__simdi __m128i @@ -1254,7 +1308,7 @@ static stbir__inline stbir_uint8 stbir__linear_to_srgb_uchar(float in) #define stbir__simdi_store2( ptr, reg ) _mm_storel_epi64( (__m128i*)(ptr), (reg) ) #define stbir__prefetch( ptr ) _mm_prefetch((char*)(ptr), _MM_HINT_T0 ) - + #define stbir__simdi_expand_u8_to_u32(out0,out1,out2,out3,ireg) \ { \ stbir__simdi zero = _mm_setzero_si128(); \ @@ -1285,7 +1339,7 @@ static stbir__inline stbir_uint8 stbir__linear_to_srgb_uchar(float in) #define stbir__simdf_convert_float_to_uint8( f ) ((unsigned char)_mm_cvtsi128_si32(_mm_cvttps_epi32(_mm_max_ps(_mm_min_ps(f,STBIR__CONSTF(STBIR_max_uint8_as_float)),_mm_setzero_ps())))) #define stbir__simdf_convert_float_to_short( f ) ((unsigned short)_mm_cvtsi128_si32(_mm_cvttps_epi32(_mm_max_ps(_mm_min_ps(f,STBIR__CONSTF(STBIR_max_uint16_as_float)),_mm_setzero_ps())))) - #define stbir__simdi_to_int( i ) _mm_cvtsi128_si32(i) + #define stbir__simdi_to_int( i ) _mm_cvtsi128_si32(i) #define stbir__simdi_convert_i32_to_float(out, ireg) (out) = _mm_cvtepi32_ps( ireg ) #define stbir__simdf_add( out, reg0, reg1 ) (out) = _mm_add_ps( reg0, reg1 ) #define stbir__simdf_mult( out, reg0, reg1 ) (out) = _mm_mul_ps( reg0, reg1 ) @@ -1440,10 +1494,10 @@ static stbir__inline stbir_uint8 stbir__linear_to_srgb_uchar(float in) #define stbir__simdi8_convert_i32_to_float(out, ireg) (out) = _mm256_cvtepi32_ps( ireg ) #define stbir__simdf8_convert_float_to_i32( i, f ) (i) = _mm256_cvttps_epi32(f) - + #define stbir__simdf8_bot4s( out, a, b ) (out) = _mm256_permute2f128_ps(a,b, (0<<0)+(2<<4) ) #define stbir__simdf8_top4s( out, a, b ) (out) = _mm256_permute2f128_ps(a,b, (1<<0)+(3<<4) ) - + #define stbir__simdf8_gettop4( reg ) _mm256_extractf128_ps(reg,1) #ifdef STBIR_AVX2 @@ -1471,8 +1525,8 @@ static stbir__inline stbir_uint8 stbir__linear_to_srgb_uchar(float in) out = _mm256_castsi256_si128( _mm256_permute4x64_epi64( _mm256_packus_epi16( t, t ), (0<<0)+(2<<2)+(1<<4)+(3<<6) ) ); \ } - #define stbir__simdi8_expand_u16_to_u32(out,ireg) out = _mm256_unpacklo_epi16( _mm256_permute4x64_epi64(_mm256_castsi128_si256(ireg),(0<<0)+(2<<2)+(1<<4)+(3<<6)), _mm256_setzero_si256() ); - + #define stbir__simdi8_expand_u16_to_u32(out,ireg) out = _mm256_unpacklo_epi16( _mm256_permute4x64_epi64(_mm256_castsi128_si256(ireg),(0<<0)+(2<<2)+(1<<4)+(3<<6)), _mm256_setzero_si256() ); + #define stbir__simdf8_pack_to_16words(out,aa,bb) \ { \ stbir__simdf8 af,bf; \ @@ -1496,7 +1550,7 @@ static stbir__inline stbir_uint8 stbir__linear_to_srgb_uchar(float in) a = _mm_unpackhi_epi8( ireg, zero ); \ out1 = _mm256_setr_m128i( _mm_unpacklo_epi16( a, zero ), _mm_unpackhi_epi16( a, zero ) ); \ } - + #define stbir__simdf8_pack_to_16bytes(out,aa,bb) \ { \ stbir__simdi t; \ @@ -1514,7 +1568,7 @@ static stbir__inline stbir_uint8 stbir__linear_to_srgb_uchar(float in) t = _mm_packus_epi16( t, t ); \ out = _mm_castps_si128( _mm_shuffle_ps( _mm_castsi128_ps(out), _mm_castsi128_ps(t), (0<<0)+(1<<2)+(0<<4)+(1<<6) ) ); \ } - + #define stbir__simdi8_expand_u16_to_u32(out,ireg) \ { \ stbir__simdi a,b,zero = _mm_setzero_si128(); \ @@ -1549,7 +1603,6 @@ static stbir__inline stbir_uint8 stbir__linear_to_srgb_uchar(float in) #define stbir__simdf8_0123to2222( out, in ) (out) = stbir__simdf_swiz(_mm256_castps256_ps128(in), 2,2,2,2 ) - #define stbir__simdf8_load2( out, ptr ) (out) = _mm256_castsi256_ps(_mm256_castsi128_si256( _mm_loadl_epi64( (__m128i*)(ptr)) )) // top values can be random (not denormal or nan for perf) #define stbir__simdf8_load4b( out, ptr ) (out) = _mm256_broadcast_ps( (__m128 const *)(ptr) ) static __m256i stbir_00112233 = { STBIR__CONST_4d_32i( 0, 0, 1, 1 ), STBIR__CONST_4d_32i( 2, 2, 3, 3 ) }; @@ -1582,11 +1635,11 @@ static stbir__inline stbir_uint8 stbir__linear_to_srgb_uchar(float in) #ifdef STBIR_USE_FMA // not on by default to maintain bit identical simd to non-simd #define stbir__simdf8_madd( out, add, mul1, mul2 ) (out) = _mm256_fmadd_ps( mul1, mul2, add ) #define stbir__simdf8_madd_mem( out, add, mul, ptr ) (out) = _mm256_fmadd_ps( mul, _mm256_loadu_ps( (float const*)(ptr) ), add ) - #define stbir__simdf8_madd_mem4( out, add, mul, ptr ) (out) = _mm256_fmadd_ps( _mm256_castps128_ps256( mul ), _mm256_castps128_ps256( _mm_loadu_ps( (float const*)(ptr) ) ), add ) + #define stbir__simdf8_madd_mem4( out, add, mul, ptr )(out) = _mm256_fmadd_ps( _mm256_setr_m128( mul, _mm_setzero_ps() ), _mm256_setr_m128( _mm_loadu_ps( (float const*)(ptr) ), _mm_setzero_ps() ), add ) #else #define stbir__simdf8_madd( out, add, mul1, mul2 ) (out) = _mm256_add_ps( add, _mm256_mul_ps( mul1, mul2 ) ) #define stbir__simdf8_madd_mem( out, add, mul, ptr ) (out) = _mm256_add_ps( add, _mm256_mul_ps( mul, _mm256_loadu_ps( (float const*)(ptr) ) ) ) - #define stbir__simdf8_madd_mem4( out, add, mul, ptr ) (out) = _mm256_add_ps( add, _mm256_castps128_ps256( _mm_mul_ps( mul, _mm_loadu_ps( (float const*)(ptr) ) ) ) ) + #define stbir__simdf8_madd_mem4( out, add, mul, ptr ) (out) = _mm256_add_ps( add, _mm256_setr_m128( _mm_mul_ps( mul, _mm_loadu_ps( (float const*)(ptr) ) ), _mm_setzero_ps() ) ) #endif #define stbir__if_simdf8_cast_to_simdf4( val ) _mm256_castps256_ps128( val ) @@ -1627,7 +1680,7 @@ static stbir__inline stbir_uint8 stbir__linear_to_srgb_uchar(float in) } #elif defined(STBIR_NEON) - + #include #define stbir__simdf float32x4_t @@ -1686,7 +1739,7 @@ static stbir__inline stbir_uint8 stbir__linear_to_srgb_uchar(float in) #define stbir__simdf_convert_float_to_i32( i, f ) (i) = vreinterpretq_u32_s32( vcvtq_s32_f32(f) ) #define stbir__simdf_convert_float_to_int( f ) vgetq_lane_s32(vcvtq_s32_f32(f), 0) - #define stbir__simdi_to_int( i ) (int)vgetq_lane_u32(i, 0) + #define stbir__simdi_to_int( i ) (int)vgetq_lane_u32(i, 0) #define stbir__simdf_convert_float_to_uint8( f ) ((unsigned char)vgetq_lane_s32(vcvtq_s32_f32(vmaxq_f32(vminq_f32(f,STBIR__CONSTF(STBIR_max_uint8_as_float)),vdupq_n_f32(0))), 0)) #define stbir__simdf_convert_float_to_short( f ) ((unsigned short)vgetq_lane_s32(vcvtq_s32_f32(vmaxq_f32(vminq_f32(f,STBIR__CONSTF(STBIR_max_uint16_as_float)),vdupq_n_f32(0))), 0)) #define stbir__simdi_convert_i32_to_float(out, ireg) (out) = vcvtq_f32_s32( vreinterpretq_s32_u32(ireg) ) @@ -1737,12 +1790,20 @@ static stbir__inline stbir_uint8 stbir__linear_to_srgb_uchar(float in) ((stbir_uint64)(4*b+0)<<32) | ((stbir_uint64)(4*b+1)<<40) | ((stbir_uint64)(4*b+2)<<48) | ((stbir_uint64)(4*b+3)<<56)), \ vcreate_u8( (4*c+0) | ((4*c+1)<<8) | ((4*c+2)<<16) | ((4*c+3)<<24) | \ ((stbir_uint64)(4*d+0)<<32) | ((stbir_uint64)(4*d+1)<<40) | ((stbir_uint64)(4*d+2)<<48) | ((stbir_uint64)(4*d+3)<<56) ) ) + + static stbir__inline uint8x16x2_t stbir_make16x2(float32x4_t rega,float32x4_t regb) + { + uint8x16x2_t r = { vreinterpretq_u8_f32(rega), vreinterpretq_u8_f32(regb) }; + return r; + } #else #define stbir_make16(a,b,c,d) (uint8x16_t){4*a+0,4*a+1,4*a+2,4*a+3,4*b+0,4*b+1,4*b+2,4*b+3,4*c+0,4*c+1,4*c+2,4*c+3,4*d+0,4*d+1,4*d+2,4*d+3} + #define stbir_make16x2(a,b) (uint8x16x2_t){{vreinterpretq_u8_f32(a),vreinterpretq_u8_f32(b)}} #endif #define stbir__simdf_swiz( reg, one, two, three, four ) vreinterpretq_f32_u8( vqtbl1q_u8( vreinterpretq_u8_f32(reg), stbir_make16(one, two, three, four) ) ) - + #define stbir__simdf_swiz2( rega, regb, one, two, three, four ) vreinterpretq_f32_u8( vqtbl2q_u8( stbir_make16x2(rega,regb), stbir_make16(one, two, three, four) ) ) + #define stbir__simdi_16madd( out, reg0, reg1 ) \ { \ int16x8_t r0 = vreinterpretq_s16_u32(reg0); \ @@ -1942,7 +2003,7 @@ static stbir__inline stbir_uint8 stbir__linear_to_srgb_uchar(float in) #define stbir__simdf_convert_float_to_i32( i, f ) (i) = wasm_i32x4_trunc_sat_f32x4(f) #define stbir__simdf_convert_float_to_int( f ) wasm_i32x4_extract_lane(wasm_i32x4_trunc_sat_f32x4(f), 0) - #define stbir__simdi_to_int( i ) wasm_i32x4_extract_lane(i, 0) + #define stbir__simdi_to_int( i ) wasm_i32x4_extract_lane(i, 0) #define stbir__simdf_convert_float_to_uint8( f ) ((unsigned char)wasm_i32x4_extract_lane(wasm_i32x4_trunc_sat_f32x4(wasm_f32x4_max(wasm_f32x4_min(f,STBIR_max_uint8_as_float),wasm_f32x4_const_splat(0))), 0)) #define stbir__simdf_convert_float_to_short( f ) ((unsigned short)wasm_i32x4_extract_lane(wasm_i32x4_trunc_sat_f32x4(wasm_f32x4_max(wasm_f32x4_min(f,STBIR_max_uint16_as_float),wasm_f32x4_const_splat(0))), 0)) #define stbir__simdi_convert_i32_to_float(out, ireg) (out) = wasm_f32x4_convert_i32x4(ireg) @@ -2125,7 +2186,7 @@ static stbir__inline stbir_uint8 stbir__linear_to_srgb_uchar(float in) #endif -#if defined(STBIR_NEON) && !defined(_M_ARM) +#if defined(STBIR_NEON) && !defined(_M_ARM) && !defined(__arm__) #if defined( _MSC_VER ) && !defined(__clang__) typedef __int16 stbir__FP16; @@ -2142,7 +2203,7 @@ static stbir__inline stbir_uint8 stbir__linear_to_srgb_uchar(float in) #endif -#if !defined(STBIR_NEON) && !defined(STBIR_FP16C) || defined(STBIR_NEON) && defined(_M_ARM) +#if (!defined(STBIR_NEON) && !defined(STBIR_FP16C)) || (defined(STBIR_NEON) && defined(_M_ARM)) || (defined(STBIR_NEON) && defined(__arm__)) // Fabian's half float routines, see: https://gist.github.com/rygorous/2156668 @@ -2168,7 +2229,7 @@ static stbir__inline stbir_uint8 stbir__linear_to_srgb_uchar(float in) unsigned int sign_mask = 0x80000000u; stbir__FP16 o = { 0 }; stbir__FP32 f; - unsigned int sign; + unsigned int sign; f.f = val; sign = f.u & sign_mask; @@ -2369,24 +2430,6 @@ static stbir__inline stbir_uint8 stbir__linear_to_srgb_uchar(float in) stbir__simdi_store( output,final ); } -#elif defined(STBIR_WASM) || (defined(STBIR_NEON) && defined(_MSC_VER) && defined(_M_ARM)) // WASM or 32-bit ARM on MSVC/clang - - static stbir__inline void stbir__half_to_float_SIMD(float * output, stbir__FP16 const * input) - { - for (int i=0; i<8; i++) - { - output[i] = stbir__half_to_float(input[i]); - } - } - - static stbir__inline void stbir__float_to_half_SIMD(stbir__FP16 * output, float const * input) - { - for (int i=0; i<8; i++) - { - output[i] = stbir__float_to_half(input[i]); - } - } - #elif defined(STBIR_NEON) && defined(_MSC_VER) && defined(_M_ARM64) && !defined(__clang__) // 64-bit ARM on MSVC (not clang) static stbir__inline void stbir__half_to_float_SIMD(float * output, stbir__FP16 const * input) @@ -2415,7 +2458,7 @@ static stbir__inline stbir_uint8 stbir__linear_to_srgb_uchar(float in) return vget_lane_f16(vcvt_f16_f32(vdupq_n_f32(f)), 0).n16_u16[0]; } -#elif defined(STBIR_NEON) // 64-bit ARM +#elif defined(STBIR_NEON) && ( defined( _M_ARM64 ) || defined( __aarch64__ ) || defined( __arm64__ ) ) // 64-bit ARM static stbir__inline void stbir__half_to_float_SIMD(float * output, stbir__FP16 const * input) { @@ -2441,6 +2484,23 @@ static stbir__inline stbir_uint8 stbir__linear_to_srgb_uchar(float in) return vget_lane_f16(vcvt_f16_f32(vdupq_n_f32(f)), 0); } +#elif defined(STBIR_WASM) || (defined(STBIR_NEON) && (defined(_MSC_VER) || defined(_M_ARM) || defined(__arm__))) // WASM or 32-bit ARM on MSVC/clang + + static stbir__inline void stbir__half_to_float_SIMD(float * output, stbir__FP16 const * input) + { + for (int i=0; i<8; i++) + { + output[i] = stbir__half_to_float(input[i]); + } + } + static stbir__inline void stbir__float_to_half_SIMD(stbir__FP16 * output, float const * input) + { + for (int i=0; i<8; i++) + { + output[i] = stbir__float_to_half(input[i]); + } + } + #endif @@ -2462,10 +2522,10 @@ static stbir__inline stbir_uint8 stbir__linear_to_srgb_uchar(float in) #define stbir__simdf_0123to3012( out, reg ) (out) = stbir__simdf_swiz( reg, 3,0,1,2 ) #define stbir__simdf_0123to0011( out, reg ) (out) = stbir__simdf_swiz( reg, 0,0,1,1 ) #define stbir__simdf_0123to1100( out, reg ) (out) = stbir__simdf_swiz( reg, 1,1,0,0 ) -#define stbir__simdf_0123to2233( out, reg ) (out) = stbir__simdf_swiz( reg, 2,2,3,3 ) -#define stbir__simdf_0123to1133( out, reg ) (out) = stbir__simdf_swiz( reg, 1,1,3,3 ) -#define stbir__simdf_0123to0022( out, reg ) (out) = stbir__simdf_swiz( reg, 0,0,2,2 ) -#define stbir__simdf_0123to1032( out, reg ) (out) = stbir__simdf_swiz( reg, 1,0,3,2 ) +#define stbir__simdf_0123to2233( out, reg ) (out) = stbir__simdf_swiz( reg, 2,2,3,3 ) +#define stbir__simdf_0123to1133( out, reg ) (out) = stbir__simdf_swiz( reg, 1,1,3,3 ) +#define stbir__simdf_0123to0022( out, reg ) (out) = stbir__simdf_swiz( reg, 0,0,2,2 ) +#define stbir__simdf_0123to1032( out, reg ) (out) = stbir__simdf_swiz( reg, 1,0,3,2 ) typedef union stbir__simdi_u32 { @@ -2493,14 +2553,16 @@ static const STBIR__SIMDI_CONST(STBIR_topscale, 0x02000000); // Adding this switch saves about 5K on clang which is Captain Unroll the 3rd. #define STBIR_SIMD_STREAMOUT_PTR( star ) STBIR_STREAMOUT_PTR( star ) #define STBIR_SIMD_NO_UNROLL(ptr) STBIR_NO_UNROLL(ptr) +#define STBIR_SIMD_NO_UNROLL_LOOP_START STBIR_NO_UNROLL_LOOP_START +#define STBIR_SIMD_NO_UNROLL_LOOP_START_INF_FOR STBIR_NO_UNROLL_LOOP_START_INF_FOR #ifdef STBIR_MEMCPY #undef STBIR_MEMCPY -#define STBIR_MEMCPY stbir_simd_memcpy #endif +#define STBIR_MEMCPY stbir_simd_memcpy // override normal use of memcpy with much simpler copy (faster and smaller with our sized copies) -static void stbir_simd_memcpy( void * dest, void const * src, size_t bytes ) +static void stbir_simd_memcpy( void * dest, void const * src, size_t bytes ) { char STBIR_SIMD_STREAMOUT_PTR (*) d = (char*) dest; char STBIR_SIMD_STREAMOUT_PTR( * ) d_end = ((char*) dest) + bytes; @@ -2513,8 +2575,9 @@ static void stbir_simd_memcpy( void * dest, void const * src, size_t bytes ) { if ( bytes < 16 ) { - if ( bytes ) + if ( bytes ) { + STBIR_SIMD_NO_UNROLL_LOOP_START do { STBIR_SIMD_NO_UNROLL(d); @@ -2529,8 +2592,9 @@ static void stbir_simd_memcpy( void * dest, void const * src, size_t bytes ) // do one unaligned to get us aligned for the stream out below stbir__simdf_load( x, ( d + ofs_to_src ) ); stbir__simdf_store( d, x ); - d = (char*)( ( ( (ptrdiff_t)d ) + 16 ) & ~15 ); + d = (char*)( ( ( (size_t)d ) + 16 ) & ~15 ); + STBIR_SIMD_NO_UNROLL_LOOP_START_INF_FOR for(;;) { STBIR_SIMD_NO_UNROLL(d); @@ -2561,12 +2625,13 @@ static void stbir_simd_memcpy( void * dest, void const * src, size_t bytes ) stbir__simdfX_store( d + 4*stbir__simdfX_float_count, x1 ); stbir__simdfX_store( d + 8*stbir__simdfX_float_count, x2 ); stbir__simdfX_store( d + 12*stbir__simdfX_float_count, x3 ); - d = (char*)( ( ( (ptrdiff_t)d ) + (16*stbir__simdfX_float_count) ) & ~((16*stbir__simdfX_float_count)-1) ); + d = (char*)( ( ( (size_t)d ) + (16*stbir__simdfX_float_count) ) & ~((16*stbir__simdfX_float_count)-1) ); + STBIR_SIMD_NO_UNROLL_LOOP_START_INF_FOR for(;;) { STBIR_SIMD_NO_UNROLL(d); - + if ( d > ( d_end - (16*stbir__simdfX_float_count) ) ) { if ( d == d_end ) @@ -2590,7 +2655,7 @@ static void stbir_simd_memcpy( void * dest, void const * src, size_t bytes ) // memcpy that is specically intentionally overlapping (src is smaller then dest, so can be // a normal forward copy, bytes is divisible by 4 and bytes is greater than or equal to // the diff between dest and src) -static void stbir_overlapping_memcpy( void * dest, void const * src, size_t bytes ) +static void stbir_overlapping_memcpy( void * dest, void const * src, size_t bytes ) { char STBIR_SIMD_STREAMOUT_PTR (*) sd = (char*) src; char STBIR_SIMD_STREAMOUT_PTR( * ) s_end = ((char*) src) + bytes; @@ -2599,6 +2664,7 @@ static void stbir_overlapping_memcpy( void * dest, void const * src, size_t byte if ( ofs_to_dest >= 16 ) // is the overlap more than 16 away? { char STBIR_SIMD_STREAMOUT_PTR( * ) s_end16 = ((char*) src) + (bytes&~15); + STBIR_SIMD_NO_UNROLL_LOOP_START do { stbir__simdf x; @@ -2615,7 +2681,7 @@ static void stbir_overlapping_memcpy( void * dest, void const * src, size_t byte do { STBIR_SIMD_NO_UNROLL(sd); - *(int*)( sd + ofs_to_dest ) = *(int*) sd; + *(int*)( sd + ofs_to_dest ) = *(int*) sd; sd += 4; } while ( sd < s_end ); } @@ -2624,13 +2690,17 @@ static void stbir_overlapping_memcpy( void * dest, void const * src, size_t byte // when in scalar mode, we let unrolling happen, so this macro just does the __restrict #define STBIR_SIMD_STREAMOUT_PTR( star ) STBIR_STREAMOUT_PTR( star ) -#define STBIR_SIMD_NO_UNROLL(ptr) +#define STBIR_SIMD_NO_UNROLL(ptr) +#define STBIR_SIMD_NO_UNROLL_LOOP_START +#define STBIR_SIMD_NO_UNROLL_LOOP_START_INF_FOR #endif // SSE2 #ifdef STBIR_PROFILE +#ifndef STBIR_PROFILE_FUNC + #if defined(_x86_64) || defined( __x86_64__ ) || defined( _M_X64 ) || defined(__x86_64) || defined(__SSE2__) || defined(STBIR_SSE) || defined( _M_IX86_FP ) || defined(__i386) || defined( __i386__ ) || defined( _M_IX86 ) || defined( _X86_ ) #ifdef _MSC_VER @@ -2640,7 +2710,7 @@ static void stbir_overlapping_memcpy( void * dest, void const * src, size_t byte #else // non msvc - static stbir__inline stbir_uint64 STBIR_PROFILE_FUNC() + static stbir__inline stbir_uint64 STBIR_PROFILE_FUNC() { stbir_uint32 lo, hi; asm volatile ("rdtsc" : "=a" (lo), "=d" (hi) ); @@ -2649,7 +2719,7 @@ static void stbir_overlapping_memcpy( void * dest, void const * src, size_t byte #endif // msvc -#elif defined( _M_ARM64 ) || defined( __aarch64__ ) || defined( __arm64__ ) || defined(__ARM_NEON__) +#elif defined( _M_ARM64 ) || defined( __aarch64__ ) || defined( __arm64__ ) || defined(__ARM_NEON__) #if defined( _MSC_VER ) && !defined(__clang__) @@ -2670,8 +2740,9 @@ static void stbir_overlapping_memcpy( void * dest, void const * src, size_t byte #error Unknown platform for profiling. -#endif //x64 and +#endif // x64, arm +#endif // STBIR_PROFILE_FUNC #define STBIR_ONLY_PROFILE_GET_SPLIT_INFO ,stbir__per_split_info * split_info #define STBIR_ONLY_PROFILE_SET_SPLIT_INFO ,split_info @@ -2680,7 +2751,7 @@ static void stbir_overlapping_memcpy( void * dest, void const * src, size_t byte #define STBIR_ONLY_PROFILE_BUILD_SET_INFO ,profile_info // super light-weight micro profiler -#define STBIR_PROFILE_START_ll( info, wh ) { stbir_uint64 wh##thiszonetime = STBIR_PROFILE_FUNC(); stbir_uint64 * wh##save_parent_excluded_ptr = info->current_zone_excluded_ptr; stbir_uint64 wh##current_zone_excluded = 0; info->current_zone_excluded_ptr = &wh##current_zone_excluded; +#define STBIR_PROFILE_START_ll( info, wh ) { stbir_uint64 wh##thiszonetime = STBIR_PROFILE_FUNC(); stbir_uint64 * wh##save_parent_excluded_ptr = info->current_zone_excluded_ptr; stbir_uint64 wh##current_zone_excluded = 0; info->current_zone_excluded_ptr = &wh##current_zone_excluded; #define STBIR_PROFILE_END_ll( info, wh ) wh##thiszonetime = STBIR_PROFILE_FUNC() - wh##thiszonetime; info->profile.named.wh += wh##thiszonetime - wh##current_zone_excluded; *wh##save_parent_excluded_ptr += wh##thiszonetime; info->current_zone_excluded_ptr = wh##save_parent_excluded_ptr; } #define STBIR_PROFILE_FIRST_START_ll( info, wh ) { int i; info->current_zone_excluded_ptr = &info->profile.named.total; for(i=0;iprofile.array);i++) info->profile.array[i]=0; } STBIR_PROFILE_START_ll( info, wh ); #define STBIR_PROFILE_CLEAR_EXTRAS_ll( info, num ) { int extra; for(extra=1;extra<(num);extra++) { int i; for(i=0;iprofile.array);i++) (info)[extra].profile.array[i]=0; } } @@ -2710,8 +2781,8 @@ static void stbir_overlapping_memcpy( void * dest, void const * src, size_t byte #define STBIR_PROFILE_FIRST_START( wh ) #define STBIR_PROFILE_CLEAR_EXTRAS( ) -#define STBIR_PROFILE_BUILD_START( wh ) -#define STBIR_PROFILE_BUILD_END( wh ) +#define STBIR_PROFILE_BUILD_START( wh ) +#define STBIR_PROFILE_BUILD_END( wh ) #define STBIR_PROFILE_BUILD_FIRST_START( wh ) #define STBIR_PROFILE_BUILD_CLEAR( info ) @@ -2736,10 +2807,10 @@ static void stbir_overlapping_memcpy( void * dest, void const * src, size_t byte #ifndef STBIR_SIMD -// memcpy that is specically intentionally overlapping (src is smaller then dest, so can be +// memcpy that is specifically intentionally overlapping (src is smaller then dest, so can be // a normal forward copy, bytes is divisible by 4 and bytes is greater than or equal to // the diff between dest and src) -static void stbir_overlapping_memcpy( void * dest, void const * src, size_t bytes ) +static void stbir_overlapping_memcpy( void * dest, void const * src, size_t bytes ) { char STBIR_SIMD_STREAMOUT_PTR (*) sd = (char*) src; char STBIR_SIMD_STREAMOUT_PTR( * ) s_end = ((char*) src) + bytes; @@ -2748,10 +2819,11 @@ static void stbir_overlapping_memcpy( void * dest, void const * src, size_t byte if ( ofs_to_dest >= 8 ) // is the overlap more than 8 away? { char STBIR_SIMD_STREAMOUT_PTR( * ) s_end8 = ((char*) src) + (bytes&~7); + STBIR_NO_UNROLL_LOOP_START do { STBIR_NO_UNROLL(sd); - *(stbir_uint64*)( sd + ofs_to_dest ) = *(stbir_uint64*) sd; + *(stbir_uint64*)( sd + ofs_to_dest ) = *(stbir_uint64*) sd; sd += 8; } while ( sd < s_end8 ); @@ -2759,10 +2831,11 @@ static void stbir_overlapping_memcpy( void * dest, void const * src, size_t byte return; } + STBIR_NO_UNROLL_LOOP_START do { STBIR_NO_UNROLL(sd); - *(int*)( sd + ofs_to_dest ) = *(int*) sd; + *(int*)( sd + ofs_to_dest ) = *(int*) sd; sd += 4; } while ( sd < s_end ); } @@ -2863,13 +2936,6 @@ static float stbir__filter_mitchell(float x, float s, void * user_data) return (0.0f); } -static float stbir__support_zero(float s, void * user_data) -{ - STBIR__UNUSED(s); - STBIR__UNUSED(user_data); - return 0; -} - static float stbir__support_zeropoint5(float s, void * user_data) { STBIR__UNUSED(s); @@ -2884,7 +2950,7 @@ static float stbir__support_one(float s, void * user_data) return 1; } -static float stbir__support_two(float s, void * user_data) +static float stbir__support_two(float s, void * user_data) { STBIR__UNUSED(s); STBIR__UNUSED(user_data); @@ -2903,7 +2969,7 @@ static int stbir__get_filter_pixel_width(stbir__support_callback * support, floa return (int)STBIR_CEILF(support(scale,user_data) * 2.0f / scale); } -// this is how many coefficents per run of the filter (which is different +// this is how many coefficents per run of the filter (which is different // from the filter_pixel_width depending on if we are scattering or gathering) static int stbir__get_coefficient_width(stbir__sampler * samp, int is_gather, void * user_data) { @@ -2924,7 +2990,7 @@ static int stbir__get_coefficient_width(stbir__sampler * samp, int is_gather, vo } } -static int stbir__get_contributors(stbir__sampler * samp, int is_gather) +static int stbir__get_contributors(stbir__sampler * samp, int is_gather) { if (is_gather) return samp->scale_info.output_sub_size; @@ -2954,7 +3020,7 @@ static int stbir__edge_reflect_full( int n, int max ) { if (n < 0) { - if (n > -max) + if (n > -max) return -n; else return max - 1; @@ -3056,7 +3122,7 @@ static void stbir__get_extents( stbir__sampler * samp, stbir__extents * scanline left_margin = -min_n; min_n = 0; } - + right_margin = 0; if ( max_n >= input_full_size ) { @@ -3081,7 +3147,7 @@ static void stbir__get_extents( stbir__sampler * samp, stbir__extents * scanline // don't have to do edge calc for zero clamp if ( edge == STBIR_EDGE_ZERO ) return; - + // convert margin pixels to the pixels within the input (min and max) for( j = -left_margin ; j < 0 ; j++ ) { @@ -3179,20 +3245,21 @@ static void stbir__calculate_in_pixel_range( int * first_pixel, int * last_pixel float out_pixel_influence_lowerbound = out_pixel_center - out_filter_radius; float out_pixel_influence_upperbound = out_pixel_center + out_filter_radius; - float in_pixel_influence_lowerbound = (out_pixel_influence_lowerbound + out_shift) * inv_scale; - float in_pixel_influence_upperbound = (out_pixel_influence_upperbound + out_shift) * inv_scale; + float in_pixel_influence_lowerbound = (out_pixel_influence_lowerbound + out_shift) * inv_scale; + float in_pixel_influence_upperbound = (out_pixel_influence_upperbound + out_shift) * inv_scale; first = (int)(STBIR_FLOORF(in_pixel_influence_lowerbound + 0.5f)); last = (int)(STBIR_FLOORF(in_pixel_influence_upperbound - 0.5f)); + if ( last < first ) last = first; // point sample mode can span a value *right* at 0.5, and cause these to cross if ( edge == STBIR_EDGE_WRAP ) { - if ( first <= -input_size ) - first = -(input_size-1); + if ( first < -input_size ) + first = -input_size; if ( last >= (input_size*2)) last = (input_size*2) - 1; } - + *first_pixel = first; *last_pixel = last; } @@ -3213,12 +3280,17 @@ static void stbir__calculate_coefficients_for_gather_upsample( float out_filter_ int i; int last_non_zero; float out_pixel_center = (float)n + 0.5f; - float in_center_of_out = (out_pixel_center + out_shift) * inv_scale; + float in_center_of_out = (out_pixel_center + out_shift) * inv_scale; int in_first_pixel, in_last_pixel; - + stbir__calculate_in_pixel_range( &in_first_pixel, &in_last_pixel, out_pixel_center, out_filter_radius, inv_scale, out_shift, input_size, edge ); + // make sure we never generate a range larger than our precalculated coeff width + // this only happens in point sample mode, but it's a good safe thing to do anyway + if ( ( in_last_pixel - in_first_pixel + 1 ) > coefficient_width ) + in_last_pixel = in_first_pixel + coefficient_width - 1; + last_non_zero = -1; for (i = 0; i <= in_last_pixel - in_first_pixel; i++) { @@ -3229,7 +3301,7 @@ static void stbir__calculate_coefficients_for_gather_upsample( float out_filter_ if ( ( ( coeff < stbir__small_float ) && ( coeff > -stbir__small_float ) ) ) { if ( i == 0 ) // if we're at the front, just eat zero contributors - { + { STBIR_ASSERT ( ( in_last_pixel - in_first_pixel ) != 0 ); // there should be at least one contrib ++in_first_pixel; i--; @@ -3239,10 +3311,10 @@ static void stbir__calculate_coefficients_for_gather_upsample( float out_filter_ } else last_non_zero = i; - + coefficient_group[i] = coeff; } - + in_last_pixel = last_non_zero+in_first_pixel; // kills trailing zeros contributors->n0 = in_first_pixel; contributors->n1 = in_last_pixel; @@ -3254,19 +3326,22 @@ static void stbir__calculate_coefficients_for_gather_upsample( float out_filter_ } } -static void stbir__insert_coeff( stbir__contributors * contribs, float * coeffs, int new_pixel, float new_coeff ) +static void stbir__insert_coeff( stbir__contributors * contribs, float * coeffs, int new_pixel, float new_coeff, int max_width ) { if ( new_pixel <= contribs->n1 ) // before the end { if ( new_pixel < contribs->n0 ) // before the front? { - int j, o = contribs->n0 - new_pixel; - for ( j = contribs->n1 - contribs->n0 ; j <= 0 ; j-- ) - coeffs[ j + o ] = coeffs[ j ]; - for ( j = 1 ; j < o ; j-- ) - coeffs[ j ] = coeffs[ 0 ]; - coeffs[ 0 ] = new_coeff; - contribs->n0 = new_pixel; + if ( ( contribs->n1 - new_pixel + 1 ) <= max_width ) + { + int j, o = contribs->n0 - new_pixel; + for ( j = contribs->n1 - contribs->n0 ; j <= 0 ; j-- ) + coeffs[ j + o ] = coeffs[ j ]; + for ( j = 1 ; j < o ; j-- ) + coeffs[ j ] = coeffs[ 0 ]; + coeffs[ 0 ] = new_coeff; + contribs->n0 = new_pixel; + } } else { @@ -3275,12 +3350,15 @@ static void stbir__insert_coeff( stbir__contributors * contribs, float * coeffs, } else { - int j, e = new_pixel - contribs->n0; - for( j = ( contribs->n1 - contribs->n0 ) + 1 ; j < e ; j++ ) // clear in-betweens coeffs if there are any - coeffs[j] = 0; + if ( ( new_pixel - contribs->n0 + 1 ) <= max_width ) + { + int j, e = new_pixel - contribs->n0; + for( j = ( contribs->n1 - contribs->n0 ) + 1 ; j < e ; j++ ) // clear in-betweens coeffs if there are any + coeffs[j] = 0; - coeffs[ e ] = new_coeff; - contribs->n1 = new_pixel; + coeffs[ e ] = new_coeff; + contribs->n1 = new_pixel; + } } } @@ -3354,7 +3432,7 @@ static void stbir__calculate_coefficients_for_gather_downsample( int start, int stbir__contributors * contribs = contributors + out; // is this the first time this output pixel has been seen? Init it. - if ( out > first_out_inited ) + if ( out > first_out_inited ) { STBIR_ASSERT( out == ( first_out_inited + 1 ) ); // ensure we have only advanced one at time first_out_inited = out; @@ -3362,7 +3440,7 @@ static void stbir__calculate_coefficients_for_gather_downsample( int start, int contribs->n1 = in_pixel; coeffs[0] = coeff; } - else + else { // insert on end (always in order) if ( coeffs[0] == 0.0f ) // if the first coefficent is zero, then zap it for this coeffs @@ -3379,10 +3457,16 @@ static void stbir__calculate_coefficients_for_gather_downsample( int start, int } } +#ifdef STBIR_RENORMALIZE_IN_FLOAT +#define STBIR_RENORM_TYPE float +#else +#define STBIR_RENORM_TYPE double +#endif + static void stbir__cleanup_gathered_coefficients( stbir_edge edge, stbir__filter_extent_info* filter_info, stbir__scale_info * scale_info, int num_contributors, stbir__contributors* contributors, float * coefficient_group, int coefficient_width ) { int input_size = scale_info->input_full_size; - int input_last_n1 = input_size - 1; + int input_last_n1 = input_size - 1; int n, end; int lowest = 0x7fffffff; int highest = -0x7fffffff; @@ -3400,14 +3484,14 @@ static void stbir__cleanup_gathered_coefficients( stbir_edge edge, stbir__filter for (n = 0; n < end; n++) { int i; - float filter_scale, total_filter = 0; + STBIR_RENORM_TYPE filter_scale, total_filter = 0; int e; // add all contribs e = contribs->n1 - contribs->n0; for( i = 0 ; i <= e ; i++ ) { - total_filter += coeffs[i]; + total_filter += (STBIR_RENORM_TYPE) coeffs[i]; STBIR_ASSERT( ( coeffs[i] >= -2.0f ) && ( coeffs[i] <= 2.0f ) ); // check for wonky weights } @@ -3423,10 +3507,11 @@ static void stbir__cleanup_gathered_coefficients( stbir_edge edge, stbir__filter // if the total isn't 1.0, rescale everything if ( ( total_filter < (1.0f-stbir__small_float) ) || ( total_filter > (1.0f+stbir__small_float) ) ) { - filter_scale = 1.0f / total_filter; + filter_scale = ((STBIR_RENORM_TYPE)1.0) / total_filter; + // scale them all for (i = 0; i <= e; i++) - coeffs[i] *= filter_scale; + coeffs[i] = (float) ( coeffs[i] * filter_scale ); } } ++contribs; @@ -3452,6 +3537,7 @@ static void stbir__cleanup_gathered_coefficients( stbir_edge edge, stbir__filter coeffs = coefficient_group; contribs = contributors; + for (n = 0; n < num_contributors; n++) { int i; @@ -3483,15 +3569,15 @@ static void stbir__cleanup_gathered_coefficients( stbir_edge edge, stbir__filter else if ( ( edge == STBIR_EDGE_CLAMP ) || ( edge == STBIR_EDGE_REFLECT ) ) { // for clamp and reflect, calculate the true inbounds position (based on edge type) and just add that to the existing weight - + // right hand side first if ( contribs->n1 > input_last_n1 ) { int start = contribs->n0; int endi = contribs->n1; - contribs->n1 = input_last_n1; + contribs->n1 = input_last_n1; for( i = input_size; i <= endi; i++ ) - stbir__insert_coeff( contribs, coeffs, stbir__edge_wrap_slow[edge]( i, input_size ), coeffs[i-start] ); + stbir__insert_coeff( contribs, coeffs, stbir__edge_wrap_slow[edge]( i, input_size ), coeffs[i-start], coefficient_width ); } // now check left hand edge @@ -3500,20 +3586,20 @@ static void stbir__cleanup_gathered_coefficients( stbir_edge edge, stbir__filter int save_n0; float save_n0_coeff; float * c = coeffs - ( contribs->n0 + 1 ); - + // reinsert the coeffs with it reflected or clamped (insert accumulates, if the coeffs exist) - for( i = -1 ; i > contribs->n0 ; i-- ) - stbir__insert_coeff( contribs, coeffs, stbir__edge_wrap_slow[edge]( i, input_size ), *c-- ); + for( i = -1 ; i > contribs->n0 ; i-- ) + stbir__insert_coeff( contribs, coeffs, stbir__edge_wrap_slow[edge]( i, input_size ), *c--, coefficient_width ); save_n0 = contribs->n0; save_n0_coeff = c[0]; // save it, since we didn't do the final one (i==n0), because there might be too many coeffs to hold (before we resize)! // now slide all the coeffs down (since we have accumulated them in the positive contribs) and reset the first contrib - contribs->n0 = 0; + contribs->n0 = 0; for(i = 0 ; i <= contribs->n1 ; i++ ) coeffs[i] = coeffs[i-save_n0]; - + // now that we have shrunk down the contribs, we insert the first one safely - stbir__insert_coeff( contribs, coeffs, stbir__edge_wrap_slow[edge]( save_n0, input_size ), save_n0_coeff ); + stbir__insert_coeff( contribs, coeffs, stbir__edge_wrap_slow[edge]( save_n0, input_size ), save_n0_coeff, coefficient_width ); } } @@ -3522,6 +3608,7 @@ static void stbir__cleanup_gathered_coefficients( stbir_edge edge, stbir__filter int diff = contribs->n1 - contribs->n0 + 1; while ( diff && ( coeffs[ diff-1 ] == 0.0f ) ) --diff; + contribs->n1 = contribs->n0 + diff - 1; if ( contribs->n0 <= contribs->n1 ) @@ -3547,7 +3634,9 @@ static void stbir__cleanup_gathered_coefficients( stbir_edge edge, stbir__filter filter_info->widest = widest; } -static int stbir__pack_coefficients( int num_contributors, stbir__contributors* contributors, float * coefficents, int coefficient_width, int widest, int row_width ) +#undef STBIR_RENORM_TYPE + +static int stbir__pack_coefficients( int num_contributors, stbir__contributors* contributors, float * coefficents, int coefficient_width, int widest, int row0, int row1 ) { #define STBIR_MOVE_1( dest, src ) { STBIR_NO_UNROLL(dest); ((stbir_uint32*)(dest))[0] = ((stbir_uint32*)(src))[0]; } #define STBIR_MOVE_2( dest, src ) { STBIR_NO_UNROLL(dest); ((stbir_uint64*)(dest))[0] = ((stbir_uint64*)(src))[0]; } @@ -3556,6 +3645,10 @@ static int stbir__pack_coefficients( int num_contributors, stbir__contributors* #else #define STBIR_MOVE_4( dest, src ) { STBIR_NO_UNROLL(dest); ((stbir_uint64*)(dest))[0] = ((stbir_uint64*)(src))[0]; ((stbir_uint64*)(dest))[1] = ((stbir_uint64*)(src))[1]; } #endif + + int row_end = row1 + 1; + STBIR__UNUSED( row0 ); // only used in an assert + if ( coefficient_width != widest ) { float * pc = coefficents; @@ -3564,6 +3657,7 @@ static int stbir__pack_coefficients( int num_contributors, stbir__contributors* switch( widest ) { case 1: + STBIR_NO_UNROLL_LOOP_START do { STBIR_MOVE_1( pc, coeffs ); ++pc; @@ -3571,6 +3665,7 @@ static int stbir__pack_coefficients( int num_contributors, stbir__contributors* } while ( pc < pc_end ); break; case 2: + STBIR_NO_UNROLL_LOOP_START do { STBIR_MOVE_2( pc, coeffs ); pc += 2; @@ -3578,6 +3673,7 @@ static int stbir__pack_coefficients( int num_contributors, stbir__contributors* } while ( pc < pc_end ); break; case 3: + STBIR_NO_UNROLL_LOOP_START do { STBIR_MOVE_2( pc, coeffs ); STBIR_MOVE_1( pc+2, coeffs+2 ); @@ -3586,6 +3682,7 @@ static int stbir__pack_coefficients( int num_contributors, stbir__contributors* } while ( pc < pc_end ); break; case 4: + STBIR_NO_UNROLL_LOOP_START do { STBIR_MOVE_4( pc, coeffs ); pc += 4; @@ -3593,6 +3690,7 @@ static int stbir__pack_coefficients( int num_contributors, stbir__contributors* } while ( pc < pc_end ); break; case 5: + STBIR_NO_UNROLL_LOOP_START do { STBIR_MOVE_4( pc, coeffs ); STBIR_MOVE_1( pc+4, coeffs+4 ); @@ -3601,6 +3699,7 @@ static int stbir__pack_coefficients( int num_contributors, stbir__contributors* } while ( pc < pc_end ); break; case 6: + STBIR_NO_UNROLL_LOOP_START do { STBIR_MOVE_4( pc, coeffs ); STBIR_MOVE_2( pc+4, coeffs+4 ); @@ -3609,6 +3708,7 @@ static int stbir__pack_coefficients( int num_contributors, stbir__contributors* } while ( pc < pc_end ); break; case 7: + STBIR_NO_UNROLL_LOOP_START do { STBIR_MOVE_4( pc, coeffs ); STBIR_MOVE_2( pc+4, coeffs+4 ); @@ -3618,6 +3718,7 @@ static int stbir__pack_coefficients( int num_contributors, stbir__contributors* } while ( pc < pc_end ); break; case 8: + STBIR_NO_UNROLL_LOOP_START do { STBIR_MOVE_4( pc, coeffs ); STBIR_MOVE_4( pc+4, coeffs+4 ); @@ -3626,6 +3727,7 @@ static int stbir__pack_coefficients( int num_contributors, stbir__contributors* } while ( pc < pc_end ); break; case 9: + STBIR_NO_UNROLL_LOOP_START do { STBIR_MOVE_4( pc, coeffs ); STBIR_MOVE_4( pc+4, coeffs+4 ); @@ -3635,6 +3737,7 @@ static int stbir__pack_coefficients( int num_contributors, stbir__contributors* } while ( pc < pc_end ); break; case 10: + STBIR_NO_UNROLL_LOOP_START do { STBIR_MOVE_4( pc, coeffs ); STBIR_MOVE_4( pc+4, coeffs+4 ); @@ -3644,6 +3747,7 @@ static int stbir__pack_coefficients( int num_contributors, stbir__contributors* } while ( pc < pc_end ); break; case 11: + STBIR_NO_UNROLL_LOOP_START do { STBIR_MOVE_4( pc, coeffs ); STBIR_MOVE_4( pc+4, coeffs+4 ); @@ -3654,6 +3758,7 @@ static int stbir__pack_coefficients( int num_contributors, stbir__contributors* } while ( pc < pc_end ); break; case 12: + STBIR_NO_UNROLL_LOOP_START do { STBIR_MOVE_4( pc, coeffs ); STBIR_MOVE_4( pc+4, coeffs+4 ); @@ -3663,6 +3768,7 @@ static int stbir__pack_coefficients( int num_contributors, stbir__contributors* } while ( pc < pc_end ); break; default: + STBIR_NO_UNROLL_LOOP_START do { float * copy_end = pc + widest - 4; float * c = coeffs; @@ -3673,6 +3779,7 @@ static int stbir__pack_coefficients( int num_contributors, stbir__contributors* c += 4; } while ( pc <= copy_end ); copy_end += 4; + STBIR_NO_UNROLL_LOOP_START while ( pc < copy_end ) { STBIR_MOVE_1( pc, c ); @@ -3688,7 +3795,7 @@ static int stbir__pack_coefficients( int num_contributors, stbir__contributors* coefficents[ widest * num_contributors ] = 8888.0f; // the minimum we might read for unrolled filters widths is 12. So, we need to - // make sure we never read outside the decode buffer, by possibly moving + // make sure we never read outside the decode buffer, by possibly moving // the sample area back into the scanline, and putting zeros weights first. // we start on the right edge and check until we're well past the possible // clip area (2*widest). @@ -3697,13 +3804,13 @@ static int stbir__pack_coefficients( int num_contributors, stbir__contributors* float * coeffs = coefficents + widest * ( num_contributors - 1 ); // go until no chance of clipping (this is usually less than 8 lops) - while ( ( ( contribs->n0 + widest*2 ) >= row_width ) && ( contribs >= contributors ) ) + while ( ( contribs >= contributors ) && ( ( contribs->n0 + widest*2 ) >= row_end ) ) { // might we clip?? - if ( ( contribs->n0 + widest ) > row_width ) + if ( ( contribs->n0 + widest ) > row_end ) { int stop_range = widest; - + // if range is larger than 12, it will be handled by generic loops that can terminate on the exact length // of this contrib n1, instead of a fixed widest amount - so calculate this if ( widest > 12 ) @@ -3712,22 +3819,22 @@ static int stbir__pack_coefficients( int num_contributors, stbir__contributors* // how far will be read in the n_coeff loop (which depends on the widest count mod4); mod = widest & 3; - stop_range = ( ( ( contribs->n1 - contribs->n0 + 1 ) - mod + 3 ) & ~3 ) + mod; + stop_range = ( ( ( contribs->n1 - contribs->n0 + 1 ) - mod + 3 ) & ~3 ) + mod; // the n_coeff loops do a minimum amount of coeffs, so factor that in! if ( stop_range < ( 8 + mod ) ) stop_range = 8 + mod; } // now see if we still clip with the refined range - if ( ( contribs->n0 + stop_range ) > row_width ) + if ( ( contribs->n0 + stop_range ) > row_end ) { - int new_n0 = row_width - stop_range; + int new_n0 = row_end - stop_range; int num = contribs->n1 - contribs->n0 + 1; int backup = contribs->n0 - new_n0; float * from_co = coeffs + num - 1; float * to_co = from_co + backup; - STBIR_ASSERT( ( new_n0 >= 0 ) && ( new_n0 < contribs->n0 ) ); + STBIR_ASSERT( ( new_n0 >= row0 ) && ( new_n0 < contribs->n0 ) ); // move the coeffs over while( num ) @@ -3746,7 +3853,7 @@ static int stbir__pack_coefficients( int num_contributors, stbir__contributors* // how far will be read in the n_coeff loop (which depends on the widest count mod4); mod = widest & 3; - stop_range = ( ( ( contribs->n1 - contribs->n0 + 1 ) - mod + 3 ) & ~3 ) + mod; + stop_range = ( ( ( contribs->n1 - contribs->n0 + 1 ) - mod + 3 ) & ~3 ) + mod; // the n_coeff loops do a minimum amount of coeffs, so factor that in! if ( stop_range < ( 8 + mod ) ) stop_range = 8 + mod; @@ -3774,7 +3881,7 @@ static void stbir__calculate_filters( stbir__sampler * samp, stbir__sampler * ot int input_full_size = samp->scale_info.input_full_size; int gather_num_contributors = samp->num_contributors; stbir__contributors* gather_contributors = samp->contributors; - float * gather_coeffs = samp->coefficients; + float * gather_coeffs = samp->coefficients; int gather_coefficient_width = samp->coefficient_width; switch ( samp->is_gather ) @@ -3792,16 +3899,16 @@ static void stbir__calculate_filters( stbir__sampler * samp, stbir__sampler * ot break; case 0: // scatter downsample (only on vertical) - case 2: // gather downsample + case 2: // gather downsample { float in_pixels_radius = support(scale,user_data) * inv_scale; int filter_pixel_margin = samp->filter_pixel_margin; int input_end = input_full_size + filter_pixel_margin; - + // if this is a scatter, we do a downsample gather to get the coeffs, and then pivot after if ( !samp->is_gather ) { - // check if we are using the same gather downsample on the horizontal as this vertical, + // check if we are using the same gather downsample on the horizontal as this vertical, // if so, then we don't have to generate them, we can just pivot from the horizontal. if ( other_axis_for_pivot ) { @@ -3846,30 +3953,37 @@ static void stbir__calculate_filters( stbir__sampler * samp, stbir__sampler * ot float * scatter_coeffs = samp->coefficients + ( gn0 + filter_pixel_margin ) * scatter_coefficient_width; float * g_coeffs = gather_coeffs; scatter_contributors = samp->contributors + ( gn0 + filter_pixel_margin ); - + for (k = gn0 ; k <= gn1 ; k++ ) { float gc = *g_coeffs++; - if ( ( k > highest_set ) || ( scatter_contributors->n0 > scatter_contributors->n1 ) ) + + // skip zero and denormals - must skip zeros to avoid adding coeffs beyond scatter_coefficient_width + // (which happens when pivoting from horizontal, which might have dummy zeros) + if ( ( ( gc >= stbir__small_float ) || ( gc <= -stbir__small_float ) ) ) { + if ( ( k > highest_set ) || ( scatter_contributors->n0 > scatter_contributors->n1 ) ) { - // if we are skipping over several contributors, we need to clear the skipped ones - stbir__contributors * clear_contributors = samp->contributors + ( highest_set + filter_pixel_margin + 1); - while ( clear_contributors < scatter_contributors ) { - clear_contributors->n0 = 0; - clear_contributors->n1 = -1; - ++clear_contributors; + // if we are skipping over several contributors, we need to clear the skipped ones + stbir__contributors * clear_contributors = samp->contributors + ( highest_set + filter_pixel_margin + 1); + while ( clear_contributors < scatter_contributors ) + { + clear_contributors->n0 = 0; + clear_contributors->n1 = -1; + ++clear_contributors; + } } + scatter_contributors->n0 = n; + scatter_contributors->n1 = n; + scatter_coeffs[0] = gc; + highest_set = k; } - scatter_contributors->n0 = n; - scatter_contributors->n1 = n; - scatter_coeffs[0] = gc; - highest_set = k; - } - else - { - stbir__insert_coeff( scatter_contributors, scatter_coeffs, n, gc ); + else + { + stbir__insert_coeff( scatter_contributors, scatter_coeffs, n, gc, scatter_coefficient_width ); + } + STBIR_ASSERT( ( scatter_contributors->n1 - scatter_contributors->n0 + 1 ) <= scatter_coefficient_width ); } ++scatter_contributors; scatter_coeffs += scatter_coefficient_width; @@ -3908,11 +4022,11 @@ static void stbir__calculate_filters( stbir__sampler * samp, stbir__sampler * ot #define stbir__decode_suffix BGRA #define stbir__decode_swizzle -#define stbir__decode_order0 2 +#define stbir__decode_order0 2 #define stbir__decode_order1 1 #define stbir__decode_order2 0 #define stbir__decode_order3 3 -#define stbir__encode_order0 2 +#define stbir__encode_order0 2 #define stbir__encode_order1 1 #define stbir__encode_order2 0 #define stbir__encode_order3 3 @@ -3922,11 +4036,11 @@ static void stbir__calculate_filters( stbir__sampler * samp, stbir__sampler * ot #define stbir__decode_suffix ARGB #define stbir__decode_swizzle -#define stbir__decode_order0 1 +#define stbir__decode_order0 1 #define stbir__decode_order1 2 #define stbir__decode_order2 3 #define stbir__decode_order3 0 -#define stbir__encode_order0 3 +#define stbir__encode_order0 3 #define stbir__encode_order1 0 #define stbir__encode_order2 1 #define stbir__encode_order3 2 @@ -3936,11 +4050,11 @@ static void stbir__calculate_filters( stbir__sampler * samp, stbir__sampler * ot #define stbir__decode_suffix ABGR #define stbir__decode_swizzle -#define stbir__decode_order0 3 +#define stbir__decode_order0 3 #define stbir__decode_order1 2 #define stbir__decode_order2 1 #define stbir__decode_order3 0 -#define stbir__encode_order0 3 +#define stbir__encode_order0 3 #define stbir__encode_order1 2 #define stbir__encode_order2 1 #define stbir__encode_order3 0 @@ -3950,12 +4064,12 @@ static void stbir__calculate_filters( stbir__sampler * samp, stbir__sampler * ot #define stbir__decode_suffix AR #define stbir__decode_swizzle -#define stbir__decode_order0 1 -#define stbir__decode_order1 0 +#define stbir__decode_order0 1 +#define stbir__decode_order1 0 #define stbir__decode_order2 3 #define stbir__decode_order3 2 -#define stbir__encode_order0 1 -#define stbir__encode_order1 0 +#define stbir__encode_order0 1 +#define stbir__encode_order1 0 #define stbir__encode_order2 3 #define stbir__encode_order3 2 #define stbir__coder_min_num 2 @@ -3973,9 +4087,10 @@ static void stbir__fancy_alpha_weight_4ch( float * out_buffer, int width_times_c // fancy alpha is stored internally as R G B A Rpm Gpm Bpm #ifdef STBIR_SIMD - + #ifdef STBIR_SIMD8 decode += 16; + STBIR_NO_UNROLL_LOOP_START while ( decode <= end_decode ) { stbir__simdf8 d0,d1,a0,a1,p0,p1; @@ -3998,8 +4113,9 @@ static void stbir__fancy_alpha_weight_4ch( float * out_buffer, int width_times_c out += 28; } decode -= 16; - #else + #else decode += 8; + STBIR_NO_UNROLL_LOOP_START while ( decode <= end_decode ) { stbir__simdf d0,a0,d1,a1,p0,p1; @@ -4022,12 +4138,14 @@ static void stbir__fancy_alpha_weight_4ch( float * out_buffer, int width_times_c // might be one last odd pixel #ifdef STBIR_SIMD8 + STBIR_NO_UNROLL_LOOP_START while ( decode < end_decode ) #else if ( decode < end_decode ) #endif { stbir__simdf d,a,p; + STBIR_NO_UNROLL(decode); stbir__simdf_load( d, decode ); stbir__simdf_0123to3333( a, d ); stbir__simdf_mult( p, a, d ); @@ -4069,6 +4187,7 @@ static void stbir__fancy_alpha_weight_2ch( float * out_buffer, int width_times_c decode += 8; if ( decode <= end_decode ) { + STBIR_NO_UNROLL_LOOP_START do { #ifdef STBIR_SIMD8 stbir__simdf8 d0,a0,p0; @@ -4077,11 +4196,11 @@ static void stbir__fancy_alpha_weight_2ch( float * out_buffer, int width_times_c stbir__simdf8_0123to11331133( p0, d0 ); stbir__simdf8_0123to00220022( a0, d0 ); stbir__simdf8_mult( p0, p0, a0 ); - + stbir__simdf_store2( out, stbir__if_simdf8_cast_to_simdf4( d0 ) ); stbir__simdf_store( out+2, stbir__if_simdf8_cast_to_simdf4( p0 ) ); stbir__simdf_store2h( out+3, stbir__if_simdf8_cast_to_simdf4( d0 ) ); - + stbir__simdf_store2( out+6, stbir__simdf8_gettop4( d0 ) ); stbir__simdf_store( out+8, stbir__simdf8_gettop4( p0 ) ); stbir__simdf_store2h( out+9, stbir__simdf8_gettop4( d0 ) ); @@ -4112,6 +4231,7 @@ static void stbir__fancy_alpha_weight_2ch( float * out_buffer, int width_times_c decode -= 8; #endif + STBIR_SIMD_NO_UNROLL_LOOP_START while( decode < end_decode ) { float x = decode[0], y = decode[1]; @@ -4132,6 +4252,7 @@ static void stbir__fancy_alpha_unweight_4ch( float * encode_buffer, int width_ti // fancy RGBA is stored internally as R G B A Rpm Gpm Bpm + STBIR_SIMD_NO_UNROLL_LOOP_START do { float alpha = input[3]; #ifdef STBIR_SIMD @@ -4199,6 +4320,7 @@ static void stbir__simple_alpha_weight_4ch( float * decode_buffer, int width_tim #ifdef STBIR_SIMD { decode += 2 * stbir__simdfX_float_count; + STBIR_NO_UNROLL_LOOP_START while ( decode <= end_decode ) { stbir__simdfX d0,a0,d1,a1; @@ -4217,6 +4339,7 @@ static void stbir__simple_alpha_weight_4ch( float * decode_buffer, int width_tim // few last pixels remnants #ifdef STBIR_SIMD8 + STBIR_NO_UNROLL_LOOP_START while ( decode < end_decode ) #else if ( decode < end_decode ) @@ -4252,6 +4375,7 @@ static void stbir__simple_alpha_weight_2ch( float * decode_buffer, int width_tim #ifdef STBIR_SIMD decode += 2 * stbir__simdfX_float_count; + STBIR_NO_UNROLL_LOOP_START while ( decode <= end_decode ) { stbir__simdfX d0,a0,d1,a1; @@ -4269,6 +4393,7 @@ static void stbir__simple_alpha_weight_2ch( float * decode_buffer, int width_tim decode -= 2 * stbir__simdfX_float_count; #endif + STBIR_SIMD_NO_UNROLL_LOOP_START while( decode < end_decode ) { float alpha = decode[1]; @@ -4283,6 +4408,7 @@ static void stbir__simple_alpha_unweight_4ch( float * encode_buffer, int width_t float STBIR_SIMD_STREAMOUT_PTR(*) encode = encode_buffer; float const * end_output = encode_buffer + width_times_channels; + STBIR_SIMD_NO_UNROLL_LOOP_START do { float alpha = encode[3]; @@ -4330,9 +4456,77 @@ static void stbir__simple_flip_3ch( float * decode_buffer, int width_times_chann float STBIR_STREAMOUT_PTR(*) decode = decode_buffer; float const * end_decode = decode_buffer + width_times_channels; - decode += 12; +#ifdef STBIR_SIMD + #ifdef stbir__simdf_swiz2 // do we have two argument swizzles? + end_decode -= 12; + STBIR_NO_UNROLL_LOOP_START + while( decode <= end_decode ) + { + // on arm64 8 instructions, no overlapping stores + stbir__simdf a,b,c,na,nb; + STBIR_SIMD_NO_UNROLL(decode); + stbir__simdf_load( a, decode ); + stbir__simdf_load( b, decode+4 ); + stbir__simdf_load( c, decode+8 ); + + na = stbir__simdf_swiz2( a, b, 2, 1, 0, 5 ); + b = stbir__simdf_swiz2( a, b, 4, 3, 6, 7 ); + nb = stbir__simdf_swiz2( b, c, 0, 1, 4, 3 ); + c = stbir__simdf_swiz2( b, c, 2, 7, 6, 5 ); + + stbir__simdf_store( decode, na ); + stbir__simdf_store( decode+4, nb ); + stbir__simdf_store( decode+8, c ); + decode += 12; + } + end_decode += 12; + #else + end_decode -= 24; + STBIR_NO_UNROLL_LOOP_START + while( decode <= end_decode ) + { + // 26 instructions on x64 + stbir__simdf a,b,c,d,e,f,g; + float i21, i23; + STBIR_SIMD_NO_UNROLL(decode); + stbir__simdf_load( a, decode ); + stbir__simdf_load( b, decode+3 ); + stbir__simdf_load( c, decode+6 ); + stbir__simdf_load( d, decode+9 ); + stbir__simdf_load( e, decode+12 ); + stbir__simdf_load( f, decode+15 ); + stbir__simdf_load( g, decode+18 ); + + a = stbir__simdf_swiz( a, 2, 1, 0, 3 ); + b = stbir__simdf_swiz( b, 2, 1, 0, 3 ); + c = stbir__simdf_swiz( c, 2, 1, 0, 3 ); + d = stbir__simdf_swiz( d, 2, 1, 0, 3 ); + e = stbir__simdf_swiz( e, 2, 1, 0, 3 ); + f = stbir__simdf_swiz( f, 2, 1, 0, 3 ); + g = stbir__simdf_swiz( g, 2, 1, 0, 3 ); + + // stores overlap, need to be in order, + stbir__simdf_store( decode, a ); + i21 = decode[21]; + stbir__simdf_store( decode+3, b ); + i23 = decode[23]; + stbir__simdf_store( decode+6, c ); + stbir__simdf_store( decode+9, d ); + stbir__simdf_store( decode+12, e ); + stbir__simdf_store( decode+15, f ); + stbir__simdf_store( decode+18, g ); + decode[21] = i23; + decode[23] = i21; + decode += 24; + } + end_decode += 24; + #endif +#else + end_decode -= 12; + STBIR_NO_UNROLL_LOOP_START while( decode <= end_decode ) { + // 16 instructions float t0,t1,t2,t3; STBIR_NO_UNROLL(decode); t0 = decode[0]; t1 = decode[3]; t2 = decode[6]; t3 = decode[9]; @@ -4340,8 +4534,10 @@ static void stbir__simple_flip_3ch( float * decode_buffer, int width_times_chann decode[2] = t0; decode[5] = t1; decode[8] = t2; decode[11] = t3; decode += 12; } - decode -= 12; + end_decode += 12; +#endif + STBIR_NO_UNROLL_LOOP_START while( decode < end_decode ) { float t = decode[0]; @@ -4362,14 +4558,14 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float stbir_edge edge_horizontal = stbir_info->horizontal.edge; stbir_edge edge_vertical = stbir_info->vertical.edge; int row = stbir__edge_wrap(edge_vertical, n, stbir_info->vertical.scale_info.input_full_size); - const void* input_plane_data = ( (char *) stbir_info->input_data ) + (ptrdiff_t)row * (ptrdiff_t) stbir_info->input_stride_bytes; + const void* input_plane_data = ( (char *) stbir_info->input_data ) + (size_t)row * (size_t) stbir_info->input_stride_bytes; stbir__span const * spans = stbir_info->scanline_extents.spans; float* full_decode_buffer = output_buffer - stbir_info->scanline_extents.conservative.n0 * effective_channels; // if we are on edge_zero, and we get in here with an out of bounds n, then the calculate filters has failed STBIR_ASSERT( !(edge_vertical == STBIR_EDGE_ZERO && (n < 0 || n >= stbir_info->vertical.scale_info.input_full_size)) ); - do + do { float * decode_buffer; void const * input_data; @@ -4377,7 +4573,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float int width_times_channels; int width; - if ( spans->n1 < spans->n0 ) + if ( spans->n1 < spans->n0 ) break; width = spans->n1 + 1 - spans->n0; @@ -4394,7 +4590,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float // call the callback with a temp buffer (that they can choose to use or not). the temp is just right aligned memory in the decode_buffer itself input_data = stbir_info->in_pixels_cb( ( (char*) end_decode ) - ( width * input_sample_in_bytes ), input_plane_data, width, spans->pixel_offset_for_input, row, stbir_info->user_data ); } - + STBIR_PROFILE_START( decode ); // convert the pixels info the float decode_buffer, (we index from end_decode, so that when channelsdecode_pixels( (float*)end_decode - width_times_channels, width_times_channels, input_data ); @@ -4418,7 +4614,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float // this code only runs if we're in edge_wrap, and we're doing the entire scanline int e, start_x[2]; int input_full_size = stbir_info->horizontal.scale_info.input_full_size; - + start_x[0] = -stbir_info->scanline_extents.edge_sizes[0]; // left edge start x start_x[1] = input_full_size; // right edge @@ -4447,7 +4643,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float stbir__simdf tot,c; \ STBIR_SIMD_NO_UNROLL(decode); \ stbir__simdf_load1( c, hc ); \ - stbir__simdf_mult1_mem( tot, c, decode ); + stbir__simdf_mult1_mem( tot, c, decode ); #define stbir__2_coeff_only() \ stbir__simdf tot,c,d; \ @@ -4456,7 +4652,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float stbir__simdf_load2( d, decode ); \ stbir__simdf_mult( tot, c, d ); \ stbir__simdf_0123to1230( c, tot ); \ - stbir__simdf_add1( tot, tot, c ); + stbir__simdf_add1( tot, tot, c ); #define stbir__3_coeff_only() \ stbir__simdf tot,c,t; \ @@ -4466,7 +4662,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float stbir__simdf_0123to1230( c, tot ); \ stbir__simdf_0123to2301( t, tot ); \ stbir__simdf_add1( tot, tot, c ); \ - stbir__simdf_add1( tot, tot, t ); + stbir__simdf_add1( tot, tot, t ); #define stbir__store_output_tiny() \ stbir__simdf_store1( output, tot ); \ @@ -4483,7 +4679,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float #define stbir__4_coeff_continue_from_4( ofs ) \ STBIR_SIMD_NO_UNROLL(decode); \ stbir__simdf_load( c, hc + (ofs) ); \ - stbir__simdf_madd_mem( tot, tot, c, decode+(ofs) ); + stbir__simdf_madd_mem( tot, tot, c, decode+(ofs) ); #define stbir__1_coeff_remnant( ofs ) \ { stbir__simdf d; \ @@ -4495,7 +4691,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float { stbir__simdf d; \ stbir__simdf_load2z( c, hc+(ofs) ); \ stbir__simdf_load2( d, decode+(ofs) ); \ - stbir__simdf_madd( tot, tot, d, c ); } + stbir__simdf_madd( tot, tot, d, c ); } #define stbir__3_coeff_setup() \ stbir__simdf mask; \ @@ -4520,18 +4716,18 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float #define stbir__1_coeff_only() \ float tot; \ - tot = decode[0]*hc[0]; + tot = decode[0]*hc[0]; #define stbir__2_coeff_only() \ float tot; \ tot = decode[0] * hc[0]; \ - tot += decode[1] * hc[1]; + tot += decode[1] * hc[1]; #define stbir__3_coeff_only() \ float tot; \ tot = decode[0] * hc[0]; \ tot += decode[1] * hc[1]; \ - tot += decode[2] * hc[2]; + tot += decode[2] * hc[2]; #define stbir__store_output_tiny() \ output[0] = tot; \ @@ -4544,16 +4740,16 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float tot0 = decode[0] * hc[0]; \ tot1 = decode[1] * hc[1]; \ tot2 = decode[2] * hc[2]; \ - tot3 = decode[3] * hc[3]; + tot3 = decode[3] * hc[3]; #define stbir__4_coeff_continue_from_4( ofs ) \ tot0 += decode[0+(ofs)] * hc[0+(ofs)]; \ tot1 += decode[1+(ofs)] * hc[1+(ofs)]; \ tot2 += decode[2+(ofs)] * hc[2+(ofs)]; \ - tot3 += decode[3+(ofs)] * hc[3+(ofs)]; + tot3 += decode[3+(ofs)] * hc[3+(ofs)]; #define stbir__1_coeff_remnant( ofs ) \ - tot0 += decode[0+(ofs)] * hc[0+(ofs)]; + tot0 += decode[0+(ofs)] * hc[0+(ofs)]; #define stbir__2_coeff_remnant( ofs ) \ tot0 += decode[0+(ofs)] * hc[0+(ofs)]; \ @@ -4562,7 +4758,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float #define stbir__3_coeff_remnant( ofs ) \ tot0 += decode[0+(ofs)] * hc[0+(ofs)]; \ tot1 += decode[1+(ofs)] * hc[1+(ofs)]; \ - tot2 += decode[2+(ofs)] * hc[2+(ofs)]; + tot2 += decode[2+(ofs)] * hc[2+(ofs)]; #define stbir__store_output() \ output[0] = (tot0+tot2)+(tot1+tot3); \ @@ -4570,7 +4766,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float ++horizontal_contributors; \ output += 1; -#endif +#endif #define STBIR__horizontal_channels 1 #define STB_IMAGE_RESIZE_DO_HORIZONTALS @@ -4588,14 +4784,14 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float stbir__simdf_load1z( c, hc ); \ stbir__simdf_0123to0011( c, c ); \ stbir__simdf_load2( d, decode ); \ - stbir__simdf_mult( tot, d, c ); + stbir__simdf_mult( tot, d, c ); #define stbir__2_coeff_only() \ stbir__simdf tot,c; \ STBIR_SIMD_NO_UNROLL(decode); \ stbir__simdf_load2( c, hc ); \ stbir__simdf_0123to0011( c, c ); \ - stbir__simdf_mult_mem( tot, c, decode ); + stbir__simdf_mult_mem( tot, c, decode ); #define stbir__3_coeff_only() \ stbir__simdf tot,c,cs,d; \ @@ -4605,7 +4801,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float stbir__simdf_mult_mem( tot, c, decode ); \ stbir__simdf_0123to2222( c, cs ); \ stbir__simdf_load2z( d, decode+4 ); \ - stbir__simdf_madd( tot, tot, d, c ); + stbir__simdf_madd( tot, tot, d, c ); #define stbir__store_output_tiny() \ stbir__simdf_0123to2301( c, tot ); \ @@ -4628,15 +4824,16 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float STBIR_SIMD_NO_UNROLL(decode); \ stbir__simdf8_load4b( cs, hc + (ofs) ); \ stbir__simdf8_0123to00112233( c, cs ); \ - stbir__simdf8_madd_mem( tot0, tot0, c, decode+(ofs)*2 ); + stbir__simdf8_madd_mem( tot0, tot0, c, decode+(ofs)*2 ); #define stbir__1_coeff_remnant( ofs ) \ - { stbir__simdf t; \ + { stbir__simdf t,d; \ stbir__simdf_load1z( t, hc + (ofs) ); \ + stbir__simdf_load2( d, decode + (ofs) * 2 ); \ stbir__simdf_0123to0011( t, t ); \ - stbir__simdf_mult_mem( t, t, decode+(ofs)*2 ); \ + stbir__simdf_mult( t, t, d ); \ stbir__simdf8_add4( tot0, tot0, t ); } - + #define stbir__2_coeff_remnant( ofs ) \ { stbir__simdf t; \ stbir__simdf_load2( t, hc + (ofs) ); \ @@ -4649,13 +4846,13 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float stbir__simdf8_load4b( cs, hc + (ofs) ); \ stbir__simdf8_0123to00112233( c, cs ); \ stbir__simdf8_load6z( d, decode+(ofs)*2 ); \ - stbir__simdf8_madd( tot0, tot0, c, d ); } + stbir__simdf8_madd( tot0, tot0, c, d ); } #define stbir__store_output() \ - { stbir__simdf t,c; \ + { stbir__simdf t,d; \ stbir__simdf8_add4halves( t, stbir__if_simdf8_cast_to_simdf4(tot0), tot0 ); \ - stbir__simdf_0123to2301( c, t ); \ - stbir__simdf_add( t, t, c ); \ + stbir__simdf_0123to2301( d, t ); \ + stbir__simdf_add( t, t, d ); \ stbir__simdf_store2( output, t ); \ horizontal_coefficients += coefficient_width; \ ++horizontal_contributors; \ @@ -4670,7 +4867,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float stbir__simdf_0123to0011( c, cs ); \ stbir__simdf_mult_mem( tot0, c, decode ); \ stbir__simdf_0123to2233( c, cs ); \ - stbir__simdf_mult_mem( tot1, c, decode+4 ); + stbir__simdf_mult_mem( tot1, c, decode+4 ); #define stbir__4_coeff_continue_from_4( ofs ) \ STBIR_SIMD_NO_UNROLL(decode); \ @@ -4678,7 +4875,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float stbir__simdf_0123to0011( c, cs ); \ stbir__simdf_madd_mem( tot0, tot0, c, decode+(ofs)*2 ); \ stbir__simdf_0123to2233( c, cs ); \ - stbir__simdf_madd_mem( tot1, tot1, c, decode+(ofs)*2+4 ); + stbir__simdf_madd_mem( tot1, tot1, c, decode+(ofs)*2+4 ); #define stbir__1_coeff_remnant( ofs ) \ { stbir__simdf d; \ @@ -4690,7 +4887,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float #define stbir__2_coeff_remnant( ofs ) \ stbir__simdf_load2( cs, hc + (ofs) ); \ stbir__simdf_0123to0011( c, cs ); \ - stbir__simdf_madd_mem( tot0, tot0, c, decode+(ofs)*2 ); + stbir__simdf_madd_mem( tot0, tot0, c, decode+(ofs)*2 ); #define stbir__3_coeff_remnant( ofs ) \ { stbir__simdf d; \ @@ -4699,7 +4896,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float stbir__simdf_madd_mem( tot0, tot0, c, decode+(ofs)*2 ); \ stbir__simdf_0123to2222( c, cs ); \ stbir__simdf_load2z( d, decode + (ofs) * 2 + 4 ); \ - stbir__simdf_madd( tot1, tot1, d, c ); } + stbir__simdf_madd( tot1, tot1, d, c ); } #define stbir__store_output() \ stbir__simdf_add( tot0, tot0, tot1 ); \ @@ -4718,7 +4915,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float float tota,totb,c; \ c = hc[0]; \ tota = decode[0]*c; \ - totb = decode[1]*c; + totb = decode[1]*c; #define stbir__2_coeff_only() \ float tota,totb,c; \ @@ -4727,7 +4924,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float totb = decode[1]*c; \ c = hc[1]; \ tota += decode[2]*c; \ - totb += decode[3]*c; + totb += decode[3]*c; // this weird order of add matches the simd #define stbir__3_coeff_only() \ @@ -4740,7 +4937,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float totb += decode[5]*c; \ c = hc[1]; \ tota += decode[2]*c; \ - totb += decode[3]*c; + totb += decode[3]*c; #define stbir__store_output_tiny() \ output[0] = tota; \ @@ -4762,7 +4959,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float totb2 = decode[5]*c; \ c = hc[3]; \ tota3 = decode[6]*c; \ - totb3 = decode[7]*c; + totb3 = decode[7]*c; #define stbir__4_coeff_continue_from_4( ofs ) \ c = hc[0+(ofs)]; \ @@ -4776,12 +4973,12 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float totb2 += decode[5+(ofs)*2]*c; \ c = hc[3+(ofs)]; \ tota3 += decode[6+(ofs)*2]*c; \ - totb3 += decode[7+(ofs)*2]*c; + totb3 += decode[7+(ofs)*2]*c; #define stbir__1_coeff_remnant( ofs ) \ c = hc[0+(ofs)]; \ tota0 += decode[0+(ofs)*2] * c; \ - totb0 += decode[1+(ofs)*2] * c; + totb0 += decode[1+(ofs)*2] * c; #define stbir__2_coeff_remnant( ofs ) \ c = hc[0+(ofs)]; \ @@ -4789,7 +4986,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float totb0 += decode[1+(ofs)*2] * c; \ c = hc[1+(ofs)]; \ tota1 += decode[2+(ofs)*2] * c; \ - totb1 += decode[3+(ofs)*2] * c; + totb1 += decode[3+(ofs)*2] * c; #define stbir__3_coeff_remnant( ofs ) \ c = hc[0+(ofs)]; \ @@ -4800,7 +4997,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float totb1 += decode[3+(ofs)*2] * c; \ c = hc[2+(ofs)]; \ tota2 += decode[4+(ofs)*2] * c; \ - totb2 += decode[5+(ofs)*2] * c; + totb2 += decode[5+(ofs)*2] * c; #define stbir__store_output() \ output[0] = (tota0+tota2)+(tota1+tota3); \ @@ -4809,7 +5006,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float ++horizontal_contributors; \ output += 2; -#endif +#endif #define STBIR__horizontal_channels 2 #define STB_IMAGE_RESIZE_DO_HORIZONTALS @@ -4827,7 +5024,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float stbir__simdf_load1z( c, hc ); \ stbir__simdf_0123to0001( c, c ); \ stbir__simdf_load( d, decode ); \ - stbir__simdf_mult( tot, d, c ); + stbir__simdf_mult( tot, d, c ); #define stbir__2_coeff_only() \ stbir__simdf tot,c,cs,d; \ @@ -4838,7 +5035,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float stbir__simdf_mult( tot, d, c ); \ stbir__simdf_0123to1111( c, cs ); \ stbir__simdf_load( d, decode+3 ); \ - stbir__simdf_madd( tot, tot, d, c ); + stbir__simdf_madd( tot, tot, d, c ); #define stbir__3_coeff_only() \ stbir__simdf tot,c,d,cs; \ @@ -4852,7 +5049,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float stbir__simdf_madd( tot, tot, d, c ); \ stbir__simdf_0123to2222( c, cs ); \ stbir__simdf_load( d, decode+6 ); \ - stbir__simdf_madd( tot, tot, d, c ); + stbir__simdf_madd( tot, tot, d, c ); #define stbir__store_output_tiny() \ stbir__simdf_store2( output, tot ); \ @@ -4872,7 +5069,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float stbir__simdf8_0123to00001111( c, cs ); \ stbir__simdf8_mult_mem( tot0, c, decode - 1 ); \ stbir__simdf8_0123to22223333( c, cs ); \ - stbir__simdf8_mult_mem( tot1, c, decode+6 - 1 ); + stbir__simdf8_mult_mem( tot1, c, decode+6 - 1 ); #define stbir__4_coeff_continue_from_4( ofs ) \ STBIR_SIMD_NO_UNROLL(decode); \ @@ -4880,26 +5077,26 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float stbir__simdf8_0123to00001111( c, cs ); \ stbir__simdf8_madd_mem( tot0, tot0, c, decode+(ofs)*3 - 1 ); \ stbir__simdf8_0123to22223333( c, cs ); \ - stbir__simdf8_madd_mem( tot1, tot1, c, decode+(ofs)*3 + 6 - 1 ); + stbir__simdf8_madd_mem( tot1, tot1, c, decode+(ofs)*3 + 6 - 1 ); #define stbir__1_coeff_remnant( ofs ) \ STBIR_SIMD_NO_UNROLL(decode); \ stbir__simdf_load1rep4( t, hc + (ofs) ); \ - stbir__simdf8_madd_mem4( tot0, tot0, t, decode+(ofs)*3 - 1 ); + stbir__simdf8_madd_mem4( tot0, tot0, t, decode+(ofs)*3 - 1 ); #define stbir__2_coeff_remnant( ofs ) \ STBIR_SIMD_NO_UNROLL(decode); \ stbir__simdf8_load4b( cs, hc + (ofs) - 2 ); \ stbir__simdf8_0123to22223333( c, cs ); \ - stbir__simdf8_madd_mem( tot0, tot0, c, decode+(ofs)*3 - 1 ); - + stbir__simdf8_madd_mem( tot0, tot0, c, decode+(ofs)*3 - 1 ); + #define stbir__3_coeff_remnant( ofs ) \ STBIR_SIMD_NO_UNROLL(decode); \ stbir__simdf8_load4b( cs, hc + (ofs) ); \ stbir__simdf8_0123to00001111( c, cs ); \ stbir__simdf8_madd_mem( tot0, tot0, c, decode+(ofs)*3 - 1 ); \ stbir__simdf8_0123to2222( t, cs ); \ - stbir__simdf8_madd_mem4( tot1, tot1, t, decode+(ofs)*3 + 6 - 1 ); + stbir__simdf8_madd_mem4( tot1, tot1, t, decode+(ofs)*3 + 6 - 1 ); #define stbir__store_output() \ stbir__simdf8_add( tot0, tot0, tot1 ); \ @@ -4930,7 +5127,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float stbir__simdf_0123to1122( c, cs ); \ stbir__simdf_mult_mem( tot1, c, decode+4 ); \ stbir__simdf_0123to2333( c, cs ); \ - stbir__simdf_mult_mem( tot2, c, decode+8 ); + stbir__simdf_mult_mem( tot2, c, decode+8 ); #define stbir__4_coeff_continue_from_4( ofs ) \ STBIR_SIMD_NO_UNROLL(decode); \ @@ -4940,13 +5137,13 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float stbir__simdf_0123to1122( c, cs ); \ stbir__simdf_madd_mem( tot1, tot1, c, decode+(ofs)*3+4 ); \ stbir__simdf_0123to2333( c, cs ); \ - stbir__simdf_madd_mem( tot2, tot2, c, decode+(ofs)*3+8 ); + stbir__simdf_madd_mem( tot2, tot2, c, decode+(ofs)*3+8 ); #define stbir__1_coeff_remnant( ofs ) \ STBIR_SIMD_NO_UNROLL(decode); \ stbir__simdf_load1z( c, hc + (ofs) ); \ stbir__simdf_0123to0001( c, c ); \ - stbir__simdf_madd_mem( tot0, tot0, c, decode+(ofs)*3 ); + stbir__simdf_madd_mem( tot0, tot0, c, decode+(ofs)*3 ); #define stbir__2_coeff_remnant( ofs ) \ { stbir__simdf d; \ @@ -4956,7 +5153,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float stbir__simdf_madd_mem( tot0, tot0, c, decode+(ofs)*3 ); \ stbir__simdf_0123to1122( c, cs ); \ stbir__simdf_load2z( d, decode+(ofs)*3+4 ); \ - stbir__simdf_madd( tot1, tot1, c, d ); } + stbir__simdf_madd( tot1, tot1, c, d ); } #define stbir__3_coeff_remnant( ofs ) \ { stbir__simdf d; \ @@ -4968,7 +5165,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float stbir__simdf_madd_mem( tot1, tot1, c, decode+(ofs)*3+4 ); \ stbir__simdf_0123to2222( c, cs ); \ stbir__simdf_load1z( d, decode+(ofs)*3+8 ); \ - stbir__simdf_madd( tot2, tot2, c, d ); } + stbir__simdf_madd( tot2, tot2, c, d ); } #define stbir__store_output() \ stbir__simdf_0123ABCDto3ABx( c, tot0, tot1 ); \ @@ -4999,7 +5196,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float c = hc[0]; \ tot0 = decode[0]*c; \ tot1 = decode[1]*c; \ - tot2 = decode[2]*c; + tot2 = decode[2]*c; #define stbir__2_coeff_only() \ float tot0, tot1, tot2, c; \ @@ -5010,7 +5207,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float c = hc[1]; \ tot0 += decode[3]*c; \ tot1 += decode[4]*c; \ - tot2 += decode[5]*c; + tot2 += decode[5]*c; #define stbir__3_coeff_only() \ float tot0, tot1, tot2, c; \ @@ -5025,7 +5222,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float c = hc[2]; \ tot0 += decode[6]*c; \ tot1 += decode[7]*c; \ - tot2 += decode[8]*c; + tot2 += decode[8]*c; #define stbir__store_output_tiny() \ output[0] = tot0; \ @@ -5052,7 +5249,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float c = hc[3]; \ totd0 = decode[9]*c; \ totd1 = decode[10]*c; \ - totd2 = decode[11]*c; + totd2 = decode[11]*c; #define stbir__4_coeff_continue_from_4( ofs ) \ c = hc[0+(ofs)]; \ @@ -5070,7 +5267,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float c = hc[3+(ofs)]; \ totd0 += decode[9+(ofs)*3]*c; \ totd1 += decode[10+(ofs)*3]*c; \ - totd2 += decode[11+(ofs)*3]*c; + totd2 += decode[11+(ofs)*3]*c; #define stbir__1_coeff_remnant( ofs ) \ c = hc[0+(ofs)]; \ @@ -5100,7 +5297,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float c = hc[2+(ofs)]; \ totc0 += decode[6+(ofs)*3]*c; \ totc1 += decode[7+(ofs)*3]*c; \ - totc2 += decode[8+(ofs)*3]*c; + totc2 += decode[8+(ofs)*3]*c; #define stbir__store_output() \ output[0] = (tota0+totc0)+(totb0+totd0); \ @@ -5110,7 +5307,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float ++horizontal_contributors; \ output += 3; -#endif +#endif #define STBIR__horizontal_channels 3 #define STB_IMAGE_RESIZE_DO_HORIZONTALS @@ -5126,7 +5323,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float STBIR_SIMD_NO_UNROLL(decode); \ stbir__simdf_load1( c, hc ); \ stbir__simdf_0123to0000( c, c ); \ - stbir__simdf_mult_mem( tot, c, decode ); + stbir__simdf_mult_mem( tot, c, decode ); #define stbir__2_coeff_only() \ stbir__simdf tot,c,cs; \ @@ -5135,7 +5332,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float stbir__simdf_0123to0000( c, cs ); \ stbir__simdf_mult_mem( tot, c, decode ); \ stbir__simdf_0123to1111( c, cs ); \ - stbir__simdf_madd_mem( tot, tot, c, decode+4 ); + stbir__simdf_madd_mem( tot, tot, c, decode+4 ); #define stbir__3_coeff_only() \ stbir__simdf tot,c,cs; \ @@ -5146,7 +5343,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float stbir__simdf_0123to1111( c, cs ); \ stbir__simdf_madd_mem( tot, tot, c, decode+4 ); \ stbir__simdf_0123to2222( c, cs ); \ - stbir__simdf_madd_mem( tot, tot, c, decode+8 ); + stbir__simdf_madd_mem( tot, tot, c, decode+8 ); #define stbir__store_output_tiny() \ stbir__simdf_store( output, tot ); \ @@ -5163,7 +5360,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float stbir__simdf8_0123to00001111( c, cs ); \ stbir__simdf8_mult_mem( tot0, c, decode ); \ stbir__simdf8_0123to22223333( c, cs ); \ - stbir__simdf8_madd_mem( tot0, tot0, c, decode+8 ); + stbir__simdf8_madd_mem( tot0, tot0, c, decode+8 ); #define stbir__4_coeff_continue_from_4( ofs ) \ STBIR_SIMD_NO_UNROLL(decode); \ @@ -5171,26 +5368,26 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float stbir__simdf8_0123to00001111( c, cs ); \ stbir__simdf8_madd_mem( tot0, tot0, c, decode+(ofs)*4 ); \ stbir__simdf8_0123to22223333( c, cs ); \ - stbir__simdf8_madd_mem( tot0, tot0, c, decode+(ofs)*4+8 ); + stbir__simdf8_madd_mem( tot0, tot0, c, decode+(ofs)*4+8 ); #define stbir__1_coeff_remnant( ofs ) \ STBIR_SIMD_NO_UNROLL(decode); \ stbir__simdf_load1rep4( t, hc + (ofs) ); \ - stbir__simdf8_madd_mem4( tot0, tot0, t, decode+(ofs)*4 ); + stbir__simdf8_madd_mem4( tot0, tot0, t, decode+(ofs)*4 ); #define stbir__2_coeff_remnant( ofs ) \ STBIR_SIMD_NO_UNROLL(decode); \ stbir__simdf8_load4b( cs, hc + (ofs) - 2 ); \ stbir__simdf8_0123to22223333( c, cs ); \ - stbir__simdf8_madd_mem( tot0, tot0, c, decode+(ofs)*4 ); - + stbir__simdf8_madd_mem( tot0, tot0, c, decode+(ofs)*4 ); + #define stbir__3_coeff_remnant( ofs ) \ STBIR_SIMD_NO_UNROLL(decode); \ stbir__simdf8_load4b( cs, hc + (ofs) ); \ stbir__simdf8_0123to00001111( c, cs ); \ stbir__simdf8_madd_mem( tot0, tot0, c, decode+(ofs)*4 ); \ stbir__simdf8_0123to2222( t, cs ); \ - stbir__simdf8_madd_mem4( tot0, tot0, t, decode+(ofs)*4+8 ); + stbir__simdf8_madd_mem4( tot0, tot0, t, decode+(ofs)*4+8 ); #define stbir__store_output() \ stbir__simdf8_add4halves( t, stbir__if_simdf8_cast_to_simdf4(tot0), tot0 ); \ @@ -5199,7 +5396,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float ++horizontal_contributors; \ output += 4; -#else +#else #define stbir__4_coeff_start() \ stbir__simdf tot0,tot1,c,cs; \ @@ -5212,7 +5409,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float stbir__simdf_0123to2222( c, cs ); \ stbir__simdf_madd_mem( tot0, tot0, c, decode+8 ); \ stbir__simdf_0123to3333( c, cs ); \ - stbir__simdf_madd_mem( tot1, tot1, c, decode+12 ); + stbir__simdf_madd_mem( tot1, tot1, c, decode+12 ); #define stbir__4_coeff_continue_from_4( ofs ) \ STBIR_SIMD_NO_UNROLL(decode); \ @@ -5224,13 +5421,13 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float stbir__simdf_0123to2222( c, cs ); \ stbir__simdf_madd_mem( tot0, tot0, c, decode+(ofs)*4+8 ); \ stbir__simdf_0123to3333( c, cs ); \ - stbir__simdf_madd_mem( tot1, tot1, c, decode+(ofs)*4+12 ); + stbir__simdf_madd_mem( tot1, tot1, c, decode+(ofs)*4+12 ); #define stbir__1_coeff_remnant( ofs ) \ STBIR_SIMD_NO_UNROLL(decode); \ stbir__simdf_load1( c, hc + (ofs) ); \ stbir__simdf_0123to0000( c, c ); \ - stbir__simdf_madd_mem( tot0, tot0, c, decode+(ofs)*4 ); + stbir__simdf_madd_mem( tot0, tot0, c, decode+(ofs)*4 ); #define stbir__2_coeff_remnant( ofs ) \ STBIR_SIMD_NO_UNROLL(decode); \ @@ -5238,8 +5435,8 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float stbir__simdf_0123to0000( c, cs ); \ stbir__simdf_madd_mem( tot0, tot0, c, decode+(ofs)*4 ); \ stbir__simdf_0123to1111( c, cs ); \ - stbir__simdf_madd_mem( tot1, tot1, c, decode+(ofs)*4+4 ); - + stbir__simdf_madd_mem( tot1, tot1, c, decode+(ofs)*4+4 ); + #define stbir__3_coeff_remnant( ofs ) \ STBIR_SIMD_NO_UNROLL(decode); \ stbir__simdf_load( cs, hc + (ofs) ); \ @@ -5365,7 +5562,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float x0 += decode[0+(ofs)*4] * c; \ x1 += decode[1+(ofs)*4] * c; \ x2 += decode[2+(ofs)*4] * c; \ - x3 += decode[3+(ofs)*4] * c; + x3 += decode[3+(ofs)*4] * c; #define stbir__2_coeff_remnant( ofs ) \ STBIR_SIMD_NO_UNROLL(decode); \ @@ -5378,8 +5575,8 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float y0 += decode[4+(ofs)*4] * c; \ y1 += decode[5+(ofs)*4] * c; \ y2 += decode[6+(ofs)*4] * c; \ - y3 += decode[7+(ofs)*4] * c; - + y3 += decode[7+(ofs)*4] * c; + #define stbir__3_coeff_remnant( ofs ) \ STBIR_SIMD_NO_UNROLL(decode); \ c = hc[0+(ofs)]; \ @@ -5396,7 +5593,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float x0 += decode[8+(ofs)*4] * c; \ x1 += decode[9+(ofs)*4] * c; \ x2 += decode[10+(ofs)*4] * c; \ - x3 += decode[11+(ofs)*4] * c; + x3 += decode[11+(ofs)*4] * c; #define stbir__store_output() \ output[0] = x0 + y0; \ @@ -5407,7 +5604,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float ++horizontal_contributors; \ output += 4; -#endif +#endif #define STBIR__horizontal_channels 4 #define STB_IMAGE_RESIZE_DO_HORIZONTALS @@ -5426,7 +5623,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float stbir__simdf_load1( c, hc ); \ stbir__simdf_0123to0000( c, c ); \ stbir__simdf_mult_mem( tot0, c, decode ); \ - stbir__simdf_mult_mem( tot1, c, decode+3 ); + stbir__simdf_mult_mem( tot1, c, decode+3 ); #define stbir__2_coeff_only() \ stbir__simdf tot0,tot1,c,cs; \ @@ -5437,7 +5634,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float stbir__simdf_mult_mem( tot1, c, decode+3 ); \ stbir__simdf_0123to1111( c, cs ); \ stbir__simdf_madd_mem( tot0, tot0, c, decode+7 ); \ - stbir__simdf_madd_mem( tot1, tot1, c,decode+10 ); + stbir__simdf_madd_mem( tot1, tot1, c,decode+10 ); #define stbir__3_coeff_only() \ stbir__simdf tot0,tot1,c,cs; \ @@ -5451,7 +5648,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float stbir__simdf_madd_mem( tot1, tot1, c, decode+10 ); \ stbir__simdf_0123to2222( c, cs ); \ stbir__simdf_madd_mem( tot0, tot0, c, decode+14 ); \ - stbir__simdf_madd_mem( tot1, tot1, c, decode+17 ); + stbir__simdf_madd_mem( tot1, tot1, c, decode+17 ); #define stbir__store_output_tiny() \ stbir__simdf_store( output+3, tot1 ); \ @@ -5473,7 +5670,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float stbir__simdf8_0123to22222222( c, cs ); \ stbir__simdf8_madd_mem( tot0, tot0, c, decode+14 ); \ stbir__simdf8_0123to33333333( c, cs ); \ - stbir__simdf8_madd_mem( tot1, tot1, c, decode+21 ); + stbir__simdf8_madd_mem( tot1, tot1, c, decode+21 ); #define stbir__4_coeff_continue_from_4( ofs ) \ STBIR_SIMD_NO_UNROLL(decode); \ @@ -5485,19 +5682,19 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float stbir__simdf8_0123to22222222( c, cs ); \ stbir__simdf8_madd_mem( tot0, tot0, c, decode+(ofs)*7+14 ); \ stbir__simdf8_0123to33333333( c, cs ); \ - stbir__simdf8_madd_mem( tot1, tot1, c, decode+(ofs)*7+21 ); + stbir__simdf8_madd_mem( tot1, tot1, c, decode+(ofs)*7+21 ); #define stbir__1_coeff_remnant( ofs ) \ STBIR_SIMD_NO_UNROLL(decode); \ stbir__simdf8_load1b( c, hc + (ofs) ); \ - stbir__simdf8_madd_mem( tot0, tot0, c, decode+(ofs)*7 ); + stbir__simdf8_madd_mem( tot0, tot0, c, decode+(ofs)*7 ); #define stbir__2_coeff_remnant( ofs ) \ STBIR_SIMD_NO_UNROLL(decode); \ stbir__simdf8_load1b( c, hc + (ofs) ); \ stbir__simdf8_madd_mem( tot0, tot0, c, decode+(ofs)*7 ); \ stbir__simdf8_load1b( c, hc + (ofs)+1 ); \ - stbir__simdf8_madd_mem( tot1, tot1, c, decode+(ofs)*7+7 ); + stbir__simdf8_madd_mem( tot1, tot1, c, decode+(ofs)*7+7 ); #define stbir__3_coeff_remnant( ofs ) \ STBIR_SIMD_NO_UNROLL(decode); \ @@ -5507,7 +5704,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float stbir__simdf8_0123to11111111( c, cs ); \ stbir__simdf8_madd_mem( tot1, tot1, c, decode+(ofs)*7+7 ); \ stbir__simdf8_0123to22222222( c, cs ); \ - stbir__simdf8_madd_mem( tot0, tot0, c, decode+(ofs)*7+14 ); + stbir__simdf8_madd_mem( tot0, tot0, c, decode+(ofs)*7+14 ); #define stbir__store_output() \ stbir__simdf8_add( tot0, tot0, tot1 ); \ @@ -5540,7 +5737,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float stbir__simdf_madd_mem( tot1, tot1, c, decode+17 ); \ stbir__simdf_0123to3333( c, cs ); \ stbir__simdf_madd_mem( tot2, tot2, c, decode+21 ); \ - stbir__simdf_madd_mem( tot3, tot3, c, decode+24 ); + stbir__simdf_madd_mem( tot3, tot3, c, decode+24 ); #define stbir__4_coeff_continue_from_4( ofs ) \ STBIR_SIMD_NO_UNROLL(decode); \ @@ -5556,7 +5753,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float stbir__simdf_madd_mem( tot1, tot1, c, decode+(ofs)*7+17 ); \ stbir__simdf_0123to3333( c, cs ); \ stbir__simdf_madd_mem( tot2, tot2, c, decode+(ofs)*7+21 ); \ - stbir__simdf_madd_mem( tot3, tot3, c, decode+(ofs)*7+24 ); + stbir__simdf_madd_mem( tot3, tot3, c, decode+(ofs)*7+24 ); #define stbir__1_coeff_remnant( ofs ) \ STBIR_SIMD_NO_UNROLL(decode); \ @@ -5573,8 +5770,8 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float stbir__simdf_madd_mem( tot1, tot1, c, decode+(ofs)*7+3 ); \ stbir__simdf_0123to1111( c, cs ); \ stbir__simdf_madd_mem( tot2, tot2, c, decode+(ofs)*7+7 ); \ - stbir__simdf_madd_mem( tot3, tot3, c, decode+(ofs)*7+10 ); - + stbir__simdf_madd_mem( tot3, tot3, c, decode+(ofs)*7+10 ); + #define stbir__3_coeff_remnant( ofs ) \ STBIR_SIMD_NO_UNROLL(decode); \ stbir__simdf_load( cs, hc + (ofs) ); \ @@ -5586,7 +5783,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float stbir__simdf_madd_mem( tot3, tot3, c, decode+(ofs)*7+10 ); \ stbir__simdf_0123to2222( c, cs ); \ stbir__simdf_madd_mem( tot0, tot0, c, decode+(ofs)*7+14 ); \ - stbir__simdf_madd_mem( tot1, tot1, c, decode+(ofs)*7+17 ); + stbir__simdf_madd_mem( tot1, tot1, c, decode+(ofs)*7+17 ); #define stbir__store_output() \ stbir__simdf_add( tot0, tot0, tot2 ); \ @@ -5610,7 +5807,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float tot3 = decode[3]*c; \ tot4 = decode[4]*c; \ tot5 = decode[5]*c; \ - tot6 = decode[6]*c; + tot6 = decode[6]*c; #define stbir__2_coeff_only() \ float tot0, tot1, tot2, tot3, tot4, tot5, tot6, c; \ @@ -5704,7 +5901,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float y3 += decode[24] * c; \ y4 += decode[25] * c; \ y5 += decode[26] * c; \ - y6 += decode[27] * c; + y6 += decode[27] * c; #define stbir__4_coeff_continue_from_4( ofs ) \ STBIR_SIMD_NO_UNROLL(decode); \ @@ -5739,7 +5936,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float y3 += decode[24+(ofs)*7] * c; \ y4 += decode[25+(ofs)*7] * c; \ y5 += decode[26+(ofs)*7] * c; \ - y6 += decode[27+(ofs)*7] * c; + y6 += decode[27+(ofs)*7] * c; #define stbir__1_coeff_remnant( ofs ) \ STBIR_SIMD_NO_UNROLL(decode); \ @@ -5770,7 +5967,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float y4 += decode[11+(ofs)*7] * c; \ y5 += decode[12+(ofs)*7] * c; \ y6 += decode[13+(ofs)*7] * c; \ - + #define stbir__3_coeff_remnant( ofs ) \ STBIR_SIMD_NO_UNROLL(decode); \ c = hc[0+(ofs)]; \ @@ -5810,7 +6007,7 @@ static void stbir__decode_scanline(stbir__info const * stbir_info, int n, float ++horizontal_contributors; \ output += 7; -#endif +#endif #define STBIR__horizontal_channels 7 #define STB_IMAGE_RESIZE_DO_HORIZONTALS @@ -5937,7 +6134,7 @@ static void stbir__encode_scanline( stbir__info const * stbir_info, void *output // if we have an output callback, we first convert the decode buffer in place (and then hand that to the callback) if ( stbir_info->out_pixels_cb ) output_buffer = encode_buffer; - + STBIR_PROFILE_START( encode ); // convert into the output buffer stbir_info->encode_pixels( output_buffer, width_times_channels, encode_buffer ); @@ -5945,7 +6142,7 @@ static void stbir__encode_scanline( stbir__info const * stbir_info, void *output // if we have an output callback, call it to send the data if ( stbir_info->out_pixels_cb ) - stbir_info->out_pixels_cb( output_buffer_data, num_pixels, row, stbir_info->user_data ); + stbir_info->out_pixels_cb( output_buffer, num_pixels, row, stbir_info->user_data ); } @@ -6015,7 +6212,7 @@ static void stbir__resample_vertical_gather(stbir__info const * stbir_info, stbi stbir__resample_horizontal_gather(stbir_info, encode_buffer, decode_buffer STBIR_ONLY_PROFILE_SET_SPLIT_INFO ); } - stbir__encode_scanline( stbir_info, ( (char *) stbir_info->output_data ) + ((ptrdiff_t)n * (ptrdiff_t)stbir_info->output_stride_bytes), + stbir__encode_scanline( stbir_info, ( (char *) stbir_info->output_data ) + ((size_t)n * (size_t)stbir_info->output_stride_bytes), encode_buffer, n STBIR_ONLY_PROFILE_SET_SPLIT_INFO ); } @@ -6030,7 +6227,7 @@ static void stbir__decode_and_resample_for_vertical_gather_loop(stbir__info cons // update new end scanline split_info->ring_buffer_last_scanline = n; - // get ring buffer + // get ring buffer ring_buffer_index = (split_info->ring_buffer_begin_index + (split_info->ring_buffer_last_scanline - split_info->ring_buffer_first_scanline)) % stbir_info->ring_buffer_num_entries; ring_buffer = stbir__get_ring_buffer_entry(stbir_info, split_info, ring_buffer_index); @@ -6056,7 +6253,7 @@ static void stbir__vertical_gather_loop( stbir__info const * stbir_info, stbir__ // initialize the ring buffer for gathering split_info->ring_buffer_begin_index = 0; - split_info->ring_buffer_first_scanline = stbir_info->vertical.extent_info.lowest; + split_info->ring_buffer_first_scanline = vertical_contributors->n0; split_info->ring_buffer_last_scanline = split_info->ring_buffer_first_scanline - 1; // means "empty" for (y = start_output_y; y < end_output_y; y++) @@ -6080,12 +6277,12 @@ static void stbir__vertical_gather_loop( stbir__info const * stbir_info, stbir__ split_info->ring_buffer_first_scanline++; split_info->ring_buffer_begin_index++; } - + if ( stbir_info->vertical_first ) { float * ring_buffer = stbir__get_ring_buffer_scanline( stbir_info, split_info, ++split_info->ring_buffer_last_scanline ); // Decode the nth scanline from the source image into the decode buffer. - stbir__decode_scanline( stbir_info, split_info->ring_buffer_last_scanline, ring_buffer STBIR_ONLY_PROFILE_SET_SPLIT_INFO ); + stbir__decode_scanline( stbir_info, split_info->ring_buffer_last_scanline, ring_buffer STBIR_ONLY_PROFILE_SET_SPLIT_INFO ); } else { @@ -6108,10 +6305,10 @@ static void stbir__encode_first_scanline_from_scatter(stbir__info const * stbir_ { // evict a scanline out into the output buffer float* ring_buffer_entry = stbir__get_ring_buffer_entry(stbir_info, split_info, split_info->ring_buffer_begin_index ); - + // dump the scanline out - stbir__encode_scanline( stbir_info, ( (char *)stbir_info->output_data ) + ( (ptrdiff_t)split_info->ring_buffer_first_scanline * (ptrdiff_t)stbir_info->output_stride_bytes ), ring_buffer_entry, split_info->ring_buffer_first_scanline STBIR_ONLY_PROFILE_SET_SPLIT_INFO ); - + stbir__encode_scanline( stbir_info, ( (char *)stbir_info->output_data ) + ( (size_t)split_info->ring_buffer_first_scanline * (size_t)stbir_info->output_stride_bytes ), ring_buffer_entry, split_info->ring_buffer_first_scanline STBIR_ONLY_PROFILE_SET_SPLIT_INFO ); + // mark it as empty ring_buffer_entry[ 0 ] = STBIR__FLOAT_EMPTY_MARKER; @@ -6129,10 +6326,10 @@ static void stbir__horizontal_resample_and_encode_first_scanline_from_scatter(st // Now resample it into the buffer. stbir__resample_horizontal_gather( stbir_info, split_info->vertical_buffer, ring_buffer_entry STBIR_ONLY_PROFILE_SET_SPLIT_INFO ); - + // dump the scanline out - stbir__encode_scanline( stbir_info, ( (char *)stbir_info->output_data ) + ( (ptrdiff_t)split_info->ring_buffer_first_scanline * (ptrdiff_t)stbir_info->output_stride_bytes ), split_info->vertical_buffer, split_info->ring_buffer_first_scanline STBIR_ONLY_PROFILE_SET_SPLIT_INFO ); - + stbir__encode_scanline( stbir_info, ( (char *)stbir_info->output_data ) + ( (size_t)split_info->ring_buffer_first_scanline * (size_t)stbir_info->output_stride_bytes ), split_info->vertical_buffer, split_info->ring_buffer_first_scanline STBIR_ONLY_PROFILE_SET_SPLIT_INFO ); + // mark it as empty ring_buffer_entry[ 0 ] = STBIR__FLOAT_EMPTY_MARKER; @@ -6172,7 +6369,7 @@ static void stbir__resample_vertical_scatter(stbir__info const * stbir_info, stb STBIR_PROFILE_END( vertical ); } -typedef void stbir__handle_scanline_for_scatter_func(stbir__info const * stbir_info, stbir__per_split_info* split_info); +typedef void stbir__handle_scanline_for_scatter_func(stbir__info const * stbir_info, stbir__per_split_info* split_info); static void stbir__vertical_scatter_loop( stbir__info const * stbir_info, stbir__per_split_info* split_info, int split_count ) { @@ -6193,7 +6390,7 @@ static void stbir__vertical_scatter_loop( stbir__info const * stbir_info, stbir_ end_input_y = split_info[split_count-1].end_input_y; // adjust for starting offset start_input_y - y = start_input_y + stbir_info->vertical.filter_pixel_margin; + y = start_input_y + stbir_info->vertical.filter_pixel_margin; vertical_contributors += y ; vertical_coefficients += stbir_info->vertical.coefficient_width * y; @@ -6240,7 +6437,7 @@ static void stbir__vertical_scatter_loop( stbir__info const * stbir_info, stbir_ split_info->start_input_y = y; on_first_input_y = 0; - // clip the region + // clip the region if ( out_first_scanline < start_output_y ) { vc += start_output_y - out_first_scanline; @@ -6253,11 +6450,11 @@ static void stbir__vertical_scatter_loop( stbir__info const * stbir_info, stbir_ // if very first scanline, init the index if (split_info->ring_buffer_begin_index < 0) split_info->ring_buffer_begin_index = out_first_scanline - start_output_y; - + STBIR_ASSERT( split_info->ring_buffer_begin_index <= out_first_scanline ); // Decode the nth scanline from the source image into the decode buffer. - stbir__decode_scanline( stbir_info, y, split_info->decode_buffer STBIR_ONLY_PROFILE_SET_SPLIT_INFO ); + stbir__decode_scanline( stbir_info, y, split_info->decode_buffer STBIR_ONLY_PROFILE_SET_SPLIT_INFO ); // When horizontal first, we resample horizontally into the vertical buffer before we scatter it out if ( !stbir_info->vertical_first ) @@ -6269,7 +6466,7 @@ static void stbir__vertical_scatter_loop( stbir__info const * stbir_info, stbir_ if ( ( ( split_info->ring_buffer_last_scanline - split_info->ring_buffer_first_scanline + 1 ) == stbir_info->ring_buffer_num_entries ) && ( out_last_scanline > split_info->ring_buffer_last_scanline ) ) handle_scanline_for_scatter( stbir_info, split_info ); - + // Now the horizontal buffer is ready to write to all ring buffer rows, so do it. stbir__resample_vertical_scatter(stbir_info, split_info, out_first_scanline, out_last_scanline, vc, (float*)scanline_scatter_buffer, (float*)scanline_scatter_buffer_end ); @@ -6305,7 +6502,7 @@ static void stbir__set_sampler(stbir__sampler * samp, stbir_filter filter, stbir if (scale_info->scale >= ( 1.0f - stbir__small_float ) ) { if ( (scale_info->scale <= ( 1.0f + stbir__small_float ) ) && ( STBIR_CEILF(scale_info->pixel_shift) == scale_info->pixel_shift ) ) - filter = STBIR_FILTER_POINT_SAMPLE; + filter = STBIR_FILTER_POINT_SAMPLE; else filter = STBIR_DEFAULT_FILTER_UPSAMPLE; } @@ -6313,7 +6510,7 @@ static void stbir__set_sampler(stbir__sampler * samp, stbir_filter filter, stbir samp->filter_enum = filter; STBIR_ASSERT(samp->filter_enum != 0); - STBIR_ASSERT((unsigned)samp->filter_enum < STBIR_FILTER_OTHER); + STBIR_ASSERT((unsigned)samp->filter_enum < STBIR_FILTER_OTHER); samp->filter_kernel = stbir__builtin_kernels[ filter ]; samp->filter_support = stbir__builtin_supports[ filter ]; @@ -6339,15 +6536,31 @@ static void stbir__set_sampler(stbir__sampler * samp, stbir_filter filter, stbir // pre calculate stuff based on the above samp->coefficient_width = stbir__get_coefficient_width(samp, samp->is_gather, user_data); + // filter_pixel_width is the conservative size in pixels of input that affect an output pixel. + // In rare cases (only with 2 pix to 1 pix with the default filters), it's possible that the + // filter will extend before or after the scanline beyond just one extra entire copy of the + // scanline (we would hit the edge twice). We don't let you do that, so we clamp the total + // width to 3x the total of input pixel (once for the scanline, once for the left side + // overhang, and once for the right side). We only do this for edge mode, since the other + // modes can just re-edge clamp back in again. if ( edge == STBIR_EDGE_WRAP ) - if ( samp->filter_pixel_width > ( scale_info->input_full_size * 2 ) ) // this can only happen when shrinking to a single pixel - samp->filter_pixel_width = scale_info->input_full_size * 2; + if ( samp->filter_pixel_width > ( scale_info->input_full_size * 3 ) ) + samp->filter_pixel_width = scale_info->input_full_size * 3; // This is how much to expand buffers to account for filters seeking outside // the image boundaries. samp->filter_pixel_margin = samp->filter_pixel_width / 2; + + // filter_pixel_margin is the amount that this filter can overhang on just one side of either + // end of the scanline (left or the right). Since we only allow you to overhang 1 scanline's + // worth of pixels, we clamp this one side of overhang to the input scanline size. Again, + // this clamping only happens in rare cases with the default filters (2 pix to 1 pix). + if ( edge == STBIR_EDGE_WRAP ) + if ( samp->filter_pixel_margin > scale_info->input_full_size ) + samp->filter_pixel_margin = scale_info->input_full_size; samp->num_contributors = stbir__get_contributors(samp, samp->is_gather); + samp->contributors_size = samp->num_contributors * sizeof(stbir__contributors); samp->coefficients_size = samp->num_contributors * samp->coefficient_width * sizeof(float) + sizeof(float); // extra sizeof(float) is padding @@ -6397,8 +6610,8 @@ static void stbir__get_conservative_extents( stbir__sampler * samp, stbir__contr range->n0 = in_first_pixel; stbir__calculate_in_pixel_range( &in_first_pixel, &in_last_pixel, (float)output_sub_size, 0, inv_scale, out_shift, input_full_size, edge ); range->n1 = in_last_pixel; - - // now go through the margin to the start of area to find bottom + + // now go through the margin to the start of area to find bottom n = range->n0 + 1; input_end = -filter_pixel_margin; while( n >= input_end ) @@ -6413,7 +6626,7 @@ static void stbir__get_conservative_extents( stbir__sampler * samp, stbir__contr --n; } - // now go through the end of the area through the margin to find top + // now go through the end of the area through the margin to find top n = range->n1 - 1; input_end = n + 1 + filter_pixel_margin; while( n <= input_end ) @@ -6462,7 +6675,7 @@ static void stbir__get_split_info( stbir__per_split_info* split_info, int splits cur = 0; for( i = 0 ; i < splits ; i++ ) { - int each; + int each; split_info[i].start_output_y = cur; each = left / ( splits - i ); split_info[i].end_output_y = cur + each; @@ -6478,7 +6691,7 @@ static void stbir__get_split_info( stbir__per_split_info* split_info, int splits static void stbir__free_internal_mem( stbir__info *info ) { #define STBIR__FREE_AND_CLEAR( ptr ) { if ( ptr ) { void * p = (ptr); (ptr) = 0; STBIR_FREE( p, info->user_data); } } - + if ( info ) { #ifndef STBIR__SEPARATE_ALLOCATIONS @@ -6496,16 +6709,16 @@ static void stbir__free_internal_mem( stbir__info *info ) for( j = 0 ; j < info->alloc_ring_buffer_num_entries ; j++ ) { #ifdef STBIR_SIMD8 - if ( info->effective_channels == 3 ) + if ( info->effective_channels == 3 ) --info->split_info[i].ring_buffers[j]; // avx in 3 channel mode needs one float at the start of the buffer - #endif + #endif STBIR__FREE_AND_CLEAR( info->split_info[i].ring_buffers[j] ); } #ifdef STBIR_SIMD8 - if ( info->effective_channels == 3 ) + if ( info->effective_channels == 3 ) --info->split_info[i].decode_buffer; // avx in 3 channel mode needs one float at the start of the buffer - #endif + #endif STBIR__FREE_AND_CLEAR( info->split_info[i].decode_buffer ); STBIR__FREE_AND_CLEAR( info->split_info[i].ring_buffers ); STBIR__FREE_AND_CLEAR( info->split_info[i].vertical_buffer ); @@ -6519,10 +6732,10 @@ static void stbir__free_internal_mem( stbir__info *info ) STBIR__FREE_AND_CLEAR( info->horizontal.coefficients ); STBIR__FREE_AND_CLEAR( info->horizontal.contributors ); STBIR__FREE_AND_CLEAR( info->alloced_mem ); - STBIR__FREE_AND_CLEAR( info ); + STBIR_FREE( info, info->user_data ); #endif } - + #undef STBIR__FREE_AND_CLEAR } @@ -6534,20 +6747,20 @@ static int stbir__get_max_split( int splits, int height ) for( i = 0 ; i < splits ; i++ ) { int each = height / ( splits - i ); - if ( each > max ) + if ( each > max ) max = each; height -= each; } return max; } -static stbir__horizontal_gather_channels_func ** stbir__horizontal_gather_n_coeffs_funcs[8] = -{ +static stbir__horizontal_gather_channels_func ** stbir__horizontal_gather_n_coeffs_funcs[8] = +{ 0, stbir__horizontal_gather_1_channels_with_n_coeffs_funcs, stbir__horizontal_gather_2_channels_with_n_coeffs_funcs, stbir__horizontal_gather_3_channels_with_n_coeffs_funcs, stbir__horizontal_gather_4_channels_with_n_coeffs_funcs, 0,0, stbir__horizontal_gather_7_channels_with_n_coeffs_funcs }; -static stbir__horizontal_gather_channels_func ** stbir__horizontal_gather_channels_funcs[8] = -{ +static stbir__horizontal_gather_channels_func ** stbir__horizontal_gather_channels_funcs[8] = +{ 0, stbir__horizontal_gather_1_channels_funcs, stbir__horizontal_gather_2_channels_funcs, stbir__horizontal_gather_3_channels_funcs, stbir__horizontal_gather_4_channels_funcs, 0,0, stbir__horizontal_gather_7_channels_funcs }; @@ -6622,28 +6835,28 @@ static STBIR__V_FIRST_INFO STBIR__V_FIRST_INFO_BUFFER = {0}; #endif // Figure out whether to scale along the horizontal or vertical first. -// This only *super* important when you are scaling by a massively -// different amount in the vertical vs the horizontal (for example, if -// you are scaling by 2x in the width, and 0.5x in the height, then you -// want to do the vertical scale first, because it's around 3x faster +// This only *super* important when you are scaling by a massively +// different amount in the vertical vs the horizontal (for example, if +// you are scaling by 2x in the width, and 0.5x in the height, then you +// want to do the vertical scale first, because it's around 3x faster // in that order. // -// In more normal circumstances, this makes a 20-40% differences, so +// In more normal circumstances, this makes a 20-40% differences, so // it's good to get right, but not critical. The normal way that you -// decide which direction goes first is just figuring out which -// direction does more multiplies. But with modern CPUs with their +// decide which direction goes first is just figuring out which +// direction does more multiplies. But with modern CPUs with their // fancy caches and SIMD and high IPC abilities, so there's just a lot -// more that goes into it. +// more that goes into it. // -// My handwavy sort of solution is to have an app that does a whole +// My handwavy sort of solution is to have an app that does a whole // bunch of timing for both vertical and horizontal first modes, // and then another app that can read lots of these timing files // and try to search for the best weights to use. Dotimings.c // is the app that does a bunch of timings, and vf_train.c is the -// app that solves for the best weights (and shows how well it +// app that solves for the best weights (and shows how well it // does currently). -static int stbir__should_do_vertical_first( float weights_table[STBIR_RESIZE_CLASSIFICATIONS][4], int horizontal_filter_pixel_width, float horizontal_scale, int horizontal_output_size, int vertical_filter_pixel_width, float vertical_scale, int vertical_output_size, int is_gather, STBIR__V_FIRST_INFO * info ) +static int stbir__should_do_vertical_first( float weights_table[STBIR_RESIZE_CLASSIFICATIONS][4], int horizontal_filter_pixel_width, float horizontal_scale, int horizontal_output_size, int vertical_filter_pixel_width, float vertical_scale, int vertical_output_size, int is_gather, STBIR__V_FIRST_INFO * info ) { double v_cost, h_cost; float * weights; @@ -6655,15 +6868,15 @@ static int stbir__should_do_vertical_first( float weights_table[STBIR_RESIZE_CLA v_classification = ( vertical_output_size < horizontal_output_size ) ? 6 : 7; else if ( vertical_scale <= 1.0f ) v_classification = ( is_gather ) ? 1 : 0; - else if ( vertical_scale <= 2.0f) + else if ( vertical_scale <= 2.0f) v_classification = 2; - else if ( vertical_scale <= 3.0f) + else if ( vertical_scale <= 3.0f) v_classification = 3; - else if ( vertical_scale <= 4.0f) + else if ( vertical_scale <= 4.0f) v_classification = 5; - else + else v_classification = 6; - + // use the right weights weights = weights_table[ v_classification ]; @@ -6684,10 +6897,10 @@ static int stbir__should_do_vertical_first( float weights_table[STBIR_RESIZE_CLA info->is_gather = is_gather; } - // and this allows us to override everything for testing (see dotiming.c) - if ( ( info ) && ( info->control_v_first ) ) + // and this allows us to override everything for testing (see dotiming.c) + if ( ( info ) && ( info->control_v_first ) ) vertical_first = ( info->control_v_first == 2 ) ? 1 : 0; - + return vertical_first; } @@ -6699,9 +6912,9 @@ static unsigned char stbir__pixel_channels[] = { }; // the internal pixel layout enums are in a different order, so we can easily do range comparisons of types -// the public pixel layout is ordered in a way that if you cast num_channels (1-4) to the enum, you get something sensible +// the public pixel layout is ordered in a way that if you cast num_channels (1-4) to the enum, you get something sensible static stbir_internal_pixel_layout stbir__pixel_layout_convert_public_to_internal[] = { - STBIRI_BGR, STBIRI_1CHANNEL, STBIRI_2CHANNEL, STBIRI_RGB, STBIRI_RGBA, + STBIRI_BGR, STBIRI_1CHANNEL, STBIRI_2CHANNEL, STBIRI_RGB, STBIRI_RGBA, STBIRI_4CHANNEL, STBIRI_BGRA, STBIRI_ARGB, STBIRI_ABGR, STBIRI_RA, STBIRI_AR, STBIRI_RGBA_PM, STBIRI_BGRA_PM, STBIRI_ARGB_PM, STBIRI_ABGR_PM, STBIRI_RA_PM, STBIRI_AR_PM, }; @@ -6712,17 +6925,17 @@ static stbir__info * stbir__alloc_internal_mem_and_build_samplers( stbir__sample stbir__info * info = 0; void * alloced = 0; - int alloced_total = 0; + size_t alloced_total = 0; int vertical_first; int decode_buffer_size, ring_buffer_length_bytes, ring_buffer_size, vertical_buffer_size, alloc_ring_buffer_num_entries; int alpha_weighting_type = 0; // 0=none, 1=simple, 2=fancy - int conservative_split_output_size = stbir__get_max_split( splits, vertical->scale_info.output_sub_size ); - stbir_internal_pixel_layout input_pixel_layout = stbir__pixel_layout_convert_public_to_internal[ input_pixel_layout_public ]; + int conservative_split_output_size = stbir__get_max_split( splits, vertical->scale_info.output_sub_size ); + stbir_internal_pixel_layout input_pixel_layout = stbir__pixel_layout_convert_public_to_internal[ input_pixel_layout_public ]; stbir_internal_pixel_layout output_pixel_layout = stbir__pixel_layout_convert_public_to_internal[ output_pixel_layout_public ]; - int channels = stbir__pixel_channels[ input_pixel_layout ]; + int channels = stbir__pixel_channels[ input_pixel_layout ]; int effective_channels = channels; - + // first figure out what type of alpha weighting to use (if any) if ( ( horizontal->filter_enum != STBIR_FILTER_POINT_SAMPLE ) || ( vertical->filter_enum != STBIR_FILTER_POINT_SAMPLE ) ) // no alpha weighting on point sampling { @@ -6760,11 +6973,11 @@ static stbir__info * stbir__alloc_internal_mem_and_build_samplers( stbir__sample // sometimes read one float off in some of the unrolled loops (with a weight of zero coeff, so it doesn't have an effect) decode_buffer_size = ( conservative->n1 - conservative->n0 + 1 ) * effective_channels * sizeof(float) + sizeof(float); // extra float for padding - + #if defined( STBIR__SEPARATE_ALLOCATIONS ) && defined(STBIR_SIMD8) if ( effective_channels == 3 ) decode_buffer_size += sizeof(float); // avx in 3 channel mode needs one float at the start of the buffer (only with separate allocations) -#endif +#endif ring_buffer_length_bytes = horizontal->scale_info.output_sub_size * effective_channels * sizeof(float) + sizeof(float); // extra float for padding @@ -6803,9 +7016,9 @@ static stbir__info * stbir__alloc_internal_mem_and_build_samplers( stbir__sample #define STBIR__NEXT_PTR( ptr, size, ntype ) advance_mem = (void*) ( ( ((size_t)advance_mem) + 15 ) & ~15 ); if ( alloced ) ptr = (ntype*)advance_mem; advance_mem = ((char*)advance_mem) + (size); #endif - STBIR__NEXT_PTR( info, sizeof( stbir__info ), stbir__info ); + STBIR__NEXT_PTR( info, sizeof( stbir__info ), stbir__info ); - STBIR__NEXT_PTR( info->split_info, sizeof( stbir__per_split_info ) * splits, stbir__per_split_info ); + STBIR__NEXT_PTR( info->split_info, sizeof( stbir__per_split_info ) * splits, stbir__per_split_info ); if ( info ) { @@ -6820,39 +7033,39 @@ static stbir__info * stbir__alloc_internal_mem_and_build_samplers( stbir__sample info->channels = channels; info->effective_channels = effective_channels; - + info->offset_x = new_x; info->offset_y = new_y; info->alloc_ring_buffer_num_entries = alloc_ring_buffer_num_entries; - info->ring_buffer_num_entries = 0; + info->ring_buffer_num_entries = 0; info->ring_buffer_length_bytes = ring_buffer_length_bytes; info->splits = splits; info->vertical_first = vertical_first; - info->input_pixel_layout_internal = input_pixel_layout; + info->input_pixel_layout_internal = input_pixel_layout; info->output_pixel_layout_internal = output_pixel_layout; // setup alpha weight functions info->alpha_weight = 0; info->alpha_unweight = 0; - + // handle alpha weighting functions and overrides if ( alpha_weighting_type == 2 ) { // high quality alpha multiplying on the way in, dividing on the way out - info->alpha_weight = fancy_alpha_weights[ input_pixel_layout - STBIRI_RGBA ]; + info->alpha_weight = fancy_alpha_weights[ input_pixel_layout - STBIRI_RGBA ]; info->alpha_unweight = fancy_alpha_unweights[ output_pixel_layout - STBIRI_RGBA ]; } else if ( alpha_weighting_type == 4 ) { // fast alpha multiplying on the way in, dividing on the way out - info->alpha_weight = simple_alpha_weights[ input_pixel_layout - STBIRI_RGBA ]; + info->alpha_weight = simple_alpha_weights[ input_pixel_layout - STBIRI_RGBA ]; info->alpha_unweight = simple_alpha_unweights[ output_pixel_layout - STBIRI_RGBA ]; } else if ( alpha_weighting_type == 1 ) { // fast alpha on the way in, leave in premultiplied form on way out - info->alpha_weight = simple_alpha_weights[ input_pixel_layout - STBIRI_RGBA ]; + info->alpha_weight = simple_alpha_weights[ input_pixel_layout - STBIRI_RGBA ]; } else if ( alpha_weighting_type == 3 ) { @@ -6871,7 +7084,7 @@ static stbir__info * stbir__alloc_internal_mem_and_build_samplers( stbir__sample info->alpha_weight = stbir__simple_flip_3ch; } - } + } // get all the per-split buffers for( i = 0 ; i < splits ; i++ ) @@ -6883,7 +7096,7 @@ static stbir__info * stbir__alloc_internal_mem_and_build_samplers( stbir__sample #ifdef STBIR_SIMD8 if ( ( info ) && ( effective_channels == 3 ) ) ++info->split_info[i].decode_buffer; // avx in 3 channel mode needs one float at the start of the buffer - #endif + #endif STBIR__NEXT_PTR( info->split_info[i].ring_buffers, alloc_ring_buffer_num_entries * sizeof(float*), float* ); { @@ -6894,7 +7107,7 @@ static stbir__info * stbir__alloc_internal_mem_and_build_samplers( stbir__sample #ifdef STBIR_SIMD8 if ( ( info ) && ( effective_channels == 3 ) ) ++info->split_info[i].ring_buffers[j]; // avx in 3 channel mode needs one float at the start of the buffer - #endif + #endif } } #else @@ -6917,15 +7130,20 @@ static stbir__info * stbir__alloc_internal_mem_and_build_samplers( stbir__sample #ifdef STBIR__SEPARATE_ALLOCATIONS temp_mem_amt = decode_buffer_size; + + #ifdef STBIR_SIMD8 + if ( effective_channels == 3 ) + --temp_mem_amt; // avx in 3 channel mode needs one float at the start of the buffer + #endif #else temp_mem_amt = ( decode_buffer_size + ring_buffer_size + vertical_buffer_size ) * splits; #endif if ( temp_mem_amt >= both ) { - if ( info ) - { - vertical->gather_prescatter_contributors = (stbir__contributors*)info->split_info[0].decode_buffer; - vertical->gather_prescatter_coefficients = (float*) ( ( (char*)info->split_info[0].decode_buffer ) + vertical->gather_prescatter_contributors_size ); + if ( info ) + { + vertical->gather_prescatter_contributors = (stbir__contributors*)info->split_info[0].decode_buffer; + vertical->gather_prescatter_coefficients = (float*) ( ( (char*)info->split_info[0].decode_buffer ) + vertical->gather_prescatter_contributors_size ); } } else @@ -6948,7 +7166,7 @@ static stbir__info * stbir__alloc_internal_mem_and_build_samplers( stbir__sample if ( diff_shift < 0.0f ) diff_shift = -diff_shift; if ( ( diff_scale <= stbir__small_float ) && ( diff_shift <= stbir__small_float ) ) { - if ( horizontal->is_gather == vertical->is_gather ) + if ( horizontal->is_gather == vertical->is_gather ) { copy_horizontal = 1; goto no_vert_alloc; @@ -6975,16 +7193,16 @@ static stbir__info * stbir__alloc_internal_mem_and_build_samplers( stbir__sample // but if the number of coeffs <= 12, use another set of special cases. <=12 coeffs is any enlarging resize, or shrinking resize down to about 1/3 size if ( horizontal->extent_info.widest <= 12 ) info->horizontal_gather_channels = stbir__horizontal_gather_channels_funcs[ effective_channels ][ horizontal->extent_info.widest - 1 ]; - + info->scanline_extents.conservative.n0 = conservative->n0; info->scanline_extents.conservative.n1 = conservative->n1; - + // get exact extents stbir__get_extents( horizontal, &info->scanline_extents ); // pack the horizontal coeffs - horizontal->coefficient_width = stbir__pack_coefficients(horizontal->num_contributors, horizontal->contributors, horizontal->coefficients, horizontal->coefficient_width, horizontal->extent_info.widest, info->scanline_extents.conservative.n1 + 1 ); - + horizontal->coefficient_width = stbir__pack_coefficients(horizontal->num_contributors, horizontal->contributors, horizontal->coefficients, horizontal->coefficient_width, horizontal->extent_info.widest, info->scanline_extents.conservative.n0, info->scanline_extents.conservative.n1 ); + STBIR_MEMCPY( &info->horizontal, horizontal, sizeof( stbir__sampler ) ); STBIR_PROFILE_BUILD_END( horizontal ); @@ -7014,36 +7232,33 @@ static stbir__info * stbir__alloc_internal_mem_and_build_samplers( stbir__sample info->ring_buffer_num_entries = conservative_split_output_size; STBIR_ASSERT( info->ring_buffer_num_entries <= info->alloc_ring_buffer_num_entries ); - // a few of the horizontal gather functions read one dword past the end (but mask it out), so put in a normal value so no snans or denormals accidentally sneak in + // a few of the horizontal gather functions read past the end of the decode (but mask it out), + // so put in normal values so no snans or denormals accidentally sneak in (also, in the ring + // buffer for vertical first) for( i = 0 ; i < splits ; i++ ) { - int width, ofs; - - // find the right most span - if ( info->scanline_extents.spans[0].n1 > info->scanline_extents.spans[1].n1 ) - width = info->scanline_extents.spans[0].n1 - info->scanline_extents.spans[0].n0; - else - width = info->scanline_extents.spans[1].n1 - info->scanline_extents.spans[1].n0; - - // this calc finds the exact end of the decoded scanline for all filter modes. - // usually this is just the width * effective channels. But we have to account - // for the area to the left of the scanline for wrap filtering and alignment, this - // is stored as a negative value in info->scanline_extents.conservative.n0. Next, - // we need to skip the exact size of the right hand size filter area (again for - // wrap mode), this is in info->scanline_extents.edge_sizes[1]). - ofs = ( width + 1 - info->scanline_extents.conservative.n0 + info->scanline_extents.edge_sizes[1] ) * effective_channels; - - // place a known, but numerically valid value in the decode buffer - info->split_info[i].decode_buffer[ ofs ] = 9999.0f; - - // if vertical filtering first, place a known, but numerically valid value in the all - // of the ring buffer accumulators + int t, ofs, start; + + ofs = decode_buffer_size / 4; + + #if defined( STBIR__SEPARATE_ALLOCATIONS ) && defined(STBIR_SIMD8) + if ( effective_channels == 3 ) + --ofs; // avx in 3 channel mode needs one float at the start of the buffer, so we snap back for clearing + #endif + + start = ofs - 4; + if ( start < 0 ) start = 0; + + for( t = start ; t < ofs; t++ ) + info->split_info[i].decode_buffer[ t ] = 9999.0f; + if ( vertical_first ) { - int j; + int j; for( j = 0; j < info->ring_buffer_num_entries ; j++ ) { - stbir__get_ring_buffer_entry( info, info->split_info + i, j )[ ofs ] = 9999.0f; + for( t = start ; t < ofs; t++ ) + stbir__get_ring_buffer_entry( info, info->split_info + i, j )[ t ] = 9999.0f; } } } @@ -7055,7 +7270,7 @@ static stbir__info * stbir__alloc_internal_mem_and_build_samplers( stbir__sample // is this the first time through loop? if ( info == 0 ) { - alloced_total = (int) ( 15 + (size_t)advance_mem ); + alloced_total = ( 15 + (size_t)advance_mem ); alloced = STBIR_MALLOC( alloced_total, user_data ); if ( alloced == 0 ) return 0; @@ -7065,7 +7280,7 @@ static stbir__info * stbir__alloc_internal_mem_and_build_samplers( stbir__sample } } -static int stbir__perform_resize( stbir__info const * info, int split_start, int split_count ) +static int stbir__perform_resize( stbir__info const * info, int split_start, int split_count ) { stbir__per_split_info * split_info = info->split_info + split_start; @@ -7085,7 +7300,7 @@ static void stbir__update_info_from_resize( stbir__info * info, STBIR_RESIZE * r { static stbir__decode_pixels_func * decode_simple[STBIR_TYPE_HALF_FLOAT-STBIR_TYPE_UINT8_SRGB+1]= { - /* 1ch-4ch */ stbir__decode_uint8_srgb, stbir__decode_uint8_srgb, 0, stbir__decode_float_linear, stbir__decode_half_float_linear, + /* 1ch-4ch */ stbir__decode_uint8_srgb, stbir__decode_uint8_srgb, 0, stbir__decode_float_linear, stbir__decode_half_float_linear, }; static stbir__decode_pixels_func * decode_alphas[STBIRI_AR-STBIRI_RGBA+1][STBIR_TYPE_HALF_FLOAT-STBIR_TYPE_UINT8_SRGB+1]= @@ -7148,7 +7363,7 @@ static void stbir__update_info_from_resize( stbir__info * info, STBIR_RESIZE * r stbir_datatype input_type, output_type; input_type = resize->input_data_type; - output_type = resize->output_data_type; + output_type = resize->output_data_type; info->input_data = resize->input_pixels; info->input_stride_bytes = resize->input_stride_in_bytes; info->output_stride_bytes = resize->output_stride_in_bytes; @@ -7156,7 +7371,7 @@ static void stbir__update_info_from_resize( stbir__info * info, STBIR_RESIZE * r // if we're completely point sampling, then we can turn off SRGB if ( ( info->horizontal.filter_enum == STBIR_FILTER_POINT_SAMPLE ) && ( info->vertical.filter_enum == STBIR_FILTER_POINT_SAMPLE ) ) { - if ( ( ( input_type == STBIR_TYPE_UINT8_SRGB ) || ( input_type == STBIR_TYPE_UINT8_SRGB_ALPHA ) ) && + if ( ( ( input_type == STBIR_TYPE_UINT8_SRGB ) || ( input_type == STBIR_TYPE_UINT8_SRGB_ALPHA ) ) && ( ( output_type == STBIR_TYPE_UINT8_SRGB ) || ( output_type == STBIR_TYPE_UINT8_SRGB_ALPHA ) ) ) { input_type = STBIR_TYPE_UINT8; @@ -7164,7 +7379,7 @@ static void stbir__update_info_from_resize( stbir__info * info, STBIR_RESIZE * r } } - // recalc the output and input strides + // recalc the output and input strides if ( info->input_stride_bytes == 0 ) info->input_stride_bytes = info->channels * info->horizontal.scale_info.input_full_size * stbir__type_size[input_type]; @@ -7172,7 +7387,7 @@ static void stbir__update_info_from_resize( stbir__info * info, STBIR_RESIZE * r info->output_stride_bytes = info->channels * info->horizontal.scale_info.output_sub_size * stbir__type_size[output_type]; // calc offset - info->output_data = ( (char*) resize->output_pixels ) + ( (ptrdiff_t) info->offset_y * (ptrdiff_t) resize->output_stride_in_bytes ) + ( info->offset_x * info->channels * stbir__type_size[output_type] ); + info->output_data = ( (char*) resize->output_pixels ) + ( (size_t) info->offset_y * (size_t) resize->output_stride_in_bytes ) + ( info->offset_x * info->channels * stbir__type_size[output_type] ); info->in_pixels_cb = resize->input_cb; info->user_data = resize->user_data; @@ -7205,7 +7420,7 @@ static void stbir__update_info_from_resize( stbir__info * info, STBIR_RESIZE * r if ( ( output_type == STBIR_TYPE_UINT8 ) || ( output_type == STBIR_TYPE_UINT16 ) ) { int non_scaled = 0; - + // check if we can run unscaled - 0-255.0/0-65535.0 instead of 0-1.0 (which is a tiny bit faster when doing linear 8->8 or 16->16) if ( ( !info->alpha_weight ) && ( !info->alpha_unweight ) ) // don't short circuit when alpha weighting (get everything to 0-1.0 as usual) if ( ( ( input_type == STBIR_TYPE_UINT8 ) && ( output_type == STBIR_TYPE_UINT8 ) ) || ( ( input_type == STBIR_TYPE_UINT16 ) && ( output_type == STBIR_TYPE_UINT16 ) ) ) @@ -7225,16 +7440,16 @@ static void stbir__update_info_from_resize( stbir__info * info, STBIR_RESIZE * r } info->input_type = input_type; - info->output_type = output_type; + info->output_type = output_type; info->decode_pixels = decode_pixels; - info->encode_pixels = encode_pixels; + info->encode_pixels = encode_pixels; } static void stbir__clip( int * outx, int * outsubw, int outw, double * u0, double * u1 ) { double per, adj; int over; - + // do left/top edge if ( *outx < 0 ) { @@ -7253,7 +7468,7 @@ static void stbir__clip( int * outx, int * outsubw, int outw, double * u0, doubl *u1 += adj; // decrease u1 *outsubw = outw - *outx; } -} +} // converts a double to a rational that has less than one float bit of error (returns 0 if unable to do so) static int stbir__double_to_rational(double f, stbir_uint32 limit, stbir_uint32 *numer, stbir_uint32 *denom, int limit_denom ) // limit_denom (1) or limit numer (0) @@ -7270,7 +7485,7 @@ static int stbir__double_to_rational(double f, stbir_uint32 limit, stbir_uint32 bot = 1 << 25; // keep refining, but usually stops in a few loops - usually 5 for bad cases - for(;;) + for(;;) { stbir_uint64 est, temp; @@ -7303,13 +7518,13 @@ static int stbir__double_to_rational(double f, stbir_uint32 limit, stbir_uint32 bot = temp; // move remainders - temp = est * denom_estimate + denom_last; - denom_last = denom_estimate; + temp = est * denom_estimate + denom_last; + denom_last = denom_estimate; denom_estimate = temp; // move remainders - temp = est * numer_estimate + numer_last; - numer_last = numer_estimate; + temp = est * numer_estimate + numer_last; + numer_last = numer_estimate; numer_estimate = temp; } @@ -7353,11 +7568,11 @@ static int stbir__calculate_region_transform( stbir__scale_info * scale_info, in output_s = ( (double)output_sub_range) / output_range; - // figure out the scaling to use - ratio = output_s / input_s; + // figure out the scaling to use + ratio = output_s / input_s; // save scale before clipping - scale = ( output_range / input_range ) * ratio; + scale = ( output_range / input_range ) * ratio; scale_info->scale = (float)scale; scale_info->inv_scale = (float)( 1.0 / scale ); @@ -7368,11 +7583,11 @@ static int stbir__calculate_region_transform( stbir__scale_info * scale_info, in input_s = input_s1 - input_s0; // after clipping do we have zero input area? - if ( input_s <= stbir__small_float ) + if ( input_s <= stbir__small_float ) return 0; - // calculate and store the starting source offsets in output pixel space - scale_info->pixel_shift = (float) ( input_s0 * ratio * output_range ); + // calculate and store the starting source offsets in output pixel space + scale_info->pixel_shift = (float) ( input_s0 * ratio * output_range ); scale_info->scale_is_rational = stbir__double_to_rational( scale, ( scale <= 1.0 ) ? output_full_range : input_full_range, &scale_info->scale_numerator, &scale_info->scale_denominator, ( scale >= 1.0 ) ); @@ -7389,7 +7604,6 @@ static void stbir__init_and_set_layout( STBIR_RESIZE * resize, stbir_pixel_layou resize->output_cb = 0; resize->user_data = resize; resize->samplers = 0; - resize->needs_rebuild = 1; resize->called_alloc = 0; resize->horizontal_filter = STBIR_FILTER_DEFAULT; resize->horizontal_filter_kernel = 0; resize->horizontal_filter_support = 0; @@ -7403,9 +7617,10 @@ static void stbir__init_and_set_layout( STBIR_RESIZE * resize, stbir_pixel_layou resize->output_data_type = data_type; resize->input_pixel_layout_public = pixel_layout; resize->output_pixel_layout_public = pixel_layout; + resize->needs_rebuild = 1; } -STBIRDEF void stbir_resize_init( STBIR_RESIZE * resize, +STBIRDEF void stbir_resize_init( STBIR_RESIZE * resize, const void *input_pixels, int input_w, int input_h, int input_stride_in_bytes, // stride can be zero void *output_pixels, int output_w, int output_h, int output_stride_in_bytes, // stride can be zero stbir_pixel_layout pixel_layout, stbir_datatype data_type ) @@ -7428,17 +7643,27 @@ STBIRDEF void stbir_set_datatypes( STBIR_RESIZE * resize, stbir_datatype input_t { resize->input_data_type = input_type; resize->output_data_type = output_type; + if ( ( resize->samplers ) && ( !resize->needs_rebuild ) ) + stbir__update_info_from_resize( resize->samplers, resize ); } STBIRDEF void stbir_set_pixel_callbacks( STBIR_RESIZE * resize, stbir_input_callback * input_cb, stbir_output_callback * output_cb ) // no callbacks by default { resize->input_cb = input_cb; resize->output_cb = output_cb; + + if ( ( resize->samplers ) && ( !resize->needs_rebuild ) ) + { + resize->samplers->in_pixels_cb = input_cb; + resize->samplers->out_pixels_cb = output_cb; + } } STBIRDEF void stbir_set_user_data( STBIR_RESIZE * resize, void * user_data ) // pass back STBIR_RESIZE* by default { resize->user_data = user_data; + if ( ( resize->samplers ) && ( !resize->needs_rebuild ) ) + resize->samplers->user_data = user_data; } STBIRDEF void stbir_set_buffer_ptrs( STBIR_RESIZE * resize, const void * input_pixels, int input_stride_in_bytes, void * output_pixels, int output_stride_in_bytes ) @@ -7447,6 +7672,8 @@ STBIRDEF void stbir_set_buffer_ptrs( STBIR_RESIZE * resize, const void * input_p resize->input_stride_in_bytes = input_stride_in_bytes; resize->output_pixels = output_pixels; resize->output_stride_in_bytes = output_stride_in_bytes; + if ( ( resize->samplers ) && ( !resize->needs_rebuild ) ) + stbir__update_info_from_resize( resize->samplers, resize ); } @@ -7549,7 +7776,7 @@ STBIRDEF int stbir_set_pixel_subrect( STBIR_RESIZE * resize, int subx, int suby, return 1; } -static int stbir__perform_build( STBIR_RESIZE * resize, int splits ) +static int stbir__perform_build( STBIR_RESIZE * resize, int splits ) { stbir__contributors conservative = { 0, 0 }; stbir__sampler horizontal, vertical; @@ -7563,13 +7790,13 @@ static int stbir__perform_build( STBIR_RESIZE * resize, int splits ) // have we already built the samplers? if ( resize->samplers ) return 0; - + #define STBIR_RETURN_ERROR_AND_ASSERT( exp ) STBIR_ASSERT( !(exp) ); if (exp) return 0; STBIR_RETURN_ERROR_AND_ASSERT( (unsigned)resize->horizontal_filter >= STBIR_FILTER_OTHER) STBIR_RETURN_ERROR_AND_ASSERT( (unsigned)resize->vertical_filter >= STBIR_FILTER_OTHER) #undef STBIR_RETURN_ERROR_AND_ASSERT - if ( splits <= 0 ) + if ( splits <= 0 ) return 0; STBIR_PROFILE_BUILD_FIRST_START( build ); @@ -7593,9 +7820,9 @@ static int stbir__perform_build( STBIR_RESIZE * resize, int splits ) stbir__get_conservative_extents( &horizontal, &conservative, resize->user_data ); stbir__set_sampler(&vertical, resize->vertical_filter, resize->horizontal_filter_kernel, resize->vertical_filter_support, resize->vertical_edge, &vertical.scale_info, 0, resize->user_data ); - if ( ( vertical.scale_info.output_sub_size / splits ) < 4 ) // each split should be a minimum of 4 scanlines (handwavey choice) + if ( ( vertical.scale_info.output_sub_size / splits ) < STBIR_FORCE_MINIMUM_SCANLINES_FOR_SPLITS ) // each split should be a minimum of 4 scanlines (handwavey choice) { - splits = vertical.scale_info.output_sub_size / 4; + splits = vertical.scale_info.output_sub_size / STBIR_FORCE_MINIMUM_SCANLINES_FOR_SPLITS; if ( splits == 0 ) splits = 1; } @@ -7603,7 +7830,7 @@ static int stbir__perform_build( STBIR_RESIZE * resize, int splits ) out_info = stbir__alloc_internal_mem_and_build_samplers( &horizontal, &vertical, &conservative, resize->input_pixel_layout_public, resize->output_pixel_layout_public, splits, new_output_subx, new_output_suby, resize->fast_alpha, resize->user_data STBIR_ONLY_PROFILE_BUILD_SET_INFO ); STBIR_PROFILE_BUILD_END( alloc ); STBIR_PROFILE_BUILD_END( build ); - + if ( out_info ) { resize->splits = splits; @@ -7612,6 +7839,10 @@ static int stbir__perform_build( STBIR_RESIZE * resize, int splits ) #ifdef STBIR_PROFILE STBIR_MEMCPY( &out_info->profile, &profile_infod.profile, sizeof( out_info->profile ) ); #endif + + // update anything that can be changed without recalcing samplers + stbir__update_info_from_resize( out_info, resize ); + return splits; } @@ -7640,7 +7871,7 @@ STBIRDEF int stbir_build_samplers_with_splits( STBIR_RESIZE * resize, int splits } STBIR_PROFILE_BUILD_CLEAR( resize->samplers ); - + return 1; } @@ -7652,7 +7883,7 @@ STBIRDEF int stbir_build_samplers( STBIR_RESIZE * resize ) STBIRDEF int stbir_resize_extended( STBIR_RESIZE * resize ) { int result; - + if ( ( resize->samplers == 0 ) || ( resize->needs_rebuild ) ) { int alloc_state = resize->called_alloc; // remember allocated state @@ -7665,10 +7896,10 @@ STBIRDEF int stbir_resize_extended( STBIR_RESIZE * resize ) if ( !stbir_build_samplers( resize ) ) return 0; - + resize->called_alloc = alloc_state; - // if build_samplers succeeded (above), but there are no samplers set, then + // if build_samplers succeeded (above), but there are no samplers set, then // the area to stretch into was zero pixels, so don't do anything and return // success if ( resize->samplers == 0 ) @@ -7680,10 +7911,6 @@ STBIRDEF int stbir_resize_extended( STBIR_RESIZE * resize ) STBIR_PROFILE_BUILD_CLEAR( resize->samplers ); } - - // update anything that can be changed without recalcing samplers - stbir__update_info_from_resize( resize->samplers, resize ); - // do resize result = stbir__perform_resize( resize->samplers, 0, resize->splits ); @@ -7692,7 +7919,7 @@ STBIRDEF int stbir_resize_extended( STBIR_RESIZE * resize ) { stbir_free_samplers( resize ); resize->samplers = 0; - } + } return result; } @@ -7707,14 +7934,11 @@ STBIRDEF int stbir_resize_extended_split( STBIR_RESIZE * resize, int split_start // you **must** build samplers first when using split resize if ( ( resize->samplers == 0 ) || ( resize->needs_rebuild ) ) - return 0; - + return 0; + if ( ( split_start >= resize->splits ) || ( split_start < 0 ) || ( ( split_start + split_count ) > resize->splits ) || ( split_count <= 0 ) ) return 0; - - // update anything that can be changed without recalcing samplers - stbir__update_info_from_resize( resize->samplers, resize ); - + // do resize return stbir__perform_resize( resize->samplers, split_start, split_count ); } @@ -7735,7 +7959,7 @@ static int stbir__check_output_stuff( void ** ret_ptr, int * ret_pitch, void * o if ( output_stride_in_bytes < pitch ) return 0; - size = output_stride_in_bytes * output_h; + size = (size_t)output_stride_in_bytes * (size_t)output_h; if ( size == 0 ) return 0; @@ -7752,7 +7976,7 @@ static int stbir__check_output_stuff( void ** ret_ptr, int * ret_pitch, void * o *ret_pitch = pitch; } - return 1; + return 1; } @@ -7767,9 +7991,9 @@ STBIRDEF unsigned char * stbir_resize_uint8_linear( const unsigned char *input_p if ( !stbir__check_output_stuff( (void**)&optr, &opitch, output_pixels, sizeof( unsigned char ), output_w, output_h, output_stride_in_bytes, stbir__pixel_layout_convert_public_to_internal[ pixel_layout ] ) ) return 0; - stbir_resize_init( &resize, - input_pixels, input_w, input_h, input_stride_in_bytes, - (optr) ? optr : output_pixels, output_w, output_h, opitch, + stbir_resize_init( &resize, + input_pixels, input_w, input_h, input_stride_in_bytes, + (optr) ? optr : output_pixels, output_w, output_h, opitch, pixel_layout, STBIR_TYPE_UINT8 ); if ( !stbir_resize_extended( &resize ) ) @@ -7793,9 +8017,9 @@ STBIRDEF unsigned char * stbir_resize_uint8_srgb( const unsigned char *input_pix if ( !stbir__check_output_stuff( (void**)&optr, &opitch, output_pixels, sizeof( unsigned char ), output_w, output_h, output_stride_in_bytes, stbir__pixel_layout_convert_public_to_internal[ pixel_layout ] ) ) return 0; - stbir_resize_init( &resize, - input_pixels, input_w, input_h, input_stride_in_bytes, - (optr) ? optr : output_pixels, output_w, output_h, opitch, + stbir_resize_init( &resize, + input_pixels, input_w, input_h, input_stride_in_bytes, + (optr) ? optr : output_pixels, output_w, output_h, opitch, pixel_layout, STBIR_TYPE_UINT8_SRGB ); if ( !stbir_resize_extended( &resize ) ) @@ -7820,9 +8044,9 @@ STBIRDEF float * stbir_resize_float_linear( const float *input_pixels , int inpu if ( !stbir__check_output_stuff( (void**)&optr, &opitch, output_pixels, sizeof( float ), output_w, output_h, output_stride_in_bytes, stbir__pixel_layout_convert_public_to_internal[ pixel_layout ] ) ) return 0; - stbir_resize_init( &resize, - input_pixels, input_w, input_h, input_stride_in_bytes, - (optr) ? optr : output_pixels, output_w, output_h, opitch, + stbir_resize_init( &resize, + input_pixels, input_w, input_h, input_stride_in_bytes, + (optr) ? optr : output_pixels, output_w, output_h, opitch, pixel_layout, STBIR_TYPE_FLOAT ); if ( !stbir_resize_extended( &resize ) ) @@ -7838,7 +8062,7 @@ STBIRDEF float * stbir_resize_float_linear( const float *input_pixels , int inpu STBIRDEF void * stbir_resize( const void *input_pixels , int input_w , int input_h, int input_stride_in_bytes, void *output_pixels, int output_w, int output_h, int output_stride_in_bytes, - stbir_pixel_layout pixel_layout, stbir_datatype data_type, + stbir_pixel_layout pixel_layout, stbir_datatype data_type, stbir_edge edge, stbir_filter filter ) { STBIR_RESIZE resize; @@ -7848,9 +8072,9 @@ STBIRDEF void * stbir_resize( const void *input_pixels , int input_w , int input if ( !stbir__check_output_stuff( (void**)&optr, &opitch, output_pixels, stbir__type_size[data_type], output_w, output_h, output_stride_in_bytes, stbir__pixel_layout_convert_public_to_internal[ pixel_layout ] ) ) return 0; - stbir_resize_init( &resize, - input_pixels, input_w, input_h, input_stride_in_bytes, - (optr) ? optr : output_pixels, output_w, output_h, output_stride_in_bytes, + stbir_resize_init( &resize, + input_pixels, input_w, input_h, input_stride_in_bytes, + (optr) ? optr : output_pixels, output_w, output_h, output_stride_in_bytes, pixel_layout, data_type ); resize.horizontal_edge = edge; @@ -7958,7 +8182,7 @@ STBIRDEF void stbir_resize_extended_profile_info( STBIR_PROFILE_INFO * info, STB #else // STB_IMAGE_RESIZE_HORIZONTALS&STB_IMAGE_RESIZE_DO_VERTICALS // we reinclude the header file to define all the horizontal functions -// specializing each function for the number of coeffs is 20-40% faster *OVERALL* +// specializing each function for the number of coeffs is 20-40% faster *OVERALL* // by including the header file again this way, we can still debug the functions @@ -7991,16 +8215,16 @@ STBIRDEF void stbir_resize_extended_profile_info( STBIR_PROFILE_INFO * info, STB #define stbir__encode_order2 2 #define stbir__encode_order3 3 #define stbir__decode_simdf8_flip(reg) -#define stbir__decode_simdf4_flip(reg) +#define stbir__decode_simdf4_flip(reg) #define stbir__encode_simdf8_unflip(reg) -#define stbir__encode_simdf4_unflip(reg) +#define stbir__encode_simdf4_unflip(reg) #endif #ifdef STBIR_SIMD8 #define stbir__encode_simdfX_unflip stbir__encode_simdf8_unflip #else #define stbir__encode_simdfX_unflip stbir__encode_simdf4_unflip -#endif +#endif static void STBIR__CODER_NAME( stbir__decode_uint8_linear_scaled )( float * decodep, int width_times_channels, void const * inputp ) { @@ -8013,6 +8237,7 @@ static void STBIR__CODER_NAME( stbir__decode_uint8_linear_scaled )( float * deco if ( width_times_channels >= 16 ) { decode_end -= 16; + STBIR_NO_UNROLL_LOOP_START_INF_FOR for(;;) { #ifdef STBIR_SIMD8 @@ -8054,7 +8279,7 @@ static void STBIR__CODER_NAME( stbir__decode_uint8_linear_scaled )( float * deco #endif decode += 16; input += 16; - if ( decode <= decode_end ) + if ( decode <= decode_end ) continue; if ( decode == ( decode_end + 16 ) ) break; @@ -8068,6 +8293,7 @@ static void STBIR__CODER_NAME( stbir__decode_uint8_linear_scaled )( float * deco // try to do blocks of 4 when you can #if stbir__coder_min_num != 3 // doesn't divide cleanly by four decode += 4; + STBIR_SIMD_NO_UNROLL_LOOP_START while( decode <= decode_end ) { STBIR_SIMD_NO_UNROLL(decode); @@ -8083,6 +8309,7 @@ static void STBIR__CODER_NAME( stbir__decode_uint8_linear_scaled )( float * deco // do the remnants #if stbir__coder_min_num < 4 + STBIR_NO_UNROLL_LOOP_START while( decode < decode_end ) { STBIR_NO_UNROLL(decode); @@ -8109,6 +8336,7 @@ static void STBIR__CODER_NAME( stbir__encode_uint8_linear_scaled )( void * outpu { float const * end_encode_m8 = encode + width_times_channels - stbir__simdfX_float_count*2; end_output -= stbir__simdfX_float_count*2; + STBIR_NO_UNROLL_LOOP_START_INF_FOR for(;;) { stbir__simdfX e0, e1; @@ -8119,15 +8347,15 @@ static void STBIR__CODER_NAME( stbir__encode_uint8_linear_scaled )( void * outpu stbir__encode_simdfX_unflip( e0 ); stbir__encode_simdfX_unflip( e1 ); #ifdef STBIR_SIMD8 - stbir__simdf8_pack_to_16bytes( i, e0, e1 ); + stbir__simdf8_pack_to_16bytes( i, e0, e1 ); stbir__simdi_store( output, i ); #else - stbir__simdf_pack_to_8bytes( i, e0, e1 ); + stbir__simdf_pack_to_8bytes( i, e0, e1 ); stbir__simdi_store2( output, i ); #endif encode += stbir__simdfX_float_count*2; output += stbir__simdfX_float_count*2; - if ( output <= end_output ) + if ( output <= end_output ) continue; if ( output == ( end_output + stbir__simdfX_float_count*2 ) ) break; @@ -8140,6 +8368,7 @@ static void STBIR__CODER_NAME( stbir__encode_uint8_linear_scaled )( void * outpu // try to do blocks of 4 when you can #if stbir__coder_min_num != 3 // doesn't divide cleanly by four output += 4; + STBIR_NO_UNROLL_LOOP_START while( output <= end_output ) { stbir__simdf e0; @@ -8158,9 +8387,10 @@ static void STBIR__CODER_NAME( stbir__encode_uint8_linear_scaled )( void * outpu // do the remnants #if stbir__coder_min_num < 4 + STBIR_NO_UNROLL_LOOP_START while( output < end_output ) { - stbir__simdf e0; + stbir__simdf e0; STBIR_NO_UNROLL(encode); stbir__simdf_madd1_mem( e0, STBIR__CONSTF(STBIR_simd_point5), STBIR__CONSTF(STBIR_max_uint8_as_float), encode+stbir__encode_order0 ); output[0] = stbir__simdf_convert_float_to_uint8( e0 ); #if stbir__coder_min_num >= 2 @@ -8173,7 +8403,7 @@ static void STBIR__CODER_NAME( stbir__encode_uint8_linear_scaled )( void * outpu encode += stbir__coder_min_num; } #endif - + #else // try to do blocks of 4 when you can @@ -8194,6 +8424,7 @@ static void STBIR__CODER_NAME( stbir__encode_uint8_linear_scaled )( void * outpu // do the remnants #if stbir__coder_min_num < 4 + STBIR_NO_UNROLL_LOOP_START while( output < end_output ) { float f; @@ -8223,6 +8454,7 @@ static void STBIR__CODER_NAME(stbir__decode_uint8_linear)( float * decodep, int if ( width_times_channels >= 16 ) { decode_end -= 16; + STBIR_NO_UNROLL_LOOP_START_INF_FOR for(;;) { #ifdef STBIR_SIMD8 @@ -8258,7 +8490,7 @@ static void STBIR__CODER_NAME(stbir__decode_uint8_linear)( float * decodep, int #endif decode += 16; input += 16; - if ( decode <= decode_end ) + if ( decode <= decode_end ) continue; if ( decode == ( decode_end + 16 ) ) break; @@ -8272,6 +8504,7 @@ static void STBIR__CODER_NAME(stbir__decode_uint8_linear)( float * decodep, int // try to do blocks of 4 when you can #if stbir__coder_min_num != 3 // doesn't divide cleanly by four decode += 4; + STBIR_SIMD_NO_UNROLL_LOOP_START while( decode <= decode_end ) { STBIR_SIMD_NO_UNROLL(decode); @@ -8287,6 +8520,7 @@ static void STBIR__CODER_NAME(stbir__decode_uint8_linear)( float * decodep, int // do the remnants #if stbir__coder_min_num < 4 + STBIR_NO_UNROLL_LOOP_START while( decode < decode_end ) { STBIR_NO_UNROLL(decode); @@ -8313,6 +8547,7 @@ static void STBIR__CODER_NAME( stbir__encode_uint8_linear )( void * outputp, int { float const * end_encode_m8 = encode + width_times_channels - stbir__simdfX_float_count*2; end_output -= stbir__simdfX_float_count*2; + STBIR_SIMD_NO_UNROLL_LOOP_START_INF_FOR for(;;) { stbir__simdfX e0, e1; @@ -8323,15 +8558,15 @@ static void STBIR__CODER_NAME( stbir__encode_uint8_linear )( void * outputp, int stbir__encode_simdfX_unflip( e0 ); stbir__encode_simdfX_unflip( e1 ); #ifdef STBIR_SIMD8 - stbir__simdf8_pack_to_16bytes( i, e0, e1 ); + stbir__simdf8_pack_to_16bytes( i, e0, e1 ); stbir__simdi_store( output, i ); #else - stbir__simdf_pack_to_8bytes( i, e0, e1 ); + stbir__simdf_pack_to_8bytes( i, e0, e1 ); stbir__simdi_store2( output, i ); #endif encode += stbir__simdfX_float_count*2; output += stbir__simdfX_float_count*2; - if ( output <= end_output ) + if ( output <= end_output ) continue; if ( output == ( end_output + stbir__simdfX_float_count*2 ) ) break; @@ -8344,6 +8579,7 @@ static void STBIR__CODER_NAME( stbir__encode_uint8_linear )( void * outputp, int // try to do blocks of 4 when you can #if stbir__coder_min_num != 3 // doesn't divide cleanly by four output += 4; + STBIR_NO_UNROLL_LOOP_START while( output <= end_output ) { stbir__simdf e0; @@ -8382,6 +8618,7 @@ static void STBIR__CODER_NAME( stbir__encode_uint8_linear )( void * outputp, int // do the remnants #if stbir__coder_min_num < 4 + STBIR_NO_UNROLL_LOOP_START while( output < end_output ) { float f; @@ -8422,6 +8659,7 @@ static void STBIR__CODER_NAME(stbir__decode_uint8_srgb)( float * decodep, int wi // do the remnants #if stbir__coder_min_num < 4 + STBIR_NO_UNROLL_LOOP_START while( decode < decode_end ) { STBIR_NO_UNROLL(decode); @@ -8441,7 +8679,7 @@ static void STBIR__CODER_NAME(stbir__decode_uint8_srgb)( float * decodep, int wi #define stbir__min_max_shift20( i, f ) \ stbir__simdf_max( f, f, stbir_simdf_casti(STBIR__CONSTI( STBIR_almost_zero )) ); \ stbir__simdf_min( f, f, stbir_simdf_casti(STBIR__CONSTI( STBIR_almost_one )) ); \ - stbir__simdi_32shr( i, stbir_simdi_castf( f ), 20 ); + stbir__simdi_32shr( i, stbir_simdi_castf( f ), 20 ); #define stbir__scale_and_convert( i, f ) \ stbir__simdf_madd( f, STBIR__CONSTF( STBIR_simd_point5 ), STBIR__CONSTF( STBIR_max_uint8_as_float ), f ); \ @@ -8468,7 +8706,7 @@ static void STBIR__CODER_NAME(stbir__decode_uint8_srgb)( float * decodep, int wi temp1.m128i_u32[0] = table[temp1.m128i_i32[0]]; temp1.m128i_u32[1] = table[temp1.m128i_i32[1]]; temp1.m128i_u32[2] = table[temp1.m128i_i32[2]]; temp1.m128i_u32[3] = table[temp1.m128i_i32[3]]; \ v0 = temp0.m128i_i128; \ v1 = temp1.m128i_i128; \ -} +} #define stbir__simdi_table_lookup3( v0,v1,v2, table ) \ { \ @@ -8499,7 +8737,7 @@ static void STBIR__CODER_NAME(stbir__decode_uint8_srgb)( float * decodep, int wi v1 = temp1.m128i_i128; \ v2 = temp2.m128i_i128; \ v3 = temp3.m128i_i128; \ -} +} static void STBIR__CODER_NAME( stbir__encode_uint8_srgb )( void * outputp, int width_times_channels, float const * encode ) { @@ -8507,16 +8745,16 @@ static void STBIR__CODER_NAME( stbir__encode_uint8_srgb )( void * outputp, int w unsigned char * end_output = ( (unsigned char*) output ) + width_times_channels; #ifdef STBIR_SIMD - stbir_uint32 const * to_srgb = fp32_to_srgb8_tab4 - (127-13)*8; if ( width_times_channels >= 16 ) { float const * end_encode_m16 = encode + width_times_channels - 16; end_output -= 16; + STBIR_SIMD_NO_UNROLL_LOOP_START_INF_FOR for(;;) { stbir__simdf f0, f1, f2, f3; - stbir__simdi i0, i1, i2, i3; + stbir__simdi i0, i1, i2, i3; STBIR_SIMD_NO_UNROLL(encode); stbir__simdf_load4_transposed( f0, f1, f2, f3, encode ); @@ -8525,9 +8763,9 @@ static void STBIR__CODER_NAME( stbir__encode_uint8_srgb )( void * outputp, int w stbir__min_max_shift20( i1, f1 ); stbir__min_max_shift20( i2, f2 ); stbir__min_max_shift20( i3, f3 ); - - stbir__simdi_table_lookup4( i0, i1, i2, i3, to_srgb ); - + + stbir__simdi_table_lookup4( i0, i1, i2, i3, ( fp32_to_srgb8_tab4 - (127-13)*8 ) ); + stbir__linear_to_srgb_finish( i0, f0 ); stbir__linear_to_srgb_finish( i1, f1 ); stbir__linear_to_srgb_finish( i2, f2 ); @@ -8537,7 +8775,7 @@ static void STBIR__CODER_NAME( stbir__encode_uint8_srgb )( void * outputp, int w encode += 16; output += 16; - if ( output <= end_output ) + if ( output <= end_output ) continue; if ( output == ( end_output + 16 ) ) break; @@ -8551,6 +8789,7 @@ static void STBIR__CODER_NAME( stbir__encode_uint8_srgb )( void * outputp, int w // try to do blocks of 4 when you can #if stbir__coder_min_num != 3 // doesn't divide cleanly by four output += 4; + STBIR_SIMD_NO_UNROLL_LOOP_START while ( output <= end_output ) { STBIR_SIMD_NO_UNROLL(encode); @@ -8568,7 +8807,8 @@ static void STBIR__CODER_NAME( stbir__encode_uint8_srgb )( void * outputp, int w // do the remnants #if stbir__coder_min_num < 4 - while( output < end_output ) + STBIR_NO_UNROLL_LOOP_START + while( output < end_output ) { STBIR_NO_UNROLL(encode); output[0] = stbir__linear_to_srgb_uchar( encode[stbir__encode_order0] ); @@ -8608,12 +8848,12 @@ static void STBIR__CODER_NAME( stbir__encode_uint8_srgb4_linearalpha )( void * o unsigned char * end_output = ( (unsigned char*) output ) + width_times_channels; #ifdef STBIR_SIMD - stbir_uint32 const * to_srgb = fp32_to_srgb8_tab4 - (127-13)*8; if ( width_times_channels >= 16 ) { float const * end_encode_m16 = encode + width_times_channels - 16; end_output -= 16; + STBIR_SIMD_NO_UNROLL_LOOP_START_INF_FOR for(;;) { stbir__simdf f0, f1, f2, f3; @@ -8625,10 +8865,10 @@ static void STBIR__CODER_NAME( stbir__encode_uint8_srgb4_linearalpha )( void * o stbir__min_max_shift20( i0, f0 ); stbir__min_max_shift20( i1, f1 ); stbir__min_max_shift20( i2, f2 ); - stbir__scale_and_convert( i3, f3 ); - - stbir__simdi_table_lookup3( i0, i1, i2, to_srgb ); - + stbir__scale_and_convert( i3, f3 ); + + stbir__simdi_table_lookup3( i0, i1, i2, ( fp32_to_srgb8_tab4 - (127-13)*8 ) ); + stbir__linear_to_srgb_finish( i0, f0 ); stbir__linear_to_srgb_finish( i1, f1 ); stbir__linear_to_srgb_finish( i2, f2 ); @@ -8638,7 +8878,7 @@ static void STBIR__CODER_NAME( stbir__encode_uint8_srgb4_linearalpha )( void * o output += 16; encode += 16; - if ( output <= end_output ) + if ( output <= end_output ) continue; if ( output == ( end_output + 16 ) ) break; @@ -8649,9 +8889,10 @@ static void STBIR__CODER_NAME( stbir__encode_uint8_srgb4_linearalpha )( void * o } #endif + STBIR_SIMD_NO_UNROLL_LOOP_START do { float f; - STBIR_SIMD_NO_UNROLL(encode); + STBIR_SIMD_NO_UNROLL(encode); output[stbir__decode_order0] = stbir__linear_to_srgb_uchar( encode[0] ); output[stbir__decode_order1] = stbir__linear_to_srgb_uchar( encode[1] ); @@ -8686,7 +8927,7 @@ static void STBIR__CODER_NAME(stbir__decode_uint8_srgb2_linearalpha)( float * de decode += 4; } decode -= 4; - if( decode < decode_end ) + if( decode < decode_end ) { decode[0] = stbir__srgb_uchar_to_linear_float[ stbir__decode_order0 ]; decode[1] = ( (float) input[stbir__decode_order1] ) * stbir__max_uint8_as_float_inverted; @@ -8699,16 +8940,16 @@ static void STBIR__CODER_NAME( stbir__encode_uint8_srgb2_linearalpha )( void * o unsigned char * end_output = ( (unsigned char*) output ) + width_times_channels; #ifdef STBIR_SIMD - stbir_uint32 const * to_srgb = fp32_to_srgb8_tab4 - (127-13)*8; if ( width_times_channels >= 16 ) { float const * end_encode_m16 = encode + width_times_channels - 16; end_output -= 16; + STBIR_SIMD_NO_UNROLL_LOOP_START_INF_FOR for(;;) { stbir__simdf f0, f1, f2, f3; - stbir__simdi i0, i1, i2, i3; + stbir__simdi i0, i1, i2, i3; STBIR_SIMD_NO_UNROLL(encode); stbir__simdf_load4_transposed( f0, f1, f2, f3, encode ); @@ -8717,9 +8958,9 @@ static void STBIR__CODER_NAME( stbir__encode_uint8_srgb2_linearalpha )( void * o stbir__scale_and_convert( i1, f1 ); stbir__min_max_shift20( i2, f2 ); stbir__scale_and_convert( i3, f3 ); - - stbir__simdi_table_lookup2( i0, i2, to_srgb ); - + + stbir__simdi_table_lookup2( i0, i2, ( fp32_to_srgb8_tab4 - (127-13)*8 ) ); + stbir__linear_to_srgb_finish( i0, f0 ); stbir__linear_to_srgb_finish( i2, f2 ); @@ -8727,7 +8968,7 @@ static void STBIR__CODER_NAME( stbir__encode_uint8_srgb2_linearalpha )( void * o output += 16; encode += 16; - if ( output <= end_output ) + if ( output <= end_output ) continue; if ( output == ( end_output + 16 ) ) break; @@ -8738,6 +8979,7 @@ static void STBIR__CODER_NAME( stbir__encode_uint8_srgb2_linearalpha )( void * o } #endif + STBIR_SIMD_NO_UNROLL_LOOP_START do { float f; STBIR_SIMD_NO_UNROLL(encode); @@ -8766,6 +9008,7 @@ static void STBIR__CODER_NAME(stbir__decode_uint16_linear_scaled)( float * decod if ( width_times_channels >= 8 ) { decode_end -= 8; + STBIR_NO_UNROLL_LOOP_START_INF_FOR for(;;) { #ifdef STBIR_SIMD8 @@ -8793,9 +9036,9 @@ static void STBIR__CODER_NAME(stbir__decode_uint16_linear_scaled)( float * decod stbir__simdf_store( decode + 0, of0 ); stbir__simdf_store( decode + 4, of1 ); #endif - decode += 8; + decode += 8; input += 8; - if ( decode <= decode_end ) + if ( decode <= decode_end ) continue; if ( decode == ( decode_end + 8 ) ) break; @@ -8809,6 +9052,7 @@ static void STBIR__CODER_NAME(stbir__decode_uint16_linear_scaled)( float * decod // try to do blocks of 4 when you can #if stbir__coder_min_num != 3 // doesn't divide cleanly by four decode += 4; + STBIR_SIMD_NO_UNROLL_LOOP_START while( decode <= decode_end ) { STBIR_SIMD_NO_UNROLL(decode); @@ -8824,6 +9068,7 @@ static void STBIR__CODER_NAME(stbir__decode_uint16_linear_scaled)( float * decod // do the remnants #if stbir__coder_min_num < 4 + STBIR_NO_UNROLL_LOOP_START while( decode < decode_end ) { STBIR_NO_UNROLL(decode); @@ -8852,6 +9097,7 @@ static void STBIR__CODER_NAME(stbir__encode_uint16_linear_scaled)( void * output { float const * end_encode_m8 = encode + width_times_channels - stbir__simdfX_float_count*2; end_output -= stbir__simdfX_float_count*2; + STBIR_SIMD_NO_UNROLL_LOOP_START_INF_FOR for(;;) { stbir__simdfX e0, e1; @@ -8865,7 +9111,7 @@ static void STBIR__CODER_NAME(stbir__encode_uint16_linear_scaled)( void * output stbir__simdiX_store( output, i ); encode += stbir__simdfX_float_count*2; output += stbir__simdfX_float_count*2; - if ( output <= end_output ) + if ( output <= end_output ) continue; if ( output == ( end_output + stbir__simdfX_float_count*2 ) ) break; @@ -8879,6 +9125,7 @@ static void STBIR__CODER_NAME(stbir__encode_uint16_linear_scaled)( void * output // try to do blocks of 4 when you can #if stbir__coder_min_num != 3 // doesn't divide cleanly by four output += 4; + STBIR_NO_UNROLL_LOOP_START while( output <= end_output ) { stbir__simdf e; @@ -8897,6 +9144,7 @@ static void STBIR__CODER_NAME(stbir__encode_uint16_linear_scaled)( void * output // do the remnants #if stbir__coder_min_num < 4 + STBIR_NO_UNROLL_LOOP_START while( output < end_output ) { stbir__simdf e; @@ -8912,12 +9160,13 @@ static void STBIR__CODER_NAME(stbir__encode_uint16_linear_scaled)( void * output encode += stbir__coder_min_num; } #endif - + #else // try to do blocks of 4 when you can #if stbir__coder_min_num != 3 // doesn't divide cleanly by four output += 4; + STBIR_SIMD_NO_UNROLL_LOOP_START while( output <= end_output ) { float f; @@ -8934,6 +9183,7 @@ static void STBIR__CODER_NAME(stbir__encode_uint16_linear_scaled)( void * output // do the remnants #if stbir__coder_min_num < 4 + STBIR_NO_UNROLL_LOOP_START while( output < end_output ) { float f; @@ -8963,6 +9213,7 @@ static void STBIR__CODER_NAME(stbir__decode_uint16_linear)( float * decodep, int if ( width_times_channels >= 8 ) { decode_end -= 8; + STBIR_NO_UNROLL_LOOP_START_INF_FOR for(;;) { #ifdef STBIR_SIMD8 @@ -8989,7 +9240,7 @@ static void STBIR__CODER_NAME(stbir__decode_uint16_linear)( float * decodep, int #endif decode += 8; input += 8; - if ( decode <= decode_end ) + if ( decode <= decode_end ) continue; if ( decode == ( decode_end + 8 ) ) break; @@ -9003,6 +9254,7 @@ static void STBIR__CODER_NAME(stbir__decode_uint16_linear)( float * decodep, int // try to do blocks of 4 when you can #if stbir__coder_min_num != 3 // doesn't divide cleanly by four decode += 4; + STBIR_SIMD_NO_UNROLL_LOOP_START while( decode <= decode_end ) { STBIR_SIMD_NO_UNROLL(decode); @@ -9018,6 +9270,7 @@ static void STBIR__CODER_NAME(stbir__decode_uint16_linear)( float * decodep, int // do the remnants #if stbir__coder_min_num < 4 + STBIR_NO_UNROLL_LOOP_START while( decode < decode_end ) { STBIR_NO_UNROLL(decode); @@ -9045,6 +9298,7 @@ static void STBIR__CODER_NAME(stbir__encode_uint16_linear)( void * outputp, int { float const * end_encode_m8 = encode + width_times_channels - stbir__simdfX_float_count*2; end_output -= stbir__simdfX_float_count*2; + STBIR_SIMD_NO_UNROLL_LOOP_START_INF_FOR for(;;) { stbir__simdfX e0, e1; @@ -9058,7 +9312,7 @@ static void STBIR__CODER_NAME(stbir__encode_uint16_linear)( void * outputp, int stbir__simdiX_store( output, i ); encode += stbir__simdfX_float_count*2; output += stbir__simdfX_float_count*2; - if ( output <= end_output ) + if ( output <= end_output ) continue; if ( output == ( end_output + stbir__simdfX_float_count*2 ) ) break; @@ -9072,6 +9326,7 @@ static void STBIR__CODER_NAME(stbir__encode_uint16_linear)( void * outputp, int // try to do blocks of 4 when you can #if stbir__coder_min_num != 3 // doesn't divide cleanly by four output += 4; + STBIR_NO_UNROLL_LOOP_START while( output <= end_output ) { stbir__simdf e; @@ -9093,6 +9348,7 @@ static void STBIR__CODER_NAME(stbir__encode_uint16_linear)( void * outputp, int // try to do blocks of 4 when you can #if stbir__coder_min_num != 3 // doesn't divide cleanly by four output += 4; + STBIR_SIMD_NO_UNROLL_LOOP_START while( output <= end_output ) { float f; @@ -9111,6 +9367,7 @@ static void STBIR__CODER_NAME(stbir__encode_uint16_linear)( void * outputp, int // do the remnants #if stbir__coder_min_num < 4 + STBIR_NO_UNROLL_LOOP_START while( output < end_output ) { float f; @@ -9139,6 +9396,7 @@ static void STBIR__CODER_NAME(stbir__decode_half_float_linear)( float * decodep, { stbir__FP16 const * end_input_m8 = input + width_times_channels - 8; decode_end -= 8; + STBIR_NO_UNROLL_LOOP_START_INF_FOR for(;;) { STBIR_NO_UNROLL(decode); @@ -9166,7 +9424,7 @@ static void STBIR__CODER_NAME(stbir__decode_half_float_linear)( float * decodep, #endif decode += 8; input += 8; - if ( decode <= decode_end ) + if ( decode <= decode_end ) continue; if ( decode == ( decode_end + 8 ) ) break; @@ -9180,6 +9438,7 @@ static void STBIR__CODER_NAME(stbir__decode_half_float_linear)( float * decodep, // try to do blocks of 4 when you can #if stbir__coder_min_num != 3 // doesn't divide cleanly by four decode += 4; + STBIR_SIMD_NO_UNROLL_LOOP_START while( decode <= decode_end ) { STBIR_SIMD_NO_UNROLL(decode); @@ -9195,6 +9454,7 @@ static void STBIR__CODER_NAME(stbir__decode_half_float_linear)( float * decodep, // do the remnants #if stbir__coder_min_num < 4 + STBIR_NO_UNROLL_LOOP_START while( decode < decode_end ) { STBIR_NO_UNROLL(decode); @@ -9221,6 +9481,7 @@ static void STBIR__CODER_NAME( stbir__encode_half_float_linear )( void * outputp { float const * end_encode_m8 = encode + width_times_channels - 8; end_output -= 8; + STBIR_SIMD_NO_UNROLL_LOOP_START_INF_FOR for(;;) { STBIR_SIMD_NO_UNROLL(encode); @@ -9247,7 +9508,7 @@ static void STBIR__CODER_NAME( stbir__encode_half_float_linear )( void * outputp #endif encode += 8; output += 8; - if ( output <= end_output ) + if ( output <= end_output ) continue; if ( output == ( end_output + 8 ) ) break; @@ -9261,6 +9522,7 @@ static void STBIR__CODER_NAME( stbir__encode_half_float_linear )( void * outputp // try to do blocks of 4 when you can #if stbir__coder_min_num != 3 // doesn't divide cleanly by four output += 4; + STBIR_SIMD_NO_UNROLL_LOOP_START while( output <= end_output ) { STBIR_SIMD_NO_UNROLL(output); @@ -9276,6 +9538,7 @@ static void STBIR__CODER_NAME( stbir__encode_half_float_linear )( void * outputp // do the remnants #if stbir__coder_min_num < 4 + STBIR_NO_UNROLL_LOOP_START while( output < end_output ) { STBIR_NO_UNROLL(output); @@ -9304,6 +9567,7 @@ static void STBIR__CODER_NAME(stbir__decode_float_linear)( float * decodep, int { float const * end_input_m16 = input + width_times_channels - 16; decode_end -= 16; + STBIR_NO_UNROLL_LOOP_START_INF_FOR for(;;) { STBIR_NO_UNROLL(decode); @@ -9338,7 +9602,7 @@ static void STBIR__CODER_NAME(stbir__decode_float_linear)( float * decodep, int #endif decode += 16; input += 16; - if ( decode <= decode_end ) + if ( decode <= decode_end ) continue; if ( decode == ( decode_end + 16 ) ) break; @@ -9352,6 +9616,7 @@ static void STBIR__CODER_NAME(stbir__decode_float_linear)( float * decodep, int // try to do blocks of 4 when you can #if stbir__coder_min_num != 3 // doesn't divide cleanly by four decode += 4; + STBIR_SIMD_NO_UNROLL_LOOP_START while( decode <= decode_end ) { STBIR_SIMD_NO_UNROLL(decode); @@ -9367,6 +9632,7 @@ static void STBIR__CODER_NAME(stbir__decode_float_linear)( float * decodep, int // do the remnants #if stbir__coder_min_num < 4 + STBIR_NO_UNROLL_LOOP_START while( decode < decode_end ) { STBIR_NO_UNROLL(decode); @@ -9383,10 +9649,10 @@ static void STBIR__CODER_NAME(stbir__decode_float_linear)( float * decodep, int #endif #else - + if ( (void*)decodep != inputp ) STBIR_MEMCPY( decodep, inputp, width_times_channels * sizeof( float ) ); - + #endif } @@ -9426,6 +9692,7 @@ static void STBIR__CODER_NAME( stbir__encode_float_linear )( void * outputp, int { float const * end_encode_m8 = encode + width_times_channels - ( stbir__simdfX_float_count * 2 ); end_output -= ( stbir__simdfX_float_count * 2 ); + STBIR_SIMD_NO_UNROLL_LOOP_START_INF_FOR for(;;) { stbir__simdfX e0, e1; @@ -9435,18 +9702,18 @@ static void STBIR__CODER_NAME( stbir__encode_float_linear )( void * outputp, int #ifdef STBIR_FLOAT_HIGH_CLAMP stbir__simdfX_min( e0, e0, high_clamp ); stbir__simdfX_min( e1, e1, high_clamp ); -#endif +#endif #ifdef STBIR_FLOAT_LOW_CLAMP stbir__simdfX_max( e0, e0, low_clamp ); stbir__simdfX_max( e1, e1, low_clamp ); -#endif +#endif stbir__encode_simdfX_unflip( e0 ); stbir__encode_simdfX_unflip( e1 ); stbir__simdfX_store( output, e0 ); stbir__simdfX_store( output+stbir__simdfX_float_count, e1 ); encode += stbir__simdfX_float_count * 2; output += stbir__simdfX_float_count * 2; - if ( output < end_output ) + if ( output < end_output ) continue; if ( output == ( end_output + ( stbir__simdfX_float_count * 2 ) ) ) break; @@ -9459,6 +9726,7 @@ static void STBIR__CODER_NAME( stbir__encode_float_linear )( void * outputp, int // try to do blocks of 4 when you can #if stbir__coder_min_num != 3 // doesn't divide cleanly by four output += 4; + STBIR_NO_UNROLL_LOOP_START while( output <= end_output ) { stbir__simdf e0; @@ -9466,10 +9734,10 @@ static void STBIR__CODER_NAME( stbir__encode_float_linear )( void * outputp, int stbir__simdf_load( e0, encode ); #ifdef STBIR_FLOAT_HIGH_CLAMP stbir__simdf_min( e0, e0, high_clamp ); -#endif +#endif #ifdef STBIR_FLOAT_LOW_CLAMP stbir__simdf_max( e0, e0, low_clamp ); -#endif +#endif stbir__encode_simdf4_unflip( e0 ); stbir__simdf_store( output-4, e0 ); output += 4; @@ -9483,6 +9751,7 @@ static void STBIR__CODER_NAME( stbir__encode_float_linear )( void * outputp, int // try to do blocks of 4 when you can #if stbir__coder_min_num != 3 // doesn't divide cleanly by four output += 4; + STBIR_SIMD_NO_UNROLL_LOOP_START while( output <= end_output ) { float e; @@ -9502,6 +9771,7 @@ static void STBIR__CODER_NAME( stbir__encode_float_linear )( void * outputp, int // do the remnants #if stbir__coder_min_num < 4 + STBIR_NO_UNROLL_LOOP_START while( output < end_output ) { float e; @@ -9517,18 +9787,18 @@ static void STBIR__CODER_NAME( stbir__encode_float_linear )( void * outputp, int encode += stbir__coder_min_num; } #endif - + #endif } -#undef stbir__decode_suffix +#undef stbir__decode_suffix #undef stbir__decode_simdf8_flip #undef stbir__decode_simdf4_flip -#undef stbir__decode_order0 +#undef stbir__decode_order0 #undef stbir__decode_order1 #undef stbir__decode_order2 #undef stbir__decode_order3 -#undef stbir__encode_order0 +#undef stbir__encode_order0 #undef stbir__encode_order1 #undef stbir__encode_order2 #undef stbir__encode_order3 @@ -9612,7 +9882,8 @@ static void STBIR_chans( stbir__vertical_scatter_with_,_coeffs)( float ** output stbIF5(stbir__simdfX c5 = stbir__simdf_frepX( c5s ); ) stbIF6(stbir__simdfX c6 = stbir__simdf_frepX( c6s ); ) stbIF7(stbir__simdfX c7 = stbir__simdf_frepX( c7s ); ) - while ( ( (char*)input_end - (char*) input ) >= (16*stbir__simdfX_float_count) ) + STBIR_SIMD_NO_UNROLL_LOOP_START + while ( ( (char*)input_end - (char*) input ) >= (16*stbir__simdfX_float_count) ) { stbir__simdfX o0, o1, o2, o3, r0, r1, r2, r3; STBIR_SIMD_NO_UNROLL(output0); @@ -9621,52 +9892,53 @@ static void STBIR_chans( stbir__vertical_scatter_with_,_coeffs)( float ** output #ifdef STB_IMAGE_RESIZE_VERTICAL_CONTINUE stbIF0( stbir__simdfX_load( o0, output0 ); stbir__simdfX_load( o1, output0+stbir__simdfX_float_count ); stbir__simdfX_load( o2, output0+(2*stbir__simdfX_float_count) ); stbir__simdfX_load( o3, output0+(3*stbir__simdfX_float_count) ); - stbir__simdfX_madd( o0, o0, r0, c0 ); stbir__simdfX_madd( o1, o1, r1, c0 ); stbir__simdfX_madd( o2, o2, r2, c0 ); stbir__simdfX_madd( o3, o3, r3, c0 ); + stbir__simdfX_madd( o0, o0, r0, c0 ); stbir__simdfX_madd( o1, o1, r1, c0 ); stbir__simdfX_madd( o2, o2, r2, c0 ); stbir__simdfX_madd( o3, o3, r3, c0 ); stbir__simdfX_store( output0, o0 ); stbir__simdfX_store( output0+stbir__simdfX_float_count, o1 ); stbir__simdfX_store( output0+(2*stbir__simdfX_float_count), o2 ); stbir__simdfX_store( output0+(3*stbir__simdfX_float_count), o3 ); ) stbIF1( stbir__simdfX_load( o0, output1 ); stbir__simdfX_load( o1, output1+stbir__simdfX_float_count ); stbir__simdfX_load( o2, output1+(2*stbir__simdfX_float_count) ); stbir__simdfX_load( o3, output1+(3*stbir__simdfX_float_count) ); - stbir__simdfX_madd( o0, o0, r0, c1 ); stbir__simdfX_madd( o1, o1, r1, c1 ); stbir__simdfX_madd( o2, o2, r2, c1 ); stbir__simdfX_madd( o3, o3, r3, c1 ); + stbir__simdfX_madd( o0, o0, r0, c1 ); stbir__simdfX_madd( o1, o1, r1, c1 ); stbir__simdfX_madd( o2, o2, r2, c1 ); stbir__simdfX_madd( o3, o3, r3, c1 ); stbir__simdfX_store( output1, o0 ); stbir__simdfX_store( output1+stbir__simdfX_float_count, o1 ); stbir__simdfX_store( output1+(2*stbir__simdfX_float_count), o2 ); stbir__simdfX_store( output1+(3*stbir__simdfX_float_count), o3 ); ) stbIF2( stbir__simdfX_load( o0, output2 ); stbir__simdfX_load( o1, output2+stbir__simdfX_float_count ); stbir__simdfX_load( o2, output2+(2*stbir__simdfX_float_count) ); stbir__simdfX_load( o3, output2+(3*stbir__simdfX_float_count) ); - stbir__simdfX_madd( o0, o0, r0, c2 ); stbir__simdfX_madd( o1, o1, r1, c2 ); stbir__simdfX_madd( o2, o2, r2, c2 ); stbir__simdfX_madd( o3, o3, r3, c2 ); + stbir__simdfX_madd( o0, o0, r0, c2 ); stbir__simdfX_madd( o1, o1, r1, c2 ); stbir__simdfX_madd( o2, o2, r2, c2 ); stbir__simdfX_madd( o3, o3, r3, c2 ); stbir__simdfX_store( output2, o0 ); stbir__simdfX_store( output2+stbir__simdfX_float_count, o1 ); stbir__simdfX_store( output2+(2*stbir__simdfX_float_count), o2 ); stbir__simdfX_store( output2+(3*stbir__simdfX_float_count), o3 ); ) stbIF3( stbir__simdfX_load( o0, output3 ); stbir__simdfX_load( o1, output3+stbir__simdfX_float_count ); stbir__simdfX_load( o2, output3+(2*stbir__simdfX_float_count) ); stbir__simdfX_load( o3, output3+(3*stbir__simdfX_float_count) ); - stbir__simdfX_madd( o0, o0, r0, c3 ); stbir__simdfX_madd( o1, o1, r1, c3 ); stbir__simdfX_madd( o2, o2, r2, c3 ); stbir__simdfX_madd( o3, o3, r3, c3 ); + stbir__simdfX_madd( o0, o0, r0, c3 ); stbir__simdfX_madd( o1, o1, r1, c3 ); stbir__simdfX_madd( o2, o2, r2, c3 ); stbir__simdfX_madd( o3, o3, r3, c3 ); stbir__simdfX_store( output3, o0 ); stbir__simdfX_store( output3+stbir__simdfX_float_count, o1 ); stbir__simdfX_store( output3+(2*stbir__simdfX_float_count), o2 ); stbir__simdfX_store( output3+(3*stbir__simdfX_float_count), o3 ); ) stbIF4( stbir__simdfX_load( o0, output4 ); stbir__simdfX_load( o1, output4+stbir__simdfX_float_count ); stbir__simdfX_load( o2, output4+(2*stbir__simdfX_float_count) ); stbir__simdfX_load( o3, output4+(3*stbir__simdfX_float_count) ); - stbir__simdfX_madd( o0, o0, r0, c4 ); stbir__simdfX_madd( o1, o1, r1, c4 ); stbir__simdfX_madd( o2, o2, r2, c4 ); stbir__simdfX_madd( o3, o3, r3, c4 ); + stbir__simdfX_madd( o0, o0, r0, c4 ); stbir__simdfX_madd( o1, o1, r1, c4 ); stbir__simdfX_madd( o2, o2, r2, c4 ); stbir__simdfX_madd( o3, o3, r3, c4 ); stbir__simdfX_store( output4, o0 ); stbir__simdfX_store( output4+stbir__simdfX_float_count, o1 ); stbir__simdfX_store( output4+(2*stbir__simdfX_float_count), o2 ); stbir__simdfX_store( output4+(3*stbir__simdfX_float_count), o3 ); ) stbIF5( stbir__simdfX_load( o0, output5 ); stbir__simdfX_load( o1, output5+stbir__simdfX_float_count ); stbir__simdfX_load( o2, output5+(2*stbir__simdfX_float_count)); stbir__simdfX_load( o3, output5+(3*stbir__simdfX_float_count) ); - stbir__simdfX_madd( o0, o0, r0, c5 ); stbir__simdfX_madd( o1, o1, r1, c5 ); stbir__simdfX_madd( o2, o2, r2, c5 ); stbir__simdfX_madd( o3, o3, r3, c5 ); + stbir__simdfX_madd( o0, o0, r0, c5 ); stbir__simdfX_madd( o1, o1, r1, c5 ); stbir__simdfX_madd( o2, o2, r2, c5 ); stbir__simdfX_madd( o3, o3, r3, c5 ); stbir__simdfX_store( output5, o0 ); stbir__simdfX_store( output5+stbir__simdfX_float_count, o1 ); stbir__simdfX_store( output5+(2*stbir__simdfX_float_count), o2 ); stbir__simdfX_store( output5+(3*stbir__simdfX_float_count), o3 ); ) stbIF6( stbir__simdfX_load( o0, output6 ); stbir__simdfX_load( o1, output6+stbir__simdfX_float_count ); stbir__simdfX_load( o2, output6+(2*stbir__simdfX_float_count) ); stbir__simdfX_load( o3, output6+(3*stbir__simdfX_float_count) ); - stbir__simdfX_madd( o0, o0, r0, c6 ); stbir__simdfX_madd( o1, o1, r1, c6 ); stbir__simdfX_madd( o2, o2, r2, c6 ); stbir__simdfX_madd( o3, o3, r3, c6 ); + stbir__simdfX_madd( o0, o0, r0, c6 ); stbir__simdfX_madd( o1, o1, r1, c6 ); stbir__simdfX_madd( o2, o2, r2, c6 ); stbir__simdfX_madd( o3, o3, r3, c6 ); stbir__simdfX_store( output6, o0 ); stbir__simdfX_store( output6+stbir__simdfX_float_count, o1 ); stbir__simdfX_store( output6+(2*stbir__simdfX_float_count), o2 ); stbir__simdfX_store( output6+(3*stbir__simdfX_float_count), o3 ); ) stbIF7( stbir__simdfX_load( o0, output7 ); stbir__simdfX_load( o1, output7+stbir__simdfX_float_count ); stbir__simdfX_load( o2, output7+(2*stbir__simdfX_float_count) ); stbir__simdfX_load( o3, output7+(3*stbir__simdfX_float_count) ); - stbir__simdfX_madd( o0, o0, r0, c7 ); stbir__simdfX_madd( o1, o1, r1, c7 ); stbir__simdfX_madd( o2, o2, r2, c7 ); stbir__simdfX_madd( o3, o3, r3, c7 ); + stbir__simdfX_madd( o0, o0, r0, c7 ); stbir__simdfX_madd( o1, o1, r1, c7 ); stbir__simdfX_madd( o2, o2, r2, c7 ); stbir__simdfX_madd( o3, o3, r3, c7 ); stbir__simdfX_store( output7, o0 ); stbir__simdfX_store( output7+stbir__simdfX_float_count, o1 ); stbir__simdfX_store( output7+(2*stbir__simdfX_float_count), o2 ); stbir__simdfX_store( output7+(3*stbir__simdfX_float_count), o3 ); ) #else - stbIF0( stbir__simdfX_mult( o0, r0, c0 ); stbir__simdfX_mult( o1, r1, c0 ); stbir__simdfX_mult( o2, r2, c0 ); stbir__simdfX_mult( o3, r3, c0 ); + stbIF0( stbir__simdfX_mult( o0, r0, c0 ); stbir__simdfX_mult( o1, r1, c0 ); stbir__simdfX_mult( o2, r2, c0 ); stbir__simdfX_mult( o3, r3, c0 ); stbir__simdfX_store( output0, o0 ); stbir__simdfX_store( output0+stbir__simdfX_float_count, o1 ); stbir__simdfX_store( output0+(2*stbir__simdfX_float_count), o2 ); stbir__simdfX_store( output0+(3*stbir__simdfX_float_count), o3 ); ) - stbIF1( stbir__simdfX_mult( o0, r0, c1 ); stbir__simdfX_mult( o1, r1, c1 ); stbir__simdfX_mult( o2, r2, c1 ); stbir__simdfX_mult( o3, r3, c1 ); + stbIF1( stbir__simdfX_mult( o0, r0, c1 ); stbir__simdfX_mult( o1, r1, c1 ); stbir__simdfX_mult( o2, r2, c1 ); stbir__simdfX_mult( o3, r3, c1 ); stbir__simdfX_store( output1, o0 ); stbir__simdfX_store( output1+stbir__simdfX_float_count, o1 ); stbir__simdfX_store( output1+(2*stbir__simdfX_float_count), o2 ); stbir__simdfX_store( output1+(3*stbir__simdfX_float_count), o3 ); ) - stbIF2( stbir__simdfX_mult( o0, r0, c2 ); stbir__simdfX_mult( o1, r1, c2 ); stbir__simdfX_mult( o2, r2, c2 ); stbir__simdfX_mult( o3, r3, c2 ); + stbIF2( stbir__simdfX_mult( o0, r0, c2 ); stbir__simdfX_mult( o1, r1, c2 ); stbir__simdfX_mult( o2, r2, c2 ); stbir__simdfX_mult( o3, r3, c2 ); stbir__simdfX_store( output2, o0 ); stbir__simdfX_store( output2+stbir__simdfX_float_count, o1 ); stbir__simdfX_store( output2+(2*stbir__simdfX_float_count), o2 ); stbir__simdfX_store( output2+(3*stbir__simdfX_float_count), o3 ); ) - stbIF3( stbir__simdfX_mult( o0, r0, c3 ); stbir__simdfX_mult( o1, r1, c3 ); stbir__simdfX_mult( o2, r2, c3 ); stbir__simdfX_mult( o3, r3, c3 ); + stbIF3( stbir__simdfX_mult( o0, r0, c3 ); stbir__simdfX_mult( o1, r1, c3 ); stbir__simdfX_mult( o2, r2, c3 ); stbir__simdfX_mult( o3, r3, c3 ); stbir__simdfX_store( output3, o0 ); stbir__simdfX_store( output3+stbir__simdfX_float_count, o1 ); stbir__simdfX_store( output3+(2*stbir__simdfX_float_count), o2 ); stbir__simdfX_store( output3+(3*stbir__simdfX_float_count), o3 ); ) - stbIF4( stbir__simdfX_mult( o0, r0, c4 ); stbir__simdfX_mult( o1, r1, c4 ); stbir__simdfX_mult( o2, r2, c4 ); stbir__simdfX_mult( o3, r3, c4 ); + stbIF4( stbir__simdfX_mult( o0, r0, c4 ); stbir__simdfX_mult( o1, r1, c4 ); stbir__simdfX_mult( o2, r2, c4 ); stbir__simdfX_mult( o3, r3, c4 ); stbir__simdfX_store( output4, o0 ); stbir__simdfX_store( output4+stbir__simdfX_float_count, o1 ); stbir__simdfX_store( output4+(2*stbir__simdfX_float_count), o2 ); stbir__simdfX_store( output4+(3*stbir__simdfX_float_count), o3 ); ) - stbIF5( stbir__simdfX_mult( o0, r0, c5 ); stbir__simdfX_mult( o1, r1, c5 ); stbir__simdfX_mult( o2, r2, c5 ); stbir__simdfX_mult( o3, r3, c5 ); + stbIF5( stbir__simdfX_mult( o0, r0, c5 ); stbir__simdfX_mult( o1, r1, c5 ); stbir__simdfX_mult( o2, r2, c5 ); stbir__simdfX_mult( o3, r3, c5 ); stbir__simdfX_store( output5, o0 ); stbir__simdfX_store( output5+stbir__simdfX_float_count, o1 ); stbir__simdfX_store( output5+(2*stbir__simdfX_float_count), o2 ); stbir__simdfX_store( output5+(3*stbir__simdfX_float_count), o3 ); ) - stbIF6( stbir__simdfX_mult( o0, r0, c6 ); stbir__simdfX_mult( o1, r1, c6 ); stbir__simdfX_mult( o2, r2, c6 ); stbir__simdfX_mult( o3, r3, c6 ); + stbIF6( stbir__simdfX_mult( o0, r0, c6 ); stbir__simdfX_mult( o1, r1, c6 ); stbir__simdfX_mult( o2, r2, c6 ); stbir__simdfX_mult( o3, r3, c6 ); stbir__simdfX_store( output6, o0 ); stbir__simdfX_store( output6+stbir__simdfX_float_count, o1 ); stbir__simdfX_store( output6+(2*stbir__simdfX_float_count), o2 ); stbir__simdfX_store( output6+(3*stbir__simdfX_float_count), o3 ); ) - stbIF7( stbir__simdfX_mult( o0, r0, c7 ); stbir__simdfX_mult( o1, r1, c7 ); stbir__simdfX_mult( o2, r2, c7 ); stbir__simdfX_mult( o3, r3, c7 ); + stbIF7( stbir__simdfX_mult( o0, r0, c7 ); stbir__simdfX_mult( o1, r1, c7 ); stbir__simdfX_mult( o2, r2, c7 ); stbir__simdfX_mult( o3, r3, c7 ); stbir__simdfX_store( output7, o0 ); stbir__simdfX_store( output7+stbir__simdfX_float_count, o1 ); stbir__simdfX_store( output7+(2*stbir__simdfX_float_count), o2 ); stbir__simdfX_store( output7+(3*stbir__simdfX_float_count), o3 ); ) #endif input += (4*stbir__simdfX_float_count); stbIF0( output0 += (4*stbir__simdfX_float_count); ) stbIF1( output1 += (4*stbir__simdfX_float_count); ) stbIF2( output2 += (4*stbir__simdfX_float_count); ) stbIF3( output3 += (4*stbir__simdfX_float_count); ) stbIF4( output4 += (4*stbir__simdfX_float_count); ) stbIF5( output5 += (4*stbir__simdfX_float_count); ) stbIF6( output6 += (4*stbir__simdfX_float_count); ) stbIF7( output7 += (4*stbir__simdfX_float_count); ) } - while ( ( (char*)input_end - (char*) input ) >= 16 ) + STBIR_SIMD_NO_UNROLL_LOOP_START + while ( ( (char*)input_end - (char*) input ) >= 16 ) { stbir__simdf o0, r0; STBIR_SIMD_NO_UNROLL(output0); @@ -9692,13 +9964,14 @@ static void STBIR_chans( stbir__vertical_scatter_with_,_coeffs)( float ** output stbIF6( stbir__simdf_mult( o0, r0, stbir__if_simdf8_cast_to_simdf4( c6 ) ); stbir__simdf_store( output6, o0 ); ) stbIF7( stbir__simdf_mult( o0, r0, stbir__if_simdf8_cast_to_simdf4( c7 ) ); stbir__simdf_store( output7, o0 ); ) #endif - + input += 4; stbIF0( output0 += 4; ) stbIF1( output1 += 4; ) stbIF2( output2 += 4; ) stbIF3( output3 += 4; ) stbIF4( output4 += 4; ) stbIF5( output5 += 4; ) stbIF6( output6 += 4; ) stbIF7( output7 += 4; ) } } #else - while ( ( (char*)input_end - (char*) input ) >= 16 ) + STBIR_NO_UNROLL_LOOP_START + while ( ( (char*)input_end - (char*) input ) >= 16 ) { float r0, r1, r2, r3; STBIR_NO_UNROLL(input); @@ -9729,7 +10002,8 @@ static void STBIR_chans( stbir__vertical_scatter_with_,_coeffs)( float ** output stbIF0( output0 += 4; ) stbIF1( output1 += 4; ) stbIF2( output2 += 4; ) stbIF3( output3 += 4; ) stbIF4( output4 += 4; ) stbIF5( output5 += 4; ) stbIF6( output6 += 4; ) stbIF7( output7 += 4; ) } #endif - while ( input < input_end ) + STBIR_NO_UNROLL_LOOP_START + while ( input < input_end ) { float r = input[0]; STBIR_NO_UNROLL(output0); @@ -9779,7 +10053,7 @@ static void STBIR_chans( stbir__vertical_gather_with_,_coeffs)( float * outputp, STBIR_MEMCPY( output, input0, (char*)input0_end - (char*)input0 ); return; } -#endif +#endif #ifdef STBIR_SIMD { @@ -9791,14 +10065,15 @@ static void STBIR_chans( stbir__vertical_gather_with_,_coeffs)( float * outputp, stbIF5(stbir__simdfX c5 = stbir__simdf_frepX( c5s ); ) stbIF6(stbir__simdfX c6 = stbir__simdf_frepX( c6s ); ) stbIF7(stbir__simdfX c7 = stbir__simdf_frepX( c7s ); ) - - while ( ( (char*)input0_end - (char*) input0 ) >= (16*stbir__simdfX_float_count) ) + + STBIR_SIMD_NO_UNROLL_LOOP_START + while ( ( (char*)input0_end - (char*) input0 ) >= (16*stbir__simdfX_float_count) ) { stbir__simdfX o0, o1, o2, o3, r0, r1, r2, r3; STBIR_SIMD_NO_UNROLL(output); // prefetch four loop iterations ahead (doesn't affect much for small resizes, but helps with big ones) - stbIF0( stbir__prefetch( input0 + (16*stbir__simdfX_float_count) ); ) + stbIF0( stbir__prefetch( input0 + (16*stbir__simdfX_float_count) ); ) stbIF1( stbir__prefetch( input1 + (16*stbir__simdfX_float_count) ); ) stbIF2( stbir__prefetch( input2 + (16*stbir__simdfX_float_count) ); ) stbIF3( stbir__prefetch( input3 + (16*stbir__simdfX_float_count) ); ) @@ -9836,7 +10111,8 @@ static void STBIR_chans( stbir__vertical_gather_with_,_coeffs)( float * outputp, stbIF0( input0 += (4*stbir__simdfX_float_count); ) stbIF1( input1 += (4*stbir__simdfX_float_count); ) stbIF2( input2 += (4*stbir__simdfX_float_count); ) stbIF3( input3 += (4*stbir__simdfX_float_count); ) stbIF4( input4 += (4*stbir__simdfX_float_count); ) stbIF5( input5 += (4*stbir__simdfX_float_count); ) stbIF6( input6 += (4*stbir__simdfX_float_count); ) stbIF7( input7 += (4*stbir__simdfX_float_count); ) } - while ( ( (char*)input0_end - (char*) input0 ) >= 16 ) + STBIR_SIMD_NO_UNROLL_LOOP_START + while ( ( (char*)input0_end - (char*) input0 ) >= 16 ) { stbir__simdf o0, r0; STBIR_SIMD_NO_UNROLL(output); @@ -9860,7 +10136,8 @@ static void STBIR_chans( stbir__vertical_gather_with_,_coeffs)( float * outputp, } } #else - while ( ( (char*)input0_end - (char*) input0 ) >= 16 ) + STBIR_NO_UNROLL_LOOP_START + while ( ( (char*)input0_end - (char*) input0 ) >= 16 ) { float o0, o1, o2, o3; STBIR_NO_UNROLL(output); @@ -9881,7 +10158,8 @@ static void STBIR_chans( stbir__vertical_gather_with_,_coeffs)( float * outputp, stbIF0( input0 += 4; ) stbIF1( input1 += 4; ) stbIF2( input2 += 4; ) stbIF3( input3 += 4; ) stbIF4( input4 += 4; ) stbIF5( input5 += 4; ) stbIF6( input6 += 4; ) stbIF7( input7 += 4; ) } #endif - while ( input0 < input0_end ) + STBIR_NO_UNROLL_LOOP_START + while ( input0 < input0_end ) { float o0; STBIR_NO_UNROLL(output); @@ -9897,7 +10175,7 @@ static void STBIR_chans( stbir__vertical_gather_with_,_coeffs)( float * outputp, stbIF5( o0 += input5[0] * c5s; ) stbIF6( o0 += input6[0] * c6s; ) stbIF7( o0 += input7[0] * c7s; ) - output[0] = o0; + output[0] = o0; ++output; stbIF0( ++input0; ) stbIF1( ++input1; ) stbIF2( ++input2; ) stbIF3( ++input3; ) stbIF4( ++input4; ) stbIF5( ++input5; ) stbIF6( ++input6; ) stbIF7( ++input7; ) } @@ -9928,25 +10206,25 @@ static void STBIR_chans( stbir__vertical_gather_with_,_coeffs)( float * outputp, #ifndef stbir__2_coeff_only #define stbir__2_coeff_only() \ stbir__1_coeff_only(); \ - stbir__1_coeff_remnant(1); + stbir__1_coeff_remnant(1); #endif #ifndef stbir__2_coeff_remnant #define stbir__2_coeff_remnant( ofs ) \ stbir__1_coeff_remnant(ofs); \ - stbir__1_coeff_remnant((ofs)+1); + stbir__1_coeff_remnant((ofs)+1); #endif - + #ifndef stbir__3_coeff_only #define stbir__3_coeff_only() \ stbir__2_coeff_only(); \ - stbir__1_coeff_remnant(2); + stbir__1_coeff_remnant(2); #endif - + #ifndef stbir__3_coeff_remnant #define stbir__3_coeff_remnant( ofs ) \ stbir__2_coeff_remnant(ofs); \ - stbir__1_coeff_remnant((ofs)+2); + stbir__1_coeff_remnant((ofs)+2); #endif #ifndef stbir__3_coeff_setup @@ -9956,13 +10234,13 @@ static void STBIR_chans( stbir__vertical_gather_with_,_coeffs)( float * outputp, #ifndef stbir__4_coeff_start #define stbir__4_coeff_start() \ stbir__2_coeff_only(); \ - stbir__2_coeff_remnant(2); + stbir__2_coeff_remnant(2); #endif - + #ifndef stbir__4_coeff_continue_from_4 #define stbir__4_coeff_continue_from_4( ofs ) \ stbir__2_coeff_remnant(ofs); \ - stbir__2_coeff_remnant((ofs)+2); + stbir__2_coeff_remnant((ofs)+2); #endif #ifndef stbir__store_output_tiny @@ -9973,8 +10251,9 @@ static void STBIR_chans( stbir__horizontal_gather_,_channels_with_1_coeff)( floa { float const * output_end = output_buffer + output_sub_size * STBIR__horizontal_channels; float STBIR_SIMD_STREAMOUT_PTR( * ) output = output_buffer; + STBIR_SIMD_NO_UNROLL_LOOP_START do { - float const * decode = decode_buffer + horizontal_contributors->n0 * STBIR__horizontal_channels; + float const * decode = decode_buffer + horizontal_contributors->n0 * STBIR__horizontal_channels; float const * hc = horizontal_coefficients; stbir__1_coeff_only(); stbir__store_output_tiny(); @@ -9985,8 +10264,9 @@ static void STBIR_chans( stbir__horizontal_gather_,_channels_with_2_coeffs)( flo { float const * output_end = output_buffer + output_sub_size * STBIR__horizontal_channels; float STBIR_SIMD_STREAMOUT_PTR( * ) output = output_buffer; + STBIR_SIMD_NO_UNROLL_LOOP_START do { - float const * decode = decode_buffer + horizontal_contributors->n0 * STBIR__horizontal_channels; + float const * decode = decode_buffer + horizontal_contributors->n0 * STBIR__horizontal_channels; float const * hc = horizontal_coefficients; stbir__2_coeff_only(); stbir__store_output_tiny(); @@ -9997,8 +10277,9 @@ static void STBIR_chans( stbir__horizontal_gather_,_channels_with_3_coeffs)( flo { float const * output_end = output_buffer + output_sub_size * STBIR__horizontal_channels; float STBIR_SIMD_STREAMOUT_PTR( * ) output = output_buffer; + STBIR_SIMD_NO_UNROLL_LOOP_START do { - float const * decode = decode_buffer + horizontal_contributors->n0 * STBIR__horizontal_channels; + float const * decode = decode_buffer + horizontal_contributors->n0 * STBIR__horizontal_channels; float const * hc = horizontal_coefficients; stbir__3_coeff_only(); stbir__store_output_tiny(); @@ -10009,8 +10290,9 @@ static void STBIR_chans( stbir__horizontal_gather_,_channels_with_4_coeffs)( flo { float const * output_end = output_buffer + output_sub_size * STBIR__horizontal_channels; float STBIR_SIMD_STREAMOUT_PTR( * ) output = output_buffer; + STBIR_SIMD_NO_UNROLL_LOOP_START do { - float const * decode = decode_buffer + horizontal_contributors->n0 * STBIR__horizontal_channels; + float const * decode = decode_buffer + horizontal_contributors->n0 * STBIR__horizontal_channels; float const * hc = horizontal_coefficients; stbir__4_coeff_start(); stbir__store_output(); @@ -10021,8 +10303,9 @@ static void STBIR_chans( stbir__horizontal_gather_,_channels_with_5_coeffs)( flo { float const * output_end = output_buffer + output_sub_size * STBIR__horizontal_channels; float STBIR_SIMD_STREAMOUT_PTR( * ) output = output_buffer; + STBIR_SIMD_NO_UNROLL_LOOP_START do { - float const * decode = decode_buffer + horizontal_contributors->n0 * STBIR__horizontal_channels; + float const * decode = decode_buffer + horizontal_contributors->n0 * STBIR__horizontal_channels; float const * hc = horizontal_coefficients; stbir__4_coeff_start(); stbir__1_coeff_remnant(4); @@ -10034,8 +10317,9 @@ static void STBIR_chans( stbir__horizontal_gather_,_channels_with_6_coeffs)( flo { float const * output_end = output_buffer + output_sub_size * STBIR__horizontal_channels; float STBIR_SIMD_STREAMOUT_PTR( * ) output = output_buffer; + STBIR_SIMD_NO_UNROLL_LOOP_START do { - float const * decode = decode_buffer + horizontal_contributors->n0 * STBIR__horizontal_channels; + float const * decode = decode_buffer + horizontal_contributors->n0 * STBIR__horizontal_channels; float const * hc = horizontal_coefficients; stbir__4_coeff_start(); stbir__2_coeff_remnant(4); @@ -10048,10 +10332,11 @@ static void STBIR_chans( stbir__horizontal_gather_,_channels_with_7_coeffs)( flo float const * output_end = output_buffer + output_sub_size * STBIR__horizontal_channels; float STBIR_SIMD_STREAMOUT_PTR( * ) output = output_buffer; stbir__3_coeff_setup(); + STBIR_SIMD_NO_UNROLL_LOOP_START do { - float const * decode = decode_buffer + horizontal_contributors->n0 * STBIR__horizontal_channels; + float const * decode = decode_buffer + horizontal_contributors->n0 * STBIR__horizontal_channels; float const * hc = horizontal_coefficients; - + stbir__4_coeff_start(); stbir__3_coeff_remnant(4); stbir__store_output(); @@ -10062,8 +10347,9 @@ static void STBIR_chans( stbir__horizontal_gather_,_channels_with_8_coeffs)( flo { float const * output_end = output_buffer + output_sub_size * STBIR__horizontal_channels; float STBIR_SIMD_STREAMOUT_PTR( * ) output = output_buffer; + STBIR_SIMD_NO_UNROLL_LOOP_START do { - float const * decode = decode_buffer + horizontal_contributors->n0 * STBIR__horizontal_channels; + float const * decode = decode_buffer + horizontal_contributors->n0 * STBIR__horizontal_channels; float const * hc = horizontal_coefficients; stbir__4_coeff_start(); stbir__4_coeff_continue_from_4(4); @@ -10075,8 +10361,9 @@ static void STBIR_chans( stbir__horizontal_gather_,_channels_with_9_coeffs)( flo { float const * output_end = output_buffer + output_sub_size * STBIR__horizontal_channels; float STBIR_SIMD_STREAMOUT_PTR( * ) output = output_buffer; + STBIR_SIMD_NO_UNROLL_LOOP_START do { - float const * decode = decode_buffer + horizontal_contributors->n0 * STBIR__horizontal_channels; + float const * decode = decode_buffer + horizontal_contributors->n0 * STBIR__horizontal_channels; float const * hc = horizontal_coefficients; stbir__4_coeff_start(); stbir__4_coeff_continue_from_4(4); @@ -10089,8 +10376,9 @@ static void STBIR_chans( stbir__horizontal_gather_,_channels_with_10_coeffs)( fl { float const * output_end = output_buffer + output_sub_size * STBIR__horizontal_channels; float STBIR_SIMD_STREAMOUT_PTR( * ) output = output_buffer; + STBIR_SIMD_NO_UNROLL_LOOP_START do { - float const * decode = decode_buffer + horizontal_contributors->n0 * STBIR__horizontal_channels; + float const * decode = decode_buffer + horizontal_contributors->n0 * STBIR__horizontal_channels; float const * hc = horizontal_coefficients; stbir__4_coeff_start(); stbir__4_coeff_continue_from_4(4); @@ -10104,8 +10392,9 @@ static void STBIR_chans( stbir__horizontal_gather_,_channels_with_11_coeffs)( fl float const * output_end = output_buffer + output_sub_size * STBIR__horizontal_channels; float STBIR_SIMD_STREAMOUT_PTR( * ) output = output_buffer; stbir__3_coeff_setup(); + STBIR_SIMD_NO_UNROLL_LOOP_START do { - float const * decode = decode_buffer + horizontal_contributors->n0 * STBIR__horizontal_channels; + float const * decode = decode_buffer + horizontal_contributors->n0 * STBIR__horizontal_channels; float const * hc = horizontal_coefficients; stbir__4_coeff_start(); stbir__4_coeff_continue_from_4(4); @@ -10118,8 +10407,9 @@ static void STBIR_chans( stbir__horizontal_gather_,_channels_with_12_coeffs)( fl { float const * output_end = output_buffer + output_sub_size * STBIR__horizontal_channels; float STBIR_SIMD_STREAMOUT_PTR( * ) output = output_buffer; + STBIR_SIMD_NO_UNROLL_LOOP_START do { - float const * decode = decode_buffer + horizontal_contributors->n0 * STBIR__horizontal_channels; + float const * decode = decode_buffer + horizontal_contributors->n0 * STBIR__horizontal_channels; float const * hc = horizontal_coefficients; stbir__4_coeff_start(); stbir__4_coeff_continue_from_4(4); @@ -10132,12 +10422,14 @@ static void STBIR_chans( stbir__horizontal_gather_,_channels_with_n_coeffs_mod0 { float const * output_end = output_buffer + output_sub_size * STBIR__horizontal_channels; float STBIR_SIMD_STREAMOUT_PTR( * ) output = output_buffer; + STBIR_SIMD_NO_UNROLL_LOOP_START do { - float const * decode = decode_buffer + horizontal_contributors->n0 * STBIR__horizontal_channels; - int n = ( ( horizontal_contributors->n1 - horizontal_contributors->n0 + 1 ) - 4 + 3 ) >> 2; + float const * decode = decode_buffer + horizontal_contributors->n0 * STBIR__horizontal_channels; + int n = ( ( horizontal_contributors->n1 - horizontal_contributors->n0 + 1 ) - 4 + 3 ) >> 2; float const * hc = horizontal_coefficients; stbir__4_coeff_start(); + STBIR_SIMD_NO_UNROLL_LOOP_START do { hc += 4; decode += STBIR__horizontal_channels * 4; @@ -10152,19 +10444,21 @@ static void STBIR_chans( stbir__horizontal_gather_,_channels_with_n_coeffs_mod1 { float const * output_end = output_buffer + output_sub_size * STBIR__horizontal_channels; float STBIR_SIMD_STREAMOUT_PTR( * ) output = output_buffer; + STBIR_SIMD_NO_UNROLL_LOOP_START do { - float const * decode = decode_buffer + horizontal_contributors->n0 * STBIR__horizontal_channels; - int n = ( ( horizontal_contributors->n1 - horizontal_contributors->n0 + 1 ) - 5 + 3 ) >> 2; + float const * decode = decode_buffer + horizontal_contributors->n0 * STBIR__horizontal_channels; + int n = ( ( horizontal_contributors->n1 - horizontal_contributors->n0 + 1 ) - 5 + 3 ) >> 2; float const * hc = horizontal_coefficients; stbir__4_coeff_start(); + STBIR_SIMD_NO_UNROLL_LOOP_START do { hc += 4; decode += STBIR__horizontal_channels * 4; stbir__4_coeff_continue_from_4( 0 ); --n; } while ( n > 0 ); - stbir__1_coeff_remnant( 4 ); + stbir__1_coeff_remnant( 4 ); stbir__store_output(); } while ( output < output_end ); } @@ -10173,19 +10467,21 @@ static void STBIR_chans( stbir__horizontal_gather_,_channels_with_n_coeffs_mod2 { float const * output_end = output_buffer + output_sub_size * STBIR__horizontal_channels; float STBIR_SIMD_STREAMOUT_PTR( * ) output = output_buffer; + STBIR_SIMD_NO_UNROLL_LOOP_START do { - float const * decode = decode_buffer + horizontal_contributors->n0 * STBIR__horizontal_channels; - int n = ( ( horizontal_contributors->n1 - horizontal_contributors->n0 + 1 ) - 6 + 3 ) >> 2; + float const * decode = decode_buffer + horizontal_contributors->n0 * STBIR__horizontal_channels; + int n = ( ( horizontal_contributors->n1 - horizontal_contributors->n0 + 1 ) - 6 + 3 ) >> 2; float const * hc = horizontal_coefficients; stbir__4_coeff_start(); + STBIR_SIMD_NO_UNROLL_LOOP_START do { hc += 4; decode += STBIR__horizontal_channels * 4; stbir__4_coeff_continue_from_4( 0 ); --n; } while ( n > 0 ); - stbir__2_coeff_remnant( 4 ); + stbir__2_coeff_remnant( 4 ); stbir__store_output(); } while ( output < output_end ); @@ -10196,19 +10492,21 @@ static void STBIR_chans( stbir__horizontal_gather_,_channels_with_n_coeffs_mod3 float const * output_end = output_buffer + output_sub_size * STBIR__horizontal_channels; float STBIR_SIMD_STREAMOUT_PTR( * ) output = output_buffer; stbir__3_coeff_setup(); + STBIR_SIMD_NO_UNROLL_LOOP_START do { - float const * decode = decode_buffer + horizontal_contributors->n0 * STBIR__horizontal_channels; - int n = ( ( horizontal_contributors->n1 - horizontal_contributors->n0 + 1 ) - 7 + 3 ) >> 2; + float const * decode = decode_buffer + horizontal_contributors->n0 * STBIR__horizontal_channels; + int n = ( ( horizontal_contributors->n1 - horizontal_contributors->n0 + 1 ) - 7 + 3 ) >> 2; float const * hc = horizontal_coefficients; stbir__4_coeff_start(); + STBIR_SIMD_NO_UNROLL_LOOP_START do { hc += 4; decode += STBIR__horizontal_channels * 4; stbir__4_coeff_continue_from_4( 0 ); --n; } while ( n > 0 ); - stbir__3_coeff_remnant( 4 ); + stbir__3_coeff_remnant( 4 ); stbir__store_output(); } while ( output < output_end ); @@ -10216,26 +10514,26 @@ static void STBIR_chans( stbir__horizontal_gather_,_channels_with_n_coeffs_mod3 static stbir__horizontal_gather_channels_func * STBIR_chans(stbir__horizontal_gather_,_channels_with_n_coeffs_funcs)[4]= { - STBIR_chans(stbir__horizontal_gather_,_channels_with_n_coeffs_mod0), - STBIR_chans(stbir__horizontal_gather_,_channels_with_n_coeffs_mod1), - STBIR_chans(stbir__horizontal_gather_,_channels_with_n_coeffs_mod2), - STBIR_chans(stbir__horizontal_gather_,_channels_with_n_coeffs_mod3), + STBIR_chans(stbir__horizontal_gather_,_channels_with_n_coeffs_mod0), + STBIR_chans(stbir__horizontal_gather_,_channels_with_n_coeffs_mod1), + STBIR_chans(stbir__horizontal_gather_,_channels_with_n_coeffs_mod2), + STBIR_chans(stbir__horizontal_gather_,_channels_with_n_coeffs_mod3), }; static stbir__horizontal_gather_channels_func * STBIR_chans(stbir__horizontal_gather_,_channels_funcs)[12]= { - STBIR_chans(stbir__horizontal_gather_,_channels_with_1_coeff), - STBIR_chans(stbir__horizontal_gather_,_channels_with_2_coeffs), + STBIR_chans(stbir__horizontal_gather_,_channels_with_1_coeff), + STBIR_chans(stbir__horizontal_gather_,_channels_with_2_coeffs), STBIR_chans(stbir__horizontal_gather_,_channels_with_3_coeffs), - STBIR_chans(stbir__horizontal_gather_,_channels_with_4_coeffs), - STBIR_chans(stbir__horizontal_gather_,_channels_with_5_coeffs), - STBIR_chans(stbir__horizontal_gather_,_channels_with_6_coeffs), + STBIR_chans(stbir__horizontal_gather_,_channels_with_4_coeffs), + STBIR_chans(stbir__horizontal_gather_,_channels_with_5_coeffs), + STBIR_chans(stbir__horizontal_gather_,_channels_with_6_coeffs), STBIR_chans(stbir__horizontal_gather_,_channels_with_7_coeffs), - STBIR_chans(stbir__horizontal_gather_,_channels_with_8_coeffs), - STBIR_chans(stbir__horizontal_gather_,_channels_with_9_coeffs), - STBIR_chans(stbir__horizontal_gather_,_channels_with_10_coeffs), - STBIR_chans(stbir__horizontal_gather_,_channels_with_11_coeffs), - STBIR_chans(stbir__horizontal_gather_,_channels_with_12_coeffs), + STBIR_chans(stbir__horizontal_gather_,_channels_with_8_coeffs), + STBIR_chans(stbir__horizontal_gather_,_channels_with_9_coeffs), + STBIR_chans(stbir__horizontal_gather_,_channels_with_10_coeffs), + STBIR_chans(stbir__horizontal_gather_,_channels_with_11_coeffs), + STBIR_chans(stbir__horizontal_gather_,_channels_with_12_coeffs), }; #undef STBIR__horizontal_channels @@ -10266,38 +10564,38 @@ This software is available under 2 licenses -- choose whichever you prefer. ------------------------------------------------------------------------------ ALTERNATIVE A - MIT License Copyright (c) 2017 Sean Barrett -Permission is hereby granted, free of charge, to any person obtaining a copy of -this software and associated documentation files (the "Software"), to deal in -the Software without restriction, including without limitation the rights to -use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies -of the Software, and to permit persons to whom the Software is furnished to do +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: -The above copyright notice and this permission notice shall be included in all +The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ------------------------------------------------------------------------------ ALTERNATIVE B - Public Domain (www.unlicense.org) This is free and unencumbered software released into the public domain. -Anyone is free to copy, modify, publish, use, compile, sell, or distribute this -software, either in source code form or as a compiled binary, for any purpose, +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, commercial or non-commercial, and by any means. -In jurisdictions that recognize copyright laws, the author or authors of this -software dedicate any and all copyright interest in the software to the public -domain. We make this dedication for the benefit of the public at large and to -the detriment of our heirs and successors. We intend this dedication to be an -overt act of relinquishment in perpetuity of all present and future rights to +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to this software under copyright law. -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN -ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ------------------------------------------------------------------------------ */ diff --git a/src/external/stb_truetype.h b/src/external/stb_truetype.h index bbf2284b1..90a5c2e2b 100644 --- a/src/external/stb_truetype.h +++ b/src/external/stb_truetype.h @@ -54,7 +54,7 @@ // Hou Qiming Derek Vinyard // Rob Loach Cort Stratton // Kenney Phillis Jr. Brian Costabile -// Ken Voskuil (kaesve) +// Ken Voskuil (kaesve) Yakov Galka // // VERSION HISTORY // @@ -4604,6 +4604,8 @@ STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float sc scale_y = -scale_y; { + // distance from singular values (in the same units as the pixel grid) + const float eps = 1./1024, eps2 = eps*eps; int x,y,i,j; float *precompute; stbtt_vertex *verts; @@ -4616,15 +4618,15 @@ STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float sc float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y; float x1 = verts[j].x*scale_x, y1 = verts[j].y*scale_y; float dist = (float) STBTT_sqrt((x1-x0)*(x1-x0) + (y1-y0)*(y1-y0)); - precompute[i] = (dist == 0) ? 0.0f : 1.0f / dist; + precompute[i] = (dist < eps) ? 0.0f : 1.0f / dist; } else if (verts[i].type == STBTT_vcurve) { float x2 = verts[j].x *scale_x, y2 = verts[j].y *scale_y; float x1 = verts[i].cx*scale_x, y1 = verts[i].cy*scale_y; float x0 = verts[i].x *scale_x, y0 = verts[i].y *scale_y; float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2; float len2 = bx*bx + by*by; - if (len2 != 0.0f) - precompute[i] = 1.0f / (bx*bx + by*by); + if (len2 >= eps2) + precompute[i] = 1.0f / len2; else precompute[i] = 0.0f; } else @@ -4689,8 +4691,8 @@ STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float sc float a = 3*(ax*bx + ay*by); float b = 2*(ax*ax + ay*ay) + (mx*bx+my*by); float c = mx*ax+my*ay; - if (a == 0.0) { // if a is 0, it's linear - if (b != 0.0) { + if (STBTT_fabs(a) < eps2) { // if a is 0, it's linear + if (STBTT_fabs(b) >= eps2) { res[num++] = -c/b; } } else { diff --git a/src/external/win32_clipboard.h b/src/external/win32_clipboard.h new file mode 100644 index 000000000..832856432 --- /dev/null +++ b/src/external/win32_clipboard.h @@ -0,0 +1,374 @@ +#if !defined(_WIN32) +# error "This module is only made for Windows OS" +#endif + +#ifndef WIN32_CLIPBOARD_ +#define WIN32_CLIPBOARD_ +unsigned char* Win32GetClipboardImageData(int* width, int* height, unsigned long long int *dataSize); +#endif // WIN32_CLIPBOARD_ + +#ifdef WIN32_CLIPBOARD_IMPLEMENTATION +#include +#include +#include +#include + +// NOTE: These search for architecture is taken from "Windows.h", and it's necessary if we really don't wanna import windows.h +// and still make it compile on msvc, because import indirectly importing "winnt.h" (e.g. ) can cause problems is these are not defined. +#if !defined(_X86_) && !defined(_68K_) && !defined(_MPPC_) && !defined(_IA64_) && !defined(_AMD64_) && !defined(_ARM_) && !defined(_ARM64_) && !defined(_ARM64EC_) && defined(_M_IX86) +#define _X86_ +#if !defined(_CHPE_X86_ARM64_) && defined(_M_HYBRID) +#define _CHPE_X86_ARM64_ +#endif +#endif + +#if !defined(_AMD64_) && !defined(_68K_) && !defined(_MPPC_) && !defined(_X86_) && !defined(_IA64_) && !defined(_AMD64_) && !defined(_ARM_) && !defined(_ARM64_) && (defined(_M_AMD64) || defined(_M_ARM64EC)) +#define _AMD64_ +#endif + +#if !defined(_ARM_) && !defined(_68K_) && !defined(_MPPC_) && !defined(_X86_) && !defined(_IA64_) && !defined(_AMD64_) && !defined(_ARM64_) && !defined(_ARM64EC_) && defined(_M_ARM) +#define _ARM_ +#endif + +#if !defined(_ARM64_) && !defined(_68K_) && !defined(_MPPC_) && !defined(_X86_) && !defined(_IA64_) && !defined(_AMD64_) && !defined(_ARM_) && !defined(_ARM64EC_) && defined(_M_ARM64) +#define _ARM64_ +#endif + +#if !defined(_68K_) && !defined(_MPPC_) && !defined(_X86_) && !defined(_IA64_) && !defined(_ARM_) && !defined(_ARM64_) && !defined(_ARM64EC_) && defined(_M_ARM64EC) +#define _ARM64EC_ +#endif + +#if !defined(_68K_) && !defined(_MPPC_) && !defined(_X86_) && !defined(_IA64_) && !defined(_AMD64_) && !defined(_ARM_) && !defined(_ARM64_) && !defined(_ARM64EC_) && defined(_M_M68K) +#define _68K_ +#endif + +#if !defined(_68K_) && !defined(_MPPC_) && !defined(_X86_) && !defined(_IA64_) && !defined(_AMD64_) && !defined(_ARM_) && !defined(_ARM64_) && !defined(_ARM64EC_) && defined(_M_MPPC) +#define _MPPC_ +#endif + +#if !defined(_IA64_) && !defined(_68K_) && !defined(_MPPC_) && !defined(_X86_) && !defined(_M_IX86) && !defined(_AMD64_) && !defined(_ARM_) && !defined(_ARM64_) && !defined(_ARM64EC_) && defined(_M_IA64) +#define _IA64_ +#endif + + +#define WIN32_LEAN_AND_MEAN +// #include +// #include +// #include +#include +// #include + +#ifndef WINAPI +#if defined(_ARM_) +#define WINAPI +#else +#define WINAPI __stdcall +#endif +#endif + +#ifndef WINAPI +#if defined(_ARM_) +#define WINAPI +#else +#define WINAPI __stdcall +#endif +#endif + +#ifndef WINBASEAPI +#ifndef _KERNEL32_ +#define WINBASEAPI DECLSPEC_IMPORT +#else +#define WINBASEAPI +#endif +#endif + +#ifndef WINUSERAPI +#ifndef _USER32_ +#define WINUSERAPI __declspec (dllimport) +#else +#define WINUSERAPI +#endif +#endif + +typedef int WINBOOL; + + + +// typedef HANDLE HGLOBAL; + +#ifndef HWND +#define HWND void* +#endif + + +#if !defined(_WINUSER_) || !defined(WINUSER_ALREADY_INCLUDED) +WINUSERAPI WINBOOL WINAPI OpenClipboard(HWND hWndNewOwner); +WINUSERAPI WINBOOL WINAPI CloseClipboard(VOID); +WINUSERAPI DWORD WINAPI GetClipboardSequenceNumber(VOID); +WINUSERAPI HWND WINAPI GetClipboardOwner(VOID); +WINUSERAPI HWND WINAPI SetClipboardViewer(HWND hWndNewViewer); +WINUSERAPI HWND WINAPI GetClipboardViewer(VOID); +WINUSERAPI WINBOOL WINAPI ChangeClipboardChain(HWND hWndRemove, HWND hWndNewNext); +WINUSERAPI HANDLE WINAPI SetClipboardData(UINT uFormat, HANDLE hMem); +WINUSERAPI HANDLE WINAPI GetClipboardData(UINT uFormat); +WINUSERAPI UINT WINAPI RegisterClipboardFormatA(LPCSTR lpszFormat); +WINUSERAPI UINT WINAPI RegisterClipboardFormatW(LPCWSTR lpszFormat); +WINUSERAPI int WINAPI CountClipboardFormats(VOID); +WINUSERAPI UINT WINAPI EnumClipboardFormats(UINT format); +WINUSERAPI int WINAPI GetClipboardFormatNameA(UINT format, LPSTR lpszFormatName, int cchMaxCount); +WINUSERAPI int WINAPI GetClipboardFormatNameW(UINT format, LPWSTR lpszFormatName, int cchMaxCount); +WINUSERAPI WINBOOL WINAPI EmptyClipboard(VOID); +WINUSERAPI WINBOOL WINAPI IsClipboardFormatAvailable(UINT format); +WINUSERAPI int WINAPI GetPriorityClipboardFormat(UINT *paFormatPriorityList, int cFormats); +WINUSERAPI HWND WINAPI GetOpenClipboardWindow(VOID); +#endif + +#ifndef HGLOBAL +#define HGLOBAL void* +#endif + +#if !defined(_WINBASE_) || !defined(WINBASE_ALREADY_INCLUDED) +WINBASEAPI SIZE_T WINAPI GlobalSize (HGLOBAL hMem); +WINBASEAPI LPVOID WINAPI GlobalLock (HGLOBAL hMem); +WINBASEAPI WINBOOL WINAPI GlobalUnlock (HGLOBAL hMem); +#endif + + +#if !defined(_WINGDI_) || !defined(WINGDI_ALREADY_INCLUDED) +#ifndef BITMAPINFOHEADER_ALREADY_DEFINED +#define BITMAPINFOHEADER_ALREADY_DEFINED +// Does this header need to be packed ? by the windowps header it doesnt seem to be +#pragma pack(push, 1) +typedef struct tagBITMAPINFOHEADER { + DWORD biSize; + LONG biWidth; + LONG biHeight; + WORD biPlanes; + WORD biBitCount; + DWORD biCompression; + DWORD biSizeImage; + LONG biXPelsPerMeter; + LONG biYPelsPerMeter; + DWORD biClrUsed; + DWORD biClrImportant; +} BITMAPINFOHEADER,*LPBITMAPINFOHEADER,*PBITMAPINFOHEADER; +#pragma pack(pop) +#endif + +#ifndef BITMAPFILEHEADER_ALREADY_DEFINED +#define BITMAPFILEHEADER_ALREADY_DEFINED +#pragma pack(push, 1) +typedef struct tagBITMAPFILEHEADER { + WORD bfType; + DWORD bfSize; + WORD bfReserved1; + WORD bfReserved2; + DWORD bfOffBits; +} BITMAPFILEHEADER,*LPBITMAPFILEHEADER,*PBITMAPFILEHEADER; +#pragma pack(pop) +#endif + +#ifndef RGBQUAD_ALREADY_DEFINED +#define RGBQUAD_ALREADY_DEFINED +typedef struct tagRGBQUAD { + BYTE rgbBlue; + BYTE rgbGreen; + BYTE rgbRed; + BYTE rgbReserved; +} RGBQUAD, *LPRGBQUAD; +#endif + + +// https://learn.microsoft.com/en-us/openspecs/windows_protocols/ms-wmf/4e588f70-bd92-4a6f-b77f-35d0feaf7a57 +#define BI_RGB 0x0000 +#define BI_RLE8 0x0001 +#define BI_RLE4 0x0002 +#define BI_BITFIELDS 0x0003 +#define BI_JPEG 0x0004 +#define BI_PNG 0x0005 +#define BI_CMYK 0x000B +#define BI_CMYKRLE8 0x000C +#define BI_CMYKRLE4 0x000D + +#endif + +// https://learn.microsoft.com/en-us/windows/win32/dataxchg/standard-clipboard-formats +#define CF_DIB 8 + +// https://learn.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-setsystemcursor +// #define OCR_NORMAL 32512 // Normal select +// #define OCR_IBEAM 32513 // Text select +// #define OCR_WAIT 32514 // Busy +// #define OCR_CROSS 32515 // Precision select +// #define OCR_UP 32516 // Alternate select +// #define OCR_SIZENWSE 32642 // Diagonal resize 1 +// #define OCR_SIZENESW 32643 // Diagonal resize 2 +// #define OCR_SIZEWE 32644 // Horizontal resize +// #define OCR_SIZENS 32645 // Vertical resize +// #define OCR_SIZEALL 32646 // Move +// #define OCR_NO 32648 // Unavailable +// #define OCR_HAND 32649 // Link select +// #define OCR_APPSTARTING 32650 // + + +//---------------------------------------------------------------------------------- +// Module Internal Functions Declaration +//---------------------------------------------------------------------------------- + + +static BOOL OpenClipboardRetrying(HWND handle); // Open clipboard with a number of retries +static int GetPixelDataOffset(BITMAPINFOHEADER bih); + +unsigned char* Win32GetClipboardImageData(int* width, int* height, unsigned long long int *dataSize) +{ + HWND win = NULL; // Get from somewhere but is doesnt seem to matter + const char* msgString = ""; + int severity = LOG_INFO; + BYTE* bmpData = NULL; + if (!OpenClipboardRetrying(win)) { + severity = LOG_ERROR; + msgString = "Couldn't open clipboard"; + goto end; + } + + HGLOBAL clipHandle = (HGLOBAL)GetClipboardData(CF_DIB); + if (!clipHandle) { + severity = LOG_ERROR; + msgString = "Clipboard data is not an Image"; + goto close; + } + + BITMAPINFOHEADER *bmpInfoHeader = (BITMAPINFOHEADER *)GlobalLock(clipHandle); + if (!bmpInfoHeader) { + // Mapping from HGLOBAL to our local *address space* failed + severity = LOG_ERROR; + msgString = "Clipboard data failed to be locked"; + goto unlock; + } + + *width = bmpInfoHeader->biWidth; + *height = bmpInfoHeader->biHeight; + + SIZE_T clipDataSize = GlobalSize(clipHandle); + if (clipDataSize < sizeof(BITMAPINFOHEADER)) { + // Format CF_DIB needs space for BITMAPINFOHEADER struct. + msgString = "Clipboard has Malformed data"; + severity = LOG_ERROR; + goto unlock; + } + + // Denotes where the pixel data starts from the bmpInfoHeader pointer + int pixelOffset = GetPixelDataOffset(*bmpInfoHeader); + + //--------------------------------------------------------------------------------// + // + // The rest of the section is about create the bytes for a correct BMP file + // Then we copy the data and to a pointer + // + //--------------------------------------------------------------------------------// + + BITMAPFILEHEADER bmpFileHeader = {0}; + SIZE_T bmpFileSize = sizeof(bmpFileHeader) + clipDataSize; + *dataSize = bmpFileSize; + + bmpFileHeader.bfType = 0x4D42; //https://stackoverflow.com/questions/601430/multibyte-character-constants-and-bitmap-file-header-type-constants#601536 + + bmpFileHeader.bfSize = (DWORD)bmpFileSize; // Up to 4GB works fine + bmpFileHeader.bfOffBits = sizeof(bmpFileHeader) + pixelOffset; + + // + // Each process has a default heap provided by the system + // Memory objects allocated by GlobalAlloc and LocalAlloc are in private, + // committed pages with read/write access that cannot be accessed by other processes. + // + // This may be wrong since we might be allocating in a DLL and freeing from another module, the main application + // that may cause heap corruption. We could create a FreeImage function + // + bmpData = malloc(sizeof(bmpFileHeader) + clipDataSize); + // First we add the header for a bmp file + memcpy(bmpData, &bmpFileHeader, sizeof(bmpFileHeader)); + // Then we add the header for the bmp itself + the pixel data + memcpy(bmpData + sizeof(bmpFileHeader), bmpInfoHeader, clipDataSize); + msgString = "Clipboad image acquired successfully"; + + +unlock: + GlobalUnlock(clipHandle); +close: + CloseClipboard(); +end: + + TRACELOG(severity, msgString); + return bmpData; +} + +static BOOL OpenClipboardRetrying(HWND hWnd) +{ + static const int maxTries = 20; + static const int sleepTimeMS = 60; + for (int _ = 0; _ < maxTries; ++_) + { + // Might be being hold by another process + // Or yourself forgot to CloseClipboard + if (OpenClipboard(hWnd)) { + return true; + } + Sleep(sleepTimeMS); + } + return false; +} + +// Based off of researching microsoft docs and reponses from this question https://stackoverflow.com/questions/30552255/how-to-read-a-bitmap-from-the-windows-clipboard#30552856 +// https://learn.microsoft.com/en-us/windows/win32/api/wingdi/ns-wingdi-bitmapinfoheader +// Get the byte offset where does the pixels data start (from a packed DIB) +static int GetPixelDataOffset(BITMAPINFOHEADER bih) +{ + int offset = 0; + const unsigned int rgbaSize = sizeof(RGBQUAD); + + // biSize Specifies the number of bytes required by the structure + // We expect to always be 40 because it should be packed + if (40 == bih.biSize && 40 == sizeof(BITMAPINFOHEADER)) + { + // + // biBitCount Specifies the number of bits per pixel. + // Might exist some bit masks *after* the header and *before* the pixel offset + // we're looking, but only if we have more than + // 8 bits per pixel, so we need to ajust for that + // + if (bih.biBitCount > 8) + { + // if bih.biCompression is RBG we should NOT offset more + + if (bih.biCompression == BI_BITFIELDS) + { + offset += 3 * rgbaSize; + } else if (bih.biCompression == 6 /* BI_ALPHABITFIELDS */) + { + // Not widely supported, but valid. + offset += 4 * rgbaSize; + } + } + } + + // + // biClrUsed Specifies the number of color indices in the color table that are actually used by the bitmap. + // If this value is zero, the bitmap uses the maximum number of colors + // corresponding to the value of the biBitCount member for the compression mode specified by biCompression. + // If biClrUsed is nonzero and the biBitCount member is less than 16 + // the biClrUsed member specifies the actual number of colors + // + if (bih.biClrUsed > 0) { + offset += bih.biClrUsed * rgbaSize; + } else { + if (bih.biBitCount < 16) + { + offset = offset + (rgbaSize << bih.biBitCount); + } + } + + return bih.biSize + offset; +} +#endif // WIN32_CLIPBOARD_IMPLEMENTATION +// EOF + diff --git a/src/minshell.html b/src/minshell.html index 38f3672b9..ec7158841 100644 --- a/src/minshell.html +++ b/src/minshell.html @@ -34,7 +34,7 @@ diff --git a/src/platforms/rcore_android.c b/src/platforms/rcore_android.c index 23b8f4369..96ea367dc 100644 --- a/src/platforms/rcore_android.c +++ b/src/platforms/rcore_android.c @@ -27,7 +27,7 @@ * * LICENSE: zlib/libpng * -* Copyright (c) 2013-2024 Ramon Santamaria (@raysan5) and contributors +* Copyright (c) 2013-2025 Ramon Santamaria (@raysan5) and contributors * * 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. @@ -74,14 +74,14 @@ typedef struct { // Global Variables Definition //---------------------------------------------------------------------------------- extern CoreData CORE; // Global CORE state context - +extern bool isGpuReady; // Flag to note GPU has been initialized successfully static PlatformData platform = { 0 }; // Platform specific data //---------------------------------------------------------------------------------- // Local Variables Definition //---------------------------------------------------------------------------------- #define KEYCODE_MAP_SIZE 162 -static const KeyboardKey KeycodeMap[KEYCODE_MAP_SIZE] = { +static const KeyboardKey mapKeycode[KEYCODE_MAP_SIZE] = { KEY_NULL, // AKEYCODE_UNKNOWN 0, // AKEYCODE_SOFT_LEFT 0, // AKEYCODE_SOFT_RIGHT @@ -281,14 +281,15 @@ void android_main(struct android_app *app) // Request to end the native activity ANativeActivity_finish(app->activity); - // Android ALooper_pollAll() variables + // Android ALooper_pollOnce() variables int pollResult = 0; int pollEvents = 0; // Waiting for application events before complete finishing while (!app->destroyRequested) { - while ((pollResult = ALooper_pollAll(0, NULL, &pollEvents, (void **)&platform.source)) >= 0) + // Poll all events until we reach return value TIMEOUT, meaning no events left to process + while ((pollResult = ALooper_pollOnce(0, NULL, &pollEvents, (void **)&platform.source)) > ALOOPER_POLL_TIMEOUT) { if (platform.source != NULL) platform.source->process(app, platform.source); } @@ -514,6 +515,16 @@ const char *GetClipboardText(void) return NULL; } +// Get clipboard image +Image GetClipboardImage(void) +{ + Image image = { 0 }; + + TRACELOG(LOG_WARNING, "GetClipboardImage() not implemented on target platform"); + + return image; +} + // Show mouse cursor void ShowCursor(void) { @@ -614,9 +625,9 @@ int SetGamepadMappings(const char *mappings) } // Set gamepad vibration -void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor) +void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration) { - TRACELOG(LOG_WARNING, "GamepadSetVibration() not implemented on target platform"); + TRACELOG(LOG_WARNING, "SetGamepadVibration() not implemented on target platform"); } // Set mouse position XY @@ -632,6 +643,13 @@ void SetMouseCursor(int cursor) TRACELOG(LOG_WARNING, "SetMouseCursor() not implemented on target platform"); } +// Get physical key name. +const char *GetKeyName(int key) +{ + TRACELOG(LOG_WARNING, "GetKeyName() not implemented on target platform"); + return ""; +} + // Register all input events void PollInputEvents(void) { @@ -651,6 +669,16 @@ void PollInputEvents(void) CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN //CORE.Input.Gamepad.axisCount = 0; + for (int i = 0; i < MAX_GAMEPADS; i++) + { + if (CORE.Input.Gamepad.ready[i]) // Check if gamepad is available + { + // Register previous gamepad states + for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) + CORE.Input.Gamepad.previousButtonState[i][k] = CORE.Input.Gamepad.currentButtonState[i][k]; + } + } + // Register previous touch states for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i]; @@ -665,27 +693,27 @@ void PollInputEvents(void) CORE.Input.Keyboard.keyRepeatInFrame[i] = 0; } - // Android ALooper_pollAll() variables + // Android ALooper_pollOnce() variables int pollResult = 0; int pollEvents = 0; - // Poll Events (registered events) + // Poll Events (registered events) until we reach TIMEOUT which indicates there are no events left to poll // NOTE: Activity is paused if not enabled (platform.appEnabled) - while ((pollResult = ALooper_pollAll(platform.appEnabled? 0 : -1, NULL, &pollEvents, (void**)&platform.source)) >= 0) + while ((pollResult = ALooper_pollOnce(platform.appEnabled? 0 : -1, NULL, &pollEvents, ((void **)&platform.source)) > ALOOPER_POLL_TIMEOUT)) { // Process this event if (platform.source != NULL) platform.source->process(platform.app, platform.source); - // NOTE: Never close window, native activity is controlled by the system! + // NOTE: Allow closing the window in case a configuration change happened. + // The android_main function should be allowed to return to its caller in order for the + // Android OS to relaunch the activity. if (platform.app->destroyRequested != 0) { - //CORE.Window.shouldClose = true; - //ANativeActivity_finish(platform.app->activity); + CORE.Window.shouldClose = true; } } } - //---------------------------------------------------------------------------------- // Module Internal Functions Definition //---------------------------------------------------------------------------------- @@ -750,20 +778,20 @@ int InitPlatform(void) TRACELOG(LOG_INFO, "PLATFORM: ANDROID: Initialized successfully"); - // Android ALooper_pollAll() variables + // Android ALooper_pollOnce() variables int pollResult = 0; int pollEvents = 0; // Wait for window to be initialized (display and context) while (!CORE.Window.ready) { - // Process events loop - while ((pollResult = ALooper_pollAll(0, NULL, &pollEvents, (void**)&platform.source)) >= 0) + // Process events until we reach TIMEOUT, which indicates no more events queued. + while ((pollResult = ALooper_pollOnce(0, NULL, &pollEvents, ((void **)&platform.source)) > ALOOPER_POLL_TIMEOUT)) { // Process this event if (platform.source != NULL) platform.source->process(platform.app, platform.source); - // NOTE: Never close window, native activity is controlled by the system! + // NOTE: It's highly likely destroyRequested will never be non-zero at the start of the activity lifecycle. //if (platform.app->destroyRequested != 0) CORE.Window.shouldClose = true; } } @@ -794,6 +822,12 @@ void ClosePlatform(void) eglTerminate(platform.device); platform.device = EGL_NO_DISPLAY; } + + // NOTE: Reset global state in case the activity is being relaunched. + if (platform.app->destroyRequested != 0) { + CORE = (CoreData){0}; + platform = (PlatformData){0}; + } } // Initialize display device and framebuffer @@ -964,6 +998,7 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd) // Initialize OpenGL context (states and resources) // NOTE: CORE.Window.currentFbo.width and CORE.Window.currentFbo.height not used, just stored as globals in rlgl rlglInit(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height); + isGpuReady = true; // Setup default viewport // NOTE: It updated CORE.Window.render.width and CORE.Window.render.height @@ -1123,9 +1158,9 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event) CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_RIGHT_Y] = AMotionEvent_getAxisValue( event, AMOTION_EVENT_AXIS_RZ, 0); CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_LEFT_TRIGGER] = AMotionEvent_getAxisValue( - event, AMOTION_EVENT_AXIS_BRAKE, 0) * 2.0f - 1.0f; + event, AMOTION_EVENT_AXIS_BRAKE, 0)*2.0f - 1.0f; CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_RIGHT_TRIGGER] = AMotionEvent_getAxisValue( - event, AMOTION_EVENT_AXIS_GAS, 0) * 2.0f - 1.0f; + event, AMOTION_EVENT_AXIS_GAS, 0)*2.0f - 1.0f; // dpad is reported as an axis on android float dpadX = AMotionEvent_getAxisValue(event, AMOTION_EVENT_AXIS_HAT_X, 0); @@ -1191,7 +1226,7 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event) return 1; // Handled gamepad button } - KeyboardKey key = (keycode > 0 && keycode < KEYCODE_MAP_SIZE) ? KeycodeMap[keycode] : KEY_NULL; + KeyboardKey key = ((keycode > 0) && (keycode < KEYCODE_MAP_SIZE))? mapKeycode[keycode] : KEY_NULL; if (key != KEY_NULL) { // Save current key and its state @@ -1242,10 +1277,10 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event) CORE.Input.Touch.position[i] = (Vector2){ AMotionEvent_getX(event, i), AMotionEvent_getY(event, i) }; // Normalize CORE.Input.Touch.position[i] for CORE.Window.screen.width and CORE.Window.screen.height - float widthRatio = (float)(CORE.Window.screen.width + CORE.Window.renderOffset.x) / (float)CORE.Window.display.width; - float heightRatio = (float)(CORE.Window.screen.height + CORE.Window.renderOffset.y) / (float)CORE.Window.display.height; - CORE.Input.Touch.position[i].x = CORE.Input.Touch.position[i].x * widthRatio - (float)CORE.Window.renderOffset.x / 2; - CORE.Input.Touch.position[i].y = CORE.Input.Touch.position[i].y * heightRatio - (float)CORE.Window.renderOffset.y / 2; + float widthRatio = (float)(CORE.Window.screen.width + CORE.Window.renderOffset.x)/(float)CORE.Window.display.width; + float heightRatio = (float)(CORE.Window.screen.height + CORE.Window.renderOffset.y)/(float)CORE.Window.display.height; + CORE.Input.Touch.position[i].x = CORE.Input.Touch.position[i].x*widthRatio - (float)CORE.Window.renderOffset.x/2; + CORE.Input.Touch.position[i].y = CORE.Input.Touch.position[i].y*heightRatio - (float)CORE.Window.renderOffset.y/2; } int32_t action = AMotionEvent_getAction(event); diff --git a/src/platforms/rcore_desktop_glfw.c b/src/platforms/rcore_desktop_glfw.c new file mode 100644 index 000000000..9159b302a --- /dev/null +++ b/src/platforms/rcore_desktop_glfw.c @@ -0,0 +1,1930 @@ +/********************************************************************************************** +* +* rcore_desktop - Functions to manage window, graphics device and inputs +* +* PLATFORM: DESKTOP: GLFW +* - Windows (Win32, Win64) +* - Linux (X11/Wayland desktop mode) +* - FreeBSD, OpenBSD, NetBSD, DragonFly (X11 desktop) +* - OSX/macOS (x64, arm64) +* +* LIMITATIONS: +* - Limitation 01 +* - Limitation 02 +* +* POSSIBLE IMPROVEMENTS: +* - Improvement 01 +* - Improvement 02 +* +* ADDITIONAL NOTES: +* - TRACELOG() function is located in raylib [utils] module +* +* CONFIGURATION: +* #define RCORE_PLATFORM_CUSTOM_FLAG +* Custom flag for rcore on target platform -not used- +* +* DEPENDENCIES: +* - rglfw: Manage graphic device, OpenGL context and inputs (Windows, Linux, OSX, FreeBSD...) +* - gestures: Gestures system for touch-ready devices (or simulated from mouse inputs) +* +* +* LICENSE: zlib/libpng +* +* Copyright (c) 2013-2025 Ramon Santamaria (@raysan5) and contributors +* +* 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. +* +**********************************************************************************************/ + +#define GLFW_INCLUDE_NONE // Disable the standard OpenGL header inclusion on GLFW3 + // NOTE: Already provided by rlgl implementation (on glad.h) +#include "GLFW/glfw3.h" // GLFW3 library: Windows, OpenGL context and Input management + // NOTE: GLFW3 already includes gl.h (OpenGL) headers + +// Support retrieving native window handlers +#if defined(_WIN32) + typedef void *PVOID; + typedef PVOID HANDLE; + #include "../external/win32_clipboard.h" + typedef HANDLE HWND; + #define GLFW_EXPOSE_NATIVE_WIN32 + #define GLFW_NATIVE_INCLUDE_NONE // To avoid some symbols re-definition in windows.h + #include "GLFW/glfw3native.h" + + #if defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP) + // NOTE: Those functions require linking with winmm library + //#pragma warning(disable: 4273) + __declspec(dllimport) unsigned int __stdcall timeEndPeriod(unsigned int uPeriod); + //#pragma warning(default: 4273) + #endif +#endif +#if defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) + #include // Required for: timespec, nanosleep(), select() - POSIX + + //#define GLFW_EXPOSE_NATIVE_X11 // WARNING: Exposing Xlib.h > X.h results in dup symbols for Font type + //#define GLFW_EXPOSE_NATIVE_WAYLAND + #include "GLFW/glfw3native.h" // Required for: glfwGetX11Window() +#endif +#if defined(__APPLE__) + #include // Required for: usleep() + + //#define GLFW_EXPOSE_NATIVE_COCOA // WARNING: Fails due to type redefinition + void *glfwGetCocoaWindow(GLFWwindow* handle); + #include "GLFW/glfw3native.h" // Required for: glfwGetCocoaWindow() +#endif + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +typedef struct { + GLFWwindow *handle; // GLFW window handle (graphic device) +} PlatformData; + +//---------------------------------------------------------------------------------- +// Global Variables Definition +//---------------------------------------------------------------------------------- +extern CoreData CORE; // Global CORE state context + +static PlatformData platform = { 0 }; // Platform specific data + +//---------------------------------------------------------------------------------- +// Module Internal Functions Declaration +//---------------------------------------------------------------------------------- +int InitPlatform(void); // Initialize platform (graphics, inputs and more) +void ClosePlatform(void); // Close platform + +// Error callback event +static void ErrorCallback(int error, const char *description); // GLFW3 Error Callback, runs on GLFW3 error + +// Window callbacks events +static void WindowSizeCallback(GLFWwindow *window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized +static void WindowPosCallback(GLFWwindow* window, int x, int y); // GLFW3 WindowPos Callback, runs when window is moved +static void WindowIconifyCallback(GLFWwindow *window, int iconified); // GLFW3 WindowIconify Callback, runs when window is minimized/restored +static void WindowMaximizeCallback(GLFWwindow* window, int maximized); // GLFW3 Window Maximize Callback, runs when window is maximized +static void WindowFocusCallback(GLFWwindow *window, int focused); // GLFW3 WindowFocus Callback, runs when window get/lose focus +static void WindowDropCallback(GLFWwindow *window, int count, const char **paths); // GLFW3 Window Drop Callback, runs when drop files into window +static void WindowContentScaleCallback(GLFWwindow *window, float scalex, float scaley); // GLFW3 Window Content Scale Callback, runs when window changes scale + +// Input callbacks events +static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed +static void CharCallback(GLFWwindow *window, unsigned int codepoint); // GLFW3 Char Callback, runs on key pressed (get codepoint value) +static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods); // GLFW3 Mouse Button Callback, runs on mouse button pressed +static void MouseCursorPosCallback(GLFWwindow *window, double x, double y); // GLFW3 Cursor Position Callback, runs on mouse move +static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Scrolling Callback, runs on mouse wheel +static void CursorEnterCallback(GLFWwindow *window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area +static void JoystickCallback(int jid, int event); // GLFW3 Joystick Connected/Disconnected Callback + +//---------------------------------------------------------------------------------- +// Module Functions Declaration +//---------------------------------------------------------------------------------- +// NOTE: Functions declaration is provided by raylib.h + +//---------------------------------------------------------------------------------- +// Module Functions Definition: Window and Graphics Device +//---------------------------------------------------------------------------------- + +// Check if application should close +// NOTE: By default, if KEY_ESCAPE pressed or window close icon clicked +bool WindowShouldClose(void) +{ + if (CORE.Window.ready) return CORE.Window.shouldClose; + else return true; +} + +// Toggle fullscreen mode +void ToggleFullscreen(void) +{ + if (!CORE.Window.fullscreen) + { + // Store previous window position (in case we exit fullscreen) + CORE.Window.previousPosition = CORE.Window.position; + + int monitorCount = 0; + int monitorIndex = GetCurrentMonitor(); + GLFWmonitor **monitors = glfwGetMonitors(&monitorCount); + + // Use current monitor, so we correctly get the display the window is on + GLFWmonitor *monitor = (monitorIndex < monitorCount)? monitors[monitorIndex] : NULL; + + if (monitor == NULL) + { + TRACELOG(LOG_WARNING, "GLFW: Failed to get monitor"); + + CORE.Window.fullscreen = false; + CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE; + + glfwSetWindowMonitor(platform.handle, NULL, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE); + } + else + { + CORE.Window.fullscreen = true; + CORE.Window.flags |= FLAG_FULLSCREEN_MODE; + + glfwSetWindowMonitor(platform.handle, monitor, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE); + } + + } + else + { + CORE.Window.fullscreen = false; + CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE; + + glfwSetWindowMonitor(platform.handle, NULL, CORE.Window.previousPosition.x, CORE.Window.previousPosition.y, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE); + + // we update the window position right away + CORE.Window.position.x = CORE.Window.previousPosition.x; + CORE.Window.position.y = CORE.Window.previousPosition.y; + } + + // Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS) + // NOTE: V-Sync can be enabled by graphic driver configuration + if (CORE.Window.flags & FLAG_VSYNC_HINT) glfwSwapInterval(1); +} + +// Toggle borderless windowed mode +void ToggleBorderlessWindowed(void) +{ + // Leave fullscreen before attempting to set borderless windowed mode + bool wasOnFullscreen = false; + if (CORE.Window.fullscreen) + { + // fullscreen already saves the previous position so it does not need to be set here again + ToggleFullscreen(); + wasOnFullscreen = true; + } + + const int monitor = GetCurrentMonitor(); + int monitorCount; + GLFWmonitor **monitors = glfwGetMonitors(&monitorCount); + + if ((monitor >= 0) && (monitor < monitorCount)) + { + const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]); + + if (mode) + { + if (!IsWindowState(FLAG_BORDERLESS_WINDOWED_MODE)) + { + // Store screen position and size + // NOTE: If it was on fullscreen, screen position was already stored, so skip setting it here + if (!wasOnFullscreen) CORE.Window.previousPosition = CORE.Window.position; + CORE.Window.previousScreen = CORE.Window.screen; + + // Set undecorated flag + glfwSetWindowAttrib(platform.handle, GLFW_DECORATED, GLFW_FALSE); + CORE.Window.flags |= FLAG_WINDOW_UNDECORATED; + + // Get monitor position and size + int monitorPosX = 0; + int monitorPosY = 0; + glfwGetMonitorPos(monitors[monitor], &monitorPosX, &monitorPosY); + const int monitorWidth = mode->width; + const int monitorHeight = mode->height; + + // Set screen position and size + glfwSetWindowPos(platform.handle, monitorPosX, monitorPosY); + glfwSetWindowSize(platform.handle, monitorWidth, monitorHeight); + + // Refocus window + glfwFocusWindow(platform.handle); + + CORE.Window.flags |= FLAG_BORDERLESS_WINDOWED_MODE; + } + else + { + // Remove undecorated flag + glfwSetWindowAttrib(platform.handle, GLFW_DECORATED, GLFW_TRUE); + CORE.Window.flags &= ~FLAG_WINDOW_UNDECORATED; + + // Return previous screen size and position + // NOTE: The order matters here, it must set size first, then set position, otherwise the screen will be positioned incorrectly + glfwSetWindowSize(platform.handle, CORE.Window.previousScreen.width, CORE.Window.previousScreen.height); + glfwSetWindowPos(platform.handle, CORE.Window.previousPosition.x, CORE.Window.previousPosition.y); + + // Refocus window + glfwFocusWindow(platform.handle); + + CORE.Window.flags &= ~FLAG_BORDERLESS_WINDOWED_MODE; + + CORE.Window.position.x = CORE.Window.previousPosition.x; + CORE.Window.position.y = CORE.Window.previousPosition.y; + } + } + else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor"); + } + else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor"); +} + +// Set window state: maximized, if resizable +void MaximizeWindow(void) +{ + if (glfwGetWindowAttrib(platform.handle, GLFW_RESIZABLE) == GLFW_TRUE) + { + glfwMaximizeWindow(platform.handle); + CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED; + } +} + +// Set window state: minimized +void MinimizeWindow(void) +{ + // NOTE: Following function launches callback that sets appropriate flag! + glfwIconifyWindow(platform.handle); +} + +// Set window state: not minimized/maximized +void RestoreWindow(void) +{ + if (glfwGetWindowAttrib(platform.handle, GLFW_RESIZABLE) == GLFW_TRUE) + { + // Restores the specified window if it was previously iconified (minimized) or maximized + glfwRestoreWindow(platform.handle); + CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED; + CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED; + } +} + +// Set window configuration state using flags +void SetWindowState(unsigned int flags) +{ + // Check previous state and requested state to apply required changes + // NOTE: In most cases the functions already change the flags internally + + // State change: FLAG_VSYNC_HINT + if (((CORE.Window.flags & FLAG_VSYNC_HINT) != (flags & FLAG_VSYNC_HINT)) && ((flags & FLAG_VSYNC_HINT) > 0)) + { + glfwSwapInterval(1); + CORE.Window.flags |= FLAG_VSYNC_HINT; + } + + // State change: FLAG_BORDERLESS_WINDOWED_MODE + // NOTE: This must be handled before FLAG_FULLSCREEN_MODE because ToggleBorderlessWindowed() needs to get some fullscreen values if fullscreen is running + if (((CORE.Window.flags & FLAG_BORDERLESS_WINDOWED_MODE) != (flags & FLAG_BORDERLESS_WINDOWED_MODE)) && ((flags & FLAG_BORDERLESS_WINDOWED_MODE) > 0)) + { + ToggleBorderlessWindowed(); // NOTE: Window state flag updated inside function + } + + // State change: FLAG_FULLSCREEN_MODE + if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) != (flags & FLAG_FULLSCREEN_MODE) && ((flags & FLAG_FULLSCREEN_MODE) > 0)) + { + ToggleFullscreen(); // NOTE: Window state flag updated inside function + } + + // State change: FLAG_WINDOW_RESIZABLE + if (((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) != (flags & FLAG_WINDOW_RESIZABLE)) && ((flags & FLAG_WINDOW_RESIZABLE) > 0)) + { + glfwSetWindowAttrib(platform.handle, GLFW_RESIZABLE, GLFW_TRUE); + CORE.Window.flags |= FLAG_WINDOW_RESIZABLE; + } + + // State change: FLAG_WINDOW_UNDECORATED + if (((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) != (flags & FLAG_WINDOW_UNDECORATED)) && (flags & FLAG_WINDOW_UNDECORATED)) + { + glfwSetWindowAttrib(platform.handle, GLFW_DECORATED, GLFW_FALSE); + CORE.Window.flags |= FLAG_WINDOW_UNDECORATED; + } + + // State change: FLAG_WINDOW_HIDDEN + if (((CORE.Window.flags & FLAG_WINDOW_HIDDEN) != (flags & FLAG_WINDOW_HIDDEN)) && ((flags & FLAG_WINDOW_HIDDEN) > 0)) + { + glfwHideWindow(platform.handle); + CORE.Window.flags |= FLAG_WINDOW_HIDDEN; + } + + // State change: FLAG_WINDOW_MINIMIZED + if (((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) != (flags & FLAG_WINDOW_MINIMIZED)) && ((flags & FLAG_WINDOW_MINIMIZED) > 0)) + { + //GLFW_ICONIFIED + MinimizeWindow(); // NOTE: Window state flag updated inside function + } + + // State change: FLAG_WINDOW_MAXIMIZED + if (((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) != (flags & FLAG_WINDOW_MAXIMIZED)) && ((flags & FLAG_WINDOW_MAXIMIZED) > 0)) + { + //GLFW_MAXIMIZED + MaximizeWindow(); // NOTE: Window state flag updated inside function + } + + // State change: FLAG_WINDOW_UNFOCUSED + if (((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) != (flags & FLAG_WINDOW_UNFOCUSED)) && ((flags & FLAG_WINDOW_UNFOCUSED) > 0)) + { + glfwSetWindowAttrib(platform.handle, GLFW_FOCUS_ON_SHOW, GLFW_FALSE); + CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED; + } + + // State change: FLAG_WINDOW_TOPMOST + if (((CORE.Window.flags & FLAG_WINDOW_TOPMOST) != (flags & FLAG_WINDOW_TOPMOST)) && ((flags & FLAG_WINDOW_TOPMOST) > 0)) + { + glfwSetWindowAttrib(platform.handle, GLFW_FLOATING, GLFW_TRUE); + CORE.Window.flags |= FLAG_WINDOW_TOPMOST; + } + + // State change: FLAG_WINDOW_ALWAYS_RUN + if (((CORE.Window.flags & FLAG_WINDOW_ALWAYS_RUN) != (flags & FLAG_WINDOW_ALWAYS_RUN)) && ((flags & FLAG_WINDOW_ALWAYS_RUN) > 0)) + { + CORE.Window.flags |= FLAG_WINDOW_ALWAYS_RUN; + } + + // The following states can not be changed after window creation + + // State change: FLAG_WINDOW_TRANSPARENT + if (((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) != (flags & FLAG_WINDOW_TRANSPARENT)) && ((flags & FLAG_WINDOW_TRANSPARENT) > 0)) + { + TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only be configured before window initialization"); + } + + // State change: FLAG_WINDOW_HIGHDPI + if (((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) != (flags & FLAG_WINDOW_HIGHDPI)) && ((flags & FLAG_WINDOW_HIGHDPI) > 0)) + { + TRACELOG(LOG_WARNING, "WINDOW: High DPI can only be configured before window initialization"); + } + + // State change: FLAG_WINDOW_MOUSE_PASSTHROUGH + if (((CORE.Window.flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) != (flags & FLAG_WINDOW_MOUSE_PASSTHROUGH)) && ((flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0)) + { + glfwSetWindowAttrib(platform.handle, GLFW_MOUSE_PASSTHROUGH, GLFW_TRUE); + CORE.Window.flags |= FLAG_WINDOW_MOUSE_PASSTHROUGH; + } + + // State change: FLAG_MSAA_4X_HINT + if (((CORE.Window.flags & FLAG_MSAA_4X_HINT) != (flags & FLAG_MSAA_4X_HINT)) && ((flags & FLAG_MSAA_4X_HINT) > 0)) + { + TRACELOG(LOG_WARNING, "WINDOW: MSAA can only be configured before window initialization"); + } + + // State change: FLAG_INTERLACED_HINT + if (((CORE.Window.flags & FLAG_INTERLACED_HINT) != (flags & FLAG_INTERLACED_HINT)) && ((flags & FLAG_INTERLACED_HINT) > 0)) + { + TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only be configured before window initialization"); + } +} + +// Clear window configuration state flags +void ClearWindowState(unsigned int flags) +{ + // Check previous state and requested state to apply required changes + // NOTE: In most cases the functions already change the flags internally + + // State change: FLAG_VSYNC_HINT + if (((CORE.Window.flags & FLAG_VSYNC_HINT) > 0) && ((flags & FLAG_VSYNC_HINT) > 0)) + { + glfwSwapInterval(0); + CORE.Window.flags &= ~FLAG_VSYNC_HINT; + } + + // State change: FLAG_BORDERLESS_WINDOWED_MODE + // NOTE: This must be handled before FLAG_FULLSCREEN_MODE because ToggleBorderlessWindowed() needs to get some fullscreen values if fullscreen is running + if (((CORE.Window.flags & FLAG_BORDERLESS_WINDOWED_MODE) > 0) && ((flags & FLAG_BORDERLESS_WINDOWED_MODE) > 0)) + { + ToggleBorderlessWindowed(); // NOTE: Window state flag updated inside function + } + + // State change: FLAG_FULLSCREEN_MODE + if (((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) && ((flags & FLAG_FULLSCREEN_MODE) > 0)) + { + ToggleFullscreen(); // NOTE: Window state flag updated inside function + } + + // State change: FLAG_WINDOW_RESIZABLE + if (((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) > 0) && ((flags & FLAG_WINDOW_RESIZABLE) > 0)) + { + glfwSetWindowAttrib(platform.handle, GLFW_RESIZABLE, GLFW_FALSE); + CORE.Window.flags &= ~FLAG_WINDOW_RESIZABLE; + } + + // State change: FLAG_WINDOW_HIDDEN + if (((CORE.Window.flags & FLAG_WINDOW_HIDDEN) > 0) && ((flags & FLAG_WINDOW_HIDDEN) > 0)) + { + glfwShowWindow(platform.handle); + CORE.Window.flags &= ~FLAG_WINDOW_HIDDEN; + } + + // State change: FLAG_WINDOW_MINIMIZED + if (((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) && ((flags & FLAG_WINDOW_MINIMIZED) > 0)) + { + RestoreWindow(); // NOTE: Window state flag updated inside function + } + + // State change: FLAG_WINDOW_MAXIMIZED + if (((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0) && ((flags & FLAG_WINDOW_MAXIMIZED) > 0)) + { + RestoreWindow(); // NOTE: Window state flag updated inside function + } + + // State change: FLAG_WINDOW_UNDECORATED + if (((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) > 0) && ((flags & FLAG_WINDOW_UNDECORATED) > 0)) + { + glfwSetWindowAttrib(platform.handle, GLFW_DECORATED, GLFW_TRUE); + CORE.Window.flags &= ~FLAG_WINDOW_UNDECORATED; + } + + // State change: FLAG_WINDOW_UNFOCUSED + if (((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) > 0) && ((flags & FLAG_WINDOW_UNFOCUSED) > 0)) + { + glfwSetWindowAttrib(platform.handle, GLFW_FOCUS_ON_SHOW, GLFW_TRUE); + CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED; + } + + // State change: FLAG_WINDOW_TOPMOST + if (((CORE.Window.flags & FLAG_WINDOW_TOPMOST) > 0) && ((flags & FLAG_WINDOW_TOPMOST) > 0)) + { + glfwSetWindowAttrib(platform.handle, GLFW_FLOATING, GLFW_FALSE); + CORE.Window.flags &= ~FLAG_WINDOW_TOPMOST; + } + + // State change: FLAG_WINDOW_ALWAYS_RUN + if (((CORE.Window.flags & FLAG_WINDOW_ALWAYS_RUN) > 0) && ((flags & FLAG_WINDOW_ALWAYS_RUN) > 0)) + { + CORE.Window.flags &= ~FLAG_WINDOW_ALWAYS_RUN; + } + + // The following states can not be changed after window creation + + // State change: FLAG_WINDOW_TRANSPARENT + if (((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) > 0) && ((flags & FLAG_WINDOW_TRANSPARENT) > 0)) + { + TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only be configured before window initialization"); + } + + // State change: FLAG_WINDOW_HIGHDPI + if (((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) && ((flags & FLAG_WINDOW_HIGHDPI) > 0)) + { + TRACELOG(LOG_WARNING, "WINDOW: High DPI can only be configured before window initialization"); + } + + // State change: FLAG_WINDOW_MOUSE_PASSTHROUGH + if (((CORE.Window.flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0) && ((flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0)) + { + glfwSetWindowAttrib(platform.handle, GLFW_MOUSE_PASSTHROUGH, GLFW_FALSE); + CORE.Window.flags &= ~FLAG_WINDOW_MOUSE_PASSTHROUGH; + } + + // State change: FLAG_MSAA_4X_HINT + if (((CORE.Window.flags & FLAG_MSAA_4X_HINT) > 0) && ((flags & FLAG_MSAA_4X_HINT) > 0)) + { + TRACELOG(LOG_WARNING, "WINDOW: MSAA can only be configured before window initialization"); + } + + // State change: FLAG_INTERLACED_HINT + if (((CORE.Window.flags & FLAG_INTERLACED_HINT) > 0) && ((flags & FLAG_INTERLACED_HINT) > 0)) + { + TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only be configured before window initialization"); + } +} + +// Set icon for window +// NOTE 1: Image must be in RGBA format, 8bit per channel +// NOTE 2: Image is scaled by the OS for all required sizes +void SetWindowIcon(Image image) +{ + if (image.data == NULL) + { + // Revert to the default window icon, pass in an empty image array + glfwSetWindowIcon(platform.handle, 0, NULL); + } + else + { + if (image.format == PIXELFORMAT_UNCOMPRESSED_R8G8B8A8) + { + GLFWimage icon[1] = { 0 }; + + icon[0].width = image.width; + icon[0].height = image.height; + icon[0].pixels = (unsigned char *)image.data; + + // NOTE 1: We only support one image icon + // NOTE 2: The specified image data is copied before this function returns + glfwSetWindowIcon(platform.handle, 1, icon); + } + else TRACELOG(LOG_WARNING, "GLFW: Window icon image must be in R8G8B8A8 pixel format"); + } +} + +// Set icon for window, multiple images +// NOTE 1: Images must be in RGBA format, 8bit per channel +// NOTE 2: The multiple images are used depending on provided sizes +// Standard Windows icon sizes: 256, 128, 96, 64, 48, 32, 24, 16 +void SetWindowIcons(Image *images, int count) +{ + if ((images == NULL) || (count <= 0)) + { + // Revert to the default window icon, pass in an empty image array + glfwSetWindowIcon(platform.handle, 0, NULL); + } + else + { + int valid = 0; + GLFWimage *icons = RL_CALLOC(count, sizeof(GLFWimage)); + + for (int i = 0; i < count; i++) + { + if (images[i].format == PIXELFORMAT_UNCOMPRESSED_R8G8B8A8) + { + icons[valid].width = images[i].width; + icons[valid].height = images[i].height; + icons[valid].pixels = (unsigned char *)images[i].data; + + valid++; + } + else TRACELOG(LOG_WARNING, "GLFW: Window icon image must be in R8G8B8A8 pixel format"); + } + // NOTE: Images data is copied internally before this function returns + glfwSetWindowIcon(platform.handle, valid, icons); + + RL_FREE(icons); + } +} + +// Set title for window +void SetWindowTitle(const char *title) +{ + CORE.Window.title = title; + glfwSetWindowTitle(platform.handle, title); +} + +// Set window position on screen (windowed mode) +void SetWindowPosition(int x, int y) +{ + // Update CORE.Window.position as well + CORE.Window.position.x = x; + CORE.Window.position.y = y; + glfwSetWindowPos(platform.handle, x, y); +} + +// Set monitor for the current window +void SetWindowMonitor(int monitor) +{ + int monitorCount = 0; + GLFWmonitor **monitors = glfwGetMonitors(&monitorCount); + + if ((monitor >= 0) && (monitor < monitorCount)) + { + if (CORE.Window.fullscreen) + { + TRACELOG(LOG_INFO, "GLFW: Selected fullscreen monitor: [%i] %s", monitor, glfwGetMonitorName(monitors[monitor])); + + const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]); + glfwSetWindowMonitor(platform.handle, monitors[monitor], 0, 0, mode->width, mode->height, mode->refreshRate); + } + else + { + TRACELOG(LOG_INFO, "GLFW: Selected monitor: [%i] %s", monitor, glfwGetMonitorName(monitors[monitor])); + + // Here the render width has to be used again in case high dpi flag is enabled + const int screenWidth = CORE.Window.render.width; + const int screenHeight = CORE.Window.render.height; + int monitorWorkareaX = 0; + int monitorWorkareaY = 0; + int monitorWorkareaWidth = 0; + int monitorWorkareaHeight = 0; + glfwGetMonitorWorkarea(monitors[monitor], &monitorWorkareaX, &monitorWorkareaY, &monitorWorkareaWidth, &monitorWorkareaHeight); + + // If the screen size is larger than the monitor workarea, anchor it on the top left corner, otherwise, center it + if ((screenWidth >= monitorWorkareaWidth) || (screenHeight >= monitorWorkareaHeight)) glfwSetWindowPos(platform.handle, monitorWorkareaX, monitorWorkareaY); + else + { + const int x = monitorWorkareaX + (monitorWorkareaWidth/2) - (screenWidth/2); + const int y = monitorWorkareaY + (monitorWorkareaHeight/2) - (screenHeight/2); + glfwSetWindowPos(platform.handle, x, y); + } + } + } + else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor"); +} + +// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE) +void SetWindowMinSize(int width, int height) +{ + CORE.Window.screenMin.width = width; + CORE.Window.screenMin.height = height; + + int minWidth = (CORE.Window.screenMin.width == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMin.width; + int minHeight = (CORE.Window.screenMin.height == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMin.height; + int maxWidth = (CORE.Window.screenMax.width == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMax.width; + int maxHeight = (CORE.Window.screenMax.height == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMax.height; + + glfwSetWindowSizeLimits(platform.handle, minWidth, minHeight, maxWidth, maxHeight); +} + +// Set window maximum dimensions (FLAG_WINDOW_RESIZABLE) +void SetWindowMaxSize(int width, int height) +{ + CORE.Window.screenMax.width = width; + CORE.Window.screenMax.height = height; + + int minWidth = (CORE.Window.screenMin.width == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMin.width; + int minHeight = (CORE.Window.screenMin.height == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMin.height; + int maxWidth = (CORE.Window.screenMax.width == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMax.width; + int maxHeight = (CORE.Window.screenMax.height == 0)? GLFW_DONT_CARE : (int)CORE.Window.screenMax.height; + + glfwSetWindowSizeLimits(platform.handle, minWidth, minHeight, maxWidth, maxHeight); +} + +// Set window dimensions +void SetWindowSize(int width, int height) +{ + CORE.Window.screen.width = width; + CORE.Window.screen.height = height; + + glfwSetWindowSize(platform.handle, width, height); +} + +// Set window opacity, value opacity is between 0.0 and 1.0 +void SetWindowOpacity(float opacity) +{ + if (opacity >= 1.0f) opacity = 1.0f; + else if (opacity <= 0.0f) opacity = 0.0f; + glfwSetWindowOpacity(platform.handle, opacity); +} + +// Set window focused +void SetWindowFocused(void) +{ + glfwFocusWindow(platform.handle); +} + +// Get native window handle +void *GetWindowHandle(void) +{ +#if defined(_WIN32) + // NOTE: Returned handle is: void *HWND (windows.h) + return glfwGetWin32Window(platform.handle); +#endif +#if defined(__linux__) + // NOTE: Returned handle is: unsigned long Window (X.h) + // typedef unsigned long XID; + // typedef XID Window; + //unsigned long id = (unsigned long)glfwGetX11Window(platform.handle); + //return NULL; // TODO: Find a way to return value... cast to void *? + return (void *)platform.handle; +#endif +#if defined(__APPLE__) + // NOTE: Returned handle is: (objc_object *) + return (void *)glfwGetCocoaWindow(platform.handle); +#endif + + return NULL; +} + +// Get number of monitors +int GetMonitorCount(void) +{ + int monitorCount = 0; + + glfwGetMonitors(&monitorCount); + + return monitorCount; +} + +// Get number of monitors +int GetCurrentMonitor(void) +{ + int index = 0; + int monitorCount = 0; + GLFWmonitor **monitors = glfwGetMonitors(&monitorCount); + GLFWmonitor *monitor = NULL; + + if (monitorCount >= 1) + { + if (IsWindowFullscreen()) + { + // Get the handle of the monitor that the specified window is in full screen on + monitor = glfwGetWindowMonitor(platform.handle); + + for (int i = 0; i < monitorCount; i++) + { + if (monitors[i] == monitor) + { + index = i; + break; + } + } + } + else + { + // In case the window is between two monitors, we use below logic + // to try to detect the "current monitor" for that window, note that + // this is probably an overengineered solution for a very side case + // trying to match SDL behaviour + + int closestDist = 0x7FFFFFFF; + + // Window center position + int wcx = 0; + int wcy = 0; + + glfwGetWindowPos(platform.handle, &wcx, &wcy); + wcx += (int)CORE.Window.screen.width/2; + wcy += (int)CORE.Window.screen.height/2; + + for (int i = 0; i < monitorCount; i++) + { + // Monitor top-left position + int mx = 0; + int my = 0; + + monitor = monitors[i]; + glfwGetMonitorPos(monitor, &mx, &my); + const GLFWvidmode *mode = glfwGetVideoMode(monitor); + + if (mode) + { + const int right = mx + mode->width - 1; + const int bottom = my + mode->height - 1; + + if ((wcx >= mx) && + (wcx <= right) && + (wcy >= my) && + (wcy <= bottom)) + { + index = i; + break; + } + + int xclosest = wcx; + if (wcx < mx) xclosest = mx; + else if (wcx > right) xclosest = right; + + int yclosest = wcy; + if (wcy < my) yclosest = my; + else if (wcy > bottom) yclosest = bottom; + + int dx = wcx - xclosest; + int dy = wcy - yclosest; + int dist = (dx*dx) + (dy*dy); + if (dist < closestDist) + { + index = i; + closestDist = dist; + } + } + else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor"); + } + } + } + + return index; +} + +// Get selected monitor position +Vector2 GetMonitorPosition(int monitor) +{ + int monitorCount = 0; + GLFWmonitor **monitors = glfwGetMonitors(&monitorCount); + + if ((monitor >= 0) && (monitor < monitorCount)) + { + int x, y; + glfwGetMonitorPos(monitors[monitor], &x, &y); + + return (Vector2){ (float)x, (float)y }; + } + else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor"); + return (Vector2){ 0, 0 }; +} + +// Get selected monitor width (currently used by monitor) +int GetMonitorWidth(int monitor) +{ + int width = 0; + int monitorCount = 0; + GLFWmonitor **monitors = glfwGetMonitors(&monitorCount); + + if ((monitor >= 0) && (monitor < monitorCount)) + { + const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]); + + if (mode) width = mode->width; + else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor"); + } + else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor"); + + return width; +} + +// Get selected monitor height (currently used by monitor) +int GetMonitorHeight(int monitor) +{ + int height = 0; + int monitorCount = 0; + GLFWmonitor **monitors = glfwGetMonitors(&monitorCount); + + if ((monitor >= 0) && (monitor < monitorCount)) + { + const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]); + + if (mode) height = mode->height; + else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor"); + } + else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor"); + + return height; +} + +// Get selected monitor physical width in millimetres +int GetMonitorPhysicalWidth(int monitor) +{ + int width = 0; + int monitorCount = 0; + GLFWmonitor **monitors = glfwGetMonitors(&monitorCount); + + if ((monitor >= 0) && (monitor < monitorCount)) glfwGetMonitorPhysicalSize(monitors[monitor], &width, NULL); + else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor"); + + return width; +} + +// Get selected monitor physical height in millimetres +int GetMonitorPhysicalHeight(int monitor) +{ + int height = 0; + int monitorCount = 0; + GLFWmonitor **monitors = glfwGetMonitors(&monitorCount); + + if ((monitor >= 0) && (monitor < monitorCount)) glfwGetMonitorPhysicalSize(monitors[monitor], NULL, &height); + else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor"); + + return height; +} + +// Get selected monitor refresh rate +int GetMonitorRefreshRate(int monitor) +{ + int refresh = 0; + int monitorCount = 0; + GLFWmonitor **monitors = glfwGetMonitors(&monitorCount); + + if ((monitor >= 0) && (monitor < monitorCount)) + { + const GLFWvidmode *vidmode = glfwGetVideoMode(monitors[monitor]); + refresh = vidmode->refreshRate; + } + else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor"); + + return refresh; +} + +// Get the human-readable, UTF-8 encoded name of the selected monitor +const char *GetMonitorName(int monitor) +{ + int monitorCount = 0; + GLFWmonitor **monitors = glfwGetMonitors(&monitorCount); + + if ((monitor >= 0) && (monitor < monitorCount)) + { + return glfwGetMonitorName(monitors[monitor]); + } + else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor"); + return ""; +} + +// Get window position XY on monitor +Vector2 GetWindowPosition(void) +{ + int x = 0; + int y = 0; + + glfwGetWindowPos(platform.handle, &x, &y); + + return (Vector2){ (float)x, (float)y }; +} + +// Get window scale DPI factor for current monitor +Vector2 GetWindowScaleDPI(void) +{ + Vector2 scale = {0}; + glfwGetWindowContentScale(platform.handle, &scale.x, &scale.y); + return scale; +} + +// Set clipboard text content +void SetClipboardText(const char *text) +{ + glfwSetClipboardString(platform.handle, text); +} + +// Get clipboard text content +// NOTE: returned string is allocated and freed by GLFW +const char *GetClipboardText(void) +{ + return glfwGetClipboardString(platform.handle); +} + +// Get clipboard image +Image GetClipboardImage(void) +{ + Image image = { 0 }; + +#if defined(SUPPORT_CLIPBOARD_IMAGE) +#if defined(_WIN32) + unsigned long long int dataSize = 0; + void *fileData = NULL; + int width = 0; + int height = 0; + + fileData = (void*)Win32GetClipboardImageData(&width, &height, &dataSize); + + if (fileData == NULL) TRACELOG(LOG_WARNING, "Clipboard image: Couldn't get clipboard data."); + else image = LoadImageFromMemory(".bmp", fileData, (int)dataSize); +#else + TRACELOG(LOG_WARNING, "GetClipboardImage() not implemented on target platform"); +#endif +#endif // SUPPORT_CLIPBOARD_IMAGE + + return image; +} + +// Show mouse cursor +void ShowCursor(void) +{ + glfwSetInputMode(platform.handle, GLFW_CURSOR, GLFW_CURSOR_NORMAL); + CORE.Input.Mouse.cursorHidden = false; +} + +// Hides mouse cursor +void HideCursor(void) +{ + glfwSetInputMode(platform.handle, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); + CORE.Input.Mouse.cursorHidden = true; +} + +// Enables cursor (unlock cursor) +void EnableCursor(void) +{ + glfwSetInputMode(platform.handle, GLFW_CURSOR, GLFW_CURSOR_NORMAL); + + // Set cursor position in the middle + SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2); + + if (glfwRawMouseMotionSupported()) glfwSetInputMode(platform.handle, GLFW_RAW_MOUSE_MOTION, GLFW_FALSE); + + CORE.Input.Mouse.cursorHidden = false; +} + +// Disables cursor (lock cursor) +void DisableCursor(void) +{ + // Reset mouse position within the window area before disabling cursor + SetMousePosition(CORE.Window.screen.width, CORE.Window.screen.height); + + glfwSetInputMode(platform.handle, GLFW_CURSOR, GLFW_CURSOR_DISABLED); + + // Set cursor position in the middle + SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2); + + if (glfwRawMouseMotionSupported()) glfwSetInputMode(platform.handle, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE); + + CORE.Input.Mouse.cursorHidden = true; +} + +// Swap back buffer with front buffer (screen drawing) +void SwapScreenBuffer(void) +{ + glfwSwapBuffers(platform.handle); +} + +//---------------------------------------------------------------------------------- +// Module Functions Definition: Misc +//---------------------------------------------------------------------------------- + +// Get elapsed time measure in seconds since InitTimer() +double GetTime(void) +{ + double time = glfwGetTime(); // Elapsed time since glfwInit() + return time; +} + +// Open URL with default system browser (if available) +// NOTE: This function is only safe to use if you control the URL given. +// A user could craft a malicious string performing another action. +// Only call this function yourself not with user input or make sure to check the string yourself. +// Ref: https://github.com/raysan5/raylib/issues/686 +void OpenURL(const char *url) +{ + // Security check to (partially) avoid malicious code + if (strchr(url, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided URL could be potentially malicious, avoid [\'] character"); + else + { + char *cmd = (char *)RL_CALLOC(strlen(url) + 32, sizeof(char)); +#if defined(_WIN32) + sprintf(cmd, "explorer \"%s\"", url); +#endif +#if defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) + sprintf(cmd, "xdg-open '%s'", url); // Alternatives: firefox, x-www-browser +#endif +#if defined(__APPLE__) + sprintf(cmd, "open '%s'", url); +#endif + int result = system(cmd); + if (result == -1) TRACELOG(LOG_WARNING, "OpenURL() child process could not be created"); + RL_FREE(cmd); + } +} + +//---------------------------------------------------------------------------------- +// Module Functions Definition: Inputs +//---------------------------------------------------------------------------------- + +// Set internal gamepad mappings +int SetGamepadMappings(const char *mappings) +{ + return glfwUpdateGamepadMappings(mappings); +} + +// Set gamepad vibration +void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration) +{ + TRACELOG(LOG_WARNING, "SetGamepadVibration() not available on target platform"); +} + +// Set mouse position XY +void SetMousePosition(int x, int y) +{ + CORE.Input.Mouse.currentPosition = (Vector2){ (float)x, (float)y }; + CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition; + + // NOTE: emscripten not implemented + glfwSetCursorPos(platform.handle, CORE.Input.Mouse.currentPosition.x, CORE.Input.Mouse.currentPosition.y); +} + +// Set mouse cursor +void SetMouseCursor(int cursor) +{ + CORE.Input.Mouse.cursor = cursor; + if (cursor == MOUSE_CURSOR_DEFAULT) glfwSetCursor(platform.handle, NULL); + else + { + // NOTE: We are relating internal GLFW enum values to our MouseCursor enum values + glfwSetCursor(platform.handle, glfwCreateStandardCursor(0x00036000 + cursor)); + } +} + +// Get physical key name. +const char *GetKeyName(int key) +{ + return glfwGetKeyName(key, glfwGetKeyScancode(key)); +} + +// Register all input events +void PollInputEvents(void) +{ +#if defined(SUPPORT_GESTURES_SYSTEM) + // NOTE: Gestures update must be called every frame to reset gestures correctly + // because ProcessGestureEvent() is just called on an event, not every frame + UpdateGestures(); +#endif + + // Reset keys/chars pressed registered + CORE.Input.Keyboard.keyPressedQueueCount = 0; + CORE.Input.Keyboard.charPressedQueueCount = 0; + + // Reset last gamepad button/axis registered state + CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN + //CORE.Input.Gamepad.axisCount = 0; + + // Keyboard/Mouse input polling (automatically managed by GLFW3 through callback) + + // Register previous keys states + for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) + { + CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i]; + CORE.Input.Keyboard.keyRepeatInFrame[i] = 0; + } + + // Register previous mouse states + for (int i = 0; i < MAX_MOUSE_BUTTONS; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i]; + + // Register previous mouse wheel state + CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove; + CORE.Input.Mouse.currentWheelMove = (Vector2){ 0.0f, 0.0f }; + + // Register previous mouse position + CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition; + + // Register previous touch states + for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i]; + + // Reset touch positions + //for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 }; + + // Map touch position to mouse position for convenience + // WARNING: If the target desktop device supports touch screen, this behaviour should be reviewed! + // TODO: GLFW does not support multi-touch input just yet + // https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch + // https://docs.microsoft.com/en-us/windows/win32/wintouch/getting-started-with-multi-touch-messages + CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition; + + // Check if gamepads are ready + // NOTE: We do it here in case of disconnection + for (int i = 0; i < MAX_GAMEPADS; i++) + { + if (glfwJoystickPresent(i)) CORE.Input.Gamepad.ready[i] = true; + else CORE.Input.Gamepad.ready[i] = false; + } + + // Register gamepads buttons events + for (int i = 0; i < MAX_GAMEPADS; i++) + { + if (CORE.Input.Gamepad.ready[i]) // Check if gamepad is available + { + // Register previous gamepad states + for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousButtonState[i][k] = CORE.Input.Gamepad.currentButtonState[i][k]; + + // Get current gamepad state + // NOTE: There is no callback available, so we get it manually + GLFWgamepadstate state = { 0 }; + glfwGetGamepadState(i, &state); // This remapps all gamepads so they have their buttons mapped like an xbox controller + + const unsigned char *buttons = state.buttons; + + for (int k = 0; (buttons != NULL) && (k < MAX_GAMEPAD_BUTTONS); k++) + { + int button = -1; // GamepadButton enum values assigned + + switch (k) + { + case GLFW_GAMEPAD_BUTTON_Y: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break; + case GLFW_GAMEPAD_BUTTON_B: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break; + case GLFW_GAMEPAD_BUTTON_A: button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break; + case GLFW_GAMEPAD_BUTTON_X: button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break; + + case GLFW_GAMEPAD_BUTTON_LEFT_BUMPER: button = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break; + case GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break; + + case GLFW_GAMEPAD_BUTTON_BACK: button = GAMEPAD_BUTTON_MIDDLE_LEFT; break; + case GLFW_GAMEPAD_BUTTON_GUIDE: button = GAMEPAD_BUTTON_MIDDLE; break; + case GLFW_GAMEPAD_BUTTON_START: button = GAMEPAD_BUTTON_MIDDLE_RIGHT; break; + + case GLFW_GAMEPAD_BUTTON_DPAD_UP: button = GAMEPAD_BUTTON_LEFT_FACE_UP; break; + case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break; + case GLFW_GAMEPAD_BUTTON_DPAD_DOWN: button = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break; + case GLFW_GAMEPAD_BUTTON_DPAD_LEFT: button = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break; + + case GLFW_GAMEPAD_BUTTON_LEFT_THUMB: button = GAMEPAD_BUTTON_LEFT_THUMB; break; + case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: button = GAMEPAD_BUTTON_RIGHT_THUMB; break; + default: break; + } + + if (button != -1) // Check for valid button + { + if (buttons[k] == GLFW_PRESS) + { + CORE.Input.Gamepad.currentButtonState[i][button] = 1; + CORE.Input.Gamepad.lastButtonPressed = button; + } + else CORE.Input.Gamepad.currentButtonState[i][button] = 0; + } + } + + // Get current axis state + const float *axes = state.axes; + + for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1); k++) + { + CORE.Input.Gamepad.axisState[i][k] = axes[k]; + } + + // Register buttons for 2nd triggers (because GLFW doesn't count these as buttons but rather axis) + CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1f); + CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1f); + + CORE.Input.Gamepad.axisCount[i] = GLFW_GAMEPAD_AXIS_LAST + 1; + } + } + + CORE.Window.resizedLastFrame = false; + + if ((CORE.Window.eventWaiting) || (IsWindowState(FLAG_WINDOW_MINIMIZED) && !IsWindowState(FLAG_WINDOW_ALWAYS_RUN))) + { + glfwWaitEvents(); // Wait for in input events before continue (drawing is paused) + CORE.Time.previous = GetTime(); + } + else glfwPollEvents(); // Poll input events: keyboard/mouse/window events (callbacks) -> Update keys state + + CORE.Window.shouldClose = glfwWindowShouldClose(platform.handle); + + // Reset close status for next frame + glfwSetWindowShouldClose(platform.handle, GLFW_FALSE); +} + +//---------------------------------------------------------------------------------- +// Module Internal Functions Definition +//---------------------------------------------------------------------------------- + +static void SetDimensionsFromMonitor(GLFWmonitor *monitor) +{ + const GLFWvidmode *mode = glfwGetVideoMode(monitor); + + // Default display resolution to that of the current mode + CORE.Window.display.width = mode->width; + CORE.Window.display.height = mode->height; + + // Set screen width/height to the display width/height if they are 0 + if (CORE.Window.screen.width == 0) CORE.Window.screen.width = CORE.Window.display.width; + if (CORE.Window.screen.height == 0) CORE.Window.screen.height = CORE.Window.display.height; +} + +// Initialize platform: graphics, inputs and more +int InitPlatform(void) +{ + glfwSetErrorCallback(ErrorCallback); +/* + // TODO: Setup GLFW custom allocators to match raylib ones + const GLFWallocator allocator = { + .allocate = MemAlloc, + .deallocate = MemFree, + .reallocate = MemRealloc, + .user = NULL + }; + + glfwInitAllocator(&allocator); +*/ + +#if defined(__APPLE__) + glfwInitHint(GLFW_COCOA_CHDIR_RESOURCES, GLFW_FALSE); +#endif + // Initialize GLFW internal global state + int result = glfwInit(); + if (result == GLFW_FALSE) { TRACELOG(LOG_WARNING, "GLFW: Failed to initialize GLFW"); return -1; } + + // Initialize graphic device: display/window and graphic context + //---------------------------------------------------------------------------- + glfwDefaultWindowHints(); // Set default windows hints + //glfwWindowHint(GLFW_RED_BITS, 8); // Framebuffer red color component bits + //glfwWindowHint(GLFW_GREEN_BITS, 8); // Framebuffer green color component bits + //glfwWindowHint(GLFW_BLUE_BITS, 8); // Framebuffer blue color component bits + //glfwWindowHint(GLFW_ALPHA_BITS, 8); // Framebuffer alpha color component bits + //glfwWindowHint(GLFW_DEPTH_BITS, 24); // Depthbuffer bits + //glfwWindowHint(GLFW_REFRESH_RATE, 0); // Refresh rate for fullscreen window + //glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API); // OpenGL API to use. Alternative: GLFW_OPENGL_ES_API + //glfwWindowHint(GLFW_AUX_BUFFERS, 0); // Number of auxiliar buffers + + // Disable GlFW auto iconify behaviour + // Auto Iconify automatically minimizes (iconifies) the window if the window loses focus + // additionally auto iconify restores the hardware resolution of the monitor if the window that loses focus is a fullscreen window + glfwWindowHint(GLFW_AUTO_ICONIFY, 0); + + // Check window creation flags + if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) CORE.Window.fullscreen = true; + + if ((CORE.Window.flags & FLAG_WINDOW_HIDDEN) > 0) glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); // Visible window + else glfwWindowHint(GLFW_VISIBLE, GLFW_TRUE); // Window initially hidden + + if ((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) > 0) glfwWindowHint(GLFW_DECORATED, GLFW_FALSE); // Border and buttons on Window + else glfwWindowHint(GLFW_DECORATED, GLFW_TRUE); // Decorated window + + if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) > 0) glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE); // Resizable window + else glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE); // Avoid window being resizable + + // Disable FLAG_WINDOW_MINIMIZED, not supported on initialization + if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED; + + // Disable FLAG_WINDOW_MAXIMIZED, not supported on initialization + if ((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0) CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED; + + if ((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) > 0) glfwWindowHint(GLFW_FOCUSED, GLFW_FALSE); + else glfwWindowHint(GLFW_FOCUSED, GLFW_TRUE); + + if ((CORE.Window.flags & FLAG_WINDOW_TOPMOST) > 0) glfwWindowHint(GLFW_FLOATING, GLFW_TRUE); + else glfwWindowHint(GLFW_FLOATING, GLFW_FALSE); + + // NOTE: Some GLFW flags are not supported on HTML5 + if ((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) > 0) glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE); // Transparent framebuffer + else glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_FALSE); // Opaque framebuffer + + if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) + { + // Resize window content area based on the monitor content scale. + // NOTE: This hint only has an effect on platforms where screen coordinates and pixels always map 1:1 such as Windows and X11. + // On platforms like macOS the resolution of the framebuffer is changed independently of the window size. + glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_TRUE); // Scale content area based on the monitor content scale where window is placed on +#if defined(__APPLE__) + glfwWindowHint(GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_TRUE); +#endif + } + else glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_FALSE); + + // Mouse passthrough + if ((CORE.Window.flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0) glfwWindowHint(GLFW_MOUSE_PASSTHROUGH, GLFW_TRUE); + else glfwWindowHint(GLFW_MOUSE_PASSTHROUGH, GLFW_FALSE); + + if (CORE.Window.flags & FLAG_MSAA_4X_HINT) + { + // NOTE: MSAA is only enabled for main framebuffer, not user-created FBOs + TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4"); + glfwWindowHint(GLFW_SAMPLES, 4); // Tries to enable multisampling x4 (MSAA), default is 0 + } + + // NOTE: When asking for an OpenGL context version, most drivers provide the highest supported version + // with backward compatibility to older OpenGL versions. + // For example, if using OpenGL 1.1, driver can provide a 4.3 backwards compatible context. + + // Check selection OpenGL version + if (rlGetVersion() == RL_OPENGL_21) + { + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); // Choose OpenGL major version (just hint) + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1); // Choose OpenGL minor version (just hint) + } + else if (rlGetVersion() == RL_OPENGL_33) + { + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // Choose OpenGL major version (just hint) + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint) + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.3 and above! + // Values: GLFW_OPENGL_CORE_PROFILE, GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE +#if defined(__APPLE__) + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE); // OSX Requires forward compatibility +#else + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE); // Forward Compatibility Hint: Only 3.3 and above! +#endif + //glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Request OpenGL DEBUG context + } + else if (rlGetVersion() == RL_OPENGL_43) + { + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); // Choose OpenGL major version (just hint) + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint) + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE); +#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) + glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Enable OpenGL Debug Context +#endif + } + else if (rlGetVersion() == RL_OPENGL_ES_20) // Request OpenGL ES 2.0 context + { + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); + glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API); + glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API); + } + else if (rlGetVersion() == RL_OPENGL_ES_30) // Request OpenGL ES 3.0 context + { + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); + glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API); + glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API); + } + + // NOTE: GLFW 3.4+ defers initialization of the Joystick subsystem on the first call to any Joystick related functions. + // Forcing this initialization here avoids doing it on PollInputEvents() called by EndDrawing() after first frame has been just drawn. + // The initialization will still happen and possible delays still occur, but before the window is shown, which is a nicer experience. + // REF: https://github.com/raysan5/raylib/issues/1554 + glfwSetJoystickCallback(NULL); + + GLFWmonitor *monitor = NULL; + if (CORE.Window.fullscreen) + { + // According to glfwCreateWindow(), if the user does not have a choice, fullscreen applications + // should default to the primary monitor. + + monitor = glfwGetPrimaryMonitor(); + if (!monitor) + { + TRACELOG(LOG_WARNING, "GLFW: Failed to get primary monitor"); + return -1; + } + + SetDimensionsFromMonitor(monitor); + + // Remember center for switching from fullscreen to window + if ((CORE.Window.screen.height == CORE.Window.display.height) && (CORE.Window.screen.width == CORE.Window.display.width)) + { + // If screen width/height equal to the display, we can't calculate the window pos for toggling full-screened/windowed. + // Toggling full-screened/windowed with pos(0, 0) can cause problems in some platforms, such as X11. + CORE.Window.position.x = CORE.Window.display.width/4; + CORE.Window.position.y = CORE.Window.display.height/4; + } + else + { + CORE.Window.position.x = CORE.Window.display.width/2 - CORE.Window.screen.width/2; + CORE.Window.position.y = CORE.Window.display.height/2 - CORE.Window.screen.height/2; + } + + if (CORE.Window.position.x < 0) CORE.Window.position.x = 0; + if (CORE.Window.position.y < 0) CORE.Window.position.y = 0; + + // Obtain recommended CORE.Window.display.width/CORE.Window.display.height from a valid videomode for the monitor + int count = 0; + const GLFWvidmode *modes = glfwGetVideoModes(monitor, &count); + + // Get closest video mode to desired CORE.Window.screen.width/CORE.Window.screen.height + for (int i = 0; i < count; i++) + { + if ((unsigned int)modes[i].width >= CORE.Window.screen.width) + { + if ((unsigned int)modes[i].height >= CORE.Window.screen.height) + { + CORE.Window.display.width = modes[i].width; + CORE.Window.display.height = modes[i].height; + break; + } + } + } + + TRACELOG(LOG_INFO, "SYSTEM: Closest fullscreen videomode: %i x %i", CORE.Window.display.width, CORE.Window.display.height); + + // NOTE: ISSUE: Closest videomode could not match monitor aspect-ratio, for example, + // for a desired screen size of 800x450 (16:9), closest supported videomode is 800x600 (4:3), + // framebuffer is rendered correctly but once displayed on a 16:9 monitor, it gets stretched + // by the sides to fit all monitor space... + + // Try to setup the most appropriate fullscreen framebuffer for the requested screenWidth/screenHeight + // It considers device display resolution mode and setups a framebuffer with black bars if required (render size/offset) + // Modified global variables: CORE.Window.screen.width/CORE.Window.screen.height - CORE.Window.render.width/CORE.Window.render.height - CORE.Window.renderOffset.x/CORE.Window.renderOffset.y - CORE.Window.screenScale + // TODO: It is a quite cumbersome solution to display size vs requested size, it should be reviewed or removed... + // HighDPI monitors are properly considered in a following similar function: SetupViewport() + SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height); + + platform.handle = glfwCreateWindow(CORE.Window.display.width, CORE.Window.display.height, (CORE.Window.title != 0)? CORE.Window.title : " ", monitor, NULL); + + // NOTE: Full-screen change, not working properly... + //glfwSetWindowMonitor(platform.handle, glfwGetPrimaryMonitor(), 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE); + } + else + { + // No-fullscreen window creation + bool requestWindowedFullscreen = (CORE.Window.screen.height == 0) && (CORE.Window.screen.width == 0); + + // Default to at least one pixel in size, as creation with a zero dimension is not allowed. + int creationWidth = CORE.Window.screen.width != 0 ? CORE.Window.screen.width : 1; + int creationHeight = CORE.Window.screen.height != 0 ? CORE.Window.screen.height : 1; + + platform.handle = glfwCreateWindow(creationWidth, creationHeight, (CORE.Window.title != 0)? CORE.Window.title : " ", NULL, NULL); + + // After the window was created, determine the monitor that the window manager assigned. + // Derive display sizes, and, if possible, window size in case it was zero at beginning. + + int monitorCount = 0; + int monitorIndex = GetCurrentMonitor(); + GLFWmonitor **monitors = glfwGetMonitors(&monitorCount); + + if (monitorIndex < monitorCount) + { + monitor = monitors[monitorIndex]; + SetDimensionsFromMonitor(monitor); + + if (requestWindowedFullscreen) glfwSetWindowSize(platform.handle, CORE.Window.screen.width, CORE.Window.screen.height); + } + else + { + // The monitor for the window-manager-created window can not be determined, so it can not be centered. + glfwTerminate(); + TRACELOG(LOG_WARNING, "GLFW: Failed to determine Monitor to center Window"); + return -1; + } + + if (platform.handle) + { + CORE.Window.render.width = CORE.Window.screen.width; + CORE.Window.render.height = CORE.Window.screen.height; + } + } + + if (!platform.handle) + { + glfwTerminate(); + TRACELOG(LOG_WARNING, "GLFW: Failed to initialize Window"); + return -1; + } + + glfwMakeContextCurrent(platform.handle); + result = glfwGetError(NULL); + + // Check context activation + if ((result != GLFW_NO_WINDOW_CONTEXT) && (result != GLFW_PLATFORM_ERROR)) + { + CORE.Window.ready = true; + + glfwSwapInterval(0); // No V-Sync by default + + // Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS) + // NOTE: V-Sync can be enabled by graphic driver configuration, it doesn't need + // to be activated on web platforms since VSync is enforced there. + if (CORE.Window.flags & FLAG_VSYNC_HINT) + { + // WARNING: It seems to hit a critical render path in Intel HD Graphics + glfwSwapInterval(1); + TRACELOG(LOG_INFO, "DISPLAY: Trying to enable VSYNC"); + } + + int fbWidth = CORE.Window.screen.width; + int fbHeight = CORE.Window.screen.height; + + if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) + { + // NOTE: On APPLE platforms system should manage window/input scaling and also framebuffer scaling. + // Framebuffer scaling should be activated with: glfwWindowHint(GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_TRUE); + #if !defined(__APPLE__) + glfwGetFramebufferSize(platform.handle, &fbWidth, &fbHeight); + + // Screen scaling matrix is required in case desired screen area is different from display area + CORE.Window.screenScale = MatrixScale((float)fbWidth/CORE.Window.screen.width, (float)fbHeight/CORE.Window.screen.height, 1.0f); + + // Mouse input scaling for the new screen size + SetMouseScale((float)CORE.Window.screen.width/fbWidth, (float)CORE.Window.screen.height/fbHeight); + #endif + } + + CORE.Window.render.width = fbWidth; + CORE.Window.render.height = fbHeight; + CORE.Window.currentFbo.width = fbWidth; + CORE.Window.currentFbo.height = fbHeight; + + TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully"); + TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height); + TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height); + TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height); + TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y); + } + else + { + TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphics device"); + return -1; + } + + if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) MinimizeWindow(); + + // If graphic device is no properly initialized, we end program + if (!CORE.Window.ready) { TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphic device"); return -1; } + else + { + // Try to center window on screen but avoiding window-bar outside of screen + int monitorX = 0; + int monitorY = 0; + int monitorWidth = 0; + int monitorHeight = 0; + glfwGetMonitorWorkarea(monitor, &monitorX, &monitorY, &monitorWidth, &monitorHeight); + + // Here CORE.Window.render.width/height should be used instead of CORE.Window.screen.width/height to center the window correctly when the high dpi flag is enabled. + int posX = monitorX + (monitorWidth - (int)CORE.Window.render.width)/2; + int posY = monitorY + (monitorHeight - (int)CORE.Window.render.height)/2; + if (posX < monitorX) posX = monitorX; + if (posY < monitorY) posY = monitorY; + SetWindowPosition(posX, posY); + + // Update CORE.Window.position here so it is correct from the start + CORE.Window.position.x = posX; + CORE.Window.position.y = posY; + } + + // Load OpenGL extensions + // NOTE: GL procedures address loader is required to load extensions + rlLoadExtensions(glfwGetProcAddress); + //---------------------------------------------------------------------------- + + // Initialize input events callbacks + //---------------------------------------------------------------------------- + // Set window callback events + glfwSetWindowSizeCallback(platform.handle, WindowSizeCallback); // NOTE: Resizing not allowed by default! + glfwSetWindowPosCallback(platform.handle, WindowPosCallback); + glfwSetWindowMaximizeCallback(platform.handle, WindowMaximizeCallback); + glfwSetWindowIconifyCallback(platform.handle, WindowIconifyCallback); + glfwSetWindowFocusCallback(platform.handle, WindowFocusCallback); + glfwSetDropCallback(platform.handle, WindowDropCallback); + + if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) + { + glfwSetWindowContentScaleCallback(platform.handle, WindowContentScaleCallback); + } + + // Set input callback events + glfwSetKeyCallback(platform.handle, KeyCallback); + glfwSetCharCallback(platform.handle, CharCallback); + glfwSetMouseButtonCallback(platform.handle, MouseButtonCallback); + glfwSetCursorPosCallback(platform.handle, MouseCursorPosCallback); // Track mouse position changes + glfwSetScrollCallback(platform.handle, MouseScrollCallback); + glfwSetCursorEnterCallback(platform.handle, CursorEnterCallback); + glfwSetJoystickCallback(JoystickCallback); + + glfwSetInputMode(platform.handle, GLFW_LOCK_KEY_MODS, GLFW_TRUE); // Enable lock keys modifiers (CAPS, NUM) + + // Retrieve gamepad names + for (int i = 0; i < MAX_GAMEPADS; i++) + { + if (glfwJoystickPresent(i)) strncpy(CORE.Input.Gamepad.name[i], glfwGetJoystickName(i), MAX_GAMEPAD_NAME_LENGTH - 1); + } + //---------------------------------------------------------------------------- + + // Initialize timming system + //---------------------------------------------------------------------------- + InitTimer(); + //---------------------------------------------------------------------------- + + // Initialize storage system + //---------------------------------------------------------------------------- + CORE.Storage.basePath = GetWorkingDirectory(); + //---------------------------------------------------------------------------- + +#if defined(__NetBSD__) + // Workaround for NetBSD + char *glfwPlatform = "X11"; +#else + char *glfwPlatform = ""; + switch (glfwGetPlatform()) + { + case GLFW_PLATFORM_WIN32: glfwPlatform = "Win32"; break; + case GLFW_PLATFORM_COCOA: glfwPlatform = "Cocoa"; break; + case GLFW_PLATFORM_WAYLAND: glfwPlatform = "Wayland"; break; + case GLFW_PLATFORM_X11: glfwPlatform = "X11"; break; + case GLFW_PLATFORM_NULL: glfwPlatform = "Null"; break; + default: break; + } +#endif + + TRACELOG(LOG_INFO, "PLATFORM: DESKTOP (GLFW - %s): Initialized successfully", glfwPlatform); + + return 0; +} + +// Close platform +void ClosePlatform(void) +{ + glfwDestroyWindow(platform.handle); + glfwTerminate(); + +#if defined(_WIN32) && defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP) + timeEndPeriod(1); // Restore time period +#endif +} + +// GLFW3 Error Callback, runs on GLFW3 error +static void ErrorCallback(int error, const char *description) +{ + TRACELOG(LOG_WARNING, "GLFW: Error: %i Description: %s", error, description); +} + +// GLFW3 WindowSize Callback, runs when window is resizedLastFrame +// NOTE: Window resizing not allowed by default +static void WindowSizeCallback(GLFWwindow *window, int width, int height) +{ + // Reset viewport and projection matrix for new size + SetupViewport(width, height); + + CORE.Window.currentFbo.width = width; + CORE.Window.currentFbo.height = height; + CORE.Window.resizedLastFrame = true; + + if (IsWindowFullscreen()) return; + + // Set current screen size + + CORE.Window.screen.width = width; + CORE.Window.screen.height = height; + + // NOTE: Postprocessing texture is not scaled to new size +} +static void WindowPosCallback(GLFWwindow* window, int x, int y) +{ + // Set current window position + CORE.Window.position.x = x; + CORE.Window.position.y = y; +} +static void WindowContentScaleCallback(GLFWwindow *window, float scalex, float scaley) +{ + CORE.Window.screenScale = MatrixScale(scalex, scaley, 1.0f); +} + +// GLFW3 WindowIconify Callback, runs when window is minimized/restored +static void WindowIconifyCallback(GLFWwindow *window, int iconified) +{ + if (iconified) CORE.Window.flags |= FLAG_WINDOW_MINIMIZED; // The window was iconified + else CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED; // The window was restored +} + +// GLFW3 WindowMaximize Callback, runs when window is maximized/restored +static void WindowMaximizeCallback(GLFWwindow *window, int maximized) +{ + if (maximized) CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED; // The window was maximized + else CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED; // The window was restored +} + +// GLFW3 WindowFocus Callback, runs when window get/lose focus +static void WindowFocusCallback(GLFWwindow *window, int focused) +{ + if (focused) CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED; // The window was focused + else CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED; // The window lost focus +} + +// GLFW3 Window Drop Callback, runs when drop files into window +static void WindowDropCallback(GLFWwindow *window, int count, const char **paths) +{ + if (count > 0) + { + // In case previous dropped filepaths have not been freed, we free them + if (CORE.Window.dropFileCount > 0) + { + for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++) RL_FREE(CORE.Window.dropFilepaths[i]); + + RL_FREE(CORE.Window.dropFilepaths); + + CORE.Window.dropFileCount = 0; + CORE.Window.dropFilepaths = NULL; + } + + // WARNING: Paths are freed by GLFW when the callback returns, we must keep an internal copy + CORE.Window.dropFileCount = count; + CORE.Window.dropFilepaths = (char **)RL_CALLOC(CORE.Window.dropFileCount, sizeof(char *)); + + for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++) + { + CORE.Window.dropFilepaths[i] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char)); + strcpy(CORE.Window.dropFilepaths[i], paths[i]); + } + } +} + +// GLFW3 Keyboard Callback, runs on key pressed +static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods) +{ + if (key < 0) return; // Security check, macOS fn key generates -1 + + // WARNING: GLFW could return GLFW_REPEAT, we need to consider it as 1 + // to work properly with our implementation (IsKeyDown/IsKeyUp checks) + if (action == GLFW_RELEASE) CORE.Input.Keyboard.currentKeyState[key] = 0; + else if(action == GLFW_PRESS) CORE.Input.Keyboard.currentKeyState[key] = 1; + else if(action == GLFW_REPEAT) CORE.Input.Keyboard.keyRepeatInFrame[key] = 1; + + // WARNING: Check if CAPS/NUM key modifiers are enabled and force down state for those keys + if (((key == KEY_CAPS_LOCK) && ((mods & GLFW_MOD_CAPS_LOCK) > 0)) || + ((key == KEY_NUM_LOCK) && ((mods & GLFW_MOD_NUM_LOCK) > 0))) CORE.Input.Keyboard.currentKeyState[key] = 1; + + // Check if there is space available in the key queue + if ((CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE) && (action == GLFW_PRESS)) + { + // Add character to the queue + CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key; + CORE.Input.Keyboard.keyPressedQueueCount++; + } + + // Check the exit key to set close window + if ((key == CORE.Input.Keyboard.exitKey) && (action == GLFW_PRESS)) glfwSetWindowShouldClose(platform.handle, GLFW_TRUE); +} + +// GLFW3 Char Callback, get unicode codepoint value +static void CharCallback(GLFWwindow *window, unsigned int codepoint) +{ + //TRACELOG(LOG_DEBUG, "Char Callback: Codepoint: %i", codepoint); + + // NOTE: Registers any key down considering OS keyboard layout but + // does not detect action events, those should be managed by user... + // Ref: https://github.com/glfw/glfw/issues/668#issuecomment-166794907 + // Ref: https://www.glfw.org/docs/latest/input_guide.html#input_char + + // Check if there is space available in the queue + if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE) + { + // Add character to the queue + CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = codepoint; + CORE.Input.Keyboard.charPressedQueueCount++; + } +} + +// GLFW3 Mouse Button Callback, runs on mouse button pressed +static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods) +{ + // WARNING: GLFW could only return GLFW_PRESS (1) or GLFW_RELEASE (0) for now, + // but future releases may add more actions (i.e. GLFW_REPEAT) + CORE.Input.Mouse.currentButtonState[button] = action; + CORE.Input.Touch.currentTouchState[button] = action; + +#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES) + // Process mouse events as touches to be able to use mouse-gestures + GestureEvent gestureEvent = { 0 }; + + // Register touch actions + if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) gestureEvent.touchAction = TOUCH_ACTION_DOWN; + else if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) gestureEvent.touchAction = TOUCH_ACTION_UP; + + // NOTE: TOUCH_ACTION_MOVE event is registered in MouseCursorPosCallback() + + // Assign a pointer ID + gestureEvent.pointId[0] = 0; + + // Register touch points count + gestureEvent.pointCount = 1; + + // Register touch points position, only one point registered + gestureEvent.position[0] = GetMousePosition(); + + // Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height + gestureEvent.position[0].x /= (float)GetScreenWidth(); + gestureEvent.position[0].y /= (float)GetScreenHeight(); + + // Gesture data is sent to gestures-system for processing + ProcessGestureEvent(gestureEvent); +#endif +} + +// GLFW3 Cursor Position Callback, runs on mouse move +static void MouseCursorPosCallback(GLFWwindow *window, double x, double y) +{ + CORE.Input.Mouse.currentPosition.x = (float)x; + CORE.Input.Mouse.currentPosition.y = (float)y; + CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition; + +#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES) + // Process mouse events as touches to be able to use mouse-gestures + GestureEvent gestureEvent = { 0 }; + + gestureEvent.touchAction = TOUCH_ACTION_MOVE; + + // Assign a pointer ID + gestureEvent.pointId[0] = 0; + + // Register touch points count + gestureEvent.pointCount = 1; + + // Register touch points position, only one point registered + gestureEvent.position[0] = CORE.Input.Touch.position[0]; + + // Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height + gestureEvent.position[0].x /= (float)GetScreenWidth(); + gestureEvent.position[0].y /= (float)GetScreenHeight(); + + // Gesture data is sent to gestures-system for processing + ProcessGestureEvent(gestureEvent); +#endif +} + +// GLFW3 Scrolling Callback, runs on mouse wheel +static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset) +{ + CORE.Input.Mouse.currentWheelMove = (Vector2){ (float)xoffset, (float)yoffset }; +} + +// GLFW3 CursorEnter Callback, when cursor enters the window +static void CursorEnterCallback(GLFWwindow *window, int enter) +{ + if (enter) CORE.Input.Mouse.cursorOnScreen = true; + else CORE.Input.Mouse.cursorOnScreen = false; +} + +// GLFW3 Joystick Connected/Disconnected Callback +static void JoystickCallback(int jid, int event) +{ + if (event == GLFW_CONNECTED) + { + strncpy(CORE.Input.Gamepad.name[jid], glfwGetJoystickName(jid), MAX_GAMEPAD_NAME_LENGTH - 1); + } + else if (event == GLFW_DISCONNECTED) + { + memset(CORE.Input.Gamepad.name[jid], 0, MAX_GAMEPAD_NAME_LENGTH); + } +} + +#ifdef _WIN32 +# define WIN32_CLIPBOARD_IMPLEMENTATION +# include "../external/win32_clipboard.h" +#endif +// EOF diff --git a/src/platforms/rcore_desktop_rgfw.c b/src/platforms/rcore_desktop_rgfw.c new file mode 100644 index 000000000..710b05f39 --- /dev/null +++ b/src/platforms/rcore_desktop_rgfw.c @@ -0,0 +1,1273 @@ +/********************************************************************************************** +* +* rcore_desktop_rgfw - Functions to manage window, graphics device and inputs +* +* PLATFORM: RGFW +* - Windows (Win32, Win64) +* - Linux (X11/Wayland desktop mode) +* - MacOS (Cocoa) +* - HTML5 (Emscripten) +* - Others (untested) +* +* LIMITATIONS: +* - TODO +* +* POSSIBLE IMPROVEMENTS: +* - TODO +* +* ADDITIONAL NOTES: +* - TRACELOG() function is located in raylib [utils] module +* +* CONFIGURATION: +* #define RCORE_PLATFORM_RGFW +* Custom flag for rcore on target platform RGFW +* +* DEPENDENCIES: +* - RGFW.h (main library): Windowing and inputs management +* - gestures: Gestures system for touch-ready devices (or simulated from mouse inputs) +* +* +* LICENSE: zlib/libpng +* +* Copyright (c) 2013-2025 Ramon Santamaria (@raysan5), Colleague Riley and contributors +* +* 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. +* +**********************************************************************************************/ + +#if defined(PLATFORM_WEB_RGFW) +#define RGFW_NO_GL_HEADER +#endif + +#if defined(GRAPHICS_API_OPENGL_ES2) && !defined(PLATFORM_WEB_RGFW) + #define RGFW_OPENGL_ES2 +#endif + +void ShowCursor(void); +void CloseWindow(void); + +#if defined(__linux__) + #define _INPUT_EVENT_CODES_H +#endif + +#if defined(__unix__) || defined(__linux__) + #define _XTYPEDEF_FONT +#endif + +#define RGFW_IMPLEMENTATION + +#if defined(_WIN32) || defined(_WIN64) + #define WIN32_LEAN_AND_MEAN + #define Rectangle rectangle_win32 + #define CloseWindow CloseWindow_win32 + #define ShowCursor __imp_ShowCursor + #define _APISETSTRING_ + + #undef MAX_PATH + + __declspec(dllimport) int __stdcall MultiByteToWideChar(unsigned int CodePage, unsigned long dwFlags, const char *lpMultiByteStr, int cbMultiByte, wchar_t *lpWideCharStr, int cchWideChar); +#endif + +#if defined(__APPLE__) + #define Point NSPOINT + #define Size NSSIZE +#endif + +#define RGFW_ALLOC(ptr, size) (RGFW_UNUSED(ptr),RL_MALLOC(size)) +#define RGFW_FREE(ptr, size) (RGFW_UNUSED(ptr),RL_FREE(size)) +#define RGFW_CALLOC RL_CALLOC + +#include "../external/RGFW.h" + +#if defined(_WIN32) || defined(_WIN64) + #undef DrawText + #undef ShowCursor + #undef CloseWindow + #undef Rectangle + + #undef MAX_PATH + #define MAX_PATH 1025 +#endif + +#if defined(__APPLE__) + #undef Point + #undef Size +#endif + +#include +#include // Required for: strcmp() + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +typedef struct { + RGFW_window *window; // Native display device (physical screen connection) +} PlatformData; + +//---------------------------------------------------------------------------------- +// Global Variables Definition +//---------------------------------------------------------------------------------- +extern CoreData CORE; // Global CORE state context + +static PlatformData platform = { NULL }; // Platform specific + +static bool RGFW_disableCursor = false; + +static const unsigned short keyMappingRGFW[] = { + [RGFW_keyNULL] = KEY_NULL, + [RGFW_return] = KEY_ENTER, + [RGFW_return] = KEY_ENTER, + [RGFW_apostrophe] = KEY_APOSTROPHE, + [RGFW_comma] = KEY_COMMA, + [RGFW_minus] = KEY_MINUS, + [RGFW_period] = KEY_PERIOD, + [RGFW_slash] = KEY_SLASH, + [RGFW_escape] = KEY_ESCAPE, + [RGFW_F1] = KEY_F1, + [RGFW_F2] = KEY_F2, + [RGFW_F3] = KEY_F3, + [RGFW_F4] = KEY_F4, + [RGFW_F5] = KEY_F5, + [RGFW_F6] = KEY_F6, + [RGFW_F7] = KEY_F7, + [RGFW_F8] = KEY_F8, + [RGFW_F9] = KEY_F9, + [RGFW_F10] = KEY_F10, + [RGFW_F11] = KEY_F11, + [RGFW_F12] = KEY_F12, + [RGFW_backtick] = KEY_GRAVE, + [RGFW_0] = KEY_ZERO, + [RGFW_1] = KEY_ONE, + [RGFW_2] = KEY_TWO, + [RGFW_3] = KEY_THREE, + [RGFW_4] = KEY_FOUR, + [RGFW_5] = KEY_FIVE, + [RGFW_6] = KEY_SIX, + [RGFW_7] = KEY_SEVEN, + [RGFW_8] = KEY_EIGHT, + [RGFW_9] = KEY_NINE, + [RGFW_equals] = KEY_EQUAL, + [RGFW_backSpace] = KEY_BACKSPACE, + [RGFW_tab] = KEY_TAB, + [RGFW_capsLock] = KEY_CAPS_LOCK, + [RGFW_shiftL] = KEY_LEFT_SHIFT, + [RGFW_controlL] = KEY_LEFT_CONTROL, + [RGFW_altL] = KEY_LEFT_ALT, + [RGFW_superL] = KEY_LEFT_SUPER, + #ifndef RGFW_MACOS + [RGFW_shiftR] = KEY_RIGHT_SHIFT, + [RGFW_altR] = KEY_RIGHT_ALT, + #endif + [RGFW_space] = KEY_SPACE, + + [RGFW_a] = KEY_A, + [RGFW_b] = KEY_B, + [RGFW_c] = KEY_C, + [RGFW_d] = KEY_D, + [RGFW_e] = KEY_E, + [RGFW_f] = KEY_F, + [RGFW_g] = KEY_G, + [RGFW_h] = KEY_H, + [RGFW_i] = KEY_I, + [RGFW_j] = KEY_J, + [RGFW_k] = KEY_K, + [RGFW_l] = KEY_L, + [RGFW_m] = KEY_M, + [RGFW_n] = KEY_N, + [RGFW_o] = KEY_O, + [RGFW_p] = KEY_P, + [RGFW_q] = KEY_Q, + [RGFW_r] = KEY_R, + [RGFW_s] = KEY_S, + [RGFW_t] = KEY_T, + [RGFW_u] = KEY_U, + [RGFW_v] = KEY_V, + [RGFW_w] = KEY_W, + [RGFW_x] = KEY_X, + [RGFW_y] = KEY_Y, + [RGFW_z] = KEY_Z, + [RGFW_bracket] = KEY_LEFT_BRACKET, + [RGFW_backSlash] = KEY_BACKSLASH, + [RGFW_closeBracket] = KEY_RIGHT_BRACKET, + [RGFW_semicolon] = KEY_SEMICOLON, + [RGFW_insert] = KEY_INSERT, + [RGFW_home] = KEY_HOME, + [RGFW_pageUp] = KEY_PAGE_UP, + [RGFW_delete] = KEY_DELETE, + [RGFW_end] = KEY_END, + [RGFW_pageDown] = KEY_PAGE_DOWN, + [RGFW_right] = KEY_RIGHT, + [RGFW_left] = KEY_LEFT, + [RGFW_down] = KEY_DOWN, + [RGFW_up] = KEY_UP, + [RGFW_numLock] = KEY_NUM_LOCK, + [RGFW_KP_Slash] = KEY_KP_DIVIDE, + [RGFW_multiply] = KEY_KP_MULTIPLY, + [RGFW_KP_Minus] = KEY_KP_SUBTRACT, + [RGFW_KP_Return] = KEY_KP_ENTER, + [RGFW_KP_1] = KEY_KP_1, + [RGFW_KP_2] = KEY_KP_2, + [RGFW_KP_3] = KEY_KP_3, + [RGFW_KP_4] = KEY_KP_4, + [RGFW_KP_5] = KEY_KP_5, + [RGFW_KP_6] = KEY_KP_6, + [RGFW_KP_7] = KEY_KP_7, + [RGFW_KP_8] = KEY_KP_8, + [RGFW_KP_9] = KEY_KP_9, + [RGFW_KP_0] = KEY_KP_0, + [RGFW_KP_Period] = KEY_KP_DECIMAL +}; + +//---------------------------------------------------------------------------------- +// Module Internal Functions Declaration +//---------------------------------------------------------------------------------- +int InitPlatform(void); // Initialize platform (graphics, inputs and more) +bool InitGraphicsDevice(void); // Initialize graphics device + +//---------------------------------------------------------------------------------- +// Module Functions Declaration +//---------------------------------------------------------------------------------- +// NOTE: Functions declaration is provided by raylib.h + +//---------------------------------------------------------------------------------- +// Module Functions Definition: Window and Graphics Device +//---------------------------------------------------------------------------------- + +// Check if application should close +bool WindowShouldClose(void) +{ + if (CORE.Window.shouldClose == false) + CORE.Window.shouldClose = RGFW_window_shouldClose(platform.window); + if (CORE.Window.ready) return CORE.Window.shouldClose; + else return true; +} + +// Toggle fullscreen mode +void ToggleFullscreen(void) +{ + RGFW_window_maximize(platform.window); + ToggleBorderlessWindowed(); +} + +// Toggle borderless windowed mode +void ToggleBorderlessWindowed(void) +{ + if (platform.window != NULL) + { + RGFW_window_setBorder(platform.window, CORE.Window.flags & FLAG_WINDOW_UNDECORATED); + } +} + +// Set window state: maximized, if resizable +void MaximizeWindow(void) +{ + RGFW_window_maximize(platform.window); +} + +// Set window state: minimized +void MinimizeWindow(void) +{ + RGFW_window_minimize(platform.window); +} + +// Set window state: not minimized/maximized +void RestoreWindow(void) +{ + RGFW_window_restore(platform.window); +} + +// Set window configuration state using flags +void SetWindowState(unsigned int flags) +{ + CORE.Window.flags |= flags; + + if (flags & FLAG_VSYNC_HINT) + { + RGFW_window_swapInterval(platform.window, 1); + } + if (flags & FLAG_FULLSCREEN_MODE) + { + RGFW_window_maximize(platform.window); + ToggleBorderlessWindowed(); + } + if (flags & FLAG_WINDOW_RESIZABLE) + { + RGFW_window_setMaxSize(platform.window, RGFW_AREA(platform.window->r.w, platform.window->r.h)); + RGFW_window_setMinSize(platform.window, RGFW_AREA(platform.window->r.w, platform.window->r.h)); + } + if (flags & FLAG_WINDOW_UNDECORATED) + { + ToggleBorderlessWindowed(); + } + if (flags & FLAG_WINDOW_HIDDEN) + { + RGFW_window_hide(platform.window); + } + if (flags & FLAG_WINDOW_MINIMIZED) + { + RGFW_window_minimize(platform.window); + } + if (flags & FLAG_WINDOW_MAXIMIZED) + { + RGFW_window_maximize(platform.window); + } + if (flags & FLAG_WINDOW_UNFOCUSED) + { + TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_UNFOCUSED is not supported on PLATFORM_DESKTOP_RGFW"); + } + if (flags & FLAG_WINDOW_TOPMOST) + { + TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_TOPMOST is not supported on PLATFORM_DESKTOP_RGFW"); + } + if (flags & FLAG_WINDOW_ALWAYS_RUN) + { + TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_ALWAYS_RUN is not supported on PLATFORM_DESKTOP_RGFW"); + } + if (flags & FLAG_WINDOW_TRANSPARENT) + { + TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_TRANSPARENT post window creation post window creation is not supported on PLATFORM_DESKTOP_RGFW"); + } + if (flags & FLAG_WINDOW_HIGHDPI) + { + TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_HIGHDPI is not supported on PLATFORM_DESKTOP_RGFW"); + } + if (flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) + { + RGFW_window_setMousePassthrough(platform.window, flags & FLAG_WINDOW_MOUSE_PASSTHROUGH); + } + if (flags & FLAG_BORDERLESS_WINDOWED_MODE) + { + ToggleBorderlessWindowed(); + } + if (flags & FLAG_MSAA_4X_HINT) + { + RGFW_setGLSamples(4); + } + if (flags & FLAG_INTERLACED_HINT) + { + TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_INTERLACED_HINT is not supported on PLATFORM_DESKTOP_RGFW"); + } +} + +// Clear window configuration state flags +void ClearWindowState(unsigned int flags) +{ + CORE.Window.flags &= ~flags; + + if (flags & FLAG_VSYNC_HINT) + { + RGFW_window_swapInterval(platform.window, 0); + } + if (flags & FLAG_FULLSCREEN_MODE) + { + ToggleBorderlessWindowed(); + RGFW_window_restore(platform.window); + CORE.Window.fullscreen = false; + } + if (flags & FLAG_WINDOW_RESIZABLE) + { + RGFW_window_setMaxSize(platform.window, RGFW_AREA(0, 0)); + RGFW_window_setMinSize(platform.window, RGFW_AREA(0, 0)); + } + if (flags & FLAG_WINDOW_UNDECORATED) + { + ToggleBorderlessWindowed(); + } + if (flags & FLAG_WINDOW_HIDDEN) + { + RGFW_window_show(platform.window); + } + if (flags & FLAG_WINDOW_MINIMIZED) + { + RGFW_window_restore(platform.window); + } + if (flags & FLAG_WINDOW_MAXIMIZED) + { + RGFW_window_restore(platform.window); + } + if (flags & FLAG_WINDOW_UNFOCUSED) + { + TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_UNFOCUSED is not supported on PLATFORM_DESKTOP_RGFW"); + } + if (flags & FLAG_WINDOW_TOPMOST) + { + TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_TOPMOST is not supported on PLATFORM_DESKTOP_RGFW"); + } + if (flags & FLAG_WINDOW_ALWAYS_RUN) + { + TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_ALWAYS_RUN is not supported on PLATFORM_DESKTOP_RGFW"); + } + if (flags & FLAG_WINDOW_TRANSPARENT) + { + TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_TRANSPARENT is not supported on PLATFORM_DESKTOP_RGFW"); + } + if (flags & FLAG_WINDOW_HIGHDPI) + { + // NOTE: There also doesn't seem to be a feature to disable high DPI once enabled + TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_HIGHDPI is not supported on PLATFORM_DESKTOP_RGFW"); + } + if (flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) + { + RGFW_window_setMousePassthrough(platform.window, flags & FLAG_WINDOW_MOUSE_PASSTHROUGH); + TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_MOUSE_PASSTHROUGH is not supported on PLATFORM_DESKTOP_RGFW"); + } + if (flags & FLAG_BORDERLESS_WINDOWED_MODE) + { + ToggleFullscreen(); + } + if (flags & FLAG_MSAA_4X_HINT) + { + RGFW_setGLSamples(0); + } + if (flags & FLAG_INTERLACED_HINT) + { + TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_INTERLACED_HINT is not supported on PLATFORM_DESKTOP_RGFW"); + } +} + +// Set icon for window +void SetWindowIcon(Image image) +{ + i32 channels = 4; + + switch (image.format) + { + case PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: + case PIXELFORMAT_UNCOMPRESSED_R16: // 16 bpp (1 channel - half float) + case PIXELFORMAT_UNCOMPRESSED_R32: // 32 bpp (1 channel - float) + { + channels = 1; + } break; + case PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: // 8*2 bpp (2 channels) + case PIXELFORMAT_UNCOMPRESSED_R5G6B5: // 16 bpp + case PIXELFORMAT_UNCOMPRESSED_R8G8B8: // 24 bpp + case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: // 16 bpp (1 bit alpha) + case PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: // 16 bpp (4 bit alpha) + case PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: // 32 bpp + { + channels = 2; + } break; + case PIXELFORMAT_UNCOMPRESSED_R32G32B32: // 32*3 bpp (3 channels - float) + case PIXELFORMAT_UNCOMPRESSED_R16G16B16: // 16*3 bpp (3 channels - half float) + case PIXELFORMAT_COMPRESSED_DXT1_RGB: // 4 bpp (no alpha) + case PIXELFORMAT_COMPRESSED_ETC1_RGB: // 4 bpp + case PIXELFORMAT_COMPRESSED_ETC2_RGB: // 4 bpp + case PIXELFORMAT_COMPRESSED_PVRT_RGB: // 4 bpp + { + channels = 3; + } break; + case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: // 32*4 bpp (4 channels - float) + case PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: // 16*4 bpp (4 channels - half float) + case PIXELFORMAT_COMPRESSED_DXT1_RGBA: // 4 bpp (1 bit alpha) + case PIXELFORMAT_COMPRESSED_DXT3_RGBA: // 8 bpp + case PIXELFORMAT_COMPRESSED_DXT5_RGBA: // 8 bpp + case PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: // 8 bpp + case PIXELFORMAT_COMPRESSED_PVRT_RGBA: // 4 bpp + case PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: // 8 bpp + case PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: // 2 bpp + { + channels = 4; + } break; + default: break; + } + + RGFW_window_setIcon(platform.window, image.data, RGFW_AREA(image.width, image.height), channels); +} + +// Set icon for window +void SetWindowIcons(Image *images, int count) +{ + TRACELOG(LOG_WARNING, "SetWindowIcons() not available on target platform"); +} + +// Set title for window +void SetWindowTitle(const char *title) +{ + RGFW_window_setName(platform.window, (char *)title); + CORE.Window.title = title; +} + +// Set window position on screen (windowed mode) +void SetWindowPosition(int x, int y) +{ + RGFW_window_move(platform.window, RGFW_POINT(x, y)); +} + +// Set monitor for the current window +void SetWindowMonitor(int monitor) +{ + RGFW_window_moveToMonitor(platform.window, RGFW_getMonitors()[monitor]); +} + +// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE) +void SetWindowMinSize(int width, int height) +{ + RGFW_window_setMinSize(platform.window, RGFW_AREA(width, height)); + CORE.Window.screenMin.width = width; + CORE.Window.screenMin.height = height; +} + +// Set window maximum dimensions (FLAG_WINDOW_RESIZABLE) +void SetWindowMaxSize(int width, int height) +{ + RGFW_window_setMaxSize(platform.window, RGFW_AREA(width, height)); + CORE.Window.screenMax.width = width; + CORE.Window.screenMax.height = height; +} + +// Set window dimensions +void SetWindowSize(int width, int height) +{ + CORE.Window.screen.width = width; + CORE.Window.screen.height = height; + + RGFW_window_resize(platform.window, RGFW_AREA(width, height)); +} + +// Set window opacity, value opacity is between 0.0 and 1.0 +void SetWindowOpacity(float opacity) +{ + TRACELOG(LOG_WARNING, "SetWindowOpacity() not available on target platform"); +} + +// Set window focused +void SetWindowFocused(void) +{ + RGFW_window_show(platform.window); +} + +// Get native window handle +void *GetWindowHandle(void) +{ +#ifdef RGFW_WEBASM + return (void *)platform.window->src.ctx; +#else + return (void *)platform.window->src.window; +#endif +} + +// Get number of monitors +int GetMonitorCount(void) +{ + #define MAX_MONITORS_SUPPORTED 6 + + int count = MAX_MONITORS_SUPPORTED; + RGFW_monitor *mons = RGFW_getMonitors(); + + for (int i = 0; i < 6; i++) + { + if (!mons[i].rect.x && !mons[i].rect.y && !mons[i].rect.w && mons[i].rect.h) + { + count = i; + break; + } + } + + return count; +} + +// Get number of monitors +int GetCurrentMonitor(void) +{ + RGFW_monitor *mons = RGFW_getMonitors(); + RGFW_monitor mon = RGFW_window_getMonitor(platform.window); + + for (int i = 0; i < 6; i++) + { + if ((mons[i].rect.x == mon.rect.x) && (mons[i].rect.y == mon.rect.y)) return i; + } + + return 0; +} + +// Get selected monitor position +Vector2 GetMonitorPosition(int monitor) +{ + RGFW_monitor *mons = RGFW_getMonitors(); + + return (Vector2){ (float)mons[monitor].rect.x, (float)mons[monitor].rect.y }; +} + +// Get selected monitor width (currently used by monitor) +int GetMonitorWidth(int monitor) +{ + RGFW_monitor *mons = RGFW_getMonitors(); + + return mons[monitor].rect.w; +} + +// Get selected monitor height (currently used by monitor) +int GetMonitorHeight(int monitor) +{ + RGFW_monitor *mons = RGFW_getMonitors(); + + return mons[monitor].rect.h; +} + +// Get selected monitor physical width in millimetres +int GetMonitorPhysicalWidth(int monitor) +{ + RGFW_monitor *mons = RGFW_getMonitors(); + + return mons[monitor].physW; +} + +// Get selected monitor physical height in millimetres +int GetMonitorPhysicalHeight(int monitor) +{ + RGFW_monitor *mons = RGFW_getMonitors(); + + return (int)mons[monitor].physH; +} + +// Get selected monitor refresh rate +int GetMonitorRefreshRate(int monitor) +{ + TRACELOG(LOG_WARNING, "GetMonitorRefreshRate() not implemented on target platform"); + return 0; +} + +// Get the human-readable, UTF-8 encoded name of the selected monitor +const char *GetMonitorName(int monitor) +{ + RGFW_monitor *mons = RGFW_getMonitors(); + + return mons[monitor].name; +} + +// Get window position XY on monitor +Vector2 GetWindowPosition(void) +{ + return (Vector2){ (float)platform.window->r.x, (float)platform.window->r.y }; +} + +// Get window scale DPI factor for current monitor +Vector2 GetWindowScaleDPI(void) +{ + RGFW_monitor monitor = RGFW_window_getMonitor(platform.window); + + return (Vector2){monitor.scaleX, monitor.scaleX}; +} + +// Set clipboard text content +void SetClipboardText(const char *text) +{ + RGFW_writeClipboard(text, strlen(text)); +} + +// Get clipboard text content +// NOTE: returned string is allocated and freed by RGFW +const char *GetClipboardText(void) +{ + return RGFW_readClipboard(NULL); +} + + +#if defined(SUPPORT_CLIPBOARD_IMAGE) +#if defined(_WIN32) + #define WIN32_CLIPBOARD_IMPLEMENTATION + #define WINUSER_ALREADY_INCLUDED + #define WINBASE_ALREADY_INCLUDED + #define WINGDI_ALREADY_INCLUDED + #include "../external/win32_clipboard.h" +#endif +#endif + +// Get clipboard image +Image GetClipboardImage(void) +{ + Image image = { 0 }; + unsigned long long int dataSize = 0; + void *fileData = NULL; + +#if defined(SUPPORT_CLIPBOARD_IMAGE) +#if defined(_WIN32) + int width = 0; + int height = 0; + fileData = (void *)Win32GetClipboardImageData(&width, &height, &dataSize); + + if (fileData == NULL) TRACELOG(LOG_WARNING, "Clipboard image: Couldn't get clipboard data"); + else image = LoadImageFromMemory(".bmp", fileData, dataSize); +#else + TRACELOG(LOG_WARNING, "Clipboard image: PLATFORM_DESKTOP_RGFW doesn't implement GetClipboardImage() for this OS"); +#endif +#endif // SUPPORT_CLIPBOARD_IMAGE + + return image; +} + +// Show mouse cursor +void ShowCursor(void) +{ + RGFW_window_showMouse(platform.window, true); + CORE.Input.Mouse.cursorHidden = false; +} + +// Hides mouse cursor +void HideCursor(void) +{ + RGFW_window_showMouse(platform.window, false); + CORE.Input.Mouse.cursorHidden = true; +} + +// Enables cursor (unlock cursor) +void EnableCursor(void) +{ + RGFW_disableCursor = false; + RGFW_window_mouseUnhold(platform.window); + + // Set cursor position in the middle + SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2); + RGFW_window_showMouse(platform.window, true); + CORE.Input.Mouse.cursorHidden = false; +} + +// Disables cursor (lock cursor) +void DisableCursor(void) +{ + RGFW_disableCursor = true; + RGFW_window_mouseHold(platform.window, RGFW_AREA(0, 0)); + HideCursor(); +} + +// Swap back buffer with front buffer (screen drawing) +void SwapScreenBuffer(void) +{ + RGFW_window_swapBuffers(platform.window); +} + +//---------------------------------------------------------------------------------- +// Module Functions Definition: Misc +//---------------------------------------------------------------------------------- + +// Get elapsed time measure in seconds since InitTimer() +double GetTime(void) +{ + double time = 0.0; + unsigned long long int nanoSeconds = RGFW_getTimeNS(); + time = (double)(nanoSeconds - CORE.Time.base)*1e-9; // Elapsed time since InitTimer() + + return time; +} + +// Open URL with default system browser (if available) +// NOTE: This function is only safe to use if you control the URL given. +// A user could craft a malicious string performing another action. +// Only call this function yourself not with user input or make sure to check the string yourself. +// Ref: https://github.com/raysan5/raylib/issues/686 +void OpenURL(const char *url) +{ + // Security check to (partially) avoid malicious code on target platform + if (strchr(url, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided URL could be potentially malicious, avoid [\'] character"); + else + { + // TODO: Open URL implementation + } +} + +//---------------------------------------------------------------------------------- +// Module Functions Definition: Inputs +//---------------------------------------------------------------------------------- + +// Set internal gamepad mappings +int SetGamepadMappings(const char *mappings) +{ + TRACELOG(LOG_WARNING, "SetGamepadMappings() not implemented on target platform"); + return 0; +} + +// Set gamepad vibration +void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration) +{ + TRACELOG(LOG_WARNING, "SetGamepadVibration() not available on target platform"); +} + +// Set mouse position XY +void SetMousePosition(int x, int y) +{ + RGFW_window_moveMouse(platform.window, RGFW_POINT(x, y)); + CORE.Input.Mouse.currentPosition = (Vector2){ (float)x, (float)y }; + CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition; +} + +// Set mouse cursor +void SetMouseCursor(int cursor) +{ + RGFW_window_setMouseStandard(platform.window, cursor); +} + +// Get physical key name. +const char *GetKeyName(int key) +{ + TRACELOG(LOG_WARNING, "GetKeyName() not implemented on target platform"); + return ""; +} + +static KeyboardKey ConvertScancodeToKey(u32 keycode); + +int RGFW_gpConvTable[18] = { + [RGFW_gamepadY] = GAMEPAD_BUTTON_RIGHT_FACE_UP, + [RGFW_gamepadB] = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, + [RGFW_gamepadA] = GAMEPAD_BUTTON_RIGHT_FACE_DOWN, + [RGFW_gamepadX] = GAMEPAD_BUTTON_RIGHT_FACE_LEFT, + [RGFW_gamepadL1] = GAMEPAD_BUTTON_LEFT_TRIGGER_1, + [RGFW_gamepadR1] = GAMEPAD_BUTTON_RIGHT_TRIGGER_1, + [RGFW_gamepadL2] = GAMEPAD_BUTTON_LEFT_TRIGGER_2, + [RGFW_gamepadR2] = GAMEPAD_BUTTON_RIGHT_TRIGGER_2, + [RGFW_gamepadSelect] = GAMEPAD_BUTTON_MIDDLE_LEFT, + [RGFW_gamepadHome] = GAMEPAD_BUTTON_MIDDLE, + [RGFW_gamepadStart] = GAMEPAD_BUTTON_MIDDLE_RIGHT, + [RGFW_gamepadUp] = GAMEPAD_BUTTON_LEFT_FACE_UP, + [RGFW_gamepadRight] = GAMEPAD_BUTTON_LEFT_FACE_RIGHT, + [RGFW_gamepadDown] = GAMEPAD_BUTTON_LEFT_FACE_DOWN, + [RGFW_gamepadLeft] = GAMEPAD_BUTTON_LEFT_FACE_LEFT, + [RGFW_gamepadL3] = GAMEPAD_BUTTON_LEFT_THUMB, + [RGFW_gamepadR3] = GAMEPAD_BUTTON_RIGHT_THUMB, +}; + +// Register all input events +void PollInputEvents(void) +{ +#if defined(SUPPORT_GESTURES_SYSTEM) + // NOTE: Gestures update must be called every frame to reset gestures correctly + // because ProcessGestureEvent() is just called on an event, not every frame + UpdateGestures(); +#endif + + // Reset keys/chars pressed registered + CORE.Input.Keyboard.keyPressedQueueCount = 0; + CORE.Input.Keyboard.charPressedQueueCount = 0; + + // Reset mouse wheel + CORE.Input.Mouse.currentWheelMove.x = 0; + CORE.Input.Mouse.currentWheelMove.y = 0; + + // Register previous mouse position + + // Reset last gamepad button/axis registered state + for (int i = 0; (i < 4) && (i < MAX_GAMEPADS); i++) + { + // Check if gamepad is available + if (CORE.Input.Gamepad.ready[i]) + { + // Register previous gamepad button states + for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) + { + CORE.Input.Gamepad.previousButtonState[i][k] = CORE.Input.Gamepad.currentButtonState[i][k]; + } + } + } + + // Register previous touch states + for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i]; + + // Map touch position to mouse position for convenience + CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition; + + int touchAction = -1; // 0-TOUCH_ACTION_UP, 1-TOUCH_ACTION_DOWN, 2-TOUCH_ACTION_MOVE + bool realTouch = false; // Flag to differentiate real touch gestures from mouse ones + + // Register previous keys states + // NOTE: Android supports up to 260 keys + for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) + { + CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i]; + CORE.Input.Keyboard.keyRepeatInFrame[i] = 0; + } + + // Register previous mouse states + for (int i = 0; i < MAX_MOUSE_BUTTONS; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i]; + + // Poll input events for current platform + //----------------------------------------------------------------------------- + CORE.Window.resizedLastFrame = false; + + CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition; + if (platform.window->_flags & RGFW_HOLD_MOUSE) + { + CORE.Input.Mouse.previousPosition = (Vector2){ 0.0f, 0.0f }; + CORE.Input.Mouse.currentPosition = (Vector2){ 0.0f, 0.0f }; + } + else + { + CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition; + } + + while (RGFW_window_checkEvent(platform.window)) + { + if ((platform.window->event.type >= RGFW_gamepadButtonPressed) && (platform.window->event.type <= RGFW_gamepadAxisMove)) + { + if (!CORE.Input.Gamepad.ready[platform.window->event.gamepad]) + { + CORE.Input.Gamepad.ready[platform.window->event.gamepad] = true; + CORE.Input.Gamepad.axisCount[platform.window->event.gamepad] = platform.window->event.axisesCount; + CORE.Input.Gamepad.name[platform.window->event.gamepad][0] = '\0'; + CORE.Input.Gamepad.axisState[platform.window->event.gamepad][GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f; + CORE.Input.Gamepad.axisState[platform.window->event.gamepad][GAMEPAD_AXIS_RIGHT_TRIGGER] = -1.0f; + } + } + + RGFW_event *event = &platform.window->event; + // All input events can be processed after polling + + switch (event->type) + { + case RGFW_quit: CORE.Window.shouldClose = true; break; + case RGFW_DND: // Dropped file + { + for (int i = 0; i < event->droppedFilesCount; i++) + { + if (CORE.Window.dropFileCount == 0) + { + // When a new file is dropped, we reserve a fixed number of slots for all possible dropped files + // at the moment we limit the number of drops at once to 1024 files but this behaviour should probably be reviewed + // TODO: Pointers should probably be reallocated for any new file added... + CORE.Window.dropFilepaths = (char **)RL_CALLOC(1024, sizeof(char *)); + + CORE.Window.dropFilepaths[CORE.Window.dropFileCount] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char)); + strcpy(CORE.Window.dropFilepaths[CORE.Window.dropFileCount], event->droppedFiles[i]); + + CORE.Window.dropFileCount++; + } + else if (CORE.Window.dropFileCount < 1024) + { + CORE.Window.dropFilepaths[CORE.Window.dropFileCount] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char)); + strcpy(CORE.Window.dropFilepaths[CORE.Window.dropFileCount], event->droppedFiles[i]); + + CORE.Window.dropFileCount++; + } + else TRACELOG(LOG_WARNING, "FILE: Maximum drag and drop files at once is limited to 1024 files!"); + } + } break; + + // Window events are also polled (Minimized, maximized, close...) + case RGFW_windowResized: + { + SetupViewport(platform.window->r.w, platform.window->r.h); + CORE.Window.screen.width = platform.window->r.w; + CORE.Window.screen.height = platform.window->r.h; + CORE.Window.currentFbo.width = platform.window->r.w; + CORE.Window.currentFbo.height = platform.window->r.h; + CORE.Window.resizedLastFrame = true; + } break; + case RGFW_windowMoved: + { + CORE.Window.position.x = platform.window->r.x; + CORE.Window.position.y = platform.window->r.x; + } break; + + // Keyboard events + case RGFW_keyPressed: + { + KeyboardKey key = ConvertScancodeToKey(event->key); + if (key != KEY_NULL) + { + // If key was up, add it to the key pressed queue + if ((CORE.Input.Keyboard.currentKeyState[key] == 0) && (CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE)) + { + CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key; + CORE.Input.Keyboard.keyPressedQueueCount++; + } + + CORE.Input.Keyboard.currentKeyState[key] = 1; + } + + // TODO: Put exitKey verification outside the switch? + if (CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey]) + { + CORE.Window.shouldClose = true; + } + + // NOTE: event.text.text data comes an UTF-8 text sequence but we register codepoints (int) + // Check if there is space available in the queue + if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE) + { + // Add character (codepoint) to the queue + CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = event->keyChar; + CORE.Input.Keyboard.charPressedQueueCount++; + } + } break; + case RGFW_keyReleased: + { + KeyboardKey key = ConvertScancodeToKey(event->key); + if (key != KEY_NULL) CORE.Input.Keyboard.currentKeyState[key] = 0; + } break; + + // Check mouse events + case RGFW_mouseButtonPressed: + { + if ((event->button == RGFW_mouseScrollUp) || (event->button == RGFW_mouseScrollDown)) + { + CORE.Input.Mouse.currentWheelMove.y = event->scroll; + break; + } else CORE.Input.Mouse.currentWheelMove.y = 0; + + int btn = event->button; + if (btn == RGFW_mouseLeft) btn = 1; + else if (btn == RGFW_mouseRight) btn = 2; + else if (btn == RGFW_mouseMiddle) btn = 3; + + CORE.Input.Mouse.currentButtonState[btn - 1] = 1; + CORE.Input.Touch.currentTouchState[btn - 1] = 1; + + touchAction = 1; + } break; + case RGFW_mouseButtonReleased: + { + if ((event->button == RGFW_mouseScrollUp) || (event->button == RGFW_mouseScrollDown)) + { + CORE.Input.Mouse.currentWheelMove.y = event->scroll; + break; + } else CORE.Input.Mouse.currentWheelMove.y = 0; + + int btn = event->button; + if (btn == RGFW_mouseLeft) btn = 1; + else if (btn == RGFW_mouseRight) btn = 2; + else if (btn == RGFW_mouseMiddle) btn = 3; + + CORE.Input.Mouse.currentButtonState[btn - 1] = 0; + CORE.Input.Touch.currentTouchState[btn - 1] = 0; + + touchAction = 0; + } break; + case RGFW_mousePosChanged: + { + if (platform.window->_flags & RGFW_HOLD_MOUSE) + { + CORE.Input.Mouse.currentPosition.x += (float)event->point.x; + CORE.Input.Mouse.currentPosition.y += (float)event->point.y; + } + else + { + CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition; + CORE.Input.Mouse.currentPosition.x = (float)event->point.x; + CORE.Input.Mouse.currentPosition.y = (float)event->point.y; + } + + CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition; + touchAction = 2; + } break; + case RGFW_gamepadButtonPressed: + { + int button = RGFW_gpConvTable[event->button]; + + if (button >= 0) + { + CORE.Input.Gamepad.currentButtonState[event->gamepad][button] = 1; + CORE.Input.Gamepad.lastButtonPressed = button; + } + } break; + case RGFW_gamepadButtonReleased: + { + int button = RGFW_gpConvTable[event->button]; + + CORE.Input.Gamepad.currentButtonState[event->gamepad][button] = 0; + if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0; + } break; + case RGFW_gamepadAxisMove: + { + int axis = -1; + + float value = 0; + switch(event->whichAxis) + { + case 0: + { + CORE.Input.Gamepad.axisState[event->gamepad][GAMEPAD_AXIS_LEFT_X] = event->axis[0].x / 100.0f; + CORE.Input.Gamepad.axisState[event->gamepad][GAMEPAD_AXIS_LEFT_Y] = event->axis[0].y / 100.0f; + } break; + case 1: + { + CORE.Input.Gamepad.axisState[event->gamepad][GAMEPAD_AXIS_RIGHT_X] = event->axis[1].x / 100.0f; + CORE.Input.Gamepad.axisState[event->gamepad][GAMEPAD_AXIS_RIGHT_Y] = event->axis[1].y / 100.0f; + } break; + case 2: axis = GAMEPAD_AXIS_LEFT_TRIGGER; + case 3: + { + if (axis == -1) axis = GAMEPAD_AXIS_RIGHT_TRIGGER; + int button = (axis == GAMEPAD_AXIS_LEFT_TRIGGER)? GAMEPAD_BUTTON_LEFT_TRIGGER_2 : GAMEPAD_BUTTON_RIGHT_TRIGGER_2; + int pressed = (value > 0.1f); + CORE.Input.Gamepad.currentButtonState[event->gamepad][button] = pressed; + + if (pressed) CORE.Input.Gamepad.lastButtonPressed = button; + else if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0; + } + default: break; + } + } break; + default: break; + } + +#if defined(SUPPORT_GESTURES_SYSTEM) + if (touchAction > -1) + { + // Process mouse events as touches to be able to use mouse-gestures + GestureEvent gestureEvent = { 0 }; + + // Register touch actions + gestureEvent.touchAction = touchAction; + + // Assign a pointer ID + gestureEvent.pointId[0] = 0; + + // Register touch points count + gestureEvent.pointCount = 1; + + // Register touch points position, only one point registered + if (touchAction == 2 || realTouch) gestureEvent.position[0] = CORE.Input.Touch.position[0]; + else gestureEvent.position[0] = GetMousePosition(); + + // Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height + gestureEvent.position[0].x /= (float)GetScreenWidth(); + gestureEvent.position[0].y /= (float)GetScreenHeight(); + + // Gesture data is sent to gestures-system for processing + ProcessGestureEvent(gestureEvent); + + touchAction = -1; + } +#endif + } + //----------------------------------------------------------------------------- +} + +//---------------------------------------------------------------------------------- +// Module Internal Functions Definition +//---------------------------------------------------------------------------------- + +// Initialize platform: graphics, inputs and more +int InitPlatform(void) +{ + // Initialize RGFW internal global state, only required systems + unsigned int flags = RGFW_windowCenter | RGFW_windowAllowDND; + + // Check window creation flags + if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) + { + CORE.Window.fullscreen = true; + flags |= RGFW_windowFullscreen; + } + + if ((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) > 0) flags |= RGFW_windowNoBorder; + if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) == 0) flags |= RGFW_windowNoResize; + if ((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) > 0) flags |= RGFW_windowTransparent; + if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) flags |= RGFW_windowFullscreen; + + // NOTE: Some OpenGL context attributes must be set before window creation + + // Check selection OpenGL version + if (rlGetVersion() == RL_OPENGL_21) RGFW_setGLVersion(RGFW_glCore, 2, 1); + else if (rlGetVersion() == RL_OPENGL_33) RGFW_setGLVersion(RGFW_glCore, 3, 3); + else if (rlGetVersion() == RL_OPENGL_43) RGFW_setGLVersion(RGFW_glCore, 4, 1); + + if (CORE.Window.flags & FLAG_MSAA_4X_HINT) RGFW_setGLSamples(4); + + platform.window = RGFW_createWindow(CORE.Window.title, RGFW_RECT(0, 0, CORE.Window.screen.width, CORE.Window.screen.height), flags); + +#ifndef PLATFORM_WEB_RGFW + RGFW_area screenSize = RGFW_getScreenSize(); + CORE.Window.display.width = screenSize.w; + CORE.Window.display.height = screenSize.h; +#else + CORE.Window.display.width = CORE.Window.screen.width; + CORE.Window.display.height = CORE.Window.screen.height; +#endif + // TODO: Is this needed by raylib now? + // If so, rcore_desktop_sdl should be updated too + //SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height); + + if (CORE.Window.flags & FLAG_VSYNC_HINT) RGFW_window_swapInterval(platform.window, 1); + RGFW_window_makeCurrent(platform.window); + + // Check surface and context activation + if (platform.window != NULL) + { + CORE.Window.ready = true; + + CORE.Window.render.width = CORE.Window.screen.width; + CORE.Window.render.height = CORE.Window.screen.height; + CORE.Window.currentFbo.width = CORE.Window.render.width; + CORE.Window.currentFbo.height = CORE.Window.render.height; + } + else + { + TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphics device"); + return -1; + } + //---------------------------------------------------------------------------- + + // If everything work as expected, we can continue + CORE.Window.position.x = platform.window->r.x; + CORE.Window.position.y = platform.window->r.y; + CORE.Window.render.width = CORE.Window.screen.width; + CORE.Window.render.height = CORE.Window.screen.height; + CORE.Window.currentFbo.width = CORE.Window.render.width; + CORE.Window.currentFbo.height = CORE.Window.render.height; + + TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully"); + TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height); + TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height); + TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height); + TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y); + + // Load OpenGL extensions + // NOTE: GL procedures address loader is required to load extensions + //---------------------------------------------------------------------------- + rlLoadExtensions((void *)RGFW_getProcAddress); + //---------------------------------------------------------------------------- + + // TODO: Initialize input events system + // It could imply keyboard, mouse, gamepad, touch... + // Depending on the platform libraries/SDK it could use a callback mechanism + // For system events and inputs evens polling on a per-frame basis, use PollInputEvents() + //---------------------------------------------------------------------------- + // ... + //---------------------------------------------------------------------------- + + // Initialize timing system + //---------------------------------------------------------------------------- + InitTimer(); + //---------------------------------------------------------------------------- + + // Initialize storage system + //---------------------------------------------------------------------------- + CORE.Storage.basePath = GetWorkingDirectory(); + //---------------------------------------------------------------------------- + +#ifdef RGFW_X11 + for (int i = 0; (i < 4) && (i < MAX_GAMEPADS); i++) + { + RGFW_registerGamepad(platform.window, i); + } +#endif + + TRACELOG(LOG_INFO, "PLATFORM: CUSTOM: Initialized successfully"); + return 0; +} + +// Close platform +void ClosePlatform(void) +{ + RGFW_window_close(platform.window); +} + +// Keycode mapping +static KeyboardKey ConvertScancodeToKey(u32 keycode) +{ + if (keycode > sizeof(keyMappingRGFW)/sizeof(unsigned short)) return 0; + + return keyMappingRGFW[keycode]; +} diff --git a/src/platforms/rcore_desktop_sdl.c b/src/platforms/rcore_desktop_sdl.c index 1aea68546..f248e2614 100644 --- a/src/platforms/rcore_desktop_sdl.c +++ b/src/platforms/rcore_desktop_sdl.c @@ -23,13 +23,13 @@ * Custom flag for rcore on target platform -not used- * * DEPENDENCIES: -* - SDL 2 (main library): Windowing and inputs management +* - SDL 2 or SDL 3 (main library): Windowing and inputs management * - gestures: Gestures system for touch-ready devices (or simulated from mouse inputs) * * * LICENSE: zlib/libpng * -* Copyright (c) 2013-2024 Ramon Santamaria (@raysan5) and contributors +* Copyright (c) 2013-2025 Ramon Santamaria (@raysan5) and contributors * * 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. @@ -48,6 +48,10 @@ * **********************************************************************************************/ + +#ifndef SDL_ENABLE_OLD_NAMES + #define SDL_ENABLE_OLD_NAMES // Just in case we're on SDL3, we need some in-between compatibily +#endif #include "SDL.h" // SDL base library (window/rendered, input, timing... functionality) #if defined(GRAPHICS_API_OPENGL_ES2) @@ -57,6 +61,19 @@ #include "SDL_opengl.h" // SDL OpenGL functionality (if required, instead of internal renderer) #endif +//---------------------------------------------------------------------------------- +// Defines and Macros +//---------------------------------------------------------------------------------- +#ifndef MAX_CLIPBOARD_BUFFER_LENGTH + #define MAX_CLIPBOARD_BUFFER_LENGTH 1024 // Size of the clipboard buffer used on GetClipboardText() +#endif + +#if ((defined(SDL_MAJOR_VERSION) && (SDL_MAJOR_VERSION == 3)) && (defined(SDL_MINOR_VERSION) && (SDL_MINOR_VERSION >= 1))) + #ifndef PLATFORM_DESKTOP_SDL3 + #define PLATFORM_DESKTOP_SDL3 + #endif +#endif + //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- @@ -64,7 +81,8 @@ typedef struct { SDL_Window *window; SDL_GLContext glContext; - SDL_Joystick *gamepad[MAX_GAMEPADS]; + SDL_GameController *gamepad[MAX_GAMEPADS]; + SDL_JoystickID gamepadId[MAX_GAMEPADS]; // Joystick instance ids SDL_Cursor *cursor; bool cursorRelative; } PlatformData; @@ -80,7 +98,7 @@ static PlatformData platform = { 0 }; // Platform specific data // Local Variables Definition //---------------------------------------------------------------------------------- #define SCANCODE_MAPPED_NUM 232 -static const KeyboardKey ScancodeToKey[SCANCODE_MAPPED_NUM] = { +static const KeyboardKey mapScancodeToKey[SCANCODE_MAPPED_NUM] = { KEY_NULL, // SDL_SCANCODE_UNKNOWN 0, 0, @@ -220,6 +238,184 @@ static const int CursorsLUT[] = { //SDL_SYSTEM_CURSOR_WAITARROW, // No equivalent implemented on MouseCursor enum on raylib.h }; + +// SDL3 Migration Layer made to avoid `ifdefs` inside functions when we can. +#if defined(PLATFORM_DESKTOP_SDL3) + +// SDL3 Migration: +// SDL_WINDOW_FULLSCREEN_DESKTOP has been removed, +// and you can call SDL_GetWindowFullscreenMode() +// to see whether an exclusive fullscreen mode will be used +// or the borderless fullscreen desktop mode will be used +#define SDL_WINDOW_FULLSCREEN_DESKTOP SDL_WINDOW_FULLSCREEN + +#define SDL_IGNORE false +#define SDL_DISABLE false +#define SDL_ENABLE true + +// SDL3 Migration: SDL_INIT_TIMER - no longer needed before calling SDL_AddTimer() +#define SDL_INIT_TIMER 0x0 // It's a flag, so no problem in setting it to zero if we use in a bitor (|) + +// SDL3 Migration: The SDL_WINDOW_SHOWN flag has been removed. Windows are shown by default and can be created hidden by using the SDL_WINDOW_HIDDEN flag. +#define SDL_WINDOW_SHOWN 0x0 // It's a flag, so no problem in setting it to zero if we use in a bitor (|) + +// SDL3 Migration: Renamed +// IMPORTANT: Might need to call SDL_CleanupEvent somewhere see :https://github.com/libsdl-org/SDL/issues/3540#issuecomment-1793449852 +#define SDL_DROPFILE SDL_EVENT_DROP_FILE + +// SDL2 implementation for SDL3 function +const char *SDL_GameControllerNameForIndex(int joystickIndex) +{ + // NOTE: SDL3 uses the IDs itself (SDL_JoystickID) instead of SDL2 joystick_index + const char *name = NULL; + int numJoysticks = 0; + SDL_JoystickID *joysticks = SDL_GetJoysticks(&numJoysticks); + + if (joysticks) + { + if (joystickIndex < numJoysticks) + { + SDL_JoystickID instance_id = joysticks[joystickIndex]; + name = SDL_GetGamepadNameForID(instance_id); + } + + SDL_free(joysticks); + } + + return name; +} + +int SDL_GetNumVideoDisplays(void) +{ + int monitorCount = 0; + SDL_DisplayID *displays = SDL_GetDisplays(&monitorCount); + + // Safe because If `mem` is NULL, SDL_free does nothing + SDL_free(displays); + + return monitorCount; +} + +// SLD3 Migration: To emulate SDL2 this function should return `SDL_DISABLE` or `SDL_ENABLE` +// representing the *processing state* of the event before this function makes any changes to it +Uint8 SDL_EventState(Uint32 type, int state) +{ + Uint8 stateBefore = SDL_EventEnabled(type); + + switch (state) + { + case SDL_DISABLE: SDL_SetEventEnabled(type, false); break; + case SDL_ENABLE: SDL_SetEventEnabled(type, true); break; + default: TRACELOG(LOG_WARNING, "Event sate: unknow type"); + } + + return stateBefore; +} + +void SDL_GetCurrentDisplayMode_Adapter(SDL_DisplayID displayID, SDL_DisplayMode* mode) +{ + const SDL_DisplayMode* currMode = SDL_GetCurrentDisplayMode(displayID); + + if (currMode == NULL) TRACELOG(LOG_WARNING, "No current display mode"); + else *mode = *currMode; +} + +// SDL3 Migration: Renamed +#define SDL_GetCurrentDisplayMode SDL_GetCurrentDisplayMode_Adapter + +SDL_Surface *SDL_CreateRGBSurface(Uint32 flags, int width, int height, int depth, Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask) +{ + return SDL_CreateSurface(width, height, SDL_GetPixelFormatForMasks(depth, Rmask, Gmask, Bmask, Amask)); +} + +// SDL3 Migration: +// SDL_GetDisplayDPI() - +// not reliable across platforms, approximately replaced by multiplying +// SDL_GetWindowDisplayScale() times 160 on iPhone and Android, and 96 on other platforms. +// returns 0 on success or a negative error code on failure +int SDL_GetDisplayDPI(int displayIndex, float *ddpi, float *hdpi, float *vdpi) +{ + float dpi = SDL_GetWindowDisplayScale(platform.window)*96.0; + + if (ddpi != NULL) *ddpi = dpi; + if (hdpi != NULL) *hdpi = dpi; + if (vdpi != NULL) *vdpi = dpi; + + return 0; +} + +SDL_Surface *SDL_CreateRGBSurfaceWithFormat(Uint32 flags, int width, int height, int depth, Uint32 format) +{ + return SDL_CreateSurface(width, height, format); +} + +SDL_Surface *SDL_CreateRGBSurfaceFrom(void *pixels, int width, int height, int depth, int pitch, Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask) +{ + return SDL_CreateSurfaceFrom(width, height, SDL_GetPixelFormatForMasks(depth, Rmask, Gmask, Bmask, Amask), pixels, pitch); +} + +SDL_Surface *SDL_CreateRGBSurfaceWithFormatFrom(void *pixels, int width, int height, int depth, int pitch, Uint32 format) +{ + return SDL_CreateSurfaceFrom(width, height, format, pixels, pitch); +} + +int SDL_NumJoysticks(void) +{ + int numJoysticks; + SDL_JoystickID *joysticks = SDL_GetJoysticks(&numJoysticks); + SDL_free(joysticks); + return numJoysticks; +} + +// SDL_SetRelativeMouseMode +// returns 0 on success or a negative error code on failure +// If relative mode is not supported, this returns -1. +int SDL_SetRelativeMouseMode_Adapter(SDL_bool enabled) +{ + // SDL_SetWindowRelativeMouseMode(SDL_Window *window, bool enabled) + // \returns true on success or false on failure; call SDL_GetError() for more + if (SDL_SetWindowRelativeMouseMode(platform.window, enabled)) + { + return 0; // success + } + else + { + return -1; // failure + } +} + +#define SDL_SetRelativeMouseMode SDL_SetRelativeMouseMode_Adapter + +bool SDL_GetRelativeMouseMode_Adapter(void) +{ + return SDL_GetWindowRelativeMouseMode(platform.window); +} + +#define SDL_GetRelativeMouseMode SDL_GetRelativeMouseMode_Adapter + +int SDL_GetNumTouchFingers(SDL_TouchID touchID) +{ + // SDL_Finger **SDL_GetTouchFingers(SDL_TouchID touchID, int *count) + int count = 0; + SDL_Finger **fingers = SDL_GetTouchFingers(touchID, &count); + SDL_free(fingers); + return count; +} + +#else // We're on SDL2 + +// Since SDL2 doesn't have this function we leave a stub +// SDL_GetClipboardData function is available since SDL 3.1.3. (e.g. SDL3) +void *SDL_GetClipboardData(const char *mime_type, size_t *size) +{ + TRACELOG(LOG_WARNING, "Getting clipboard data that is not text is only available in SDL3"); + + // We could possibly implement it ourselves in this case for some easier platforms + return NULL; +} + +#endif // PLATFORM_DESKTOP_SDL3 + //---------------------------------------------------------------------------------- // Module Internal Functions Declaration //---------------------------------------------------------------------------------- @@ -249,7 +445,12 @@ void ToggleFullscreen(void) { const int monitor = SDL_GetWindowDisplayIndex(platform.window); const int monitorCount = SDL_GetNumVideoDisplays(); + +#if defined(PLATFORM_DESKTOP_SDL3) // SDL3 Migration: Monitor is an id instead of index now, returns 0 on failure + if ((monitor > 0) && (monitor <= monitorCount)) +#else if ((monitor >= 0) && (monitor < monitorCount)) +#endif { if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) { @@ -272,7 +473,12 @@ void ToggleBorderlessWindowed(void) { const int monitor = SDL_GetWindowDisplayIndex(platform.window); const int monitorCount = SDL_GetNumVideoDisplays(); + +#if defined(PLATFORM_DESKTOP_SDL3) // SDL3 Migration: Monitor is an id instead of index now, returns 0 on failure + if ((monitor > 0) && (monitor <= monitorCount)) +#else if ((monitor >= 0) && (monitor < monitorCount)) +#endif { if ((CORE.Window.flags & FLAG_BORDERLESS_WINDOWED_MODE) > 0) { @@ -292,20 +498,21 @@ void ToggleBorderlessWindowed(void) void MaximizeWindow(void) { SDL_MaximizeWindow(platform.window); - CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED; + if ((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) == 0) CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED; } // Set window state: minimized void MinimizeWindow(void) { SDL_MinimizeWindow(platform.window); - CORE.Window.flags |= FLAG_WINDOW_MINIMIZED; + if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) == 0) CORE.Window.flags |= FLAG_WINDOW_MINIMIZED; } // Set window state: not minimized/maximized void RestoreWindow(void) { - SDL_ShowWindow(platform.window); + SDL_RestoreWindow(platform.window); + // CORE.Window.flags will be removed on PollInputEvents() } // Set window configuration state using flags @@ -321,7 +528,12 @@ void SetWindowState(unsigned int flags) { const int monitor = SDL_GetWindowDisplayIndex(platform.window); const int monitorCount = SDL_GetNumVideoDisplays(); + + #if defined(PLATFORM_DESKTOP_SDL3) // SDL3 Migration: Monitor is an id instead of index now, returns 0 on failure + if ((monitor > 0) && (monitor <= monitorCount)) + #else if ((monitor >= 0) && (monitor < monitorCount)) + #endif { SDL_SetWindowFullscreen(platform.window, SDL_WINDOW_FULLSCREEN); CORE.Window.fullscreen = true; @@ -360,7 +572,7 @@ void SetWindowState(unsigned int flags) } if (flags & FLAG_WINDOW_ALWAYS_RUN) { - TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_ALWAYS_RUN is not supported on PLATFORM_DESKTOP_SDL"); + CORE.Window.flags |= FLAG_WINDOW_ALWAYS_RUN; } if (flags & FLAG_WINDOW_TRANSPARENT) { @@ -380,7 +592,12 @@ void SetWindowState(unsigned int flags) { const int monitor = SDL_GetWindowDisplayIndex(platform.window); const int monitorCount = SDL_GetNumVideoDisplays(); + + #if defined(PLATFORM_DESKTOP_SDL3) // SDL3 Migration: Monitor is an id instead of index now, returns 0 on failure + if ((monitor > 0) && (monitor <= monitorCount)) + #else if ((monitor >= 0) && (monitor < monitorCount)) + #endif { SDL_SetWindowFullscreen(platform.window, SDL_WINDOW_FULLSCREEN_DESKTOP); } @@ -442,7 +659,7 @@ void ClearWindowState(unsigned int flags) } if (flags & FLAG_WINDOW_ALWAYS_RUN) { - TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_ALWAYS_RUN is not supported on PLATFORM_DESKTOP_SDL"); + CORE.Window.flags &= ~FLAG_WINDOW_ALWAYS_RUN; } if (flags & FLAG_WINDOW_TRANSPARENT) { @@ -476,9 +693,9 @@ void ClearWindowState(unsigned int flags) // Set icon for window void SetWindowIcon(Image image) { - SDL_Surface* iconSurface = NULL; + SDL_Surface *iconSurface = NULL; - Uint32 rmask, gmask, bmask, amask; + unsigned int rmask = 0, gmask = 0, bmask = 0, amask = 0; int depth = 0; // Depth in bits int pitch = 0; // Pixel spacing (pitch) in bytes @@ -492,72 +709,67 @@ void SetWindowIcon(Image image) case PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: rmask = 0xFF, gmask = 0xFF00; bmask = 0, amask = 0; - depth = 16, pitch = image.width * 2; + depth = 16, pitch = image.width*2; break; case PIXELFORMAT_UNCOMPRESSED_R5G6B5: rmask = 0xF800, gmask = 0x07E0; bmask = 0x001F, amask = 0; - depth = 16, pitch = image.width * 2; + depth = 16, pitch = image.width*2; break; case PIXELFORMAT_UNCOMPRESSED_R8G8B8: // Uses BGR for 24-bit rmask = 0x0000FF, gmask = 0x00FF00; bmask = 0xFF0000, amask = 0; - depth = 24, pitch = image.width * 3; + depth = 24, pitch = image.width*3; break; case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: rmask = 0xF800, gmask = 0x07C0; bmask = 0x003E, amask = 0x0001; - depth = 16, pitch = image.width * 2; + depth = 16, pitch = image.width*2; break; case PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: rmask = 0xF000, gmask = 0x0F00; bmask = 0x00F0, amask = 0x000F; - depth = 16, pitch = image.width * 2; + depth = 16, pitch = image.width*2; break; case PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: rmask = 0xFF000000, gmask = 0x00FF0000; bmask = 0x0000FF00, amask = 0x000000FF; - depth = 32, pitch = image.width * 4; + depth = 32, pitch = image.width*4; break; case PIXELFORMAT_UNCOMPRESSED_R32: rmask = 0xFFFFFFFF, gmask = 0; bmask = 0, amask = 0; - depth = 32, pitch = image.width * 4; + depth = 32, pitch = image.width*4; break; case PIXELFORMAT_UNCOMPRESSED_R32G32B32: rmask = 0xFFFFFFFF, gmask = 0xFFFFFFFF; bmask = 0xFFFFFFFF, amask = 0; - depth = 96, pitch = image.width * 12; + depth = 96, pitch = image.width*12; break; case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: rmask = 0xFFFFFFFF, gmask = 0xFFFFFFFF; bmask = 0xFFFFFFFF, amask = 0xFFFFFFFF; - depth = 128, pitch = image.width * 16; + depth = 128, pitch = image.width*16; break; case PIXELFORMAT_UNCOMPRESSED_R16: rmask = 0xFFFF, gmask = 0; bmask = 0, amask = 0; - depth = 16, pitch = image.width * 2; + depth = 16, pitch = image.width*2; break; case PIXELFORMAT_UNCOMPRESSED_R16G16B16: rmask = 0xFFFF, gmask = 0xFFFF; bmask = 0xFFFF, amask = 0; - depth = 48, pitch = image.width * 6; + depth = 48, pitch = image.width*6; break; case PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: rmask = 0xFFFF, gmask = 0xFFFF; bmask = 0xFFFF, amask = 0xFFFF; - depth = 64, pitch = image.width * 8; + depth = 64, pitch = image.width*8; break; - default: - // Compressed formats are not supported - return; + default: return; // Compressed formats are not supported } - iconSurface = SDL_CreateRGBSurfaceFrom( - image.data, image.width, image.height, depth, pitch, - rmask, gmask, bmask, amask - ); + iconSurface = SDL_CreateRGBSurfaceFrom( image.data, image.width, image.height, depth, pitch, rmask, gmask, bmask, amask ); if (iconSurface) { @@ -599,12 +811,17 @@ void SetWindowMonitor(int monitor) // 1. SDL started supporting moving exclusive fullscreen windows between displays on SDL3, // see commit https://github.com/libsdl-org/SDL/commit/3f5ef7dd422057edbcf3e736107e34be4b75d9ba // 2. A workaround for SDL2 is leaving fullscreen, moving the window, then entering full screen again. - const bool wasFullscreen = ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) ? true : false; + const bool wasFullscreen = ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0)? true : false; const int screenWidth = CORE.Window.screen.width; const int screenHeight = CORE.Window.screen.height; SDL_Rect usableBounds; + + #if defined(PLATFORM_DESKTOP_SDL3) // Different style for success checking + if (SDL_GetDisplayUsableBounds(monitor, &usableBounds)) + #else if (SDL_GetDisplayUsableBounds(monitor, &usableBounds) == 0) + #endif { if (wasFullscreen == 1) ToggleFullscreen(); // Leave fullscreen. @@ -702,6 +919,7 @@ int GetCurrentMonitor(void) { int currentMonitor = 0; + // Be aware that this returns an ID in SDL3 and a Index in SDL2 currentMonitor = SDL_GetWindowDisplayIndex(platform.window); return currentMonitor; @@ -714,7 +932,12 @@ Vector2 GetMonitorPosition(int monitor) if ((monitor >= 0) && (monitor < monitorCount)) { SDL_Rect displayBounds; + + #if defined(PLATFORM_DESKTOP_SDL3) + if (SDL_GetDisplayUsableBounds(monitor, &displayBounds)) + #else if (SDL_GetDisplayUsableBounds(monitor, &displayBounds) == 0) + #endif { return (Vector2){ (float)displayBounds.x, (float)displayBounds.y }; } @@ -842,10 +1065,16 @@ Vector2 GetWindowScaleDPI(void) { Vector2 scale = { 1.0f, 1.0f }; +#ifndef PLATFORM_DESKTOP_SDL3 // NOTE: SDL_GetWindowDisplayScale was only added on SDL3 // see https://wiki.libsdl.org/SDL3/SDL_GetWindowDisplayScale // TODO: Implement the window scale factor calculation manually. TRACELOG(LOG_WARNING, "GetWindowScaleDPI() not implemented on target platform"); +#else + scale.x = SDL_GetWindowDisplayScale(platform.window); + scale.y = scale.x; + TRACELOG(LOG_INFO, "WindowScaleDPI is %f", scale.x); +#endif return scale; } @@ -857,25 +1086,88 @@ void SetClipboardText(const char *text) } // Get clipboard text content -// NOTE: returned string must be freed with SDL_free() const char *GetClipboardText(void) { - return SDL_GetClipboardText(); + static char buffer[MAX_CLIPBOARD_BUFFER_LENGTH] = { 0 }; + + char *clipboard = SDL_GetClipboardText(); + + int clipboardSize = snprintf(buffer, sizeof(buffer), "%s", clipboard); + if (clipboardSize >= MAX_CLIPBOARD_BUFFER_LENGTH) + { + char *truncate = buffer + MAX_CLIPBOARD_BUFFER_LENGTH - 4; + sprintf(truncate, "..."); + } + + SDL_free(clipboard); + + return buffer; +} + +// Get clipboard image +Image GetClipboardImage(void) +{ + Image image = { 0 }; + +#if defined(SUPPORT_CLIPBOARD_IMAGE) + // Let's hope compiler put these arrays in static memory + const char *imageFormats[] = { + "image/bmp", + "image/png", + "image/jpg", + "image/tiff", + }; + const char *imageExtensions[] = { + ".bmp", + ".png", + ".jpg", + ".tiff", + }; + + size_t dataSize = 0; + void *fileData = NULL; + + for (int i = 0; i < SDL_arraysize(imageFormats); ++i) + { + // NOTE: This pointer should be free with SDL_free() at some point + fileData = SDL_GetClipboardData(imageFormats[i], &dataSize); + + if (fileData) + { + image = LoadImageFromMemory(imageExtensions[i], fileData, dataSize); + if (IsImageValid(image)) + { + TRACELOG(LOG_INFO, "Clipboard image: Got image from clipboard as a `%s` successfully", imageExtensions[i]); + return image; + } + } + } + + if (!IsImageValid(image)) TRACELOG(LOG_WARNING, "Clipboard image: Couldn't get clipboard data. Error: %s", SDL_GetError()); +#endif + + return image; } // Show mouse cursor void ShowCursor(void) { +#if defined(PLATFORM_DESKTOP_SDL3) + SDL_ShowCursor(); +#else SDL_ShowCursor(SDL_ENABLE); - +#endif CORE.Input.Mouse.cursorHidden = false; } // Hides mouse cursor void HideCursor(void) { +#if defined(PLATFORM_DESKTOP_SDL3) + SDL_HideCursor(); +#else SDL_ShowCursor(SDL_DISABLE); - +#endif CORE.Input.Mouse.cursorHidden = true; } @@ -883,7 +1175,13 @@ void HideCursor(void) void EnableCursor(void) { SDL_SetRelativeMouseMode(SDL_FALSE); + +#if defined(PLATFORM_DESKTOP_SDL3) + // SDL_ShowCursor() has been split into three functions: SDL_ShowCursor(), SDL_HideCursor(), and SDL_CursorVisible() + SDL_ShowCursor(); +#else SDL_ShowCursor(SDL_ENABLE); +#endif platform.cursorRelative = false; CORE.Input.Mouse.cursorHidden = false; @@ -939,17 +1237,17 @@ int SetGamepadMappings(const char *mappings) } // Set gamepad vibration -void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor) +void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration) { - //Limit input values to between 0.0f and 1.0f - leftMotor = (0.0f > leftMotor) ? 0.0f : leftMotor; - rightMotor = (0.0f > rightMotor) ? 0.0f : rightMotor; - leftMotor = (1.0f < leftMotor) ? 1.0f : leftMotor; - rightMotor = (1.0f < rightMotor) ? 1.0f : rightMotor; - - if (IsGamepadAvailable(gamepad)) + if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (duration > 0.0f)) { - SDL_JoystickRumble(platform.gamepad[gamepad], (Uint16)(leftMotor*65535.0f), (Uint16)(rightMotor*65535.0f), (Uint32)(MAX_GAMEPAD_VIBRATION_TIME*1000.0f)); + if (leftMotor < 0.0f) leftMotor = 0.0f; + if (leftMotor > 1.0f) leftMotor = 1.0f; + if (rightMotor < 0.0f) rightMotor = 0.0f; + if (rightMotor > 1.0f) rightMotor = 1.0f; + if (duration > MAX_GAMEPAD_VIBRATION_TIME) duration = MAX_GAMEPAD_VIBRATION_TIME; + + SDL_GameControllerRumble(platform.gamepad[gamepad], (Uint16)(leftMotor*65535.0f), (Uint16)(rightMotor*65535.0f), (Uint32)(duration*1000.0f)); } } @@ -971,8 +1269,32 @@ void SetMouseCursor(int cursor) CORE.Input.Mouse.cursor = cursor; } +// Get physical key name. +const char *GetKeyName(int key) +{ + return SDL_GetKeyName(key); +} + static void UpdateTouchPointsSDL(SDL_TouchFingerEvent event) { +#if defined(PLATFORM_DESKTOP_SDL3) // SDL3 + int count = 0; + SDL_Finger **fingers = SDL_GetTouchFingers(event.touchID, &count); + CORE.Input.Touch.pointCount = count; + + for (int i = 0; i < CORE.Input.Touch.pointCount; i++) + { + SDL_Finger *finger = fingers[i]; + CORE.Input.Touch.pointId[i] = finger->id; + CORE.Input.Touch.position[i].x = finger->x*CORE.Window.screen.width; + CORE.Input.Touch.position[i].y = finger->y*CORE.Window.screen.height; + CORE.Input.Touch.currentTouchState[i] = 1; + } + + SDL_free(fingers); + +#else // SDL2 + CORE.Input.Touch.pointCount = SDL_GetNumTouchFingers(event.touchId); for (int i = 0; i < CORE.Input.Touch.pointCount; i++) @@ -983,6 +1305,7 @@ static void UpdateTouchPointsSDL(SDL_TouchFingerEvent event) CORE.Input.Touch.position[i].y = finger->y*CORE.Window.screen.height; CORE.Input.Touch.currentTouchState[i] = 1; } +#endif for (int i = CORE.Input.Touch.pointCount; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.currentTouchState[i] = 0; } @@ -1056,6 +1379,12 @@ void PollInputEvents(void) CORE.Window.resizedLastFrame = false; + if ((CORE.Window.eventWaiting) || (((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) && ((CORE.Window.flags & FLAG_WINDOW_ALWAYS_RUN) == 0))) + { + SDL_WaitEvent(NULL); + CORE.Time.previous = GetTime(); + } + SDL_Event event = { 0 }; while (SDL_PollEvent(&event) != 0) { @@ -1074,16 +1403,28 @@ void PollInputEvents(void) CORE.Window.dropFilepaths = (char **)RL_CALLOC(1024, sizeof(char *)); CORE.Window.dropFilepaths[CORE.Window.dropFileCount] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char)); + + #if defined(PLATFORM_DESKTOP_SDL3) + // const char *data; /**< The text for SDL_EVENT_DROP_TEXT and the file name for SDL_EVENT_DROP_FILE, NULL for other events */ + // Event memory is now managed by SDL, so you should not free the data in SDL_EVENT_DROP_FILE, and if you want to hold onto the text in SDL_EVENT_TEXT_EDITING and SDL_EVENT_TEXT_INPUT events, you should make a copy of it. SDL_TEXTINPUTEVENT_TEXT_SIZE is no longer necessary and has been removed. + strcpy(CORE.Window.dropFilepaths[CORE.Window.dropFileCount], event.drop.data); + #else strcpy(CORE.Window.dropFilepaths[CORE.Window.dropFileCount], event.drop.file); SDL_free(event.drop.file); + #endif CORE.Window.dropFileCount++; } else if (CORE.Window.dropFileCount < 1024) { CORE.Window.dropFilepaths[CORE.Window.dropFileCount] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char)); + + #if defined(PLATFORM_DESKTOP_SDL3) + strcpy(CORE.Window.dropFilepaths[CORE.Window.dropFileCount], event.drop.data); + #else strcpy(CORE.Window.dropFilepaths[CORE.Window.dropFileCount], event.drop.file); SDL_free(event.drop.file); + #endif CORE.Window.dropFileCount++; } @@ -1092,10 +1433,18 @@ void PollInputEvents(void) } break; // Window events are also polled (Minimized, maximized, close...) + + #ifndef PLATFORM_DESKTOP_SDL3 + // SDL3 states: + // The SDL_WINDOWEVENT_* events have been moved to top level events, + // and SDL_WINDOWEVENT has been removed. + // In general, handling this change just means checking for the individual events instead of first checking for SDL_WINDOWEVENT + // and then checking for window events. You can compare the event >= SDL_EVENT_WINDOW_FIRST and <= SDL_EVENT_WINDOW_LAST if you need to see whether it's a window event. case SDL_WINDOWEVENT: { switch (event.window.event) { + #endif case SDL_WINDOWEVENT_RESIZED: case SDL_WINDOWEVENT_SIZE_CHANGED: { @@ -1107,7 +1456,24 @@ void PollInputEvents(void) CORE.Window.currentFbo.width = width; CORE.Window.currentFbo.height = height; CORE.Window.resizedLastFrame = true; + + #ifndef PLATFORM_DESKTOP_SDL3 + // Manually detect if the window was maximized (due to SDL2 restore being unreliable on some platforms) to remove the FLAG_WINDOW_MAXIMIZED accordingly + if ((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0) + { + int borderTop = 0; + int borderLeft = 0; + int borderBottom = 0; + int borderRight = 0; + SDL_GetWindowBordersSize(platform.window, &borderTop, &borderLeft, &borderBottom, &borderRight); + SDL_Rect usableBounds; + SDL_GetDisplayUsableBounds(SDL_GetWindowDisplayIndex(platform.window), &usableBounds); + + if ((width + borderLeft + borderRight != usableBounds.w) && (height + borderTop + borderBottom != usableBounds.h)) CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED; + } + #endif } break; + case SDL_WINDOWEVENT_ENTER: { CORE.Input.Mouse.cursorOnScreen = true; @@ -1116,22 +1482,75 @@ void PollInputEvents(void) { CORE.Input.Mouse.cursorOnScreen = false; } break; - case SDL_WINDOWEVENT_HIDDEN: + case SDL_WINDOWEVENT_MINIMIZED: - case SDL_WINDOWEVENT_FOCUS_LOST: - case SDL_WINDOWEVENT_SHOWN: - case SDL_WINDOWEVENT_FOCUS_GAINED: + { + if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) == 0) CORE.Window.flags |= FLAG_WINDOW_MINIMIZED; + } break; case SDL_WINDOWEVENT_MAXIMIZED: + { + if ((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) == 0) CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED; + } break; case SDL_WINDOWEVENT_RESTORED: + { + if ((SDL_GetWindowFlags(platform.window) & SDL_WINDOW_MINIMIZED) == 0) + { + if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED; + } + + #ifdef PLATFORM_DESKTOP_SDL3 + if ((SDL_GetWindowFlags(platform.window) & SDL_WINDOW_MAXIMIZED) == 0) + { + if ((CORE.Window.flags & SDL_WINDOW_MAXIMIZED) > 0) CORE.Window.flags &= ~SDL_WINDOW_MAXIMIZED; + } + #endif + } break; + + case SDL_WINDOWEVENT_HIDDEN: + { + if ((CORE.Window.flags & FLAG_WINDOW_HIDDEN) == 0) CORE.Window.flags |= FLAG_WINDOW_HIDDEN; + } break; + case SDL_WINDOWEVENT_SHOWN: + { + if ((CORE.Window.flags & FLAG_WINDOW_HIDDEN) > 0) CORE.Window.flags &= ~FLAG_WINDOW_HIDDEN; + } break; + + case SDL_WINDOWEVENT_FOCUS_GAINED: + { + if ((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) > 0) CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED; + } break; + case SDL_WINDOWEVENT_FOCUS_LOST: + { + if ((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) == 0) CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED; + } break; + + #ifndef PLATFORM_DESKTOP_SDL3 default: break; } } break; + #endif // Keyboard events case SDL_KEYDOWN: { + #if defined(PLATFORM_DESKTOP_SDL3) + // SDL3 Migration: The following structures have been removed: * SDL_Keysym + KeyboardKey key = ConvertScancodeToKey(event.key.scancode); + #else KeyboardKey key = ConvertScancodeToKey(event.key.keysym.scancode); - if (key != KEY_NULL) CORE.Input.Keyboard.currentKeyState[key] = 1; + #endif + + if (key != KEY_NULL) + { + // If key was up, add it to the key pressed queue + if ((CORE.Input.Keyboard.currentKeyState[key] == 0) && (CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE)) + { + CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key; + CORE.Input.Keyboard.keyPressedQueueCount++; + } + + CORE.Input.Keyboard.currentKeyState[key] = 1; + } if (event.key.repeat) CORE.Input.Keyboard.keyRepeatInFrame[key] = 1; @@ -1144,7 +1563,12 @@ void PollInputEvents(void) case SDL_KEYUP: { + + #if defined(PLATFORM_DESKTOP_SDL3) + KeyboardKey key = ConvertScancodeToKey(event.key.scancode); + #else KeyboardKey key = ConvertScancodeToKey(event.key.keysym.scancode); + #endif if (key != KEY_NULL) CORE.Input.Keyboard.currentKeyState[key] = 0; } break; @@ -1154,14 +1578,6 @@ void PollInputEvents(void) int codepointSize = 0; - // Check if there is space available in the key queue - if (CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE) - { - // Add character (key) to the queue - CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = GetCodepointNext(event.text.text, &codepointSize); - CORE.Input.Keyboard.keyPressedQueueCount++; - } - // Check if there is space available in the queue if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE) { @@ -1243,20 +1659,21 @@ void PollInputEvents(void) // Check gamepad events case SDL_JOYDEVICEADDED: { - int jid = event.jdevice.which; + int jid = event.jdevice.which; // Joystick device index if (!CORE.Input.Gamepad.ready[jid] && (jid < MAX_GAMEPADS)) { - platform.gamepad[jid] = SDL_JoystickOpen(jid); + platform.gamepad[jid] = SDL_GameControllerOpen(jid); + platform.gamepadId[jid] = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(platform.gamepad[jid])); if (platform.gamepad[jid]) { CORE.Input.Gamepad.ready[jid] = true; - CORE.Input.Gamepad.axisCount[jid] = SDL_JoystickNumAxes(platform.gamepad[jid]); + CORE.Input.Gamepad.axisCount[jid] = SDL_JoystickNumAxes(SDL_GameControllerGetJoystick(platform.gamepad[jid])); CORE.Input.Gamepad.axisState[jid][GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f; CORE.Input.Gamepad.axisState[jid][GAMEPAD_AXIS_RIGHT_TRIGGER] = -1.0f; - strncpy(CORE.Input.Gamepad.name[jid], SDL_JoystickName(platform.gamepad[jid]), 63); - CORE.Input.Gamepad.name[jid][63] = '\0'; + strncpy(CORE.Input.Gamepad.name[jid], SDL_GameControllerNameForIndex(jid), MAX_GAMEPAD_NAME_LENGTH - 1); + CORE.Input.Gamepad.name[jid][MAX_GAMEPAD_NAME_LENGTH - 1] = '\0'; } else { @@ -1266,17 +1683,21 @@ void PollInputEvents(void) } break; case SDL_JOYDEVICEREMOVED: { - int jid = event.jdevice.which; + int jid = event.jdevice.which; // Joystick instance id - if (jid == SDL_JoystickInstanceID(platform.gamepad[jid])) + for (int i = 0; i < MAX_GAMEPADS; i++) { - SDL_JoystickClose(platform.gamepad[jid]); - platform.gamepad[jid] = SDL_JoystickOpen(0); - CORE.Input.Gamepad.ready[jid] = false; - memset(CORE.Input.Gamepad.name[jid], 0, 64); + if (platform.gamepadId[i] == jid) + { + SDL_GameControllerClose(platform.gamepad[i]); + CORE.Input.Gamepad.ready[i] = false; + memset(CORE.Input.Gamepad.name[i], 0, MAX_GAMEPAD_NAME_LENGTH); + platform.gamepadId[i] = -1; + break; + } } } break; - case SDL_JOYBUTTONDOWN: + case SDL_CONTROLLERBUTTONDOWN: { int button = -1; @@ -1306,11 +1727,18 @@ void PollInputEvents(void) if (button >= 0) { - CORE.Input.Gamepad.currentButtonState[event.jbutton.which][button] = 1; - CORE.Input.Gamepad.lastButtonPressed = button; + for (int i = 0; i < MAX_GAMEPADS; i++) + { + if (platform.gamepadId[i] == event.jbutton.which) + { + CORE.Input.Gamepad.currentButtonState[i][button] = 1; + CORE.Input.Gamepad.lastButtonPressed = button; + break; + } + } } } break; - case SDL_JOYBUTTONUP: + case SDL_CONTROLLERBUTTONUP: { int button = -1; @@ -1340,11 +1768,18 @@ void PollInputEvents(void) if (button >= 0) { - CORE.Input.Gamepad.currentButtonState[event.jbutton.which][button] = 0; - if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0; + for (int i = 0; i < MAX_GAMEPADS; i++) + { + if (platform.gamepadId[i] == event.jbutton.which) + { + CORE.Input.Gamepad.currentButtonState[i][button] = 0; + if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0; + break; + } + } } } break; - case SDL_JOYAXISMOTION: + case SDL_CONTROLLERAXISMOTION: { int axis = -1; @@ -1361,18 +1796,25 @@ void PollInputEvents(void) if (axis >= 0) { - // SDL axis value range is -32768 to 32767, we normalize it to RayLib's -1.0 to 1.0f range - float value = event.jaxis.value / (float) 32767; - CORE.Input.Gamepad.axisState[event.jaxis.which][axis] = value; - - // Register button state for triggers in addition to their axes - if ((axis == GAMEPAD_AXIS_LEFT_TRIGGER) || (axis == GAMEPAD_AXIS_RIGHT_TRIGGER)) + for (int i = 0; i < MAX_GAMEPADS; i++) { - int button = (axis == GAMEPAD_AXIS_LEFT_TRIGGER) ? GAMEPAD_BUTTON_LEFT_TRIGGER_2 : GAMEPAD_BUTTON_RIGHT_TRIGGER_2; - int pressed = (value > 0.1f); - CORE.Input.Gamepad.currentButtonState[event.jaxis.which][button] = pressed; - if (pressed) CORE.Input.Gamepad.lastButtonPressed = button; - else if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0; + if (platform.gamepadId[i] == event.jaxis.which) + { + // SDL axis value range is -32768 to 32767, we normalize it to RayLib's -1.0 to 1.0f range + float value = event.jaxis.value/(float)32767; + CORE.Input.Gamepad.axisState[i][axis] = value; + + // Register button state for triggers in addition to their axes + if ((axis == GAMEPAD_AXIS_LEFT_TRIGGER) || (axis == GAMEPAD_AXIS_RIGHT_TRIGGER)) + { + int button = (axis == GAMEPAD_AXIS_LEFT_TRIGGER)? GAMEPAD_BUTTON_LEFT_TRIGGER_2 : GAMEPAD_BUTTON_RIGHT_TRIGGER_2; + int pressed = (value > 0.1f); + CORE.Input.Gamepad.currentButtonState[i][button] = pressed; + if (pressed) CORE.Input.Gamepad.lastButtonPressed = button; + else if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0; + } + break; + } } } } break; @@ -1497,11 +1939,6 @@ int InitPlatform(void) SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); } - if (CORE.Window.flags & FLAG_VSYNC_HINT) - { - SDL_GL_SetSwapInterval(1); - } - if (CORE.Window.flags & FLAG_MSAA_4X_HINT) { SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1); @@ -1509,7 +1946,11 @@ int InitPlatform(void) } // Init window +#if defined(PLATFORM_DESKTOP_SDL3) + platform.window = SDL_CreateWindow(CORE.Window.title, CORE.Window.screen.width, CORE.Window.screen.height, flags); +#else platform.window = SDL_CreateWindow(CORE.Window.title, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, CORE.Window.screen.width, CORE.Window.screen.height, flags); +#endif // Init OpenGL context platform.glContext = SDL_GL_CreateContext(platform.window); @@ -1535,6 +1976,9 @@ int InitPlatform(void) TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height); TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height); TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y); + + if (CORE.Window.flags & FLAG_VSYNC_HINT) SDL_GL_SetSwapInterval(1); + else SDL_GL_SetSwapInterval(0); } else { @@ -1550,17 +1994,24 @@ int InitPlatform(void) // Initialize input events system //---------------------------------------------------------------------------- // Initialize gamepads + for (int i = 0; i < MAX_GAMEPADS; i++) + { + platform.gamepadId[i] = -1; // Set all gamepad initial instance ids as invalid to not conflict with instance id zero + } + for (int i = 0; (i < SDL_NumJoysticks()) && (i < MAX_GAMEPADS); i++) { - platform.gamepad[i] = SDL_JoystickOpen(i); + platform.gamepad[i] = SDL_GameControllerOpen(i); + platform.gamepadId[i] = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(platform.gamepad[i])); + if (platform.gamepad[i]) { CORE.Input.Gamepad.ready[i] = true; - CORE.Input.Gamepad.axisCount[i] = SDL_JoystickNumAxes(platform.gamepad[i]); + CORE.Input.Gamepad.axisCount[i] = SDL_JoystickNumAxes(SDL_GameControllerGetJoystick(platform.gamepad[i])); CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f; CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] = -1.0f; - strncpy(CORE.Input.Gamepad.name[i], SDL_JoystickName(platform.gamepad[i]), 63); - CORE.Input.Gamepad.name[i][63] = '\0'; + strncpy(CORE.Input.Gamepad.name[i], SDL_GameControllerNameForIndex(i), MAX_GAMEPAD_NAME_LENGTH - 1); + CORE.Input.Gamepad.name[i][MAX_GAMEPAD_NAME_LENGTH - 1] = '\0'; } else TRACELOG(LOG_WARNING, "PLATFORM: Unable to open game controller [ERROR: %s]", SDL_GetError()); } @@ -1579,16 +2030,21 @@ int InitPlatform(void) CORE.Time.previous = GetTime(); // Get time as double #if defined(_WIN32) && defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP) - SDL_SetHint(SDL_HINT_TIMER_RESOLUTION, "1"); // SDL equivalent of timeBeginPeriod() and timeEndPeriod() + SDL_SetHint(SDL_HINT_TIMER_RESOLUTION, "1"); // SDL equivalent of timeBeginPeriod() and timeEndPeriod() #endif //---------------------------------------------------------------------------- // Initialize storage system //---------------------------------------------------------------------------- - CORE.Storage.basePath = GetWorkingDirectory(); // Define base path for storage + // Define base path for storage + CORE.Storage.basePath = SDL_GetBasePath(); // Alternative: GetWorkingDirectory(); //---------------------------------------------------------------------------- - TRACELOG(LOG_INFO, "PLATFORM: DESKTOP (SDL): Initialized successfully"); +#if defined(PLATFORM_DESKTOP_SDL3) + TRACELOG(LOG_INFO, "PLATFORM: DESKTOP (SDL3): Initialized successfully"); +#else + TRACELOG(LOG_INFO, "PLATFORM: DESKTOP (SDL2): Initialized successfully"); +#endif return 0; } @@ -1605,10 +2061,11 @@ void ClosePlatform(void) // Scancode to keycode mapping static KeyboardKey ConvertScancodeToKey(SDL_Scancode sdlScancode) { - if (sdlScancode >= 0 && sdlScancode < SCANCODE_MAPPED_NUM) + if ((sdlScancode >= 0) && (sdlScancode < SCANCODE_MAPPED_NUM)) { - return ScancodeToKey[sdlScancode]; + return mapScancodeToKey[sdlScancode]; } + return KEY_NULL; // No equivalent key in Raylib } // EOF diff --git a/src/platforms/rcore_drm.c b/src/platforms/rcore_drm.c index a07ba27f1..36d255bc0 100644 --- a/src/platforms/rcore_drm.c +++ b/src/platforms/rcore_drm.c @@ -29,7 +29,7 @@ * * LICENSE: zlib/libpng * -* Copyright (c) 2013-2024 Ramon Santamaria (@raysan5) and contributors +* Copyright (c) 2013-2025 Ramon Santamaria (@raysan5) and contributors * * 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. @@ -206,7 +206,7 @@ static const short linuxToRaylibMap[KEYMAP_SIZE] = { [BTN_TL] = GAMEPAD_BUTTON_LEFT_TRIGGER_1, [BTN_TL2] = GAMEPAD_BUTTON_LEFT_TRIGGER_2, [BTN_TR] = GAMEPAD_BUTTON_RIGHT_TRIGGER_1, - [BTN_TR2] GAMEPAD_BUTTON_RIGHT_TRIGGER_2, + [BTN_TR2] = GAMEPAD_BUTTON_RIGHT_TRIGGER_2, [BTN_SELECT] = GAMEPAD_BUTTON_MIDDLE_LEFT, [BTN_MODE] = GAMEPAD_BUTTON_MIDDLE, [BTN_START] = GAMEPAD_BUTTON_MIDDLE_RIGHT, @@ -388,29 +388,69 @@ Vector2 GetMonitorPosition(int monitor) // Get selected monitor width (currently used by monitor) int GetMonitorWidth(int monitor) { - TRACELOG(LOG_WARNING, "GetMonitorWidth() not implemented on target platform"); - return 0; + int width = 0; + + if (monitor != 0) + { + TRACELOG(LOG_WARNING, "GetMonitorWidth() implemented for first monitor only"); + } + else if ((platform.connector) && (platform.modeIndex >= 0)) + { + width = platform.connector->modes[platform.modeIndex].hdisplay; + } + + return width; } // Get selected monitor height (currently used by monitor) int GetMonitorHeight(int monitor) { - TRACELOG(LOG_WARNING, "GetMonitorHeight() not implemented on target platform"); - return 0; + int height = 0; + + if (monitor != 0) + { + TRACELOG(LOG_WARNING, "GetMonitorHeight() implemented for first monitor only"); + } + else if ((platform.connector) && (platform.modeIndex >= 0)) + { + height = platform.connector->modes[platform.modeIndex].vdisplay; + } + + return height; } // Get selected monitor physical width in millimetres int GetMonitorPhysicalWidth(int monitor) { - TRACELOG(LOG_WARNING, "GetMonitorPhysicalWidth() not implemented on target platform"); - return 0; + int physicalWidth = 0; + + if (monitor != 0) + { + TRACELOG(LOG_WARNING, "GetMonitorPhysicalWidth() implemented for first monitor only"); + } + else if ((platform.connector) && (platform.modeIndex >= 0)) + { + physicalWidth = platform.connector->mmWidth; + } + + return physicalWidth; } // Get selected monitor physical height in millimetres int GetMonitorPhysicalHeight(int monitor) { - TRACELOG(LOG_WARNING, "GetMonitorPhysicalHeight() not implemented on target platform"); - return 0; + int physicalHeight = 0; + + if (monitor != 0) + { + TRACELOG(LOG_WARNING, "GetMonitorPhysicalHeight() implemented for first monitor only"); + } + else if ((platform.connector) && (platform.modeIndex >= 0)) + { + physicalHeight = platform.connector->mmHeight; + } + + return physicalHeight; } // Get selected monitor refresh rate @@ -429,8 +469,18 @@ int GetMonitorRefreshRate(int monitor) // Get the human-readable, UTF-8 encoded name of the selected monitor const char *GetMonitorName(int monitor) { - TRACELOG(LOG_WARNING, "GetMonitorName() not implemented on target platform"); - return ""; + const char *name = ""; + + if (monitor != 0) + { + TRACELOG(LOG_WARNING, "GetMonitorName() implemented for first monitor only"); + } + else if ((platform.connector) && (platform.modeIndex >= 0)) + { + name = platform.connector->modes[platform.modeIndex].name; + } + + return name; } // Get window position XY on monitor @@ -459,6 +509,16 @@ const char *GetClipboardText(void) return NULL; } +// Get clipboard image +Image GetClipboardImage(void) +{ + Image image = { 0 }; + + TRACELOG(LOG_WARNING, "GetClipboardImage() not implemented on target platform"); + + return image; +} + // Show mouse cursor void ShowCursor(void) { @@ -560,9 +620,9 @@ int SetGamepadMappings(const char *mappings) } // Set gamepad vibration -void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor) +void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration) { - TRACELOG(LOG_WARNING, "GamepadSetVibration() not implemented on target platform"); + TRACELOG(LOG_WARNING, "SetGamepadVibration() not implemented on target platform"); } // Set mouse position XY @@ -578,6 +638,13 @@ void SetMouseCursor(int cursor) TRACELOG(LOG_WARNING, "SetMouseCursor() not implemented on target platform"); } +// Get physical key name. +const char *GetKeyName(int key) +{ + TRACELOG(LOG_WARNING, "GetKeyName() not implemented on target platform"); + return ""; +} + // Register all input events void PollInputEvents(void) { @@ -707,7 +774,9 @@ int InitPlatform(void) drmModeConnector *con = drmModeGetConnector(platform.fd, res->connectors[i]); TRACELOG(LOG_TRACE, "DISPLAY: Connector modes detected: %i", con->count_modes); - if ((con->connection == DRM_MODE_CONNECTED) && (con->encoder_id)) + // In certain cases the status of the conneciton is reported as UKNOWN, but it is still connected. + // This might be a hardware or software limitation like on Raspberry Pi Zero with composite output. + if (((con->connection == DRM_MODE_CONNECTED) || (con->connection == DRM_MODE_UNKNOWNCONNECTION)) && (con->encoder_id)) { TRACELOG(LOG_TRACE, "DISPLAY: DRM mode connected"); platform.connector = con; @@ -978,7 +1047,7 @@ int InitPlatform(void) // If graphic device is no properly initialized, we end program if (!CORE.Window.ready) { TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphic device"); return -1; } - else SetWindowPosition(GetMonitorWidth(GetCurrentMonitor()) / 2 - CORE.Window.screen.width / 2, GetMonitorHeight(GetCurrentMonitor()) / 2 - CORE.Window.screen.height / 2); + else SetWindowPosition(GetMonitorWidth(GetCurrentMonitor())/2 - CORE.Window.screen.width/2, GetMonitorHeight(GetCurrentMonitor())/2 - CORE.Window.screen.height/2); // Set some default window flags CORE.Window.flags &= ~FLAG_WINDOW_HIDDEN; // false @@ -1086,7 +1155,8 @@ void ClosePlatform(void) // Close the evdev devices - if (platform.mouseFd != -1) { + if (platform.mouseFd != -1) + { close(platform.mouseFd); platform.mouseFd = -1; } @@ -1420,7 +1490,6 @@ static void ConfigureEvdevDevice(char *device) TEST_BIT(keyBits, BTN_MOUSE)) isMouse = true; } - if (TEST_BIT(evBits, EV_KEY)) { // The first 32 keys as defined in input-event-codes.h are pretty much @@ -1460,7 +1529,7 @@ static void ConfigureEvdevDevice(char *device) platform.absRange.height = absinfo[ABS_Y].info.maximum - absinfo[ABS_Y].info.minimum; } } - else if (isGamepad && !isMouse && !isKeyboard && platform.gamepadCount < MAX_GAMEPADS) + else if (isGamepad && !isMouse && !isKeyboard && (platform.gamepadCount < MAX_GAMEPADS)) { deviceKindStr = "gamepad"; int index = platform.gamepadCount++; @@ -1563,7 +1632,7 @@ static void PollKeyboardEvents(void) } } - TRACELOG(LOG_DEBUG, "INPUT: KEY_%s Keycode(linux): %4i KeyCode(raylib): %4i", (event.value == 0) ? "UP " : "DOWN", event.code, keycode); + TRACELOG(LOG_DEBUG, "INPUT: KEY_%s Keycode(linux): %4i KeyCode(raylib): %4i", (event.value == 0)? "UP " : "DOWN", event.code, keycode); } } } @@ -1590,7 +1659,7 @@ static void PollGamepadEvents(void) { short keycodeRaylib = linuxToRaylibMap[event.code]; - TRACELOG(LOG_DEBUG, "INPUT: Gamepad %2i: KEY_%s Keycode(linux): %4i Keycode(raylib): %4i", i, (event.value == 0) ? "UP " : "DOWN", event.code, keycodeRaylib); + TRACELOG(LOG_DEBUG, "INPUT: Gamepad %2i: KEY_%s Keycode(linux): %4i Keycode(raylib): %4i", i, (event.value == 0)? "UP" : "DOWN", event.code, keycodeRaylib); if ((keycodeRaylib != 0) && (keycodeRaylib < MAX_GAMEPAD_BUTTONS)) { @@ -1615,7 +1684,7 @@ static void PollGamepadEvents(void) int range = platform.gamepadAbsAxisRange[i][event.code][1]; // NOTE: Scaling of event.value to get values between -1..1 - CORE.Input.Gamepad.axisState[i][axisRaylib] = (2 * (float)(event.value - min) / range) - 1; + CORE.Input.Gamepad.axisState[i][axisRaylib] = (2*(float)(event.value - min)/range) - 1; } } } @@ -1824,7 +1893,7 @@ static int FindExactConnectorMode(const drmModeConnector *connector, uint width, TRACELOG(LOG_TRACE, "DISPLAY: DRM Mode %d %ux%u@%u %s", i, mode->hdisplay, mode->vdisplay, mode->vrefresh, (mode->flags & DRM_MODE_FLAG_INTERLACE)? "interlaced" : "progressive"); - if ((mode->flags & DRM_MODE_FLAG_INTERLACE) && (!allowInterlaced)) continue; + if ((mode->flags & DRM_MODE_FLAG_INTERLACE) && !allowInterlaced) continue; if ((mode->hdisplay == width) && (mode->vdisplay == height) && (mode->vrefresh == fps)) return i; } @@ -1854,7 +1923,7 @@ static int FindNearestConnectorMode(const drmModeConnector *connector, uint widt continue; } - if ((mode->flags & DRM_MODE_FLAG_INTERLACE) && (!allowInterlaced)) + if ((mode->flags & DRM_MODE_FLAG_INTERLACE) && !allowInterlaced) { TRACELOG(LOG_TRACE, "DISPLAY: DRM shouldn't choose an interlaced mode"); continue; @@ -1874,9 +1943,7 @@ static int FindNearestConnectorMode(const drmModeConnector *connector, uint widt const int nearestHeightDiff = abs(platform.connector->modes[nearestIndex].vdisplay - height); const int nearestFpsDiff = abs(platform.connector->modes[nearestIndex].vrefresh - fps); - if ((widthDiff < nearestWidthDiff) || (heightDiff < nearestHeightDiff) || (fpsDiff < nearestFpsDiff)) { - nearestIndex = i; - } + if ((widthDiff < nearestWidthDiff) || (heightDiff < nearestHeightDiff) || (fpsDiff < nearestFpsDiff)) nearestIndex = i; } return nearestIndex; diff --git a/src/platforms/rcore_template.c b/src/platforms/rcore_template.c index 7a48c465e..c532bf24f 100644 --- a/src/platforms/rcore_template.c +++ b/src/platforms/rcore_template.c @@ -27,7 +27,7 @@ * * LICENSE: zlib/libpng * -* Copyright (c) 2013-2024 Ramon Santamaria (@raysan5) and contributors +* Copyright (c) 2013-2025 Ramon Santamaria (@raysan5) and contributors * * 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. @@ -292,6 +292,16 @@ const char *GetClipboardText(void) return NULL; } +// Get clipboard image +Image GetClipboardImage(void) +{ + Image image = { 0 }; + + TRACELOG(LOG_WARNING, "GetClipboardImage() not implemented on target platform"); + + return image; +} + // Show mouse cursor void ShowCursor(void) { @@ -371,6 +381,12 @@ int SetGamepadMappings(const char *mappings) return 0; } +// Set gamepad vibration +void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration) +{ + TRACELOG(LOG_WARNING, "SetGamepadVibration() not implemented on target platform"); +} + // Set mouse position XY void SetMousePosition(int x, int y) { @@ -384,6 +400,13 @@ void SetMouseCursor(int cursor) TRACELOG(LOG_WARNING, "SetMouseCursor() not implemented on target platform"); } +// Get physical key name. +const char *GetKeyName(int key) +{ + TRACELOG(LOG_WARNING, "GetKeyName() not implemented on target platform"); + return ""; +} + // Register all input events void PollInputEvents(void) { @@ -423,7 +446,6 @@ void PollInputEvents(void) // TODO: Poll input events for current platform } - //---------------------------------------------------------------------------------- // Module Internal Functions Definition //---------------------------------------------------------------------------------- diff --git a/src/platforms/rcore_web.c b/src/platforms/rcore_web.c index 9328b8c9b..0341bec31 100644 --- a/src/platforms/rcore_web.c +++ b/src/platforms/rcore_web.c @@ -26,7 +26,7 @@ * * LICENSE: zlib/libpng * -* Copyright (c) 2013-2024 Ramon Santamaria (@raysan5) and contributors +* Copyright (c) 2013-2025 Ramon Santamaria (@raysan5) and contributors * * 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. @@ -74,6 +74,8 @@ typedef struct { GLFWwindow *handle; // GLFW window handle (graphic device) bool ourFullscreen; // Internal var to filter our handling of fullscreen vs the user handling of fullscreen + int unmaximizedWidth; // Internal var to store the unmaximized window (canvas) width + int unmaximizedHeight; // Internal var to store the unmaximized window (canvas) height } PlatformData; //---------------------------------------------------------------------------------- @@ -100,6 +102,8 @@ static const char cursorLUT[11][12] = { "not-allowed" // 10 MOUSE_CURSOR_NOT_ALLOWED }; +Vector2 lockedMousePos = { 0 }; + //---------------------------------------------------------------------------------- // Module Internal Functions Declaration //---------------------------------------------------------------------------------- @@ -127,15 +131,19 @@ static void CursorEnterCallback(GLFWwindow *window, int enter); // Emscripten window callback events static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *event, void *userData); -static EM_BOOL EmscriptenWindowResizedCallback(int eventType, const EmscriptenUiEvent *event, void *userData); +// static EM_BOOL EmscriptenWindowResizedCallback(int eventType, const EmscriptenUiEvent *event, void *userData); static EM_BOOL EmscriptenResizeCallback(int eventType, const EmscriptenUiEvent *event, void *userData); +static EM_BOOL EmscriptenFocusCallback(int eventType, const EmscriptenFocusEvent *focusEvent, void *userData); // Emscripten input callback events +static EM_BOOL EmscriptenMouseMoveCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData); static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData); static EM_BOOL EmscriptenPointerlockCallback(int eventType, const EmscriptenPointerlockChangeEvent *pointerlockChangeEvent, void *userData); static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData); static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData); +static const char *GetCanvasId(void); + //---------------------------------------------------------------------------------- // Module Functions Declaration //---------------------------------------------------------------------------------- @@ -146,14 +154,21 @@ static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadE //---------------------------------------------------------------------------------- // Check if application should close +// This will always return false on a web-build as web builds have no control over this functionality +// Sleep is handled in EndDrawing() for synchronous code bool WindowShouldClose(void) { - // Emterpreter-Async required to run sync code - // https://github.com/emscripten-core/emscripten/wiki/Emterpreter#emterpreter-async-run-synchronous-code - // By default, this function is never called on a web-ready raylib example because we encapsulate - // frame code in a UpdateDrawFrame() function, to allow browser manage execution asynchronously - // but now emscripten allows sync code to be executed in an interpreted way, using emterpreter! - emscripten_sleep(16); + // Emscripten Asyncify is required to run synchronous code in asynchronous JS + // REF: https://emscripten.org/docs/porting/asyncify.html + + // WindowShouldClose() is not called on a web-ready raylib application if using emscripten_set_main_loop() + // and encapsulating one frame execution on a UpdateDrawFrame() function, + // allowing the browser to manage execution asynchronously + + // Optionally we can manage the time we give-control-back-to-browser if required, + // but it seems below line could generate stuttering on some browsers + emscripten_sleep(12); + return false; } @@ -170,8 +185,8 @@ void ToggleFullscreen(void) else if (CORE.Window.flags & FLAG_BORDERLESS_WINDOWED_MODE) enterFullscreen = true; else { - const int canvasWidth = EM_ASM_INT( { return document.getElementById('canvas').width; }, 0); - const int canvasStyleWidth = EM_ASM_INT( { return parseInt(document.getElementById('canvas').style.width); }, 0); + const int canvasWidth = EM_ASM_INT( { return Module.canvas.width; }, 0); + const int canvasStyleWidth = EM_ASM_INT( { return parseInt(Module.canvas.style.width); }, 0); if (canvasStyleWidth > canvasWidth) enterFullscreen = false; else enterFullscreen = true; } @@ -187,7 +202,8 @@ void ToggleFullscreen(void) if (enterFullscreen) { // NOTE: The setTimeouts handle the browser mode change delay - EM_ASM( + EM_ASM + ( setTimeout(function() { Module.requestFullscreen(false, false); @@ -277,7 +293,7 @@ void ToggleBorderlessWindowed(void) else if (CORE.Window.flags & FLAG_FULLSCREEN_MODE) enterBorderless = true; else { - const int canvasWidth = EM_ASM_INT( { return document.getElementById('canvas').width; }, 0); + const int canvasWidth = EM_ASM_INT( { return Module.canvas.width; }, 0); const int screenWidth = EM_ASM_INT( { return screen.width; }, 0); if (screenWidth == canvasWidth) enterBorderless = false; else enterBorderless = true; @@ -295,7 +311,8 @@ void ToggleBorderlessWindowed(void) { // NOTE: 1. The setTimeouts handle the browser mode change delay // 2. The style unset handles the possibility of a width="value%" like on the default shell.html file - EM_ASM( + EM_ASM + ( setTimeout(function() { Module.requestFullscreen(false, true); @@ -312,7 +329,18 @@ void ToggleBorderlessWindowed(void) // Set window state: maximized, if resizable void MaximizeWindow(void) { - TRACELOG(LOG_WARNING, "MaximizeWindow() not available on target platform"); + if ((glfwGetWindowAttrib(platform.handle, GLFW_RESIZABLE) == GLFW_TRUE) && !(CORE.Window.flags & FLAG_WINDOW_MAXIMIZED)) + { + platform.unmaximizedWidth = CORE.Window.screen.width; + platform.unmaximizedHeight = CORE.Window.screen.height; + + const int tabWidth = EM_ASM_INT( return window.innerWidth; ); + const int tabHeight = EM_ASM_INT( return window.innerHeight; ); + + if (tabWidth && tabHeight) glfwSetWindowSize(platform.handle, tabWidth, tabHeight); + + CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED; + } } // Set window state: minimized @@ -324,7 +352,12 @@ void MinimizeWindow(void) // Set window state: not minimized/maximized void RestoreWindow(void) { - TRACELOG(LOG_WARNING, "RestoreWindow() not available on target platform"); + if ((glfwGetWindowAttrib(platform.handle, GLFW_RESIZABLE) == GLFW_TRUE) && (CORE.Window.flags & FLAG_WINDOW_MAXIMIZED)) + { + if (platform.unmaximizedWidth && platform.unmaximizedHeight) glfwSetWindowSize(platform.handle, platform.unmaximizedWidth, platform.unmaximizedHeight); + + CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED; + } } // Set window configuration state using flags @@ -346,8 +379,8 @@ void SetWindowState(unsigned int flags) const bool wasFullscreen = EM_ASM_INT( { if (document.fullscreenElement) return 1; }, 0); if (wasFullscreen) { - const int canvasWidth = EM_ASM_INT( { return document.getElementById('canvas').width; }, 0); - const int canvasStyleWidth = EM_ASM_INT( { return parseInt(document.getElementById('canvas').style.width); }, 0); + const int canvasWidth = EM_ASM_INT( { return Module.canvas.width; }, 0); + const int canvasStyleWidth = EM_ASM_INT( { return parseInt(Module.canvas.style.width); }, 0); if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) || canvasStyleWidth > canvasWidth) ToggleBorderlessWindowed(); } else ToggleBorderlessWindowed(); @@ -360,7 +393,7 @@ void SetWindowState(unsigned int flags) const bool wasFullscreen = EM_ASM_INT( { if (document.fullscreenElement) return 1; }, 0); if (wasFullscreen) { - const int canvasWidth = EM_ASM_INT( { return document.getElementById('canvas').width; }, 0); + const int canvasWidth = EM_ASM_INT( { return Module.canvas.width; }, 0); const int screenWidth = EM_ASM_INT( { return screen.width; }, 0); if ((CORE.Window.flags & FLAG_BORDERLESS_WINDOWED_MODE) || screenWidth == canvasWidth ) ToggleFullscreen(); } @@ -393,9 +426,20 @@ void SetWindowState(unsigned int flags) } // State change: FLAG_WINDOW_MAXIMIZED - if ((flags & FLAG_WINDOW_MAXIMIZED) > 0) + if (((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) != (flags & FLAG_WINDOW_MAXIMIZED)) && ((flags & FLAG_WINDOW_MAXIMIZED) > 0)) { - TRACELOG(LOG_WARNING, "SetWindowState(FLAG_WINDOW_MAXIMIZED) not available on target platform"); + if (glfwGetWindowAttrib(platform.handle, GLFW_RESIZABLE) == GLFW_TRUE) + { + platform.unmaximizedWidth = CORE.Window.screen.width; + platform.unmaximizedHeight = CORE.Window.screen.height; + + const int tabWidth = EM_ASM_INT( return window.innerWidth; ); + const int tabHeight = EM_ASM_INT( return window.innerHeight; ); + + if (tabWidth && tabHeight) glfwSetWindowSize(platform.handle, tabWidth, tabHeight); + + CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED; + } } // State change: FLAG_WINDOW_UNFOCUSED @@ -468,7 +512,7 @@ void ClearWindowState(unsigned int flags) const bool wasFullscreen = EM_ASM_INT( { if (document.fullscreenElement) return 1; }, 0); if (wasFullscreen) { - const int canvasWidth = EM_ASM_INT( { return document.getElementById('canvas').width; }, 0); + const int canvasWidth = EM_ASM_INT( { return Module.canvas.width; }, 0); const int screenWidth = EM_ASM_INT( { return screen.width; }, 0); if ((CORE.Window.flags & FLAG_BORDERLESS_WINDOWED_MODE) || (screenWidth == canvasWidth)) EM_ASM(document.exitFullscreen();); } @@ -482,8 +526,8 @@ void ClearWindowState(unsigned int flags) const bool wasFullscreen = EM_ASM_INT( { if (document.fullscreenElement) return 1; }, 0); if (wasFullscreen) { - const int canvasWidth = EM_ASM_INT( { return document.getElementById('canvas').width; }, 0); - const int canvasStyleWidth = EM_ASM_INT( { return parseInt(document.getElementById('canvas').style.width); }, 0); + const int canvasWidth = EM_ASM_INT( { return Module.canvas.width; }, 0); + const int canvasStyleWidth = EM_ASM_INT( { return parseInt(Module.canvas.style.width); }, 0); if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) || (canvasStyleWidth > canvasWidth)) EM_ASM(document.exitFullscreen();); } @@ -511,9 +555,14 @@ void ClearWindowState(unsigned int flags) } // State change: FLAG_WINDOW_MAXIMIZED - if ((flags & FLAG_WINDOW_MAXIMIZED) > 0) + if (((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0) && ((flags & FLAG_WINDOW_MAXIMIZED) > 0)) { - TRACELOG(LOG_WARNING, "ClearWindowState(FLAG_WINDOW_MAXIMIZED) not available on target platform"); + if (glfwGetWindowAttrib(platform.handle, GLFW_RESIZABLE) == GLFW_TRUE) + { + if (platform.unmaximizedWidth && platform.unmaximizedHeight) glfwSetWindowSize(platform.handle, platform.unmaximizedWidth, platform.unmaximizedHeight); + + CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED; + } } // State change: FLAG_WINDOW_UNDECORATED @@ -634,7 +683,9 @@ void SetWindowSize(int width, int height) // Set window opacity, value opacity is between 0.0 and 1.0 void SetWindowOpacity(float opacity) { - TRACELOG(LOG_WARNING, "SetWindowOpacity() not available on target platform"); + if (opacity >= 1.0f) opacity = 1.0f; + else if (opacity <= 0.0f) opacity = 0.0f; + EM_ASM({ Module.canvas.style.opacity = $0; }, opacity); } // Set window focused @@ -730,8 +781,11 @@ Vector2 GetWindowPosition(void) // Get window scale DPI factor for current monitor Vector2 GetWindowScaleDPI(void) { - TRACELOG(LOG_WARNING, "GetWindowScaleDPI() not implemented on target platform"); - return (Vector2){ 1.0f, 1.0f }; + // NOTE: Returned scale is relative to the current monitor where the browser window is located + Vector2 scale = { 1.0f, 1.0f }; + scale.x = (float)EM_ASM_DOUBLE( { return window.devicePixelRatio; } ); + scale.y = scale.x; + return scale; } // Set clipboard text content @@ -764,12 +818,22 @@ const char *GetClipboardText(void) return NULL; } +// Get clipboard image +Image GetClipboardImage(void) +{ + Image image = { 0 }; + + TRACELOG(LOG_WARNING, "GetClipboardImage() not implemented on target platform"); + + return image; +} + // Show mouse cursor void ShowCursor(void) { if (CORE.Input.Mouse.cursorHidden) { - EM_ASM( { document.getElementById("canvas").style.cursor = UTF8ToString($0); }, cursorLUT[CORE.Input.Mouse.cursor]); + EM_ASM( { Module.canvas.style.cursor = UTF8ToString($0); }, cursorLUT[CORE.Input.Mouse.cursor]); CORE.Input.Mouse.cursorHidden = false; } @@ -780,7 +844,7 @@ void HideCursor(void) { if (!CORE.Input.Mouse.cursorHidden) { - EM_ASM(document.getElementById('canvas').style.cursor = 'none';); + EM_ASM(Module.canvas.style.cursor = 'none';); CORE.Input.Mouse.cursorHidden = true; } @@ -801,7 +865,7 @@ void EnableCursor(void) void DisableCursor(void) { // TODO: figure out how not to hard code the canvas ID here. - emscripten_request_pointerlock("#canvas", 1); + emscripten_request_pointerlock(GetCanvasId(), 1); // Set cursor position in the middle SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2); @@ -851,9 +915,34 @@ int SetGamepadMappings(const char *mappings) } // Set gamepad vibration -void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor) +void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration) { - TRACELOG(LOG_WARNING, "GamepadSetVibration() not implemented on target platform"); + if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (duration > 0.0f)) + { + if (leftMotor < 0.0f) leftMotor = 0.0f; + if (leftMotor > 1.0f) leftMotor = 1.0f; + if (rightMotor < 0.0f) rightMotor = 0.0f; + if (rightMotor > 1.0f) rightMotor = 1.0f; + if (duration > MAX_GAMEPAD_VIBRATION_TIME) duration = MAX_GAMEPAD_VIBRATION_TIME; + duration *= 1000.0f; // Convert duration to ms + + // Note: At the moment (2024.10.21) Chrome, Edge, Opera, Safari, Android Chrome, Android Webview only support the vibrationActuator API, + // and Firefox only supports the hapticActuators API + EM_ASM({ + try + { + navigator.getGamepads()[$0].vibrationActuator.playEffect('dual-rumble', { startDelay: 0, duration: $3, weakMagnitude: $1, strongMagnitude: $2 }); + } + catch (e) + { + try + { + navigator.getGamepads()[$0].hapticActuators[0].pulse($2, $3); + } + catch (e) { } + } + }, gamepad, leftMotor, rightMotor, duration); + } } // Set mouse position XY @@ -862,6 +951,8 @@ void SetMousePosition(int x, int y) CORE.Input.Mouse.currentPosition = (Vector2){ (float)x, (float)y }; CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition; + if (CORE.Input.Mouse.cursorHidden) lockedMousePos = CORE.Input.Mouse.currentPosition; + // NOTE: emscripten not implemented glfwSetCursorPos(platform.handle, CORE.Input.Mouse.currentPosition.x, CORE.Input.Mouse.currentPosition.y); } @@ -871,12 +962,19 @@ void SetMouseCursor(int cursor) { if (CORE.Input.Mouse.cursor != cursor) { - if (!CORE.Input.Mouse.cursorHidden) EM_ASM( { document.getElementById('canvas').style.cursor = UTF8ToString($0); }, cursorLUT[cursor]); + if (!CORE.Input.Mouse.cursorHidden) EM_ASM( { Module.canvas.style.cursor = UTF8ToString($0); }, cursorLUT[cursor]); CORE.Input.Mouse.cursor = cursor; } } +// Get physical key name. +const char *GetKeyName(int key) +{ + TRACELOG(LOG_WARNING, "GetKeyName() not implemented on target platform"); + return ""; +} + // Register all input events void PollInputEvents(void) { @@ -921,7 +1019,6 @@ void PollInputEvents(void) // so, if mouse is not moved it returns a (0, 0) position... this behaviour should be reviewed! //for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 }; - // Gamepad support using emscripten API // NOTE: GLFW3 joystick functionality not available in web @@ -967,7 +1064,7 @@ void PollInputEvents(void) default: break; } - if (button != -1) // Check for valid button + if (button + 1 != 0) // Check for valid button { if (gamepadState.digitalButton[j] == 1) { @@ -1267,18 +1364,25 @@ int InitPlatform(void) // emscripten_set_keydown_callback("#canvas", NULL, 1, EmscriptenKeyboardCallback); // Support mouse events - emscripten_set_click_callback("#canvas", NULL, 1, EmscriptenMouseCallback); + emscripten_set_click_callback(GetCanvasId(), NULL, 1, EmscriptenMouseCallback); emscripten_set_pointerlockchange_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 1, EmscriptenPointerlockCallback); + // Following the mouse delta when the mouse is locked + emscripten_set_mousemove_callback(GetCanvasId(), NULL, 1, EmscriptenMouseMoveCallback); + // Support touch events - emscripten_set_touchstart_callback("#canvas", NULL, 1, EmscriptenTouchCallback); - emscripten_set_touchend_callback("#canvas", NULL, 1, EmscriptenTouchCallback); - emscripten_set_touchmove_callback("#canvas", NULL, 1, EmscriptenTouchCallback); - emscripten_set_touchcancel_callback("#canvas", NULL, 1, EmscriptenTouchCallback); + emscripten_set_touchstart_callback(GetCanvasId(), NULL, 1, EmscriptenTouchCallback); + emscripten_set_touchend_callback(GetCanvasId(), NULL, 1, EmscriptenTouchCallback); + emscripten_set_touchmove_callback(GetCanvasId(), NULL, 1, EmscriptenTouchCallback); + emscripten_set_touchcancel_callback(GetCanvasId(), NULL, 1, EmscriptenTouchCallback); // Support gamepad events (not provided by GLFW3 on emscripten) emscripten_set_gamepadconnected_callback(NULL, 1, EmscriptenGamepadCallback); emscripten_set_gamepaddisconnected_callback(NULL, 1, EmscriptenGamepadCallback); + + // Support focus events + emscripten_set_blur_callback(GetCanvasId(), platform.handle, 1, EmscriptenFocusCallback); + emscripten_set_focus_callback(GetCanvasId(), platform.handle, 1, EmscriptenFocusCallback); //---------------------------------------------------------------------------- // Initialize timing system @@ -1477,9 +1581,13 @@ static void MouseButtonCallback(GLFWwindow *window, int button, int action, int // GLFW3 Cursor Position Callback, runs on mouse move static void MouseCursorPosCallback(GLFWwindow *window, double x, double y) { - CORE.Input.Mouse.currentPosition.x = (float)x; - CORE.Input.Mouse.currentPosition.y = (float)y; - CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition; + // If the pointer is not locked, follow the position + if (!CORE.Input.Mouse.cursorHidden) + { + CORE.Input.Mouse.currentPosition.x = (float)x; + CORE.Input.Mouse.currentPosition.y = (float)y; + CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition; + } #if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES) // Process mouse events as touches to be able to use mouse-gestures @@ -1505,6 +1613,18 @@ static void MouseCursorPosCallback(GLFWwindow *window, double x, double y) #endif } +static EM_BOOL EmscriptenMouseMoveCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData) +{ + // To emulate the GLFW_RAW_MOUSE_MOTION property. + if (CORE.Input.Mouse.cursorHidden) + { + CORE.Input.Mouse.previousPosition.x = lockedMousePos.x - mouseEvent->movementX; + CORE.Input.Mouse.previousPosition.y = lockedMousePos.y - mouseEvent->movementY; + } + + return 1; // The event was consumed by the callback handler +} + // GLFW3 Scrolling Callback, runs on mouse wheel static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset) { @@ -1539,15 +1659,12 @@ static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const Emscripte } // Register window resize event -static EM_BOOL EmscriptenWindowResizedCallback(int eventType, const EmscriptenUiEvent *event, void *userData) -{ - // TODO: Implement EmscriptenWindowResizedCallback()? - - return 1; // The event was consumed by the callback handler -} +// static EM_BOOL EmscriptenWindowResizedCallback(int eventType, const EmscriptenUiEvent *event, void *userData) +// { +// // TODO: Implement EmscriptenWindowResizedCallback()? -EM_JS(int, GetWindowInnerWidth, (), { return window.innerWidth; }); -EM_JS(int, GetWindowInnerHeight, (), { return window.innerHeight; }); +// return 1; // The event was consumed by the callback handler +// } // Register DOM element resize event static EM_BOOL EmscriptenResizeCallback(int eventType, const EmscriptenUiEvent *event, void *userData) @@ -1557,16 +1674,16 @@ static EM_BOOL EmscriptenResizeCallback(int eventType, const EmscriptenUiEvent * // This event is called whenever the window changes sizes, // so the size of the canvas object is explicitly retrieved below - int width = GetWindowInnerWidth(); - int height = GetWindowInnerHeight(); + int width = EM_ASM_INT( return window.innerWidth; ); + int height = EM_ASM_INT( return window.innerHeight; ); - if (width < CORE.Window.screenMin.width) width = CORE.Window.screenMin.width; - else if (width > CORE.Window.screenMax.width && CORE.Window.screenMax.width > 0) width = CORE.Window.screenMax.width; + if (width < (int)CORE.Window.screenMin.width) width = CORE.Window.screenMin.width; + else if ((width > (int)CORE.Window.screenMax.width) && (CORE.Window.screenMax.width > 0)) width = CORE.Window.screenMax.width; - if (height < CORE.Window.screenMin.height) height = CORE.Window.screenMin.height; - else if (height > CORE.Window.screenMax.height && CORE.Window.screenMax.height > 0) height = CORE.Window.screenMax.height; + if (height < (int)CORE.Window.screenMin.height) height = CORE.Window.screenMin.height; + else if ((height > (int)CORE.Window.screenMax.height) && (CORE.Window.screenMax.height > 0)) height = CORE.Window.screenMax.height; - emscripten_set_canvas_element_size("#canvas", width, height); + emscripten_set_canvas_element_size(GetCanvasId(), width, height); SetupViewport(width, height); // Reset viewport and projection matrix for new size @@ -1598,6 +1715,12 @@ static EM_BOOL EmscriptenPointerlockCallback(int eventType, const EmscriptenPoin { CORE.Input.Mouse.cursorHidden = EM_ASM_INT( { if (document.pointerLockElement) return 1; }, 0); + if (CORE.Input.Mouse.cursorHidden) + { + lockedMousePos = CORE.Input.Mouse.currentPosition; + CORE.Input.Mouse.previousPosition = lockedMousePos; + } + return 1; // The event was consumed by the callback handler } @@ -1613,7 +1736,7 @@ static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadE for (int i = 0; i < gamepadEvent->numButtons; ++i) TRACELOGD("Button %d: Digital: %d, Analog: %g", i, gamepadEvent->digitalButton[i], gamepadEvent->analogButton[i]); */ - if ((gamepadEvent->connected) && (gamepadEvent->index < MAX_GAMEPADS)) + if (gamepadEvent->connected && (gamepadEvent->index < MAX_GAMEPADS)) { CORE.Input.Gamepad.ready[gamepadEvent->index] = true; sprintf(CORE.Input.Gamepad.name[gamepadEvent->index], "%s", gamepadEvent->id); @@ -1623,6 +1746,18 @@ static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadE return 1; // The event was consumed by the callback handler } +static EM_BOOL EmscriptenFocusCallback(int eventType, const EmscriptenFocusEvent *focusEvent, void *userData) +{ + EM_BOOL consumed = 1; + switch (eventType) + { + case EMSCRIPTEN_EVENT_BLUR: WindowFocusCallback(userData, 0); break; + case EMSCRIPTEN_EVENT_FOCUS: WindowFocusCallback(userData, 1); break; + default: consumed = 0; break; + } + return consumed; +} + // Register touch input events static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData) { @@ -1634,7 +1769,7 @@ static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent // NOTE: emscripten_get_canvas_element_size() returns canvas.width and canvas.height but // we are looking for actual CSS size: canvas.style.width and canvas.style.height // EMSCRIPTEN_RESULT res = emscripten_get_canvas_element_size("#canvas", &canvasWidth, &canvasHeight); - emscripten_get_element_css_size("#canvas", &canvasWidth, &canvasHeight); + emscripten_get_element_css_size(GetCanvasId(), &canvasWidth, &canvasHeight); for (int i = 0; (i < CORE.Input.Touch.pointCount) && (i < MAX_TOUCH_POINTS); i++) { @@ -1682,12 +1817,47 @@ static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent // Gesture data is sent to gestures system for processing ProcessGestureEvent(gestureEvent); - - // Reset the pointCount for web, if it was the last Touch End event - if (eventType == EMSCRIPTEN_EVENT_TOUCHEND && CORE.Input.Touch.pointCount == 1) CORE.Input.Touch.pointCount = 0; #endif + if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) + { + // Identify the EMSCRIPTEN_EVENT_TOUCHEND and remove it from the list + for (int i = 0; i < CORE.Input.Touch.pointCount; i++) + { + if (touchEvent->touches[i].isChanged) + { + // Move all touch points one position up + for (int j = i; j < CORE.Input.Touch.pointCount - 1; j++) + { + CORE.Input.Touch.pointId[j] = CORE.Input.Touch.pointId[j + 1]; + CORE.Input.Touch.position[j] = CORE.Input.Touch.position[j + 1]; + } + // Decrease touch points count to remove the last one + CORE.Input.Touch.pointCount--; + break; + } + } + // Clamp pointCount to avoid negative values + if (CORE.Input.Touch.pointCount < 0) CORE.Input.Touch.pointCount = 0; + } + return 1; // The event was consumed by the callback handler } +// obtaining the canvas id provided by the module configuration +EM_JS(char*, GetCanvasIdJs, (), { + var canvasId = "#" + Module.canvas.id; + var lengthBytes = lengthBytesUTF8(canvasId) + 1; + var stringOnWasmHeap = _malloc(lengthBytes); + stringToUTF8(canvasId, stringOnWasmHeap, lengthBytes); + return stringOnWasmHeap; +}); + +static const char *GetCanvasId(void) +{ + static char *canvasId = NULL; + if (canvasId == NULL) canvasId = GetCanvasIdJs(); + return canvasId; +} + // EOF diff --git a/src/raudio.c b/src/raudio.c index 0e9e043d1..a143c5ff5 100644 --- a/src/raudio.c +++ b/src/raudio.c @@ -50,7 +50,7 @@ * * LICENSE: zlib/libpng * -* Copyright (c) 2013-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2013-2025 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. @@ -410,9 +410,18 @@ static AudioData AUDIO = { // Global AUDIO context // Module specific Functions Declaration //---------------------------------------------------------------------------------- static void OnLog(void *pUserData, ma_uint32 level, const char *pMessage); + +// Reads audio data from an AudioBuffer object in internal/device formats +static ma_uint32 ReadAudioBufferFramesInInternalFormat(AudioBuffer *audioBuffer, void *framesOut, ma_uint32 frameCount); +static ma_uint32 ReadAudioBufferFramesInMixingFormat(AudioBuffer *audioBuffer, float *framesOut, ma_uint32 frameCount); + static void OnSendAudioDataToDevice(ma_device *pDevice, void *pFramesOut, const void *pFramesInput, ma_uint32 frameCount); static void MixAudioFrames(float *framesOut, const float *framesIn, ma_uint32 frameCount, AudioBuffer *buffer); +static bool IsAudioBufferPlayingInLockedState(AudioBuffer *buffer); +static void StopAudioBufferInLockedState(AudioBuffer *buffer); +static void UpdateAudioStreamInLockedState(AudioStream stream, const void *data, int frameCount); + #if defined(RAUDIO_STANDALONE) static bool IsFileExtension(const char *fileName, const char *ext); // Check file extension static const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes the dot: .png) @@ -442,6 +451,7 @@ void SetAudioBufferPan(AudioBuffer *buffer, float pan); void TrackAudioBuffer(AudioBuffer *buffer); void UntrackAudioBuffer(AudioBuffer *buffer); + //---------------------------------------------------------------------------------- // Module Functions Definition - Audio Device initialization and Closing //---------------------------------------------------------------------------------- @@ -460,12 +470,12 @@ void InitAudioDevice(void) } // Init audio device - // NOTE: Using the default device. Format is floating point because it simplifies mixing. + // NOTE: Using the default device. Format is floating point because it simplifies mixing ma_device_config config = ma_device_config_init(ma_device_type_playback); - config.playback.pDeviceID = NULL; // NULL for the default playback AUDIO.System.device. + config.playback.pDeviceID = NULL; // NULL for the default playback AUDIO.System.device config.playback.format = AUDIO_DEVICE_FORMAT; config.playback.channels = AUDIO_DEVICE_CHANNELS; - config.capture.pDeviceID = NULL; // NULL for the default capture AUDIO.System.device. + config.capture.pDeviceID = NULL; // NULL for the default capture AUDIO.System.device config.capture.format = ma_format_s16; config.capture.channels = 1; config.sampleRate = AUDIO_DEVICE_SAMPLE_RATE; @@ -481,7 +491,7 @@ void InitAudioDevice(void) } // Mixing happens on a separate thread which means we need to synchronize. I'm using a mutex here to make things simple, but may - // want to look at something a bit smarter later on to keep everything real-time, if that's necessary. + // want to look at something a bit smarter later on to keep everything real-time, if that's necessary if (ma_mutex_init(&AUDIO.System.lock) != MA_SUCCESS) { TRACELOG(LOG_WARNING, "AUDIO: Failed to create mutex for mixing"); @@ -491,7 +501,7 @@ void InitAudioDevice(void) } // Keep the device running the whole time. May want to consider doing something a bit smarter and only have the device running - // while there's at least one sound being played. + // while there's at least one sound being played result = ma_device_start(&AUDIO.System.device); if (result != MA_SUCCESS) { @@ -502,7 +512,7 @@ void InitAudioDevice(void) } TRACELOG(LOG_INFO, "AUDIO: Device initialized successfully"); - TRACELOG(LOG_INFO, " > Backend: miniaudio / %s", ma_get_backend_name(AUDIO.System.context.backend)); + TRACELOG(LOG_INFO, " > Backend: miniaudio | %s", ma_get_backend_name(AUDIO.System.context.backend)); TRACELOG(LOG_INFO, " > Format: %s -> %s", ma_get_format_name(AUDIO.System.device.playback.format), ma_get_format_name(AUDIO.System.device.playback.internalFormat)); TRACELOG(LOG_INFO, " > Channels: %d -> %d", AUDIO.System.device.playback.channels, AUDIO.System.device.playback.internalChannels); TRACELOG(LOG_INFO, " > Sample rate: %d -> %d", AUDIO.System.device.sampleRate, AUDIO.System.device.playback.internalSampleRate); @@ -612,69 +622,77 @@ void UnloadAudioBuffer(AudioBuffer *buffer) { if (buffer != NULL) { - ma_data_converter_uninit(&buffer->converter, NULL); UntrackAudioBuffer(buffer); + ma_data_converter_uninit(&buffer->converter, NULL); RL_FREE(buffer->data); RL_FREE(buffer); } } -// Check if an audio buffer is playing +// Check if an audio buffer is playing from a program state without lock bool IsAudioBufferPlaying(AudioBuffer *buffer) { bool result = false; - - if (buffer != NULL) result = (buffer->playing && !buffer->paused); - + ma_mutex_lock(&AUDIO.System.lock); + result = IsAudioBufferPlayingInLockedState(buffer); + ma_mutex_unlock(&AUDIO.System.lock); return result; } // Play an audio buffer -// NOTE: Buffer is restarted to the start. -// Use PauseAudioBuffer() and ResumeAudioBuffer() if the playback position should be maintained. +// NOTE: Buffer is restarted to the start +// Use PauseAudioBuffer() and ResumeAudioBuffer() if the playback position should be maintained void PlayAudioBuffer(AudioBuffer *buffer) { if (buffer != NULL) { + ma_mutex_lock(&AUDIO.System.lock); buffer->playing = true; buffer->paused = false; buffer->frameCursorPos = 0; + ma_mutex_unlock(&AUDIO.System.lock); } } -// Stop an audio buffer +// Stop an audio buffer from a program state without lock void StopAudioBuffer(AudioBuffer *buffer) { - if (buffer != NULL) - { - if (IsAudioBufferPlaying(buffer)) - { - buffer->playing = false; - buffer->paused = false; - buffer->frameCursorPos = 0; - buffer->framesProcessed = 0; - buffer->isSubBufferProcessed[0] = true; - buffer->isSubBufferProcessed[1] = true; - } - } + ma_mutex_lock(&AUDIO.System.lock); + StopAudioBufferInLockedState(buffer); + ma_mutex_unlock(&AUDIO.System.lock); } // Pause an audio buffer void PauseAudioBuffer(AudioBuffer *buffer) { - if (buffer != NULL) buffer->paused = true; + if (buffer != NULL) + { + ma_mutex_lock(&AUDIO.System.lock); + buffer->paused = true; + ma_mutex_unlock(&AUDIO.System.lock); + } } // Resume an audio buffer void ResumeAudioBuffer(AudioBuffer *buffer) { - if (buffer != NULL) buffer->paused = false; + if (buffer != NULL) + { + ma_mutex_lock(&AUDIO.System.lock); + buffer->paused = false; + ma_mutex_unlock(&AUDIO.System.lock); + } } // Set volume for an audio buffer void SetAudioBufferVolume(AudioBuffer *buffer, float volume) { - if (buffer != NULL) buffer->volume = volume; + if (buffer != NULL) + { + ma_mutex_lock(&AUDIO.System.lock); + buffer->volume = volume; + ma_mutex_unlock(&AUDIO.System.lock); + } } // Set pitch for an audio buffer @@ -682,7 +700,8 @@ void SetAudioBufferPitch(AudioBuffer *buffer, float pitch) { if ((buffer != NULL) && (pitch > 0.0f)) { - // Pitching is just an adjustment of the sample rate. + ma_mutex_lock(&AUDIO.System.lock); + // Pitching is just an adjustment of the sample rate // Note that this changes the duration of the sound: // - higher pitches will make the sound faster // - lower pitches make it slower @@ -690,6 +709,7 @@ void SetAudioBufferPitch(AudioBuffer *buffer, float pitch) ma_data_converter_set_rate(&buffer->converter, buffer->converter.sampleRateIn, outputSampleRate); buffer->pitch = pitch; + ma_mutex_unlock(&AUDIO.System.lock); } } @@ -699,7 +719,12 @@ void SetAudioBufferPan(AudioBuffer *buffer, float pan) if (pan < 0.0f) pan = 0.0f; else if (pan > 1.0f) pan = 1.0f; - if (buffer != NULL) buffer->pan = pan; + if (buffer != NULL) + { + ma_mutex_lock(&AUDIO.System.lock); + buffer->pan = pan; + ma_mutex_unlock(&AUDIO.System.lock); + } } // Track audio buffer to linked list next position @@ -752,7 +777,7 @@ Wave LoadWave(const char *fileName) // Loading wave from memory data if (fileData != NULL) wave = LoadWaveFromMemory(GetFileExtension(fileName), fileData, dataSize); - RL_FREE(fileData); + UnloadFileData(fileData); return wave; } @@ -776,10 +801,10 @@ Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int wave.sampleRate = wav.sampleRate; wave.sampleSize = 16; wave.channels = wav.channels; - wave.data = (short *)RL_MALLOC(wave.frameCount*wave.channels*sizeof(short)); + wave.data = (short *)RL_MALLOC((size_t)wave.frameCount*wave.channels*sizeof(short)); // NOTE: We are forcing conversion to 16bit sample size on reading - drwav_read_pcm_frames_s16(&wav, wav.totalPCMFrameCount, wave.data); + drwav_read_pcm_frames_s16(&wav, wave.frameCount, wave.data); } else TRACELOG(LOG_WARNING, "WAVE: Failed to load WAV data"); @@ -867,14 +892,18 @@ Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int return wave; } -// Checks if wave data is ready -bool IsWaveReady(Wave wave) +// Checks if wave data is valid (data loaded and parameters) +bool IsWaveValid(Wave wave) { - return ((wave.data != NULL) && // Validate wave data available - (wave.frameCount > 0) && // Validate frame count - (wave.sampleRate > 0) && // Validate sample rate is supported - (wave.sampleSize > 0) && // Validate sample size is supported - (wave.channels > 0)); // Validate number of channels supported + bool result = false; + + if ((wave.data != NULL) && // Validate wave data available + (wave.frameCount > 0) && // Validate frame count + (wave.sampleRate > 0) && // Validate sample rate is supported + (wave.sampleSize > 0) && // Validate sample size is supported + (wave.channels > 0)) result = true; // Validate number of channels supported + + return result; } // Load sound from file @@ -898,15 +927,15 @@ Sound LoadSoundFromWave(Wave wave) if (wave.data != NULL) { - // When using miniaudio we need to do our own mixing. + // When using miniaudio we need to do our own mixing // To simplify this we need convert the format of each sound to be consistent with // the format used to open the playback AUDIO.System.device. We can do this two ways: // - // 1) Convert the whole sound in one go at load time (here). - // 2) Convert the audio data in chunks at mixing time. + // 1) Convert the whole sound in one go at load time (here) + // 2) Convert the audio data in chunks at mixing time // - // First option has been selected, format conversion is done on the loading stage. - // The downside is that it uses more memory if the original sound is u8 or s16. + // First option has been selected, format conversion is done on the loading stage + // The downside is that it uses more memory if the original sound is u8 or s16 ma_format formatIn = ((wave.sampleSize == 8)? ma_format_u8 : ((wave.sampleSize == 16)? ma_format_s16 : ma_format_f32)); ma_uint32 frameCountIn = wave.frameCount; @@ -964,14 +993,18 @@ Sound LoadSoundAlias(Sound source) } -// Checks if a sound is ready -bool IsSoundReady(Sound sound) +// Checks if a sound is valid (data loaded and buffers initialized) +bool IsSoundValid(Sound sound) { - return ((sound.frameCount > 0) && // Validate frame count - (sound.stream.buffer != NULL) && // Validate stream buffer - (sound.stream.sampleRate > 0) && // Validate sample rate is supported - (sound.stream.sampleSize > 0) && // Validate sample size is supported - (sound.stream.channels > 0)); // Validate number of channels supported + bool result = false; + + if ((sound.frameCount > 0) && // Validate frame count + (sound.stream.buffer != NULL) && // Validate stream buffer + (sound.stream.sampleRate > 0) && // Validate sample rate is supported + (sound.stream.sampleSize > 0) && // Validate sample size is supported + (sound.stream.channels > 0)) result = true; // Validate number of channels supported + + return result; } // Unload wave data @@ -993,8 +1026,8 @@ void UnloadSoundAlias(Sound alias) // Untrack and unload just the sound buffer, not the sample data, it is shared with the source for the alias if (alias.stream.buffer != NULL) { - ma_data_converter_uninit(&alias.stream.buffer->converter, NULL); UntrackAudioBuffer(alias.stream.buffer); + ma_data_converter_uninit(&alias.stream.buffer->converter, NULL); RL_FREE(alias.stream.buffer); } } @@ -1006,7 +1039,6 @@ void UpdateSound(Sound sound, const void *data, int frameCount) { StopAudioBuffer(sound.stream.buffer); - // TODO: May want to lock/unlock this since this data buffer is read at mixing time memcpy(sound.stream.buffer->data, data, frameCount*ma_get_bytes_per_frame(sound.stream.buffer->converter.formatIn, sound.stream.buffer->converter.channelsIn)); } } @@ -1093,7 +1125,7 @@ bool ExportWaveAsCode(Wave wave, const char *fileName) byteCount += sprintf(txtData + byteCount, "// more info and bugs-report: github.com/raysan5/raylib //\n"); byteCount += sprintf(txtData + byteCount, "// feedback and support: ray[at]raylib.com //\n"); byteCount += sprintf(txtData + byteCount, "// //\n"); - byteCount += sprintf(txtData + byteCount, "// Copyright (c) 2018-2024 Ramon Santamaria (@raysan5) //\n"); + byteCount += sprintf(txtData + byteCount, "// Copyright (c) 2018-2025 Ramon Santamaria (@raysan5) //\n"); byteCount += sprintf(txtData + byteCount, "// //\n"); byteCount += sprintf(txtData + byteCount, "//////////////////////////////////////////////////////////////////////////////////\n\n"); @@ -1163,7 +1195,11 @@ void StopSound(Sound sound) // Check if a sound is playing bool IsSoundPlaying(Sound sound) { - return IsAudioBufferPlaying(sound.stream.buffer); + bool result = false; + + if (IsAudioBufferPlaying(sound.stream.buffer)) result = true; + + return result; } // Set volume for a sound @@ -1238,20 +1274,21 @@ Wave WaveCopy(Wave wave) return newWave; } -// Crop a wave to defined samples range +// Crop a wave to defined frames range // NOTE: Security check in case of out-of-range -void WaveCrop(Wave *wave, int initSample, int finalSample) +void WaveCrop(Wave *wave, int initFrame, int finalFrame) { - if ((initSample >= 0) && (initSample < finalSample) && ((unsigned int)finalSample < (wave->frameCount*wave->channels))) + if ((initFrame >= 0) && (initFrame < finalFrame) && ((unsigned int)finalFrame <= wave->frameCount)) { - int sampleCount = finalSample - initSample; + int frameCount = finalFrame - initFrame; - void *data = RL_MALLOC(sampleCount*wave->sampleSize/8); + void *data = RL_MALLOC(frameCount*wave->channels*wave->sampleSize/8); - memcpy(data, (unsigned char *)wave->data + (initSample*wave->channels*wave->sampleSize/8), sampleCount*wave->sampleSize/8); + memcpy(data, (unsigned char *)wave->data + (initFrame*wave->channels*wave->sampleSize/8), frameCount*wave->channels*wave->sampleSize/8); RL_FREE(wave->data); wave->data = data; + wave->frameCount = (unsigned int)frameCount; } else TRACELOG(LOG_WARNING, "WAVE: Crop range out of bounds"); } @@ -1267,8 +1304,8 @@ float *LoadWaveSamples(Wave wave) for (unsigned int i = 0; i < wave.frameCount*wave.channels; i++) { - if (wave.sampleSize == 8) samples[i] = (float)(((unsigned char *)wave.data)[i] - 127)/256.0f; - else if (wave.sampleSize == 16) samples[i] = (float)(((short *)wave.data)[i])/32767.0f; + if (wave.sampleSize == 8) samples[i] = (float)(((unsigned char *)wave.data)[i] - 128)/128.0f; + else if (wave.sampleSize == 16) samples[i] = (float)(((short *)wave.data)[i])/32768.0f; else if (wave.sampleSize == 32) samples[i] = ((float *)wave.data)[i]; } @@ -1298,11 +1335,10 @@ Music LoadMusicStream(const char *fileName) drwav *ctxWav = RL_CALLOC(1, sizeof(drwav)); bool success = drwav_init_file(ctxWav, fileName, NULL); - music.ctxType = MUSIC_AUDIO_WAV; - music.ctxData = ctxWav; - if (success) { + music.ctxType = MUSIC_AUDIO_WAV; + music.ctxData = ctxWav; int sampleSize = ctxWav->bitsPerSample; if (ctxWav->bitsPerSample == 24) sampleSize = 16; // Forcing conversion to s16 on UpdateMusicStream() @@ -1311,17 +1347,22 @@ Music LoadMusicStream(const char *fileName) music.looping = true; // Looping enabled by default musicLoaded = true; } + else + { + RL_FREE(ctxWav); + } } #endif #if defined(SUPPORT_FILEFORMAT_OGG) else if (IsFileExtension(fileName, ".ogg")) { // Open ogg audio stream - music.ctxType = MUSIC_AUDIO_OGG; - music.ctxData = stb_vorbis_open_filename(fileName, NULL, NULL); + stb_vorbis *ctxOgg = stb_vorbis_open_filename(fileName, NULL, NULL); - if (music.ctxData != NULL) + if (ctxOgg != NULL) { + music.ctxType = MUSIC_AUDIO_OGG; + music.ctxData = ctxOgg; stb_vorbis_info info = stb_vorbis_get_info((stb_vorbis *)music.ctxData); // Get Ogg file info // OGG bit rate defaults to 16 bit, it's enough for compressed format @@ -1332,6 +1373,10 @@ Music LoadMusicStream(const char *fileName) music.looping = true; // Looping enabled by default musicLoaded = true; } + else + { + stb_vorbis_close(ctxOgg); + } } #endif #if defined(SUPPORT_FILEFORMAT_MP3) @@ -1340,27 +1385,30 @@ Music LoadMusicStream(const char *fileName) drmp3 *ctxMp3 = RL_CALLOC(1, sizeof(drmp3)); int result = drmp3_init_file(ctxMp3, fileName, NULL); - music.ctxType = MUSIC_AUDIO_MP3; - music.ctxData = ctxMp3; - if (result > 0) { + music.ctxType = MUSIC_AUDIO_MP3; + music.ctxData = ctxMp3; music.stream = LoadAudioStream(ctxMp3->sampleRate, 32, ctxMp3->channels); music.frameCount = (unsigned int)drmp3_get_pcm_frame_count(ctxMp3); music.looping = true; // Looping enabled by default musicLoaded = true; } + else + { + RL_FREE(ctxMp3); + } } #endif #if defined(SUPPORT_FILEFORMAT_QOA) else if (IsFileExtension(fileName, ".qoa")) { qoaplay_desc *ctxQoa = qoaplay_open(fileName); - music.ctxType = MUSIC_AUDIO_QOA; - music.ctxData = ctxQoa; - if (ctxQoa->file != NULL) + if (ctxQoa != NULL) { + music.ctxType = MUSIC_AUDIO_QOA; + music.ctxData = ctxQoa; // NOTE: We are loading samples are 32bit float normalized data, so, // we configure the output audio stream to also use float 32bit music.stream = LoadAudioStream(ctxQoa->info.samplerate, 32, ctxQoa->info.channels); @@ -1368,23 +1416,29 @@ Music LoadMusicStream(const char *fileName) music.looping = true; // Looping enabled by default musicLoaded = true; } + else{} //No uninit required } #endif #if defined(SUPPORT_FILEFORMAT_FLAC) else if (IsFileExtension(fileName, ".flac")) { - music.ctxType = MUSIC_AUDIO_FLAC; - music.ctxData = drflac_open_file(fileName, NULL); + drflac *ctxFlac = drflac_open_file(fileName, NULL); - if (music.ctxData != NULL) + if (ctxFlac != NULL) { - drflac *ctxFlac = (drflac *)music.ctxData; - - music.stream = LoadAudioStream(ctxFlac->sampleRate, ctxFlac->bitsPerSample, ctxFlac->channels); + music.ctxType = MUSIC_AUDIO_FLAC; + music.ctxData = ctxFlac; + int sampleSize = ctxFlac->bitsPerSample; + if (ctxFlac->bitsPerSample == 24) sampleSize = 16; // Forcing conversion to s16 on UpdateMusicStream() + music.stream = LoadAudioStream(ctxFlac->sampleRate, sampleSize, ctxFlac->channels); music.frameCount = (unsigned int)ctxFlac->totalPCMFrameCount; music.looping = true; // Looping enabled by default musicLoaded = true; } + else + { + drflac_free(ctxFlac, NULL); + } } #endif #if defined(SUPPORT_FILEFORMAT_XM) @@ -1393,11 +1447,10 @@ Music LoadMusicStream(const char *fileName) jar_xm_context_t *ctxXm = NULL; int result = jar_xm_create_context_from_file(&ctxXm, AUDIO.System.device.sampleRate, fileName); - music.ctxType = MUSIC_MODULE_XM; - music.ctxData = ctxXm; - if (result == 0) // XM AUDIO.System.context created successfully { + music.ctxType = MUSIC_MODULE_XM; + music.ctxData = ctxXm; jar_xm_set_max_loop_count(ctxXm, 0); // Set infinite number of loops unsigned int bits = 32; @@ -1411,6 +1464,10 @@ Music LoadMusicStream(const char *fileName) jar_xm_reset(ctxXm); // Make sure we start at the beginning of the song musicLoaded = true; } + else + { + jar_xm_free_context(ctxXm); + } } #endif #if defined(SUPPORT_FILEFORMAT_MOD) @@ -1420,47 +1477,27 @@ Music LoadMusicStream(const char *fileName) jar_mod_init(ctxMod); int result = jar_mod_load_file(ctxMod, fileName); - music.ctxType = MUSIC_MODULE_MOD; - music.ctxData = ctxMod; - if (result > 0) { + music.ctxType = MUSIC_MODULE_MOD; + music.ctxData = ctxMod; // NOTE: Only stereo is supported for MOD music.stream = LoadAudioStream(AUDIO.System.device.sampleRate, 16, AUDIO_DEVICE_CHANNELS); music.frameCount = (unsigned int)jar_mod_max_samples(ctxMod); // NOTE: Always 2 channels (stereo) music.looping = true; // Looping enabled by default musicLoaded = true; } + else + { + jar_mod_unload(ctxMod); + RL_FREE(ctxMod); + } } #endif else TRACELOG(LOG_WARNING, "STREAM: [%s] File format not supported", fileName); if (!musicLoaded) { - if (false) { } - #if defined(SUPPORT_FILEFORMAT_WAV) - else if (music.ctxType == MUSIC_AUDIO_WAV) drwav_uninit((drwav *)music.ctxData); - #endif - #if defined(SUPPORT_FILEFORMAT_OGG) - else if (music.ctxType == MUSIC_AUDIO_OGG) stb_vorbis_close((stb_vorbis *)music.ctxData); - #endif - #if defined(SUPPORT_FILEFORMAT_MP3) - else if (music.ctxType == MUSIC_AUDIO_MP3) { drmp3_uninit((drmp3 *)music.ctxData); RL_FREE(music.ctxData); } - #endif - #if defined(SUPPORT_FILEFORMAT_QOA) - else if (music.ctxType == MUSIC_AUDIO_QOA) qoaplay_close((qoaplay_desc *)music.ctxData); - #endif - #if defined(SUPPORT_FILEFORMAT_FLAC) - else if (music.ctxType == MUSIC_AUDIO_FLAC) drflac_free((drflac *)music.ctxData, NULL); - #endif - #if defined(SUPPORT_FILEFORMAT_XM) - else if (music.ctxType == MUSIC_MODULE_XM) jar_xm_free_context((jar_xm_context_t *)music.ctxData); - #endif - #if defined(SUPPORT_FILEFORMAT_MOD) - else if (music.ctxType == MUSIC_MODULE_MOD) { jar_mod_unload((jar_mod_context_t *)music.ctxData); RL_FREE(music.ctxData); } - #endif - - music.ctxData = NULL; TRACELOG(LOG_WARNING, "FILEIO: [%s] Music file could not be opened", fileName); } else @@ -1491,11 +1528,10 @@ Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, bool success = drwav_init_memory(ctxWav, (const void *)data, dataSize, NULL); - music.ctxType = MUSIC_AUDIO_WAV; - music.ctxData = ctxWav; - if (success) { + music.ctxType = MUSIC_AUDIO_WAV; + music.ctxData = ctxWav; int sampleSize = ctxWav->bitsPerSample; if (ctxWav->bitsPerSample == 24) sampleSize = 16; // Forcing conversion to s16 on UpdateMusicStream() @@ -1504,18 +1540,22 @@ Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, music.looping = true; // Looping enabled by default musicLoaded = true; } + else { + drwav_uninit(ctxWav); + RL_FREE(ctxWav); + } } #endif #if defined(SUPPORT_FILEFORMAT_OGG) else if ((strcmp(fileType, ".ogg") == 0) || (strcmp(fileType, ".OGG") == 0)) { // Open ogg audio stream - music.ctxType = MUSIC_AUDIO_OGG; - //music.ctxData = stb_vorbis_open_filename(fileName, NULL, NULL); - music.ctxData = stb_vorbis_open_memory((const unsigned char *)data, dataSize, NULL, NULL); + stb_vorbis *ctxOgg = stb_vorbis_open_memory((const unsigned char *)data, dataSize, NULL, NULL); - if (music.ctxData != NULL) + if (ctxOgg != NULL) { + music.ctxType = MUSIC_AUDIO_OGG; + music.ctxData = ctxOgg; stb_vorbis_info info = stb_vorbis_get_info((stb_vorbis *)music.ctxData); // Get Ogg file info // OGG bit rate defaults to 16 bit, it's enough for compressed format @@ -1526,6 +1566,10 @@ Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, music.looping = true; // Looping enabled by default musicLoaded = true; } + else + { + stb_vorbis_close(ctxOgg); + } } #endif #if defined(SUPPORT_FILEFORMAT_MP3) @@ -1534,27 +1578,35 @@ Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, drmp3 *ctxMp3 = RL_CALLOC(1, sizeof(drmp3)); int success = drmp3_init_memory(ctxMp3, (const void*)data, dataSize, NULL); - music.ctxType = MUSIC_AUDIO_MP3; - music.ctxData = ctxMp3; - if (success) { + music.ctxType = MUSIC_AUDIO_MP3; + music.ctxData = ctxMp3; music.stream = LoadAudioStream(ctxMp3->sampleRate, 32, ctxMp3->channels); music.frameCount = (unsigned int)drmp3_get_pcm_frame_count(ctxMp3); music.looping = true; // Looping enabled by default musicLoaded = true; } + else + { + drmp3_uninit(ctxMp3); + RL_FREE(ctxMp3); + } } #endif #if defined(SUPPORT_FILEFORMAT_QOA) else if ((strcmp(fileType, ".qoa") == 0) || (strcmp(fileType, ".QOA") == 0)) { - qoaplay_desc *ctxQoa = qoaplay_open_memory(data, dataSize); - music.ctxType = MUSIC_AUDIO_QOA; - music.ctxData = ctxQoa; + qoaplay_desc *ctxQoa = NULL; + if ((data != NULL) && (dataSize > 0)) + { + ctxQoa = qoaplay_open_memory(data, dataSize); + } - if ((ctxQoa->file_data != NULL) && (ctxQoa->file_data_size != 0)) + if (ctxQoa != NULL) { + music.ctxType = MUSIC_AUDIO_QOA; + music.ctxData = ctxQoa; // NOTE: We are loading samples are 32bit float normalized data, so, // we configure the output audio stream to also use float 32bit music.stream = LoadAudioStream(ctxQoa->info.samplerate, 32, ctxQoa->info.channels); @@ -1562,23 +1614,29 @@ Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, music.looping = true; // Looping enabled by default musicLoaded = true; } + else{} //No uninit required } #endif #if defined(SUPPORT_FILEFORMAT_FLAC) else if ((strcmp(fileType, ".flac") == 0) || (strcmp(fileType, ".FLAC") == 0)) { - music.ctxType = MUSIC_AUDIO_FLAC; - music.ctxData = drflac_open_memory((const void*)data, dataSize, NULL); + drflac *ctxFlac = drflac_open_memory((const void*)data, dataSize, NULL); - if (music.ctxData != NULL) + if (ctxFlac != NULL) { - drflac *ctxFlac = (drflac *)music.ctxData; - - music.stream = LoadAudioStream(ctxFlac->sampleRate, ctxFlac->bitsPerSample, ctxFlac->channels); + music.ctxType = MUSIC_AUDIO_FLAC; + music.ctxData = ctxFlac; + int sampleSize = ctxFlac->bitsPerSample; + if (ctxFlac->bitsPerSample == 24) sampleSize = 16; // Forcing conversion to s16 on UpdateMusicStream() + music.stream = LoadAudioStream(ctxFlac->sampleRate, sampleSize, ctxFlac->channels); music.frameCount = (unsigned int)ctxFlac->totalPCMFrameCount; music.looping = true; // Looping enabled by default musicLoaded = true; } + else + { + drflac_free(ctxFlac, NULL); + } } #endif #if defined(SUPPORT_FILEFORMAT_XM) @@ -1589,6 +1647,7 @@ Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, if (result == 0) // XM AUDIO.System.context created successfully { music.ctxType = MUSIC_MODULE_XM; + music.ctxData = ctxXm; jar_xm_set_max_loop_count(ctxXm, 0); // Set infinite number of loops unsigned int bits = 32; @@ -1601,9 +1660,12 @@ Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, music.looping = true; // Looping enabled by default jar_xm_reset(ctxXm); // Make sure we start at the beginning of the song - music.ctxData = ctxXm; musicLoaded = true; } + else + { + jar_xm_free_context(ctxXm); + } } #endif #if defined(SUPPORT_FILEFORMAT_MOD) @@ -1630,15 +1692,18 @@ Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, if (result > 0) { music.ctxType = MUSIC_MODULE_MOD; + music.ctxData = ctxMod; // NOTE: Only stereo is supported for MOD music.stream = LoadAudioStream(AUDIO.System.device.sampleRate, 16, 2); music.frameCount = (unsigned int)jar_mod_max_samples(ctxMod); // NOTE: Always 2 channels (stereo) music.looping = true; // Looping enabled by default musicLoaded = true; - - music.ctxData = ctxMod; - musicLoaded = true; + } + else + { + jar_mod_unload(ctxMod); + RL_FREE(ctxMod); } } #endif @@ -1646,30 +1711,6 @@ Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, if (!musicLoaded) { - if (false) { } -#if defined(SUPPORT_FILEFORMAT_WAV) - else if (music.ctxType == MUSIC_AUDIO_WAV) drwav_uninit((drwav *)music.ctxData); -#endif -#if defined(SUPPORT_FILEFORMAT_OGG) - else if (music.ctxType == MUSIC_AUDIO_OGG) stb_vorbis_close((stb_vorbis *)music.ctxData); -#endif -#if defined(SUPPORT_FILEFORMAT_MP3) - else if (music.ctxType == MUSIC_AUDIO_MP3) { drmp3_uninit((drmp3 *)music.ctxData); RL_FREE(music.ctxData); } -#endif -#if defined(SUPPORT_FILEFORMAT_QOA) - else if (music.ctxType == MUSIC_AUDIO_QOA) qoaplay_close((qoaplay_desc *)music.ctxData); -#endif -#if defined(SUPPORT_FILEFORMAT_FLAC) - else if (music.ctxType == MUSIC_AUDIO_FLAC) drflac_free((drflac *)music.ctxData, NULL); -#endif -#if defined(SUPPORT_FILEFORMAT_XM) - else if (music.ctxType == MUSIC_MODULE_XM) jar_xm_free_context((jar_xm_context_t *)music.ctxData); -#endif -#if defined(SUPPORT_FILEFORMAT_MOD) - else if (music.ctxType == MUSIC_MODULE_MOD) { jar_mod_unload((jar_mod_context_t *)music.ctxData); RL_FREE(music.ctxData); } -#endif - - music.ctxData = NULL; TRACELOG(LOG_WARNING, "FILEIO: Music data could not be loaded"); } else @@ -1685,8 +1726,8 @@ Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, return music; } -// Checks if a music stream is ready -bool IsMusicReady(Music music) +// Checks if a music stream is valid (context and buffers initialized) +bool IsMusicValid(Music music) { return ((music.ctxData != NULL) && // Validate context loaded (music.frameCount > 0) && // Validate audio frame count @@ -1727,19 +1768,10 @@ void UnloadMusicStream(Music music) } } -// Start music playing (open stream) +// Start music playing (open stream) from beginning void PlayMusicStream(Music music) { - if (music.stream.buffer != NULL) - { - // For music streams, we need to make sure we maintain the frame cursor position - // This is a hack for this section of code in UpdateMusicStream() - // NOTE: In case window is minimized, music stream is stopped, just make sure to - // play again on window restore: if (IsMusicStreamPlaying(music)) PlayMusicStream(music); - ma_uint32 frameCursorPos = music.stream.buffer->frameCursorPos; - PlayAudioStream(music.stream); // WARNING: This resets the cursor position. - music.stream.buffer->frameCursorPos = frameCursorPos; - } + PlayAudioStream(music.stream); } // Pause music playing @@ -1821,7 +1853,11 @@ void SeekMusicStream(Music music, float position) default: break; } + ma_mutex_lock(&AUDIO.System.lock); music.stream.buffer->framesProcessed = positionInFrames; + music.stream.buffer->isSubBufferProcessed[0] = true; + music.stream.buffer->isSubBufferProcessed[1] = true; + ma_mutex_unlock(&AUDIO.System.lock); } // Update (re-fill) music buffers if data already processed @@ -1829,6 +1865,8 @@ void UpdateMusicStream(Music music) { if (music.stream.buffer == NULL) return; + ma_mutex_lock(&AUDIO.System.lock); + unsigned int subBufferSizeInFrames = music.stream.buffer->sizeInFrames/2; // On first call of this function we lazily pre-allocated a temp buffer to read audio files/memory data in @@ -1845,7 +1883,7 @@ void UpdateMusicStream(Music music) // Check both sub-buffers to check if they require refilling for (int i = 0; i < 2; i++) { - if ((music.stream.buffer != NULL) && !music.stream.buffer->isSubBufferProcessed[i]) continue; // No refilling required, move to next sub-buffer + if (!music.stream.buffer->isSubBufferProcessed[i]) continue; // No refilling required, move to next sub-buffer unsigned int framesLeft = music.frameCount - music.stream.buffer->framesProcessed; // Frames left to be processed unsigned int framesToStream = 0; // Total frames to be streamed @@ -1964,7 +2002,7 @@ void UpdateMusicStream(Music music) default: break; } - UpdateAudioStream(music.stream, AUDIO.System.pcmBuffer, framesToStream); + UpdateAudioStreamInLockedState(music.stream, AUDIO.System.pcmBuffer, framesToStream); music.stream.buffer->framesProcessed = music.stream.buffer->framesProcessed%music.frameCount; @@ -1972,6 +2010,7 @@ void UpdateMusicStream(Music music) { if (!music.looping) { + ma_mutex_unlock(&AUDIO.System.lock); // Streaming is ending, we filled latest frames from input StopMusicStream(music); return; @@ -1979,9 +2018,7 @@ void UpdateMusicStream(Music music) } } - // NOTE: In case window is minimized, music stream is stopped, - // just make sure to play again on window restore - if (IsMusicStreamPlaying(music)) PlayMusicStream(music); + ma_mutex_unlock(&AUDIO.System.lock); } // Check if any music is playing @@ -2035,6 +2072,7 @@ float GetMusicTimePlayed(Music music) else #endif { + ma_mutex_lock(&AUDIO.System.lock); //ma_uint32 frameSizeInBytes = ma_get_bytes_per_sample(music.stream.buffer->dsp.formatConverterIn.config.formatIn)*music.stream.buffer->dsp.formatConverterIn.config.channels; int framesProcessed = (int)music.stream.buffer->framesProcessed; int subBufferSize = (int)music.stream.buffer->sizeInFrames/2; @@ -2044,6 +2082,7 @@ float GetMusicTimePlayed(Music music) int framesPlayed = (framesProcessed - framesInFirstBuffer - framesInSecondBuffer + framesSentToMix)%(int)music.frameCount; if (framesPlayed < 0) framesPlayed += music.frameCount; secondsPlayed = (float)framesPlayed/music.stream.sampleRate; + ma_mutex_unlock(&AUDIO.System.lock); } } @@ -2082,8 +2121,8 @@ AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, un return stream; } -// Checks if an audio stream is ready -bool IsAudioStreamReady(AudioStream stream) +// Checks if an audio stream is valid (buffers initialized) +bool IsAudioStreamValid(AudioStream stream) { return ((stream.buffer != NULL) && // Validate stream buffer (stream.sampleRate > 0) && // Validate sample rate is supported @@ -2104,51 +2143,9 @@ void UnloadAudioStream(AudioStream stream) // NOTE 2: To dequeue a buffer it needs to be processed: IsAudioStreamProcessed() void UpdateAudioStream(AudioStream stream, const void *data, int frameCount) { - if (stream.buffer != NULL) - { - if (stream.buffer->isSubBufferProcessed[0] || stream.buffer->isSubBufferProcessed[1]) - { - ma_uint32 subBufferToUpdate = 0; - - if (stream.buffer->isSubBufferProcessed[0] && stream.buffer->isSubBufferProcessed[1]) - { - // Both buffers are available for updating. - // Update the first one and make sure the cursor is moved back to the front. - subBufferToUpdate = 0; - stream.buffer->frameCursorPos = 0; - } - else - { - // Just update whichever sub-buffer is processed. - subBufferToUpdate = (stream.buffer->isSubBufferProcessed[0])? 0 : 1; - } - - ma_uint32 subBufferSizeInFrames = stream.buffer->sizeInFrames/2; - unsigned char *subBuffer = stream.buffer->data + ((subBufferSizeInFrames*stream.channels*(stream.sampleSize/8))*subBufferToUpdate); - - // Total frames processed in buffer is always the complete size, filled with 0 if required - stream.buffer->framesProcessed += subBufferSizeInFrames; - - // Does this API expect a whole buffer to be updated in one go? - // Assuming so, but if not will need to change this logic. - if (subBufferSizeInFrames >= (ma_uint32)frameCount) - { - ma_uint32 framesToWrite = (ma_uint32)frameCount; - - ma_uint32 bytesToWrite = framesToWrite*stream.channels*(stream.sampleSize/8); - memcpy(subBuffer, data, bytesToWrite); - - // Any leftover frames should be filled with zeros. - ma_uint32 leftoverFrameCount = subBufferSizeInFrames - framesToWrite; - - if (leftoverFrameCount > 0) memset(subBuffer + bytesToWrite, 0, leftoverFrameCount*stream.channels*(stream.sampleSize/8)); - - stream.buffer->isSubBufferProcessed[subBufferToUpdate] = false; - } - else TRACELOG(LOG_WARNING, "STREAM: Attempting to write too many frames to buffer"); - } - else TRACELOG(LOG_WARNING, "STREAM: Buffer not available for updating"); - } + ma_mutex_lock(&AUDIO.System.lock); + UpdateAudioStreamInLockedState(stream, data, frameCount); + ma_mutex_unlock(&AUDIO.System.lock); } // Check if any audio stream buffers requires refill @@ -2156,7 +2153,11 @@ bool IsAudioStreamProcessed(AudioStream stream) { if (stream.buffer == NULL) return false; - return (stream.buffer->isSubBufferProcessed[0] || stream.buffer->isSubBufferProcessed[1]); + bool result = false; + ma_mutex_lock(&AUDIO.System.lock); + result = stream.buffer->isSubBufferProcessed[0] || stream.buffer->isSubBufferProcessed[1]; + ma_mutex_unlock(&AUDIO.System.lock); + return result; } // Play audio stream @@ -2177,7 +2178,7 @@ void ResumeAudioStream(AudioStream stream) ResumeAudioBuffer(stream.buffer); } -// Check if audio stream is playing. +// Check if audio stream is playing bool IsAudioStreamPlaying(AudioStream stream) { return IsAudioBufferPlaying(stream.buffer); @@ -2216,12 +2217,17 @@ void SetAudioStreamBufferSizeDefault(int size) // Audio thread callback to request new data void SetAudioStreamCallback(AudioStream stream, AudioCallback callback) { - if (stream.buffer != NULL) stream.buffer->callback = callback; + if (stream.buffer != NULL) + { + ma_mutex_lock(&AUDIO.System.lock); + stream.buffer->callback = callback; + ma_mutex_unlock(&AUDIO.System.lock); + } } -// Add processor to audio stream. Contrary to buffers, the order of processors is important. +// Add processor to audio stream. Contrary to buffers, the order of processors is important // The new processor must be added at the end. As there aren't supposed to be a lot of processors attached to -// a given stream, we iterate through the list to find the end. That way we don't need a pointer to the last element. +// a given stream, we iterate through the list to find the end. That way we don't need a pointer to the last element void AttachAudioStreamProcessor(AudioStream stream, AudioCallback process) { ma_mutex_lock(&AUDIO.System.lock); @@ -2336,7 +2342,7 @@ static void OnLog(void *pUserData, ma_uint32 level, const char *pMessage) TRACELOG(LOG_WARNING, "miniaudio: %s", pMessage); // All log messages from miniaudio are errors } -// Reads audio data from an AudioBuffer object in internal format. +// Reads audio data from an AudioBuffer object in internal format static ma_uint32 ReadAudioBufferFramesInInternalFormat(AudioBuffer *audioBuffer, void *framesOut, ma_uint32 frameCount) { // Using audio buffer callback @@ -2410,7 +2416,7 @@ static ma_uint32 ReadAudioBufferFramesInInternalFormat(AudioBuffer *audioBuffer, // We need to break from this loop if we're not looping if (!audioBuffer->looping) { - StopAudioBuffer(audioBuffer); + StopAudioBufferInLockedState(audioBuffer); break; } } @@ -2424,20 +2430,20 @@ static ma_uint32 ReadAudioBufferFramesInInternalFormat(AudioBuffer *audioBuffer, // For static buffers we can fill the remaining frames with silence for safety, but we don't want // to report those frames as "read". The reason for this is that the caller uses the return value - // to know whether a non-looping sound has finished playback. + // to know whether a non-looping sound has finished playback if (audioBuffer->usage != AUDIO_BUFFER_USAGE_STATIC) framesRead += totalFramesRemaining; } return framesRead; } -// Reads audio data from an AudioBuffer object in device format. Returned data will be in a format appropriate for mixing. +// Reads audio data from an AudioBuffer object in device format, returned data will be in a format appropriate for mixing static ma_uint32 ReadAudioBufferFramesInMixingFormat(AudioBuffer *audioBuffer, float *framesOut, ma_uint32 frameCount) { // What's going on here is that we're continuously converting data from the AudioBuffer's internal format to the mixing format, which // should be defined by the output format of the data converter. We do this until frameCount frames have been output. The important // detail to remember here is that we never, ever attempt to read more input data than is required for the specified number of output - // frames. This can be achieved with ma_data_converter_get_required_input_frame_count(). + // frames. This can be achieved with ma_data_converter_get_required_input_frame_count() ma_uint8 inputBuffer[4096] = { 0 }; ma_uint32 inputBufferFrameCap = sizeof(inputBuffer)/ma_get_bytes_per_frame(audioBuffer->converter.formatIn, audioBuffer->converter.channelsIn); @@ -2455,23 +2461,18 @@ static ma_uint32 ReadAudioBufferFramesInMixingFormat(AudioBuffer *audioBuffer, f float *runningFramesOut = framesOut + (totalOutputFramesProcessed*audioBuffer->converter.channelsOut); - /* At this point we can convert the data to our mixing format. */ - ma_uint64 inputFramesProcessedThisIteration = ReadAudioBufferFramesInInternalFormat(audioBuffer, inputBuffer, (ma_uint32)inputFramesToProcessThisIteration); /* Safe cast. */ + // At this point we can convert the data to our mixing format + ma_uint64 inputFramesProcessedThisIteration = ReadAudioBufferFramesInInternalFormat(audioBuffer, inputBuffer, (ma_uint32)inputFramesToProcessThisIteration); ma_uint64 outputFramesProcessedThisIteration = outputFramesToProcessThisIteration; ma_data_converter_process_pcm_frames(&audioBuffer->converter, inputBuffer, &inputFramesProcessedThisIteration, runningFramesOut, &outputFramesProcessedThisIteration); - totalOutputFramesProcessed += (ma_uint32)outputFramesProcessedThisIteration; /* Safe cast. */ + totalOutputFramesProcessed += (ma_uint32)outputFramesProcessedThisIteration; // Safe cast - if (inputFramesProcessedThisIteration < inputFramesToProcessThisIteration) - { - break; /* Ran out of input data. */ - } + if (inputFramesProcessedThisIteration < inputFramesToProcessThisIteration) break; // Ran out of input data - /* This should never be hit, but will add it here for safety. Ensures we get out of the loop when no input nor output frames are processed. */ - if (inputFramesProcessedThisIteration == 0 && outputFramesProcessedThisIteration == 0) - { - break; - } + // This should never be hit, but added here for safety + // Ensures we get out of the loop when no input nor output frames are processed + if ((inputFramesProcessedThisIteration == 0) && (outputFramesProcessedThisIteration == 0)) break; } return totalOutputFramesProcessed; @@ -2546,7 +2547,7 @@ static void OnSendAudioDataToDevice(ma_device *pDevice, void *pFramesOut, const { if (!audioBuffer->looping) { - StopAudioBuffer(audioBuffer); + StopAudioBufferInLockedState(audioBuffer); break; } else @@ -2619,6 +2620,83 @@ static void MixAudioFrames(float *framesOut, const float *framesIn, ma_uint32 fr } } +// Check if an audio buffer is playing, assuming the audio system mutex has been locked +static bool IsAudioBufferPlayingInLockedState(AudioBuffer *buffer) +{ + bool result = false; + + if (buffer != NULL) result = (buffer->playing && !buffer->paused); + + return result; +} + +// Stop an audio buffer, assuming the audio system mutex has been locked +static void StopAudioBufferInLockedState(AudioBuffer *buffer) +{ + if (buffer != NULL) + { + if (IsAudioBufferPlayingInLockedState(buffer)) + { + buffer->playing = false; + buffer->paused = false; + buffer->frameCursorPos = 0; + buffer->framesProcessed = 0; + buffer->isSubBufferProcessed[0] = true; + buffer->isSubBufferProcessed[1] = true; + } + } +} + +// Update audio stream, assuming the audio system mutex has been locked +static void UpdateAudioStreamInLockedState(AudioStream stream, const void *data, int frameCount) +{ + if (stream.buffer != NULL) + { + if (stream.buffer->isSubBufferProcessed[0] || stream.buffer->isSubBufferProcessed[1]) + { + ma_uint32 subBufferToUpdate = 0; + + if (stream.buffer->isSubBufferProcessed[0] && stream.buffer->isSubBufferProcessed[1]) + { + // Both buffers are available for updating + // Update the first one and make sure the cursor is moved back to the front + subBufferToUpdate = 0; + stream.buffer->frameCursorPos = 0; + } + else + { + // Just update whichever sub-buffer is processed + subBufferToUpdate = (stream.buffer->isSubBufferProcessed[0])? 0 : 1; + } + + ma_uint32 subBufferSizeInFrames = stream.buffer->sizeInFrames/2; + unsigned char *subBuffer = stream.buffer->data + ((subBufferSizeInFrames*stream.channels*(stream.sampleSize/8))*subBufferToUpdate); + + // Total frames processed in buffer is always the complete size, filled with 0 if required + stream.buffer->framesProcessed += subBufferSizeInFrames; + + // Does this API expect a whole buffer to be updated in one go? + // Assuming so, but if not will need to change this logic + if (subBufferSizeInFrames >= (ma_uint32)frameCount) + { + ma_uint32 framesToWrite = (ma_uint32)frameCount; + + ma_uint32 bytesToWrite = framesToWrite*stream.channels*(stream.sampleSize/8); + memcpy(subBuffer, data, bytesToWrite); + + // Any leftover frames should be filled with zeros + ma_uint32 leftoverFrameCount = subBufferSizeInFrames - framesToWrite; + + if (leftoverFrameCount > 0) memset(subBuffer + bytesToWrite, 0, leftoverFrameCount*stream.channels*(stream.sampleSize/8)); + + stream.buffer->isSubBufferProcessed[subBufferToUpdate] = false; + } + else TRACELOG(LOG_WARNING, "STREAM: Attempting to write too many frames to buffer"); + } + else TRACELOG(LOG_WARNING, "STREAM: Buffer not available for updating"); + } +} + // Some required functions for audio standalone module version #if defined(RAUDIO_STANDALONE) // Check file extension diff --git a/src/raylib.dll.rc b/src/raylib.dll.rc index ba2f5bbf4..7ad39c76f 100644 --- a/src/raylib.dll.rc +++ b/src/raylib.dll.rc @@ -1,22 +1,22 @@ GLFW_ICON ICON "raylib.ico" 1 VERSIONINFO -FILEVERSION 5,0,0,0 -PRODUCTVERSION 5,0,0,0 +FILEVERSION 5,5,0,0 +PRODUCTVERSION 5,5,0,0 BEGIN BLOCK "StringFileInfo" BEGIN //BLOCK "080904E4" // English UK BLOCK "040904E4" // English US BEGIN - //VALUE "CompanyName", "raylib technologies" + VALUE "CompanyName", "raylib technologies" VALUE "FileDescription", "raylib dynamic library (www.raylib.com)" - VALUE "FileVersion", "5.0.0" + VALUE "FileVersion", "5.5.0" VALUE "InternalName", "raylib.dll" - VALUE "LegalCopyright", "(c) 2023 Ramon Santamaria (@raysan5)" + VALUE "LegalCopyright", "(c) 2025 Ramon Santamaria (@raysan5)" VALUE "OriginalFilename", "raylib.dll" VALUE "ProductName", "raylib" - VALUE "ProductVersion", "5.0.0" + VALUE "ProductVersion", "5.5.0" END END BLOCK "VarFileInfo" diff --git a/src/raylib.dll.rc.data b/src/raylib.dll.rc.data index e93edcffb..db6b924a7 100644 Binary files a/src/raylib.dll.rc.data and b/src/raylib.dll.rc.data differ diff --git a/src/raylib.h b/src/raylib.h index edf4f1384..b8428e7ac 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -1,22 +1,22 @@ /********************************************************************************************** * -* raylib v5.1-dev - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com) +* raylib v5.6-dev - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com) * * FEATURES: * - NO external dependencies, all required libraries included with raylib * - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly, * MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5. * - Written in plain C code (C99) in PascalCase/camelCase notation -* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3 or ES2 - choose at compile) +* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3, ES2, ES3 - choose at compile) * - Unique OpenGL abstraction layer (usable as standalone module): [rlgl] -* - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts) +* - Multiple Fonts formats supported (TTF, OTF, FNT, BDF, Sprite fonts) * - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC) * - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more! * - Flexible Materials system, supporting classic maps and PBR maps -* - Animated 3D models supported (skeletal bones animation) (IQM) +* - Animated 3D models supported (skeletal bones animation) (IQM, M3D, GLTF) * - Shaders support, including Model shaders and Postprocessing shaders * - Powerful math module for Vector, Matrix and Quaternion operations: [raymath] -* - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD) +* - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, QOA, XM, MOD) * - VR stereo rendering with configurable HMD device parameters * - Bindings to multiple programming languages available! * @@ -27,29 +27,35 @@ * - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2) * * DEPENDENCIES (included): -* [rcore] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP) -* [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP) +* [rcore][GLFW] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input +* [rcore][RGFW] rgfw (ColleagueRiley - github.com/ColleagueRiley/RGFW) for window/context management and input +* [rlgl] glad/glad_gles2 (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading * [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management * * OPTIONAL DEPENDENCIES (included): * [rcore] msf_gif (Miles Fogle) for GIF recording * [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorithm * [rcore] sdefl (Micha Mettke) for DEFLATE compression algorithm +* [rcore] rprand (Ramon Snatamaria) for pseudo-random numbers generation +* [rtextures] qoi (Dominic Szablewski - https://phoboslab.org) for QOI image manage * [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...) * [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG) -* [rtextures] stb_image_resize (Sean Barret) for image resizing algorithms +* [rtextures] stb_image_resize2 (Sean Barret) for image resizing algorithms +* [rtextures] stb_perlin (Sean Barret) for Perlin Noise image generation * [rtext] stb_truetype (Sean Barret) for ttf fonts loading * [rtext] stb_rect_pack (Sean Barret) for rectangles packing * [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation * [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL) * [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF) -* [rmodels] Model3D (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d) +* [rmodels] m3d (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d) +* [rmodels] vox_loader (Johann Nadalutti) for models loading (VOX) * [raudio] dr_wav (David Reid) for WAV audio file loading * [raudio] dr_flac (David Reid) for FLAC audio file loading * [raudio] dr_mp3 (David Reid) for MP3 audio file loading * [raudio] stb_vorbis (Sean Barret) for OGG audio loading * [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading * [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading +* [raudio] qoa (Dominic Szablewski - https://phoboslab.org) for QOA audio manage * * * LICENSE: zlib/libpng @@ -57,7 +63,7 @@ * raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software: * -* Copyright (c) 2013-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2013-2025 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. @@ -82,9 +88,9 @@ #include // Required for: va_list - Only used by TraceLogCallback #define RAYLIB_VERSION_MAJOR 5 -#define RAYLIB_VERSION_MINOR 1 +#define RAYLIB_VERSION_MINOR 6 #define RAYLIB_VERSION_PATCH 0 -#define RAYLIB_VERSION "5.1-dev" +#define RAYLIB_VERSION "5.6-dev" // 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 @@ -352,8 +358,10 @@ typedef struct Mesh { // Animation vertex data float *animVertices; // Animated vertex positions (after bones transformations) float *animNormals; // Animated normals (after bones transformations) - unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning) - float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning) + unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning) (shader-location = 6) + float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning) (shader-location = 7) + Matrix *boneMatrices; // Bones animated transformation matrices + int boneCount; // Number of bones // OpenGL identifiers unsigned int vaoId; // OpenGL Vertex Array Object id @@ -421,7 +429,7 @@ typedef struct ModelAnimation { // Ray, ray for raycasting typedef struct Ray { Vector3 position; // Ray position (origin) - Vector3 direction; // Ray direction + Vector3 direction; // Ray direction (normalized) } Ray; // RayCollision, ray hit information @@ -726,7 +734,7 @@ typedef enum { GAMEPAD_BUTTON_RIGHT_FACE_LEFT, // Gamepad right button left (i.e. PS3: Square, Xbox: X) GAMEPAD_BUTTON_LEFT_TRIGGER_1, // Gamepad top/back trigger left (first), it could be a trailing button GAMEPAD_BUTTON_LEFT_TRIGGER_2, // Gamepad top/back trigger left (second), it could be a trailing button - GAMEPAD_BUTTON_RIGHT_TRIGGER_1, // Gamepad top/back trigger right (one), it could be a trailing button + GAMEPAD_BUTTON_RIGHT_TRIGGER_1, // Gamepad top/back trigger right (first), it could be a trailing button GAMEPAD_BUTTON_RIGHT_TRIGGER_2, // Gamepad top/back trigger right (second), it could be a trailing button GAMEPAD_BUTTON_MIDDLE_LEFT, // Gamepad center buttons, left one (i.e. PS3: Select) GAMEPAD_BUTTON_MIDDLE, // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX) @@ -790,7 +798,11 @@ typedef enum { SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter - SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf + SHADER_LOC_MAP_BRDF, // Shader location: sampler2d texture: brdf + SHADER_LOC_VERTEX_BONEIDS, // Shader location: vertex attribute: boneIds + SHADER_LOC_VERTEX_BONEWEIGHTS, // Shader location: vertex attribute: boneWeights + SHADER_LOC_BONE_MATRICES, // Shader location: array of matrices uniform: boneMatrices + SHADER_LOC_VERTEX_INSTANCE_TX // Shader location: vertex attribute: instanceTransform } ShaderLocationIndex; #define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO @@ -806,6 +818,10 @@ typedef enum { SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int) SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int) SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int) + SHADER_UNIFORM_UINT, // Shader uniform type: unsigned int + SHADER_UNIFORM_UIVEC2, // Shader uniform type: uivec2 (2 unsigned int) + SHADER_UNIFORM_UIVEC3, // Shader uniform type: uivec3 (3 unsigned int) + SHADER_UNIFORM_UIVEC4, // Shader uniform type: uivec4 (4 unsigned int) SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d } ShaderUniformDataType; @@ -872,8 +888,7 @@ typedef enum { CUBEMAP_LAYOUT_LINE_VERTICAL, // Layout is defined by a vertical line with faces CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by a horizontal line with faces CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces - CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces - CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirrectangular map) + CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE // Layout is defined by a 4x3 cross with cubemap faces } CubemapLayout; // Font type, defines generation method @@ -913,11 +928,11 @@ typedef enum { // Camera system modes typedef enum { - CAMERA_CUSTOM = 0, // Custom camera - CAMERA_FREE, // Free camera - CAMERA_ORBITAL, // Orbital camera - CAMERA_FIRST_PERSON, // First person camera - CAMERA_THIRD_PERSON // Third person camera + CAMERA_CUSTOM = 0, // Camera custom, controlled by user (UpdateCamera() does nothing) + CAMERA_FREE, // Camera free mode + CAMERA_ORBITAL, // Camera orbital, around target, zoom supported + CAMERA_FIRST_PERSON, // Camera first person + CAMERA_THIRD_PERSON // Camera third person } CameraMode; // Camera projection @@ -934,7 +949,7 @@ typedef enum { } NPatchLayout; // Callbacks to hook some internal functions -// WARNING: These callbacks are intended for advance users +// WARNING: These callbacks are intended for advanced users typedef void (*TraceLogCallback)(int logLevel, const char *text, va_list args); // Logging: Redirect trace log messages typedef unsigned char *(*LoadFileDataCallback)(const char *fileName, int *dataSize); // FileIO: Load binary data typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, int dataSize); // FileIO: Save binary data @@ -960,36 +975,36 @@ RLAPI void CloseWindow(void); // Close windo RLAPI bool WindowShouldClose(void); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked) RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully RLAPI bool IsWindowFullscreen(void); // Check if window is currently fullscreen -RLAPI bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP) -RLAPI bool IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP) -RLAPI bool IsWindowMaximized(void); // Check if window is currently maximized (only PLATFORM_DESKTOP) -RLAPI bool IsWindowFocused(void); // Check if window is currently focused (only PLATFORM_DESKTOP) +RLAPI bool IsWindowHidden(void); // Check if window is currently hidden +RLAPI bool IsWindowMinimized(void); // Check if window is currently minimized +RLAPI bool IsWindowMaximized(void); // Check if window is currently maximized +RLAPI bool IsWindowFocused(void); // Check if window is currently focused RLAPI bool IsWindowResized(void); // Check if window has been resized last frame RLAPI bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled -RLAPI void SetWindowState(unsigned int flags); // Set window configuration state using flags (only PLATFORM_DESKTOP) +RLAPI void SetWindowState(unsigned int flags); // Set window configuration state using flags RLAPI void ClearWindowState(unsigned int flags); // Clear window configuration state flags -RLAPI void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP) -RLAPI void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed (only PLATFORM_DESKTOP) -RLAPI void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP) -RLAPI void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP) -RLAPI void RestoreWindow(void); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP) -RLAPI void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP) -RLAPI void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP) -RLAPI void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB) -RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP) +RLAPI void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed, resizes monitor to match window resolution +RLAPI void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed, resizes window to match monitor resolution +RLAPI void MaximizeWindow(void); // Set window state: maximized, if resizable +RLAPI void MinimizeWindow(void); // Set window state: minimized, if resizable +RLAPI void RestoreWindow(void); // Set window state: not minimized/maximized +RLAPI void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit) +RLAPI void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit) +RLAPI void SetWindowTitle(const char *title); // Set title for window +RLAPI void SetWindowPosition(int x, int y); // Set window position on screen RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE) RLAPI void SetWindowMaxSize(int width, int height); // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE) RLAPI void SetWindowSize(int width, int height); // Set window dimensions -RLAPI void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP) -RLAPI void SetWindowFocused(void); // Set window focused (only PLATFORM_DESKTOP) +RLAPI void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f] +RLAPI void SetWindowFocused(void); // Set window focused RLAPI void *GetWindowHandle(void); // Get native window handle RLAPI int GetScreenWidth(void); // Get current screen width RLAPI int GetScreenHeight(void); // Get current screen height RLAPI int GetRenderWidth(void); // Get current render width (it considers HiDPI) RLAPI int GetRenderHeight(void); // Get current render height (it considers HiDPI) RLAPI int GetMonitorCount(void); // Get number of connected monitors -RLAPI int GetCurrentMonitor(void); // Get current connected monitor +RLAPI int GetCurrentMonitor(void); // Get current monitor where window is placed RLAPI Vector2 GetMonitorPosition(int monitor); // Get specified monitor position RLAPI int GetMonitorWidth(int monitor); // Get specified monitor width (current video mode used by monitor) RLAPI int GetMonitorHeight(int monitor); // Get specified monitor height (current video mode used by monitor) @@ -1001,6 +1016,7 @@ RLAPI Vector2 GetWindowScaleDPI(void); // Get window RLAPI const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the specified monitor RLAPI void SetClipboardText(const char *text); // Set clipboard text content RLAPI const char *GetClipboardText(void); // Get clipboard text content +RLAPI Image GetClipboardImage(void); // Get clipboard image content RLAPI void EnableEventWaiting(void); // Enable waiting for events on EndDrawing(), no automatic event polling RLAPI void DisableEventWaiting(void); // Disable waiting for events on EndDrawing(), automatic events polling @@ -1039,19 +1055,19 @@ RLAPI void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR s // NOTE: Shader functionality is not available on OpenGL 1.1 RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations -RLAPI bool IsShaderReady(Shader shader); // Check if a shader is ready +RLAPI bool IsShaderValid(Shader shader); // Check if a shader is valid (loaded on GPU) RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value RLAPI void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector RLAPI void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4) -RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d) +RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value and bind the texture (sampler2d) RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) // Screen-space-related functions #define GetMouseRay GetScreenToWorldRay // Compatibility hack for previous raylib versions -RLAPI Ray GetScreenToWorldRay(Vector2 position, Camera camera); // Get a ray trace from screen position (i.e mouse) -RLAPI Ray GetScreenToWorldRayEx(Vector2 position, Camera camera, float width, float height); // Get a ray trace from screen position (i.e mouse) in a viewport +RLAPI Ray GetScreenToWorldRay(Vector2 position, Camera camera); // Get a ray trace from screen position (i.e mouse) +RLAPI Ray GetScreenToWorldRayEx(Vector2 position, Camera camera, int width, int height); // Get a ray trace from screen position (i.e mouse) in a viewport RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position @@ -1066,7 +1082,7 @@ RLAPI double GetTime(void); // Get elapsed RLAPI 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 +// NOTE: Those functions are intended for advanced 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 RLAPI void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing) @@ -1093,7 +1109,7 @@ RLAPI void *MemRealloc(void *ptr, unsigned int size); // Internal me RLAPI void MemFree(void *ptr); // Internal memory free // Set custom callbacks -// WARNING: Callbacks setup is intended for advance users +// WARNING: Callbacks setup is intended for advanced users RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log RLAPI void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader RLAPI void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver @@ -1122,10 +1138,12 @@ RLAPI const char *GetDirectoryPath(const char *filePath); // Get full pa RLAPI const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string) RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string) RLAPI const char *GetApplicationDirectory(void); // Get the directory of the running application (uses static string) +RLAPI int MakeDirectory(const char *dirPath); // Create directories (including full path requested), returns 0 on success RLAPI bool ChangeDirectory(const char *dir); // Change working directory, return true on success RLAPI bool IsPathFile(const char *path); // Check if a given path is a file or a directory +RLAPI bool IsFileNameValid(const char *fileName); // Check if fileName is valid for the platform/OS RLAPI FilePathList LoadDirectoryFiles(const char *dirPath); // Load directory filepaths -RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan +RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result RLAPI void UnloadDirectoryFiles(FilePathList files); // Unload filepaths RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window RLAPI FilePathList LoadDroppedFiles(void); // Load dropped filepaths @@ -1137,16 +1155,19 @@ RLAPI unsigned char *CompressData(const unsigned char *data, int dataSize, int * RLAPI unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree() RLAPI char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize); // Encode data to Base64 string, memory must be MemFree() RLAPI unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize); // Decode Base64 string data, memory must be MemFree() +RLAPI unsigned int ComputeCRC32(unsigned char *data, int dataSize); // Compute CRC32 hash code +RLAPI unsigned int *ComputeMD5(unsigned char *data, int dataSize); // Compute MD5 hash code, returns static int[4] (16 bytes) +RLAPI unsigned int *ComputeSHA1(unsigned char *data, int dataSize); // Compute SHA1 hash code, returns static int[5] (20 bytes) // Automation events functionality -RLAPI AutomationEventList LoadAutomationEventList(const char *fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS -RLAPI void UnloadAutomationEventList(AutomationEventList list); // Unload automation events list from file -RLAPI bool ExportAutomationEventList(AutomationEventList list, const char *fileName); // Export automation events list as text file -RLAPI void SetAutomationEventList(AutomationEventList *list); // Set automation event list to record to -RLAPI void SetAutomationEventBaseFrame(int frame); // Set automation event internal base frame to start recording -RLAPI void StartAutomationEventRecording(void); // Start recording automation events (AutomationEventList must be set) -RLAPI void StopAutomationEventRecording(void); // Stop recording automation events -RLAPI void PlayAutomationEvent(AutomationEvent event); // Play a recorded automation event +RLAPI AutomationEventList LoadAutomationEventList(const char *fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS +RLAPI void UnloadAutomationEventList(AutomationEventList list); // Unload automation events list from file +RLAPI bool ExportAutomationEventList(AutomationEventList list, const char *fileName); // Export automation events list as text file +RLAPI void SetAutomationEventList(AutomationEventList *list); // Set automation event list to record to +RLAPI void SetAutomationEventBaseFrame(int frame); // Set automation event internal base frame to start recording +RLAPI void StartAutomationEventRecording(void); // Start recording automation events (AutomationEventList must be set) +RLAPI void StopAutomationEventRecording(void); // Stop recording automation events +RLAPI void PlayAutomationEvent(AutomationEvent event); // Play a recorded automation event //------------------------------------------------------------------------------------ // Input Handling Functions (Module: core) @@ -1154,26 +1175,27 @@ RLAPI void PlayAutomationEvent(AutomationEvent event); // Input-related functions: keyboard RLAPI bool IsKeyPressed(int key); // Check if a key has been pressed once -RLAPI bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again (Only PLATFORM_DESKTOP) +RLAPI bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again RLAPI bool IsKeyDown(int key); // Check if a key is being pressed RLAPI bool IsKeyReleased(int key); // Check if a key has been released once RLAPI bool IsKeyUp(int key); // Check if a key is NOT being pressed RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty +RLAPI const char *GetKeyName(int key); // Get name of a QWERTY key on the current keyboard layout (eg returns string 'q' for KEY_A on an AZERTY keyboard) RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC) // Input-related functions: gamepads -RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available -RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id -RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once -RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed -RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once -RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed -RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed -RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad -RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis -RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB) -RLAPI void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor); // Set gamepad vibration for both motors +RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available +RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id +RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once +RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed +RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once +RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed +RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed +RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad +RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis +RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB) +RLAPI void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration); // Set gamepad vibration for both motors (duration in seconds) // Input-related functions: mouse RLAPI bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once @@ -1201,19 +1223,19 @@ RLAPI int GetTouchPointCount(void); // Get number of t //------------------------------------------------------------------------------------ // Gestures and Touch Handling Functions (Module: rgestures) //------------------------------------------------------------------------------------ -RLAPI void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags -RLAPI bool IsGestureDetected(unsigned int gesture); // Check if a gesture have been detected -RLAPI int GetGestureDetected(void); // Get latest detected gesture -RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds -RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector -RLAPI float GetGestureDragAngle(void); // Get gesture drag angle -RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta -RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle +RLAPI void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags +RLAPI bool IsGestureDetected(unsigned int gesture); // Check if a gesture have been detected +RLAPI int GetGestureDetected(void); // Get latest detected gesture +RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in seconds +RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector +RLAPI float GetGestureDragAngle(void); // Get gesture drag angle +RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta +RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle //------------------------------------------------------------------------------------ // Camera System Functions (Module: rcamera) //------------------------------------------------------------------------------------ -RLAPI void UpdateCamera(Camera *camera, int mode); // Update camera position for selected mode +RLAPI void UpdateCamera(Camera *camera, int mode); // Update camera position for selected mode RLAPI void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation //------------------------------------------------------------------------------------ @@ -1222,22 +1244,22 @@ RLAPI void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, f // Set texture and rectangle to be used on shapes drawing // 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 -RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing -RLAPI Texture2D GetShapesTexture(void); // Get texture that is used for shapes drawing -RLAPI Rectangle GetShapesTextureRectangle(void); // Get texture source rectangle that is used for shapes drawing +RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing +RLAPI Texture2D GetShapesTexture(void); // Get texture that is used for shapes drawing +RLAPI Rectangle GetShapesTextureRectangle(void); // Get texture source rectangle that is used for shapes drawing // Basic shapes drawing functions -RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel -RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) +RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel using geometry [Can be slow, use with care] +RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel using geometry (Vector version) [Can be slow, use with care] RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (using gl lines) RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/quads) -RLAPI void DrawLineStrip(Vector2 *points, int pointCount, Color color); // Draw lines sequence (using gl lines) +RLAPI void DrawLineStrip(const Vector2 *points, int pointCount, Color color); // Draw lines sequence (using gl lines) RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw line segment cubic-bezier in-out interpolation RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline -RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle +RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color inner, Color outer); // Draw a gradient-filled circle RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline RLAPI void DrawCircleLinesV(Vector2 center, float radius, Color color); // Draw circle outline (Vector version) @@ -1249,27 +1271,28 @@ RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color) RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters -RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle -RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle -RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors +RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color top, Color bottom); // Draw a vertical-gradient-filled rectangle +RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color left, Color right); // Draw a horizontal-gradient-filled rectangle +RLAPI void DrawRectangleGradientEx(Rectangle rec, Color topLeft, Color bottomLeft, Color topRight, Color bottomRight); // Draw a gradient-filled rectangle with custom vertex colors RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline RLAPI void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges -RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline +RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle lines with rounded edges +RLAPI void DrawRectangleRoundedLinesEx(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!) -RLAPI void DrawTriangleFan(Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center) -RLAPI void DrawTriangleStrip(Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points +RLAPI void DrawTriangleFan(const Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center) +RLAPI void DrawTriangleStrip(const Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides RLAPI 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 -RLAPI void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points -RLAPI void DrawSplineBasis(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points -RLAPI void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points -RLAPI void DrawSplineBezierQuadratic(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...] -RLAPI 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...] +RLAPI void DrawSplineLinear(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points +RLAPI void DrawSplineBasis(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points +RLAPI void DrawSplineCatmullRom(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points +RLAPI void DrawSplineBezierQuadratic(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...] +RLAPI void DrawSplineBezierCubic(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...] RLAPI void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color); // Draw spline segment: Linear, 2 points RLAPI void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: B-Spline, 4 points RLAPI void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Catmull-Rom, 4 points @@ -1287,12 +1310,13 @@ RLAPI Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vect RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle +RLAPI bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2); // Check if circle collides with a line created betweeen two points [p1] and [p2] RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle -RLAPI bool CheckCollisionPointPoly(Vector2 point, Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices -RLAPI 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 RLAPI 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] +RLAPI bool CheckCollisionPointPoly(Vector2 point, const Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices +RLAPI 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 RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision //------------------------------------------------------------------------------------ @@ -1303,13 +1327,12 @@ RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // NOTE: These functions do not require GPU access RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM) RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data -RLAPI Image LoadImageSvg(const char *fileNameOrString, int width, int height); // Load image from SVG file data or string with specified size RLAPI Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data) RLAPI Image LoadImageAnimFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int *frames); // Load image sequence from memory buffer RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png' RLAPI Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data RLAPI Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot) -RLAPI bool IsImageReady(Image image); // Check if an image is ready +RLAPI bool IsImageValid(Image image); // Check if an image is valid (data and parameters) RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM) RLAPI bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success RLAPI unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize); // Export image to memory buffer @@ -1329,6 +1352,7 @@ RLAPI Image GenImageText(int width, int height, const char *text); // Image manipulation functions RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) RLAPI Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece +RLAPI Image ImageFromChannel(Image image, int selectedChannel); // Create an image from a selected channel of another image (GRAYSCALE) RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font) RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font) RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format @@ -1339,10 +1363,10 @@ RLAPI void ImageAlphaClear(Image *image, Color color, float threshold); RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel RLAPI void ImageBlurGaussian(Image *image, int blurSize); // Apply Gaussian blur using a box blur approximation -RLAPI void ImageKernelConvolution(Image *image, float* kernel, int kernelSize); // Apply Custom Square image convolution kernel +RLAPI void ImageKernelConvolution(Image *image, const float *kernel, int kernelSize); // Apply custom square convolution kernel to image RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm) RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm) -RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color +RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color RLAPI void ImageMipmaps(Image *image); // Compute all mipmap levels for a provided image RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) RLAPI void ImageFlipVertical(Image *image); // Flip image vertically @@ -1370,6 +1394,7 @@ RLAPI void ImageDrawPixel(Image *dst, int posX, int posY, Color color); RLAPI void ImageDrawPixelV(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vector version) RLAPI void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image RLAPI void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version) +RLAPI void ImageDrawLineEx(Image *dst, Vector2 start, Vector2 end, int thick, Color color); // Draw a line defining thickness within an image RLAPI void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw a filled circle within an image RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw a filled circle within an image (Vector version) RLAPI void ImageDrawCircleLines(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an image @@ -1378,6 +1403,11 @@ RLAPI void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int hei RLAPI void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version) RLAPI void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image RLAPI void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image +RLAPI void ImageDrawTriangle(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle within an image +RLAPI void ImageDrawTriangleEx(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color c1, Color c2, Color c3); // Draw triangle with interpolated colors within an image +RLAPI void ImageDrawTriangleLines(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline within an image +RLAPI void ImageDrawTriangleFan(Image *dst, Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points within an image (first vertex is the center) +RLAPI void ImageDrawTriangleStrip(Image *dst, Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points within an image RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source) RLAPI void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination) RLAPI 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) @@ -1388,9 +1418,9 @@ RLAPI Texture2D LoadTexture(const char *fileName); RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer) -RLAPI bool IsTextureReady(Texture2D texture); // Check if a texture is ready +RLAPI bool IsTextureValid(Texture2D texture); // Check if a texture is valid (loaded in GPU) RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) -RLAPI bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready +RLAPI bool IsRenderTextureValid(RenderTexture2D target); // Check if a render texture is valid (loaded in GPU) RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data @@ -1421,6 +1451,7 @@ RLAPI Color ColorBrightness(Color color, float factor); // G RLAPI Color ColorContrast(Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f RLAPI Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint +RLAPI Color ColorLerp(Color color1, Color color2, float factor); // Get color lerp interpolation between two colors, factor [0.0f..1.0f] RLAPI Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value RLAPI Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format RLAPI void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer @@ -1433,10 +1464,10 @@ RLAPI int GetPixelDataSize(int width, int height, int format); // G // Font loading/unloading functions RLAPI Font GetFontDefault(void); // Get the default Font RLAPI Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM) -RLAPI 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 +RLAPI 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 size is provided in pixels height RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style) RLAPI 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' -RLAPI bool IsFontReady(Font font); // Check if a font is ready +RLAPI bool IsFontValid(Font font); // Check if a font is valid (font data loaded, WARNING: GPU texture not checked) RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use RLAPI Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info RLAPI void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM) @@ -1460,18 +1491,19 @@ RLAPI GlyphInfo GetGlyphInfo(Font font, int codepoint); RLAPI 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) -RLAPI char *LoadUTF8(const int *codepoints, int length); // Load UTF-8 text encoded from codepoints array -RLAPI void UnloadUTF8(char *text); // Unload UTF-8 text encoded from codepoints array -RLAPI int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter -RLAPI void UnloadCodepoints(int *codepoints); // Unload codepoints data from memory -RLAPI int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string -RLAPI int GetCodepoint(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure -RLAPI int GetCodepointNext(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure -RLAPI int GetCodepointPrevious(const char *text, int *codepointSize); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure -RLAPI const char *CodepointToUTF8(int codepoint, int *utf8Size); // Encode one codepoint into UTF-8 byte array (array length returned as parameter) +RLAPI char *LoadUTF8(const int *codepoints, int length); // Load UTF-8 text encoded from codepoints array +RLAPI void UnloadUTF8(char *text); // Unload UTF-8 text encoded from codepoints array +RLAPI int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter +RLAPI void UnloadCodepoints(int *codepoints); // Unload codepoints data from memory +RLAPI int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string +RLAPI int GetCodepoint(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure +RLAPI int GetCodepointNext(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure +RLAPI int GetCodepointPrevious(const char *text, int *codepointSize); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure +RLAPI 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! +// WARNING 1: Most of these functions use internal static buffers, it's recommended to store returned data on user-side for re-use +// WARNING 2: Some strings allocate memory internally for the returned strings, those strings must be free by user using MemFree() RLAPI int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied RLAPI bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal RLAPI unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending @@ -1479,15 +1511,18 @@ RLAPI const char *TextFormat(const char *text, ...); RLAPI const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string RLAPI char *TextReplace(const char *text, const char *replace, const char *by); // Replace text string (WARNING: memory must be freed!) RLAPI char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (WARNING: memory must be freed!) -RLAPI const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter -RLAPI const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings +RLAPI char *TextJoin(char **textList, int count, const char *delimiter); // Join text strings with delimiter +RLAPI char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings RLAPI void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor! RLAPI int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string -RLAPI const char *TextToUpper(const char *text); // Get upper case version of provided string -RLAPI const char *TextToLower(const char *text); // Get lower case version of provided string -RLAPI const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string -RLAPI int TextToInteger(const char *text); // Get integer value from text (negative values not supported) -RLAPI float TextToFloat(const char *text); // Get float value from text (negative values not supported) +RLAPI char *TextToUpper(const char *text); // Get upper case version of provided string +RLAPI char *TextToLower(const char *text); // Get lower case version of provided string +RLAPI char *TextToPascal(const char *text); // Get Pascal case notation version of provided string +RLAPI char *TextToSnake(const char *text); // Get Snake case notation version of provided string +RLAPI char *TextToCamel(const char *text); // Get Camel case notation version of provided string + +RLAPI int TextToInteger(const char *text); // Get integer value from text +RLAPI float TextToFloat(const char *text); // Get float value from text //------------------------------------------------------------------------------------ // Basic 3d Shapes Drawing Functions (Module: models) @@ -1498,7 +1533,7 @@ RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); RLAPI void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space RLAPI void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) -RLAPI void DrawTriangleStrip3D(Vector3 *points, int pointCount, Color color); // Draw a triangle strip defined by points +RLAPI void DrawTriangleStrip3D(const Vector3 *points, int pointCount, Color color); // Draw a triangle strip defined by points RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires @@ -1523,7 +1558,7 @@ RLAPI void DrawGrid(int slices, float spacing); // Model management functions RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials) RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material) -RLAPI bool IsModelReady(Model model); // Check if a model is ready +RLAPI bool IsModelValid(Model model); // Check if a model is valid (loaded in GPU, VAO/VBOs) RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM) RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes) @@ -1532,8 +1567,10 @@ RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters +RLAPI void DrawModelPoints(Model model, Vector3 position, float scale, Color tint); // Draw a model as points +RLAPI void DrawModelPointsEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model as points with extended parameters RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) -RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture +RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float scale, Color tint); // Draw a billboard texture RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source RLAPI 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 @@ -1564,27 +1601,28 @@ RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Material loading/unloading functions RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) -RLAPI bool IsMaterialReady(Material material); // Check if a material is ready +RLAPI bool IsMaterialValid(Material material); // Check if a material is valid (shader assigned, map textures loaded in GPU) RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...) RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh // Model animations loading/unloading functions RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount); // Load model animations from file -RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose +RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose (CPU) +RLAPI void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame); // Update model animation mesh bone matrices (GPU skinning) RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match // Collision detection functions -RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres -RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes -RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere -RLAPI RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere -RLAPI RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box -RLAPI RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh -RLAPI RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle -RLAPI RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad +RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres +RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes +RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere +RLAPI RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere +RLAPI RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box +RLAPI RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh +RLAPI RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle +RLAPI RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad //------------------------------------------------------------------------------------ // Audio Loading and Playing Functions (Module: audio) @@ -1601,11 +1639,11 @@ RLAPI float GetMasterVolume(void); // Get mas // Wave/Sound loading/unloading functions RLAPI Wave LoadWave(const char *fileName); // Load wave data from file RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav' -RLAPI bool IsWaveReady(Wave wave); // Checks if wave data is ready +RLAPI bool IsWaveValid(Wave wave); // Checks if wave data is valid (data loaded and parameters) RLAPI Sound LoadSound(const char *fileName); // Load sound from file RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data RLAPI Sound LoadSoundAlias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data -RLAPI bool IsSoundReady(Sound sound); // Checks if a sound is ready +RLAPI bool IsSoundValid(Sound sound); // Checks if a sound is valid (data loaded and buffers initialized) RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data RLAPI void UnloadWave(Wave wave); // Unload wave data RLAPI void UnloadSound(Sound sound); // Unload sound @@ -1623,7 +1661,7 @@ RLAPI void SetSoundVolume(Sound sound, float volume); // Set vol RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) RLAPI void SetSoundPan(Sound sound, float pan); // Set pan for a sound (0.5 is center) RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave -RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range +RLAPI void WaveCrop(Wave *wave, int initFrame, int finalFrame); // Crop a wave to defined frames range RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format RLAPI float *LoadWaveSamples(Wave wave); // Load samples data from wave as a 32bit float data array RLAPI void UnloadWaveSamples(float *samples); // Unload samples data loaded with LoadWaveSamples() @@ -1631,7 +1669,7 @@ RLAPI void UnloadWaveSamples(float *samples); // Unload // Music management functions RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file RLAPI Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data -RLAPI bool IsMusicReady(Music music); // Checks if a music stream is ready +RLAPI bool IsMusicValid(Music music); // Checks if a music stream is valid (context and buffers initialized) RLAPI void UnloadMusicStream(Music music); // Unload music stream RLAPI void PlayMusicStream(Music music); // Start music playing RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is playing @@ -1648,7 +1686,7 @@ RLAPI float GetMusicTimePlayed(Music music); // Get cur // AudioStream management functions RLAPI AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data) -RLAPI bool IsAudioStreamReady(AudioStream stream); // Checks if an audio stream is ready +RLAPI bool IsAudioStreamValid(AudioStream stream); // Checks if an audio stream is valid (buffers initialized) RLAPI void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data RLAPI bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill diff --git a/src/raylib.ico b/src/raylib.ico index 0cedcc55c..8dd7bb7ad 100644 Binary files a/src/raylib.ico and b/src/raylib.ico differ diff --git a/src/raylib.rc b/src/raylib.rc index 12f35aaed..7de8382bd 100644 --- a/src/raylib.rc +++ b/src/raylib.rc @@ -1,22 +1,22 @@ GLFW_ICON ICON "raylib.ico" 1 VERSIONINFO -FILEVERSION 5,0,0,0 -PRODUCTVERSION 5,0,0,0 +FILEVERSION 5,5,0,0 +PRODUCTVERSION 5,5,0,0 BEGIN BLOCK "StringFileInfo" BEGIN //BLOCK "080904E4" // English UK BLOCK "040904E4" // English US BEGIN - //VALUE "CompanyName", "raylib technologies" + VALUE "CompanyName", "raylib technologies" VALUE "FileDescription", "raylib application (www.raylib.com)" - VALUE "FileVersion", "5.0.0" - VALUE "InternalName", "raylib app" - VALUE "LegalCopyright", "(c) 2023 Ramon Santamaria (@raysan5)" - //VALUE "OriginalFilename", "raylib_app.exe" + VALUE "FileVersion", "5.5.0" + VALUE "InternalName", "raylib" + VALUE "LegalCopyright", "(c) 2025 Ramon Santamaria (@raysan5)" + VALUE "OriginalFilename", "raylib" VALUE "ProductName", "raylib app" - VALUE "ProductVersion", "5.0.0" + VALUE "ProductVersion", "5.5.0" END END BLOCK "VarFileInfo" diff --git a/src/raylib.rc.data b/src/raylib.rc.data index 1476a1cba..8727d2130 100644 Binary files a/src/raylib.rc.data and b/src/raylib.rc.data differ diff --git a/src/raymath.h b/src/raymath.h index 96f2c2cdd..bee21b4f6 100644 --- a/src/raymath.h +++ b/src/raymath.h @@ -1,6 +1,6 @@ /********************************************************************************************** * -* raymath v1.5 - Math functions to work with Vector2, Vector3, Matrix and Quaternions +* raymath v2.0 - Math functions to work with Vector2, Vector3, Matrix and Quaternions * * CONVENTIONS: * - Matrix structure is defined as row-major (memory layout) but parameters naming AND all @@ -12,7 +12,7 @@ * - Functions are always self-contained, no function use another raymath function inside, * required code is directly re-implemented inside * - Functions input parameters are always received by value (2 unavoidable exceptions) -* - Functions use always a "result" variable for return +* - Functions use always a "result" variable for return (except C++ operators) * - Functions are always defined inline * - Angles are always in radians (DEG2RAD/RAD2DEG macros provided for convenience) * - No compound literals used to make sure libray is compatible with C++ @@ -27,10 +27,12 @@ * Define static inline functions code, so #include header suffices for use. * This may use up lots of memory. * +* #define RAYMATH_DISABLE_CPP_OPERATORS +* Disables C++ operator overloads for raymath types. * * LICENSE: zlib/libpng * -* Copyright (c) 2015-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2015-2025 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. @@ -77,6 +79,7 @@ #endif #endif + //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- @@ -174,7 +177,7 @@ typedef struct float16 { // Clamp float value RMAPI float Clamp(float value, float min, float max) { - float result = (value < min) ? min : value; + float result = (value < min)? min : value; if (result > max) result = max; @@ -301,6 +304,14 @@ RMAPI float Vector2DotProduct(Vector2 v1, Vector2 v2) return result; } +// Calculate two vectors cross product +RMAPI float Vector2CrossProduct(Vector2 v1, Vector2 v2) +{ + float result = (v1.x*v2.y - v1.y*v2.x); + + return result; +} + // Calculate distance between two vectors RMAPI float Vector2Distance(Vector2 v1, Vector2 v2) { @@ -317,8 +328,9 @@ RMAPI float Vector2DistanceSqr(Vector2 v1, Vector2 v2) return result; } -// Calculate angle between two vectors -// NOTE: Angle is calculated from origin point (0, 0) +// Calculate the signed angle from v1 to v2, relative to the origin (0, 0) +// NOTE: Coordinate system convention: positive X right, positive Y down, +// positive angles appear clockwise, and negative angles appear counterclockwise RMAPI float Vector2Angle(Vector2 v1, Vector2 v2) { float result = 0.0f; @@ -955,6 +967,22 @@ RMAPI Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount) return result; } +// Calculate cubic hermite interpolation between two vectors and their tangents +// as described in the GLTF 2.0 specification: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#interpolation-cubic +RMAPI Vector3 Vector3CubicHermite(Vector3 v1, Vector3 tangent1, Vector3 v2, Vector3 tangent2, float amount) +{ + Vector3 result = { 0 }; + + float amountPow2 = amount*amount; + float amountPow3 = amount*amount*amount; + + result.x = (2*amountPow3 - 3*amountPow2 + 1)*v1.x + (amountPow3 - 2*amountPow2 + amount)*tangent1.x + (-2*amountPow3 + 3*amountPow2)*v2.x + (amountPow3 - amountPow2)*tangent2.x; + result.y = (2*amountPow3 - 3*amountPow2 + 1)*v1.y + (amountPow3 - 2*amountPow2 + amount)*tangent1.y + (-2*amountPow3 + 3*amountPow2)*v2.y + (amountPow3 - amountPow2)*tangent2.y; + result.z = (2*amountPow3 - 3*amountPow2 + 1)*v1.z + (amountPow3 - 2*amountPow2 + amount)*tangent1.z + (-2*amountPow3 + 3*amountPow2)*v2.z + (amountPow3 - amountPow2)*tangent2.z; + + return result; +} + // Calculate reflected vector to normal RMAPI Vector3 Vector3Reflect(Vector3 v, Vector3 normal) { @@ -1820,32 +1848,32 @@ RMAPI Matrix MatrixScale(float x, float y, float z) } // Get perspective projection matrix -RMAPI Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far) +RMAPI Matrix MatrixFrustum(double left, double right, double bottom, double top, double nearPlane, double farPlane) { Matrix result = { 0 }; float rl = (float)(right - left); float tb = (float)(top - bottom); - float fn = (float)(far - near); + float fn = (float)(farPlane - nearPlane); - result.m0 = ((float)near*2.0f)/rl; + result.m0 = ((float)nearPlane*2.0f)/rl; result.m1 = 0.0f; result.m2 = 0.0f; result.m3 = 0.0f; result.m4 = 0.0f; - result.m5 = ((float)near*2.0f)/tb; + result.m5 = ((float)nearPlane*2.0f)/tb; result.m6 = 0.0f; result.m7 = 0.0f; result.m8 = ((float)right + (float)left)/rl; result.m9 = ((float)top + (float)bottom)/tb; - result.m10 = -((float)far + (float)near)/fn; + result.m10 = -((float)farPlane + (float)nearPlane)/fn; result.m11 = -1.0f; result.m12 = 0.0f; result.m13 = 0.0f; - result.m14 = -((float)far*(float)near*2.0f)/fn; + result.m14 = -((float)farPlane*(float)nearPlane*2.0f)/fn; result.m15 = 0.0f; return result; @@ -2197,6 +2225,32 @@ RMAPI Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount) return result; } +// Calculate quaternion cubic spline interpolation using Cubic Hermite Spline algorithm +// as described in the GLTF 2.0 specification: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#interpolation-cubic +RMAPI Quaternion QuaternionCubicHermiteSpline(Quaternion q1, Quaternion outTangent1, Quaternion q2, Quaternion inTangent2, float t) +{ + float t2 = t*t; + float t3 = t2*t; + float h00 = 2*t3 - 3*t2 + 1; + float h10 = t3 - 2*t2 + t; + float h01 = -2*t3 + 3*t2; + float h11 = t3 - t2; + + Quaternion p0 = QuaternionScale(q1, h00); + Quaternion m0 = QuaternionScale(outTangent1, h10); + Quaternion p1 = QuaternionScale(q2, h01); + Quaternion m1 = QuaternionScale(inTangent2, h11); + + Quaternion result = { 0 }; + + result = QuaternionAdd(p0, m0); + result = QuaternionAdd(result, p1); + result = QuaternionAdd(result, m1); + result = QuaternionNormalize(result); + + return result; +} + // Calculate quaternion based on the rotation from one vector to another RMAPI Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to) { @@ -2338,8 +2392,7 @@ RMAPI Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle) float ilength = 0.0f; // Vector3Normalize(axis) - Vector3 v = axis; - length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); + length = axisLength; if (length == 0.0f) length = 1.0f; ilength = 1.0f/length; axis.x *= ilength; @@ -2483,4 +2536,415 @@ RMAPI int QuaternionEquals(Quaternion p, Quaternion q) return result; } +// Decompose a transformation matrix into its rotational, translational and scaling components +RMAPI void MatrixDecompose(Matrix mat, Vector3 *translation, Quaternion *rotation, Vector3 *scale) +{ + // Extract translation. + translation->x = mat.m12; + translation->y = mat.m13; + translation->z = mat.m14; + + // Extract upper-left for determinant computation + const float a = mat.m0; + const float b = mat.m4; + const float c = mat.m8; + const float d = mat.m1; + const float e = mat.m5; + const float f = mat.m9; + const float g = mat.m2; + const float h = mat.m6; + const float i = mat.m10; + const float A = e*i - f*h; + const float B = f*g - d*i; + const float C = d*h - e*g; + + // Extract scale + const float det = a*A + b*B + c*C; + Vector3 abc = { a, b, c }; + Vector3 def = { d, e, f }; + Vector3 ghi = { g, h, i }; + + float scalex = Vector3Length(abc); + float scaley = Vector3Length(def); + float scalez = Vector3Length(ghi); + Vector3 s = { scalex, scaley, scalez }; + + if (det < 0) s = Vector3Negate(s); + + *scale = s; + + // Remove scale from the matrix if it is not close to zero + Matrix clone = mat; + if (!FloatEquals(det, 0)) + { + clone.m0 /= s.x; + clone.m4 /= s.x; + clone.m8 /= s.x; + clone.m1 /= s.y; + clone.m5 /= s.y; + clone.m9 /= s.y; + clone.m2 /= s.z; + clone.m6 /= s.z; + clone.m10 /= s.z; + + // Extract rotation + *rotation = QuaternionFromMatrix(clone); + } + else + { + // Set to identity if close to zero + *rotation = QuaternionIdentity(); + } +} + +#if defined(__cplusplus) && !defined(RAYMATH_DISABLE_CPP_OPERATORS) + +// Optional C++ math operators +//------------------------------------------------------------------------------- + +// Vector2 operators +static constexpr Vector2 Vector2Zeros = { 0, 0 }; +static constexpr Vector2 Vector2Ones = { 1, 1 }; +static constexpr Vector2 Vector2UnitX = { 1, 0 }; +static constexpr Vector2 Vector2UnitY = { 0, 1 }; + +inline Vector2 operator + (const Vector2& lhs, const Vector2& rhs) +{ + return Vector2Add(lhs, rhs); +} + +inline const Vector2& operator += (Vector2& lhs, const Vector2& rhs) +{ + lhs = Vector2Add(lhs, rhs); + return lhs; +} + +inline Vector2 operator - (const Vector2& lhs, const Vector2& rhs) +{ + return Vector2Subtract(lhs, rhs); +} + +inline const Vector2& operator -= (Vector2& lhs, const Vector2& rhs) +{ + lhs = Vector2Subtract(lhs, rhs); + return lhs; +} + +inline Vector2 operator * (const Vector2& lhs, const float& rhs) +{ + return Vector2Scale(lhs, rhs); +} + +inline const Vector2& operator *= (Vector2& lhs, const float& rhs) +{ + lhs = Vector2Scale(lhs, rhs); + return lhs; +} + +inline Vector2 operator * (const Vector2& lhs, const Vector2& rhs) +{ + return Vector2Multiply(lhs, rhs); +} + +inline const Vector2& operator *= (Vector2& lhs, const Vector2& rhs) +{ + lhs = Vector2Multiply(lhs, rhs); + return lhs; +} + +inline Vector2 operator * (const Vector2& lhs, const Matrix& rhs) +{ + return Vector2Transform(lhs, rhs); +} + +inline const Vector2& operator *= (Vector2& lhs, const Matrix& rhs) +{ + lhs = Vector2Transform(lhs, rhs); + return lhs; +} + +inline Vector2 operator / (const Vector2& lhs, const float& rhs) +{ + return Vector2Scale(lhs, 1.0f/rhs); +} + +inline const Vector2& operator /= (Vector2& lhs, const float& rhs) +{ + lhs = Vector2Scale(lhs, 1.0f/rhs); + return lhs; +} + +inline Vector2 operator / (const Vector2& lhs, const Vector2& rhs) +{ + return Vector2Divide(lhs, rhs); +} + +inline const Vector2& operator /= (Vector2& lhs, const Vector2& rhs) +{ + lhs = Vector2Divide(lhs, rhs); + return lhs; +} + +inline bool operator == (const Vector2& lhs, const Vector2& rhs) +{ + return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y); +} + +inline bool operator != (const Vector2& lhs, const Vector2& rhs) +{ + return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y); +} + +// Vector3 operators +static constexpr Vector3 Vector3Zeros = { 0, 0, 0 }; +static constexpr Vector3 Vector3Ones = { 1, 1, 1 }; +static constexpr Vector3 Vector3UnitX = { 1, 0, 0 }; +static constexpr Vector3 Vector3UnitY = { 0, 1, 0 }; +static constexpr Vector3 Vector3UnitZ = { 0, 0, 1 }; + +inline Vector3 operator + (const Vector3& lhs, const Vector3& rhs) +{ + return Vector3Add(lhs, rhs); +} + +inline const Vector3& operator += (Vector3& lhs, const Vector3& rhs) +{ + lhs = Vector3Add(lhs, rhs); + return lhs; +} + +inline Vector3 operator - (const Vector3& lhs, const Vector3& rhs) +{ + return Vector3Subtract(lhs, rhs); +} + +inline const Vector3& operator -= (Vector3& lhs, const Vector3& rhs) +{ + lhs = Vector3Subtract(lhs, rhs); + return lhs; +} + +inline Vector3 operator * (const Vector3& lhs, const float& rhs) +{ + return Vector3Scale(lhs, rhs); +} + +inline const Vector3& operator *= (Vector3& lhs, const float& rhs) +{ + lhs = Vector3Scale(lhs, rhs); + return lhs; +} + +inline Vector3 operator * (const Vector3& lhs, const Vector3& rhs) +{ + return Vector3Multiply(lhs, rhs); +} + +inline const Vector3& operator *= (Vector3& lhs, const Vector3& rhs) +{ + lhs = Vector3Multiply(lhs, rhs); + return lhs; +} + +inline Vector3 operator * (const Vector3& lhs, const Matrix& rhs) +{ + return Vector3Transform(lhs, rhs); +} + +inline const Vector3& operator *= (Vector3& lhs, const Matrix& rhs) +{ + lhs = Vector3Transform(lhs, rhs); + return lhs; +} + +inline Vector3 operator / (const Vector3& lhs, const float& rhs) +{ + return Vector3Scale(lhs, 1.0f/rhs); +} + +inline const Vector3& operator /= (Vector3& lhs, const float& rhs) +{ + lhs = Vector3Scale(lhs, 1.0f/rhs); + return lhs; +} + +inline Vector3 operator / (const Vector3& lhs, const Vector3& rhs) +{ + return Vector3Divide(lhs, rhs); +} + +inline const Vector3& operator /= (Vector3& lhs, const Vector3& rhs) +{ + lhs = Vector3Divide(lhs, rhs); + return lhs; +} + +inline bool operator == (const Vector3& lhs, const Vector3& rhs) +{ + return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y) && FloatEquals(lhs.z, rhs.z); +} + +inline bool operator != (const Vector3& lhs, const Vector3& rhs) +{ + return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || !FloatEquals(lhs.z, rhs.z); +} + +// Vector4 operators +static constexpr Vector4 Vector4Zeros = { 0, 0, 0, 0 }; +static constexpr Vector4 Vector4Ones = { 1, 1, 1, 1 }; +static constexpr Vector4 Vector4UnitX = { 1, 0, 0, 0 }; +static constexpr Vector4 Vector4UnitY = { 0, 1, 0, 0 }; +static constexpr Vector4 Vector4UnitZ = { 0, 0, 1, 0 }; +static constexpr Vector4 Vector4UnitW = { 0, 0, 0, 1 }; + +inline Vector4 operator + (const Vector4& lhs, const Vector4& rhs) +{ + return Vector4Add(lhs, rhs); +} + +inline const Vector4& operator += (Vector4& lhs, const Vector4& rhs) +{ + lhs = Vector4Add(lhs, rhs); + return lhs; +} + +inline Vector4 operator - (const Vector4& lhs, const Vector4& rhs) +{ + return Vector4Subtract(lhs, rhs); +} + +inline const Vector4& operator -= (Vector4& lhs, const Vector4& rhs) +{ + lhs = Vector4Subtract(lhs, rhs); + return lhs; +} + +inline Vector4 operator * (const Vector4& lhs, const float& rhs) +{ + return Vector4Scale(lhs, rhs); +} + +inline const Vector4& operator *= (Vector4& lhs, const float& rhs) +{ + lhs = Vector4Scale(lhs, rhs); + return lhs; +} + +inline Vector4 operator * (const Vector4& lhs, const Vector4& rhs) +{ + return Vector4Multiply(lhs, rhs); +} + +inline const Vector4& operator *= (Vector4& lhs, const Vector4& rhs) +{ + lhs = Vector4Multiply(lhs, rhs); + return lhs; +} + +inline Vector4 operator / (const Vector4& lhs, const float& rhs) +{ + return Vector4Scale(lhs, 1.0f/rhs); +} + +inline const Vector4& operator /= (Vector4& lhs, const float& rhs) +{ + lhs = Vector4Scale(lhs, 1.0f/rhs); + return lhs; +} + +inline Vector4 operator / (const Vector4& lhs, const Vector4& rhs) +{ + return Vector4Divide(lhs, rhs); +} + +inline const Vector4& operator /= (Vector4& lhs, const Vector4& rhs) +{ + lhs = Vector4Divide(lhs, rhs); + return lhs; +} + +inline bool operator == (const Vector4& lhs, const Vector4& rhs) +{ + return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y) && FloatEquals(lhs.z, rhs.z) && FloatEquals(lhs.w, rhs.w); +} + +inline bool operator != (const Vector4& lhs, const Vector4& rhs) +{ + return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || !FloatEquals(lhs.z, rhs.z) || !FloatEquals(lhs.w, rhs.w); +} + +// Quaternion operators +static constexpr Quaternion QuaternionZeros = { 0, 0, 0, 0 }; +static constexpr Quaternion QuaternionOnes = { 1, 1, 1, 1 }; +static constexpr Quaternion QuaternionUnitX = { 0, 0, 0, 1 }; + +inline Quaternion operator + (const Quaternion& lhs, const float& rhs) +{ + return QuaternionAddValue(lhs, rhs); +} + +inline const Quaternion& operator += (Quaternion& lhs, const float& rhs) +{ + lhs = QuaternionAddValue(lhs, rhs); + return lhs; +} + +inline Quaternion operator - (const Quaternion& lhs, const float& rhs) +{ + return QuaternionSubtractValue(lhs, rhs); +} + +inline const Quaternion& operator -= (Quaternion& lhs, const float& rhs) +{ + lhs = QuaternionSubtractValue(lhs, rhs); + return lhs; +} + +inline Quaternion operator * (const Quaternion& lhs, const Matrix& rhs) +{ + return QuaternionTransform(lhs, rhs); +} + +inline const Quaternion& operator *= (Quaternion& lhs, const Matrix& rhs) +{ + lhs = QuaternionTransform(lhs, rhs); + return lhs; +} + +// Matrix operators +inline Matrix operator + (const Matrix& lhs, const Matrix& rhs) +{ + return MatrixAdd(lhs, rhs); +} + +inline const Matrix& operator += (Matrix& lhs, const Matrix& rhs) +{ + lhs = MatrixAdd(lhs, rhs); + return lhs; +} + +inline Matrix operator - (const Matrix& lhs, const Matrix& rhs) +{ + return MatrixSubtract(lhs, rhs); +} + +inline const Matrix& operator -= (Matrix& lhs, const Matrix& rhs) +{ + lhs = MatrixSubtract(lhs, rhs); + return lhs; +} + +inline Matrix operator * (const Matrix& lhs, const Matrix& rhs) +{ + return MatrixMultiply(lhs, rhs); +} + +inline const Matrix& operator *= (Matrix& lhs, const Matrix& rhs) +{ + lhs = MatrixMultiply(lhs, rhs); + return lhs; +} +//------------------------------------------------------------------------------- +#endif // C++ operators + #endif // RAYMATH_H diff --git a/src/rcamera.h b/src/rcamera.h index 8e513ef1c..a598e1107 100644 --- a/src/rcamera.h +++ b/src/rcamera.h @@ -20,7 +20,7 @@ * * LICENSE: zlib/libpng * -* Copyright (c) 2022-2024 Christoph Wagner (@Crydsch) & Ramon Santamaria (@raysan5) +* Copyright (c) 2022-2025 Christoph Wagner (@Crydsch) & 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. @@ -154,7 +154,7 @@ RLAPI void CameraPitch(Camera *camera, float angle, bool lockView, bool rotateAr RLAPI void CameraRoll(Camera *camera, float angle); RLAPI Matrix GetCameraViewMatrix(Camera *camera); -RLAPI Matrix GetCameraProjectionMatrix(Camera* camera, float aspect); +RLAPI Matrix GetCameraProjectionMatrix(Camera *camera, float aspect); #if defined(__cplusplus) } @@ -162,7 +162,6 @@ RLAPI Matrix GetCameraProjectionMatrix(Camera* camera, float aspect); #endif // RCAMERA_H - /*********************************************************************************** * * CAMERA IMPLEMENTATION @@ -196,12 +195,12 @@ RLAPI Matrix GetCameraProjectionMatrix(Camera* camera, float aspect); //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- -#define CAMERA_MOVE_SPEED 0.09f +#define CAMERA_MOVE_SPEED 5.4f // Units per second #define CAMERA_ROTATION_SPEED 0.03f #define CAMERA_PAN_SPEED 0.2f // Camera mouse movement sensitivity -#define CAMERA_MOUSE_MOVE_SENSITIVITY 0.003f // TODO: it should be independant of framerate +#define CAMERA_MOUSE_MOVE_SENSITIVITY 0.003f // Camera orbital speed in CAMERA_ORBITAL mode #define CAMERA_ORBITAL_SPEED 0.5f // Radians per second @@ -444,10 +443,17 @@ void UpdateCamera(Camera *camera, int mode) bool lockView = ((mode == CAMERA_FREE) || (mode == CAMERA_FIRST_PERSON) || (mode == CAMERA_THIRD_PERSON) || (mode == CAMERA_ORBITAL)); bool rotateUp = false; - if (mode == CAMERA_ORBITAL) + // Camera speeds based on frame time + float cameraMoveSpeed = CAMERA_MOVE_SPEED*GetFrameTime(); + float cameraRotationSpeed = CAMERA_ROTATION_SPEED*GetFrameTime(); + float cameraPanSpeed = CAMERA_PAN_SPEED*GetFrameTime(); + float cameraOrbitalSpeed = CAMERA_ORBITAL_SPEED*GetFrameTime(); + + if (mode == CAMERA_CUSTOM) {} + else if (mode == CAMERA_ORBITAL) { // Orbital can just orbit - Matrix rotation = MatrixRotate(GetCameraUp(camera), CAMERA_ORBITAL_SPEED*GetFrameTime()); + Matrix rotation = MatrixRotate(GetCameraUp(camera), cameraOrbitalSpeed); Vector3 view = Vector3Subtract(camera->position, camera->target); view = Vector3Transform(view, rotation); camera->position = Vector3Add(camera->target, view); @@ -455,22 +461,22 @@ void UpdateCamera(Camera *camera, int mode) else { // Camera rotation - if (IsKeyDown(KEY_DOWN)) CameraPitch(camera, -CAMERA_ROTATION_SPEED, lockView, rotateAroundTarget, rotateUp); - if (IsKeyDown(KEY_UP)) CameraPitch(camera, CAMERA_ROTATION_SPEED, lockView, rotateAroundTarget, rotateUp); - if (IsKeyDown(KEY_RIGHT)) CameraYaw(camera, -CAMERA_ROTATION_SPEED, rotateAroundTarget); - if (IsKeyDown(KEY_LEFT)) CameraYaw(camera, CAMERA_ROTATION_SPEED, rotateAroundTarget); - if (IsKeyDown(KEY_Q)) CameraRoll(camera, -CAMERA_ROTATION_SPEED); - if (IsKeyDown(KEY_E)) CameraRoll(camera, CAMERA_ROTATION_SPEED); + if (IsKeyDown(KEY_DOWN)) CameraPitch(camera, -cameraRotationSpeed, lockView, rotateAroundTarget, rotateUp); + if (IsKeyDown(KEY_UP)) CameraPitch(camera, cameraRotationSpeed, lockView, rotateAroundTarget, rotateUp); + if (IsKeyDown(KEY_RIGHT)) CameraYaw(camera, -cameraRotationSpeed, rotateAroundTarget); + if (IsKeyDown(KEY_LEFT)) CameraYaw(camera, cameraRotationSpeed, rotateAroundTarget); + if (IsKeyDown(KEY_Q)) CameraRoll(camera, -cameraRotationSpeed); + if (IsKeyDown(KEY_E)) CameraRoll(camera, cameraRotationSpeed); // Camera movement // Camera pan (for CAMERA_FREE) if ((mode == CAMERA_FREE) && (IsMouseButtonDown(MOUSE_BUTTON_MIDDLE))) { const Vector2 mouseDelta = GetMouseDelta(); - if (mouseDelta.x > 0.0f) CameraMoveRight(camera, CAMERA_PAN_SPEED, moveInWorldPlane); - if (mouseDelta.x < 0.0f) CameraMoveRight(camera, -CAMERA_PAN_SPEED, moveInWorldPlane); - if (mouseDelta.y > 0.0f) CameraMoveUp(camera, -CAMERA_PAN_SPEED); - if (mouseDelta.y < 0.0f) CameraMoveUp(camera, CAMERA_PAN_SPEED); + if (mouseDelta.x > 0.0f) CameraMoveRight(camera, cameraPanSpeed, moveInWorldPlane); + if (mouseDelta.x < 0.0f) CameraMoveRight(camera, -cameraPanSpeed, moveInWorldPlane); + if (mouseDelta.y > 0.0f) CameraMoveUp(camera, -cameraPanSpeed); + if (mouseDelta.y < 0.0f) CameraMoveUp(camera, cameraPanSpeed); } else { @@ -480,28 +486,28 @@ void UpdateCamera(Camera *camera, int mode) } // Keyboard support - if (IsKeyDown(KEY_W)) CameraMoveForward(camera, CAMERA_MOVE_SPEED, moveInWorldPlane); - if (IsKeyDown(KEY_A)) CameraMoveRight(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane); - if (IsKeyDown(KEY_S)) CameraMoveForward(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane); - if (IsKeyDown(KEY_D)) CameraMoveRight(camera, CAMERA_MOVE_SPEED, moveInWorldPlane); + if (IsKeyDown(KEY_W)) CameraMoveForward(camera, cameraMoveSpeed, moveInWorldPlane); + if (IsKeyDown(KEY_A)) CameraMoveRight(camera, -cameraMoveSpeed, moveInWorldPlane); + if (IsKeyDown(KEY_S)) CameraMoveForward(camera, -cameraMoveSpeed, moveInWorldPlane); + if (IsKeyDown(KEY_D)) CameraMoveRight(camera, cameraMoveSpeed, moveInWorldPlane); // Gamepad movement if (IsGamepadAvailable(0)) { // Gamepad controller support - CameraYaw(camera, -(GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_X) * 2)*CAMERA_MOUSE_MOVE_SENSITIVITY, rotateAroundTarget); - CameraPitch(camera, -(GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_Y) * 2)*CAMERA_MOUSE_MOVE_SENSITIVITY, lockView, rotateAroundTarget, rotateUp); + CameraYaw(camera, -(GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_X)*2)*CAMERA_MOUSE_MOVE_SENSITIVITY, rotateAroundTarget); + CameraPitch(camera, -(GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_Y)*2)*CAMERA_MOUSE_MOVE_SENSITIVITY, lockView, rotateAroundTarget, rotateUp); - if (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y) <= -0.25f) CameraMoveForward(camera, CAMERA_MOVE_SPEED, moveInWorldPlane); - if (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X) <= -0.25f) CameraMoveRight(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane); - if (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y) >= 0.25f) CameraMoveForward(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane); - if (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X) >= 0.25f) CameraMoveRight(camera, CAMERA_MOVE_SPEED, moveInWorldPlane); + if (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y) <= -0.25f) CameraMoveForward(camera, cameraMoveSpeed, moveInWorldPlane); + if (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X) <= -0.25f) CameraMoveRight(camera, -cameraMoveSpeed, moveInWorldPlane); + if (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y) >= 0.25f) CameraMoveForward(camera, -cameraMoveSpeed, moveInWorldPlane); + if (GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X) >= 0.25f) CameraMoveRight(camera, cameraMoveSpeed, moveInWorldPlane); } if (mode == CAMERA_FREE) { - if (IsKeyDown(KEY_SPACE)) CameraMoveUp(camera, CAMERA_MOVE_SPEED); - if (IsKeyDown(KEY_LEFT_CONTROL)) CameraMoveUp(camera, -CAMERA_MOVE_SPEED); + if (IsKeyDown(KEY_SPACE)) CameraMoveUp(camera, cameraMoveSpeed); + if (IsKeyDown(KEY_LEFT_CONTROL)) CameraMoveUp(camera, -cameraMoveSpeed); } } diff --git a/src/rcore.c b/src/rcore.c index df2a97812..9a1fcb7f2 100644 --- a/src/rcore.c +++ b/src/rcore.c @@ -3,7 +3,7 @@ * rcore - Window/display management, Graphic device/context management and input management * * PLATFORMS SUPPORTED: -* > PLATFORM_DESKTOP (GLFW backend): +* > PLATFORM_DESKTOP_GLFW (GLFW backend): * - Windows (Win32, Win64) * - Linux (X11/Wayland desktop mode) * - macOS/OSX (x64, arm64) @@ -12,6 +12,13 @@ * - Windows (Win32, Win64) * - Linux (X11/Wayland desktop mode) * - Others (not tested) +* > PLATFORM_DESKTOP_RGFW (RGFW backend): +* - Windows (Win32, Win64) +* - Linux (X11/Wayland desktop mode) +* - macOS/OSX (x64, arm64) +* - Others (not tested) +* > PLATFORM_WEB_RGFW: +* - HTML5 (WebAssembly) * > PLATFORM_WEB: * - HTML5 (WebAssembly) * > PLATFORM_DRM: @@ -63,7 +70,7 @@ * * LICENSE: zlib/libpng * -* Copyright (c) 2013-2024 Ramon Santamaria (@raysan5) and contributors +* Copyright (c) 2013-2025 Ramon Santamaria (@raysan5) and contributors * * 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. @@ -85,12 +92,12 @@ //---------------------------------------------------------------------------------- // Feature Test Macros required for this module //---------------------------------------------------------------------------------- -#if (defined(__linux__) || defined(PLATFORM_WEB)) && (_XOPEN_SOURCE < 500) +#if (defined(__linux__) || defined(PLATFORM_WEB) || defined(PLATFORM_WEB_RGFW)) && (_XOPEN_SOURCE < 500) #undef _XOPEN_SOURCE #define _XOPEN_SOURCE 500 // Required for: readlink if compiled with c99 without gnu ext. #endif -#if (defined(__linux__) || defined(PLATFORM_WEB)) && (_POSIX_C_SOURCE < 199309L) +#if (defined(__linux__) || defined(PLATFORM_WEB) || defined(PLATFORM_WEB_RGFW)) && (_POSIX_C_SOURCE < 199309L) #undef _POSIX_C_SOURCE #define _POSIX_C_SOURCE 199309L // Required for: CLOCK_MONOTONIC if compiled with c99 without gnu ext. #endif @@ -113,8 +120,8 @@ #define RLGL_IMPLEMENTATION #include "rlgl.h" // OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2 -#define RAYMATH_IMPLEMENTATION // Define external out-of-line implementation -#include "raymath.h" // Vector3, Quaternion and Matrix functionality +#define RAYMATH_IMPLEMENTATION +#include "raymath.h" // Vector2, Vector3, Quaternion and Matrix functionality #if defined(SUPPORT_GESTURES_SYSTEM) #define RGESTURES_IMPLEMENTATION @@ -154,15 +161,21 @@ #endif // Platform specific defines to handle GetApplicationDirectory() -#if defined(_WIN32) +#if (defined(_WIN32) && !defined(PLATFORM_DESKTOP_RGFW)) || (defined(_MSC_VER) && defined(PLATFORM_DESKTOP_RGFW)) #ifndef MAX_PATH #define MAX_PATH 1025 #endif __declspec(dllimport) unsigned long __stdcall GetModuleFileNameA(void *hModule, void *lpFilename, unsigned long nSize); __declspec(dllimport) unsigned long __stdcall GetModuleFileNameW(void *hModule, void *lpFilename, unsigned long nSize); __declspec(dllimport) int __stdcall WideCharToMultiByte(unsigned int cp, unsigned long flags, void *widestr, int cchwide, void *str, int cbmb, void *defchar, int *used_default); +__declspec(dllimport) unsigned int __stdcall timeBeginPeriod(unsigned int uPeriod); +__declspec(dllimport) unsigned int __stdcall timeEndPeriod(unsigned int uPeriod); #elif defined(__linux__) #include +#elif defined(__FreeBSD__) + #include + #include + #include #elif defined(__APPLE__) #include #include @@ -185,14 +198,16 @@ __declspec(dllimport) int __stdcall WideCharToMultiByte(unsigned int cp, unsigne #endif #if defined(_WIN32) - #include // Required for: _getch(), _chdir() + #include // Required for: _access() [Used in FileExists()] + #include // Required for: _getch(), _chdir(), _mkdir() #define GETCWD _getcwd // NOTE: MSDN recommends not to use getcwd(), chdir() #define CHDIR _chdir - #include // Required for: _access() [Used in FileExists()] + #define MKDIR(dir) _mkdir(dir) #else - #include // Required for: getch(), chdir() (POSIX), access() + #include // Required for: getch(), chdir(), mkdir(), access() #define GETCWD getcwd #define CHDIR chdir + #define MKDIR(dir) mkdir(dir, 0777) #endif //---------------------------------------------------------------------------------- @@ -218,6 +233,9 @@ __declspec(dllimport) int __stdcall WideCharToMultiByte(unsigned int cp, unsigne #ifndef MAX_GAMEPADS #define MAX_GAMEPADS 4 // Maximum number of gamepads supported #endif +#ifndef MAX_GAMEPAD_NAME_LENGTH + #define MAX_GAMEPAD_NAME_LENGTH 128 // Maximum number of characters of gamepad name (byte size) +#endif #ifndef MAX_GAMEPAD_AXIS #define MAX_GAMEPAD_AXIS 8 // Maximum number of axis supported (per gamepad) #endif @@ -245,6 +263,10 @@ __declspec(dllimport) int __stdcall WideCharToMultiByte(unsigned int cp, unsigne #define MAX_AUTOMATION_EVENTS 16384 // Maximum number of automation events to record #endif +#ifndef DIRECTORY_FILTER_TAG + #define DIRECTORY_FILTER_TAG "DIR" // Name tag used to request directory inclusion on directory scan +#endif // NOTE: Used in ScanDirectoryFiles(), ScanDirectoryFilesRecursively() and LoadDirectoryFilesEx() + // Flags operation macros #define FLAG_SET(n, f) ((n) |= (f)) #define FLAG_CLEAR(n, f) ((n) &= ~(f)) @@ -296,7 +318,7 @@ typedef struct CoreData { char previousKeyState[MAX_KEYBOARD_KEYS]; // Registers previous frame key state // NOTE: Since key press logic involves comparing prev vs cur key state, we need to handle key repeats specially - char keyRepeatInFrame[MAX_KEYBOARD_KEYS]; // Registers key repeats for current frame. + char keyRepeatInFrame[MAX_KEYBOARD_KEYS]; // Registers key repeats for current frame int keyPressedQueue[MAX_KEY_PRESSED_QUEUE]; // Input keys queue int keyPressedQueueCount; // Input keys queue count @@ -333,7 +355,7 @@ typedef struct CoreData { int lastButtonPressed; // Register last gamepad button pressed int axisCount[MAX_GAMEPADS]; // Register number of available gamepad axis bool ready[MAX_GAMEPADS]; // Flag to know if gamepad is ready - char name[MAX_GAMEPADS][64]; // Gamepad name holder + char name[MAX_GAMEPADS][MAX_GAMEPAD_NAME_LENGTH]; // Gamepad name holder char currentButtonState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Current gamepad buttons state char previousButtonState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Previous gamepad buttons state float axisState[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state @@ -358,16 +380,21 @@ typedef struct CoreData { //---------------------------------------------------------------------------------- RLAPI const char *raylib_version = RAYLIB_VERSION; // raylib version exported symbol, required for some bindings -CoreData CORE = { 0 }; // Global CORE state context +CoreData CORE = { 0 }; // Global CORE state context + +// Flag to note GPU acceleration is available, +// referenced from other modules to support GPU data loading +// NOTE: Useful to allow Texture, RenderTexture, Font.texture, Mesh.vaoId/vboId, Shader loading +bool isGpuReady = false; #if defined(SUPPORT_SCREEN_CAPTURE) static int screenshotCounter = 0; // Screenshots counter #endif #if defined(SUPPORT_GIF_RECORDING) -unsigned int gifFrameCounter = 0; // GIF frames counter -bool gifRecording = false; // GIF recording state -MsfGifState gifState = { 0 }; // MSGIF context state +static unsigned int gifFrameCounter = 0; // GIF frames counter +static bool gifRecording = false; // GIF recording state +static MsfGifState gifState = { 0 }; // MSGIF context state #endif #if defined(SUPPORT_AUTOMATION_EVENTS) @@ -482,7 +509,7 @@ static void ScanDirectoryFilesRecursively(const char *basePath, FilePathList *li static void RecordAutomationEvent(void); // Record frame events (to internal events array) #endif -#if defined(_WIN32) +#if defined(_WIN32) && !defined(PLATFORM_DESKTOP_RGFW) // NOTE: We declare Sleep() function symbol to avoid including windows.h (kernel32.lib linkage required) void __stdcall Sleep(unsigned long msTimeout); // Required for: WaitTime() #endif @@ -491,11 +518,40 @@ void __stdcall Sleep(unsigned long msTimeout); // Required for: Wai const char *TextFormat(const char *text, ...); // Formatting of text with variables to 'embed' #endif // !SUPPORT_MODULE_RTEXT -// Include platform-specific submodules #if defined(PLATFORM_DESKTOP) - #include "platforms/rcore_desktop.c" + #define PLATFORM_DESKTOP_GLFW +#endif + +// We're using `#pragma message` because `#warning` is not adopted by MSVC. +#if defined(SUPPORT_CLIPBOARD_IMAGE) + #if !defined(SUPPORT_MODULE_RTEXTURES) + #pragma message ("Warning: Enabling SUPPORT_CLIPBOARD_IMAGE requires SUPPORT_MODULE_RTEXTURES to work properly") + #endif + + // It's nice to have support Bitmap on Linux as well, but not as necessary as Windows + #if !defined(SUPPORT_FILEFORMAT_BMP) && defined(_WIN32) + #pragma message ("Warning: Enabling SUPPORT_CLIPBOARD_IMAGE requires SUPPORT_FILEFORMAT_BMP, specially on Windows") + #endif + + // From what I've tested applications on Wayland saves images on clipboard as PNG. + #if (!defined(SUPPORT_FILEFORMAT_PNG) || !defined(SUPPORT_FILEFORMAT_JPG)) && !defined(_WIN32) + #pragma message ("Warning: Getting image from the clipboard might not work without SUPPORT_FILEFORMAT_PNG or SUPPORT_FILEFORMAT_JPG") + #endif + + // Not needed because `rtexture.c` will automatically defined STBI_REQUIRED when any SUPPORT_FILEFORMAT_* is defined. + // #if !defined(STBI_REQUIRED) + // #pragma message ("Warning: "STBI_REQUIRED is not defined, that means we can't load images from clipbard" + // #endif + +#endif // SUPPORT_CLIPBOARD_IMAGE + +// Include platform-specific submodules +#if defined(PLATFORM_DESKTOP_GLFW) + #include "platforms/rcore_desktop_glfw.c" #elif defined(PLATFORM_DESKTOP_SDL) #include "platforms/rcore_desktop_sdl.c" +#elif (defined(PLATFORM_DESKTOP_RGFW) || defined(PLATFORM_WEB_RGFW)) + #include "platforms/rcore_desktop_rgfw.c" #elif defined(PLATFORM_WEB) #include "platforms/rcore_web.c" #elif defined(PLATFORM_DRM) @@ -555,15 +611,18 @@ const char *TextFormat(const char *text, ...); // Formatting of tex //void DisableCursor(void) // Initialize window and OpenGL context -// NOTE: data parameter could be used to pass any kind of required data to the initialization void InitWindow(int width, int height, const char *title) { TRACELOG(LOG_INFO, "Initializing raylib %s", RAYLIB_VERSION); -#if defined(PLATFORM_DESKTOP) +#if defined(PLATFORM_DESKTOP_GLFW) TRACELOG(LOG_INFO, "Platform backend: DESKTOP (GLFW)"); #elif defined(PLATFORM_DESKTOP_SDL) TRACELOG(LOG_INFO, "Platform backend: DESKTOP (SDL)"); +#elif defined(PLATFORM_DESKTOP_RGFW) + TRACELOG(LOG_INFO, "Platform backend: DESKTOP (RGFW)"); +#elif defined(PLATFORM_WEB_RGFW) + TRACELOG(LOG_INFO, "Platform backend: WEB (RGFW) (HTML5)"); #elif defined(PLATFORM_WEB) TRACELOG(LOG_INFO, "Platform backend: WEB (HTML5)"); #elif defined(PLATFORM_DRM) @@ -627,28 +686,31 @@ void InitWindow(int width, int height, const char *title) // Initialize rlgl default data (buffers and shaders) // NOTE: CORE.Window.currentFbo.width and CORE.Window.currentFbo.height not used, just stored as globals in rlgl rlglInit(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height); + isGpuReady = true; // Flag to note GPU has been initialized successfully // Setup default viewport SetupViewport(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height); -#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT) - // Load default font - // WARNING: External function: Module required: rtext - LoadFontDefault(); - #if defined(SUPPORT_MODULE_RSHAPES) - // Set font white rectangle for shapes drawing, so shapes and text can be batched together - // WARNING: rshapes module is required, if not available, default internal white rectangle is used - Rectangle rec = GetFontDefault().recs[95]; - if (CORE.Window.flags & FLAG_MSAA_4X_HINT) - { - // NOTE: We try to maxime rec padding to avoid pixel bleeding on MSAA filtering - SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 2, rec.y + 2, 1, 1 }); - } - else - { - // NOTE: We set up a 1px padding on char rectangle to avoid pixel bleeding - SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 }); - } +#if defined(SUPPORT_MODULE_RTEXT) + #if defined(SUPPORT_DEFAULT_FONT) + // Load default font + // WARNING: External function: Module required: rtext + LoadFontDefault(); + #if defined(SUPPORT_MODULE_RSHAPES) + // Set font white rectangle for shapes drawing, so shapes and text can be batched together + // WARNING: rshapes module is required, if not available, default internal white rectangle is used + Rectangle rec = GetFontDefault().recs[95]; + if (CORE.Window.flags & FLAG_MSAA_4X_HINT) + { + // NOTE: We try to maxime rec padding to avoid pixel bleeding on MSAA filtering + SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 2, rec.y + 2, 1, 1 }); + } + else + { + // NOTE: We set up a 1px padding on char rectangle to avoid pixel bleeding + SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 }); + } + #endif #endif #else #if defined(SUPPORT_MODULE_RSHAPES) @@ -658,21 +720,14 @@ void InitWindow(int width, int height, const char *title) SetShapesTexture(texture, (Rectangle){ 0.0f, 0.0f, 1.0f, 1.0f }); // WARNING: Module required: rshapes #endif #endif -#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT) - if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) - { - // Set default font texture filter for HighDPI (blurry) - // RL_TEXTURE_FILTER_LINEAR - tex filter: BILINEAR, no mipmaps - rlTextureParameters(GetFontDefault().texture.id, RL_TEXTURE_MIN_FILTER, RL_TEXTURE_FILTER_LINEAR); - rlTextureParameters(GetFontDefault().texture.id, RL_TEXTURE_MAG_FILTER, RL_TEXTURE_FILTER_LINEAR); - } -#endif CORE.Time.frameCounter = 0; CORE.Window.shouldClose = false; // Initialize random seed SetRandomSeed((unsigned int)time(NULL)); + + TRACELOG(LOG_INFO, "SYSTEM: Working Directory: %s", GetWorkingDirectory()); } // Close window and unload OpenGL context @@ -806,7 +861,7 @@ bool IsCursorHidden(void) return CORE.Input.Mouse.cursorHidden; } -// Check if cursor is on the current screen. +// Check if cursor is on the current screen bool IsCursorOnScreen(void) { return CORE.Input.Mouse.cursorOnScreen; @@ -849,23 +904,33 @@ void EndDrawing(void) // Draw record indicator if (gifRecording) { + #ifndef GIF_RECORD_FRAMERATE #define GIF_RECORD_FRAMERATE 10 - gifFrameCounter++; + #endif + gifFrameCounter += (unsigned int)(GetFrameTime()*1000); - // NOTE: We record one gif frame every 10 game frames - if ((gifFrameCounter%GIF_RECORD_FRAMERATE) == 0) + // NOTE: We record one gif frame depending on the desired gif framerate + if (gifFrameCounter > 1000/GIF_RECORD_FRAMERATE) { // Get image data for the current frame (from backbuffer) // NOTE: This process is quite slow... :( Vector2 scale = GetWindowScaleDPI(); unsigned char *screenData = rlReadScreenPixels((int)((float)CORE.Window.render.width*scale.x), (int)((float)CORE.Window.render.height*scale.y)); - msf_gif_frame(&gifState, screenData, 10, 16, (int)((float)CORE.Window.render.width*scale.x)*4); + + #ifndef GIF_RECORD_BITRATE + #define GIF_RECORD_BITRATE 16 + #endif + + // Add the frame to the gif recording, given how many frames have passed in centiseconds + msf_gif_frame(&gifState, screenData, gifFrameCounter/10, GIF_RECORD_BITRATE, (int)((float)CORE.Window.render.width*scale.x)*4); + gifFrameCounter -= 1000/GIF_RECORD_FRAMERATE; RL_FREE(screenData); // Free image data } #if defined(SUPPORT_MODULE_RSHAPES) && defined(SUPPORT_MODULE_RTEXT) - if (((gifFrameCounter/15)%2) == 1) + // Display the recording indicator every half-second + if ((int)(GetTime()/0.5)%2 == 1) { DrawCircle(30, CORE.Window.screen.height - 20, 10, MAROON); // WARNING: Module required: rshapes DrawText("GIF RECORDING", 50, CORE.Window.screen.height - 25, 10, RED); // WARNING: Module required: rtext @@ -982,10 +1047,10 @@ void BeginMode3D(Camera camera) if (camera.projection == CAMERA_PERSPECTIVE) { // Setup perspective projection - double top = RL_CULL_DISTANCE_NEAR*tan(camera.fovy*0.5*DEG2RAD); + double top = rlGetCullDistanceNear()*tan(camera.fovy*0.5*DEG2RAD); double right = top*aspect; - rlFrustum(-right, right, -top, top, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR); + rlFrustum(-right, right, -top, top, rlGetCullDistanceNear(), rlGetCullDistanceFar()); } else if (camera.projection == CAMERA_ORTHOGRAPHIC) { @@ -993,7 +1058,7 @@ void BeginMode3D(Camera camera) double top = camera.fovy/2.0; double right = top*aspect; - rlOrtho(-right, right, -top,top, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR); + rlOrtho(-right, right, -top,top, rlGetCullDistanceNear(), rlGetCullDistanceFar()); } rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix @@ -1197,15 +1262,15 @@ VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device) // Compute camera projection matrices float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1] - Matrix proj = MatrixPerspective(fovy, aspect, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR); + Matrix proj = MatrixPerspective(fovy, aspect, rlGetCullDistanceNear(), rlGetCullDistanceFar()); config.projection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f)); config.projection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f)); // Compute camera transformation matrices - // NOTE: Camera movement might seem more natural if we model the head. + // NOTE: Camera movement might seem more natural if we model the head // Our axis of rotation is the base of our head, so we might want to add - // some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions. + // some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions config.viewOffset[0] = MatrixTranslate(device.interpupillaryDistance*0.5f, 0.075f, 0.045f); config.viewOffset[1] = MatrixTranslate(-device.interpupillaryDistance*0.5f, 0.075f, 0.045f); @@ -1264,9 +1329,10 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode) shader.id = rlLoadShaderCode(vsCode, fsCode); - // After shader loading, we TRY to set default location names - if (shader.id > 0) + if (shader.id == rlGetShaderIdDefault()) shader.locs = rlGetShaderLocsDefault(); + else if (shader.id > 0) { + // After custom shader loading, we TRY to set default location names // Default shader attribute locations have been binded before linking: // vertex position location = 0 // vertex texcoord location = 1 @@ -1274,6 +1340,8 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode) // vertex color location = 3 // vertex tangent location = 4 // vertex texcoord2 location = 5 + // vertex boneIds location = 6 + // vertex boneWeights location = 7 // NOTE: If any location is not found, loc point becomes -1 @@ -1289,6 +1357,9 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode) shader.locs[SHADER_LOC_VERTEX_NORMAL] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL); shader.locs[SHADER_LOC_VERTEX_TANGENT] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT); shader.locs[SHADER_LOC_VERTEX_COLOR] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR); + shader.locs[SHADER_LOC_VERTEX_BONEIDS] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS); + shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS); + shader.locs[SHADER_LOC_VERTEX_INSTANCE_TX] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCE_TX); // Get handles to GLSL uniform locations (vertex shader) shader.locs[SHADER_LOC_MATRIX_MVP] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_MVP); @@ -1296,6 +1367,7 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode) shader.locs[SHADER_LOC_MATRIX_PROJECTION] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION); shader.locs[SHADER_LOC_MATRIX_MODEL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL); shader.locs[SHADER_LOC_MATRIX_NORMAL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL); + shader.locs[SHADER_LOC_BONE_MATRICES] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES); // Get handles to GLSL uniform locations (fragment shader) shader.locs[SHADER_LOC_COLOR_DIFFUSE] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR); @@ -1307,10 +1379,10 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode) return shader; } -// Check if a shader is ready -bool IsShaderReady(Shader shader) +// Check if a shader is valid (loaded on GPU) +bool IsShaderValid(Shader shader) { - return ((shader.id > 0) && // Validate shader id (loaded successfully) + return ((shader.id > 0) && // Validate shader id (GPU loaded successfully) (shader.locs != NULL)); // Validate memory has been allocated for default shader locations // The following locations are tried to be set automatically (locs[i] >= 0), @@ -1409,18 +1481,20 @@ void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture) // Get a ray trace from screen position (i.e mouse) Ray GetScreenToWorldRay(Vector2 position, Camera camera) { - return GetScreenToWorldRayEx(position, camera, (float)GetScreenWidth(), (float)GetScreenHeight()); + Ray ray = GetScreenToWorldRayEx(position, camera, GetScreenWidth(), GetScreenHeight()); + + return ray; } // Get a ray trace from the screen position (i.e mouse) within a specific section of the screen -Ray GetScreenToWorldRayEx(Vector2 position, Camera camera, float width, float height) +Ray GetScreenToWorldRayEx(Vector2 position, Camera camera, int width, int height) { Ray ray = { 0 }; // Calculate normalized device coordinates // NOTE: y value is negative - float x = (2.0f*position.x)/width - 1.0f; - float y = 1.0f - (2.0f*position.y)/height; + float x = (2.0f*position.x)/(float)width - 1.0f; + float y = 1.0f - (2.0f*position.y)/(float)height; float z = 1.0f; // Store values in a vector @@ -1434,7 +1508,7 @@ Ray GetScreenToWorldRayEx(Vector2 position, Camera camera, float width, float he if (camera.projection == CAMERA_PERSPECTIVE) { // Calculate projection matrix from perspective - matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)width/(double)height), RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR); + matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)width/(double)height), rlGetCullDistanceNear(), rlGetCullDistanceFar()); } else if (camera.projection == CAMERA_ORTHOGRAPHIC) { @@ -1450,9 +1524,10 @@ Ray GetScreenToWorldRayEx(Vector2 position, Camera camera, float width, float he Vector3 nearPoint = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, 0.0f }, matProj, matView); Vector3 farPoint = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView); - // Unproject the mouse cursor in the near plane. - // We need this as the source position because orthographic projects, compared to perspective doesn't have a - // convergence point, meaning that the "eye" of the camera is more like a plane than a point. + // Unproject the mouse cursor in the near plane + // We need this as the source position because orthographic projects, + // compared to perspective doesn't have a convergence point, + // meaning that the "eye" of the camera is more like a plane than a point Vector3 cameraPlanePointerPos = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, -1.0f }, matProj, matView); // Calculate normalized direction vector @@ -1470,7 +1545,9 @@ Ray GetScreenToWorldRayEx(Vector2 position, Camera camera, float width, float he // Get transform matrix for camera Matrix GetCameraMatrix(Camera camera) { - return MatrixLookAt(camera.position, camera.target, camera.up); + Matrix mat = MatrixLookAt(camera.position, camera.target, camera.up); + + return mat; } // Get camera 2d transform matrix @@ -1481,12 +1558,12 @@ Matrix GetCameraMatrix2D(Camera2D camera) // 1. Move it to target // 2. Rotate by -rotation and scale by (1/zoom) // When setting higher scale, it's more intuitive for the world to become bigger (= camera become smaller), - // not for the camera getting bigger, hence the invert. Same deal with rotation. + // not for the camera getting bigger, hence the invert. Same deal with rotation // 3. Move it by (-offset); // Offset defines target transform relative to screen, but since we're effectively "moving" screen (camera) // we need to do it into opposite direction (inverse transform) - // Having camera transform in world-space, inverse of it gives the modelview transform. + // Having camera transform in world-space, inverse of it gives the modelview transform // Since (A*B*C)' = C'*B'*A', the modelview is // 1. Move to offset // 2. Rotate and Scale @@ -1518,7 +1595,7 @@ Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int heigh if (camera.projection == CAMERA_PERSPECTIVE) { // Calculate projection matrix from perspective - matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)width/(double)height), RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR); + matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)width/(double)height), rlGetCullDistanceNear(), rlGetCullDistanceFar()); } else if (camera.projection == CAMERA_ORTHOGRAPHIC) { @@ -1527,7 +1604,7 @@ Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int heigh double right = top*aspect; // Calculate projection matrix from orthographic - matProj = MatrixOrtho(-right, right, -top, top, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR); + matProj = MatrixOrtho(-right, right, -top, top, rlGetCullDistanceNear(), rlGetCullDistanceFar()); } // Calculate view matrix from camera look at (and transpose it) @@ -1651,7 +1728,7 @@ float GetFrameTime(void) // Ref: http://www.geisswerks.com/ryan/FAQS/timing.html --> All about timing on Win32! void WaitTime(double seconds) { - if (seconds < 0) return; + if (seconds < 0) return; // Security check #if defined(SUPPORT_BUSY_WAIT_LOOP) || defined(SUPPORT_PARTIALBUSY_WAIT_LOOP) double destinationTime = GetTime() + seconds; @@ -1677,7 +1754,7 @@ void WaitTime(double seconds) req.tv_sec = sec; req.tv_nsec = nsec; - // NOTE: Use nanosleep() on Unix platforms... usleep() it's deprecated. + // NOTE: Use nanosleep() on Unix platforms... usleep() it's deprecated while (nanosleep(&req, &req) == -1) continue; #endif #if defined(__APPLE__) @@ -1744,7 +1821,7 @@ int *LoadRandomSequence(unsigned int count, int min, int max) #if defined(SUPPORT_RPRAND_GENERATOR) values = rprand_load_sequence(count, min, max); #else - if (count > ((unsigned int)abs(max - min) + 1)) return values; + if (count > ((unsigned int)abs(max - min) + 1)) return values; // Security check values = (int *)RL_CALLOC(count, sizeof(int)); @@ -1812,7 +1889,7 @@ void TakeScreenshot(const char *fileName) // Setup window configuration flags (view FLAGS) // NOTE: This function is expected to be called before window creation, -// because it sets up some flags for the window creation process. +// because it sets up some flags for the window creation process // To configure window states after creation, just use SetWindowState() void SetConfigFlags(unsigned int flags) { @@ -1857,7 +1934,7 @@ bool IsFileExtension(const char *fileName, const char *ext) { #if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_TEXT_MANIPULATION) int extCount = 0; - const char **checkExts = TextSplit(ext, ';', &extCount); // WARNING: Module required: rtext + char **checkExts = TextSplit(ext, ';', &extCount); // WARNING: Module required: rtext char fileExtLower[MAX_FILE_EXTENSION_LENGTH + 1] = { 0 }; strncpy(fileExtLower, TextToLower(fileExt), MAX_FILE_EXTENSION_LENGTH); // WARNING: Module required: rtext @@ -1936,7 +2013,9 @@ const char *GetFileExtension(const char *fileName) static const char *strprbrk(const char *s, const char *charset) { const char *latestMatch = NULL; + for (; s = strpbrk(s, charset), s != NULL; latestMatch = s++) { } + return latestMatch; } @@ -1944,9 +2023,10 @@ static const char *strprbrk(const char *s, const char *charset) const char *GetFileName(const char *filePath) { const char *fileName = NULL; + if (filePath != NULL) fileName = strprbrk(filePath, "\\/"); - if (!fileName) return filePath; + if (fileName == NULL) return filePath; return fileName + 1; } @@ -1997,7 +2077,7 @@ const char *GetDirectoryPath(const char *filePath) #ifndef __amigaos4__ // In case provided path does not contain a root drive letter (C:\, D:\) nor leading path separator (\, /), // we add the current directory path to dirPath - if (filePath[1] != ':' && filePath[0] != '\\' && filePath[0] != '/') + if ((filePath[1] != ':') && (filePath[0] != '\\') && (filePath[0] != '/')) { // For security, we set starting path to current directory, // obtained path will be concatenated to this @@ -2028,6 +2108,7 @@ const char *GetDirectoryPath(const char *filePath) #else dirPath[strlen(filePath) - strlen(lastSlash)] = '\0'; // Add '\0' manually #endif + } } return dirPath; @@ -2139,6 +2220,28 @@ const char *GetApplicationDirectory(void) appDir[0] = '.'; appDir[1] = '/'; } +#elif defined(__FreeBSD__) + size_t size = sizeof(appDir); + int mib[4] = {CTL_KERN, KERN_PROC, KERN_PROC_PATHNAME, -1}; + + if (sysctl(mib, 4, appDir, &size, NULL, 0) == 0) + { + int len = strlen(appDir); + for (int i = len; i >= 0; --i) + { + if (appDir[i] == '/') + { + appDir[i + 1] = '\0'; + break; + } + } + } + else + { + appDir[0] = '.'; + appDir[1] = '/'; + } + #endif return appDir; @@ -2210,6 +2313,40 @@ void UnloadDirectoryFiles(FilePathList files) RL_FREE(files.paths); } +// Create directories (including full path requested), returns 0 on success +int MakeDirectory(const char *dirPath) +{ + if ((dirPath == NULL) || (dirPath[0] == '\0')) return 1; // Path is not valid + if (DirectoryExists(dirPath)) return 0; // Path already exists (is valid) + + // Copy path string to avoid modifying original + int len = (int)strlen(dirPath) + 1; + char *pathcpy = (char *)RL_CALLOC(len, 1); + memcpy(pathcpy, dirPath, len); + + // Iterate over pathcpy, create each subdirectory as needed + for (int i = 0; (i < len) && (pathcpy[i] != '\0'); i++) + { + if (pathcpy[i] == ':') i++; + else + { + if ((pathcpy[i] == '\\') || (pathcpy[i] == '/')) + { + pathcpy[i] = '\0'; + if (!DirectoryExists(pathcpy)) MKDIR(pathcpy); + pathcpy[i] = '/'; + } + } + } + + // Create final directory + if (!DirectoryExists(pathcpy)) MKDIR(pathcpy); + + RL_FREE(pathcpy); + + return 0; +} + // Change working directory, returns true on success bool ChangeDirectory(const char *dir) { @@ -2229,11 +2366,72 @@ bool IsPathFile(const char *path) return S_ISREG(result.st_mode); } +// Check if fileName is valid for the platform/OS +bool IsFileNameValid(const char *fileName) +{ + bool valid = true; + + if ((fileName != NULL) && (fileName[0] != '\0')) + { + int length = (int)strlen(fileName); + bool allPeriods = true; + + for (int i = 0; i < length; i++) + { + // Check invalid characters + if ((fileName[i] == '<') || + (fileName[i] == '>') || + (fileName[i] == ':') || + (fileName[i] == '\"') || + (fileName[i] == '/') || + (fileName[i] == '\\') || + (fileName[i] == '|') || + (fileName[i] == '?') || + (fileName[i] == '*')) { valid = false; break; } + + // Check non-glyph characters + if ((unsigned char)fileName[i] < 32) { valid = false; break; } + + // TODO: Check trailing periods/spaces? + + // Check if filename is not all periods + if (fileName[i] != '.') allPeriods = false; + } + + if (allPeriods) valid = false; + +/* + if (valid) + { + // Check invalid DOS names + if (length >= 3) + { + if (((fileName[0] == 'C') && (fileName[1] == 'O') && (fileName[2] == 'N')) || // CON + ((fileName[0] == 'P') && (fileName[1] == 'R') && (fileName[2] == 'N')) || // PRN + ((fileName[0] == 'A') && (fileName[1] == 'U') && (fileName[2] == 'X')) || // AUX + ((fileName[0] == 'N') && (fileName[1] == 'U') && (fileName[2] == 'L'))) valid = false; // NUL + } + + if (length >= 4) + { + if (((fileName[0] == 'C') && (fileName[1] == 'O') && (fileName[2] == 'M') && ((fileName[3] >= '0') && (fileName[3] <= '9'))) || // COM0-9 + ((fileName[0] == 'L') && (fileName[1] == 'P') && (fileName[2] == 'T') && ((fileName[3] >= '0') && (fileName[3] <= '9')))) valid = false; // LPT0-9 + } + } +*/ + } + + return valid; +} + // Check if a file has been dropped into window bool IsFileDropped(void) { - if (CORE.Window.dropFileCount > 0) return true; - else return false; + bool result = false; + + if (CORE.Window.dropFileCount > 0) result = true; + + return result; } // Load dropped filepaths @@ -2267,21 +2465,26 @@ void UnloadDroppedFiles(FilePathList files) long GetFileModTime(const char *fileName) { struct stat result = { 0 }; + long modTime = 0; if (stat(fileName, &result) == 0) { time_t mod = result.st_mtime; - return (long)mod; + modTime = (long)mod; } - return 0; + return modTime; } //---------------------------------------------------------------------------------- // Module Functions Definition: Compression and Encoding //---------------------------------------------------------------------------------- +//---------------------------------------------------------------------------------- +// Module Functions Definition: Compression and Encoding +//---------------------------------------------------------------------------------- + // Compress data (DEFLATE algorithm) unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize) { @@ -2344,7 +2547,7 @@ char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize) char *encodedData = (char *)RL_MALLOC(*outputSize); - if (encodedData == NULL) return NULL; + if (encodedData == NULL) return NULL; // Security check for (int i = 0, j = 0; i < dataSize;) { @@ -2423,6 +2626,272 @@ unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize) return decodedData; } +// Compute CRC32 hash code +unsigned int ComputeCRC32(unsigned char *data, int dataSize) +{ + static unsigned int crcTable[256] = { + 0x00000000, 0x77073096, 0xEE0E612C, 0x990951BA, 0x076DC419, 0x706AF48F, 0xE963A535, 0x9E6495A3, + 0x0eDB8832, 0x79DCB8A4, 0xE0D5E91E, 0x97D2D988, 0x09B64C2B, 0x7EB17CBD, 0xE7B82D07, 0x90BF1D91, + 0x1DB71064, 0x6AB020F2, 0xF3B97148, 0x84BE41DE, 0x1ADAD47D, 0x6DDDE4EB, 0xF4D4B551, 0x83D385C7, + 0x136C9856, 0x646BA8C0, 0xFD62F97A, 0x8A65C9EC, 0x14015C4F, 0x63066CD9, 0xFA0F3D63, 0x8D080DF5, + 0x3B6E20C8, 0x4C69105E, 0xD56041E4, 0xA2677172, 0x3C03E4D1, 0x4B04D447, 0xD20D85FD, 0xA50AB56B, + 0x35B5A8FA, 0x42B2986C, 0xDBBBC9D6, 0xACBCF940, 0x32D86CE3, 0x45DF5C75, 0xDCD60DCF, 0xABD13D59, + 0x26D930AC, 0x51DE003A, 0xC8D75180, 0xBFD06116, 0x21B4F4B5, 0x56B3C423, 0xCFBA9599, 0xB8BDA50F, + 0x2802B89E, 0x5F058808, 0xC60CD9B2, 0xB10BE924, 0x2F6F7C87, 0x58684C11, 0xC1611DAB, 0xB6662D3D, + 0x76DC4190, 0x01DB7106, 0x98D220BC, 0xEFD5102A, 0x71B18589, 0x06B6B51F, 0x9FBFE4A5, 0xE8B8D433, + 0x7807C9A2, 0x0F00F934, 0x9609A88E, 0xE10E9818, 0x7F6A0DBB, 0x086D3D2D, 0x91646C97, 0xE6635C01, + 0x6B6B51F4, 0x1C6C6162, 0x856530D8, 0xF262004E, 0x6C0695ED, 0x1B01A57B, 0x8208F4C1, 0xF50FC457, + 0x65B0D9C6, 0x12B7E950, 0x8BBEB8EA, 0xFCB9887C, 0x62DD1DDF, 0x15DA2D49, 0x8CD37CF3, 0xFBD44C65, + 0x4DB26158, 0x3AB551CE, 0xA3BC0074, 0xD4BB30E2, 0x4ADFA541, 0x3DD895D7, 0xA4D1C46D, 0xD3D6F4FB, + 0x4369E96A, 0x346ED9FC, 0xAD678846, 0xDA60B8D0, 0x44042D73, 0x33031DE5, 0xAA0A4C5F, 0xDD0D7CC9, + 0x5005713C, 0x270241AA, 0xBE0B1010, 0xC90C2086, 0x5768B525, 0x206F85B3, 0xB966D409, 0xCE61E49F, + 0x5EDEF90E, 0x29D9C998, 0xB0D09822, 0xC7D7A8B4, 0x59B33D17, 0x2EB40D81, 0xB7BD5C3B, 0xC0BA6CAD, + 0xEDB88320, 0x9ABFB3B6, 0x03B6E20C, 0x74B1D29A, 0xEAD54739, 0x9DD277AF, 0x04DB2615, 0x73DC1683, + 0xE3630B12, 0x94643B84, 0x0D6D6A3E, 0x7A6A5AA8, 0xE40ECF0B, 0x9309FF9D, 0x0A00AE27, 0x7D079EB1, + 0xF00F9344, 0x8708A3D2, 0x1E01F268, 0x6906C2FE, 0xF762575D, 0x806567CB, 0x196C3671, 0x6E6B06E7, + 0xFED41B76, 0x89D32BE0, 0x10DA7A5A, 0x67DD4ACC, 0xF9B9DF6F, 0x8EBEEFF9, 0x17B7BE43, 0x60B08ED5, + 0xD6D6A3E8, 0xA1D1937E, 0x38D8C2C4, 0x4FDFF252, 0xD1BB67F1, 0xA6BC5767, 0x3FB506DD, 0x48B2364B, + 0xD80D2BDA, 0xAF0A1B4C, 0x36034AF6, 0x41047A60, 0xDF60EFC3, 0xA867DF55, 0x316E8EEF, 0x4669BE79, + 0xCB61B38C, 0xBC66831A, 0x256FD2A0, 0x5268E236, 0xCC0C7795, 0xBB0B4703, 0x220216B9, 0x5505262F, + 0xC5BA3BBE, 0xB2BD0B28, 0x2BB45A92, 0x5CB36A04, 0xC2D7FFA7, 0xB5D0CF31, 0x2CD99E8B, 0x5BDEAE1D, + 0x9B64C2B0, 0xEC63F226, 0x756AA39C, 0x026D930A, 0x9C0906A9, 0xEB0E363F, 0x72076785, 0x05005713, + 0x95BF4A82, 0xE2B87A14, 0x7BB12BAE, 0x0CB61B38, 0x92D28E9B, 0xE5D5BE0D, 0x7CDCEFB7, 0x0BDBDF21, + 0x86D3D2D4, 0xF1D4E242, 0x68DDB3F8, 0x1FDA836E, 0x81BE16CD, 0xF6B9265B, 0x6FB077E1, 0x18B74777, + 0x88085AE6, 0xFF0F6A70, 0x66063BCA, 0x11010B5C, 0x8F659EFF, 0xF862AE69, 0x616BFFD3, 0x166CCF45, + 0xA00AE278, 0xD70DD2EE, 0x4E048354, 0x3903B3C2, 0xA7672661, 0xD06016F7, 0x4969474D, 0x3E6E77DB, + 0xAED16A4A, 0xD9D65ADC, 0x40DF0B66, 0x37D83BF0, 0xA9BCAE53, 0xDEBB9EC5, 0x47B2CF7F, 0x30B5FFE9, + 0xBDBDF21C, 0xCABAC28A, 0x53B39330, 0x24B4A3A6, 0xBAD03605, 0xCDD70693, 0x54DE5729, 0x23D967BF, + 0xB3667A2E, 0xC4614AB8, 0x5D681B02, 0x2A6F2B94, 0xB40BBE37, 0xC30C8EA1, 0x5A05DF1B, 0x2D02EF8D + }; + + unsigned int crc = ~0u; + + for (int i = 0; i < dataSize; i++) crc = (crc >> 8) ^ crcTable[data[i] ^ (crc & 0xff)]; + + return ~crc; +} + +// Compute MD5 hash code +// NOTE: Returns a static int[4] array (16 bytes) +unsigned int *ComputeMD5(unsigned char *data, int dataSize) +{ + #define ROTATE_LEFT(x, c) (((x) << (c)) | ((x) >> (32 - (c)))) + + static unsigned int hash[4] = { 0 }; // Hash to be returned + + // WARNING: All variables are unsigned 32 bit and wrap modulo 2^32 when calculating + + // NOTE: r specifies the per-round shift amounts + unsigned int r[] = { + 7, 12, 17, 22, 7, 12, 17, 22, 7, 12, 17, 22, 7, 12, 17, 22, + 5, 9, 14, 20, 5, 9, 14, 20, 5, 9, 14, 20, 5, 9, 14, 20, + 4, 11, 16, 23, 4, 11, 16, 23, 4, 11, 16, 23, 4, 11, 16, 23, + 6, 10, 15, 21, 6, 10, 15, 21, 6, 10, 15, 21, 6, 10, 15, 21 + }; + + // Using binary integer part of the sines of integers (in radians) as constants + unsigned int k[] = { + 0xd76aa478, 0xe8c7b756, 0x242070db, 0xc1bdceee, + 0xf57c0faf, 0x4787c62a, 0xa8304613, 0xfd469501, + 0x698098d8, 0x8b44f7af, 0xffff5bb1, 0x895cd7be, + 0x6b901122, 0xfd987193, 0xa679438e, 0x49b40821, + 0xf61e2562, 0xc040b340, 0x265e5a51, 0xe9b6c7aa, + 0xd62f105d, 0x02441453, 0xd8a1e681, 0xe7d3fbc8, + 0x21e1cde6, 0xc33707d6, 0xf4d50d87, 0x455a14ed, + 0xa9e3e905, 0xfcefa3f8, 0x676f02d9, 0x8d2a4c8a, + 0xfffa3942, 0x8771f681, 0x6d9d6122, 0xfde5380c, + 0xa4beea44, 0x4bdecfa9, 0xf6bb4b60, 0xbebfbc70, + 0x289b7ec6, 0xeaa127fa, 0xd4ef3085, 0x04881d05, + 0xd9d4d039, 0xe6db99e5, 0x1fa27cf8, 0xc4ac5665, + 0xf4292244, 0x432aff97, 0xab9423a7, 0xfc93a039, + 0x655b59c3, 0x8f0ccc92, 0xffeff47d, 0x85845dd1, + 0x6fa87e4f, 0xfe2ce6e0, 0xa3014314, 0x4e0811a1, + 0xf7537e82, 0xbd3af235, 0x2ad7d2bb, 0xeb86d391 + }; + + hash[0] = 0x67452301; + hash[1] = 0xefcdab89; + hash[2] = 0x98badcfe; + hash[3] = 0x10325476; + + // Pre-processing: adding a single 1 bit + // Append '1' bit to message + // NOTE: The input bytes are considered as bits strings, + // where the first bit is the most significant bit of the byte + + // Pre-processing: padding with zeros + // Append '0' bit until message length in bit 448 (mod 512) + // Append length mod (2 pow 64) to message + + int newDataSize = ((((dataSize + 8)/64) + 1)*64) - 8; + + unsigned char *msg = RL_CALLOC(newDataSize + 64, 1); // Initialize with '0' bits, allocating 64 extra bytes + memcpy(msg, data, dataSize); + msg[dataSize] = 128; // Write the '1' bit + + unsigned int bitsLen = 8*dataSize; + memcpy(msg + newDataSize, &bitsLen, 4); // Append the len in bits at the end of the buffer + + // Process the message in successive 512-bit chunks for each 512-bit chunk of message + for (int offset = 0; offset < newDataSize; offset += (512/8)) + { + // Break chunk into sixteen 32-bit words w[j], 0 <= j <= 15 + unsigned int *w = (unsigned int *)(msg + offset); + + // Initialize hash value for this chunk + unsigned int a = hash[0]; + unsigned int b = hash[1]; + unsigned int c = hash[2]; + unsigned int d = hash[3]; + + for (int i = 0; i < 64; i++) + { + unsigned int f = 0; + unsigned int g = 0; + + if (i < 16) + { + f = (b & c) | ((~b) & d); + g = i; + } + else if (i < 32) + { + f = (d & b) | ((~d) & c); + g = (5*i + 1)%16; + } + else if (i < 48) + { + f = b ^ c ^ d; + g = (3*i + 5)%16; + } + else + { + f = c ^ (b | (~d)); + g = (7*i)%16; + } + + unsigned int temp = d; + d = c; + c = b; + b = b + ROTATE_LEFT((a + f + k[i] + w[g]), r[i]); + a = temp; + } + + // Add chunk's hash to result so far + hash[0] += a; + hash[1] += b; + hash[2] += c; + hash[3] += d; + } + + RL_FREE(msg); + + return hash; +} + +// Compute SHA-1 hash code +// NOTE: Returns a static int[5] array (20 bytes) +unsigned int *ComputeSHA1(unsigned char *data, int dataSize) +{ + #define ROTATE_LEFT(x, c) (((x) << (c)) | ((x) >> (32 - (c)))) + + static unsigned int hash[5] = { 0 }; // Hash to be returned + + // Initialize hash values + hash[0] = 0x67452301; + hash[1] = 0xEFCDAB89; + hash[2] = 0x98BADCFE; + hash[3] = 0x10325476; + hash[4] = 0xC3D2E1F0; + + // Pre-processing: adding a single 1 bit + // Append '1' bit to message + // NOTE: The input bytes are considered as bits strings, + // where the first bit is the most significant bit of the byte + + // Pre-processing: padding with zeros + // Append '0' bit until message length in bit 448 (mod 512) + // Append length mod (2 pow 64) to message + + int newDataSize = ((((dataSize + 8)/64) + 1)*64); + + unsigned char *msg = RL_CALLOC(newDataSize, 1); // Initialize with '0' bits + memcpy(msg, data, dataSize); + msg[dataSize] = 128; // Write the '1' bit + + unsigned int bitsLen = 8*dataSize; + msg[newDataSize-1] = bitsLen; + + // Process the message in successive 512-bit chunks + for (int offset = 0; offset < newDataSize; offset += (512/8)) + { + // Break chunk into sixteen 32-bit words w[j], 0 <= j <= 15 + unsigned int w[80] = {0}; + for (int i = 0; i < 16; i++) + { + w[i] = (msg[offset + (i*4) + 0] << 24) | + (msg[offset + (i*4) + 1] << 16) | + (msg[offset + (i*4) + 2] << 8) | + (msg[offset + (i*4) + 3]); + } + + // Message schedule: extend the sixteen 32-bit words into eighty 32-bit words: + for (int i = 16; i < 80; i++) w[i] = ROTATE_LEFT(w[i-3] ^ w[i-8] ^ w[i-14] ^ w[i-16], 1); + + // Initialize hash value for this chunk + unsigned int a = hash[0]; + unsigned int b = hash[1]; + unsigned int c = hash[2]; + unsigned int d = hash[3]; + unsigned int e = hash[4]; + + for (int i = 0; i < 80; i++) + { + unsigned int f = 0; + unsigned int k = 0; + + if (i < 20) + { + f = (b & c) | ((~b) & d); + k = 0x5A827999; + } + else if (i < 40) + { + f = b ^ c ^ d; + k = 0x6ED9EBA1; + } + else if (i < 60) + { + f = (b & c) | (b & d) | (c & d); + k = 0x8F1BBCDC; + } + else + { + f = b ^ c ^ d; + k = 0xCA62C1D6; + } + + unsigned int temp = ROTATE_LEFT(a, 5) + f + e + k + w[i]; + e = d; + d = c; + c = ROTATE_LEFT(b, 30); + b = a; + a = temp; + } + + // Add this chunk's hash to result so far + hash[0] += a; + hash[1] += b; + hash[2] += c; + hash[3] += d; + hash[4] += e; + } + + free(msg); + + return hash; +} + //---------------------------------------------------------------------------------- // Module Functions Definition: Automation Events Recording and Playing //---------------------------------------------------------------------------------- @@ -2546,7 +3015,7 @@ bool ExportAutomationEventList(AutomationEventList list, const char *fileName) byteCount += sprintf(txtData + byteCount, "# more info and bugs-report: github.com/raysan5/raylib\n"); byteCount += sprintf(txtData + byteCount, "# feedback and support: ray[at]raylib.com\n"); byteCount += sprintf(txtData + byteCount, "#\n"); - byteCount += sprintf(txtData + byteCount, "# Copyright (c) 2023-2024 Ramon Santamaria (@raysan5)\n"); + byteCount += sprintf(txtData + byteCount, "# Copyright (c) 2023-2025 Ramon Santamaria (@raysan5)\n"); byteCount += sprintf(txtData + byteCount, "#\n\n"); // Add events data @@ -2630,8 +3099,8 @@ void PlayAutomationEvent(AutomationEvent event) } break; case INPUT_MOUSE_WHEEL_MOTION: // param[0]: x delta, param[1]: y delta { - CORE.Input.Mouse.currentWheelMove.x = (float)event.params[0]; break; - CORE.Input.Mouse.currentWheelMove.y = (float)event.params[1]; break; + CORE.Input.Mouse.currentWheelMove.x = (float)event.params[0]; + CORE.Input.Mouse.currentWheelMove.y = (float)event.params[1]; } break; case INPUT_TOUCH_UP: CORE.Input.Touch.currentTouchState[event.params[0]] = false; break; // param[0]: id case INPUT_TOUCH_DOWN: CORE.Input.Touch.currentTouchState[event.params[0]] = true; break; // param[0]: id @@ -2668,6 +3137,8 @@ void PlayAutomationEvent(AutomationEvent event) case ACTION_SETTARGETFPS: SetTargetFPS(event.params[0]); break; default: break; } + + TRACELOG(LOG_INFO, "AUTOMATION PLAY: Frame: %i | Event type: %i | Event parameters: %i, %i, %i", event.frame, event.type, event.params[0], event.params[1], event.params[2]); } #endif } @@ -2875,10 +3346,14 @@ int GetGamepadAxisCount(int gamepad) // Get axis movement vector for a gamepad float GetGamepadAxisMovement(int gamepad, int axis) { - float value = 0; + float value = (axis == GAMEPAD_AXIS_LEFT_TRIGGER || axis == GAMEPAD_AXIS_RIGHT_TRIGGER)? -1.0f : 0.0f; + + if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (axis < MAX_GAMEPAD_AXIS)) + { + float movement = value < 0.0f ? CORE.Input.Gamepad.axisState[gamepad][axis] : fabsf(CORE.Input.Gamepad.axisState[gamepad][axis]); - if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (axis < MAX_GAMEPAD_AXIS) && - (fabsf(CORE.Input.Gamepad.axisState[gamepad][axis]) > 0.1f)) value = CORE.Input.Gamepad.axisState[gamepad][axis]; // 0.1f = GAMEPAD_AXIS_MINIMUM_DRIFT/DELTA + if (movement > value) value = CORE.Input.Gamepad.axisState[gamepad][axis]; + } return value; } @@ -2946,13 +3421,15 @@ bool IsMouseButtonUp(int button) // Get mouse position X int GetMouseX(void) { - return (int)((CORE.Input.Mouse.currentPosition.x + CORE.Input.Mouse.offset.x)*CORE.Input.Mouse.scale.x); + int mouseX = (int)((CORE.Input.Mouse.currentPosition.x + CORE.Input.Mouse.offset.x)*CORE.Input.Mouse.scale.x); + return mouseX; } // Get mouse position Y int GetMouseY(void) { - return (int)((CORE.Input.Mouse.currentPosition.y + CORE.Input.Mouse.offset.y)*CORE.Input.Mouse.scale.y); + int mouseY = (int)((CORE.Input.Mouse.currentPosition.y + CORE.Input.Mouse.offset.y)*CORE.Input.Mouse.scale.y); + return mouseY; } // Get mouse position XY @@ -3019,13 +3496,15 @@ Vector2 GetMouseWheelMoveV(void) // Get touch position X for touch point 0 (relative to screen size) int GetTouchX(void) { - return (int)CORE.Input.Touch.position[0].x; + int touchX = (int)CORE.Input.Touch.position[0].x; + return touchX; } // Get touch position Y for touch point 0 (relative to screen size) int GetTouchY(void) { - return (int)CORE.Input.Touch.position[0].y; + int touchY = (int)CORE.Input.Touch.position[0].y; + return touchY; } // Get touch position XY for a touch point index (relative to screen size) @@ -3067,10 +3546,10 @@ int GetTouchPointCount(void) // Initialize hi-resolution timer void InitTimer(void) { - // Setting a higher resolution can improve the accuracy of time-out intervals in wait functions. - // However, it can also reduce overall system performance, because the thread scheduler switches tasks more often. - // High resolutions can also prevent the CPU power management system from entering power-saving modes. - // Setting a higher resolution does not improve the accuracy of the high-resolution performance counter. + // Setting a higher resolution can improve the accuracy of time-out intervals in wait functions + // However, it can also reduce overall system performance, because the thread scheduler switches tasks more often + // High resolutions can also prevent the CPU power management system from entering power-saving modes + // Setting a higher resolution does not improve the accuracy of the high-resolution performance counter #if defined(_WIN32) && defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP) && !defined(PLATFORM_DESKTOP_SDL) timeBeginPeriod(1); // Setup high-resolution timer to 1ms (granularity of 1-2 ms) #endif @@ -3219,10 +3698,21 @@ static void ScanDirectoryFiles(const char *basePath, FilePathList *files, const if (filter != NULL) { - if (IsFileExtension(path, filter)) + if (IsPathFile(path)) { - strcpy(files->paths[files->count], path); - files->count++; + if (IsFileExtension(path, filter)) + { + strcpy(files->paths[files->count], path); + files->count++; + } + } + else + { + if (TextFindIndex(filter, DIRECTORY_FILTER_TAG) >= 0) + { + strcpy(files->paths[files->count], path); + files->count++; + } } } else @@ -3282,7 +3772,22 @@ static void ScanDirectoryFilesRecursively(const char *basePath, FilePathList *fi break; } } - else ScanDirectoryFilesRecursively(path, files, filter); + else + { + if ((filter != NULL) && (TextFindIndex(filter, DIRECTORY_FILTER_TAG) >= 0)) + { + strcpy(files->paths[files->count], path); + files->count++; + } + + if (files->count >= files->capacity) + { + TRACELOG(LOG_WARNING, "FILEIO: Maximum filepath scan capacity reached (%i files)", files->capacity); + break; + } + + ScanDirectoryFilesRecursively(path, files, filter); + } } } @@ -3395,7 +3900,7 @@ static void RecordAutomationEvent(void) currentEventList->events[currentEventList->count].frame = CORE.Time.frameCounter; currentEventList->events[currentEventList->count].type = INPUT_MOUSE_WHEEL_MOTION; currentEventList->events[currentEventList->count].params[0] = (int)CORE.Input.Mouse.currentWheelMove.x; - currentEventList->events[currentEventList->count].params[1] = (int)CORE.Input.Mouse.currentWheelMove.y;; + currentEventList->events[currentEventList->count].params[1] = (int)CORE.Input.Mouse.currentWheelMove.y; currentEventList->events[currentEventList->count].params[2] = 0; TRACELOG(LOG_INFO, "AUTOMATION: Frame: %i | Event type: INPUT_MOUSE_WHEEL_MOTION | Event parameters: %i, %i, %i", currentEventList->events[currentEventList->count].frame, currentEventList->events[currentEventList->count].params[0], currentEventList->events[currentEventList->count].params[1], currentEventList->events[currentEventList->count].params[2]); @@ -3518,7 +4023,8 @@ static void RecordAutomationEvent(void) for (int axis = 0; axis < MAX_GAMEPAD_AXIS; axis++) { // Event type: INPUT_GAMEPAD_AXIS_MOTION - if (CORE.Input.Gamepad.axisState[gamepad][axis] > 0.1f) + float defaultMovement = (axis == GAMEPAD_AXIS_LEFT_TRIGGER || axis == GAMEPAD_AXIS_RIGHT_TRIGGER)? -1.0f : 0.0f; + if (GetGamepadAxisMovement(gamepad, axis) != defaultMovement) { currentEventList->events[currentEventList->count].frame = CORE.Time.frameCounter; currentEventList->events[currentEventList->count].type = INPUT_GAMEPAD_AXIS_MOTION; @@ -3554,16 +4060,6 @@ static void RecordAutomationEvent(void) } //------------------------------------------------------------------------------------- #endif - - // Window events recording - //------------------------------------------------------------------------------------- - // TODO. - //------------------------------------------------------------------------------------- - - // Custom actions events recording - //------------------------------------------------------------------------------------- - // TODO. - //------------------------------------------------------------------------------------- } #endif diff --git a/src/rgestures.h b/src/rgestures.h index 664a6e1cc..1bf4e0555 100644 --- a/src/rgestures.h +++ b/src/rgestures.h @@ -21,7 +21,7 @@ * * LICENSE: zlib/libpng * -* Copyright (c) 2014-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2014-2025 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. @@ -434,7 +434,7 @@ int GetGestureDetected(void) return (GESTURES.enabledFlags & GESTURES.current); } -// Hold time measured in ms +// Hold time measured in seconds float GetGestureHoldDuration(void) { // NOTE: time is calculated on current gesture HOLD @@ -517,7 +517,7 @@ static double rgGetCurrentTime(void) #if defined(_WIN32) unsigned long long int clockFrequency, currentTime; - QueryPerformanceFrequency(&clockFrequency); // BE CAREFUL: Costly operation! + QueryPerformanceFrequency(&clockFrequency); // BE CAREFUL: Costly operation! QueryPerformanceCounter(¤tTime); time = (double)currentTime/clockFrequency; // Time in seconds diff --git a/src/rglfw.c b/src/rglfw.c index 2282955a1..b167955bc 100644 --- a/src/rglfw.c +++ b/src/rglfw.c @@ -7,7 +7,7 @@ * * LICENSE: zlib/libpng * -* Copyright (c) 2017-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2017-2025 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. diff --git a/src/rlgl.h b/src/rlgl.h index 9bf1b61a4..200d84835 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -3,22 +3,22 @@ * 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) +* An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0, ES 3.0) * 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. +* 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. +* When an internal state change is required all the stored vertex data is rendered 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(). +* Internal buffer (and resources) must be manually unloaded calling rlglClose() * * CONFIGURATION: * #define GRAPHICS_API_OPENGL_11 @@ -32,9 +32,9 @@ * required by any other module, use rlGetVersion() to check it * * #define RLGL_IMPLEMENTATION -* Generates the implementation of the library into the included file. +* 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. +* 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) @@ -62,18 +62,21 @@ * 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: 0 -* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1 -* #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2 -* #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3 -* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4 -* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: 5 +* #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_ATTRIB_NAME_BONEIDS "vertexBoneIds" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS +* #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS * #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_UNIFORM_NAME_BONE_MATRICES "boneMatrices" // bone matrices * #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) @@ -85,7 +88,7 @@ * * LICENSE: zlib/libpng * -* Copyright (c) 2014-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2014-2025 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. @@ -107,7 +110,7 @@ #ifndef RLGL_H #define RLGL_H -#define RLGL_VERSION "4.5" +#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 @@ -322,6 +325,40 @@ #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 +#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES + #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES 6 +#endif +#ifdef RL_SUPPORT_MESH_GPU_SKINNING +#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS + #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS 7 +#endif +#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS + #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 8 +#endif +#endif +#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCE_TX + #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCE_TX 9 +#endif + //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- @@ -349,6 +386,7 @@ typedef struct rlVertexBuffer { 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) @@ -357,7 +395,7 @@ typedef struct rlVertexBuffer { 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[4]; // OpenGL Vertex Buffer Objects id (4 types of vertex data) + unsigned int vboId[5]; // OpenGL Vertex Buffer Objects id (5 types of vertex data) } rlVertexBuffer; // Draw call type @@ -506,6 +544,10 @@ typedef enum { 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_UINT, // Shader uniform type: unsigned int + RL_SHADER_UNIFORM_UIVEC2, // Shader uniform type: uivec2 (2 unsigned int) + RL_SHADER_UNIFORM_UIVEC3, // Shader uniform type: uivec3 (3 unsigned int) + RL_SHADER_UNIFORM_UIVEC4, // Shader uniform type: uivec4 (4 unsigned int) RL_SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d } rlShaderUniformDataType; @@ -575,6 +617,9 @@ RLAPI void rlMultMatrixf(const float *matf); // Multiply the current 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 nearPlane, double farPlane); // 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 @@ -645,9 +690,10 @@ 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 rlDisablePointMode(void); // Disable point mode +RLAPI void rlEnableWireMode(void); // Enable wire mode +RLAPI void rlDisableWireMode(void); // Disable wire mode 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 @@ -702,7 +748,7 @@ RLAPI void rlUpdateVertexBuffer(unsigned int bufferId, const void *data, int dat 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, const void *pointer); // Set vertex attribute data configuration +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) @@ -713,7 +759,7 @@ RLAPI void rlDrawVertexArrayElementsInstanced(int offset, int count, const void // 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 unsigned int rlLoadTextureCubemap(const void *data, int size, int format, int mipmapCount); // 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 @@ -737,6 +783,7 @@ RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName); 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 rlSetUniformMatrices(int locIndex, const Matrix *mat, int count); // Set shader value matrices 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) @@ -826,9 +873,9 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad #define GL_GLEXT_PROTOTYPES #include // OpenGL ES 2.0 extensions library #elif defined(GRAPHICS_API_OPENGL_ES2) - // NOTE: OpenGL ES 2.0 can be enabled on PLATFORM_DESKTOP, + // NOTE: OpenGL ES 2.0 can be enabled on Desktop platforms, // in that case, functions are loaded from a custom glad for OpenGL ES 2.0 - #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_DESKTOP_SDL) + #if defined(PLATFORM_DESKTOP_GLFW) || defined(PLATFORM_DESKTOP_SDL) #define GLAD_GLES2_IMPLEMENTATION #include "external/glad_gles2.h" #else @@ -938,22 +985,31 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad // 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: 0 + #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: 1 + #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: 2 + #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: 3 + #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: 4 + #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: 5 + #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_ATTRIB_NAME_BONEIDS + #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS "vertexBoneIds" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS +#endif +#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS + #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS +#endif +#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCE_TX + #define RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCE_TX "instanceTransform" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCE_TX #endif #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MVP @@ -974,6 +1030,9 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad #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_UNIFORM_NAME_BONE_MATRICES + #define RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES "boneMatrices" // bone matrices +#endif #ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0) #endif @@ -1068,6 +1127,9 @@ typedef void *(*rlglLoadProc)(const char *name); // OpenGL extension functions //---------------------------------------------------------------------------------- // 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 @@ -1098,8 +1160,15 @@ static const char *rlGetCompressedFormatName(int format); // Get compressed form 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 @@ -1268,7 +1337,7 @@ void rlMultMatrixf(const float *matf) matf[2], matf[6], matf[10], matf[14], matf[3], matf[7], matf[11], matf[15] }; - *RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, mat); + *RLGL.State.currentMatrix = rlMatrixMultiply(mat, *RLGL.State.currentMatrix); } // Multiply the current matrix by a perspective matrix generated by parameters @@ -1342,6 +1411,25 @@ void rlViewport(int x, int y, int width, int height) glViewport(x, y, width, height); } +// Set clip planes distances +void rlSetClipPlanes(double nearPlane, double farPlane) +{ + rlCullDistanceNear = nearPlane; + rlCullDistanceFar = farPlane; +} + +// 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 //---------------------------------------------------------------------------------- @@ -1359,7 +1447,7 @@ void rlBegin(int mode) } } -void rlEnd() { glEnd(); } +void rlEnd(void) { 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); } @@ -1428,8 +1516,8 @@ void rlVertex3f(float x, float y, float z) 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. + // 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)) { @@ -1462,7 +1550,10 @@ void rlVertex3f(float x, float y, float z) 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; - // WARNING: By default rlVertexBuffer struct does not store normals + // 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; @@ -1498,9 +1589,26 @@ void rlTexCoord2f(float x, float y) // NOTE: Normals limited to TRIANGLES only? void rlNormal3f(float x, float y, float z) { - RLGL.State.normalx = x; - RLGL.State.normaly = y; - RLGL.State.normalz = z; + float normalx = x; + float normaly = y; + float normalz = z; + if (RLGL.State.transformRequired) + { + normalx = RLGL.State.transform.m0*x + RLGL.State.transform.m4*y + RLGL.State.transform.m8*z; + normaly = RLGL.State.transform.m1*x + RLGL.State.transform.m5*y + RLGL.State.transform.m9*z; + normalz = RLGL.State.transform.m2*x + RLGL.State.transform.m6*y + RLGL.State.transform.m10*z; + } + float length = sqrtf(normalx*normalx + normaly*normaly + normalz*normalz); + if (length != 0.0f) + { + float ilength = 1.0f/length; + normalx *= ilength; + normaly *= ilength; + normalz *= ilength; + } + RLGL.State.normalx = normalx; + RLGL.State.normaly = normaly; + RLGL.State.normalz = normalz; } // Define one vertex (color) @@ -1789,16 +1897,6 @@ void rlActiveDrawBuffers(int count) else { unsigned int buffers[8] = { -#if defined(GRAPHICS_API_OPENGL_ES3) - GL_COLOR_ATTACHMENT0_EXT, - GL_COLOR_ATTACHMENT1_EXT, - GL_COLOR_ATTACHMENT2_EXT, - GL_COLOR_ATTACHMENT3_EXT, - GL_COLOR_ATTACHMENT4_EXT, - GL_COLOR_ATTACHMENT5_EXT, - GL_COLOR_ATTACHMENT6_EXT, - GL_COLOR_ATTACHMENT7_EXT, -#else GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, @@ -1807,14 +1905,9 @@ void rlActiveDrawBuffers(int count) GL_COLOR_ATTACHMENT5, GL_COLOR_ATTACHMENT6, GL_COLOR_ATTACHMENT7, -#endif }; -#if defined(GRAPHICS_API_OPENGL_ES3) - glDrawBuffersEXT(count, buffers); -#else glDrawBuffers(count, buffers); -#endif } } else TRACELOG(LOG_WARNING, "GL: One color buffer active by default"); @@ -1881,6 +1974,16 @@ void rlEnableWireMode(void) #endif } +// Disable wire mode +void rlDisableWireMode(void) +{ +#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) + // NOTE: glPolygonMode() not available on OpenGL ES + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); +#endif +} + +// Enable point mode void rlEnablePointMode(void) { #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) @@ -1889,8 +1992,9 @@ void rlEnablePointMode(void) glEnable(GL_PROGRAM_POINT_SIZE); #endif } -// Disable wire mode -void rlDisableWireMode(void) + +// Disable point mode +void rlDisablePointMode(void) { #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) // NOTE: glPolygonMode() not available on OpenGL ES @@ -1971,7 +2075,7 @@ void rlClearScreenBuffers(void) } // Check and log OpenGL error codes -void rlCheckErrors() +void rlCheckErrors(void) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) int check = 1; @@ -2169,7 +2273,10 @@ void rlglInit(int width, int height) RLGL.State.currentShaderLocs = RLGL.State.defaultShaderLocs; // Init default vertex arrays buffers + // Simulate that the default shader has the location RL_SHADER_LOC_VERTEX_NORMAL to bind the normal buffer for the default render batch + RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL] = RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL; RLGL.defaultBatch = rlLoadRenderBatch(RL_DEFAULT_BATCH_BUFFERS, RL_DEFAULT_BATCH_BUFFER_ELEMENTS); + RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL] = -1; RLGL.currentBatch = &RLGL.defaultBatch; // Init stack matrices (emulating OpenGL 1.1) @@ -2320,7 +2427,7 @@ void rlLoadExtensions(void *loader) #elif defined(GRAPHICS_API_OPENGL_ES2) - #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_DESKTOP_SDL) + #if defined(PLATFORM_DESKTOP_GLFW) || defined(PLATFORM_DESKTOP_SDL) // TODO: Support GLAD loader for OpenGL ES 3.0 if (gladLoadGLES2((GLADloadfunc)loader) == 0) TRACELOG(RL_LOG_WARNING, "GLAD: Cannot load OpenGL ES2.0 functions"); else TRACELOG(RL_LOG_INFO, "GLAD: OpenGL ES 2.0 loaded successfully"); @@ -2372,25 +2479,47 @@ void rlLoadExtensions(void *loader) } // Check instanced rendering support - if (strcmp(extList[i], (const char *)"GL_ANGLE_instanced_arrays") == 0) // Web ANGLE + if (strstr(extList[i], (const char*)"instanced_arrays") != NULL) // Broad check for instanced_arrays { - glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedANGLE"); - glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedANGLE"); - glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorANGLE"); + // Specific check + if (strcmp(extList[i], (const char *)"GL_ANGLE_instanced_arrays") == 0) // ANGLE + { + glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedANGLE"); + glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedANGLE"); + glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorANGLE"); + } + else if (strcmp(extList[i], (const char *)"GL_EXT_instanced_arrays") == 0) // EXT + { + glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedEXT"); + glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedEXT"); + glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorEXT"); + } + else if (strcmp(extList[i], (const char *)"GL_NV_instanced_arrays") == 0) // NVIDIA GLES + { + glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedNV"); + glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedNV"); + glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorNV"); + } + // The feature will only be marked as supported if the elements from GL_XXX_instanced_arrays are present if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true; } - else + else if (strstr(extList[i], (const char *)"draw_instanced") != NULL) { - if ((strcmp(extList[i], (const char *)"GL_EXT_draw_instanced") == 0) && // Standard EXT - (strcmp(extList[i], (const char *)"GL_EXT_instanced_arrays") == 0)) + // GL_ANGLE_draw_instanced doesn't exist + if (strcmp(extList[i], (const char *)"GL_EXT_draw_instanced") == 0) { glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedEXT"); glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedEXT"); - glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorEXT"); - - if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true; } + else if (strcmp(extList[i], (const char*)"GL_NV_draw_instanced") == 0) + { + glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedNV"); + glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedNV"); + } + + // But the functions will at least be loaded if only GL_XX_EXT_draw_instanced exist + if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true; } // Check NPOT textures support @@ -2614,6 +2743,7 @@ rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements) batch.vertexBuffer[i].vertices = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float)); // 3 float by vertex, 4 vertex by quad batch.vertexBuffer[i].texcoords = (float *)RL_MALLOC(bufferElements*2*4*sizeof(float)); // 2 float by texcoord, 4 texcoord by quad + batch.vertexBuffer[i].normals = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float)); // 3 float by vertex, 4 vertex by quad batch.vertexBuffer[i].colors = (unsigned char *)RL_MALLOC(bufferElements*4*4*sizeof(unsigned char)); // 4 float by color, 4 colors by quad #if defined(GRAPHICS_API_OPENGL_33) batch.vertexBuffer[i].indices = (unsigned int *)RL_MALLOC(bufferElements*6*sizeof(unsigned int)); // 6 int by quad (indices) @@ -2624,6 +2754,7 @@ rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements) for (int j = 0; j < (3*4*bufferElements); j++) batch.vertexBuffer[i].vertices[j] = 0.0f; for (int j = 0; j < (2*4*bufferElements); j++) batch.vertexBuffer[i].texcoords[j] = 0.0f; + for (int j = 0; j < (3*4*bufferElements); j++) batch.vertexBuffer[i].normals[j] = 0.0f; for (int j = 0; j < (4*4*bufferElements); j++) batch.vertexBuffer[i].colors[j] = 0; int k = 0; @@ -2673,16 +2804,23 @@ rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements) glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01]); glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0); - // Vertex color buffer (shader-location = 3) + // Vertex normal buffer (shader-location = 2) glGenBuffers(1, &batch.vertexBuffer[i].vboId[2]); glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[2]); + glBufferData(GL_ARRAY_BUFFER, bufferElements*3*4*sizeof(float), batch.vertexBuffer[i].normals, GL_DYNAMIC_DRAW); + glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL]); + glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0); + + // Vertex color buffer (shader-location = 3) + glGenBuffers(1, &batch.vertexBuffer[i].vboId[3]); + glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[3]); glBufferData(GL_ARRAY_BUFFER, bufferElements*4*4*sizeof(unsigned char), batch.vertexBuffer[i].colors, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR]); glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); // Fill index buffer - glGenBuffers(1, &batch.vertexBuffer[i].vboId[3]); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[3]); + glGenBuffers(1, &batch.vertexBuffer[i].vboId[4]); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[4]); #if defined(GRAPHICS_API_OPENGL_33) glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(int), batch.vertexBuffer[i].indices, GL_STATIC_DRAW); #endif @@ -2737,10 +2875,10 @@ void rlUnloadRenderBatch(rlRenderBatch batch) if (RLGL.ExtSupported.vao) { glBindVertexArray(batch.vertexBuffer[i].vaoId); - glDisableVertexAttribArray(0); - glDisableVertexAttribArray(1); - glDisableVertexAttribArray(2); - glDisableVertexAttribArray(3); + glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION); + glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD); + glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL); + glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR); glBindVertexArray(0); } @@ -2749,6 +2887,7 @@ void rlUnloadRenderBatch(rlRenderBatch batch) glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[1]); glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[2]); glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[3]); + glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[4]); // Delete VAOs from GPU (VRAM) if (RLGL.ExtSupported.vao) glDeleteVertexArrays(1, &batch.vertexBuffer[i].vaoId); @@ -2756,6 +2895,7 @@ void rlUnloadRenderBatch(rlRenderBatch batch) // Free vertex arrays memory from CPU (RAM) RL_FREE(batch.vertexBuffer[i].vertices); RL_FREE(batch.vertexBuffer[i].texcoords); + RL_FREE(batch.vertexBuffer[i].normals); RL_FREE(batch.vertexBuffer[i].colors); RL_FREE(batch.vertexBuffer[i].indices); } @@ -2790,16 +2930,21 @@ void rlDrawRenderBatch(rlRenderBatch *batch) glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*2*sizeof(float), batch->vertexBuffer[batch->currentBuffer].texcoords); //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer - // Colors buffer + // Normals buffer glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]); + glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].normals); + //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].normals, GL_DYNAMIC_DRAW); // Update all buffer + + // Colors buffer + glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]); glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*4*sizeof(unsigned char), batch->vertexBuffer[batch->currentBuffer].colors); //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW); // Update all buffer - // NOTE: glMapBuffer() causes sync issue. - // If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job. - // To avoid waiting (idle), you can call first glBufferData() with NULL pointer before glMapBuffer(). + // NOTE: glMapBuffer() causes sync issue + // If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job + // To avoid waiting (idle), you can call first glBufferData() with NULL pointer before glMapBuffer() // If you do that, the previous data in PBO will be discarded and glMapBuffer() returns a new - // allocated pointer immediately even if GPU is still working with the previous data. + // allocated pointer immediately even if GPU is still working with the previous data // Another option: map the buffer object into client's memory // Probably this code could be moved somewhere else... @@ -2844,13 +2989,30 @@ void rlDrawRenderBatch(rlRenderBatch *batch) // Create modelview-projection matrix and upload to shader Matrix matMVP = rlMatrixMultiply(RLGL.State.modelview, RLGL.State.projection); - float matMVPfloat[16] = { - matMVP.m0, matMVP.m1, matMVP.m2, matMVP.m3, - matMVP.m4, matMVP.m5, matMVP.m6, matMVP.m7, - matMVP.m8, matMVP.m9, matMVP.m10, matMVP.m11, - matMVP.m12, matMVP.m13, matMVP.m14, matMVP.m15 - }; - glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MVP], 1, false, matMVPfloat); + glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MVP], 1, false, rlMatrixToFloat(matMVP)); + + if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_PROJECTION] != -1) + { + glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_PROJECTION], 1, false, rlMatrixToFloat(RLGL.State.projection)); + } + + // WARNING: For the following setup of the view, model, and normal matrices, it is expected that + // transformations and rendering occur between rlPushMatrix() and rlPopMatrix() + + if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_VIEW] != -1) + { + glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_VIEW], 1, false, rlMatrixToFloat(RLGL.State.modelview)); + } + + if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MODEL] != -1) + { + glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MODEL], 1, false, rlMatrixToFloat(RLGL.State.transform)); + } + + if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_NORMAL] != -1) + { + glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_NORMAL], 1, false, rlMatrixToFloat(rlMatrixTranspose(rlMatrixInvert(RLGL.State.transform)))); + } if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId); else @@ -2865,12 +3027,17 @@ void rlDrawRenderBatch(rlRenderBatch *batch) glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0); glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01]); - // Bind vertex attrib: color (shader-location = 3) + // Bind vertex attrib: normal (shader-location = 2) glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]); + glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL]); + + // Bind vertex attrib: color (shader-location = 3) + glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]); glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR]); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[4]); } // Setup some default shader values @@ -2900,15 +3067,15 @@ void rlDrawRenderBatch(rlRenderBatch *batch) if ((batch->draws[i].mode == RL_LINES) || (batch->draws[i].mode == RL_TRIANGLES)) glDrawArrays(batch->draws[i].mode, vertexOffset, batch->draws[i].vertexCount); else { -#if defined(GRAPHICS_API_OPENGL_33) + #if defined(GRAPHICS_API_OPENGL_33) // We need to define the number of indices to be processed: elementCount*6 // NOTE: The final parameter tells the GPU the offset in bytes from the // start of the index buffer to the location of the first index to process glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_INT, (GLvoid *)(vertexOffset/4*6*sizeof(GLuint))); -#endif -#if defined(GRAPHICS_API_OPENGL_ES2) + #endif + #if defined(GRAPHICS_API_OPENGL_ES2) glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_SHORT, (GLvoid *)(vertexOffset/4*6*sizeof(GLushort))); -#endif + #endif } vertexOffset += (batch->draws[i].vertexCount + batch->draws[i].vertexAlignment); @@ -3150,6 +3317,7 @@ unsigned int rlLoadTexture(const void *data, int width, int height, int format, // Activate Trilinear filtering if mipmaps are available glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, mipmapCount); // user defined mip count would break without this. } #endif @@ -3226,11 +3394,17 @@ unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer) // Load texture cubemap // NOTE: Cubemap data is expected to be 6 images in a single data array (one after the other), // expected the following convention: +X, -X, +Y, -Y, +Z, -Z -unsigned int rlLoadTextureCubemap(const void *data, int size, int format) +unsigned int rlLoadTextureCubemap(const void *data, int size, int format, int mipmapCount) { unsigned int id = 0; #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + int mipSize = size; + + // NOTE: Added pointer math separately from function to avoid UBSAN complaining + unsigned char *dataPtr = NULL; + if (data != NULL) dataPtr = (unsigned char *)data; + unsigned int dataSize = rlGetPixelDataSize(size, size, format); glGenTextures(1, &id); @@ -3241,24 +3415,28 @@ unsigned int rlLoadTextureCubemap(const void *data, int size, int format) if (glInternalFormat != 0) { - // Load cubemap faces - for (unsigned int i = 0; i < 6; i++) + // Load cubemap faces/mipmaps + for (int i = 0; i < 6*mipmapCount; i++) { + int mipmapLevel = i/6; + int face = i%6; + if (data == NULL) { if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) { - if ((format == RL_PIXELFORMAT_UNCOMPRESSED_R32) || (format == RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32) - || (format == RL_PIXELFORMAT_UNCOMPRESSED_R16) || (format == RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16)) - TRACELOG(RL_LOG_WARNING, "TEXTURES: Cubemap requested format not supported"); - else glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, NULL); + if ((format == RL_PIXELFORMAT_UNCOMPRESSED_R32) || + (format == RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32) || + (format == RL_PIXELFORMAT_UNCOMPRESSED_R16) || + (format == RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16)) TRACELOG(RL_LOG_WARNING, "TEXTURES: Cubemap requested format not supported"); + else glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mipmapLevel, glInternalFormat, mipSize, mipSize, 0, glFormat, glType, NULL); } else TRACELOG(RL_LOG_WARNING, "TEXTURES: Empty cubemap creation does not support compressed format"); } else { - if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, glFormat, glType, (unsigned char *)data + i*dataSize); - else glCompressedTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, size, size, 0, dataSize, (unsigned char *)data + i*dataSize); + if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mipmapLevel, glInternalFormat, mipSize, mipSize, 0, glFormat, glType, (unsigned char *)dataPtr + face*dataSize); + else glCompressedTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mipmapLevel, glInternalFormat, mipSize, mipSize, 0, dataSize, (unsigned char *)dataPtr + face*dataSize); } #if defined(GRAPHICS_API_OPENGL_33) @@ -3277,11 +3455,23 @@ unsigned int rlLoadTextureCubemap(const void *data, int size, int format) glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); } #endif + if (face == 5) + { + mipSize /= 2; + if (data != NULL) dataPtr += dataSize*6; // Increment data pointer to next mipmap + + // Security check for NPOT textures + if (mipSize < 1) mipSize = 1; + + dataSize = rlGetPixelDataSize(mipSize, mipSize, format); + } } } // Set cubemap texture sampling parameters - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + if (mipmapCount > 1) glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + else glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); @@ -3440,8 +3630,8 @@ void *rlReadTexturePixels(unsigned int id, int width, int height, int format) //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height); //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format); - // NOTE: Each row written to or read from by OpenGL pixel operations like glGetTexImage are aligned to a 4 byte boundary by default, which may add some padding. - // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting. + // NOTE: Each row written to or read from by OpenGL pixel operations like glGetTexImage are aligned to a 4 byte boundary by default, which may add some padding + // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.) // GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.) glPixelStorei(GL_PACK_ALIGNMENT, 1); @@ -3462,7 +3652,7 @@ void *rlReadTexturePixels(unsigned int id, int width, int height, int format) #if defined(GRAPHICS_API_OPENGL_ES2) // glGetTexImage() is not available on OpenGL ES 2.0 - // Texture width and height are required on OpenGL ES 2.0. There is no way to get it from texture id. + // Texture width and height are required on OpenGL ES 2.0, there is no way to get it from texture id // Two possible Options: // 1 - Bind texture to color fbo attachment and glReadPixels() // 2 - Create an fbo, activate it, render quad with texture, glReadPixels() @@ -3492,29 +3682,37 @@ void *rlReadTexturePixels(unsigned int id, int width, int height, int format) // Read screen pixel data (color buffer) unsigned char *rlReadScreenPixels(int width, int height) { - unsigned char *screenData = (unsigned char *)RL_CALLOC(width*height*4, sizeof(unsigned char)); + unsigned char *imgData = (unsigned char *)RL_CALLOC(width*height*4, sizeof(unsigned char)); // NOTE 1: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer // NOTE 2: We are getting alpha channel! Be careful, it can be transparent if not cleared properly! - glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData); + glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, imgData); // Flip image vertically! - unsigned char *imgData = (unsigned char *)RL_MALLOC(width*height*4*sizeof(unsigned char)); - - for (int y = height - 1; y >= 0; y--) + // NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it! + for (int y = height - 1; y >= height / 2; y--) { - for (int x = 0; x < (width*4); x++) + for (int x = 0; x < (width*4); x += 4) { - imgData[((height - 1) - y)*width*4 + x] = screenData[(y*width*4) + x]; // Flip line - - // Set alpha component value to 255 (no trasparent image retrieval) - // NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it! - if (((x + 1)%4) == 0) imgData[((height - 1) - y)*width*4 + x] = 255; + size_t s = ((height - 1) - y)*width*4 + x; + size_t e = y*width*4 + x; + + unsigned char r = imgData[s]; + unsigned char g = imgData[s+1]; + unsigned char b = imgData[s+2]; + + imgData[s] = imgData[e]; + imgData[s+1] = imgData[e+1]; + imgData[s+2] = imgData[e+2]; + imgData[s+3] = 255; // Set alpha component value to 255 (no trasparent image retrieval) + + imgData[e] = r; + imgData[e+1] = g; + imgData[e+2] = b; + imgData[e+3] = 255; // Ditto } } - RL_FREE(screenData); - return imgData; // NOTE: image data should be freed } @@ -3628,7 +3826,7 @@ void rlUnloadFramebuffer(unsigned int id) else if (depthType == GL_TEXTURE) glDeleteTextures(1, &depthIdU); // NOTE: If a texture object is deleted while its image is attached to the *currently bound* framebuffer, - // the texture image is automatically detached from the currently bound framebuffer. + // the texture image is automatically detached from the currently bound framebuffer glBindFramebuffer(GL_FRAMEBUFFER, 0); glDeleteFramebuffers(1, &id); @@ -3777,7 +3975,7 @@ void rlDrawVertexArrayElements(int offset, int count, const void *buffer) void rlDrawVertexArrayInstanced(int offset, int count, int instances) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glDrawArraysInstanced(GL_TRIANGLES, 0, count, instances); + glDrawArraysInstanced(GL_TRIANGLES, offset, count, instances); #endif } @@ -3830,14 +4028,16 @@ unsigned int rlLoadVertexArray(void) } // Set vertex attribute -void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, const void *pointer) +void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, int offset) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) // NOTE: Data type could be: GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_INT, GL_UNSIGNED_INT // Additional types (depends on OpenGL version or extensions): // - GL_HALF_FLOAT, GL_FLOAT, GL_DOUBLE, GL_FIXED, // - GL_INT_2_10_10_10_REV, GL_UNSIGNED_INT_2_10_10_10_REV, GL_UNSIGNED_INT_10F_11F_11F_REV - glVertexAttribPointer(index, compSize, type, normalized, stride, pointer); + + size_t offsetNative = offset; + glVertexAttribPointer(index, compSize, type, normalized, stride, (void *)offsetNative); #endif } @@ -3884,18 +4084,18 @@ unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode) unsigned int fragmentShaderId = 0; // Compile vertex shader (if provided) + // NOTE: If not vertex shader is provided, use default one if (vsCode != NULL) vertexShaderId = rlCompileShader(vsCode, GL_VERTEX_SHADER); - // In case no vertex shader was provided or compilation failed, we use default vertex shader - if (vertexShaderId == 0) vertexShaderId = RLGL.State.defaultVShaderId; + else vertexShaderId = RLGL.State.defaultVShaderId; // Compile fragment shader (if provided) + // NOTE: If not vertex shader is provided, use default one if (fsCode != NULL) fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER); - // In case no fragment shader was provided or compilation failed, we use default fragment shader - if (fragmentShaderId == 0) fragmentShaderId = RLGL.State.defaultFShaderId; + else fragmentShaderId = RLGL.State.defaultFShaderId; // In case vertex and fragment shader are the default ones, no need to recompile, we can just assign the default shader program id if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) id = RLGL.State.defaultShaderId; - else + else if ((vertexShaderId > 0) && (fragmentShaderId > 0)) { // One of or both shader are new, we need to compile a new shader program id = rlLoadShaderProgram(vertexShaderId, fragmentShaderId); @@ -3973,6 +4173,8 @@ unsigned int rlCompileShader(const char *shaderCode, int type) //case GL_GEOMETRY_SHADER: #if defined(GRAPHICS_API_OPENGL_43) case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile compute shader code", shader); break; + #elif defined(GRAPHICS_API_OPENGL_33) + case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43", shader); break; #endif default: break; } @@ -3988,6 +4190,8 @@ unsigned int rlCompileShader(const char *shaderCode, int type) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Compile error: %s", shader, log); RL_FREE(log); } + + shader = 0; } else { @@ -3998,6 +4202,8 @@ unsigned int rlCompileShader(const char *shaderCode, int type) //case GL_GEOMETRY_SHADER: #if defined(GRAPHICS_API_OPENGL_43) case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader compiled successfully", shader); break; + #elif defined(GRAPHICS_API_OPENGL_33) + case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43", shader); break; #endif default: break; } @@ -4020,12 +4226,18 @@ unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId) glAttachShader(program, fShaderId); // NOTE: Default attribute shader locations must be Bound before linking - glBindAttribLocation(program, 0, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION); - glBindAttribLocation(program, 1, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD); - glBindAttribLocation(program, 2, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL); - glBindAttribLocation(program, 3, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR); - glBindAttribLocation(program, 4, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT); - glBindAttribLocation(program, 5, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2); + glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION); + glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD); + glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL); + glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR); + glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT); + glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2); + glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCE_TX, RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCE_TX); + +#ifdef RL_SUPPORT_MESH_GPU_SKINNING + glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS); + glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS); +#endif // NOTE: If some attrib name is no found on the shader, it locations becomes -1 @@ -4058,7 +4270,7 @@ unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId) else { // Get the size of compiled shader program (not available on OpenGL ES 2.0) - // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero. + // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero //GLint binarySize = 0; //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize); @@ -4118,8 +4330,16 @@ void rlSetUniform(int locIndex, const void *value, int uniformType, int count) case RL_SHADER_UNIFORM_IVEC2: glUniform2iv(locIndex, count, (int *)value); break; case RL_SHADER_UNIFORM_IVEC3: glUniform3iv(locIndex, count, (int *)value); break; case RL_SHADER_UNIFORM_IVEC4: glUniform4iv(locIndex, count, (int *)value); break; + #if !defined(GRAPHICS_API_OPENGL_ES2) + case RL_SHADER_UNIFORM_UINT: glUniform1uiv(locIndex, count, (unsigned int *)value); break; + case RL_SHADER_UNIFORM_UIVEC2: glUniform2uiv(locIndex, count, (unsigned int *)value); break; + case RL_SHADER_UNIFORM_UIVEC3: glUniform3uiv(locIndex, count, (unsigned int *)value); break; + case RL_SHADER_UNIFORM_UIVEC4: glUniform4uiv(locIndex, count, (unsigned int *)value); break; + #endif case RL_SHADER_UNIFORM_SAMPLER2D: glUniform1iv(locIndex, count, (int *)value); break; default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set uniform value, data type not recognized"); + + // TODO: Support glUniform1uiv(), glUniform2uiv(), glUniform3uiv(), glUniform4uiv() } #endif } @@ -4153,6 +4373,18 @@ void rlSetUniformMatrix(int locIndex, Matrix mat) #endif } +// Set shader value uniform matrix +void rlSetUniformMatrices(int locIndex, const Matrix *matrices, int count) +{ +#if defined(GRAPHICS_API_OPENGL_33) + glUniformMatrix4fv(locIndex, count, true, (const float *)matrices); +#elif defined(GRAPHICS_API_OPENGL_ES2) + // WARNING: WebGL does not support Matrix transpose ("true" parameter) + // REF: https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/uniformMatrix + glUniformMatrix4fv(locIndex, count, false, (const float *)matrices); +#endif +} + // Set shader value uniform sampler void rlSetUniformSampler(int locIndex, unsigned int textureId) { @@ -4232,12 +4464,14 @@ unsigned int rlLoadComputeShaderProgram(unsigned int shaderId) else { // Get the size of compiled shader program (not available on OpenGL ES 2.0) - // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero. + // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero //GLint binarySize = 0; //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize); TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader program loaded successfully", program); } +#else + TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43"); #endif return program; @@ -4262,6 +4496,8 @@ unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHi glBufferData(GL_SHADER_STORAGE_BUFFER, size, data, usageHint? usageHint : RL_STREAM_COPY); if (data == NULL) glClearBufferData(GL_SHADER_STORAGE_BUFFER, GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE, NULL); // Clear buffer data to 0 glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0); +#else + TRACELOG(RL_LOG_WARNING, "SSBO: SSBO not enabled. Define GRAPHICS_API_OPENGL_43"); #endif return ssbo; @@ -4272,7 +4508,10 @@ void rlUnloadShaderBuffer(unsigned int ssboId) { #if defined(GRAPHICS_API_OPENGL_43) glDeleteBuffers(1, &ssboId); +#else + TRACELOG(RL_LOG_WARNING, "SSBO: SSBO not enabled. Define GRAPHICS_API_OPENGL_43"); #endif + } // Update SSBO buffer data @@ -4287,14 +4526,14 @@ void rlUpdateShaderBuffer(unsigned int id, const void *data, unsigned int dataSi // Get SSBO buffer size unsigned int rlGetShaderBufferSize(unsigned int id) { - long long size = 0; - #if defined(GRAPHICS_API_OPENGL_43) + GLint64 size = 0; glBindBuffer(GL_SHADER_STORAGE_BUFFER, id); - glGetInteger64v(GL_SHADER_STORAGE_BUFFER_SIZE, &size); -#endif - + glGetBufferParameteri64v(GL_SHADER_STORAGE_BUFFER, GL_BUFFER_SIZE, &size); return (size > 0)? (unsigned int)size : 0; +#else + return 0; +#endif } // Read SSBO buffer data (GPU->CPU) @@ -4332,6 +4571,8 @@ void rlBindImageTexture(unsigned int id, unsigned int index, int format, bool re rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType); glBindImageTexture(index, id, 0, 0, 0, readonly? GL_READ_ONLY : GL_READ_WRITE, glInternalFormat); +#else + TRACELOG(RL_LOG_WARNING, "TEXTURE: Image texture binding not enabled. Define GRAPHICS_API_OPENGL_43"); #endif } @@ -4410,7 +4651,7 @@ Matrix rlGetMatrixTransform(void) } // Get internal projection matrix for stereo render (selected eye) -RLAPI Matrix rlGetMatrixProjectionStereo(int eye) +Matrix rlGetMatrixProjectionStereo(int eye) { Matrix mat = rlMatrixIdentity(); #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) @@ -4420,7 +4661,7 @@ RLAPI Matrix rlGetMatrixProjectionStereo(int eye) } // Get internal view offset matrix for stereo render (selected eye) -RLAPI Matrix rlGetMatrixViewOffsetStereo(int eye) +Matrix rlGetMatrixViewOffsetStereo(int eye) { Matrix mat = rlMatrixIdentity(); #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) @@ -4488,10 +4729,10 @@ void rlLoadDrawQuad(void) glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW); // Bind vertex attributes (position, texcoords) - glEnableVertexAttribArray(0); - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0); // Positions - glEnableVertexAttribArray(1); - glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float))); // Texcoords + glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION); + glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0); // Positions + glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD); + glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float))); // Texcoords // Draw quad glBindVertexArray(quadVAO); @@ -4562,12 +4803,12 @@ void rlLoadDrawCube(void) // Bind vertex attributes (position, normals, texcoords) glBindVertexArray(cubeVAO); - glEnableVertexAttribArray(0); - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0); // Positions - glEnableVertexAttribArray(1); - glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float))); // Normals - glEnableVertexAttribArray(2); - glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float))); // Texcoords + glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION); + glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0); // Positions + glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL); + glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float))); // Normals + glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD); + glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float))); // Texcoords glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); @@ -4646,7 +4887,16 @@ static void rlLoadShaderDefault(void) "out vec2 fragTexCoord; \n" "out vec4 fragColor; \n" #endif -#if defined(GRAPHICS_API_OPENGL_ES2) + +#if defined(GRAPHICS_API_OPENGL_ES3) + "#version 300 es \n" + "precision mediump float; \n" // Precision required for OpenGL ES3 (WebGL 2) (on some browsers) + "in vec3 vertexPosition; \n" + "in vec2 vertexTexCoord; \n" + "in vec4 vertexColor; \n" + "out vec2 fragTexCoord; \n" + "out vec4 fragColor; \n" +#elif defined(GRAPHICS_API_OPENGL_ES2) "#version 100 \n" "precision mediump float; \n" // Precision required for OpenGL ES2 (WebGL) (on some browsers) "attribute vec3 vertexPosition; \n" @@ -4655,6 +4905,7 @@ static void rlLoadShaderDefault(void) "varying vec2 fragTexCoord; \n" "varying vec4 fragColor; \n" #endif + "uniform mat4 mvp; \n" "void main() \n" "{ \n" @@ -4689,7 +4940,21 @@ static void rlLoadShaderDefault(void) " finalColor = texelColor*colDiffuse*fragColor; \n" "} \n"; #endif -#if defined(GRAPHICS_API_OPENGL_ES2) + +#if defined(GRAPHICS_API_OPENGL_ES3) + "#version 300 es \n" + "precision mediump float; \n" // Precision required for OpenGL ES3 (WebGL 2) + "in vec2 fragTexCoord; \n" + "in vec4 fragColor; \n" + "out vec4 finalColor; \n" + "uniform sampler2D texture0; \n" + "uniform vec4 colDiffuse; \n" + "void main() \n" + "{ \n" + " vec4 texelColor = texture(texture0, fragTexCoord); \n" + " finalColor = texelColor*colDiffuse*fragColor; \n" + "} \n"; +#elif defined(GRAPHICS_API_OPENGL_ES2) "#version 100 \n" "precision mediump float; \n" // Precision required for OpenGL ES2 (WebGL) "varying vec2 fragTexCoord; \n" @@ -4715,14 +4980,14 @@ static void rlLoadShaderDefault(void) TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Default shader loaded successfully", RLGL.State.defaultShaderId); // Set default shader locations: attributes locations - RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_POSITION] = glGetAttribLocation(RLGL.State.defaultShaderId, "vertexPosition"); - RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(RLGL.State.defaultShaderId, "vertexTexCoord"); - RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_COLOR] = glGetAttribLocation(RLGL.State.defaultShaderId, "vertexColor"); + RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_POSITION] = glGetAttribLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION); + RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD); + RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_COLOR] = glGetAttribLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR); // Set default shader locations: uniform locations - RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MATRIX_MVP] = glGetUniformLocation(RLGL.State.defaultShaderId, "mvp"); - RLGL.State.defaultShaderLocs[RL_SHADER_LOC_COLOR_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, "colDiffuse"); - RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MAP_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, "texture0"); + RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MATRIX_MVP] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_UNIFORM_NAME_MVP); + RLGL.State.defaultShaderLocs[RL_SHADER_LOC_COLOR_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR); + RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MAP_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0); } else TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to load default shader", RLGL.State.defaultShaderId); } @@ -4859,7 +5124,8 @@ static int rlGetPixelDataSize(int width, int height, int format) default: break; } - dataSize = width*height*bpp/8; // Total data size in bytes + double bytesPerPixel = (double)bpp/8.0; + dataSize = (int)(bytesPerPixel*width*height); // Total data size in bytes // Most compressed formats works on 4x4 blocks, // if texture is smaller, minimum dataSize is 8 or 16 @@ -4874,6 +5140,31 @@ static int rlGetPixelDataSize(int width, int height, int format) // Auxiliar math functions +// Get float array of matrix data +static rl_float16 rlMatrixToFloatV(Matrix mat) +{ + rl_float16 result = { 0 }; + + result.v[0] = mat.m0; + result.v[1] = mat.m1; + result.v[2] = mat.m2; + result.v[3] = mat.m3; + result.v[4] = mat.m4; + result.v[5] = mat.m5; + result.v[6] = mat.m6; + result.v[7] = mat.m7; + result.v[8] = mat.m8; + result.v[9] = mat.m9; + result.v[10] = mat.m10; + result.v[11] = mat.m11; + result.v[12] = mat.m12; + result.v[13] = mat.m13; + result.v[14] = mat.m14; + result.v[15] = mat.m15; + + return result; +} + // Get identity matrix static Matrix rlMatrixIdentity(void) { @@ -4913,4 +5204,76 @@ static Matrix rlMatrixMultiply(Matrix left, Matrix right) return result; } +// Transposes provided matrix +static Matrix rlMatrixTranspose(Matrix mat) +{ + Matrix result = { 0 }; + + result.m0 = mat.m0; + result.m1 = mat.m4; + result.m2 = mat.m8; + result.m3 = mat.m12; + result.m4 = mat.m1; + result.m5 = mat.m5; + result.m6 = mat.m9; + result.m7 = mat.m13; + result.m8 = mat.m2; + result.m9 = mat.m6; + result.m10 = mat.m10; + result.m11 = mat.m14; + result.m12 = mat.m3; + result.m13 = mat.m7; + result.m14 = mat.m11; + result.m15 = mat.m15; + + return result; +} + +// Invert provided matrix +static Matrix rlMatrixInvert(Matrix mat) +{ + Matrix result = { 0 }; + + // Cache the matrix values (speed optimization) + float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3; + float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7; + float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11; + float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15; + + float b00 = a00*a11 - a01*a10; + float b01 = a00*a12 - a02*a10; + float b02 = a00*a13 - a03*a10; + float b03 = a01*a12 - a02*a11; + float b04 = a01*a13 - a03*a11; + float b05 = a02*a13 - a03*a12; + float b06 = a20*a31 - a21*a30; + float b07 = a20*a32 - a22*a30; + float b08 = a20*a33 - a23*a30; + float b09 = a21*a32 - a22*a31; + float b10 = a21*a33 - a23*a31; + float b11 = a22*a33 - a23*a32; + + // Calculate the invert determinant (inlined to avoid double-caching) + float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06); + + result.m0 = (a11*b11 - a12*b10 + a13*b09)*invDet; + result.m1 = (-a01*b11 + a02*b10 - a03*b09)*invDet; + result.m2 = (a31*b05 - a32*b04 + a33*b03)*invDet; + result.m3 = (-a21*b05 + a22*b04 - a23*b03)*invDet; + result.m4 = (-a10*b11 + a12*b08 - a13*b07)*invDet; + result.m5 = (a00*b11 - a02*b08 + a03*b07)*invDet; + result.m6 = (-a30*b05 + a32*b02 - a33*b01)*invDet; + result.m7 = (a20*b05 - a22*b02 + a23*b01)*invDet; + result.m8 = (a10*b10 - a11*b08 + a13*b06)*invDet; + result.m9 = (-a00*b10 + a01*b08 - a03*b06)*invDet; + result.m10 = (a30*b04 - a31*b02 + a33*b00)*invDet; + result.m11 = (-a20*b04 + a21*b02 - a23*b00)*invDet; + result.m12 = (-a10*b09 + a11*b07 - a12*b06)*invDet; + result.m13 = (a00*b09 - a01*b07 + a02*b06)*invDet; + result.m14 = (-a30*b03 + a31*b01 - a32*b00)*invDet; + result.m15 = (a20*b03 - a21*b01 + a22*b00)*invDet; + + return result; +} + #endif // RLGL_IMPLEMENTATION diff --git a/src/rmodels.c b/src/rmodels.c index 974081fcc..9ab2bcca9 100644 --- a/src/rmodels.c +++ b/src/rmodels.c @@ -21,7 +21,7 @@ * * LICENSE: zlib/libpng * -* Copyright (c) 2013-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2013-2025 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. @@ -96,9 +96,9 @@ #endif #if defined(SUPPORT_MESH_GENERATION) - #define PAR_MALLOC(T, N) ((T*)RL_MALLOC(N*sizeof(T))) - #define PAR_CALLOC(T, N) ((T*)RL_CALLOC(N*sizeof(T), 1)) - #define PAR_REALLOC(T, BUF, N) ((T*)RL_REALLOC(BUF, sizeof(T)*(N))) + #define PAR_MALLOC(T, N) ((T *)RL_MALLOC(N*sizeof(T))) + #define PAR_CALLOC(T, N) ((T *)RL_CALLOC(N*sizeof(T), 1)) + #define PAR_REALLOC(T, BUF, N) ((T *)RL_REALLOC(BUF, sizeof(T)*(N))) #define PAR_FREE RL_FREE #if defined(_MSC_VER) // Disable some MSVC warning @@ -130,7 +130,7 @@ #define MAX_MATERIAL_MAPS 12 // Maximum number of maps supported #endif #ifndef MAX_MESH_VERTEX_BUFFERS - #define MAX_MESH_VERTEX_BUFFERS 7 // Maximum vertex buffers (VBO) per mesh + #define MAX_MESH_VERTEX_BUFFERS 9 // Maximum vertex buffers (VBO) per mesh #endif //---------------------------------------------------------------------------------- @@ -183,6 +183,7 @@ void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color) } // Draw a point in 3D space, actually a small line +// WARNING: OpenGL ES 2.0 does not support point mode drawing void DrawPoint3D(Vector3 position, Color color) { rlPushMatrix(); @@ -226,9 +227,9 @@ void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color) } // Draw a triangle strip defined by points -void DrawTriangleStrip3D(Vector3 *points, int pointCount, Color color) +void DrawTriangleStrip3D(const Vector3 *points, int pointCount, Color color) { - if (pointCount < 3) return; + if (pointCount < 3) return; // Security check rlBegin(RL_TRIANGLES); rlColor4ub(color.r, color.g, color.b, color.a); @@ -269,6 +270,7 @@ void DrawCube(Vector3 position, float width, float height, float length, Color c rlColor4ub(color.r, color.g, color.b, color.a); // Front face + rlNormal3f(0.0f, 0.0f, 1.0f); rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left @@ -278,6 +280,7 @@ void DrawCube(Vector3 position, float width, float height, float length, Color c rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right // Back face + rlNormal3f(0.0f, 0.0f, -1.0f); rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Left rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right @@ -287,6 +290,7 @@ void DrawCube(Vector3 position, float width, float height, float length, Color c rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left // Top face + rlNormal3f(0.0f, 1.0f, 0.0f); rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left rlVertex3f(x - width/2, y + height/2, z + length/2); // Bottom Left rlVertex3f(x + width/2, y + height/2, z + length/2); // Bottom Right @@ -296,6 +300,7 @@ void DrawCube(Vector3 position, float width, float height, float length, Color c rlVertex3f(x + width/2, y + height/2, z + length/2); // Bottom Right // Bottom face + rlNormal3f(0.0f, -1.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z - length/2); // Top Left rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left @@ -305,6 +310,7 @@ void DrawCube(Vector3 position, float width, float height, float length, Color c rlVertex3f(x - width/2, y - height/2, z - length/2); // Top Left // Right face + rlNormal3f(1.0f, 0.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Left @@ -314,6 +320,7 @@ void DrawCube(Vector3 position, float width, float height, float length, Color c rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Left // Left face + rlNormal3f(-1.0f, 0.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Right rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Right @@ -418,6 +425,11 @@ void DrawSphere(Vector3 centerPos, float radius, Color color) // Draw sphere with extended parameters void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color) { +#if 0 + // Basic implementation, do not use it! + // For a sphere with 16 rings and 16 slices it requires 8640 cos()/sin() function calls! + // New optimized version below only requires 4 cos()/sin() calls + rlPushMatrix(); // NOTE: Transformation is applied in inverse order (scale -> translate) rlTranslatef(centerPos.x, centerPos.y, centerPos.z); @@ -453,6 +465,51 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color } rlEnd(); rlPopMatrix(); +#endif + + rlPushMatrix(); + // NOTE: Transformation is applied in inverse order (scale -> translate) + rlTranslatef(centerPos.x, centerPos.y, centerPos.z); + rlScalef(radius, radius, radius); + + rlBegin(RL_TRIANGLES); + rlColor4ub(color.r, color.g, color.b, color.a); + + float ringangle = DEG2RAD*(180.0f/(rings + 1)); // Angle between latitudinal parallels + float sliceangle = DEG2RAD*(360.0f/slices); // Angle between longitudinal meridians + + float cosring = cosf(ringangle); + float sinring = sinf(ringangle); + float cosslice = cosf(sliceangle); + float sinslice = sinf(sliceangle); + + Vector3 vertices[4] = { 0 }; // Required to store face vertices + vertices[2] = (Vector3){ 0, 1, 0 }; + vertices[3] = (Vector3){ sinring, cosring, 0 }; + + for (int i = 0; i < rings + 1; i++) + { + for (int j = 0; j < slices; j++) + { + vertices[0] = vertices[2]; // Rotate around y axis to set up vertices for next face + vertices[1] = vertices[3]; + vertices[2] = (Vector3){ cosslice*vertices[2].x - sinslice*vertices[2].z, vertices[2].y, sinslice*vertices[2].x + cosslice*vertices[2].z }; // Rotation matrix around y axis + vertices[3] = (Vector3){ cosslice*vertices[3].x - sinslice*vertices[3].z, vertices[3].y, sinslice*vertices[3].x + cosslice*vertices[3].z }; + + rlVertex3f(vertices[0].x, vertices[0].y, vertices[0].z); + rlVertex3f(vertices[3].x, vertices[3].y, vertices[3].z); + rlVertex3f(vertices[1].x, vertices[1].y, vertices[1].z); + + rlVertex3f(vertices[0].x, vertices[0].y, vertices[0].z); + rlVertex3f(vertices[2].x, vertices[2].y, vertices[2].z); + rlVertex3f(vertices[3].x, vertices[3].y, vertices[3].z); + } + + vertices[2] = vertices[3]; // Rotate around z axis to set up starting vertices for next ring + vertices[3] = (Vector3){ cosring*vertices[3].x + sinring*vertices[3].y, -sinring*vertices[3].x + cosring*vertices[3].y, vertices[3].z }; // Rotation matrix around z axis + } + rlEnd(); + rlPopMatrix(); } // Draw sphere wires @@ -502,6 +559,8 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h { if (sides < 3) sides = 3; + const float angleStep = 360.0f/sides; + rlPushMatrix(); rlTranslatef(position.x, position.y, position.z); @@ -511,43 +570,44 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h if (radiusTop > 0) { // Draw Body ------------------------------------------------------------------------------------- - for (int i = 0; i < 360; i += 360/sides) + for (int i = 0; i < sides; i++) { - rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom); //Bottom Left - rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360.0f/sides))*radiusBottom); //Bottom Right - rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360.0f/sides))*radiusTop); //Top Right + rlVertex3f(sinf(DEG2RAD*i*angleStep)*radiusBottom, 0, cosf(DEG2RAD*i*angleStep)*radiusBottom); //Bottom Left + rlVertex3f(sinf(DEG2RAD*(i+1)*angleStep)*radiusBottom, 0, cosf(DEG2RAD*(i+1)*angleStep)*radiusBottom); //Bottom Right + rlVertex3f(sinf(DEG2RAD*(i+1)*angleStep)*radiusTop, height, cosf(DEG2RAD*(i+1)*angleStep)*radiusTop); //Top Right - rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop); //Top Left - rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom); //Bottom Left - rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360.0f/sides))*radiusTop); //Top Right + rlVertex3f(sinf(DEG2RAD*i*angleStep)*radiusTop, height, cosf(DEG2RAD*i*angleStep)*radiusTop); //Top Left + rlVertex3f(sinf(DEG2RAD*i*angleStep)*radiusBottom, 0, cosf(DEG2RAD*i*angleStep)*radiusBottom); //Bottom Left + rlVertex3f(sinf(DEG2RAD*(i+1)*angleStep)*radiusTop, height, cosf(DEG2RAD*(i+1)*angleStep)*radiusTop); //Top Right } // Draw Cap -------------------------------------------------------------------------------------- - for (int i = 0; i < 360; i += 360/sides) + for (int i = 0; i < sides; i++) { rlVertex3f(0, height, 0); - rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop); - rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360.0f/sides))*radiusTop); + rlVertex3f(sinf(DEG2RAD*i*angleStep)*radiusTop, height, cosf(DEG2RAD*i*angleStep)*radiusTop); + rlVertex3f(sinf(DEG2RAD*(i+1)*angleStep)*radiusTop, height, cosf(DEG2RAD*(i+1)*angleStep)*radiusTop); } } else { // Draw Cone ------------------------------------------------------------------------------------- - for (int i = 0; i < 360; i += 360/sides) + for (int i = 0; i < sides; i++) { rlVertex3f(0, height, 0); - rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom); - rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360.0f/sides))*radiusBottom); + rlVertex3f(sinf(DEG2RAD*i*angleStep)*radiusBottom, 0, cosf(DEG2RAD*i*angleStep)*radiusBottom); + rlVertex3f(sinf(DEG2RAD*(i+1)*angleStep)*radiusBottom, 0, cosf(DEG2RAD*(i+1)*angleStep)*radiusBottom); } } // Draw Base ----------------------------------------------------------------------------------------- - for (int i = 0; i < 360; i += 360/sides) + for (int i = 0; i < sides; i++) { rlVertex3f(0, 0, 0); - rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360.0f/sides))*radiusBottom); - rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom); + rlVertex3f(sinf(DEG2RAD*(i+1)*angleStep)*radiusBottom, 0, cosf(DEG2RAD*(i+1)*angleStep)*radiusBottom); + rlVertex3f(sinf(DEG2RAD*i*angleStep)*radiusBottom, 0, cosf(DEG2RAD*i*angleStep)*radiusBottom); } + rlEnd(); rlPopMatrix(); } @@ -559,7 +619,7 @@ void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float e if (sides < 3) sides = 3; Vector3 direction = { endPos.x - startPos.x, endPos.y - startPos.y, endPos.z - startPos.z }; - if ((direction.x == 0) && (direction.y == 0) && (direction.z == 0)) return; + if ((direction.x == 0) && (direction.y == 0) && (direction.z == 0)) return; // Security check // Construct a basis of the base and the top face: Vector3 b1 = Vector3Normalize(Vector3Perpendicular(direction)); @@ -570,8 +630,9 @@ void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float e rlBegin(RL_TRIANGLES); rlColor4ub(color.r, color.g, color.b, color.a); - for (int i = 0; i < sides; i++) { - // compute the four vertices + for (int i = 0; i < sides; i++) + { + // Compute the four vertices float s1 = sinf(baseAngle*(i + 0))*startRadius; float c1 = cosf(baseAngle*(i + 0))*startRadius; Vector3 w1 = { startPos.x + s1*b1.x + c1*b2.x, startPos.y + s1*b1.y + c1*b2.y, startPos.z + s1*b1.z + c1*b2.z }; @@ -585,11 +646,12 @@ void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float e float c4 = cosf(baseAngle*(i + 1))*endRadius; Vector3 w4 = { endPos.x + s4*b1.x + c4*b2.x, endPos.y + s4*b1.y + c4*b2.y, endPos.z + s4*b1.z + c4*b2.z }; - if (startRadius > 0) { // + if (startRadius > 0) + { rlVertex3f(startPos.x, startPos.y, startPos.z); // | rlVertex3f(w2.x, w2.y, w2.z); // T0 rlVertex3f(w1.x, w1.y, w1.z); // | - } // + } // w2 x.-----------x startPos rlVertex3f(w1.x, w1.y, w1.z); // | |\'. T0 / rlVertex3f(w2.x, w2.y, w2.z); // T1 | \ '. / @@ -599,7 +661,8 @@ void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float e rlVertex3f(w4.x, w4.y, w4.z); // T2 '. \ |T3/ rlVertex3f(w3.x, w3.y, w3.z); // | '. \ | / // '.\|/ - if (endRadius > 0) { // 'x w3 + if (endRadius > 0) // 'x w3 + { rlVertex3f(endPos.x, endPos.y, endPos.z); // | rlVertex3f(w3.x, w3.y, w3.z); // T3 rlVertex3f(w4.x, w4.y, w4.z); // | @@ -614,31 +677,32 @@ void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, fl { if (sides < 3) sides = 3; + const float angleStep = 360.0f/sides; + rlPushMatrix(); rlTranslatef(position.x, position.y, position.z); rlBegin(RL_LINES); rlColor4ub(color.r, color.g, color.b, color.a); - for (int i = 0; i < 360; i += 360/sides) + for (int i = 0; i < sides; i++) { - rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom); - rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360.0f/sides))*radiusBottom); + rlVertex3f(sinf(DEG2RAD*i*angleStep)*radiusBottom, 0, cosf(DEG2RAD*i*angleStep)*radiusBottom); + rlVertex3f(sinf(DEG2RAD*(i+1)*angleStep)*radiusBottom, 0, cosf(DEG2RAD*(i+1)*angleStep)*radiusBottom); - rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusBottom, 0, cosf(DEG2RAD*(i + 360.0f/sides))*radiusBottom); - rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360.0f/sides))*radiusTop); + rlVertex3f(sinf(DEG2RAD*(i+1)*angleStep)*radiusBottom, 0, cosf(DEG2RAD*(i+1)*angleStep)*radiusBottom); + rlVertex3f(sinf(DEG2RAD*(i+1)*angleStep)*radiusTop, height, cosf(DEG2RAD*(i+1)*angleStep)*radiusTop); - rlVertex3f(sinf(DEG2RAD*(i + 360.0f/sides))*radiusTop, height, cosf(DEG2RAD*(i + 360.0f/sides))*radiusTop); - rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop); + rlVertex3f(sinf(DEG2RAD*(i+1)*angleStep)*radiusTop, height, cosf(DEG2RAD*(i+1)*angleStep)*radiusTop); + rlVertex3f(sinf(DEG2RAD*i*angleStep)*radiusTop, height, cosf(DEG2RAD*i*angleStep)*radiusTop); - rlVertex3f(sinf(DEG2RAD*i)*radiusTop, height, cosf(DEG2RAD*i)*radiusTop); - rlVertex3f(sinf(DEG2RAD*i)*radiusBottom, 0, cosf(DEG2RAD*i)*radiusBottom); + rlVertex3f(sinf(DEG2RAD*i*angleStep)*radiusTop, height, cosf(DEG2RAD*i*angleStep)*radiusTop); + rlVertex3f(sinf(DEG2RAD*i*angleStep)*radiusBottom, 0, cosf(DEG2RAD*i*angleStep)*radiusBottom); } rlEnd(); rlPopMatrix(); } - // Draw a wired cylinder with base at startPos and top at endPos // NOTE: It could be also used for pyramid and cone void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color) @@ -646,7 +710,7 @@ void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, fl if (sides < 3) sides = 3; Vector3 direction = { endPos.x - startPos.x, endPos.y - startPos.y, endPos.z - startPos.z }; - if ((direction.x == 0) && (direction.y == 0) && (direction.z == 0))return; + if ((direction.x == 0) && (direction.y == 0) && (direction.z == 0)) return; // Security check // Construct a basis of the base and the top face: Vector3 b1 = Vector3Normalize(Vector3Perpendicular(direction)); @@ -657,8 +721,9 @@ void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, fl rlBegin(RL_LINES); rlColor4ub(color.r, color.g, color.b, color.a); - for (int i = 0; i < sides; i++) { - // compute the four vertices + for (int i = 0; i < sides; i++) + { + // Compute the four vertices float s1 = sinf(baseAngle*(i + 0))*startRadius; float c1 = cosf(baseAngle*(i + 0))*startRadius; Vector3 w1 = { startPos.x + s1*b1.x + c1*b2.x, startPos.y + s1*b1.y + c1*b2.y, startPos.z + s1*b1.z + c1*b2.z }; @@ -702,7 +767,7 @@ void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int Vector3 capCenter = endPos; float baseSliceAngle = (2.0f*PI)/slices; - float baseRingAngle = PI * 0.5f / rings; + float baseRingAngle = PI*0.5f/rings; rlBegin(RL_TRIANGLES); rlColor4ub(color.r, color.g, color.b, color.a); @@ -721,38 +786,38 @@ void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int // as we iterate through the rings they must get smaller by the cos(angle(i)) // compute the four vertices - float ringSin1 = sinf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 0 )); - float ringCos1 = cosf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 0 )); + float ringSin1 = sinf(baseSliceAngle*(j + 0))*cosf(baseRingAngle*( i + 0 )); + float ringCos1 = cosf(baseSliceAngle*(j + 0))*cosf(baseRingAngle*( i + 0 )); Vector3 w1 = (Vector3){ - capCenter.x + (sinf(baseRingAngle * ( i + 0 ))*b0.x + ringSin1*b1.x + ringCos1*b2.x) * radius, - capCenter.y + (sinf(baseRingAngle * ( i + 0 ))*b0.y + ringSin1*b1.y + ringCos1*b2.y) * radius, - capCenter.z + (sinf(baseRingAngle * ( i + 0 ))*b0.z + ringSin1*b1.z + ringCos1*b2.z) * radius + capCenter.x + (sinf(baseRingAngle*( i + 0 ))*b0.x + ringSin1*b1.x + ringCos1*b2.x)*radius, + capCenter.y + (sinf(baseRingAngle*( i + 0 ))*b0.y + ringSin1*b1.y + ringCos1*b2.y)*radius, + capCenter.z + (sinf(baseRingAngle*( i + 0 ))*b0.z + ringSin1*b1.z + ringCos1*b2.z)*radius }; - float ringSin2 = sinf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 0 )); - float ringCos2 = cosf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 0 )); + float ringSin2 = sinf(baseSliceAngle*(j + 1))*cosf(baseRingAngle*( i + 0 )); + float ringCos2 = cosf(baseSliceAngle*(j + 1))*cosf(baseRingAngle*( i + 0 )); Vector3 w2 = (Vector3){ - capCenter.x + (sinf(baseRingAngle * ( i + 0 ))*b0.x + ringSin2*b1.x + ringCos2*b2.x) * radius, - capCenter.y + (sinf(baseRingAngle * ( i + 0 ))*b0.y + ringSin2*b1.y + ringCos2*b2.y) * radius, - capCenter.z + (sinf(baseRingAngle * ( i + 0 ))*b0.z + ringSin2*b1.z + ringCos2*b2.z) * radius + capCenter.x + (sinf(baseRingAngle*( i + 0 ))*b0.x + ringSin2*b1.x + ringCos2*b2.x)*radius, + capCenter.y + (sinf(baseRingAngle*( i + 0 ))*b0.y + ringSin2*b1.y + ringCos2*b2.y)*radius, + capCenter.z + (sinf(baseRingAngle*( i + 0 ))*b0.z + ringSin2*b1.z + ringCos2*b2.z)*radius }; - float ringSin3 = sinf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 1 )); - float ringCos3 = cosf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 1 )); + float ringSin3 = sinf(baseSliceAngle*(j + 0))*cosf(baseRingAngle*( i + 1 )); + float ringCos3 = cosf(baseSliceAngle*(j + 0))*cosf(baseRingAngle*( i + 1 )); Vector3 w3 = (Vector3){ - capCenter.x + (sinf(baseRingAngle * ( i + 1 ))*b0.x + ringSin3*b1.x + ringCos3*b2.x) * radius, - capCenter.y + (sinf(baseRingAngle * ( i + 1 ))*b0.y + ringSin3*b1.y + ringCos3*b2.y) * radius, - capCenter.z + (sinf(baseRingAngle * ( i + 1 ))*b0.z + ringSin3*b1.z + ringCos3*b2.z) * radius + capCenter.x + (sinf(baseRingAngle*( i + 1 ))*b0.x + ringSin3*b1.x + ringCos3*b2.x)*radius, + capCenter.y + (sinf(baseRingAngle*( i + 1 ))*b0.y + ringSin3*b1.y + ringCos3*b2.y)*radius, + capCenter.z + (sinf(baseRingAngle*( i + 1 ))*b0.z + ringSin3*b1.z + ringCos3*b2.z)*radius }; - float ringSin4 = sinf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 1 )); - float ringCos4 = cosf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 1 )); + float ringSin4 = sinf(baseSliceAngle*(j + 1))*cosf(baseRingAngle*( i + 1 )); + float ringCos4 = cosf(baseSliceAngle*(j + 1))*cosf(baseRingAngle*( i + 1 )); Vector3 w4 = (Vector3){ - capCenter.x + (sinf(baseRingAngle * ( i + 1 ))*b0.x + ringSin4*b1.x + ringCos4*b2.x) * radius, - capCenter.y + (sinf(baseRingAngle * ( i + 1 ))*b0.y + ringSin4*b1.y + ringCos4*b2.y) * radius, - capCenter.z + (sinf(baseRingAngle * ( i + 1 ))*b0.z + ringSin4*b1.z + ringCos4*b2.z) * radius + capCenter.x + (sinf(baseRingAngle*( i + 1 ))*b0.x + ringSin4*b1.x + ringCos4*b2.x)*radius, + capCenter.y + (sinf(baseRingAngle*( i + 1 ))*b0.y + ringSin4*b1.y + ringCos4*b2.y)*radius, + capCenter.z + (sinf(baseRingAngle*( i + 1 ))*b0.z + ringSin4*b1.z + ringCos4*b2.z)*radius }; - // make sure cap triangle normals are facing outwards - if(c == 0) + // Make sure cap triangle normals are facing outwards + if (c == 0) { rlVertex3f(w1.x, w1.y, w1.z); rlVertex3f(w2.x, w2.y, w2.z); @@ -845,7 +910,7 @@ void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices Vector3 capCenter = endPos; float baseSliceAngle = (2.0f*PI)/slices; - float baseRingAngle = PI * 0.5f / rings; + float baseRingAngle = PI*0.5f/rings; rlBegin(RL_LINES); rlColor4ub(color.r, color.g, color.b, color.a); @@ -864,34 +929,34 @@ void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices // as we iterate through the rings they must get smaller by the cos(angle(i)) // compute the four vertices - float ringSin1 = sinf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 0 )); - float ringCos1 = cosf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 0 )); + float ringSin1 = sinf(baseSliceAngle*(j + 0))*cosf(baseRingAngle*( i + 0 )); + float ringCos1 = cosf(baseSliceAngle*(j + 0))*cosf(baseRingAngle*( i + 0 )); Vector3 w1 = (Vector3){ - capCenter.x + (sinf(baseRingAngle * ( i + 0 ))*b0.x + ringSin1*b1.x + ringCos1*b2.x) * radius, - capCenter.y + (sinf(baseRingAngle * ( i + 0 ))*b0.y + ringSin1*b1.y + ringCos1*b2.y) * radius, - capCenter.z + (sinf(baseRingAngle * ( i + 0 ))*b0.z + ringSin1*b1.z + ringCos1*b2.z) * radius + capCenter.x + (sinf(baseRingAngle*( i + 0 ))*b0.x + ringSin1*b1.x + ringCos1*b2.x)*radius, + capCenter.y + (sinf(baseRingAngle*( i + 0 ))*b0.y + ringSin1*b1.y + ringCos1*b2.y)*radius, + capCenter.z + (sinf(baseRingAngle*( i + 0 ))*b0.z + ringSin1*b1.z + ringCos1*b2.z)*radius }; - float ringSin2 = sinf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 0 )); - float ringCos2 = cosf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 0 )); + float ringSin2 = sinf(baseSliceAngle*(j + 1))*cosf(baseRingAngle*( i + 0 )); + float ringCos2 = cosf(baseSliceAngle*(j + 1))*cosf(baseRingAngle*( i + 0 )); Vector3 w2 = (Vector3){ - capCenter.x + (sinf(baseRingAngle * ( i + 0 ))*b0.x + ringSin2*b1.x + ringCos2*b2.x) * radius, - capCenter.y + (sinf(baseRingAngle * ( i + 0 ))*b0.y + ringSin2*b1.y + ringCos2*b2.y) * radius, - capCenter.z + (sinf(baseRingAngle * ( i + 0 ))*b0.z + ringSin2*b1.z + ringCos2*b2.z) * radius + capCenter.x + (sinf(baseRingAngle*( i + 0 ))*b0.x + ringSin2*b1.x + ringCos2*b2.x)*radius, + capCenter.y + (sinf(baseRingAngle*( i + 0 ))*b0.y + ringSin2*b1.y + ringCos2*b2.y)*radius, + capCenter.z + (sinf(baseRingAngle*( i + 0 ))*b0.z + ringSin2*b1.z + ringCos2*b2.z)*radius }; - float ringSin3 = sinf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 1 )); - float ringCos3 = cosf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 1 )); + float ringSin3 = sinf(baseSliceAngle*(j + 0))*cosf(baseRingAngle*( i + 1 )); + float ringCos3 = cosf(baseSliceAngle*(j + 0))*cosf(baseRingAngle*( i + 1 )); Vector3 w3 = (Vector3){ - capCenter.x + (sinf(baseRingAngle * ( i + 1 ))*b0.x + ringSin3*b1.x + ringCos3*b2.x) * radius, - capCenter.y + (sinf(baseRingAngle * ( i + 1 ))*b0.y + ringSin3*b1.y + ringCos3*b2.y) * radius, - capCenter.z + (sinf(baseRingAngle * ( i + 1 ))*b0.z + ringSin3*b1.z + ringCos3*b2.z) * radius + capCenter.x + (sinf(baseRingAngle*( i + 1 ))*b0.x + ringSin3*b1.x + ringCos3*b2.x)*radius, + capCenter.y + (sinf(baseRingAngle*( i + 1 ))*b0.y + ringSin3*b1.y + ringCos3*b2.y)*radius, + capCenter.z + (sinf(baseRingAngle*( i + 1 ))*b0.z + ringSin3*b1.z + ringCos3*b2.z)*radius }; - float ringSin4 = sinf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 1 )); - float ringCos4 = cosf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 1 )); + float ringSin4 = sinf(baseSliceAngle*(j + 1))*cosf(baseRingAngle*( i + 1 )); + float ringCos4 = cosf(baseSliceAngle*(j + 1))*cosf(baseRingAngle*( i + 1 )); Vector3 w4 = (Vector3){ - capCenter.x + (sinf(baseRingAngle * ( i + 1 ))*b0.x + ringSin4*b1.x + ringCos4*b2.x) * radius, - capCenter.y + (sinf(baseRingAngle * ( i + 1 ))*b0.y + ringSin4*b1.y + ringCos4*b2.y) * radius, - capCenter.z + (sinf(baseRingAngle * ( i + 1 ))*b0.z + ringSin4*b1.z + ringCos4*b2.z) * radius + capCenter.x + (sinf(baseRingAngle*( i + 1 ))*b0.x + ringSin4*b1.x + ringCos4*b2.x)*radius, + capCenter.y + (sinf(baseRingAngle*( i + 1 ))*b0.y + ringSin4*b1.y + ringCos4*b2.y)*radius, + capCenter.z + (sinf(baseRingAngle*( i + 1 ))*b0.z + ringSin4*b1.z + ringCos4*b2.z)*radius }; rlVertex3f(w1.x, w1.y, w1.z); @@ -1007,16 +1072,10 @@ void DrawGrid(int slices, float spacing) if (i == 0) { rlColor3f(0.5f, 0.5f, 0.5f); - rlColor3f(0.5f, 0.5f, 0.5f); - rlColor3f(0.5f, 0.5f, 0.5f); - rlColor3f(0.5f, 0.5f, 0.5f); } else { rlColor3f(0.75f, 0.75f, 0.75f); - rlColor3f(0.75f, 0.75f, 0.75f); - rlColor3f(0.75f, 0.75f, 0.75f); - rlColor3f(0.75f, 0.75f, 0.75f); } rlVertex3f((float)i*spacing, 0.0f, (float)-halfSlices*spacing); @@ -1097,16 +1156,36 @@ Model LoadModelFromMesh(Mesh mesh) return model; } -// Check if a model is ready -bool IsModelReady(Model model) +// Check if a model is valid (loaded in GPU, VAO/VBOs) +bool IsModelValid(Model model) { - return ((model.meshes != NULL) && // Validate model contains some mesh - (model.materials != NULL) && // Validate model contains some material (at least default one) - (model.meshMaterial != NULL) && // Validate mesh-material linkage - (model.meshCount > 0) && // Validate mesh count - (model.materialCount > 0)); // Validate material count + bool result = false; + + if ((model.meshes != NULL) && // Validate model contains some mesh + (model.materials != NULL) && // Validate model contains some material (at least default one) + (model.meshMaterial != NULL) && // Validate mesh-material linkage + (model.meshCount > 0) && // Validate mesh count + (model.materialCount > 0)) result = true; // Validate material count + + // NOTE: Many elements could be validated from a model, including every model mesh VAO/VBOs + // but some VBOs could not be used, it depends on Mesh vertex data + for (int i = 0; i < model.meshCount; i++) + { + if ((model.meshes[i].vertices != NULL) && (model.meshes[i].vboId[0] == 0)) { result = false; break; } // Vertex position buffer not uploaded to GPU + if ((model.meshes[i].texcoords != NULL) && (model.meshes[i].vboId[1] == 0)) { result = false; break; } // Vertex textcoords buffer not uploaded to GPU + if ((model.meshes[i].normals != NULL) && (model.meshes[i].vboId[2] == 0)) { result = false; break; } // Vertex normals buffer not uploaded to GPU + if ((model.meshes[i].colors != NULL) && (model.meshes[i].vboId[3] == 0)) { result = false; break; } // Vertex colors buffer not uploaded to GPU + if ((model.meshes[i].tangents != NULL) && (model.meshes[i].vboId[4] == 0)) { result = false; break; } // Vertex tangents buffer not uploaded to GPU + if ((model.meshes[i].texcoords2 != NULL) && (model.meshes[i].vboId[5] == 0)) { result = false; break; } // Vertex texcoords2 buffer not uploaded to GPU + if ((model.meshes[i].indices != NULL) && (model.meshes[i].vboId[6] == 0)) { result = false; break; } // Vertex indices buffer not uploaded to GPU + if ((model.meshes[i].boneIds != NULL) && (model.meshes[i].vboId[7] == 0)) { result = false; break; } // Vertex boneIds buffer not uploaded to GPU + if ((model.meshes[i].boneWeights != NULL) && (model.meshes[i].vboId[8] == 0)) { result = false; break; } // Vertex boneWeights buffer not uploaded to GPU + + // NOTE: Some OpenGL versions do not support VAO, so we don't check it + //if (model.meshes[i].vaoId == 0) { result = false; break } + } - // NOTE: This is a very general model validation, many elements could be validated from a model... + return result; } // Unload model (meshes/materials) from memory (RAM and/or VRAM) @@ -1183,13 +1262,18 @@ void UploadMesh(Mesh *mesh, bool dynamic) mesh->vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VERTEX_BUFFERS, sizeof(unsigned int)); mesh->vaoId = 0; // Vertex Array Object - mesh->vboId[0] = 0; // Vertex buffer: positions - mesh->vboId[1] = 0; // Vertex buffer: texcoords - mesh->vboId[2] = 0; // Vertex buffer: normals - mesh->vboId[3] = 0; // Vertex buffer: colors - mesh->vboId[4] = 0; // Vertex buffer: tangents - mesh->vboId[5] = 0; // Vertex buffer: texcoords2 - mesh->vboId[6] = 0; // Vertex buffer: indices + mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION] = 0; // Vertex buffer: positions + mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD] = 0; // Vertex buffer: texcoords + mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL] = 0; // Vertex buffer: normals + mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR] = 0; // Vertex buffer: colors + mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT] = 0; // Vertex buffer: tangents + mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2] = 0; // Vertex buffer: texcoords2 + mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES] = 0; // Vertex buffer: indices + +#ifdef RL_SUPPORT_MESH_GPU_SKINNING + mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS] = 0; // Vertex buffer: boneIds + mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS] = 0; // Vertex buffer: boneWeights +#endif #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) mesh->vaoId = rlLoadVertexArray(); @@ -1199,14 +1283,14 @@ void UploadMesh(Mesh *mesh, bool dynamic) // Enable vertex attributes: position (shader-location = 0) void *vertices = (mesh->animVertices != NULL)? mesh->animVertices : mesh->vertices; - mesh->vboId[0] = rlLoadVertexBuffer(vertices, mesh->vertexCount*3*sizeof(float), dynamic); - rlSetVertexAttribute(0, 3, RL_FLOAT, 0, 0, 0); - rlEnableVertexAttribute(0); + mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION] = rlLoadVertexBuffer(vertices, mesh->vertexCount*3*sizeof(float), dynamic); + rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, 3, RL_FLOAT, 0, 0, 0); + rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION); // Enable vertex attributes: texcoords (shader-location = 1) - mesh->vboId[1] = rlLoadVertexBuffer(mesh->texcoords, mesh->vertexCount*2*sizeof(float), dynamic); - rlSetVertexAttribute(1, 2, RL_FLOAT, 0, 0, 0); - rlEnableVertexAttribute(1); + mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD] = rlLoadVertexBuffer(mesh->texcoords, mesh->vertexCount*2*sizeof(float), dynamic); + rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, 2, RL_FLOAT, 0, 0, 0); + rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD); // WARNING: When setting default vertex attribute values, the values for each generic vertex attribute // is part of current state, and it is maintained even if a different program object is used @@ -1215,70 +1299,104 @@ void UploadMesh(Mesh *mesh, bool dynamic) { // Enable vertex attributes: normals (shader-location = 2) void *normals = (mesh->animNormals != NULL)? mesh->animNormals : mesh->normals; - mesh->vboId[2] = rlLoadVertexBuffer(normals, mesh->vertexCount*3*sizeof(float), dynamic); - rlSetVertexAttribute(2, 3, RL_FLOAT, 0, 0, 0); - rlEnableVertexAttribute(2); + mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL] = rlLoadVertexBuffer(normals, mesh->vertexCount*3*sizeof(float), dynamic); + rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, 3, RL_FLOAT, 0, 0, 0); + rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL); } else { // Default vertex attribute: normal // WARNING: Default value provided to shader if location available float value[3] = { 1.0f, 1.0f, 1.0f }; - rlSetVertexAttributeDefault(2, value, SHADER_ATTRIB_VEC3, 3); - rlDisableVertexAttribute(2); + rlSetVertexAttributeDefault(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, value, SHADER_ATTRIB_VEC3, 3); + rlDisableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL); } if (mesh->colors != NULL) { // Enable vertex attribute: color (shader-location = 3) - mesh->vboId[3] = rlLoadVertexBuffer(mesh->colors, mesh->vertexCount*4*sizeof(unsigned char), dynamic); - rlSetVertexAttribute(3, 4, RL_UNSIGNED_BYTE, 1, 0, 0); - rlEnableVertexAttribute(3); + mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR] = rlLoadVertexBuffer(mesh->colors, mesh->vertexCount*4*sizeof(unsigned char), dynamic); + rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR, 4, RL_UNSIGNED_BYTE, 1, 0, 0); + rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR); } else { // Default vertex attribute: color // WARNING: Default value provided to shader if location available float value[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; // WHITE - rlSetVertexAttributeDefault(3, value, SHADER_ATTRIB_VEC4, 4); - rlDisableVertexAttribute(3); + rlSetVertexAttributeDefault(RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR, value, SHADER_ATTRIB_VEC4, 4); + rlDisableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR); } if (mesh->tangents != NULL) { // Enable vertex attribute: tangent (shader-location = 4) - mesh->vboId[4] = rlLoadVertexBuffer(mesh->tangents, mesh->vertexCount*4*sizeof(float), dynamic); - rlSetVertexAttribute(4, 4, RL_FLOAT, 0, 0, 0); - rlEnableVertexAttribute(4); + mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT] = rlLoadVertexBuffer(mesh->tangents, mesh->vertexCount*4*sizeof(float), dynamic); + rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, 4, RL_FLOAT, 0, 0, 0); + rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT); } else { // Default vertex attribute: tangent // WARNING: Default value provided to shader if location available float value[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; - rlSetVertexAttributeDefault(4, value, SHADER_ATTRIB_VEC4, 4); - rlDisableVertexAttribute(4); + rlSetVertexAttributeDefault(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, value, SHADER_ATTRIB_VEC4, 4); + rlDisableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT); } if (mesh->texcoords2 != NULL) { // Enable vertex attribute: texcoord2 (shader-location = 5) - mesh->vboId[5] = rlLoadVertexBuffer(mesh->texcoords2, mesh->vertexCount*2*sizeof(float), dynamic); - rlSetVertexAttribute(5, 2, RL_FLOAT, 0, 0, 0); - rlEnableVertexAttribute(5); + mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2] = rlLoadVertexBuffer(mesh->texcoords2, mesh->vertexCount*2*sizeof(float), dynamic); + rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, 2, RL_FLOAT, 0, 0, 0); + rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2); } else { // Default vertex attribute: texcoord2 // WARNING: Default value provided to shader if location available float value[2] = { 0.0f, 0.0f }; - rlSetVertexAttributeDefault(5, value, SHADER_ATTRIB_VEC2, 2); - rlDisableVertexAttribute(5); + rlSetVertexAttributeDefault(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, value, SHADER_ATTRIB_VEC2, 2); + rlDisableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2); } +#ifdef RL_SUPPORT_MESH_GPU_SKINNING + if (mesh->boneIds != NULL) + { + // Enable vertex attribute: boneIds (shader-location = 7) + mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS] = rlLoadVertexBuffer(mesh->boneIds, mesh->vertexCount*4*sizeof(unsigned char), dynamic); + rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, 4, RL_UNSIGNED_BYTE, 0, 0, 0); + rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS); + } + else + { + // Default vertex attribute: boneIds + // WARNING: Default value provided to shader if location available + float value[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; + rlSetVertexAttributeDefault(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, value, SHADER_ATTRIB_VEC4, 4); + rlDisableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS); + } + + if (mesh->boneWeights != NULL) + { + // Enable vertex attribute: boneWeights (shader-location = 8) + mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS] = rlLoadVertexBuffer(mesh->boneWeights, mesh->vertexCount*4*sizeof(float), dynamic); + rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, 4, RL_FLOAT, 0, 0, 0); + rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS); + } + else + { + // Default vertex attribute: boneWeights + // WARNING: Default value provided to shader if location available + float value[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; + rlSetVertexAttributeDefault(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, value, SHADER_ATTRIB_VEC4, 2); + rlDisableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS); + } +#endif + if (mesh->indices != NULL) { - mesh->vboId[6] = rlLoadVertexBufferElement(mesh->indices, mesh->triangleCount*3*sizeof(unsigned short), dynamic); + mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES] = rlLoadVertexBufferElement(mesh->indices, mesh->triangleCount*3*sizeof(unsigned short), dynamic); } if (mesh->vaoId > 0) TRACELOG(LOG_INFO, "VAO: [ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vaoId); @@ -1375,19 +1493,27 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform) if (material.shader.locs[SHADER_LOC_MATRIX_VIEW] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_VIEW], matView); if (material.shader.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_PROJECTION], matProjection); - // Model transformation matrix is sent to shader uniform location: SHADER_LOC_MATRIX_MODEL - if (material.shader.locs[SHADER_LOC_MATRIX_MODEL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MODEL], transform); - // Accumulate several model transformations: // transform: model transformation provided (includes DrawModel() params combined with model.transform) // rlGetMatrixTransform(): rlgl internal transform matrix due to push/pop matrix stack matModel = MatrixMultiply(transform, rlGetMatrixTransform()); + // Model transformation matrix is sent to shader uniform location: SHADER_LOC_MATRIX_MODEL + if (material.shader.locs[SHADER_LOC_MATRIX_MODEL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MODEL], matModel); + // Get model-view matrix matModelView = MatrixMultiply(matModel, matView); // Upload model normal matrix (if locations available) if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModel))); + +#ifdef RL_SUPPORT_MESH_GPU_SKINNING + // Upload Bone Transforms + if ((material.shader.locs[SHADER_LOC_BONE_MATRICES] != -1) && mesh.boneMatrices) + { + rlSetUniformMatrices(material.shader.locs[SHADER_LOC_BONE_MATRICES], mesh.boneMatrices, mesh.boneCount); + } +#endif //----------------------------------------------------- // Bind active texture maps (if available) @@ -1415,19 +1541,19 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform) if (!rlEnableVertexArray(mesh.vaoId)) { // Bind mesh VBO data: vertex position (shader-location = 0) - rlEnableVertexBuffer(mesh.vboId[0]); + rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION]); rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION], 3, RL_FLOAT, 0, 0, 0); rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION]); // Bind mesh VBO data: vertex texcoords (shader-location = 1) - rlEnableVertexBuffer(mesh.vboId[1]); + rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD]); rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD01], 2, RL_FLOAT, 0, 0, 0); rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD01]); if (material.shader.locs[SHADER_LOC_VERTEX_NORMAL] != -1) { // Bind mesh VBO data: vertex normals (shader-location = 2) - rlEnableVertexBuffer(mesh.vboId[2]); + rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL]); rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_NORMAL], 3, RL_FLOAT, 0, 0, 0); rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_NORMAL]); } @@ -1435,9 +1561,9 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform) // Bind mesh VBO data: vertex colors (shader-location = 3, if available) if (material.shader.locs[SHADER_LOC_VERTEX_COLOR] != -1) { - if (mesh.vboId[3] != 0) + if (mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR] != 0) { - rlEnableVertexBuffer(mesh.vboId[3]); + rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR]); rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR], 4, RL_UNSIGNED_BYTE, 1, 0, 0); rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR]); } @@ -1454,7 +1580,7 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform) // Bind mesh VBO data: vertex tangents (shader-location = 4, if available) if (material.shader.locs[SHADER_LOC_VERTEX_TANGENT] != -1) { - rlEnableVertexBuffer(mesh.vboId[4]); + rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT]); rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TANGENT], 4, RL_FLOAT, 0, 0, 0); rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TANGENT]); } @@ -1462,12 +1588,30 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform) // Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available) if (material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02] != -1) { - rlEnableVertexBuffer(mesh.vboId[5]); + rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2]); rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02], 2, RL_FLOAT, 0, 0, 0); rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02]); } - if (mesh.indices != NULL) rlEnableVertexBufferElement(mesh.vboId[6]); +#ifdef RL_SUPPORT_MESH_GPU_SKINNING + // Bind mesh VBO data: vertex bone ids (shader-location = 6, if available) + if (material.shader.locs[SHADER_LOC_VERTEX_BONEIDS] != -1) + { + rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS]); + rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEIDS], 4, RL_UNSIGNED_BYTE, 0, 0, 0); + rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEIDS]); + } + + // Bind mesh VBO data: vertex bone weights (shader-location = 7, if available) + if (material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS] != -1) + { + rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS]); + rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS], 4, RL_FLOAT, 0, 0, 0); + rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS]); + } +#endif + + if (mesh.indices != NULL) rlEnableVertexBufferElement(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES]); } int eyeCount = 1; @@ -1585,18 +1729,18 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i // Enable mesh VAO to attach new buffer rlEnableVertexArray(mesh.vaoId); - // This could alternatively use a static VBO and either glMapBuffer() or glBufferSubData(). + // This could alternatively use a static VBO and either glMapBuffer() or glBufferSubData() // It isn't clear which would be reliably faster in all cases and on all platforms, // anecdotally glMapBuffer() seems very slow (syncs) while glBufferSubData() seems // no faster, since we're transferring all the transform matrices anyway instancesVboId = rlLoadVertexBuffer(instanceTransforms, instances*sizeof(float16), false); - // Instances transformation matrices are send to shader attribute location: SHADER_LOC_MATRIX_MODEL + // Instances transformation matrices are sent to shader attribute location: SHADER_LOC_VERTEX_INSTANCE_TX for (unsigned int i = 0; i < 4; i++) { - rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_MATRIX_MODEL] + i); - rlSetVertexAttribute(material.shader.locs[SHADER_LOC_MATRIX_MODEL] + i, 4, RL_FLOAT, 0, sizeof(Matrix), (void *)(i*sizeof(Vector4))); - rlSetVertexAttributeDivisor(material.shader.locs[SHADER_LOC_MATRIX_MODEL] + i, 1); + rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_INSTANCE_TX] + i); + rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_INSTANCE_TX] + i, 4, RL_FLOAT, 0, sizeof(Matrix), i*sizeof(Vector4)); + rlSetVertexAttributeDivisor(material.shader.locs[SHADER_LOC_VERTEX_INSTANCE_TX] + i, 1); } rlDisableVertexBuffer(); @@ -1608,6 +1752,15 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i // Upload model normal matrix (if locations available) if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModel))); + +#ifdef RL_SUPPORT_MESH_GPU_SKINNING + // Upload Bone Transforms + if ((material.shader.locs[SHADER_LOC_BONE_MATRICES] != -1) && mesh.boneMatrices) + { + rlSetUniformMatrices(material.shader.locs[SHADER_LOC_BONE_MATRICES], mesh.boneMatrices, mesh.boneCount); + } +#endif + //----------------------------------------------------- // Bind active texture maps (if available) @@ -1633,19 +1786,19 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i if (!rlEnableVertexArray(mesh.vaoId)) { // Bind mesh VBO data: vertex position (shader-location = 0) - rlEnableVertexBuffer(mesh.vboId[0]); + rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION]); rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION], 3, RL_FLOAT, 0, 0, 0); rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION]); // Bind mesh VBO data: vertex texcoords (shader-location = 1) - rlEnableVertexBuffer(mesh.vboId[1]); + rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD]); rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD01], 2, RL_FLOAT, 0, 0, 0); rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD01]); if (material.shader.locs[SHADER_LOC_VERTEX_NORMAL] != -1) { // Bind mesh VBO data: vertex normals (shader-location = 2) - rlEnableVertexBuffer(mesh.vboId[2]); + rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL]); rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_NORMAL], 3, RL_FLOAT, 0, 0, 0); rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_NORMAL]); } @@ -1653,9 +1806,9 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i // Bind mesh VBO data: vertex colors (shader-location = 3, if available) if (material.shader.locs[SHADER_LOC_VERTEX_COLOR] != -1) { - if (mesh.vboId[3] != 0) + if (mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR] != 0) { - rlEnableVertexBuffer(mesh.vboId[3]); + rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR]); rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR], 4, RL_UNSIGNED_BYTE, 1, 0, 0); rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_COLOR]); } @@ -1672,7 +1825,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i // Bind mesh VBO data: vertex tangents (shader-location = 4, if available) if (material.shader.locs[SHADER_LOC_VERTEX_TANGENT] != -1) { - rlEnableVertexBuffer(mesh.vboId[4]); + rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT]); rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TANGENT], 4, RL_FLOAT, 0, 0, 0); rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TANGENT]); } @@ -1680,12 +1833,30 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i // Bind mesh VBO data: vertex texcoords2 (shader-location = 5, if available) if (material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02] != -1) { - rlEnableVertexBuffer(mesh.vboId[5]); + rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2]); rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02], 2, RL_FLOAT, 0, 0, 0); rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02]); } - if (mesh.indices != NULL) rlEnableVertexBufferElement(mesh.vboId[6]); +#ifdef RL_SUPPORT_MESH_GPU_SKINNING + // Bind mesh VBO data: vertex bone ids (shader-location = 6, if available) + if (material.shader.locs[SHADER_LOC_VERTEX_BONEIDS] != -1) + { + rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS]); + rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEIDS], 4, RL_UNSIGNED_BYTE, 0, 0, 0); + rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEIDS]); + } + + // Bind mesh VBO data: vertex bone weights (shader-location = 7, if available) + if (material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS] != -1) + { + rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS]); + rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS], 4, RL_FLOAT, 0, 0, 0); + rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS]); + } +#endif + + if (mesh.indices != NULL) rlEnableVertexBufferElement(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES]); } int eyeCount = 1; @@ -1762,6 +1933,7 @@ void UnloadMesh(Mesh mesh) RL_FREE(mesh.animNormals); RL_FREE(mesh.boneWeights); RL_FREE(mesh.boneIds); + RL_FREE(mesh.boneMatrices); } // Export mesh data to file @@ -1772,13 +1944,14 @@ bool ExportMesh(Mesh mesh, const char *fileName) if (IsFileExtension(fileName, ".obj")) { // Estimated data size, it should be enough... - int dataSize = mesh.vertexCount*(int)strlen("v 0000.00f 0000.00f 0000.00f") + - mesh.vertexCount*(int)strlen("vt 0.000f 0.00f") + - mesh.vertexCount*(int)strlen("vn 0.000f 0.00f 0.00f") + - mesh.triangleCount*(int)strlen("f 00000/00000/00000 00000/00000/00000 00000/00000/00000"); + int vc = mesh.vertexCount; + int dataSize = vc*(int)strlen("v -0000.000000f -0000.000000f -0000.000000f\n") + + vc*(int)strlen("vt -0.000000f -0.000000f\n") + + vc*(int)strlen("vn -0.0000f -0.0000f -0.0000f\n") + + mesh.triangleCount*snprintf(NULL, 0, "f %i/%i/%i %i/%i/%i %i/%i/%i\n", vc, vc, vc, vc, vc, vc, vc, vc, vc); // NOTE: Text data buffer size is estimated considering mesh data size - char *txtData = (char *)RL_CALLOC(dataSize*2 + 2000, sizeof(char)); + char *txtData = (char *)RL_CALLOC(dataSize + 1000, sizeof(char)); int byteCount = 0; byteCount += sprintf(txtData + byteCount, "# //////////////////////////////////////////////////////////////////////////////////\n"); @@ -1788,7 +1961,7 @@ bool ExportMesh(Mesh mesh, const char *fileName) byteCount += sprintf(txtData + byteCount, "# // more info and bugs-report: github.com/raysan5/raylib //\n"); byteCount += sprintf(txtData + byteCount, "# // feedback and support: ray[at]raylib.com //\n"); byteCount += sprintf(txtData + byteCount, "# // //\n"); - byteCount += sprintf(txtData + byteCount, "# // Copyright (c) 2018-2024 Ramon Santamaria (@raysan5) //\n"); + byteCount += sprintf(txtData + byteCount, "# // Copyright (c) 2018-2025 Ramon Santamaria (@raysan5) //\n"); byteCount += sprintf(txtData + byteCount, "# // //\n"); byteCount += sprintf(txtData + byteCount, "# //////////////////////////////////////////////////////////////////////////////////\n\n"); byteCount += sprintf(txtData + byteCount, "# Vertex Count: %i\n", mesh.vertexCount); @@ -1798,17 +1971,17 @@ bool ExportMesh(Mesh mesh, const char *fileName) for (int i = 0, v = 0; i < mesh.vertexCount; i++, v += 3) { - byteCount += sprintf(txtData + byteCount, "v %.2f %.2f %.2f\n", mesh.vertices[v], mesh.vertices[v + 1], mesh.vertices[v + 2]); + byteCount += sprintf(txtData + byteCount, "v %.6f %.6f %.6f\n", mesh.vertices[v], mesh.vertices[v + 1], mesh.vertices[v + 2]); } for (int i = 0, v = 0; i < mesh.vertexCount; i++, v += 2) { - byteCount += sprintf(txtData + byteCount, "vt %.3f %.3f\n", mesh.texcoords[v], mesh.texcoords[v + 1]); + byteCount += sprintf(txtData + byteCount, "vt %.6f %.6f\n", mesh.texcoords[v], mesh.texcoords[v + 1]); } for (int i = 0, v = 0; i < mesh.vertexCount; i++, v += 3) { - byteCount += sprintf(txtData + byteCount, "vn %.3f %.3f %.3f\n", mesh.normals[v], mesh.normals[v + 1], mesh.normals[v + 2]); + byteCount += sprintf(txtData + byteCount, "vn %.4f %.4f %.4f\n", mesh.normals[v], mesh.normals[v + 1], mesh.normals[v + 2]); } if (mesh.indices != NULL) @@ -1829,8 +2002,6 @@ bool ExportMesh(Mesh mesh, const char *fileName) } } - byteCount += sprintf(txtData + byteCount, "\n"); - // NOTE: Text data length exported is determined by '\0' (NULL) character success = SaveFileText(fileName, txtData); @@ -1941,38 +2112,38 @@ bool ExportMeshAsCode(Mesh mesh, const char *fileName) return success; } - #if defined(SUPPORT_FILEFORMAT_OBJ) || defined(SUPPORT_FILEFORMAT_MTL) // Process obj materials -static void ProcessMaterialsOBJ(Material *rayMaterials, tinyobj_material_t *materials, int materialCount) +static void ProcessMaterialsOBJ(Material *materials, tinyobj_material_t *mats, int materialCount) { - // Init model materials + // Init model mats for (int m = 0; m < materialCount; m++) { // Init material to default // NOTE: Uses default shader, which only supports MATERIAL_MAP_DIFFUSE - rayMaterials[m] = LoadMaterialDefault(); + materials[m] = LoadMaterialDefault(); + + if (mats == NULL) continue; // Get default texture, in case no texture is defined // NOTE: rlgl default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8 - rayMaterials[m].maps[MATERIAL_MAP_DIFFUSE].texture = (Texture2D){ rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 }; + materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = (Texture2D){ rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 }; - if (materials[m].diffuse_texname != NULL) rayMaterials[m].maps[MATERIAL_MAP_DIFFUSE].texture = LoadTexture(materials[m].diffuse_texname); //char *diffuse_texname; // map_Kd + if (mats[m].diffuse_texname != NULL) materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = LoadTexture(mats[m].diffuse_texname); //char *diffuse_texname; // map_Kd + else materials[m].maps[MATERIAL_MAP_DIFFUSE].color = (Color){ (unsigned char)(mats[m].diffuse[0]*255.0f), (unsigned char)(mats[m].diffuse[1]*255.0f), (unsigned char)(mats[m].diffuse[2]*255.0f), 255 }; //float diffuse[3]; + materials[m].maps[MATERIAL_MAP_DIFFUSE].value = 0.0f; - rayMaterials[m].maps[MATERIAL_MAP_DIFFUSE].color = (Color){ (unsigned char)(materials[m].diffuse[0]*255.0f), (unsigned char)(materials[m].diffuse[1]*255.0f), (unsigned char)(materials[m].diffuse[2] * 255.0f), 255 }; //float diffuse[3]; - rayMaterials[m].maps[MATERIAL_MAP_DIFFUSE].value = 0.0f; + if (mats[m].specular_texname != NULL) materials[m].maps[MATERIAL_MAP_SPECULAR].texture = LoadTexture(mats[m].specular_texname); //char *specular_texname; // map_Ks + materials[m].maps[MATERIAL_MAP_SPECULAR].color = (Color){ (unsigned char)(mats[m].specular[0]*255.0f), (unsigned char)(mats[m].specular[1]*255.0f), (unsigned char)(mats[m].specular[2]*255.0f), 255 }; //float specular[3]; + materials[m].maps[MATERIAL_MAP_SPECULAR].value = 0.0f; - if (materials[m].specular_texname != NULL) rayMaterials[m].maps[MATERIAL_MAP_SPECULAR].texture = LoadTexture(materials[m].specular_texname); //char *specular_texname; // map_Ks - rayMaterials[m].maps[MATERIAL_MAP_SPECULAR].color = (Color){ (unsigned char)(materials[m].specular[0]*255.0f), (unsigned char)(materials[m].specular[1]*255.0f), (unsigned char)(materials[m].specular[2] * 255.0f), 255 }; //float specular[3]; - rayMaterials[m].maps[MATERIAL_MAP_SPECULAR].value = 0.0f; + if (mats[m].bump_texname != NULL) materials[m].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture(mats[m].bump_texname); //char *bump_texname; // map_bump, bump + materials[m].maps[MATERIAL_MAP_NORMAL].color = WHITE; + materials[m].maps[MATERIAL_MAP_NORMAL].value = mats[m].shininess; - if (materials[m].bump_texname != NULL) rayMaterials[m].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture(materials[m].bump_texname); //char *bump_texname; // map_bump, bump - rayMaterials[m].maps[MATERIAL_MAP_NORMAL].color = WHITE; - rayMaterials[m].maps[MATERIAL_MAP_NORMAL].value = materials[m].shininess; + materials[m].maps[MATERIAL_MAP_EMISSION].color = (Color){ (unsigned char)(mats[m].emission[0]*255.0f), (unsigned char)(mats[m].emission[1]*255.0f), (unsigned char)(mats[m].emission[2]*255.0f), 255 }; //float emission[3]; - rayMaterials[m].maps[MATERIAL_MAP_EMISSION].color = (Color){ (unsigned char)(materials[m].emission[0]*255.0f), (unsigned char)(materials[m].emission[1]*255.0f), (unsigned char)(materials[m].emission[2] * 255.0f), 255 }; //float emission[3]; - - if (materials[m].displacement_texname != NULL) rayMaterials[m].maps[MATERIAL_MAP_HEIGHT].texture = LoadTexture(materials[m].displacement_texname); //char *displacement_texname; // disp + if (mats[m].displacement_texname != NULL) materials[m].maps[MATERIAL_MAP_HEIGHT].texture = LoadTexture(mats[m].displacement_texname); //char *displacement_texname; // disp } } #endif @@ -2027,11 +2198,17 @@ Material LoadMaterialDefault(void) return material; } -// Check if a material is ready -bool IsMaterialReady(Material material) +// Check if a material is valid (map textures loaded in GPU) +bool IsMaterialValid(Material material) { - return ((material.maps != NULL) && // Validate material contain some map - (material.shader.id > 0)); // Validate material shader is valid + bool result = false; + + if ((material.maps != NULL) && // Validate material contain some map + (material.shader.id > 0)) result = true; // Validate material shader is valid + + // TODO: Check if available maps contain loaded textures + + return result; } // Unload material from memory @@ -2085,105 +2262,141 @@ ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount) return animations; } -// Update model animated vertex data (positions and normals) for a given frame -// NOTE: Updated data is uploaded to GPU -void UpdateModelAnimation(Model model, ModelAnimation anim, int frame) +// Update model animated bones transform matrices for a given frame +// NOTE: Updated data is not uploaded to GPU but kept at model.meshes[i].boneMatrices[boneId], +// to be uploaded to shader at drawing, in case GPU skinning is enabled +void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame) { if ((anim.frameCount > 0) && (anim.bones != NULL) && (anim.framePoses != NULL)) { if (frame >= anim.frameCount) frame = frame%anim.frameCount; - for (int m = 0; m < model.meshCount; m++) - { - Mesh mesh = model.meshes[m]; + // Get first mesh which have bones + int firstMeshWithBones = -1; - if (mesh.boneIds == NULL || mesh.boneWeights == NULL) + for (int i = 0; i < model.meshCount; i++) + { + if (model.meshes[i].boneMatrices) { - TRACELOG(LOG_WARNING, "MODEL: UpdateModelAnimation(): Mesh %i has no connection to bones", m); - continue; + if (firstMeshWithBones == -1) + { + firstMeshWithBones = i; + break; + } } + } - bool updated = false; // Flag to check when anim vertex information is updated - Vector3 animVertex = { 0 }; - Vector3 animNormal = { 0 }; + // Update all bones and boneMatrices of first mesh with bones. + for (int boneId = 0; boneId < anim.boneCount; boneId++) + { + Vector3 inTranslation = model.bindPose[boneId].translation; + Quaternion inRotation = model.bindPose[boneId].rotation; + Vector3 inScale = model.bindPose[boneId].scale; - Vector3 inTranslation = { 0 }; - Quaternion inRotation = { 0 }; - // Vector3 inScale = { 0 }; + Vector3 outTranslation = anim.framePoses[frame][boneId].translation; + Quaternion outRotation = anim.framePoses[frame][boneId].rotation; + Vector3 outScale = anim.framePoses[frame][boneId].scale; - Vector3 outTranslation = { 0 }; - Quaternion outRotation = { 0 }; - Vector3 outScale = { 0 }; + Quaternion invRotation = QuaternionInvert(inRotation); + Vector3 invTranslation = Vector3RotateByQuaternion(Vector3Negate(inTranslation), invRotation); + Vector3 invScale = Vector3Divide((Vector3){ 1.0f, 1.0f, 1.0f }, inScale); - int boneId = 0; - int boneCounter = 0; - float boneWeight = 0.0; + Vector3 boneTranslation = Vector3Add(Vector3RotateByQuaternion( + Vector3Multiply(outScale, invTranslation), outRotation), outTranslation); + Quaternion boneRotation = QuaternionMultiply(outRotation, invRotation); + Vector3 boneScale = Vector3Multiply(outScale, invScale); - const int vValues = mesh.vertexCount*3; - for (int vCounter = 0; vCounter < vValues; vCounter += 3) - { - mesh.animVertices[vCounter] = 0; - mesh.animVertices[vCounter + 1] = 0; - mesh.animVertices[vCounter + 2] = 0; + Matrix boneMatrix = MatrixMultiply(MatrixMultiply( + QuaternionToMatrix(boneRotation), + MatrixTranslate(boneTranslation.x, boneTranslation.y, boneTranslation.z)), + MatrixScale(boneScale.x, boneScale.y, boneScale.z)); - if (mesh.animNormals != NULL) - { - mesh.animNormals[vCounter] = 0; - mesh.animNormals[vCounter + 1] = 0; - mesh.animNormals[vCounter + 2] = 0; - } + model.meshes[firstMeshWithBones].boneMatrices[boneId] = boneMatrix; + } - // Iterates over 4 bones per vertex - for (int j = 0; j < 4; j++, boneCounter++) + // Update remaining meshes with bones + // NOTE: Using deep copy because shallow copy results in double free with 'UnloadModel()' + if (firstMeshWithBones != -1) + { + for (int i = firstMeshWithBones + 1; i < model.meshCount; i++) + { + if (model.meshes[i].boneMatrices) { - boneWeight = mesh.boneWeights[boneCounter]; - - // Early stop when no transformation will be applied - if (boneWeight == 0.0f) continue; - - boneId = mesh.boneIds[boneCounter]; - //int boneIdParent = model.bones[boneId].parent; - inTranslation = model.bindPose[boneId].translation; - inRotation = model.bindPose[boneId].rotation; - //inScale = model.bindPose[boneId].scale; - outTranslation = anim.framePoses[frame][boneId].translation; - outRotation = anim.framePoses[frame][boneId].rotation; - outScale = anim.framePoses[frame][boneId].scale; - - // Vertices processing - // NOTE: We use meshes.vertices (default vertex position) to calculate meshes.animVertices (animated vertex position) - animVertex = (Vector3){ mesh.vertices[vCounter], mesh.vertices[vCounter + 1], mesh.vertices[vCounter + 2] }; - animVertex = Vector3Subtract(animVertex, inTranslation); - animVertex = Vector3Multiply(animVertex, outScale); - animVertex = Vector3RotateByQuaternion(animVertex, QuaternionMultiply(outRotation, QuaternionInvert(inRotation))); - animVertex = Vector3Add(animVertex, outTranslation); - //animVertex = Vector3Transform(animVertex, model.transform); - mesh.animVertices[vCounter] += animVertex.x*boneWeight; - mesh.animVertices[vCounter + 1] += animVertex.y*boneWeight; - mesh.animVertices[vCounter + 2] += animVertex.z*boneWeight; - updated = true; - - // Normals processing - // NOTE: We use meshes.baseNormals (default normal) to calculate meshes.normals (animated normals) - if (mesh.normals != NULL) - { - animNormal = (Vector3){ mesh.normals[vCounter], mesh.normals[vCounter + 1], mesh.normals[vCounter + 2] }; - animNormal = Vector3RotateByQuaternion(animNormal, QuaternionMultiply(outRotation, QuaternionInvert(inRotation))); - mesh.animNormals[vCounter] += animNormal.x*boneWeight; - mesh.animNormals[vCounter + 1] += animNormal.y*boneWeight; - mesh.animNormals[vCounter + 2] += animNormal.z*boneWeight; - } + memcpy(model.meshes[i].boneMatrices, + model.meshes[firstMeshWithBones].boneMatrices, + model.meshes[i].boneCount*sizeof(model.meshes[i].boneMatrices[0])); } } + } + } +} - // Upload new vertex data to GPU for model drawing - // NOTE: Only update data when values changed - if (updated) +// at least 2x speed up vs the old method +// Update model animated vertex data (positions and normals) for a given frame +// NOTE: Updated data is uploaded to GPU +void UpdateModelAnimation(Model model, ModelAnimation anim, int frame) +{ + UpdateModelAnimationBones(model,anim,frame); + + for (int m = 0; m < model.meshCount; m++) + { + Mesh mesh = model.meshes[m]; + Vector3 animVertex = { 0 }; + Vector3 animNormal = { 0 }; + int boneId = 0; + int boneCounter = 0; + float boneWeight = 0.0; + bool updated = false; // Flag to check when anim vertex information is updated + const int vValues = mesh.vertexCount*3; + + // Skip if missing bone data, causes segfault without on some models + if ((mesh.boneWeights == NULL) || (mesh.boneIds == NULL)) continue; + + for (int vCounter = 0; vCounter < vValues; vCounter += 3) + { + mesh.animVertices[vCounter] = 0; + mesh.animVertices[vCounter + 1] = 0; + mesh.animVertices[vCounter + 2] = 0; + if (mesh.animNormals != NULL) + { + mesh.animNormals[vCounter] = 0; + mesh.animNormals[vCounter + 1] = 0; + mesh.animNormals[vCounter + 2] = 0; + } + + // Iterates over 4 bones per vertex + for (int j = 0; j < 4; j++, boneCounter++) { - rlUpdateVertexBuffer(mesh.vboId[0], mesh.animVertices, mesh.vertexCount*3*sizeof(float), 0); // Update vertex position - rlUpdateVertexBuffer(mesh.vboId[2], mesh.animNormals, mesh.vertexCount*3*sizeof(float), 0); // Update vertex normals + boneWeight = mesh.boneWeights[boneCounter]; + boneId = mesh.boneIds[boneCounter]; + + // Early stop when no transformation will be applied + if (boneWeight == 0.0f) continue; + animVertex = (Vector3){ mesh.vertices[vCounter], mesh.vertices[vCounter + 1], mesh.vertices[vCounter + 2] }; + animVertex = Vector3Transform(animVertex,model.meshes[m].boneMatrices[boneId]); + mesh.animVertices[vCounter] += animVertex.x*boneWeight; + mesh.animVertices[vCounter+1] += animVertex.y*boneWeight; + mesh.animVertices[vCounter+2] += animVertex.z*boneWeight; + updated = true; + + // Normals processing + // NOTE: We use meshes.baseNormals (default normal) to calculate meshes.normals (animated normals) + if ((mesh.normals != NULL) && (mesh.animNormals != NULL )) + { + animNormal = (Vector3){ mesh.normals[vCounter], mesh.normals[vCounter + 1], mesh.normals[vCounter + 2] }; + animNormal = Vector3Transform(animNormal, MatrixTranspose(MatrixInvert(model.meshes[m].boneMatrices[boneId]))); + mesh.animNormals[vCounter] += animNormal.x*boneWeight; + mesh.animNormals[vCounter + 1] += animNormal.y*boneWeight; + mesh.animNormals[vCounter + 2] += animNormal.z*boneWeight; + } } } + + if (updated) + { + rlUpdateVertexBuffer(mesh.vboId[0], mesh.animVertices, mesh.vertexCount*3*sizeof(float), 0); // Update vertex position + if (mesh.normals != NULL) rlUpdateVertexBuffer(mesh.vboId[2], mesh.animNormals, mesh.vertexCount*3*sizeof(float), 0); // Update vertex normals + } } } @@ -2227,7 +2440,7 @@ Mesh GenMeshPoly(int sides, float radius) { Mesh mesh = { 0 }; - if (sides < 3) return mesh; + if (sides < 3) return mesh; // Security check int vertexCount = sides*3; @@ -2338,7 +2551,7 @@ Mesh GenMeshPlane(float width, float length, int resX, int resZ) for (int face = 0; face < numFaces; face++) { // Retrieve lower left corner from face ind - int i = face + face / (resX - 1); + int i = face + face/(resX - 1); triangles[t++] = i + resX; triangles[t++] = i + 1; @@ -2544,11 +2757,11 @@ Mesh GenMeshCube(float width, float height, float length) #else // Use par_shapes library to generate cube mesh /* // Platonic solids: -par_shapes_mesh* par_shapes_create_tetrahedron(); // 4 sides polyhedron (pyramid) -par_shapes_mesh* par_shapes_create_cube(); // 6 sides polyhedron (cube) -par_shapes_mesh* par_shapes_create_octahedron(); // 8 sides polyhedron (diamond) -par_shapes_mesh* par_shapes_create_dodecahedron(); // 12 sides polyhedron -par_shapes_mesh* par_shapes_create_icosahedron(); // 20 sides polyhedron +par_shapes_mesh *par_shapes_create_tetrahedron(); // 4 sides polyhedron (pyramid) +par_shapes_mesh *par_shapes_create_cube(); // 6 sides polyhedron (cube) +par_shapes_mesh *par_shapes_create_octahedron(); // 8 sides polyhedron (diamond) +par_shapes_mesh *par_shapes_create_dodecahedron(); // 12 sides polyhedron +par_shapes_mesh *par_shapes_create_icosahedron(); // 20 sides polyhedron */ // Platonic solid generation: cube (6 sides) // NOTE: No normals/texcoords generated by default @@ -2596,6 +2809,7 @@ Mesh GenMeshSphere(float radius, int rings, int slices) if ((rings >= 3) && (slices >= 3)) { + par_shapes_set_epsilon_degenerate_sphere(0.0); par_shapes_mesh *sphere = par_shapes_create_parametric_sphere(slices, rings); par_shapes_scale(sphere, radius, radius, radius); // NOTE: Soft normals are computed internally @@ -2684,7 +2898,7 @@ Mesh GenMeshCylinder(float radius, float height, int slices) { // Instance a cylinder that sits on the Z=0 plane using the given tessellation // levels across the UV domain. Think of "slices" like a number of pizza - // slices, and "stacks" like a number of stacked rings. + // slices, and "stacks" like a number of stacked rings // Height and radius are both 1.0, but they can easily be changed with par_shapes_scale par_shapes_mesh *cylinder = par_shapes_create_cylinder(slices, 8); par_shapes_scale(cylinder, radius, radius, height); @@ -2748,7 +2962,7 @@ Mesh GenMeshCone(float radius, float height, int slices) { // Instance a cone that sits on the Z=0 plane using the given tessellation // levels across the UV domain. Think of "slices" like a number of pizza - // slices, and "stacks" like a number of stacked rings. + // slices, and "stacks" like a number of stacked rings // Height and radius are both 1.0, but they can easily be changed with par_shapes_scale par_shapes_mesh *cone = par_shapes_create_cone(slices, 8); par_shapes_scale(cone, radius, radius, height); @@ -3027,7 +3241,7 @@ Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize) Color *pixels = LoadImageColors(cubicmap); // NOTE: Max possible number of triangles numCubes*(12 triangles by cube) - int maxTriangles = cubicmap.width * cubicmap.height * 12; + int maxTriangles = cubicmap.width*cubicmap.height*12; int vCounter = 0; // Used to count vertices int tcCounter = 0; // Used to count texcoords @@ -3414,7 +3628,12 @@ void GenMeshTangents(Mesh *mesh) Vector3 *tan1 = (Vector3 *)RL_MALLOC(mesh->vertexCount*sizeof(Vector3)); Vector3 *tan2 = (Vector3 *)RL_MALLOC(mesh->vertexCount*sizeof(Vector3)); - for (int i = 0; i < mesh->vertexCount; i += 3) + if (mesh->vertexCount % 3 != 0) + { + TRACELOG(LOG_WARNING, "MESH: vertexCount expected to be a multiple of 3. Expect uninitialized values."); + } + + for (int i = 0; i <= mesh->vertexCount - 3; i += 3) { // Get triangle vertices Vector3 v1 = { mesh->vertices[(i + 0)*3 + 0], mesh->vertices[(i + 0)*3 + 1], mesh->vertices[(i + 0)*3 + 2] }; @@ -3493,8 +3712,8 @@ void GenMeshTangents(Mesh *mesh) } rlEnableVertexArray(mesh->vaoId); - rlSetVertexAttribute(4, 4, RL_FLOAT, 0, 0, 0); - rlEnableVertexAttribute(4); + rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, 4, RL_FLOAT, 0, 0, 0); + rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT); rlDisableVertexArray(); } @@ -3529,10 +3748,10 @@ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rota Color color = model.materials[model.meshMaterial[i]].maps[MATERIAL_MAP_DIFFUSE].color; Color colorTint = WHITE; - colorTint.r = (unsigned char)((((float)color.r/255.0f)*((float)tint.r/255.0f))*255.0f); - colorTint.g = (unsigned char)((((float)color.g/255.0f)*((float)tint.g/255.0f))*255.0f); - colorTint.b = (unsigned char)((((float)color.b/255.0f)*((float)tint.b/255.0f))*255.0f); - colorTint.a = (unsigned char)((((float)color.a/255.0f)*((float)tint.a/255.0f))*255.0f); + colorTint.r = (unsigned char)(((int)color.r*(int)tint.r)/255); + colorTint.g = (unsigned char)(((int)color.g*(int)tint.g)/255); + colorTint.b = (unsigned char)(((int)color.b*(int)tint.b)/255); + colorTint.a = (unsigned char)(((int)color.a*(int)tint.a)/255); model.materials[model.meshMaterial[i]].maps[MATERIAL_MAP_DIFFUSE].color = colorTint; DrawMesh(model.meshes[i], model.materials[model.meshMaterial[i]], model.transform); @@ -3560,12 +3779,38 @@ void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rlDisableWireMode(); } +// Draw a model points +// WARNING: OpenGL ES 2.0 does not support point mode drawing +void DrawModelPoints(Model model, Vector3 position, float scale, Color tint) +{ + rlEnablePointMode(); + rlDisableBackfaceCulling(); + + DrawModel(model, position, scale, tint); + + rlEnableBackfaceCulling(); + rlDisablePointMode(); +} + +// Draw a model points +// WARNING: OpenGL ES 2.0 does not support point mode drawing +void DrawModelPointsEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint) +{ + rlEnablePointMode(); + rlDisableBackfaceCulling(); + + DrawModelEx(model, position, rotationAxis, rotationAngle, scale, tint); + + rlEnableBackfaceCulling(); + rlDisablePointMode(); +} + // Draw a billboard -void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint) +void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float scale, Color tint) { Rectangle source = { 0.0f, 0.0f, (float)texture.width, (float)texture.height }; - DrawBillboardRec(camera, texture, source, position, (Vector2){ size, size }, tint); + DrawBillboardRec(camera, texture, source, position, (Vector2) { scale*fabsf((float)source.width/source.height), scale }, tint); } // Draw a billboard (part of a texture defined by a rectangle) @@ -3574,114 +3819,82 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector // NOTE: Billboard locked on axis-Y Vector3 up = { 0.0f, 1.0f, 0.0f }; - DrawBillboardPro(camera, texture, source, position, up, size, Vector2Zero(), 0.0f, tint); + DrawBillboardPro(camera, texture, source, position, up, size, Vector2Scale(size, 0.5), 0.0f, tint); } +// Draw a billboard with additional parameters void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint) { - // NOTE: Billboard size will maintain source rectangle aspect ratio, size will represent billboard width - Vector2 sizeRatio = { size.x*fabsf((float)source.width/source.height), size.y }; - + // Compute the up vector and the right vector Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); - Vector3 right = { matView.m0, matView.m4, matView.m8 }; - //Vector3 up = { matView.m1, matView.m5, matView.m9 }; - - Vector3 rightScaled = Vector3Scale(right, sizeRatio.x/2); - Vector3 upScaled = Vector3Scale(up, sizeRatio.y/2); - - Vector3 p1 = Vector3Add(rightScaled, upScaled); - Vector3 p2 = Vector3Subtract(rightScaled, upScaled); + right = Vector3Scale(right, size.x); + up = Vector3Scale(up, size.y); - Vector3 topLeft = Vector3Scale(p2, -1); - Vector3 topRight = p1; - Vector3 bottomRight = p2; - Vector3 bottomLeft = Vector3Scale(p1, -1); + // Flip the content of the billboard while maintaining the counterclockwise edge rendering order + if (size.x < 0.0f) + { + source.x += size.x; + source.width *= -1.0; + right = Vector3Negate(right); + origin.x *= -1.0f; + } + if (size.y < 0.0f) + { + source.y += size.y; + source.height *= -1.0; + up = Vector3Negate(up); + origin.y *= -1.0f; + } - if (rotation != 0.0f) + // Draw the texture region described by source on the following rectangle in 3D space: + // + // size.x <--. + // 3 ^---------------------------+ 2 \ rotation + // | | / + // | | + // | origin.x position | + // up |.............. | size.y + // | . | + // | . origin.y | + // | . | + // 0 +---------------------------> 1 + // right + Vector3 forward; + if (rotation != 0.0) forward = Vector3CrossProduct(right, up); + + Vector3 origin3D = Vector3Add(Vector3Scale(Vector3Normalize(right), origin.x), Vector3Scale(Vector3Normalize(up), origin.y)); + + Vector3 points[4]; + points[0] = Vector3Zero(); + points[1] = right; + points[2] = Vector3Add(up, right); + points[3] = up; + + for (int i = 0; i < 4; i++) { - float sinRotation = sinf(rotation*DEG2RAD); - float cosRotation = cosf(rotation*DEG2RAD); - - // NOTE: (-1, 1) is the range where origin.x, origin.y is inside the texture - float rotateAboutX = sizeRatio.x*origin.x/2; - float rotateAboutY = sizeRatio.y*origin.y/2; - - float xtvalue, ytvalue; - float rotatedX, rotatedY; - - xtvalue = Vector3DotProduct(right, topLeft) - rotateAboutX; // Project points to x and y coordinates on the billboard plane - ytvalue = Vector3DotProduct(up, topLeft) - rotateAboutY; - rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX; // Rotate about the point origin - rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY; - topLeft = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX)); // Translate back to cartesian coordinates - - xtvalue = Vector3DotProduct(right, topRight) - rotateAboutX; - ytvalue = Vector3DotProduct(up, topRight) - rotateAboutY; - rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX; - rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY; - topRight = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX)); - - xtvalue = Vector3DotProduct(right, bottomRight) - rotateAboutX; - ytvalue = Vector3DotProduct(up, bottomRight) - rotateAboutY; - rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX; - rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY; - bottomRight = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX)); - - xtvalue = Vector3DotProduct(right, bottomLeft)-rotateAboutX; - ytvalue = Vector3DotProduct(up, bottomLeft)-rotateAboutY; - rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX; - rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY; - bottomLeft = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX)); + points[i] = Vector3Subtract(points[i], origin3D); + if (rotation != 0.0) points[i] = Vector3RotateByAxisAngle(points[i], forward, rotation*DEG2RAD); + points[i] = Vector3Add(points[i], position); } - // Translate points to the draw center (position) - topLeft = Vector3Add(topLeft, position); - topRight = Vector3Add(topRight, position); - bottomRight = Vector3Add(bottomRight, position); - bottomLeft = Vector3Add(bottomLeft, position); + Vector2 texcoords[4]; + texcoords[0] = (Vector2) { (float)source.x/texture.width, (float)(source.y + source.height)/texture.height }; + texcoords[1] = (Vector2) { (float)(source.x + source.width)/texture.width, (float)(source.y + source.height)/texture.height }; + texcoords[2] = (Vector2) { (float)(source.x + source.width)/texture.width, (float)source.y/texture.height }; + texcoords[3] = (Vector2) { (float)source.x/texture.width, (float)source.y/texture.height }; rlSetTexture(texture.id); - rlBegin(RL_QUADS); - rlColor4ub(tint.r, tint.g, tint.b, tint.a); - if (sizeRatio.x * sizeRatio.y >= 0.0f) - { - // Bottom-left corner for texture and quad - rlTexCoord2f((float)source.x/texture.width, (float)source.y/texture.height); - rlVertex3f(topLeft.x, topLeft.y, topLeft.z); - - // Top-left corner for texture and quad - rlTexCoord2f((float)source.x/texture.width, (float)(source.y + source.height)/texture.height); - rlVertex3f(bottomLeft.x, bottomLeft.y, bottomLeft.z); - - // Top-right corner for texture and quad - rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)(source.y + source.height)/texture.height); - rlVertex3f(bottomRight.x, bottomRight.y, bottomRight.z); - - // Bottom-right corner for texture and quad - rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)source.y/texture.height); - rlVertex3f(topRight.x, topRight.y, topRight.z); - } - else + rlColor4ub(tint.r, tint.g, tint.b, tint.a); + for (int i = 0; i < 4; i++) { - // Reverse vertex order if the size has only one negative dimension - rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)source.y/texture.height); - rlVertex3f(topRight.x, topRight.y, topRight.z); - - rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)(source.y + source.height)/texture.height); - rlVertex3f(bottomRight.x, bottomRight.y, bottomRight.z); - - rlTexCoord2f((float)source.x/texture.width, (float)(source.y + source.height)/texture.height); - rlVertex3f(bottomLeft.x, bottomLeft.y, bottomLeft.z); - - rlTexCoord2f((float)source.x/texture.width, (float)source.y/texture.height); - rlVertex3f(topLeft.x, topLeft.y, topLeft.z); + rlTexCoord2f(texcoords[i].x, texcoords[i].y); + rlVertex3f(points[i].x, points[i].y, points[i].z); } rlEnd(); - rlSetTexture(0); } @@ -3802,7 +4015,7 @@ RayCollision GetRayCollisionBox(Ray ray, BoundingBox box) RayCollision collision = { 0 }; // Note: If ray.position is inside the box, the distance is negative (as if the ray was reversed) - // Reversing ray.direction will give use the correct result. + // Reversing ray.direction will give use the correct result bool insideBox = (ray.position.x > box.min.x) && (ray.position.x < box.max.x) && (ray.position.y > box.min.y) && (ray.position.y < box.max.y) && (ray.position.z > box.min.z) && (ray.position.z < box.max.z); @@ -3870,7 +4083,7 @@ RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform) for (int i = 0; i < triangleCount; i++) { Vector3 a, b, c; - Vector3* vertdata = (Vector3*)mesh.vertices; + Vector3 *vertdata = (Vector3 *)mesh.vertices; if (mesh.indices) { @@ -4010,126 +4223,229 @@ static void BuildPoseFromParentJoints(BoneInfo *bones, int boneCount, Transform // - the mesh is automatically triangulated by tinyobj static Model LoadOBJ(const char *fileName) { - Model model = { 0 }; + tinyobj_attrib_t objAttributes = { 0 }; + tinyobj_shape_t *objShapes = NULL; + unsigned int objShapeCount = 0; - tinyobj_attrib_t attrib = { 0 }; - tinyobj_shape_t *meshes = NULL; - unsigned int meshCount = 0; + tinyobj_material_t *objMaterials = NULL; + unsigned int objMaterialCount = 0; - tinyobj_material_t *materials = NULL; - unsigned int materialCount = 0; + Model model = { 0 }; + model.transform = MatrixIdentity(); char *fileText = LoadFileText(fileName); - if (fileText != NULL) + if (fileText == NULL) + { + TRACELOG(LOG_ERROR, "MODEL: [%s] Unable to read obj file", fileName); + return model; + } + + char currentDir[1024] = { 0 }; + strcpy(currentDir, GetWorkingDirectory()); // Save current working directory + const char *workingDir = GetDirectoryPath(fileName); // Switch to OBJ directory for material path correctness + if (CHDIR(workingDir) != 0) TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to change working directory", workingDir); + + unsigned int dataSize = (unsigned int)strlen(fileText); + + unsigned int flags = TINYOBJ_FLAG_TRIANGULATE; + int ret = tinyobj_parse_obj(&objAttributes, &objShapes, &objShapeCount, &objMaterials, &objMaterialCount, fileText, dataSize, flags); + + if (ret != TINYOBJ_SUCCESS) { - unsigned int dataSize = (unsigned int)strlen(fileText); + TRACELOG(LOG_ERROR, "MODEL: Unable to read obj data %s", fileName); + return model; + } + + UnloadFileText(fileText); - char currentDir[1024] = { 0 }; - strcpy(currentDir, GetWorkingDirectory()); // Save current working directory - const char *workingDir = GetDirectoryPath(fileName); // Switch to OBJ directory for material path correctness - if (CHDIR(workingDir) != 0) + unsigned int faceVertIndex = 0; + unsigned int nextShape = 1; + int lastMaterial = -1; + unsigned int meshIndex = 0; + + // Count meshes + unsigned int nextShapeEnd = objAttributes.num_face_num_verts; + + // See how many verts till the next shape + if (objShapeCount > 1) nextShapeEnd = objShapes[nextShape].face_offset; + + // Walk all the faces + for (unsigned int faceId = 0; faceId < objAttributes.num_faces; faceId++) + { + if (faceId >= nextShapeEnd) + { + // Try to find the last vert in the next shape + nextShape++; + if (nextShape < objShapeCount) nextShapeEnd = objShapes[nextShape].face_offset; + else nextShapeEnd = objAttributes.num_face_num_verts; // This is actually the total number of face verts in the file, not faces + meshIndex++; + } + else if ((lastMaterial != -1) && (objAttributes.material_ids[faceId] != lastMaterial)) { - TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to change working directory", workingDir); + meshIndex++; // If this is a new material, we need to allocate a new mesh } - unsigned int flags = TINYOBJ_FLAG_TRIANGULATE; - int ret = tinyobj_parse_obj(&attrib, &meshes, &meshCount, &materials, &materialCount, fileText, dataSize, flags); + lastMaterial = objAttributes.material_ids[faceId]; + faceVertIndex += objAttributes.face_num_verts[faceId]; + } + + // Allocate the base meshes and materials + model.meshCount = meshIndex + 1; + model.meshes = (Mesh *)MemAlloc(sizeof(Mesh)*model.meshCount); + + if (objMaterialCount > 0) + { + model.materialCount = objMaterialCount; + model.materials = (Material *)MemAlloc(sizeof(Material)*objMaterialCount); + } + else // We must allocate at least one material + { + model.materialCount = 1; + model.materials = (Material *)MemAlloc(sizeof(Material)*1); + } + + model.meshMaterial = (int *)MemAlloc(sizeof(int)*model.meshCount); + + // See how many verts are in each mesh + unsigned int *localMeshVertexCounts = (unsigned int *)MemAlloc(sizeof(unsigned int)*model.meshCount); - if (ret != TINYOBJ_SUCCESS) TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load OBJ data", fileName); - else TRACELOG(LOG_INFO, "MODEL: [%s] OBJ data loaded successfully: %i meshes/%i materials", fileName, meshCount, materialCount); + faceVertIndex = 0; + nextShapeEnd = objAttributes.num_face_num_verts; + lastMaterial = -1; + meshIndex = 0; + unsigned int localMeshVertexCount = 0; - // WARNING: We are not splitting meshes by materials (previous implementation) - // Depending on the provided OBJ that was not the best option and it just crashed - // so, implementation was simplified to prioritize parsed meshes - model.meshCount = meshCount; + nextShape = 1; + if (objShapeCount > 1) nextShapeEnd = objShapes[nextShape].face_offset; - // Set number of materials available - // NOTE: There could be more materials available than meshes but it will be resolved at - // model.meshMaterial, just assigning the right material to corresponding mesh - model.materialCount = materialCount; - if (model.materialCount == 0) + // Walk all the faces + for (unsigned int faceId = 0; faceId < objAttributes.num_faces; faceId++) + { + bool newMesh = false; // Do we need a new mesh? + if (faceId >= nextShapeEnd) { - model.materialCount = 1; - TRACELOG(LOG_INFO, "MODEL: No materials provided, setting one default material for all meshes"); + // Try to find the last vert in the next shape + nextShape++; + if (nextShape < objShapeCount) nextShapeEnd = objShapes[nextShape].face_offset; + else nextShapeEnd = objAttributes.num_face_num_verts; // this is actually the total number of face verts in the file, not faces + + newMesh = true; + } + else if ((lastMaterial != -1) && (objAttributes.material_ids[faceId] != lastMaterial)) + { + newMesh = true; } - // Init model meshes and materials - model.meshes = (Mesh *)RL_CALLOC(model.meshCount, sizeof(Mesh)); - model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int)); // Material index assigned to each mesh - model.materials = (Material *)RL_CALLOC(model.materialCount, sizeof(Material)); + lastMaterial = objAttributes.material_ids[faceId]; - // Process each provided mesh - for (int i = 0; i < model.meshCount; i++) + if (newMesh) { - // WARNING: We need to calculate the mesh triangles manually using meshes[i].face_offset - // because in case of triangulated quads, meshes[i].length actually report quads, - // despite the triangulation that is efectively considered on attrib.num_faces - unsigned int tris = 0; - if (i == model.meshCount - 1) tris = attrib.num_faces - meshes[i].face_offset; - else tris = meshes[i + 1].face_offset; - - model.meshes[i].vertexCount = tris*3; - model.meshes[i].triangleCount = tris; // Face count (triangulated) - model.meshes[i].vertices = (float *)RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float)); - model.meshes[i].texcoords = (float *)RL_CALLOC(model.meshes[i].vertexCount*2, sizeof(float)); - model.meshes[i].normals = (float *)RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float)); - model.meshMaterial[i] = 0; // By default, assign material 0 to each mesh - - // Process all mesh faces - for (unsigned int face = 0, f = meshes[i].face_offset, v = 0, vt = 0, vn = 0; face < tris; face++, f++, v += 3, vt += 3, vn += 3) - { - // Get indices for the face - tinyobj_vertex_index_t idx0 = attrib.faces[f*3 + 0]; - tinyobj_vertex_index_t idx1 = attrib.faces[f*3 + 1]; - tinyobj_vertex_index_t idx2 = attrib.faces[f*3 + 2]; + localMeshVertexCounts[meshIndex] = localMeshVertexCount; - // Fill vertices buffer (float) using vertex index of the face - for (int n = 0; n < 3; n++) { model.meshes[i].vertices[v*3 + n] = attrib.vertices[idx0.v_idx*3 + n]; } - for (int n = 0; n < 3; n++) { model.meshes[i].vertices[(v + 1)*3 + n] = attrib.vertices[idx1.v_idx*3 + n]; } - for (int n = 0; n < 3; n++) { model.meshes[i].vertices[(v + 2)*3 + n] = attrib.vertices[idx2.v_idx*3 + n]; } + localMeshVertexCount = 0; + meshIndex++; + } - if (attrib.num_texcoords > 0) - { - // Fill texcoords buffer (float) using vertex index of the face - // NOTE: Y-coordinate must be flipped upside-down - model.meshes[i].texcoords[vt*2 + 0] = attrib.texcoords[idx0.vt_idx*2 + 0]; - model.meshes[i].texcoords[vt*2 + 1] = 1.0f - attrib.texcoords[idx0.vt_idx*2 + 1]; + faceVertIndex += objAttributes.face_num_verts[faceId]; + localMeshVertexCount += objAttributes.face_num_verts[faceId]; + } - model.meshes[i].texcoords[(vt + 1)*2 + 0] = attrib.texcoords[idx1.vt_idx*2 + 0]; - model.meshes[i].texcoords[(vt + 1)*2 + 1] = 1.0f - attrib.texcoords[idx1.vt_idx*2 + 1]; + localMeshVertexCounts[meshIndex] = localMeshVertexCount; - model.meshes[i].texcoords[(vt + 2)*2 + 0] = attrib.texcoords[idx2.vt_idx*2 + 0]; - model.meshes[i].texcoords[(vt + 2)*2 + 1] = 1.0f - attrib.texcoords[idx2.vt_idx*2 + 1]; - } + for (int i = 0; i < model.meshCount; i++) + { + // Allocate the buffers for each mesh + unsigned int vertexCount = localMeshVertexCounts[i]; - if (attrib.num_normals > 0) - { - // Fill normals buffer (float) using vertex index of the face - for (int n = 0; n < 3; n++) { model.meshes[i].normals[vn*3 + n] = attrib.normals[idx0.vn_idx*3 + n]; } - for (int n = 0; n < 3; n++) { model.meshes[i].normals[(vn + 1)*3 + n] = attrib.normals[idx1.vn_idx*3 + n]; } - for (int n = 0; n < 3; n++) { model.meshes[i].normals[(vn + 2)*3 + n] = attrib.normals[idx2.vn_idx*3 + n]; } - } - } + model.meshes[i].vertexCount = vertexCount; + model.meshes[i].triangleCount = vertexCount/3; + + model.meshes[i].vertices = (float *)MemAlloc(sizeof(float)*vertexCount*3); + model.meshes[i].normals = (float *)MemAlloc(sizeof(float)*vertexCount*3); + model.meshes[i].texcoords = (float *)MemAlloc(sizeof(float)*vertexCount*2); + model.meshes[i].colors = (unsigned char *)MemAlloc(sizeof(unsigned char)*vertexCount*4); + } + + MemFree(localMeshVertexCounts); + localMeshVertexCounts = NULL; + + // Fill meshes + faceVertIndex = 0; + + nextShapeEnd = objAttributes.num_face_num_verts; + + // See how many verts till the next shape + nextShape = 1; + if (objShapeCount > 1) nextShapeEnd = objShapes[nextShape].face_offset; + lastMaterial = -1; + meshIndex = 0; + localMeshVertexCount = 0; + + // Walk all the faces + for (unsigned int faceId = 0; faceId < objAttributes.num_faces; faceId++) + { + bool newMesh = false; // Do we need a new mesh? + if (faceId >= nextShapeEnd) + { + // Try to find the last vert in the next shape + nextShape++; + if (nextShape < objShapeCount) nextShapeEnd = objShapes[nextShape].face_offset; + else nextShapeEnd = objAttributes.num_face_num_verts; // This is actually the total number of face verts in the file, not faces + newMesh = true; } - // Init model materials - if (materialCount > 0) ProcessMaterialsOBJ(model.materials, materials, materialCount); - else model.materials[0] = LoadMaterialDefault(); // Set default material for the mesh + // If this is a new material, we need to allocate a new mesh + if (lastMaterial != -1 && objAttributes.material_ids[faceId] != lastMaterial) newMesh = true; + lastMaterial = objAttributes.material_ids[faceId]; - tinyobj_attrib_free(&attrib); - tinyobj_shapes_free(meshes, model.meshCount); - tinyobj_materials_free(materials, materialCount); + if (newMesh) + { + localMeshVertexCount = 0; + meshIndex++; + } - UnloadFileText(fileText); + int matId = 0; + if ((lastMaterial >= 0) && (lastMaterial < (int)objMaterialCount)) matId = lastMaterial; - // Restore current working directory - if (CHDIR(currentDir) != 0) + model.meshMaterial[meshIndex] = matId; + + for (int f = 0; f < objAttributes.face_num_verts[faceId]; f++) { - TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to change working directory", currentDir); + int vertIndex = objAttributes.faces[faceVertIndex].v_idx; + int normalIndex = objAttributes.faces[faceVertIndex].vn_idx; + int texcordIndex = objAttributes.faces[faceVertIndex].vt_idx; + + for (int i = 0; i < 3; i++) model.meshes[meshIndex].vertices[localMeshVertexCount*3 + i] = objAttributes.vertices[vertIndex*3 + i]; + + for (int i = 0; i < 3; i++) model.meshes[meshIndex].normals[localMeshVertexCount*3 + i] = objAttributes.normals[normalIndex*3 + i]; + + for (int i = 0; i < 2; i++) model.meshes[meshIndex].texcoords[localMeshVertexCount*2 + i] = objAttributes.texcoords[texcordIndex*2 + i]; + + model.meshes[meshIndex].texcoords[localMeshVertexCount*2 + 1] = 1.0f - model.meshes[meshIndex].texcoords[localMeshVertexCount*2 + 1]; + + for (int i = 0; i < 4; i++) model.meshes[meshIndex].colors[localMeshVertexCount*4 + i] = 255; + + faceVertIndex++; + localMeshVertexCount++; } } + if (objMaterialCount > 0) ProcessMaterialsOBJ(model.materials, objMaterials, objMaterialCount); + else model.materials[0] = LoadMaterialDefault(); // Set default material for the mesh + + tinyobj_attrib_free(&objAttributes); + tinyobj_shapes_free(objShapes, objShapeCount); + tinyobj_materials_free(objMaterials, objMaterialCount); + + for (int i = 0; i < model.meshCount; i++) UploadMesh(model.meshes + i, true); + + // Restore current working directory + if (CHDIR(currentDir) != 0) + { + TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to change working directory", currentDir); + } + return model; } #endif @@ -4249,18 +4565,22 @@ static Model LoadIQM(const char *fileName) // In case file can not be read, return an empty model if (fileDataPtr == NULL) return model; + const char *basePath = GetDirectoryPath(fileName); + // Read IQM header IQMHeader *iqmHeader = (IQMHeader *)fileDataPtr; if (memcmp(iqmHeader->magic, IQM_MAGIC, sizeof(IQM_MAGIC)) != 0) { TRACELOG(LOG_WARNING, "MODEL: [%s] IQM file is not a valid model", fileName); + UnloadFileData(fileData); return model; } if (iqmHeader->version != IQM_VERSION) { TRACELOG(LOG_WARNING, "MODEL: [%s] IQM file version not supported (%i)", fileName, iqmHeader->version); + UnloadFileData(fileData); return model; } @@ -4293,6 +4613,9 @@ static Model LoadIQM(const char *fileName) memcpy(material, fileDataPtr + iqmHeader->ofs_text + imesh[i].material, MATERIAL_NAME_LENGTH*sizeof(char)); model.materials[i] = LoadMaterialDefault(); + model.materials[i].maps[MATERIAL_MAP_ALBEDO].texture = LoadTexture(TextFormat("%s/%s", basePath, material)); + + model.meshMaterial[i] = i; TRACELOG(LOG_DEBUG, "MODEL: [%s] mesh name (%s), material (%s)", fileName, name, material); @@ -4490,7 +4813,18 @@ static Model LoadIQM(const char *fileName) BuildPoseFromParentJoints(model.bones, model.boneCount, model.bindPose); - RL_FREE(fileData); + for (int i = 0; i < model.meshCount; i++) + { + model.meshes[i].boneCount = model.boneCount; + model.meshes[i].boneMatrices = RL_CALLOC(model.meshes[i].boneCount, sizeof(Matrix)); + + for (int j = 0; j < model.meshes[i].boneCount; j++) + { + model.meshes[i].boneMatrices[j] = MatrixIdentity(); + } + } + + UnloadFileData(fileData); RL_FREE(imesh); RL_FREE(tri); @@ -4562,12 +4896,14 @@ static ModelAnimation *LoadModelAnimationsIQM(const char *fileName, int *animCou if (memcmp(iqmHeader->magic, IQM_MAGIC, sizeof(IQM_MAGIC)) != 0) { TRACELOG(LOG_WARNING, "MODEL: [%s] IQM file is not a valid model", fileName); + UnloadFileData(fileData); return NULL; } if (iqmHeader->version != IQM_VERSION) { TRACELOG(LOG_WARNING, "MODEL: [%s] IQM file version not supported (%i)", fileName, iqmHeader->version); + UnloadFileData(fileData); return NULL; } @@ -4602,6 +4938,8 @@ static ModelAnimation *LoadModelAnimationsIQM(const char *fileName, int *animCou animations[a].boneCount = iqmHeader->num_poses; animations[a].bones = RL_MALLOC(iqmHeader->num_poses*sizeof(BoneInfo)); animations[a].framePoses = RL_MALLOC(anim[a].num_frames*sizeof(Transform *)); + memcpy(animations[a].name, fileDataPtr + iqmHeader->ofs_text + anim[a].name, 32); // I don't like this 32 here + TraceLog(LOG_INFO, "IQM Anim %s", animations[a].name); // animations[a].framerate = anim.framerate; // TODO: Use animation framerate data? for (unsigned int j = 0; j < iqmHeader->num_poses; j++) @@ -4722,7 +5060,7 @@ static ModelAnimation *LoadModelAnimationsIQM(const char *fileName, int *animCou } } - RL_FREE(fileData); + UnloadFileData(fileData); RL_FREE(joints); RL_FREE(framedata); @@ -4750,7 +5088,8 @@ static cgltf_result LoadFileGLTFCallback(const struct cgltf_memory_options *memo } // Release file data callback for cgltf -static void ReleaseFileGLTFCallback(const struct cgltf_memory_options *memoryOptions, const struct cgltf_file_options *fileOptions, void *data) { +static void ReleaseFileGLTFCallback(const struct cgltf_memory_options *memoryOptions, const struct cgltf_file_options *fileOptions, void *data) +{ UnloadFileData(data); } @@ -4759,6 +5098,8 @@ static Image LoadImageFromCgltfImage(cgltf_image *cgltfImage, const char *texPat { Image image = { 0 }; + if (cgltfImage == NULL) return image; + if (cgltfImage->uri != NULL) // Check if image data is provided as an uri (base64 or path) { if ((strlen(cgltfImage->uri) > 5) && @@ -4778,7 +5119,9 @@ static Image LoadImageFromCgltfImage(cgltf_image *cgltfImage, const char *texPat else { int base64Size = (int)strlen(cgltfImage->uri + i + 1); - int outSize = 3*(base64Size/4); // TODO: Consider padding (-numberOfPaddingCharacters) + while (cgltfImage->uri[i + base64Size] == '=') base64Size--; // Ignore optional paddings + int numberOfEncodedBits = base64Size*6 - (base64Size*6) % 8 ; // Encoded bits minus extra bits, so it becomes a multiple of 8 bits + int outSize = numberOfEncodedBits/8 ; // Actual encoded bytes void *data = NULL; cgltf_options options = { 0 }; @@ -4798,7 +5141,7 @@ static Image LoadImageFromCgltfImage(cgltf_image *cgltfImage, const char *texPat image = LoadImage(TextFormat("%s/%s", texPath, cgltfImage->uri)); } } - else if (cgltfImage->buffer_view->buffer->data != NULL) // Check if image is provided as data buffer + else if (cgltfImage->buffer_view != NULL && cgltfImage->buffer_view->buffer->data != NULL) // Check if image is provided as data buffer { unsigned char *data = RL_MALLOC(cgltfImage->buffer_view->size); int offset = (int)cgltfImage->buffer_view->offset; @@ -4834,16 +5177,20 @@ static BoneInfo *LoadBoneInfoGLTF(cgltf_skin skin, int *boneCount) for (unsigned int i = 0; i < skin.joints_count; i++) { cgltf_node node = *skin.joints[i]; - strncpy(bones[i].name, node.name, sizeof(bones[i].name)); + if (node.name != NULL) + { + strncpy(bones[i].name, node.name, sizeof(bones[i].name)); + bones[i].name[sizeof(bones[i].name) - 1] = '\0'; + } // Find parent bone index - unsigned int parentIndex = -1; + int parentIndex = -1; for (unsigned int j = 0; j < skin.joints_count; j++) { if (skin.joints[j] == node.parent) { - parentIndex = j; + parentIndex = (int)j; break; } } @@ -4860,6 +5207,7 @@ static Model LoadGLTF(const char *fileName) /********************************************************************************************* Function implemented by Wilhem Barbier(@wbrbr), with modifications by Tyler Bezera(@gamerfiend) + Transform handling implemented by Paul Melis (@paulmelis). Reviewed by Ramon Santamaria (@raysan5) FEATURES: @@ -4869,6 +5217,10 @@ static Model LoadGLTF(const char *fileName) PBR specular/glossiness flow and extended texture flows not supported - Supports multiple meshes per model (every primitives is loaded as a separate mesh) - Supports basic animations + - Transforms, including parent-child relations, are applied on the mesh data, but the + hierarchy is not kept (as it can't be represented). + - Mesh instances in the glTF file (i.e. same mesh linked from multiple nodes) + are turned into separate raylib Meshes. RESTRICTIONS: - Only triangle meshes supported @@ -4878,22 +5230,25 @@ static Model LoadGLTF(const char *fileName) > Texcoords: vec2: float > Colors: vec4: u8, u16, f32 (normalized) > Indices: u16, u32 (truncated to u16) - - Node hierarchies or transforms not supported + - Scenes defined in the glTF file are ignored. All nodes in the file + are used. ***********************************************************************************************/ // Macro to simplify attributes loading code - #define LOAD_ATTRIBUTE(accesor, numComp, dataType, dstPtr) \ + #define LOAD_ATTRIBUTE(accesor, numComp, srcType, dstPtr) LOAD_ATTRIBUTE_CAST(accesor, numComp, srcType, dstPtr, srcType) + + #define LOAD_ATTRIBUTE_CAST(accesor, numComp, srcType, dstPtr, dstType) \ { \ int n = 0; \ - dataType *buffer = (dataType *)accesor->buffer_view->buffer->data + accesor->buffer_view->offset/sizeof(dataType) + accesor->offset/sizeof(dataType); \ + srcType *buffer = (srcType *)accesor->buffer_view->buffer->data + accesor->buffer_view->offset/sizeof(srcType) + accesor->offset/sizeof(srcType); \ for (unsigned int k = 0; k < accesor->count; k++) \ {\ for (int l = 0; l < numComp; l++) \ {\ - dstPtr[numComp*k + l] = buffer[n + l];\ + dstPtr[numComp*k + l] = (dstType)buffer[n + l];\ }\ - n += (int)(accesor->stride/sizeof(dataType));\ + n += (int)(accesor->stride/sizeof(srcType));\ }\ } @@ -4930,8 +5285,22 @@ static Model LoadGLTF(const char *fileName) if (result != cgltf_result_success) TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load mesh/material buffers", fileName); int primitivesCount = 0; - // NOTE: We will load every primitive in the glTF as a separate raylib mesh - for (unsigned int i = 0; i < data->meshes_count; i++) primitivesCount += (int)data->meshes[i].primitives_count; + // NOTE: We will load every primitive in the glTF as a separate raylib Mesh. + // Determine total number of meshes needed from the node hierarchy. + for (unsigned int i = 0; i < data->nodes_count; i++) + { + cgltf_node *node = &(data->nodes[i]); + cgltf_mesh *mesh = node->mesh; + if (!mesh) + continue; + + for (unsigned int p = 0; p < mesh->primitives_count; p++) + { + if (mesh->primitives[p].type == cgltf_primitive_type_triangles) + primitivesCount++; + } + } + TRACELOG(LOG_DEBUG, " > Primitives (triangles only) count based on hierarchy : %i", primitivesCount); // Load our model data: meshes and materials model.meshCount = primitivesCount; @@ -5034,31 +5403,55 @@ static Model LoadGLTF(const char *fileName) // has_clearcoat, has_transmission, has_volume, has_ior, has specular, has_sheen } - // Load meshes data + // Visit each node in the hierarchy and process any mesh linked from it. + // Each primitive within a glTF node becomes a Raylib Mesh. + // The local-to-world transform of each node is used to transform the + // points/normals/tangents of the created Mesh(es). + // Any glTF mesh linked from more than one Node (i.e. instancing) + // is turned into multiple Mesh's, as each Node will have its own + // transform applied. + // Note: the code below disregards the scenes defined in the file, all nodes are used. //---------------------------------------------------------------------------------------------------- - for (unsigned int i = 0, meshIndex = 0; i < data->meshes_count; i++) + int meshIndex = 0; + for (unsigned int i = 0; i < data->nodes_count; i++) { - // NOTE: meshIndex accumulates primitives + cgltf_node *node = &(data->nodes[i]); + + cgltf_mesh *mesh = node->mesh; + if (!mesh) + continue; + + cgltf_float worldTransform[16]; + cgltf_node_transform_world(node, worldTransform); + + Matrix worldMatrix = { + worldTransform[0], worldTransform[4], worldTransform[8], worldTransform[12], + worldTransform[1], worldTransform[5], worldTransform[9], worldTransform[13], + worldTransform[2], worldTransform[6], worldTransform[10], worldTransform[14], + worldTransform[3], worldTransform[7], worldTransform[11], worldTransform[15] + }; - for (unsigned int p = 0; p < data->meshes[i].primitives_count; p++) + Matrix worldMatrixNormals = MatrixTranspose(MatrixInvert(worldMatrix)); + + for (unsigned int p = 0; p < mesh->primitives_count; p++) { // NOTE: We only support primitives defined by triangles // Other alternatives: points, lines, line_strip, triangle_strip - if (data->meshes[i].primitives[p].type != cgltf_primitive_type_triangles) continue; + if (mesh->primitives[p].type != cgltf_primitive_type_triangles) continue; // NOTE: Attributes data could be provided in several data formats (8, 8u, 16u, 32...), // Only some formats for each attribute type are supported, read info at the top of this function! - for (unsigned int j = 0; j < data->meshes[i].primitives[p].attributes_count; j++) + for (unsigned int j = 0; j < mesh->primitives[p].attributes_count; j++) { // Check the different attributes for every primitive - if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_position) // POSITION + if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_position) // POSITION, vec3, float { - cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data; + cgltf_accessor *attribute = mesh->primitives[p].attributes[j].data; - // WARNING: SPECS: POSITION accessor MUST have its min and max properties defined. + // WARNING: SPECS: POSITION accessor MUST have its min and max properties defined - if ((attribute->component_type == cgltf_component_type_r_32f) && (attribute->type == cgltf_type_vec3)) + if ((attribute->type == cgltf_type_vec3) && (attribute->component_type == cgltf_component_type_r_32f)) { // Init raylib mesh vertices to copy glTF attribute data model.meshes[meshIndex].vertexCount = (int)attribute->count; @@ -5066,94 +5459,234 @@ static Model LoadGLTF(const char *fileName) // Load 3 components of float data type into mesh.vertices LOAD_ATTRIBUTE(attribute, 3, float, model.meshes[meshIndex].vertices) + + // Transform the vertices + float *vertices = model.meshes[meshIndex].vertices; + for (unsigned int k = 0; k < attribute->count; k++) + { + Vector3 vt = Vector3Transform((Vector3){ vertices[3*k], vertices[3*k+1], vertices[3*k+2] }, worldMatrix); + vertices[3*k] = vt.x; + vertices[3*k+1] = vt.y; + vertices[3*k+2] = vt.z; + } } else TRACELOG(LOG_WARNING, "MODEL: [%s] Vertices attribute data format not supported, use vec3 float", fileName); } - else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_normal) // NORMAL + else if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_normal) // NORMAL, vec3, float { - cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data; + cgltf_accessor *attribute = mesh->primitives[p].attributes[j].data; - if ((attribute->component_type == cgltf_component_type_r_32f) && (attribute->type == cgltf_type_vec3)) + if ((attribute->type == cgltf_type_vec3) && (attribute->component_type == cgltf_component_type_r_32f)) { // Init raylib mesh normals to copy glTF attribute data model.meshes[meshIndex].normals = RL_MALLOC(attribute->count*3*sizeof(float)); // Load 3 components of float data type into mesh.normals LOAD_ATTRIBUTE(attribute, 3, float, model.meshes[meshIndex].normals) + + // Transform the normals + float *normals = model.meshes[meshIndex].normals; + for (unsigned int k = 0; k < attribute->count; k++) + { + Vector3 nt = Vector3Transform((Vector3){ normals[3*k], normals[3*k+1], normals[3*k+2] }, worldMatrixNormals); + normals[3*k] = nt.x; + normals[3*k+1] = nt.y; + normals[3*k+2] = nt.z; + } } else TRACELOG(LOG_WARNING, "MODEL: [%s] Normal attribute data format not supported, use vec3 float", fileName); } - else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_tangent) // TANGENT + else if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_tangent) // TANGENT, vec3, float { - cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data; + cgltf_accessor *attribute = mesh->primitives[p].attributes[j].data; - if ((attribute->component_type == cgltf_component_type_r_32f) && (attribute->type == cgltf_type_vec4)) + if ((attribute->type == cgltf_type_vec4) && (attribute->component_type == cgltf_component_type_r_32f)) { // Init raylib mesh tangent to copy glTF attribute data model.meshes[meshIndex].tangents = RL_MALLOC(attribute->count*4*sizeof(float)); // Load 4 components of float data type into mesh.tangents LOAD_ATTRIBUTE(attribute, 4, float, model.meshes[meshIndex].tangents) + + // Transform the tangents + float *tangents = model.meshes[meshIndex].tangents; + for (unsigned int k = 0; k < attribute->count; k++) + { + Vector3 tt = Vector3Transform((Vector3){ tangents[3*k], tangents[3*k+1], tangents[3*k+2] }, worldMatrix); + tangents[3*k] = tt.x; + tangents[3*k+1] = tt.y; + tangents[3*k+2] = tt.z; + } } else TRACELOG(LOG_WARNING, "MODEL: [%s] Tangent attribute data format not supported, use vec4 float", fileName); } - else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_texcoord) // TEXCOORD_0 + else if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_texcoord) // TEXCOORD_n, vec2, float/u8n/u16n { - // TODO: Support additional texture coordinates: TEXCOORD_1 -> mesh.texcoords2 + // Support up to 2 texture coordinates attributes + float *texcoordPtr = NULL; - cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data; + cgltf_accessor *attribute = mesh->primitives[p].attributes[j].data; - if ((attribute->component_type == cgltf_component_type_r_32f) && (attribute->type == cgltf_type_vec2)) + if (attribute->type == cgltf_type_vec2) { - // Init raylib mesh texcoords to copy glTF attribute data - model.meshes[meshIndex].texcoords = RL_MALLOC(attribute->count*2*sizeof(float)); + if (attribute->component_type == cgltf_component_type_r_32f) // vec2, float + { + // Init raylib mesh texcoords to copy glTF attribute data + texcoordPtr = (float *)RL_MALLOC(attribute->count*2*sizeof(float)); + + // Load 3 components of float data type into mesh.texcoords + LOAD_ATTRIBUTE(attribute, 2, float, texcoordPtr) + } + else if (attribute->component_type == cgltf_component_type_r_8u) // vec2, u8n + { + // Init raylib mesh texcoords to copy glTF attribute data + texcoordPtr = (float *)RL_MALLOC(attribute->count*2*sizeof(float)); + + // Load data into a temp buffer to be converted to raylib data type + unsigned char *temp = (unsigned char *)RL_MALLOC(attribute->count*2*sizeof(unsigned char)); + LOAD_ATTRIBUTE(attribute, 2, unsigned char, temp); + + // Convert data to raylib texcoord data type (float) + for (unsigned int t = 0; t < attribute->count*2; t++) texcoordPtr[t] = (float)temp[t]/255.0f; + + RL_FREE(temp); + } + else if (attribute->component_type == cgltf_component_type_r_16u) // vec2, u16n + { + // Init raylib mesh texcoords to copy glTF attribute data + texcoordPtr = (float *)RL_MALLOC(attribute->count*2*sizeof(float)); + + // Load data into a temp buffer to be converted to raylib data type + unsigned short *temp = (unsigned short *)RL_MALLOC(attribute->count*2*sizeof(unsigned short)); + LOAD_ATTRIBUTE(attribute, 2, unsigned short, temp); + + // Convert data to raylib texcoord data type (float) + for (unsigned int t = 0; t < attribute->count*2; t++) texcoordPtr[t] = (float)temp[t]/65535.0f; - // Load 3 components of float data type into mesh.texcoords - LOAD_ATTRIBUTE(attribute, 2, float, model.meshes[meshIndex].texcoords) + RL_FREE(temp); + } + else TRACELOG(LOG_WARNING, "MODEL: [%s] Texcoords attribute data format not supported", fileName); } else TRACELOG(LOG_WARNING, "MODEL: [%s] Texcoords attribute data format not supported, use vec2 float", fileName); + + int index = mesh->primitives[p].attributes[j].index; + if (index == 0) model.meshes[meshIndex].texcoords = texcoordPtr; + else if (index == 1) model.meshes[meshIndex].texcoords2 = texcoordPtr; + else + { + TRACELOG(LOG_WARNING, "MODEL: [%s] No more than 2 texture coordinates attributes supported", fileName); + if (texcoordPtr != NULL) RL_FREE(texcoordPtr); + } } - else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_color) // COLOR_0 + else if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_color) // COLOR_n, vec3/vec4, float/u8n/u16n { - cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data; + cgltf_accessor *attribute = mesh->primitives[p].attributes[j].data; - // WARNING: SPECS: All components of each COLOR_n accessor element MUST be clamped to [0.0, 1.0] range. + // WARNING: SPECS: All components of each COLOR_n accessor element MUST be clamped to [0.0, 1.0] range - if ((attribute->component_type == cgltf_component_type_r_8u) && (attribute->type == cgltf_type_vec4)) + if (attribute->type == cgltf_type_vec3) // RGB { - // Init raylib mesh color to copy glTF attribute data - model.meshes[meshIndex].colors = RL_MALLOC(attribute->count*4*sizeof(unsigned char)); - - // Load 4 components of unsigned char data type into mesh.colors - LOAD_ATTRIBUTE(attribute, 4, unsigned char, model.meshes[meshIndex].colors) + if (attribute->component_type == cgltf_component_type_r_8u) + { + // Init raylib mesh color to copy glTF attribute data + model.meshes[meshIndex].colors = RL_MALLOC(attribute->count*4*sizeof(unsigned char)); + + // Load data into a temp buffer to be converted to raylib data type + unsigned char *temp = RL_MALLOC(attribute->count*3*sizeof(unsigned char)); + LOAD_ATTRIBUTE(attribute, 3, unsigned char, temp); + + // Convert data to raylib color data type (4 bytes) + for (unsigned int c = 0, k = 0; c < (attribute->count*4 - 3); c += 4, k += 3) + { + model.meshes[meshIndex].colors[c] = temp[k]; + model.meshes[meshIndex].colors[c + 1] = temp[k + 1]; + model.meshes[meshIndex].colors[c + 2] = temp[k + 2]; + model.meshes[meshIndex].colors[c + 3] = 255; + } + + RL_FREE(temp); + } + else if (attribute->component_type == cgltf_component_type_r_16u) + { + // Init raylib mesh color to copy glTF attribute data + model.meshes[meshIndex].colors = RL_MALLOC(attribute->count*4*sizeof(unsigned char)); + + // Load data into a temp buffer to be converted to raylib data type + unsigned short *temp = RL_MALLOC(attribute->count*3*sizeof(unsigned short)); + LOAD_ATTRIBUTE(attribute, 3, unsigned short, temp); + + // Convert data to raylib color data type (4 bytes) + for (unsigned int c = 0, k = 0; c < (attribute->count*4 - 3); c += 4, k += 3) + { + model.meshes[meshIndex].colors[c] = (unsigned char)(((float)temp[k]/65535.0f)*255.0f); + model.meshes[meshIndex].colors[c + 1] = (unsigned char)(((float)temp[k + 1]/65535.0f)*255.0f); + model.meshes[meshIndex].colors[c + 2] = (unsigned char)(((float)temp[k + 2]/65535.0f)*255.0f); + model.meshes[meshIndex].colors[c + 3] = 255; + } + + RL_FREE(temp); + } + else if (attribute->component_type == cgltf_component_type_r_32f) + { + // Init raylib mesh color to copy glTF attribute data + model.meshes[meshIndex].colors = RL_MALLOC(attribute->count*4*sizeof(unsigned char)); + + // Load data into a temp buffer to be converted to raylib data type + float *temp = RL_MALLOC(attribute->count*3*sizeof(float)); + LOAD_ATTRIBUTE(attribute, 3, float, temp); + + // Convert data to raylib color data type (4 bytes) + for (unsigned int c = 0, k = 0; c < (attribute->count*4 - 3); c += 4, k += 3) + { + model.meshes[meshIndex].colors[c] = (unsigned char)(temp[k]*255.0f); + model.meshes[meshIndex].colors[c + 1] = (unsigned char)(temp[k + 1]*255.0f); + model.meshes[meshIndex].colors[c + 2] = (unsigned char)(temp[k + 2]*255.0f); + model.meshes[meshIndex].colors[c + 3] = 255; + } + + RL_FREE(temp); + } + else TRACELOG(LOG_WARNING, "MODEL: [%s] Color attribute data format not supported", fileName); } - else if ((attribute->component_type == cgltf_component_type_r_16u) && (attribute->type == cgltf_type_vec4)) + else if (attribute->type == cgltf_type_vec4) // RGBA { - // Init raylib mesh color to copy glTF attribute data - model.meshes[meshIndex].colors = RL_MALLOC(attribute->count*4*sizeof(unsigned char)); + if (attribute->component_type == cgltf_component_type_r_8u) + { + // Init raylib mesh color to copy glTF attribute data + model.meshes[meshIndex].colors = RL_MALLOC(attribute->count*4*sizeof(unsigned char)); - // Load data into a temp buffer to be converted to raylib data type - unsigned short *temp = RL_MALLOC(attribute->count*4*sizeof(unsigned short)); - LOAD_ATTRIBUTE(attribute, 4, unsigned short, temp); + // Load 4 components of unsigned char data type into mesh.colors + LOAD_ATTRIBUTE(attribute, 4, unsigned char, model.meshes[meshIndex].colors) + } + else if (attribute->component_type == cgltf_component_type_r_16u) + { + // Init raylib mesh color to copy glTF attribute data + model.meshes[meshIndex].colors = RL_MALLOC(attribute->count*4*sizeof(unsigned char)); - // Convert data to raylib color data type (4 bytes) - for (unsigned int c = 0; c < attribute->count*4; c++) model.meshes[meshIndex].colors[c] = (unsigned char)(((float)temp[c]/65535.0f)*255.0f); + // Load data into a temp buffer to be converted to raylib data type + unsigned short *temp = RL_MALLOC(attribute->count*4*sizeof(unsigned short)); + LOAD_ATTRIBUTE(attribute, 4, unsigned short, temp); - RL_FREE(temp); - } - else if ((attribute->component_type == cgltf_component_type_r_32f) && (attribute->type == cgltf_type_vec4)) - { - // Init raylib mesh color to copy glTF attribute data - model.meshes[meshIndex].colors = RL_MALLOC(attribute->count*4*sizeof(unsigned char)); + // Convert data to raylib color data type (4 bytes) + for (unsigned int c = 0; c < attribute->count*4; c++) model.meshes[meshIndex].colors[c] = (unsigned char)(((float)temp[c]/65535.0f)*255.0f); + + RL_FREE(temp); + } + else if (attribute->component_type == cgltf_component_type_r_32f) + { + // Init raylib mesh color to copy glTF attribute data + model.meshes[meshIndex].colors = RL_MALLOC(attribute->count*4*sizeof(unsigned char)); - // Load data into a temp buffer to be converted to raylib data type - float *temp = RL_MALLOC(attribute->count*4*sizeof(float)); - LOAD_ATTRIBUTE(attribute, 4, float, temp); + // Load data into a temp buffer to be converted to raylib data type + float *temp = RL_MALLOC(attribute->count*4*sizeof(float)); + LOAD_ATTRIBUTE(attribute, 4, float, temp); - // Convert data to raylib color data type (4 bytes), we expect the color data normalized - for (unsigned int c = 0; c < attribute->count*4; c++) model.meshes[meshIndex].colors[c] = (unsigned char)(temp[c]*255.0f); + // Convert data to raylib color data type (4 bytes), we expect the color data normalized + for (unsigned int c = 0; c < attribute->count*4; c++) model.meshes[meshIndex].colors[c] = (unsigned char)(temp[c]*255.0f); - RL_FREE(temp); + RL_FREE(temp); + } + else TRACELOG(LOG_WARNING, "MODEL: [%s] Color attribute data format not supported", fileName); } else TRACELOG(LOG_WARNING, "MODEL: [%s] Color attribute data format not supported", fileName); } @@ -5162,9 +5695,9 @@ static Model LoadGLTF(const char *fileName) } // Load primitive indices data (if provided) - if (data->meshes[i].primitives[p].indices != NULL) + if ((mesh->primitives[p].indices != NULL) && (mesh->primitives[p].indices->buffer_view != NULL)) { - cgltf_accessor *attribute = data->meshes[i].primitives[p].indices; + cgltf_accessor *attribute = mesh->primitives[p].indices; model.meshes[meshIndex].triangleCount = (int)attribute->count/3; @@ -5176,23 +5709,25 @@ static Model LoadGLTF(const char *fileName) // Load unsigned short data type into mesh.indices LOAD_ATTRIBUTE(attribute, 1, unsigned short, model.meshes[meshIndex].indices) } - else if (attribute->component_type == cgltf_component_type_r_32u) + else if (attribute->component_type == cgltf_component_type_r_8u) { // Init raylib mesh indices to copy glTF attribute data model.meshes[meshIndex].indices = RL_MALLOC(attribute->count*sizeof(unsigned short)); + LOAD_ATTRIBUTE_CAST(attribute, 1, unsigned char, model.meshes[meshIndex].indices, unsigned short) - // Load data into a temp buffer to be converted to raylib data type - unsigned int *temp = RL_MALLOC(attribute->count*sizeof(unsigned int)); - LOAD_ATTRIBUTE(attribute, 1, unsigned int, temp); - - // Convert data to raylib indices data type (unsigned short) - for (unsigned int d = 0; d < attribute->count; d++) model.meshes[meshIndex].indices[d] = (unsigned short)temp[d]; + } + else if (attribute->component_type == cgltf_component_type_r_32u) + { + // Init raylib mesh indices to copy glTF attribute data + model.meshes[meshIndex].indices = RL_MALLOC(attribute->count*sizeof(unsigned short)); + LOAD_ATTRIBUTE_CAST(attribute, 1, unsigned int, model.meshes[meshIndex].indices, unsigned short); TRACELOG(LOG_WARNING, "MODEL: [%s] Indices data converted from u32 to u16, possible loss of data", fileName); - - RL_FREE(temp); } - else TRACELOG(LOG_WARNING, "MODEL: [%s] Indices data format not supported, use u16", fileName); + else + { + TRACELOG(LOG_WARNING, "MODEL: [%s] Indices data format not supported, use u16", fileName); + } } else model.meshes[meshIndex].triangleCount = model.meshes[meshIndex].vertexCount/3; // Unindexed mesh @@ -5204,7 +5739,7 @@ static Model LoadGLTF(const char *fileName) // raylib instead assigns to the mesh the by its index, as loaded in model.materials array // To get the index, we check if material pointers match, and we assign the corresponding index, // skipping index 0, the default material - if (&data->materials[m] == data->meshes[i].primitives[p].material) + if (&data->materials[m] == mesh->primitives[p].material) { model.meshMaterial[meshIndex] = m + 1; break; @@ -5224,7 +5759,7 @@ static Model LoadGLTF(const char *fileName) // - Only supports linear interpolation (default method in Blender when checked "Always Sample Animations" when exporting a GLTF file) // - Only supports translation/rotation/scale animation channel.path, weights not considered (i.e. morph targets) //---------------------------------------------------------------------------------------------------- - if (data->skins_count == 1) + if (data->skins_count > 0) { cgltf_skin skin = data->skins[0]; model.bones = LoadBoneInfoGLTF(skin, &model.boneCount); @@ -5232,101 +5767,138 @@ static Model LoadGLTF(const char *fileName) for (int i = 0; i < model.boneCount; i++) { - cgltf_node node = *skin.joints[i]; - model.bindPose[i].translation.x = node.translation[0]; - model.bindPose[i].translation.y = node.translation[1]; - model.bindPose[i].translation.z = node.translation[2]; - - model.bindPose[i].rotation.x = node.rotation[0]; - model.bindPose[i].rotation.y = node.rotation[1]; - model.bindPose[i].rotation.z = node.rotation[2]; - model.bindPose[i].rotation.w = node.rotation[3]; - - model.bindPose[i].scale.x = node.scale[0]; - model.bindPose[i].scale.y = node.scale[1]; - model.bindPose[i].scale.z = node.scale[2]; + cgltf_node *node = skin.joints[i]; + cgltf_float worldTransform[16]; + cgltf_node_transform_world(node, worldTransform); + Matrix worldMatrix = { + worldTransform[0], worldTransform[4], worldTransform[8], worldTransform[12], + worldTransform[1], worldTransform[5], worldTransform[9], worldTransform[13], + worldTransform[2], worldTransform[6], worldTransform[10], worldTransform[14], + worldTransform[3], worldTransform[7], worldTransform[11], worldTransform[15] + }; + MatrixDecompose(worldMatrix, &(model.bindPose[i].translation), &(model.bindPose[i].rotation), &(model.bindPose[i].scale)); } - - BuildPoseFromParentJoints(model.bones, model.boneCount, model.bindPose); } - else if (data->skins_count > 1) + if (data->skins_count > 1) { - TRACELOG(LOG_ERROR, "MODEL: [%s] can only load one skin (armature) per model, but gltf skins_count == %i", fileName, data->skins_count); + TRACELOG(LOG_WARNING, "MODEL: [%s] can only load one skin (armature) per model, but gltf skins_count == %i", fileName, data->skins_count); } - for (unsigned int i = 0, meshIndex = 0; i < data->meshes_count; i++) + meshIndex = 0; + for (unsigned int i = 0; i < data->nodes_count; i++) { - for (unsigned int p = 0; p < data->meshes[i].primitives_count; p++) + cgltf_node *node = &(data->nodes[i]); + + cgltf_mesh *mesh = node->mesh; + if (!mesh) + continue; + + for (unsigned int p = 0; p < mesh->primitives_count; p++) { // NOTE: We only support primitives defined by triangles - if (data->meshes[i].primitives[p].type != cgltf_primitive_type_triangles) continue; + if (mesh->primitives[p].type != cgltf_primitive_type_triangles) continue; - for (unsigned int j = 0; j < data->meshes[i].primitives[p].attributes_count; j++) + for (unsigned int j = 0; j < mesh->primitives[p].attributes_count; j++) { // NOTE: JOINTS_1 + WEIGHT_1 will be used for +4 joints influencing a vertex -> Not supported by raylib - if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_joints) // JOINTS_n (vec4: 4 bones max per vertex / u8, u16) + if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_joints) // JOINTS_n (vec4: 4 bones max per vertex / u8, u16) { - cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data; - - if ((attribute->component_type == cgltf_component_type_r_8u) && (attribute->type == cgltf_type_vec4)) - { - // Handle 8-bit unsigned byte, vec4 format - model.meshes[meshIndex].boneIds = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(unsigned char)); - LOAD_ATTRIBUTE(attribute, 4, unsigned char, model.meshes[meshIndex].boneIds) - } - else if ((attribute->component_type == cgltf_component_type_r_16u) && (attribute->type == cgltf_type_vec2)) - { - // TODO: WARNING: model.meshes[].boneIds is an (unsigned char *) --> Conversion required! + cgltf_accessor *attribute = mesh->primitives[p].attributes[j].data; - // Handle 16-bit unsigned short, vec2 format - model.meshes[meshIndex].boneIds = RL_CALLOC(model.meshes[meshIndex].vertexCount*2, sizeof(unsigned short)); - unsigned short *ptr = (unsigned short *)model.meshes[meshIndex].boneIds; - LOAD_ATTRIBUTE(attribute, 2, unsigned short, ptr) - } - else if ((attribute->component_type == cgltf_component_type_r_16u) && (attribute->type == cgltf_type_vec4)) - { - // TODO: WARNING: model.meshes[].boneIds is an (unsigned char *) --> Conversion required! + // NOTE: JOINTS_n can only be vec4 and u8/u16 + // SPECS: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#meshes-overview - // Handle 16-bit unsigned short, vec4 format - model.meshes[meshIndex].boneIds = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(unsigned short)); - unsigned short *ptr = (unsigned short *)model.meshes[meshIndex].boneIds; - LOAD_ATTRIBUTE(attribute, 4, unsigned short, ptr) - } - else if ((attribute->component_type == cgltf_component_type_r_32u) && (attribute->type == cgltf_type_vec4)) - { - // TODO: WARNING: model.meshes[].boneIds is an (unsigned char *) --> Conversion required! + // WARNING: raylib only supports model.meshes[].boneIds as u8 (unsigned char), + // if data is provided in any other format, it is converted to supported format but + // it could imply data loss (a warning message is issued in that case) - // Handle 32-bit unsigned int, vec4 format - model.meshes[meshIndex].boneIds = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(unsigned int)); - unsigned int *ptr = (unsigned int *)model.meshes[meshIndex].boneIds; - LOAD_ATTRIBUTE(attribute, 4, unsigned int, ptr) - } - else if ((attribute->component_type == cgltf_component_type_r_32f) && (attribute->type == cgltf_type_vec2)) + if (attribute->type == cgltf_type_vec4) { - // TODO: WARNING: model.meshes[].boneIds is an (unsigned char *) --> Conversion required! + if (attribute->component_type == cgltf_component_type_r_8u) + { + // Init raylib mesh boneIds to copy glTF attribute data + model.meshes[meshIndex].boneIds = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(unsigned char)); - // Handle 32-bit float, vec2 format - model.meshes[meshIndex].boneIds = RL_CALLOC(model.meshes[meshIndex].vertexCount*2, sizeof(float)); - float *ptr = (float *)model.meshes[meshIndex].boneIds; - LOAD_ATTRIBUTE(attribute, 2, float, ptr) + // Load attribute: vec4, u8 (unsigned char) + LOAD_ATTRIBUTE(attribute, 4, unsigned char, model.meshes[meshIndex].boneIds) + } + else if (attribute->component_type == cgltf_component_type_r_16u) + { + // Init raylib mesh boneIds to copy glTF attribute data + model.meshes[meshIndex].boneIds = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(unsigned char)); + + // Load data into a temp buffer to be converted to raylib data type + unsigned short *temp = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(unsigned short)); + LOAD_ATTRIBUTE(attribute, 4, unsigned short, temp); + + // Convert data to raylib color data type (4 bytes) + bool boneIdOverflowWarning = false; + for (int b = 0; b < model.meshes[meshIndex].vertexCount*4; b++) + { + if ((temp[b] > 255) && !boneIdOverflowWarning) + { + TRACELOG(LOG_WARNING, "MODEL: [%s] Joint attribute data format (u16) overflow", fileName); + boneIdOverflowWarning = true; + } + + // Despite the possible overflow, we convert data to unsigned char + model.meshes[meshIndex].boneIds[b] = (unsigned char)temp[b]; + } + + RL_FREE(temp); + } + else TRACELOG(LOG_WARNING, "MODEL: [%s] Joint attribute data format not supported", fileName); } else TRACELOG(LOG_WARNING, "MODEL: [%s] Joint attribute data format not supported", fileName); } - else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_weights) // WEIGHTS_n (vec4 / u8, u16, f32) + else if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_weights) // WEIGHTS_n (vec4, u8n/u16n/f32) { - cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data; + cgltf_accessor *attribute = mesh->primitives[p].attributes[j].data; - if ((attribute->component_type == cgltf_component_type_r_32f) && (attribute->type == cgltf_type_vec4)) + if (attribute->type == cgltf_type_vec4) { - // Init raylib mesh bone weight to copy glTF attribute data - model.meshes[meshIndex].boneWeights = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(float)); - - // Load 4 components of float data type into mesh.boneWeights - // for cgltf_attribute_type_weights we have: - // - data.meshes[0] (256 vertices) - // - 256 values, provided as cgltf_type_vec4 of float (4 byte per joint, stride 16) - LOAD_ATTRIBUTE(attribute, 4, float, model.meshes[meshIndex].boneWeights) + // TODO: Support component types: u8, u16? + if (attribute->component_type == cgltf_component_type_r_8u) + { + // Init raylib mesh bone weight to copy glTF attribute data + model.meshes[meshIndex].boneWeights = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(float)); + + // Load data into a temp buffer to be converted to raylib data type + unsigned char *temp = RL_MALLOC(attribute->count*4*sizeof(unsigned char)); + LOAD_ATTRIBUTE(attribute, 4, unsigned char, temp); + + // Convert data to raylib bone weight data type (4 bytes) + for (unsigned int b = 0; b < attribute->count*4; b++) model.meshes[meshIndex].boneWeights[b] = (float)temp[b]/255.0f; + + RL_FREE(temp); + } + else if (attribute->component_type == cgltf_component_type_r_16u) + { + // Init raylib mesh bone weight to copy glTF attribute data + model.meshes[meshIndex].boneWeights = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(float)); + + // Load data into a temp buffer to be converted to raylib data type + unsigned short *temp = RL_MALLOC(attribute->count*4*sizeof(unsigned short)); + LOAD_ATTRIBUTE(attribute, 4, unsigned short, temp); + + // Convert data to raylib bone weight data type + for (unsigned int b = 0; b < attribute->count*4; b++) model.meshes[meshIndex].boneWeights[b] = (float)temp[b]/65535.0f; + + RL_FREE(temp); + } + else if (attribute->component_type == cgltf_component_type_r_32f) + { + // Init raylib mesh bone weight to copy glTF attribute data + model.meshes[meshIndex].boneWeights = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(float)); + + // Load 4 components of float data type into mesh.boneWeights + // for cgltf_attribute_type_weights we have: + // - data.meshes[0] (256 vertices) + // - 256 values, provided as cgltf_type_vec4 of float (4 byte per joint, stride 16) + LOAD_ATTRIBUTE(attribute, 4, float, model.meshes[meshIndex].boneWeights) + } + else TRACELOG(LOG_WARNING, "MODEL: [%s] Joint weight attribute data format not supported, use vec4 float", fileName); } else TRACELOG(LOG_WARNING, "MODEL: [%s] Joint weight attribute data format not supported, use vec4 float", fileName); } @@ -5336,10 +5908,20 @@ static Model LoadGLTF(const char *fileName) model.meshes[meshIndex].animVertices = RL_CALLOC(model.meshes[meshIndex].vertexCount*3, sizeof(float)); memcpy(model.meshes[meshIndex].animVertices, model.meshes[meshIndex].vertices, model.meshes[meshIndex].vertexCount*3*sizeof(float)); model.meshes[meshIndex].animNormals = RL_CALLOC(model.meshes[meshIndex].vertexCount*3, sizeof(float)); - if (model.meshes[meshIndex].normals != NULL) { + if (model.meshes[meshIndex].normals != NULL) + { memcpy(model.meshes[meshIndex].animNormals, model.meshes[meshIndex].normals, model.meshes[meshIndex].vertexCount*3*sizeof(float)); } + // Bone Transform Matrices + model.meshes[meshIndex].boneCount = model.boneCount; + model.meshes[meshIndex].boneMatrices = RL_CALLOC(model.meshes[meshIndex].boneCount, sizeof(Matrix)); + + for (int j = 0; j < model.meshes[meshIndex].boneCount; j++) + { + model.meshes[meshIndex].boneMatrices[j] = MatrixIdentity(); + } + meshIndex++; // Move to next mesh } @@ -5356,9 +5938,11 @@ static Model LoadGLTF(const char *fileName) return model; } -// Get interpolated pose for bone sampler at a specific time. Returns true on success. -static bool GetPoseAtTimeGLTF(cgltf_accessor *input, cgltf_accessor *output, float time, void *data) +// Get interpolated pose for bone sampler at a specific time. Returns true on success +static bool GetPoseAtTimeGLTF(cgltf_interpolation_type interpolationType, cgltf_accessor *input, cgltf_accessor *output, float time, void *data) { + if (interpolationType >= cgltf_interpolation_type_max_enum) return false; + // Input and output should have the same count float tstart = 0.0f; float tend = 0.0f; @@ -5379,7 +5963,11 @@ static bool GetPoseAtTimeGLTF(cgltf_accessor *input, cgltf_accessor *output, flo } } - float t = (time - tstart)/fmax((tend - tstart), EPSILON); + // Constant animation, no need to interpolate + if (FloatEquals(tend, tstart)) return true; + + float duration = fmaxf((tend - tstart), EPSILON); + float t = (time - tstart)/duration; t = (t < 0.0f)? 0.0f : t; t = (t > 1.0f)? 1.0f : t; @@ -5387,25 +5975,99 @@ static bool GetPoseAtTimeGLTF(cgltf_accessor *input, cgltf_accessor *output, flo if (output->type == cgltf_type_vec3) { - float tmp[3] = { 0.0f }; - cgltf_accessor_read_float(output, keyframe, tmp, 3); - Vector3 v1 = {tmp[0], tmp[1], tmp[2]}; - cgltf_accessor_read_float(output, keyframe+1, tmp, 3); - Vector3 v2 = {tmp[0], tmp[1], tmp[2]}; - Vector3 *r = data; - *r = Vector3Lerp(v1, v2, t); + switch (interpolationType) + { + case cgltf_interpolation_type_step: + { + float tmp[3] = { 0.0f }; + cgltf_accessor_read_float(output, keyframe, tmp, 3); + Vector3 v1 = {tmp[0], tmp[1], tmp[2]}; + Vector3 *r = data; + + *r = v1; + } break; + case cgltf_interpolation_type_linear: + { + float tmp[3] = { 0.0f }; + cgltf_accessor_read_float(output, keyframe, tmp, 3); + Vector3 v1 = {tmp[0], tmp[1], tmp[2]}; + cgltf_accessor_read_float(output, keyframe+1, tmp, 3); + Vector3 v2 = {tmp[0], tmp[1], tmp[2]}; + Vector3 *r = data; + + *r = Vector3Lerp(v1, v2, t); + } break; + case cgltf_interpolation_type_cubic_spline: + { + float tmp[3] = { 0.0f }; + cgltf_accessor_read_float(output, 3*keyframe+1, tmp, 3); + Vector3 v1 = {tmp[0], tmp[1], tmp[2]}; + cgltf_accessor_read_float(output, 3*keyframe+2, tmp, 3); + Vector3 tangent1 = {tmp[0], tmp[1], tmp[2]}; + cgltf_accessor_read_float(output, 3*(keyframe+1)+1, tmp, 3); + Vector3 v2 = {tmp[0], tmp[1], tmp[2]}; + cgltf_accessor_read_float(output, 3*(keyframe+1), tmp, 3); + Vector3 tangent2 = {tmp[0], tmp[1], tmp[2]}; + Vector3 *r = data; + + *r = Vector3CubicHermite(v1, tangent1, v2, tangent2, t); + } break; + default: break; + } } else if (output->type == cgltf_type_vec4) { - float tmp[4] = { 0.0f }; - cgltf_accessor_read_float(output, keyframe, tmp, 4); - Vector4 v1 = {tmp[0], tmp[1], tmp[2], tmp[3]}; - cgltf_accessor_read_float(output, keyframe+1, tmp, 4); - Vector4 v2 = {tmp[0], tmp[1], tmp[2], tmp[3]}; - Vector4 *r = data; - // Only v4 is for rotations, so we know it's a quaternion - *r = QuaternionSlerp(v1, v2, t); + switch (interpolationType) + { + case cgltf_interpolation_type_step: + { + float tmp[4] = { 0.0f }; + cgltf_accessor_read_float(output, keyframe, tmp, 4); + Vector4 v1 = {tmp[0], tmp[1], tmp[2], tmp[3]}; + Vector4 *r = data; + + *r = v1; + } break; + case cgltf_interpolation_type_linear: + { + float tmp[4] = { 0.0f }; + cgltf_accessor_read_float(output, keyframe, tmp, 4); + Vector4 v1 = {tmp[0], tmp[1], tmp[2], tmp[3]}; + cgltf_accessor_read_float(output, keyframe+1, tmp, 4); + Vector4 v2 = {tmp[0], tmp[1], tmp[2], tmp[3]}; + Vector4 *r = data; + + *r = QuaternionSlerp(v1, v2, t); + } break; + case cgltf_interpolation_type_cubic_spline: + { + float tmp[4] = { 0.0f }; + cgltf_accessor_read_float(output, 3*keyframe+1, tmp, 4); + Vector4 v1 = {tmp[0], tmp[1], tmp[2], tmp[3]}; + cgltf_accessor_read_float(output, 3*keyframe+2, tmp, 4); + Vector4 outTangent1 = {tmp[0], tmp[1], tmp[2], 0.0f}; + cgltf_accessor_read_float(output, 3*(keyframe+1)+1, tmp, 4); + Vector4 v2 = {tmp[0], tmp[1], tmp[2], tmp[3]}; + cgltf_accessor_read_float(output, 3*(keyframe+1), tmp, 4); + Vector4 inTangent2 = {tmp[0], tmp[1], tmp[2], 0.0f}; + Vector4 *r = data; + + v1 = QuaternionNormalize(v1); + v2 = QuaternionNormalize(v2); + + if (Vector4DotProduct(v1, v2) < 0.0f) + { + v2 = Vector4Negate(v2); + } + + outTangent1 = Vector4Scale(outTangent1, duration); + inTangent2 = Vector4Scale(inTangent2, duration); + + *r = QuaternionCubicHermiteSpline(v1, outTangent1, v2, inTangent2, t); + } break; + default: break; + } } return true; @@ -5440,7 +6102,7 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, int *animCo if (result == cgltf_result_success) { - if (data->skins_count == 1) + if (data->skins_count > 0) { cgltf_skin skin = data->skins[0]; *animCount = (int)data->animations_count; @@ -5456,6 +6118,7 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, int *animCo cgltf_animation_channel *translate; cgltf_animation_channel *rotate; cgltf_animation_channel *scale; + cgltf_interpolation_type interpolationType; }; struct Channels *boneChannels = RL_CALLOC(animations[i].boneCount, sizeof(struct Channels)); @@ -5481,7 +6144,9 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, int *animCo continue; } - if (animData.channels[j].sampler->interpolation == cgltf_interpolation_type_linear) + boneChannels[boneIndex].interpolationType = animData.channels[j].sampler->interpolation; + + if (animData.channels[j].sampler->interpolation != cgltf_interpolation_type_max_enum) { if (channel.target_path == cgltf_animation_path_type_translation) { @@ -5500,7 +6165,7 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, int *animCo TRACELOG(LOG_WARNING, "MODEL: [%s] Unsupported target_path on channel %d's sampler for animation %d. Skipping.", fileName, j, i); } } - else TRACELOG(LOG_WARNING, "MODEL: [%s] Only linear interpolation curves are supported for GLTF animation.", fileName); + else TRACELOG(LOG_WARNING, "MODEL: [%s] Invalid interpolation curve encountered for GLTF animation.", fileName); float t = 0.0f; cgltf_bool r = cgltf_accessor_read_float(channel.sampler->input, channel.sampler->input->count - 1, &t, 1); @@ -5514,8 +6179,11 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, int *animCo animDuration = (t > animDuration)? t : animDuration; } - strncpy(animations[i].name, animData.name, sizeof(animations[i].name)); - animations[i].name[sizeof(animations[i].name) - 1] = '\0'; + if (animData.name != NULL) + { + strncpy(animations[i].name, animData.name, sizeof(animations[i].name)); + animations[i].name[sizeof(animations[i].name) - 1] = '\0'; + } animations[i].frameCount = (int)(animDuration*1000.0f/GLTF_ANIMDELAY) + 1; animations[i].framePoses = RL_MALLOC(animations[i].frameCount*sizeof(Transform *)); @@ -5527,13 +6195,13 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, int *animCo for (int k = 0; k < animations[i].boneCount; k++) { - Vector3 translation = {0, 0, 0}; - Quaternion rotation = {0, 0, 0, 1}; - Vector3 scale = {1, 1, 1}; + Vector3 translation = {skin.joints[k]->translation[0], skin.joints[k]->translation[1], skin.joints[k]->translation[2]}; + Quaternion rotation = {skin.joints[k]->rotation[0], skin.joints[k]->rotation[1], skin.joints[k]->rotation[2], skin.joints[k]->rotation[3]}; + Vector3 scale = {skin.joints[k]->scale[0], skin.joints[k]->scale[1], skin.joints[k]->scale[2]}; if (boneChannels[k].translate) { - if (!GetPoseAtTimeGLTF(boneChannels[k].translate->sampler->input, boneChannels[k].translate->sampler->output, time, &translation)) + if (!GetPoseAtTimeGLTF(boneChannels[k].interpolationType, boneChannels[k].translate->sampler->input, boneChannels[k].translate->sampler->output, time, &translation)) { TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load translate pose data for bone %s", fileName, animations[i].bones[k].name); } @@ -5541,7 +6209,7 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, int *animCo if (boneChannels[k].rotate) { - if (!GetPoseAtTimeGLTF(boneChannels[k].rotate->sampler->input, boneChannels[k].rotate->sampler->output, time, &rotation)) + if (!GetPoseAtTimeGLTF(boneChannels[k].interpolationType, boneChannels[k].rotate->sampler->input, boneChannels[k].rotate->sampler->output, time, &rotation)) { TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load rotate pose data for bone %s", fileName, animations[i].bones[k].name); } @@ -5549,7 +6217,7 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, int *animCo if (boneChannels[k].scale) { - if (!GetPoseAtTimeGLTF(boneChannels[k].scale->sampler->input, boneChannels[k].scale->sampler->output, time, &scale)) + if (!GetPoseAtTimeGLTF(boneChannels[k].interpolationType, boneChannels[k].scale->sampler->input, boneChannels[k].scale->sampler->output, time, &scale)) { TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load scale pose data for bone %s", fileName, animations[i].bones[k].name); } @@ -5565,11 +6233,15 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, int *animCo BuildPoseFromParentJoints(animations[i].bones, animations[i].boneCount, animations[i].framePoses[j]); } - TRACELOG(LOG_INFO, "MODEL: [%s] Loaded animation: %s (%d frames, %fs)", fileName, animData.name, animations[i].frameCount, animDuration); + TRACELOG(LOG_INFO, "MODEL: [%s] Loaded animation: %s (%d frames, %fs)", fileName, (animData.name != NULL)? animData.name : "NULL", animations[i].frameCount, animDuration); RL_FREE(boneChannels); } } - else TRACELOG(LOG_ERROR, "MODEL: [%s] expected exactly one skin to load animation data from, but found %i", fileName, data->skins_count); + + if (data->skins_count > 1) + { + TRACELOG(LOG_WARNING, "MODEL: [%s] expected exactly one skin to load animation data from, but found %i", fileName, data->skins_count); + } cgltf_free(data); } @@ -5740,7 +6412,7 @@ static Model LoadM3D(const char *fileName) // We always need a default material, so we add +1 model.materialCount++; - // Faces must be in non-decreasing materialid order. Verify that quickly, sorting them otherwise. + // Faces must be in non-decreasing materialid order. Verify that quickly, sorting them otherwise // WARNING: Sorting is not needed, valid M3D model files should already be sorted // Just keeping the sorting function for reference (Check PR #3363 #3385) /* @@ -5748,12 +6420,12 @@ static Model LoadM3D(const char *fileName) { if (m3d->face[i-1].materialid <= m3d->face[i].materialid) continue; - // face[i-1] > face[i]. slide face[i] lower. + // face[i-1] > face[i]. slide face[i] lower m3df_t slider = m3d->face[i]; j = i-1; do - { // face[j] > slider, face[j+1] is svailable vacant gap. + { // face[j] > slider, face[j+1] is svailable vacant gap m3d->face[j+1] = m3d->face[j]; j = j-1; } @@ -6014,13 +6686,20 @@ static Model LoadM3D(const char *fileName) } // Load bone-pose default mesh into animation vertices. These will be updated when UpdateModelAnimation gets - // called, but not before, however DrawMesh uses these if they exist (so not good if they are left empty). + // called, but not before, however DrawMesh uses these if they exist (so not good if they are left empty) if (m3d->numbone && m3d->numskin) { - for(i = 0; i < model.meshCount; i++) + for (i = 0; i < model.meshCount; i++) { memcpy(model.meshes[i].animVertices, model.meshes[i].vertices, model.meshes[i].vertexCount*3*sizeof(float)); memcpy(model.meshes[i].animNormals, model.meshes[i].normals, model.meshes[i].vertexCount*3*sizeof(float)); + + model.meshes[i].boneCount = model.boneCount; + model.meshes[i].boneMatrices = RL_CALLOC(model.meshes[i].boneCount, sizeof(Matrix)); + for (j = 0; j < model.meshes[i].boneCount; j++) + { + model.meshes[i].boneMatrices[j] = MatrixIdentity(); + } } } @@ -6071,7 +6750,7 @@ static ModelAnimation *LoadModelAnimationsM3D(const char *fileName, int *animCou for (unsigned int a = 0; a < m3d->numaction; a++) { - animations[a].frameCount = m3d->action[a].durationmsec / M3D_ANIMDELAY; + animations[a].frameCount = m3d->action[a].durationmsec/M3D_ANIMDELAY; animations[a].boneCount = m3d->numbone + 1; animations[a].bones = RL_MALLOC((m3d->numbone + 1)*sizeof(BoneInfo)); animations[a].framePoses = RL_MALLOC(animations[a].frameCount*sizeof(Transform *)); diff --git a/src/rshapes.c b/src/rshapes.c index 5c6900b2f..704d74f40 100644 --- a/src/rshapes.c +++ b/src/rshapes.c @@ -25,7 +25,7 @@ * * LICENSE: zlib/libpng * -* Copyright (c) 2013-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2013-2025 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. @@ -79,8 +79,8 @@ //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- -Texture2D texShapes = { 1, 1, 1, 1, 7 }; // Texture used on shapes drawing (white pixel loaded by rlgl) -Rectangle texShapesRec = { 0.0f, 0.0f, 1.0f, 1.0f }; // Texture source rectangle used on shapes drawing +static Texture2D texShapes = { 1, 1, 1, 1, 7 }; // Texture used on shapes drawing (white pixel loaded by rlgl) +static Rectangle texShapesRec = { 0.0f, 0.0f, 1.0f, 1.0f }; // Texture source rectangle used on shapes drawing //---------------------------------------------------------------------------------- // Module specific Functions Declaration @@ -126,7 +126,7 @@ Rectangle GetShapesTextureRectangle(void) // Draw a pixel void DrawPixel(int posX, int posY, Color color) { - DrawPixelV((Vector2){ (float)posX, (float)posY }, color); + DrawPixelV((Vector2){ (float)posX, (float)posY }, color); } // Draw a pixel (Vector version) @@ -194,20 +194,19 @@ void DrawLineV(Vector2 startPos, Vector2 endPos, Color color) } // Draw lines sequuence (using gl lines) -void DrawLineStrip(Vector2 *points, int pointCount, Color color) +void DrawLineStrip(const Vector2 *points, int pointCount, Color color) { - if (pointCount >= 2) - { - rlBegin(RL_LINES); - rlColor4ub(color.r, color.g, color.b, color.a); + if (pointCount < 2) return; // Security check - for (int i = 0; i < pointCount - 1; i++) - { - rlVertex2f(points[i].x, points[i].y); - rlVertex2f(points[i + 1].x, points[i + 1].y); - } - rlEnd(); - } + rlBegin(RL_LINES); + rlColor4ub(color.r, color.g, color.b, color.a); + + for (int i = 0; i < pointCount - 1; i++) + { + rlVertex2f(points[i].x, points[i].y); + rlVertex2f(points[i + 1].x, points[i + 1].y); + } + rlEnd(); } // Draw line using cubic-bezier spline, in-out interpolation, no control points @@ -338,7 +337,7 @@ void DrawCircleSector(Vector2 center, float radius, float startAngle, float endA } // NOTE: In case number of segments is odd, we add one last piece to the cake - if (((unsigned int)segments%2) == 1) + if ((((unsigned int)segments)%2) == 1) { rlColor4ub(color.r, color.g, color.b, color.a); @@ -431,17 +430,16 @@ void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float } // Draw a gradient-filled circle -// NOTE: Gradient goes from center (color1) to border (color2) -void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2) +void DrawCircleGradient(int centerX, int centerY, float radius, Color inner, Color outer) { rlBegin(RL_TRIANGLES); for (int i = 0; i < 360; i += 10) { - rlColor4ub(color1.r, color1.g, color1.b, color1.a); + rlColor4ub(inner.r, inner.g, inner.b, inner.a); rlVertex2f((float)centerX, (float)centerY); - rlColor4ub(color2.r, color2.g, color2.b, color2.a); + rlColor4ub(outer.r, outer.g, outer.b, outer.a); rlVertex2f((float)centerX + cosf(DEG2RAD*(i + 10))*radius, (float)centerY + sinf(DEG2RAD*(i + 10))*radius); - rlColor4ub(color2.r, color2.g, color2.b, color2.a); + rlColor4ub(outer.r, outer.g, outer.b, outer.a); rlVertex2f((float)centerX + cosf(DEG2RAD*i)*radius, (float)centerY + sinf(DEG2RAD*i)*radius); } rlEnd(); @@ -762,22 +760,19 @@ void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color } // Draw a vertical-gradient-filled rectangle -// NOTE: Gradient goes from bottom (color1) to top (color2) -void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2) +void DrawRectangleGradientV(int posX, int posY, int width, int height, Color top, Color bottom) { - DrawRectangleGradientEx((Rectangle){ (float)posX, (float)posY, (float)width, (float)height }, color1, color2, color2, color1); + DrawRectangleGradientEx((Rectangle){ (float)posX, (float)posY, (float)width, (float)height }, top, bottom, bottom, top); } // Draw a horizontal-gradient-filled rectangle -// NOTE: Gradient goes from bottom (color1) to top (color2) -void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2) +void DrawRectangleGradientH(int posX, int posY, int width, int height, Color left, Color right) { - DrawRectangleGradientEx((Rectangle){ (float)posX, (float)posY, (float)width, (float)height }, color1, color1, color2, color2); + DrawRectangleGradientEx((Rectangle){ (float)posX, (float)posY, (float)width, (float)height }, left, left, right, right); } // Draw a gradient-filled rectangle -// NOTE: Colors refer to corners, starting at top-lef corner and counter-clockwise -void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4) +void DrawRectangleGradientEx(Rectangle rec, Color topLeft, Color bottomLeft, Color topRight, Color bottomRight) { rlSetTexture(GetShapesTexture().id); Rectangle shapeRect = GetShapesTextureRectangle(); @@ -786,19 +781,19 @@ void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, rlNormal3f(0.0f, 0.0f, 1.0f); // NOTE: Default raylib font character 95 is a white square - rlColor4ub(col1.r, col1.g, col1.b, col1.a); + rlColor4ub(topLeft.r, topLeft.g, topLeft.b, topLeft.a); rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height); rlVertex2f(rec.x, rec.y); - rlColor4ub(col2.r, col2.g, col2.b, col2.a); + rlColor4ub(bottomLeft.r, bottomLeft.g, bottomLeft.b, bottomLeft.a); rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); rlVertex2f(rec.x, rec.y + rec.height); - rlColor4ub(col3.r, col3.g, col3.b, col3.a); + rlColor4ub(topRight.r, topRight.g, topRight.b, topRight.a); rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); rlVertex2f(rec.x + rec.width, rec.y + rec.height); - rlColor4ub(col4.r, col4.g, col4.b, col4.a); + rlColor4ub(bottomRight.r, bottomRight.g, bottomRight.b, bottomRight.a); rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height); rlVertex2f(rec.x + rec.width, rec.y); rlEnd(); @@ -807,9 +802,32 @@ void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, } // Draw rectangle outline -// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues +// WARNING: All Draw*Lines() functions use RL_LINES for drawing, +// it implies flushing the current batch and changing draw mode to RL_LINES +// but it solves another issue: https://github.com/raysan5/raylib/issues/3884 void DrawRectangleLines(int posX, int posY, int width, int height, Color color) { + Matrix mat = rlGetMatrixTransform(); + float xOffset = 0.5f/mat.m0; + float yOffset = 0.5f/mat.m5; + + rlBegin(RL_LINES); + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2f((float)posX + xOffset, (float)posY + yOffset); + rlVertex2f((float)posX + (float)width - xOffset, (float)posY + yOffset); + + rlVertex2f((float)posX + (float)width - xOffset, (float)posY + yOffset); + rlVertex2f((float)posX + (float)width - xOffset, (float)posY + (float)height - yOffset); + + rlVertex2f((float)posX + (float)width - xOffset, (float)posY + (float)height - yOffset); + rlVertex2f((float)posX + xOffset, (float)posY + (float)height - yOffset); + + rlVertex2f((float)posX + xOffset, (float)posY + (float)height - yOffset); + rlVertex2f((float)posX + xOffset, (float)posY + yOffset); + rlEnd(); + +/* +// Previous implementation, it has issues... but it does not require view matrix... #if defined(SUPPORT_QUADS_DRAW_MODE) DrawRectangle(posX, posY, width, 1, color); DrawRectangle(posX + width - 1, posY + 1, 1, height - 2, color); @@ -818,19 +836,20 @@ void DrawRectangleLines(int posX, int posY, int width, int height, Color color) #else rlBegin(RL_LINES); rlColor4ub(color.r, color.g, color.b, color.a); - rlVertex2f(posX + 1, posY + 1); - rlVertex2f(posX + width, posY + 1); + rlVertex2f((float)posX, (float)posY); + rlVertex2f((float)posX + (float)width, (float)posY + 1); - rlVertex2f(posX + width, posY + 1); - rlVertex2f(posX + width, posY + height); + rlVertex2f((float)posX + (float)width, (float)posY + 1); + rlVertex2f((float)posX + (float)width, (float)posY + (float)height); - rlVertex2f(posX + width, posY + height); - rlVertex2f(posX + 1, posY + height); + rlVertex2f((float)posX + (float)width, (float)posY + (float)height); + rlVertex2f((float)posX + 1, (float)posY + (float)height); - rlVertex2f(posX + 1, posY + height); - rlVertex2f(posX + 1, posY + 1); + rlVertex2f((float)posX + 1, (float)posY + (float)height); + rlVertex2f((float)posX + 1, (float)posY + 1); rlEnd(); #endif +*/ } // Draw rectangle outline with extended parameters @@ -838,8 +857,8 @@ void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color) { if ((lineThick > rec.width) || (lineThick > rec.height)) { - if (rec.width > rec.height) lineThick = rec.height/2; - else if (rec.width < rec.height) lineThick = rec.width/2; + if (rec.width >= rec.height) lineThick = rec.height/2; + else if (rec.width <= rec.height) lineThick = rec.width/2; } // When rec = { x, y, 8.0f, 6.0f } and lineThick = 2, the following @@ -868,7 +887,7 @@ void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color) void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color) { // Not a rounded rectangle - if ((roundness <= 0.0f) || (rec.width < 1) || (rec.height < 1 )) + if (roundness <= 0.0f) { DrawRectangleRec(rec, color); return; @@ -1090,8 +1109,15 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co #endif } +// Draw rectangle with rounded edges +// TODO: This function should be refactored to use RL_LINES, for consistency with other Draw*Lines() +void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, Color color) +{ + DrawRectangleRoundedLinesEx(rec, roundness, segments, 1.0f, color); +} + // Draw rectangle with rounded edges outline -void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, float lineThick, Color color) +void DrawRectangleRoundedLinesEx(Rectangle rec, float roundness, int segments, float lineThick, Color color) { if (lineThick < 0) lineThick = 0; @@ -1137,18 +1163,29 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, flo P5 ================== P4 */ const Vector2 point[16] = { - {(float)rec.x + innerRadius, rec.y - lineThick}, {(float)(rec.x + rec.width) - innerRadius, rec.y - lineThick}, { rec.x + rec.width + lineThick, (float)rec.y + innerRadius }, // PO, P1, P2 - {rec.x + rec.width + lineThick, (float)(rec.y + rec.height) - innerRadius}, {(float)(rec.x + rec.width) - innerRadius, rec.y + rec.height + lineThick}, // P3, P4 - {(float)rec.x + innerRadius, rec.y + rec.height + lineThick}, { rec.x - lineThick, (float)(rec.y + rec.height) - innerRadius}, {rec.x - lineThick, (float)rec.y + innerRadius}, // P5, P6, P7 - {(float)rec.x + innerRadius, rec.y}, {(float)(rec.x + rec.width) - innerRadius, rec.y}, // P8, P9 - { rec.x + rec.width, (float)rec.y + innerRadius }, {rec.x + rec.width, (float)(rec.y + rec.height) - innerRadius}, // P10, P11 - {(float)(rec.x + rec.width) - innerRadius, rec.y + rec.height}, {(float)rec.x + innerRadius, rec.y + rec.height}, // P12, P13 - { rec.x, (float)(rec.y + rec.height) - innerRadius}, {rec.x, (float)rec.y + innerRadius} // P14, P15 + {(float)rec.x + innerRadius + 0.5f, rec.y - lineThick + 0.5f}, + {(float)(rec.x + rec.width) - innerRadius - 0.5f, rec.y - lineThick + 0.5f}, + {rec.x + rec.width + lineThick - 0.5f, (float)rec.y + innerRadius + 0.5f}, // PO, P1, P2 + {rec.x + rec.width + lineThick - 0.5f, (float)(rec.y + rec.height) - innerRadius - 0.5f}, + {(float)(rec.x + rec.width) - innerRadius - 0.5f, rec.y + rec.height + lineThick - 0.5f}, // P3, P4 + {(float)rec.x + innerRadius + 0.5f, rec.y + rec.height + lineThick - 0.5f}, + {rec.x - lineThick + 0.5f, (float)(rec.y + rec.height) - innerRadius - 0.5f}, + {rec.x - lineThick + 0.5f, (float)rec.y + innerRadius + 0.5f}, // P5, P6, P7 + {(float)rec.x + innerRadius + 0.5f, rec.y + 0.5f}, + {(float)(rec.x + rec.width) - innerRadius - 0.5f, rec.y + 0.5f}, // P8, P9 + {rec.x + rec.width - 0.5f, (float)rec.y + innerRadius + 0.5f}, + {rec.x + rec.width - 0.5f, (float)(rec.y + rec.height) - innerRadius - 0.5f}, // P10, P11 + {(float)(rec.x + rec.width) - innerRadius - 0.5f, rec.y + rec.height - 0.5f}, + {(float)rec.x + innerRadius + 0.5f, rec.y + rec.height - 0.5f}, // P12, P13 + {rec.x + 0.5f, (float)(rec.y + rec.height) - innerRadius - 0.5f}, + {rec.x + 0.5f, (float)rec.y + innerRadius + 0.5f} // P14, P15 }; const Vector2 centers[4] = { - {(float)rec.x + innerRadius, (float)rec.y + innerRadius}, {(float)(rec.x + rec.width) - innerRadius, (float)rec.y + innerRadius}, // P16, P17 - {(float)(rec.x + rec.width) - innerRadius, (float)(rec.y + rec.height) - innerRadius}, {(float)rec.x + innerRadius, (float)(rec.y + rec.height) - innerRadius} // P18, P19 + {(float)rec.x + innerRadius + 0.5f, (float)rec.y + innerRadius + 0.5f}, + {(float)(rec.x + rec.width) - innerRadius - 0.5f, (float)rec.y + innerRadius + 0.5f}, // P16, P17 + {(float)(rec.x + rec.width) - innerRadius - 0.5f, (float)(rec.y + rec.height) - innerRadius - 0.5f}, + {(float)rec.x + innerRadius + 0.5f, (float)(rec.y + rec.height) - innerRadius - 0.5f} // P18, P19 }; const float angles[4] = { 180.0f, 270.0f, 0.0f, 90.0f }; @@ -1382,7 +1419,7 @@ void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color) // Draw a triangle fan defined by points // NOTE: First vertex provided is the center, shared by all triangles // By default, following vertex should be provided in counter-clockwise order -void DrawTriangleFan(Vector2 *points, int pointCount, Color color) +void DrawTriangleFan(const Vector2 *points, int pointCount, Color color) { if (pointCount >= 3) { @@ -1413,7 +1450,7 @@ void DrawTriangleFan(Vector2 *points, int pointCount, Color color) // Draw a triangle strip defined by points // NOTE: Every new vertex connects with previous two -void DrawTriangleStrip(Vector2 *points, int pointCount, Color color) +void DrawTriangleStrip(const Vector2 *points, int pointCount, Color color) { if (pointCount >= 3) { @@ -1567,7 +1604,7 @@ void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, fl //---------------------------------------------------------------------------------- // Draw spline: linear, minimum 2 points -void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color) +void DrawSplineLinear(const Vector2 *points, int pointCount, float thick, Color color) { if (pointCount < 2) return; @@ -1653,7 +1690,7 @@ void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color) prevNormal = normal; } -#else // !SUPPORT_SPLINE_MITTERS +#else // !SUPPORT_SPLINE_MITERS Vector2 delta = { 0 }; float length = 0.0f; @@ -1684,7 +1721,7 @@ void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color) } // Draw spline: B-Spline, minimum 4 points -void DrawSplineBasis(Vector2 *points, int pointCount, float thick, Color color) +void DrawSplineBasis(const Vector2 *points, int pointCount, float thick, Color color) { if (pointCount < 4) return; @@ -1756,11 +1793,12 @@ void DrawSplineBasis(Vector2 *points, int pointCount, float thick, Color color) DrawTriangleStrip(vertices, 2*SPLINE_SEGMENT_DIVISIONS + 2, color); } - DrawCircleV(currentPoint, thick/2.0f, color); // Draw end line circle-cap + // Cap circle drawing at the end of every segment + DrawCircleV(currentPoint, thick/2.0f, color); } // Draw spline: Catmull-Rom, minimum 4 points -void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color color) +void DrawSplineCatmullRom(const Vector2 *points, int pointCount, float thick, Color color) { if (pointCount < 4) return; @@ -1822,28 +1860,31 @@ void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color co DrawTriangleStrip(vertices, 2*SPLINE_SEGMENT_DIVISIONS + 2, color); } - DrawCircleV(currentPoint, thick/2.0f, color); // Draw end line circle-cap + // Cap circle drawing at the end of every segment + DrawCircleV(currentPoint, thick/2.0f, color); } // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...] -void DrawSplineBezierQuadratic(Vector2 *points, int pointCount, float thick, Color color) +void DrawSplineBezierQuadratic(const Vector2 *points, int pointCount, float thick, Color color) { - if (pointCount < 3) return; - - for (int i = 0; i < pointCount - 2; i++) + if (pointCount >= 3) { - DrawSplineSegmentBezierQuadratic(points[i], points[i + 1], points[i + 2], thick, color); + for (int i = 0; i < pointCount - 2; i += 2) DrawSplineSegmentBezierQuadratic(points[i], points[i + 1], points[i + 2], thick, color); + + // Cap circle drawing at the end of every segment + //for (int i = 2; i < pointCount - 2; i += 2) DrawCircleV(points[i], thick/2.0f, color); } } // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...] -void DrawSplineBezierCubic(Vector2 *points, int pointCount, float thick, Color color) +void DrawSplineBezierCubic(const Vector2 *points, int pointCount, float thick, Color color) { - if (pointCount < 4) return; - - for (int i = 0; i < pointCount - 3; i++) + if (pointCount >= 4) { - DrawSplineSegmentBezierCubic(points[i], points[i + 1], points[i + 2], points[i + 3], thick, color); + for (int i = 0; i < pointCount - 3; i += 3) DrawSplineSegmentBezierCubic(points[i], points[i + 1], points[i + 2], points[i + 3], thick, color); + + // Cap circle drawing at the end of every segment + //for (int i = 3; i < pointCount - 3; i += 3) DrawCircleV(points[i], thick/2.0f, color); } } @@ -2167,7 +2208,9 @@ bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius) { bool collision = false; - collision = CheckCollisionCircles(point, 0, center, radius); + float distanceSquared = (point.x - center.x)*(point.x - center.x) + (point.y - center.y)*(point.y - center.y); + + if (distanceSquared <= radius*radius) collision = true; return collision; } @@ -2192,7 +2235,7 @@ bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 // Check if point is within a polygon described by array of vertices // NOTE: Based on http://jeffreythompson.org/collision-detection/poly-point.php -bool CheckCollisionPointPoly(Vector2 point, Vector2 *points, int pointCount) +bool CheckCollisionPointPoly(Vector2 point, const Vector2 *points, int pointCount) { bool inside = false; @@ -2201,7 +2244,7 @@ bool CheckCollisionPointPoly(Vector2 point, Vector2 *points, int pointCount) for (int i = 0, j = pointCount - 1; i < pointCount; j = i++) { if ((points[i].y > point.y) != (points[j].y > point.y) && - (point.x < (points[j].x - points[i].x) * (point.y - points[i].y) / (points[j].y - points[i].y) + points[i].x)) + (point.x < (points[j].x - points[i].x)*(point.y - points[i].y)/(points[j].y - points[i].y) + points[i].x)) { inside = !inside; } @@ -2230,9 +2273,10 @@ bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, floa float dx = center2.x - center1.x; // X distance between centers float dy = center2.y - center1.y; // Y distance between centers - float distance = sqrtf(dx*dx + dy*dy); // Distance between centers + float distanceSquared = dx*dx + dy*dy; // Distance between centers squared + float radiusSum = radius1 + radius2; - if (distance <= (radius1 + radius2)) collision = true; + collision = (distanceSquared <= (radiusSum*radiusSum)); return collision; } @@ -2312,6 +2356,30 @@ bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshol return collision; } +// Check if circle collides with a line created betweeen two points [p1] and [p2] +RLAPI bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2) +{ + float dx = p1.x - p2.x; + float dy = p1.y - p2.y; + + if ((fabsf(dx) + fabsf(dy)) <= FLT_EPSILON) + { + return CheckCollisionCircles(p1, 0, center, radius); + } + + float lengthSQ = ((dx*dx) + (dy*dy)); + float dotProduct = (((center.x - p1.x)*(p2.x - p1.x)) + ((center.y - p1.y)*(p2.y - p1.y)))/(lengthSQ); + + if (dotProduct > 1.0f) dotProduct = 1.0f; + else if (dotProduct < 0.0f) dotProduct = 0.0f; + + float dx2 = (p1.x - (dotProduct*(dx))) - center.x; + float dy2 = (p1.y - (dotProduct*(dy))) - center.y; + float distanceSQ = ((dx2*dx2) + (dy2*dy2)); + + return (distanceSQ <= radius*radius); +} + // Get collision rectangle for two rectangles collision Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2) { @@ -2345,11 +2413,16 @@ Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2) // NOTE: Used by DrawLineBezier() only static float EaseCubicInOut(float t, float b, float c, float d) { - if ((t /= 0.5f*d) < 1) return 0.5f*c*t*t*t + b; + float result = 0.0f; - t -= 2; + if ((t /= 0.5f*d) < 1) result = 0.5f*c*t*t*t + b; + else + { + t -= 2; + result = 0.5f*c*(t*t*t + 2.0f) + b; + } - return 0.5f*c*(t*t*t + 2.0f) + b; + return result; } #endif // SUPPORT_MODULE_RSHAPES diff --git a/src/rtext.c b/src/rtext.c index ba4420e7f..d8d290053 100644 --- a/src/rtext.c +++ b/src/rtext.c @@ -34,7 +34,7 @@ * * LICENSE: zlib/libpng * -* Copyright (c) 2013-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2013-2025 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. @@ -119,11 +119,12 @@ //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- -// ... +//... //---------------------------------------------------------------------------------- // Global variables //---------------------------------------------------------------------------------- +extern bool isGpuReady; #if defined(SUPPORT_DEFAULT_FONT) // Default font provided by raylib // NOTE: Default font is loaded on InitWindow() and disposed on CloseWindow() [module: core] @@ -144,7 +145,7 @@ static Font LoadBMFont(const char *fileName); // Load a BMFont file (AngelCode #if defined(SUPPORT_FILEFORMAT_BDF) static GlyphInfo *LoadFontDataBDF(const unsigned char *fileData, int dataSize, int *codepoints, int codepointCount, int *outFontSize); #endif -static int textLineSpacing = 15; // Text vertical line spacing in pixels +static int textLineSpacing = 2; // Text vertical line spacing in pixels (between lines) #if defined(SUPPORT_DEFAULT_FONT) extern void LoadFontDefault(void); @@ -246,25 +247,25 @@ extern void LoadFontDefault(void) // we must consider data as little-endian order (alpha + gray) ((unsigned short *)imFont.data)[i + j] = 0xffff; } -#ifndef __amigaos4__ - else ((unsigned short *)imFont.data)[i + j] = 0x00ff; -#else - else ((unsigned short *)imFont.data)[i + j] = 0xff00; -#endif + else + { + ((unsigned char *)imFont.data)[(i + j)*sizeof(short)] = 0xFF; + ((unsigned char *)imFont.data)[(i + j)*sizeof(short) + 1] = 0x00; + } } counter++; } - defaultFont.texture = LoadTextureFromImage(imFont); + if (isGpuReady) defaultFont.texture = LoadTextureFromImage(imFont); // Reconstruct charSet using charsWidth[], charsHeight, charsDivisor, glyphCount //------------------------------------------------------------------------------ // Allocate space for our characters info data // NOTE: This memory must be freed at end! --> Done by CloseWindow() - defaultFont.glyphs = (GlyphInfo *)RL_MALLOC(defaultFont.glyphCount*sizeof(GlyphInfo)); - defaultFont.recs = (Rectangle *)RL_MALLOC(defaultFont.glyphCount*sizeof(Rectangle)); + defaultFont.glyphs = (GlyphInfo *)RL_CALLOC(defaultFont.glyphCount, sizeof(GlyphInfo)); + defaultFont.recs = (Rectangle *)RL_CALLOC(defaultFont.glyphCount, sizeof(Rectangle)); int currentLine = 0; int currentPosX = charsDivisor; @@ -312,7 +313,7 @@ extern void LoadFontDefault(void) extern void UnloadFontDefault(void) { for (int i = 0; i < defaultFont.glyphCount; i++) UnloadImage(defaultFont.glyphs[i].image); - UnloadTexture(defaultFont.texture); + if (isGpuReady) UnloadTexture(defaultFont.texture); RL_FREE(defaultFont.glyphs); RL_FREE(defaultFont.recs); } @@ -366,15 +367,14 @@ Font LoadFont(const char *fileName) UnloadImage(image); } - if (font.texture.id == 0) - { - TRACELOG(LOG_WARNING, "FONT: [%s] Failed to load font texture -> Using default font", fileName); - font = GetFontDefault(); - } - else + if (isGpuReady) { - SetTextureFilter(font.texture, TEXTURE_FILTER_POINT); // By default, we set point filter (the best performance) - TRACELOG(LOG_INFO, "FONT: Data loaded successfully (%i pixel size | %i glyphs)", FONT_TTF_DEFAULT_SIZE, FONT_TTF_DEFAULT_NUMCHARS); + if (font.texture.id == 0) TRACELOG(LOG_WARNING, "FONT: [%s] Failed to load font texture -> Using default font", fileName); + else + { + SetTextureFilter(font.texture, TEXTURE_FILTER_POINT); // By default, we set point filter (the best performance) + TRACELOG(LOG_INFO, "FONT: Data loaded successfully (%i pixel size | %i glyphs)", FONT_TTF_DEFAULT_SIZE, FONT_TTF_DEFAULT_NUMCHARS); + } } return font; @@ -398,7 +398,6 @@ Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepoi UnloadFileData(fileData); } - else font = GetFontDefault(); return font; } @@ -438,7 +437,7 @@ Font LoadFontFromImage(Image image, Color key, int firstChar) if (!COLOR_EQUAL(pixels[y*image.width + x], key)) break; } - if ((x == 0) || (y == 0)) return font; + if ((x == 0) || (y == 0)) return font; // Security check charSpacing = x; lineSpacing = y; @@ -496,7 +495,7 @@ Font LoadFontFromImage(Image image, Color key, int firstChar) }; // Set font with all data parsed from image - font.texture = LoadTextureFromImage(fontClear); // Convert processed image to OpenGL texture + if (isGpuReady) font.texture = LoadTextureFromImage(fontClear); // Convert processed image to OpenGL texture font.glyphCount = index; font.glyphPadding = 0; @@ -565,7 +564,7 @@ Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int font.glyphPadding = FONT_TTF_DEFAULT_CHARS_PADDING; Image atlas = GenImageFontAtlas(font.glyphs, &font.recs, font.glyphCount, font.baseSize, font.glyphPadding, 0); - font.texture = LoadTextureFromImage(atlas); + if (isGpuReady) font.texture = LoadTextureFromImage(atlas); // Update glyphs[i].image to use alpha, required to be used on ImageDrawText() for (int i = 0; i < font.glyphCount; i++) @@ -586,17 +585,16 @@ Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int return font; } -// Check if a font is ready -bool IsFontReady(Font font) +// Check if a font is valid (font data loaded) +// WARNING: GPU texture not checked +bool IsFontValid(Font font) { - return ((font.texture.id > 0) && // Validate OpenGL id fot font texture atlas - (font.baseSize > 0) && // Validate font size + return ((font.baseSize > 0) && // Validate font size (font.glyphCount > 0) && // Validate font contains some glyph (font.recs != NULL) && // Validate font recs defining glyphs on texture atlas (font.glyphs != NULL)); // Validate glyph data is loaded - // NOTE: Further validations could be done to verify if recs count and glyphs count - // match glyphCount and to verify that data contained is valid (glyphs values, metrics...) + // NOTE: Further validations could be done to verify if recs and glyphs contain valid data (glyphs values, metrics...) } // Load font data for further use @@ -683,6 +681,8 @@ GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSiz stbtt_GetCodepointHMetrics(&fontInfo, ch, &chars[i].advanceX, NULL); chars[i].advanceX = (int)((float)chars[i].advanceX*scaleFactor); + if (chh > fontSize) TRACELOG(LOG_WARNING, "FONT: Character [0x%08x] size is bigger than expected font size", ch); + // Load characters images chars[i].image.width = chw; chars[i].image.height = chh; @@ -827,7 +827,7 @@ Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyp if (offsetY > (atlas.height - fontSize - padding)) { - for(int j = i + 1; j < glyphCount; j++) + for (int j = i + 1; j < glyphCount; j++) { TRACELOG(LOG_WARNING, "FONT: Failed to package character (%i)", j); // Make sure remaining recs contain valid data @@ -955,7 +955,7 @@ void UnloadFont(Font font) if (font.texture.id != GetFontDefault().texture.id) { UnloadFontData(font.glyphs, font.glyphCount); - UnloadTexture(font.texture); + if (isGpuReady) UnloadTexture(font.texture); RL_FREE(font.recs); TRACELOGD("FONT: Unloaded font data from RAM and VRAM"); @@ -989,7 +989,7 @@ bool ExportFontAsCode(Font font, const char *fileName) byteCount += sprintf(txtData + byteCount, "// more info and bugs-report: github.com/raysan5/raylib //\n"); byteCount += sprintf(txtData + byteCount, "// feedback and support: ray[at]raylib.com //\n"); byteCount += sprintf(txtData + byteCount, "// //\n"); - byteCount += sprintf(txtData + byteCount, "// Copyright (c) 2018-2024 Ramon Santamaria (@raysan5) //\n"); + byteCount += sprintf(txtData + byteCount, "// Copyright (c) 2018-2025 Ramon Santamaria (@raysan5) //\n"); byteCount += sprintf(txtData + byteCount, "// //\n"); byteCount += sprintf(txtData + byteCount, "// ---------------------------------------------------------------------------------- //\n"); byteCount += sprintf(txtData + byteCount, "// //\n"); @@ -1039,7 +1039,7 @@ bool ExportFontAsCode(Font font, const char *fileName) // Save font recs data byteCount += sprintf(txtData + byteCount, "// Font characters rectangles data\n"); - byteCount += sprintf(txtData + byteCount, "static const Rectangle fontRecs_%s[%i] = {\n", fileNamePascal, font.glyphCount); + byteCount += sprintf(txtData + byteCount, "static Rectangle fontRecs_%s[%i] = {\n", fileNamePascal, font.glyphCount); for (int i = 0; i < font.glyphCount; i++) { byteCount += sprintf(txtData + byteCount, " { %1.0f, %1.0f, %1.0f , %1.0f },\n", font.recs[i].x, font.recs[i].y, font.recs[i].width, font.recs[i].height); @@ -1051,7 +1051,7 @@ bool ExportFontAsCode(Font font, const char *fileName) // it could be generated from image and recs byteCount += sprintf(txtData + byteCount, "// Font glyphs info data\n"); byteCount += sprintf(txtData + byteCount, "// NOTE: No glyphs.image data provided\n"); - byteCount += sprintf(txtData + byteCount, "static const GlyphInfo fontGlyphs_%s[%i] = {\n", fileNamePascal, font.glyphCount); + byteCount += sprintf(txtData + byteCount, "static GlyphInfo fontGlyphs_%s[%i] = {\n", fileNamePascal, font.glyphCount); for (int i = 0; i < font.glyphCount; i++) { byteCount += sprintf(txtData + byteCount, " { %i, %i, %i, %i, { 0 }},\n", font.glyphs[i].value, font.glyphs[i].offsetX, font.glyphs[i].offsetY, font.glyphs[i].advanceX); @@ -1075,13 +1075,13 @@ bool ExportFontAsCode(Font font, const char *fileName) byteCount += sprintf(txtData + byteCount, " Image imFont = { fontImageData_%s, %i, %i, 1, %i };\n\n", styleName, image.width, image.height, image.format); #endif byteCount += sprintf(txtData + byteCount, " // Load texture from image\n"); - byteCount += sprintf(txtData + byteCount, " font.texture = LoadTextureFromImage(imFont);\n"); + byteCount += sprintf(txtData + byteCount, " if (isGpuReady) font.texture = LoadTextureFromImage(imFont);\n"); #if defined(SUPPORT_COMPRESSED_FONT_ATLAS) byteCount += sprintf(txtData + byteCount, " UnloadImage(imFont); // Uncompressed data can be unloaded from memory\n\n"); #endif // We have two possible mechanisms to assign font.recs and font.glyphs data, // that data is already available as global arrays, we two options to assign that data: - // - 1. Data copy. This option consumes more memory and Font MUST be unloaded by user, requiring additional code. + // - 1. Data copy. This option consumes more memory and Font MUST be unloaded by user, requiring additional code // - 2. Data assignment. This option consumes less memory and Font MUST NOT be unloaded by user because data is on protected DATA segment //#define SUPPORT_FONT_DATA_COPY #if defined(SUPPORT_FONT_DATA_COPY) @@ -1155,7 +1155,7 @@ void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, f int size = TextLength(text); // Total size in bytes of the text, scanned by codepoints in loop - int textOffsetY = 0; // Offset between lines (on linebreak '\n') + float textOffsetY = 0; // Offset between lines (on linebreak '\n') float textOffsetX = 0.0f; // Offset X to next character to draw float scaleFactor = fontSize/font.baseSize; // Character quad scaling factor @@ -1170,7 +1170,7 @@ void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, f if (codepoint == '\n') { // NOTE: Line spacing is a global variable, use SetTextLineSpacing() to setup - textOffsetY += textLineSpacing; + textOffsetY += (fontSize + textLineSpacing); textOffsetX = 0.0f; } else @@ -1229,7 +1229,7 @@ void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSiz // Draw multiple character (codepoints) void DrawTextCodepoints(Font font, const int *codepoints, int codepointCount, Vector2 position, float fontSize, float spacing, Color tint) { - int textOffsetY = 0; // Offset between lines (on linebreak '\n') + float textOffsetY = 0; // Offset between lines (on linebreak '\n') float textOffsetX = 0.0f; // Offset X to next character to draw float scaleFactor = fontSize/font.baseSize; // Character quad scaling factor @@ -1241,7 +1241,7 @@ void DrawTextCodepoints(Font font, const int *codepoints, int codepointCount, Ve if (codepoints[i] == '\n') { // NOTE: Line spacing is a global variable, use SetTextLineSpacing() to setup - textOffsetY += textLineSpacing; + textOffsetY += (fontSize + textLineSpacing); textOffsetX = 0.0f; } else @@ -1286,7 +1286,8 @@ Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing { Vector2 textSize = { 0 }; - if ((font.texture.id == 0) || (text == NULL)) return textSize; + if ((isGpuReady && (font.texture.id == 0)) || + (text == NULL) || (text[0] == '\0')) return textSize; // Security check int size = TextLength(text); // Get size in bytes of text int tempByteCounter = 0; // Used to count longer text line num chars @@ -1305,15 +1306,15 @@ Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing { byteCounter++; - int next = 0; - letter = GetCodepointNext(&text[i], &next); + int codepointByteCount = 0; + letter = GetCodepointNext(&text[i], &codepointByteCount); index = GetGlyphIndex(font, letter); - i += next; + i += codepointByteCount; if (letter != '\n') { - if (font.glyphs[index].advanceX != 0) textWidth += font.glyphs[index].advanceX; + if (font.glyphs[index].advanceX > 0) textWidth += font.glyphs[index].advanceX; else textWidth += (font.recs[index].width + font.glyphs[index].offsetX); } else @@ -1323,7 +1324,7 @@ Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing textWidth = 0; // NOTE: Line spacing is a global variable, use SetTextLineSpacing() to setup - textHeight += (float)textLineSpacing; + textHeight += (fontSize + textLineSpacing); } if (tempByteCounter < byteCounter) tempByteCounter = byteCounter; @@ -1342,6 +1343,7 @@ Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing int GetGlyphIndex(Font font, int codepoint) { int index = 0; + if (!IsFontValid(font)) return index; #define SUPPORT_UNORDERED_CHARSET #if defined(SUPPORT_UNORDERED_CHARSET) @@ -1476,8 +1478,7 @@ float TextToFloat(const char *text) int i = 0; for (; ((text[i] >= '0') && (text[i] <= '9')); i++) value = value*10.0f + (float)(text[i] - '0'); - if (text[i++] != '.') value *= sign; - else + if (text[i++] == '.') { float divisor = 10.0f; for (; ((text[i] >= '0') && (text[i] <= '9')); i++) @@ -1487,7 +1488,7 @@ float TextToFloat(const char *text) } } - return value; + return value*sign; } #if defined(SUPPORT_TEXT_MANIPULATION) @@ -1581,7 +1582,7 @@ char *TextReplace(const char *text, const char *replace, const char *by) byLen = TextLength(by); // Count the number of replacements needed - insertPoint = (char*)text; + insertPoint = (char *)text; for (count = 0; (temp = strstr(insertPoint, replace)); count++) insertPoint = temp + replaceLen; // Allocate returning string and point temp to it @@ -1628,7 +1629,7 @@ char *TextInsert(const char *text, const char *insert, int position) // Join text strings with delimiter // REQUIRES: memset(), memcpy() -const char *TextJoin(const char **textList, int count, const char *delimiter) +char *TextJoin(char **textList, int count, const char *delimiter) { static char buffer[MAX_TEXT_BUFFER_LENGTH] = { 0 }; memset(buffer, 0, MAX_TEXT_BUFFER_LENGTH); @@ -1662,7 +1663,7 @@ const char *TextJoin(const char **textList, int count, const char *delimiter) // Split string into multiple strings // REQUIRES: memset() -const char **TextSplit(const char *text, char delimiter, int *count) +char **TextSplit(const char *text, char delimiter, int *count) { // NOTE: Current implementation returns a copy of the provided string with '\0' (string end delimiter) // inserted between strings defined by "delimiter" parameter. No memory is dynamically allocated, @@ -1670,7 +1671,7 @@ const char **TextSplit(const char *text, char delimiter, int *count) // 1. Maximum number of possible split strings is set by MAX_TEXTSPLIT_COUNT // 2. Maximum size of text to split is MAX_TEXT_BUFFER_LENGTH - static const char *result[MAX_TEXTSPLIT_COUNT] = { NULL }; + static char *result[MAX_TEXTSPLIT_COUNT] = { NULL }; static char buffer[MAX_TEXT_BUFFER_LENGTH] = { 0 }; memset(buffer, 0, MAX_TEXT_BUFFER_LENGTH); @@ -1726,7 +1727,7 @@ int TextFindIndex(const char *text, const char *find) // Get upper case version of provided string // WARNING: Limited functionality, only basic characters set // TODO: Support UTF-8 diacritics to upper-case, check codepoints -const char *TextToUpper(const char *text) +char *TextToUpper(const char *text) { static char buffer[MAX_TEXT_BUFFER_LENGTH] = { 0 }; memset(buffer, 0, MAX_TEXT_BUFFER_LENGTH); @@ -1745,7 +1746,7 @@ const char *TextToUpper(const char *text) // Get lower case version of provided string // WARNING: Limited functionality, only basic characters set -const char *TextToLower(const char *text) +char *TextToLower(const char *text) { static char buffer[MAX_TEXT_BUFFER_LENGTH] = { 0 }; memset(buffer, 0, MAX_TEXT_BUFFER_LENGTH); @@ -1764,7 +1765,7 @@ const char *TextToLower(const char *text) // Get Pascal case notation version of provided string // WARNING: Limited functionality, only basic characters set -const char *TextToPascal(const char *text) +char *TextToPascal(const char *text) { static char buffer[MAX_TEXT_BUFFER_LENGTH] = { 0 }; memset(buffer, 0, MAX_TEXT_BUFFER_LENGTH); @@ -1790,6 +1791,62 @@ const char *TextToPascal(const char *text) return buffer; } +// Get snake case notation version of provided string +// WARNING: Limited functionality, only basic characters set +char *TextToSnake(const char *text) +{ + static char buffer[MAX_TEXT_BUFFER_LENGTH] = {0}; + memset(buffer, 0, MAX_TEXT_BUFFER_LENGTH); + + if (text != NULL) + { + // Check for next separator to upper case another character + for (int i = 0, j = 0; (i < MAX_TEXT_BUFFER_LENGTH - 1) && (text[j] != '\0'); i++, j++) + { + if ((text[j] >= 'A') && (text[j] <= 'Z')) + { + if (i >= 1) + { + buffer[i] = '_'; + i++; + } + buffer[i] = text[j] + 32; + } + else buffer[i] = text[j]; + } + } + + return buffer; +} + +// Get Camel case notation version of provided string +// WARNING: Limited functionality, only basic characters set +char *TextToCamel(const char *text) +{ + static char buffer[MAX_TEXT_BUFFER_LENGTH] = {0}; + memset(buffer, 0, MAX_TEXT_BUFFER_LENGTH); + + if (text != NULL) + { + // Lower case first character + if ((text[0] >= 'A') && (text[0] <= 'Z')) buffer[0] = text[0] + 32; + else buffer[0] = text[0]; + + // Check for next separator to upper case another character + for (int i = 1, j = 1; (i < MAX_TEXT_BUFFER_LENGTH - 1) && (text[j] != '\0'); i++, j++) + { + if (text[j] != '_') buffer[i] = text[j]; + else + { + j++; + if ((text[j] >= 'a') && (text[j] <= 'z')) buffer[i] = text[j] - 32; + } + } + } + + return buffer; +} + // Encode text codepoint into UTF-8 text // REQUIRES: memcpy() // WARNING: Allocated memory must be manually freed @@ -1840,8 +1897,7 @@ int *LoadCodepoints(const char *text, int *count) } // Re-allocate buffer to the actual number of codepoints loaded - int *temp = (int *)RL_REALLOC(codepoints, codepointCount*sizeof(int)); - if (temp != NULL) codepoints = temp; + codepoints = (int *)RL_REALLOC(codepoints, codepointCount*sizeof(int)); *count = codepointCount; @@ -1879,7 +1935,8 @@ int GetCodepointCount(const char *text) const char *CodepointToUTF8(int codepoint, int *utf8Size) { static char utf8[6] = { 0 }; - int size = 0; // Byte size of codepoint + memset(utf8, 0, 6); // Clear static array + int size = 0; // Byte size of codepoint if (codepoint <= 0x7f) { @@ -2033,21 +2090,21 @@ int GetCodepointNext(const char *text, int *codepointSize) if (0xf0 == (0xf8 & ptr[0])) { // 4 byte UTF-8 codepoint - if(((ptr[1] & 0xC0) ^ 0x80) || ((ptr[2] & 0xC0) ^ 0x80) || ((ptr[3] & 0xC0) ^ 0x80)) { return codepoint; } // 10xxxxxx checks + if (((ptr[1] & 0xC0) ^ 0x80) || ((ptr[2] & 0xC0) ^ 0x80) || ((ptr[3] & 0xC0) ^ 0x80)) { return codepoint; } // 10xxxxxx checks codepoint = ((0x07 & ptr[0]) << 18) | ((0x3f & ptr[1]) << 12) | ((0x3f & ptr[2]) << 6) | (0x3f & ptr[3]); *codepointSize = 4; } else if (0xe0 == (0xf0 & ptr[0])) { // 3 byte UTF-8 codepoint */ - if(((ptr[1] & 0xC0) ^ 0x80) || ((ptr[2] & 0xC0) ^ 0x80)) { return codepoint; } // 10xxxxxx checks + if (((ptr[1] & 0xC0) ^ 0x80) || ((ptr[2] & 0xC0) ^ 0x80)) { return codepoint; } // 10xxxxxx checks codepoint = ((0x0f & ptr[0]) << 12) | ((0x3f & ptr[1]) << 6) | (0x3f & ptr[2]); *codepointSize = 3; } else if (0xc0 == (0xe0 & ptr[0])) { // 2 byte UTF-8 codepoint - if((ptr[1] & 0xC0) ^ 0x80) { return codepoint; } // 10xxxxxx checks + if ((ptr[1] & 0xC0) ^ 0x80) { return codepoint; } // 10xxxxxx checks codepoint = ((0x1f & ptr[0]) << 6) | (0x3f & ptr[1]); *codepointSize = 2; } @@ -2212,7 +2269,7 @@ static Font LoadBMFont(const char *fileName) RL_FREE(imFonts); - font.texture = LoadTextureFromImage(fullFont); + if (isGpuReady) font.texture = LoadTextureFromImage(fullFont); // Fill font characters info data font.baseSize = fontSize; @@ -2244,13 +2301,17 @@ static Font LoadBMFont(const char *fileName) // Fill character image data from full font data font.glyphs[i].image = ImageFromImage(fullFont, font.recs[i]); } - else TRACELOG(LOG_WARNING, "FONT: [%s] Some characters data not correctly provided", fileName); + else + { + font.glyphs[i].image = GenImageColor((int)font.recs[i].width, (int)font.recs[i].height, BLACK); + TRACELOG(LOG_WARNING, "FONT: [%s] Some characters data not correctly provided", fileName); + } } UnloadImage(fullFont); UnloadFileText(fileText); - if (font.texture.id == 0) + if (isGpuReady && (font.texture.id == 0)) { UnloadFont(font); font = GetFontDefault(); @@ -2268,9 +2329,9 @@ static Font LoadBMFont(const char *fileName) // Convert hexadecimal to decimal (single digit) static unsigned char HexToInt(char hex) { - if (hex >= '0' && hex <= '9') return hex - '0'; - else if (hex >= 'a' && hex <= 'f') return hex - 'a' + 10; - else if (hex >= 'A' && hex <= 'F') return hex - 'A' + 10; + if ((hex >= '0') && (hex <= '9')) return hex - '0'; + else if ((hex >= 'a') && (hex <= 'f')) return hex - 'a' + 10; + else if ((hex >= 'A') && (hex <= 'F')) return hex - 'A' + 10; else return 0; } @@ -2289,7 +2350,7 @@ static GlyphInfo *LoadFontDataBDF(const unsigned char *fileData, int dataSize, i int readBytes = 0; // Data bytes read (line) int readVars = 0; // Variables filled by sscanf() - const char *fileText = (const char*)fileData; + const char *fileText = (const char *)fileData; const char *fileTextPtr = fileText; bool fontMalformed = false; // Is the font malformed @@ -2512,6 +2573,6 @@ static GlyphInfo *LoadFontDataBDF(const unsigned char *fileData, int dataSize, i return glyphs; } -#endif +#endif // SUPPORT_FILEFORMAT_BDF #endif // SUPPORT_MODULE_RTEXT diff --git a/src/rtextures.c b/src/rtextures.c index 832164819..0317f0385 100644 --- a/src/rtextures.c +++ b/src/rtextures.c @@ -42,7 +42,7 @@ * * LICENSE: zlib/libpng * -* Copyright (c) 2013-2024 Ramon Santamaria (@raysan5) +* Copyright (c) 2013-2025 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. @@ -71,10 +71,10 @@ #if defined(SUPPORT_MODULE_RTEXTURES) #include "utils.h" // Required for: TRACELOG() -#include "rlgl.h" // OpenGL abstraction layer to OpenGL 1.1, 3.3 or ES2 +#include "rlgl.h" // OpenGL abstraction layer to multiple versions -#include // Required for: malloc(), free() -#include // Required for: strlen() [Used in ImageTextEx()], strcmp() [Used in LoadImageFromMemory()] +#include // Required for: malloc(), calloc(), free() +#include // Required for: strlen() [Used in ImageTextEx()], strcmp() [Used in LoadImageFromMemory()/LoadImageAnimFromMemory()/ExportImageToMemory()] #include // Required for: fabsf() [Used in DrawTextureRec()] #include // Required for: sprintf() [Used in ExportImageAsCode()] @@ -124,10 +124,6 @@ #endif // Image fileformats not supported by default -#if defined(__TINYC__) - #define STBI_NO_SIMD -#endif - #if (defined(SUPPORT_FILEFORMAT_BMP) || \ defined(SUPPORT_FILEFORMAT_PNG) || \ defined(SUPPORT_FILEFORMAT_TGA) || \ @@ -149,6 +145,10 @@ #define STBI_NO_THREAD_LOCALS + #if defined(__TINYC__) + #define STBI_NO_SIMD + #endif + #define STB_IMAGE_IMPLEMENTATION #include "external/stb_image.h" // Required for: stbi_load_from_file() // NOTE: Used to read image data (multiple formats support) @@ -218,6 +218,9 @@ #pragma GCC diagnostic ignored "-Wunused-function" #endif +#if defined(__TINYC__) + #define STBIR_NO_SIMD +#endif #define STB_IMAGE_RESIZE_IMPLEMENTATION #include "external/stb_image_resize2.h" // Required for: stbir_resize_uint8_linear() [ImageResize()] @@ -225,14 +228,6 @@ #pragma GCC diagnostic pop #endif -#if defined(SUPPORT_FILEFORMAT_SVG) - #define NANOSVG_IMPLEMENTATION // Expands implementation - #include "external/nanosvg.h" - - #define NANOSVGRAST_IMPLEMENTATION - #include "external/nanosvgrast.h" -#endif - //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- @@ -293,9 +288,12 @@ Image LoadImage(const char *fileName) unsigned char *fileData = LoadFileData(fileName, &dataSize); // Loading image from memory data - if (fileData != NULL) image = LoadImageFromMemory(GetFileExtension(fileName), fileData, dataSize); + if (fileData != NULL) + { + image = LoadImageFromMemory(GetFileExtension(fileName), fileData, dataSize); - RL_FREE(fileData); + UnloadFileData(fileData); + } return image; } @@ -311,97 +309,23 @@ Image LoadImageRaw(const char *fileName, int width, int height, int format, int if (fileData != NULL) { unsigned char *dataPtr = fileData; - unsigned int size = GetPixelDataSize(width, height, format); - - if (headerSize > 0) dataPtr += headerSize; - - image.data = RL_MALLOC(size); // Allocate required memory in bytes - memcpy(image.data, dataPtr, size); // Copy required data to image - image.width = width; - image.height = height; - image.mipmaps = 1; - image.format = format; - - RL_FREE(fileData); - } - - return image; -} + int size = GetPixelDataSize(width, height, format); -// Load an image from a SVG file or string with custom size -Image LoadImageSvg(const char *fileNameOrString, int width, int height) -{ - Image image = { 0 }; - -#if defined(SUPPORT_FILEFORMAT_SVG) - bool isSvgStringValid = false; - - // Validate fileName or string - if (fileNameOrString != NULL) - { - int dataSize = 0; - unsigned char *fileData = NULL; - - if (FileExists(fileNameOrString)) + if (size <= dataSize) // Security check { - fileData = LoadFileData(fileNameOrString, &dataSize); - isSvgStringValid = true; - } - else - { - // Validate fileData as valid SVG string data - // - if ((fileNameOrString != NULL) && - (fileNameOrString[0] == '<') && - (fileNameOrString[1] == 's') && - (fileNameOrString[2] == 'v') && - (fileNameOrString[3] == 'g')) - { - fileData = (unsigned char *)fileNameOrString; - isSvgStringValid = true; - } - } - - if (isSvgStringValid) - { - struct NSVGimage *svgImage = nsvgParse(fileData, "px", 96.0f); - - unsigned char *img = RL_MALLOC(width*height*4); - - // Calculate scales for both the width and the height - const float scaleWidth = width/svgImage->width; - const float scaleHeight = height/svgImage->height; - - // Set the largest of the 2 scales to be the scale to use - const float scale = (scaleHeight > scaleWidth)? scaleWidth : scaleHeight; - - int offsetX = 0; - int offsetY = 0; - - if (scaleHeight > scaleWidth) offsetY = (height - svgImage->height*scale) / 2; - else offsetX = (width - svgImage->width*scale) / 2; - - // Rasterize - struct NSVGrasterizer *rast = nsvgCreateRasterizer(); - nsvgRasterize(rast, svgImage, (int)offsetX, (int)offsetY, scale, img, width, height, width*4); + // Offset file data to expected raw image by header size + if ((headerSize > 0) && ((headerSize + size) <= dataSize)) dataPtr += headerSize; - // Populate image struct with all data - image.data = img; + image.data = RL_MALLOC(size); // Allocate required memory in bytes + memcpy(image.data, dataPtr, size); // Copy required data to image image.width = width; image.height = height; image.mipmaps = 1; - image.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8; - - // Free used memory - nsvgDelete(svgImage); - nsvgDeleteRasterizer(rast); + image.format = format; } - if (isSvgStringValid && (fileData != fileNameOrString)) UnloadFileData(fileData); + UnloadFileData(fileData); } -#else - TRACELOG(LOG_WARNING, "SVG image support not enabled, image can not be loaded"); -#endif return image; } @@ -431,7 +355,7 @@ Image LoadImageAnim(const char *fileName, int *frames) image.mipmaps = 1; image.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8; - RL_FREE(fileData); + UnloadFileData(fileData); RL_FREE(delays); // NOTE: Frames delays are discarded } } @@ -458,6 +382,9 @@ Image LoadImageAnimFromMemory(const char *fileType, const unsigned char *fileDat Image image = { 0 }; int frameCount = 0; + // Security check for input data + if ((fileType == NULL) || (fileData == NULL) || (dataSize == 0)) return image; + #if defined(SUPPORT_FILEFORMAT_GIF) if ((strcmp(fileType, ".gif") == 0) || (strcmp(fileType, ".GIF") == 0)) { @@ -492,6 +419,18 @@ Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, i { Image image = { 0 }; + // Security check for input data + if ((fileData == NULL) || (dataSize == 0)) + { + TRACELOG(LOG_WARNING, "IMAGE: Invalid file data"); + return image; + } + if (fileType == NULL) + { + TRACELOG(LOG_WARNING, "IMAGE: Missing file extension"); + return image; + } + if ((false) #if defined(SUPPORT_FILEFORMAT_PNG) || (strcmp(fileType, ".png") == 0) || (strcmp(fileType, ".PNG") == 0) @@ -570,44 +509,14 @@ Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, i if (fileData != NULL) { qoi_desc desc = { 0 }; - image.data = qoi_decode(fileData, dataSize, &desc, 4); + image.data = qoi_decode(fileData, dataSize, &desc, (int) fileData[12]); image.width = desc.width; image.height = desc.height; - image.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8; + image.format = desc.channels == 4 ? PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 : PIXELFORMAT_UNCOMPRESSED_R8G8B8; image.mipmaps = 1; } } #endif -#if defined(SUPPORT_FILEFORMAT_SVG) - else if ((strcmp(fileType, ".svg") == 0) || (strcmp(fileType, ".SVG") == 0)) - { - // Validate fileData as valid SVG string data - // - if ((fileData != NULL) && - (fileData[0] == '<') && - (fileData[1] == 's') && - (fileData[2] == 'v') && - (fileData[3] == 'g')) - { - struct NSVGimage *svgImage = nsvgParse(fileData, "px", 96.0f); - unsigned char *img = RL_MALLOC(svgImage->width*svgImage->height*4); - - // Rasterize - struct NSVGrasterizer *rast = nsvgCreateRasterizer(); - nsvgRasterize(rast, svgImage, 0, 0, 1.0f, img, svgImage->width, svgImage->height, svgImage->width*4); - - // Populate image struct with all data - image.data = img; - image.width = svgImage->width; - image.height = svgImage->height; - image.mipmaps = 1; - image.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8; - - nsvgDelete(svgImage); - nsvgDeleteRasterizer(rast); - } - } -#endif #if defined(SUPPORT_FILEFORMAT_DDS) else if ((strcmp(fileType, ".dds") == 0) || (strcmp(fileType, ".DDS") == 0)) { @@ -684,8 +593,8 @@ Image LoadImageFromScreen(void) Vector2 scale = GetWindowScaleDPI(); Image image = { 0 }; - image.width = GetScreenWidth()*scale.x; - image.height = GetScreenHeight()*scale.y; + image.width = (int)(GetScreenWidth()*scale.x); + image.height = (int)(GetScreenHeight()*scale.y); image.mipmaps = 1; image.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8; image.data = rlReadScreenPixels(image.width, image.height); @@ -694,13 +603,17 @@ Image LoadImageFromScreen(void) } // Check if an image is ready -bool IsImageReady(Image image) +bool IsImageValid(Image image) { - return ((image.data != NULL) && // Validate pixel data available - (image.width > 0) && - (image.height > 0) && // Validate image size - (image.format > 0) && // Validate image format - (image.mipmaps > 0)); // Validate image mipmaps (at least 1 for basic mipmap level) + bool result = false; + + if ((image.data != NULL) && // Validate pixel data available + (image.width > 0) && // Validate image width + (image.height > 0) && // Validate image height + (image.format > 0) && // Validate image format + (image.mipmaps > 0)) result = true; // Validate image mipmaps (at least 1 for basic mipmap level) + + return result; } // Unload image from CPU memory (RAM) @@ -715,6 +628,7 @@ bool ExportImage(Image image, const char *fileName) { int result = 0; + // Security check for input data if ((image.width == 0) || (image.height == 0) || (image.data == NULL)) return result; #if defined(SUPPORT_IMAGE_EXPORT) @@ -802,6 +716,7 @@ unsigned char *ExportImageToMemory(Image image, const char *fileType, int *dataS unsigned char *fileData = NULL; *dataSize = 0; + // Security check for input data if ((image.width == 0) || (image.height == 0) || (image.data == NULL)) return NULL; #if defined(SUPPORT_IMAGE_EXPORT) @@ -849,7 +764,7 @@ bool ExportImageAsCode(Image image, const char *fileName) byteCount += sprintf(txtData + byteCount, "// more info and bugs-report: github.com/raysan5/raylib //\n"); byteCount += sprintf(txtData + byteCount, "// feedback and support: ray[at]raylib.com //\n"); byteCount += sprintf(txtData + byteCount, "// //\n"); - byteCount += sprintf(txtData + byteCount, "// Copyright (c) 2018-2024 Ramon Santamaria (@raysan5) //\n"); + byteCount += sprintf(txtData + byteCount, "// Copyright (c) 2018-2025 Ramon Santamaria (@raysan5) //\n"); byteCount += sprintf(txtData + byteCount, "// //\n"); byteCount += sprintf(txtData + byteCount, "////////////////////////////////////////////////////////////////////////////////////////\n\n"); @@ -905,8 +820,8 @@ Image GenImageColor(int width, int height, Color color) #if defined(SUPPORT_IMAGE_GENERATION) // Generate image: linear gradient // The direction value specifies the direction of the gradient (in degrees) -// with 0 being vertical (from top to bottom), 90 being horizontal (from left to right). -// The gradient effectively rotates counter-clockwise by the specified amount. +// with 0 being vertical (from top to bottom), 90 being horizontal (from left to right) +// The gradient effectively rotates counter-clockwise by the specified amount Image GenImageGradientLinear(int width, int height, int direction, Color start, Color end) { Color *pixels = (Color *)RL_MALLOC(width*height*sizeof(Color)); @@ -915,16 +830,24 @@ Image GenImageGradientLinear(int width, int height, int direction, Color start, float cosDir = cosf(radianDirection); float sinDir = sinf(radianDirection); + // Calculate how far the top-left pixel is along the gradient direction from the center of said gradient + float startingPos = 0.5f - (cosDir*width/2) - (sinDir*height/2); + // With directions that lie in the first or third quadrant (i.e. from top-left to + // bottom-right or vice-versa), pixel (0, 0) is the farthest point on the gradient + // (i.e. the pixel which should become one of the gradient's ends color); while for + // directions that lie in the second or fourth quadrant, that point is pixel (width, 0). + float maxPosValue = ((signbit(sinDir) != 0) == (signbit(cosDir) != 0))? fabsf(startingPos) : fabsf(startingPos + width*cosDir); for (int i = 0; i < width; i++) { for (int j = 0; j < height; j++) { // Calculate the relative position of the pixel along the gradient direction - float pos = (i*cosDir + j*sinDir)/(width*cosDir + height*sinDir); + float pos = (startingPos + (i*cosDir + j*sinDir))/maxPosValue; float factor = pos; - factor = (factor > 1.0f)? 1.0f : factor; // Clamp to [0,1] - factor = (factor < 0.0f)? 0.0f : factor; // Clamp to [0,1] + factor = (factor > 1.0f)? 1.0f : factor; // Clamp to [-1,1] + factor = (factor < -1.0f)? -1.0f : factor; // Clamp to [-1,1] + factor = factor/2.0f + 0.5f; // Generate the color for this pixel pixels[j*width + i].r = (int)((float)end.r*factor + (float)start.r*(1.0f - factor)); @@ -999,8 +922,8 @@ Image GenImageGradientSquare(int width, int height, float density, Color inner, float distY = fabsf(y - centerY); // Normalize the distances by the dimensions of the gradient rectangle - float normalizedDistX = distX / centerX; - float normalizedDistY = distY / centerY; + float normalizedDistX = distX/centerX; + float normalizedDistY = distY/centerY; // Calculate the total normalized Manhattan distance float manhattanDist = fmaxf(normalizedDistX, normalizedDistY); @@ -1084,6 +1007,8 @@ Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float { Color *pixels = (Color *)RL_MALLOC(width*height*sizeof(Color)); + float aspectRatio = (float)width/(float)height; + for (int y = 0; y < height; y++) { for (int x = 0; x < width; x++) @@ -1091,6 +1016,10 @@ Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float float nx = (float)(x + offsetX)*(scale/(float)width); float ny = (float)(y + offsetY)*(scale/(float)height); + // Apply aspect ratio compensation to wider side + if (width > height) nx *= aspectRatio; + else ny /= aspectRatio; + // Basic perlin noise implementation (not used) //float p = (stb_perlin_noise3(nx, ny, 0.0f, 0, 0, 0); @@ -1194,7 +1123,7 @@ Image GenImageText(int width, int height, const char *text) { Image image = { 0 }; - int textLength = TextLength(text); + int textLength = (int)strlen(text); int imageViewSize = width*height; image.width = width; @@ -1596,7 +1525,7 @@ Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Co // Scale image depending on text size if (textSize.y != imSize.y) { - float scaleFactor = textSize.y / imSize.y; + float scaleFactor = textSize.y/imSize.y; TRACELOG(LOG_INFO, "IMAGE: Text scaled by factor: %f", scaleFactor); // Using nearest-neighbor scaling algorithm for default font @@ -1611,6 +1540,174 @@ Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Co return imText; } +// Create an image from a selected channel of another image +Image ImageFromChannel(Image image, int selectedChannel) +{ + Image result = { 0 }; + + // Security check to avoid program crash + if ((image.data == NULL) || (image.width == 0) || (image.height == 0)) return result; + + // Check selected channel is valid + if (selectedChannel < 0) + { + TRACELOG(LOG_WARNING, "Channel cannot be negative. Setting channel to 0."); + selectedChannel = 0; + } + + if (image.format == PIXELFORMAT_UNCOMPRESSED_GRAYSCALE || + image.format == PIXELFORMAT_UNCOMPRESSED_R32 || + image.format == PIXELFORMAT_UNCOMPRESSED_R16) + { + if (selectedChannel > 0) + { + TRACELOG(LOG_WARNING, "This image has only 1 channel. Setting channel to it."); + selectedChannel = 0; + } + } + else if (image.format == PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA) + { + if (selectedChannel > 1) + { + TRACELOG(LOG_WARNING, "This image has only 2 channels. Setting channel to alpha."); + selectedChannel = 1; + } + } + else if (image.format == PIXELFORMAT_UNCOMPRESSED_R5G6B5 || + image.format == PIXELFORMAT_UNCOMPRESSED_R8G8B8 || + image.format == PIXELFORMAT_UNCOMPRESSED_R32G32B32 || + image.format == PIXELFORMAT_UNCOMPRESSED_R16G16B16) + { + if (selectedChannel > 2) + { + TRACELOG(LOG_WARNING, "This image has only 3 channels. Setting channel to red."); + selectedChannel = 0; + } + } + + // Check for RGBA formats + if (selectedChannel > 3) + { + TRACELOG(LOG_WARNING, "ImageFromChannel supports channels 0 to 3 (rgba). Setting channel to alpha."); + selectedChannel = 3; + } + + // TODO: Consider other one-channel formats: R16, R32 + result.format = PIXELFORMAT_UNCOMPRESSED_GRAYSCALE; + result.height = image.height; + result.width = image.width; + result.mipmaps = 1; + + unsigned char *pixels = (unsigned char *)RL_CALLOC(image.width*image.height, sizeof(unsigned char)); // Values from 0 to 255 + + if (image.format >= PIXELFORMAT_COMPRESSED_DXT1_RGB) TRACELOG(LOG_WARNING, "IMAGE: Pixel data retrieval not supported for compressed image formats"); + else + { + for (int i = 0, k = 0; i < image.width*image.height; i++) + { + float pixelValue = -1; + switch (image.format) + { + case PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: + { + pixelValue = (float)((unsigned char *)image.data)[i + selectedChannel]/255.0f; + + } break; + case PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: + { + pixelValue = (float)((unsigned char *)image.data)[k + selectedChannel]/255.0f; + k += 2; + + } break; + case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: + { + unsigned short pixel = ((unsigned short *)image.data)[i]; + + if (selectedChannel == 0) pixelValue = (float)((pixel & 0b1111100000000000) >> 11)*(1.0f/31); + else if (selectedChannel == 1) pixelValue = (float)((pixel & 0b0000011111000000) >> 6)*(1.0f/31); + else if (selectedChannel == 2) pixelValue = (float)((pixel & 0b0000000000111110) >> 1)*(1.0f/31); + else if (selectedChannel == 3) pixelValue = ((pixel & 0b0000000000000001) == 0)? 0.0f : 1.0f; + + } break; + case PIXELFORMAT_UNCOMPRESSED_R5G6B5: + { + unsigned short pixel = ((unsigned short *)image.data)[i]; + + if (selectedChannel == 0) pixelValue = (float)((pixel & 0b1111100000000000) >> 11)*(1.0f/31); + else if (selectedChannel == 1) pixelValue = (float)((pixel & 0b0000011111100000) >> 5)*(1.0f/63); + else if (selectedChannel == 2) pixelValue = (float)(pixel & 0b0000000000011111)*(1.0f/31); + + } break; + case PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: + { + unsigned short pixel = ((unsigned short *)image.data)[i]; + + if (selectedChannel == 0) pixelValue = (float)((pixel & 0b1111000000000000) >> 12)*(1.0f/15); + else if (selectedChannel == 1) pixelValue = (float)((pixel & 0b0000111100000000) >> 8)*(1.0f/15); + else if (selectedChannel == 2) pixelValue = (float)((pixel & 0b0000000011110000) >> 4)*(1.0f/15); + else if (selectedChannel == 3) pixelValue = (float)(pixel & 0b0000000000001111)*(1.0f/15); + + } break; + case PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: + { + pixelValue = (float)((unsigned char *)image.data)[k + selectedChannel]/255.0f; + k += 4; + + } break; + case PIXELFORMAT_UNCOMPRESSED_R8G8B8: + { + pixelValue = (float)((unsigned char *)image.data)[k + selectedChannel]/255.0f; + k += 3; + + } break; + case PIXELFORMAT_UNCOMPRESSED_R32: + { + pixelValue = ((float *)image.data)[k]; + k += 1; + + } break; + case PIXELFORMAT_UNCOMPRESSED_R32G32B32: + { + pixelValue = ((float *)image.data)[k + selectedChannel]; + k += 3; + + } break; + case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: + { + pixelValue = ((float *)image.data)[k + selectedChannel]; + k += 4; + + } break; + case PIXELFORMAT_UNCOMPRESSED_R16: + { + pixelValue = HalfToFloat(((unsigned short *)image.data)[k]); + k += 1; + + } break; + case PIXELFORMAT_UNCOMPRESSED_R16G16B16: + { + pixelValue = HalfToFloat(((unsigned short *)image.data)[k+selectedChannel]); + k += 3; + + } break; + case PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: + { + pixelValue = HalfToFloat(((unsigned short *)image.data)[k + selectedChannel]); + k += 4; + + } break; + default: break; + } + + pixels[i] = (unsigned char)(pixelValue*255); + } + } + + result.data = pixels; + + return result; +} + // Resize and image to new size using Nearest-Neighbor scaling algorithm void ImageResizeNN(Image *image,int newWidth,int newHeight) { @@ -1993,8 +2090,9 @@ void ImageAlphaPremultiply(Image *image) ImageFormat(image, format); } -// Apply box blur -void ImageBlurGaussian(Image *image, int blurSize) { +// Apply box blur to image +void ImageBlurGaussian(Image *image, int blurSize) +{ // Security check to avoid program crash if ((image->data == NULL) || (image->width == 0) || (image->height == 0)) return; @@ -2006,7 +2104,8 @@ void ImageBlurGaussian(Image *image, int blurSize) { Vector4 *pixelsCopy1 = RL_MALLOC((image->height)*(image->width)*sizeof(Vector4)); Vector4 *pixelsCopy2 = RL_MALLOC((image->height)*(image->width)*sizeof(Vector4)); - for (int i = 0; i < (image->height)*(image->width); i++) { + for (int i = 0; i < (image->height*image->width); i++) + { pixelsCopy1[i].x = pixels[i].r; pixelsCopy1[i].y = pixels[i].g; pixelsCopy1[i].z = pixels[i].b; @@ -2014,7 +2113,8 @@ void ImageBlurGaussian(Image *image, int blurSize) { } // Repeated convolution of rectangular window signal by itself converges to a gaussian distribution - for (int j = 0; j < GAUSSIAN_BLUR_ITERATIONS; j++) { + for (int j = 0; j < GAUSSIAN_BLUR_ITERATIONS; j++) + { // Horizontal motion blur for (int row = 0; row < image->height; row++) { @@ -2134,8 +2234,9 @@ void ImageBlurGaussian(Image *image, int blurSize) { ImageFormat(image, format); } -// The kernel matrix is assumed to be square. Only supply the width of the kernel. -void ImageKernelConvolution(Image *image, float* kernel, int kernelSize) +// Apply custom square convolution kernel to image +// NOTE: The convolution kernel matrix is expected to be square +void ImageKernelConvolution(Image *image, const float *kernel, int kernelSize) { if ((image->data == NULL) || (image->width == 0) || (image->height == 0) || kernel == NULL) return; @@ -2178,7 +2279,7 @@ void ImageKernelConvolution(Image *image, float* kernel, int kernelSize) endRange = kernelWidth/2 + 1; } - for(int x = 0; x < image->height; x++) + for (int x = 0; x < image->height; x++) { for (int y = 0; y < image->width; y++) { @@ -2192,17 +2293,17 @@ void ImageKernelConvolution(Image *image, float* kernel, int kernelSize) if (imgindex >= (unsigned int)(image->width*image->height)) { - temp[kernelWidth * xkabs + ykabs].x = 0.0f; - temp[kernelWidth * xkabs + ykabs].y = 0.0f; - temp[kernelWidth * xkabs + ykabs].z = 0.0f; - temp[kernelWidth * xkabs + ykabs].w = 0.0f; + temp[kernelWidth*xkabs + ykabs].x = 0.0f; + temp[kernelWidth*xkabs + ykabs].y = 0.0f; + temp[kernelWidth*xkabs + ykabs].z = 0.0f; + temp[kernelWidth*xkabs + ykabs].w = 0.0f; } else { - temp[kernelWidth * xkabs + ykabs].x = ((float)pixels[imgindex].r)/255.0f*kernel[kernelWidth*xkabs + ykabs]; - temp[kernelWidth * xkabs + ykabs].y = ((float)pixels[imgindex].g)/255.0f*kernel[kernelWidth*xkabs + ykabs]; - temp[kernelWidth * xkabs + ykabs].z = ((float)pixels[imgindex].b)/255.0f*kernel[kernelWidth*xkabs + ykabs]; - temp[kernelWidth * xkabs + ykabs].w = ((float)pixels[imgindex].a)/255.0f*kernel[kernelWidth*xkabs + ykabs]; + temp[kernelWidth*xkabs + ykabs].x = ((float)pixels[imgindex].r)/255.0f*kernel[kernelWidth*xkabs + ykabs]; + temp[kernelWidth*xkabs + ykabs].y = ((float)pixels[imgindex].g)/255.0f*kernel[kernelWidth*xkabs + ykabs]; + temp[kernelWidth*xkabs + ykabs].z = ((float)pixels[imgindex].b)/255.0f*kernel[kernelWidth*xkabs + ykabs]; + temp[kernelWidth*xkabs + ykabs].w = ((float)pixels[imgindex].a)/255.0f*kernel[kernelWidth*xkabs + ykabs]; } } } @@ -2301,22 +2402,16 @@ void ImageMipmaps(Image *image) else TRACELOG(LOG_WARNING, "IMAGE: Mipmaps required memory could not be allocated"); // Pointer to allocated memory point where store next mipmap level data - unsigned char *nextmip = (unsigned char *)image->data + GetPixelDataSize(image->width, image->height, image->format); + unsigned char *nextmip = image->data; - mipWidth = image->width/2; - mipHeight = image->height/2; + mipWidth = image->width; + mipHeight = image->height; mipSize = GetPixelDataSize(mipWidth, mipHeight, image->format); Image imCopy = ImageCopy(*image); for (int i = 1; i < mipCount; i++) { - TRACELOGD("IMAGE: Generating mipmap level: %i (%i x %i) - size: %i - offset: 0x%x", i, mipWidth, mipHeight, mipSize, nextmip); - - ImageResize(&imCopy, mipWidth, mipHeight); // Uses internally Mitchell cubic downscale filter - - memcpy(nextmip, imCopy.data, mipSize); nextmip += mipSize; - image->mipmaps++; mipWidth /= 2; mipHeight /= 2; @@ -2326,9 +2421,19 @@ void ImageMipmaps(Image *image) if (mipHeight < 1) mipHeight = 1; mipSize = GetPixelDataSize(mipWidth, mipHeight, image->format); + + if (i < image->mipmaps) continue; + + TRACELOGD("IMAGE: Generating mipmap level: %i (%i x %i) - size: %i - offset: 0x%x", i, mipWidth, mipHeight, mipSize, nextmip); + + ImageResize(&imCopy, mipWidth, mipHeight); // Uses internally Mitchell cubic downscale filter + + memcpy(nextmip, imCopy.data, mipSize); } UnloadImage(imCopy); + + image->mipmaps = mipCount; } else TRACELOG(LOG_WARNING, "IMAGE: Mipmaps already available"); } @@ -2645,17 +2750,12 @@ void ImageColorTint(Image *image, Color color) Color *pixels = LoadImageColors(*image); - float cR = (float)color.r/255; - float cG = (float)color.g/255; - float cB = (float)color.b/255; - float cA = (float)color.a/255; - - for (int i = 0; i < image->width * image->height; i++) + for (int i = 0; i < image->width*image->height; i++) { - unsigned char r = (unsigned char)(((float)pixels[i].r/255*cR)*255.0f); - unsigned char g = (unsigned char)(((float)pixels[i].g/255*cG)*255.0f); - unsigned char b = (unsigned char)(((float)pixels[i].b/255*cB)*255.0f); - unsigned char a = (unsigned char)(((float)pixels[i].a/255*cA)*255.0f); + unsigned char r = (unsigned char)(((int)pixels[i].r*(int)color.r)/255); + unsigned char g = (unsigned char)(((int)pixels[i].g*(int)color.g)/255); + unsigned char b = (unsigned char)(((int)pixels[i].b*(int)color.b)/255); + unsigned char a = (unsigned char)(((int)pixels[i].a*(int)color.a)/255); pixels[i].r = r; pixels[i].g = g; @@ -2680,7 +2780,7 @@ void ImageColorInvert(Image *image) Color *pixels = LoadImageColors(*image); - for (int i = 0; i < image->width * image->height; i++) + for (int i = 0; i < image->width*image->height; i++) { pixels[i].r = 255 - pixels[i].r; pixels[i].g = 255 - pixels[i].g; @@ -2717,7 +2817,7 @@ void ImageColorContrast(Image *image, float contrast) Color *pixels = LoadImageColors(*image); - for (int i = 0; i < image->width * image->height; i++) + for (int i = 0; i < image->width*image->height; i++) { float pR = (float)pixels[i].r/255.0f; pR -= 0.5f; @@ -2769,7 +2869,7 @@ void ImageColorBrightness(Image *image, int brightness) Color *pixels = LoadImageColors(*image); - for (int i = 0; i < image->width * image->height; i++) + for (int i = 0; i < image->width*image->height; i++) { int cR = pixels[i].r + brightness; int cG = pixels[i].g + brightness; @@ -2806,7 +2906,7 @@ void ImageColorReplace(Image *image, Color color, Color replace) Color *pixels = LoadImageColors(*image); - for (int i = 0; i < image->width * image->height; i++) + for (int i = 0; i < image->width*image->height; i++) { if ((pixels[i].r == color.r) && (pixels[i].g == color.g) && @@ -2925,6 +3025,7 @@ Color *LoadImageColors(Image image) pixels[i].b = 0; pixels[i].a = 255; + k += 1; } break; case PIXELFORMAT_UNCOMPRESSED_R32G32B32: { @@ -2938,9 +3039,9 @@ Color *LoadImageColors(Image image) case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: { pixels[i].r = (unsigned char)(((float *)image.data)[k]*255.0f); - pixels[i].g = (unsigned char)(((float *)image.data)[k]*255.0f); - pixels[i].b = (unsigned char)(((float *)image.data)[k]*255.0f); - pixels[i].a = (unsigned char)(((float *)image.data)[k]*255.0f); + pixels[i].g = (unsigned char)(((float *)image.data)[k + 1]*255.0f); + pixels[i].b = (unsigned char)(((float *)image.data)[k + 2]*255.0f); + pixels[i].a = (unsigned char)(((float *)image.data)[k + 3]*255.0f); k += 4; } break; @@ -2951,6 +3052,7 @@ Color *LoadImageColors(Image image) pixels[i].b = 0; pixels[i].a = 255; + k += 1; } break; case PIXELFORMAT_UNCOMPRESSED_R16G16B16: { @@ -2964,9 +3066,9 @@ Color *LoadImageColors(Image image) case PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: { pixels[i].r = (unsigned char)(HalfToFloat(((unsigned short *)image.data)[k])*255.0f); - pixels[i].g = (unsigned char)(HalfToFloat(((unsigned short *)image.data)[k])*255.0f); - pixels[i].b = (unsigned char)(HalfToFloat(((unsigned short *)image.data)[k])*255.0f); - pixels[i].a = (unsigned char)(HalfToFloat(((unsigned short *)image.data)[k])*255.0f); + pixels[i].g = (unsigned char)(HalfToFloat(((unsigned short *)image.data)[k + 1])*255.0f); + pixels[i].b = (unsigned char)(HalfToFloat(((unsigned short *)image.data)[k + 2])*255.0f); + pixels[i].a = (unsigned char)(HalfToFloat(((unsigned short *)image.data)[k + 3])*255.0f); k += 4; } break; @@ -3386,98 +3488,112 @@ void ImageDrawPixelV(Image *dst, Vector2 position, Color color) // Draw line within an image void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color) { - // Using Bresenham's algorithm as described in - // Drawing Lines with Pixels - Joshua Scott - March 2012 - // https://classic.csunplugged.org/wp-content/uploads/2014/12/Lines.pdf + // Calculate differences in coordinates + int shortLen = endPosY - startPosY; + int longLen = endPosX - startPosX; + bool yLonger = false; - int changeInX = (endPosX - startPosX); - int absChangeInX = (changeInX < 0)? -changeInX : changeInX; - int changeInY = (endPosY - startPosY); - int absChangeInY = (changeInY < 0)? -changeInY : changeInY; + // Determine if the line is more vertical than horizontal + if (abs(shortLen) > abs(longLen)) + { + // Swap the lengths if the line is more vertical + int temp = shortLen; + shortLen = longLen; + longLen = temp; + yLonger = true; + } - int startU, startV, endU, stepV; // Substitutions, either U = X, V = Y or vice versa. See loop at end of function - //int endV; // Not needed but left for better understanding, check code below - int A, B, P; // See linked paper above, explained down in the main loop - int reversedXY = (absChangeInY < absChangeInX); + // Initialize variables for drawing loop + int endVal = longLen; + int sgnInc = 1; - if (reversedXY) + // Adjust direction increment based on longLen sign + if (longLen < 0) { - A = 2*absChangeInY; - B = A - 2*absChangeInX; - P = A - absChangeInX; + longLen = -longLen; + sgnInc = -1; + } - if (changeInX > 0) - { - startU = startPosX; - startV = startPosY; - endU = endPosX; - //endV = endPosY; - } - else + // Calculate fixed-point increment for shorter length + int decInc = (longLen == 0)? 0 : (shortLen << 16)/longLen; + + // Draw the line pixel by pixel + if (yLonger) + { + // If line is more vertical, iterate over y-axis + for (int i = 0, j = 0; i != endVal; i += sgnInc, j += decInc) { - startU = endPosX; - startV = endPosY; - endU = startPosX; - //endV = startPosY; - - // Since start and end are reversed - changeInX = -changeInX; - changeInY = -changeInY; + // Calculate pixel position and draw it + ImageDrawPixel(dst, startPosX + (j >> 16), startPosY + i, color); } - - stepV = (changeInY < 0)? -1 : 1; - - ImageDrawPixel(dst, startU, startV, color); // At this point they are correctly ordered... } else { - A = 2*absChangeInX; - B = A - 2*absChangeInY; - P = A - absChangeInY; - - if (changeInY > 0) - { - startU = startPosY; - startV = startPosX; - endU = endPosY; - //endV = endPosX; - } - else + // If line is more horizontal, iterate over x-axis + for (int i = 0, j = 0; i != endVal; i += sgnInc, j += decInc) { - startU = endPosY; - startV = endPosX; - endU = startPosY; - //endV = startPosX; - - // Since start and end are reversed - changeInX = -changeInX; - changeInY = -changeInY; + // Calculate pixel position and draw it + ImageDrawPixel(dst, startPosX + i, startPosY + (j >> 16), color); } + } +} - stepV = (changeInX < 0)? -1 : 1; +// Draw line within an image (Vector version) +void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color) +{ + // Round start and end positions to nearest integer coordinates + int x1 = (int)(start.x + 0.5f); + int y1 = (int)(start.y + 0.5f); + int x2 = (int)(end.x + 0.5f); + int y2 = (int)(end.y + 0.5f); + + // Draw a vertical line using ImageDrawLine function + ImageDrawLine(dst, x1, y1, x2, y2, color); +} - ImageDrawPixel(dst, startV, startU, color); // ... but need to be reversed here. Repeated in the main loop below - } +// Draw a line defining thickness within an image +void ImageDrawLineEx(Image *dst, Vector2 start, Vector2 end, int thick, Color color) +{ + // Round start and end positions to nearest integer coordinates + int x1 = (int)(start.x + 0.5f); + int y1 = (int)(start.y + 0.5f); + int x2 = (int)(end.x + 0.5f); + int y2 = (int)(end.y + 0.5f); + + // Calculate differences in x and y coordinates + int dx = x2 - x1; + int dy = y2 - y1; + + // Draw the main line between (x1, y1) and (x2, y2) + ImageDrawLine(dst, x1, y1, x2, y2, color); - // We already drew the start point. If we started at startU + 0, the line would be crooked and too short - for (int u = startU + 1, v = startV; u <= endU; u++) + // Determine if the line is more horizontal or vertical + if ((dx != 0) && (abs(dy/dx) < 1)) { - if (P >= 0) + // Line is more horizontal + // Calculate half the width of the line + int wy = (thick - 1)*(int)sqrtf((float)(dx*dx + dy*dy))/(2*abs(dx)); + + // Draw additional lines above and below the main line + for (int i = 1; i <= wy; i++) { - v += stepV; // Adjusts whenever we stray too far from the direct line. Details in the linked paper above - P += B; // Remembers that we corrected our path + ImageDrawLine(dst, x1, y1 - i, x2, y2 - i, color); // Draw above the main line + ImageDrawLine(dst, x1, y1 + i, x2, y2 + i, color); // Draw below the main line } - else P += A; // Remembers how far we are from the direct line - - if (reversedXY) ImageDrawPixel(dst, u, v, color); - else ImageDrawPixel(dst, v, u, color); } -} + else if (dy != 0) + { + // Line is more vertical or perfectly horizontal + // Calculate half the width of the line + int wx = (thick - 1)*(int)sqrtf((float)(dx*dx + dy*dy))/(2*abs(dy)); -// Draw line within an image (Vector version) -void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color) -{ - ImageDrawLine(dst, (int)start.x, (int)start.y, (int)end.x, (int)end.y, color); + // Draw additional lines to the left and right of the main line + for (int i = 1; i <= wx; i++) + { + ImageDrawLine(dst, x1 - i, y1, x2 - i, y2, color); // Draw left of the main line + ImageDrawLine(dst, x1 + i, y1, x2 + i, y2, color); // Draw right of the main line + } + } } // Draw circle within an image @@ -3594,7 +3710,7 @@ void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color) } // Repeat the first row data for all other rows - int bytesPerRow = bytesPerPixel * (int)rec.width; + int bytesPerRow = bytesPerPixel*(int)rec.width; for (int y = 1; y < (int)rec.height; y++) { memcpy(pSrcPixel + (y*dst->width)*bytesPerPixel, pSrcPixel, bytesPerRow); @@ -3610,6 +3726,194 @@ void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color) ImageDrawRectangle(dst, (int)rec.x, (int)(rec.y + rec.height - thick), (int)rec.width, thick, color); } +// Draw triangle within an image +void ImageDrawTriangle(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color) +{ + // Calculate the 2D bounding box of the triangle + // Determine the minimum and maximum x and y coordinates of the triangle vertices + int xMin = (int)((v1.x < v2.x)? ((v1.x < v3.x)? v1.x : v3.x) : ((v2.x < v3.x)? v2.x : v3.x)); + int yMin = (int)((v1.y < v2.y)? ((v1.y < v3.y)? v1.y : v3.y) : ((v2.y < v3.y)? v2.y : v3.y)); + int xMax = (int)((v1.x > v2.x)? ((v1.x > v3.x)? v1.x : v3.x) : ((v2.x > v3.x)? v2.x : v3.x)); + int yMax = (int)((v1.y > v2.y)? ((v1.y > v3.y)? v1.y : v3.y) : ((v2.y > v3.y)? v2.y : v3.y)); + + // Clamp the bounding box to the image dimensions + if (xMin < 0) xMin = 0; + if (yMin < 0) yMin = 0; + if (xMax > dst->width) xMax = dst->width; + if (yMax > dst->height) yMax = dst->height; + + // Check the order of the vertices to determine if it's a front or back face + // NOTE: if signedArea is equal to 0, the face is degenerate + float signedArea = (v2.x - v1.x)*(v3.y - v1.y) - (v3.x - v1.x)*(v2.y - v1.y); + bool isBackFace = (signedArea > 0); + + // Barycentric interpolation setup + // Calculate the step increments for the barycentric coordinates + int w1XStep = (int)(v3.y - v2.y), w1YStep = (int)(v2.x - v3.x); + int w2XStep = (int)(v1.y - v3.y), w2YStep = (int)(v3.x - v1.x); + int w3XStep = (int)(v2.y - v1.y), w3YStep = (int)(v1.x - v2.x); + + // If the triangle is a back face, invert the steps + if (isBackFace) + { + w1XStep = -w1XStep, w1YStep = -w1YStep; + w2XStep = -w2XStep, w2YStep = -w2YStep; + w3XStep = -w3XStep, w3YStep = -w3YStep; + } + + // Calculate the initial barycentric coordinates for the top-left point of the bounding box + int w1Row = (int)((xMin - v2.x)*w1XStep + w1YStep*(yMin - v2.y)); + int w2Row = (int)((xMin - v3.x)*w2XStep + w2YStep*(yMin - v3.y)); + int w3Row = (int)((xMin - v1.x)*w3XStep + w3YStep*(yMin - v1.y)); + + // Rasterization loop + // Iterate through each pixel in the bounding box + for (int y = yMin; y <= yMax; y++) + { + int w1 = w1Row; + int w2 = w2Row; + int w3 = w3Row; + + for (int x = xMin; x <= xMax; x++) + { + // Check if the pixel is inside the triangle using barycentric coordinates + // If it is then we can draw the pixel with the given color + if ((w1 | w2 | w3) >= 0) ImageDrawPixel(dst, x, y, color); + + // Increment the barycentric coordinates for the next pixel + w1 += w1XStep; + w2 += w2XStep; + w3 += w3XStep; + } + + // Move to the next row in the bounding box + w1Row += w1YStep; + w2Row += w2YStep; + w3Row += w3YStep; + } +} + +// Draw triangle with interpolated colors within an image +void ImageDrawTriangleEx(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color c1, Color c2, Color c3) +{ + // Calculate the 2D bounding box of the triangle + // Determine the minimum and maximum x and y coordinates of the triangle vertices + int xMin = (int)((v1.x < v2.x)? ((v1.x < v3.x)? v1.x : v3.x) : ((v2.x < v3.x)? v2.x : v3.x)); + int yMin = (int)((v1.y < v2.y)? ((v1.y < v3.y)? v1.y : v3.y) : ((v2.y < v3.y)? v2.y : v3.y)); + int xMax = (int)((v1.x > v2.x)? ((v1.x > v3.x)? v1.x : v3.x) : ((v2.x > v3.x)? v2.x : v3.x)); + int yMax = (int)((v1.y > v2.y)? ((v1.y > v3.y)? v1.y : v3.y) : ((v2.y > v3.y)? v2.y : v3.y)); + + // Clamp the bounding box to the image dimensions + if (xMin < 0) xMin = 0; + if (yMin < 0) yMin = 0; + if (xMax > dst->width) xMax = dst->width; + if (yMax > dst->height) yMax = dst->height; + + // Check the order of the vertices to determine if it's a front or back face + // NOTE: if signedArea is equal to 0, the face is degenerate + float signedArea = (v2.x - v1.x)*(v3.y - v1.y) - (v3.x - v1.x)*(v2.y - v1.y); + bool isBackFace = (signedArea > 0); + + // Barycentric interpolation setup + // Calculate the step increments for the barycentric coordinates + int w1XStep = (int)(v3.y - v2.y), w1YStep = (int)(v2.x - v3.x); + int w2XStep = (int)(v1.y - v3.y), w2YStep = (int)(v3.x - v1.x); + int w3XStep = (int)(v2.y - v1.y), w3YStep = (int)(v1.x - v2.x); + + // If the triangle is a back face, invert the steps + if (isBackFace) + { + w1XStep = -w1XStep, w1YStep = -w1YStep; + w2XStep = -w2XStep, w2YStep = -w2YStep; + w3XStep = -w3XStep, w3YStep = -w3YStep; + } + + // Calculate the initial barycentric coordinates for the top-left point of the bounding box + int w1Row = (int)((xMin - v2.x)*w1XStep + w1YStep*(yMin - v2.y)); + int w2Row = (int)((xMin - v3.x)*w2XStep + w2YStep*(yMin - v3.y)); + int w3Row = (int)((xMin - v1.x)*w3XStep + w3YStep*(yMin - v1.y)); + + // Calculate the inverse of the sum of the barycentric coordinates for normalization + // NOTE 1: Here, we act as if we multiply by 255 the reciprocal, which avoids additional + // calculations in the loop. This is acceptable because we are only interpolating colors. + // NOTE 2: This sum remains constant throughout the triangle + float wInvSum = 255.0f/(w1Row + w2Row + w3Row); + + // Rasterization loop + // Iterate through each pixel in the bounding box + for (int y = yMin; y <= yMax; y++) + { + int w1 = w1Row; + int w2 = w2Row; + int w3 = w3Row; + + for (int x = xMin; x <= xMax; x++) + { + // Check if the pixel is inside the triangle using barycentric coordinates + if ((w1 | w2 | w3) >= 0) + { + // Compute the normalized barycentric coordinates + unsigned char aW1 = (unsigned char)((float)w1*wInvSum); + unsigned char aW2 = (unsigned char)((float)w2*wInvSum); + unsigned char aW3 = (unsigned char)((float)w3*wInvSum); + + // Interpolate the color using the barycentric coordinates + Color finalColor = { 0 }; + finalColor.r = (c1.r*aW1 + c2.r*aW2 + c3.r*aW3)/255; + finalColor.g = (c1.g*aW1 + c2.g*aW2 + c3.g*aW3)/255; + finalColor.b = (c1.b*aW1 + c2.b*aW2 + c3.b*aW3)/255; + finalColor.a = (c1.a*aW1 + c2.a*aW2 + c3.a*aW3)/255; + + // Draw the pixel with the interpolated color + ImageDrawPixel(dst, x, y, finalColor); + } + + // Increment the barycentric coordinates for the next pixel + w1 += w1XStep; + w2 += w2XStep; + w3 += w3XStep; + } + + // Move to the next row in the bounding box + w1Row += w1YStep; + w2Row += w2YStep; + w3Row += w3YStep; + } +} + +// Draw triangle outline within an image +void ImageDrawTriangleLines(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color) +{ + ImageDrawLine(dst, (int)v1.x, (int)v1.y, (int)v2.x, (int)v2.y, color); + ImageDrawLine(dst, (int)v2.x, (int)v2.y, (int)v3.x, (int)v3.y, color); + ImageDrawLine(dst, (int)v3.x, (int)v3.y, (int)v1.x, (int)v1.y, color); +} + +// Draw a triangle fan defined by points within an image (first vertex is the center) +void ImageDrawTriangleFan(Image *dst, Vector2 *points, int pointCount, Color color) +{ + if (pointCount >= 3) + { + for (int i = 1; i < pointCount - 1; i++) + { + ImageDrawTriangle(dst, points[0], points[i], points[i + 1], color); + } + } +} + +// Draw a triangle strip defined by points within an image +void ImageDrawTriangleStrip(Image *dst, Vector2 *points, int pointCount, Color color) +{ + if (pointCount >= 3) + { + for (int i = 2; i < pointCount; i++) + { + if ((i%2) == 0) ImageDrawTriangle(dst, points[i], points[i - 2], points[i - 1], color); + else ImageDrawTriangle(dst, points[i], points[i - 1], points[i - 2], color); + } + } +} + // Draw an image (source) within an image (destination) // NOTE: Color tint is applied to source image void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint) @@ -3618,7 +3922,6 @@ void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color if ((dst->data == NULL) || (dst->width == 0) || (dst->height == 0) || (src.data == NULL) || (src.width == 0) || (src.height == 0)) return; - if (dst->mipmaps > 1) TRACELOG(LOG_WARNING, "Image drawing only applied to base mipmap level"); if (dst->format >= PIXELFORMAT_COMPRESSED_DXT1_RGB) TRACELOG(LOG_WARNING, "Image drawing not supported for compressed formats"); else { @@ -3676,13 +3979,21 @@ void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color // [-] GetPixelColor(): Get Vector4 instead of Color, easier for ColorAlphaBlend() // [ ] Support f32bit channels drawing - // TODO: Support PIXELFORMAT_UNCOMPRESSED_R32, PIXELFORMAT_UNCOMPRESSED_R32G32B32, PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 and 16-bit equivalents + // TODO: Support PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 and PIXELFORMAT_UNCOMPRESSED_R1616B16A16 Color colSrc, colDst, blend; bool blendRequired = true; // Fast path: Avoid blend if source has no alpha to blend - if ((tint.a == 255) && ((srcPtr->format == PIXELFORMAT_UNCOMPRESSED_GRAYSCALE) || (srcPtr->format == PIXELFORMAT_UNCOMPRESSED_R8G8B8) || (srcPtr->format == PIXELFORMAT_UNCOMPRESSED_R5G6B5))) blendRequired = false; + if ((tint.a == 255) && + ((srcPtr->format == PIXELFORMAT_UNCOMPRESSED_GRAYSCALE) || + (srcPtr->format == PIXELFORMAT_UNCOMPRESSED_R5G6B5) || + (srcPtr->format == PIXELFORMAT_UNCOMPRESSED_R8G8B8) || + (srcPtr->format == PIXELFORMAT_UNCOMPRESSED_R32) || + (srcPtr->format == PIXELFORMAT_UNCOMPRESSED_R32G32B32) || + (srcPtr->format == PIXELFORMAT_UNCOMPRESSED_R16) || + (srcPtr->format == PIXELFORMAT_UNCOMPRESSED_R16G16B16))) + blendRequired = false; int strideDst = GetPixelDataSize(dst->width, 1, dst->format); int bytesPerPixelDst = strideDst/(dst->width); @@ -3723,6 +4034,35 @@ void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color } if (useSrcMod) UnloadImage(srcMod); // Unload source modified image + + if ((dst->mipmaps > 1) && (src.mipmaps > 1)) + { + Image mipmapDst = *dst; + mipmapDst.data = (char *)mipmapDst.data + GetPixelDataSize(mipmapDst.width, mipmapDst.height, mipmapDst.format); + mipmapDst.width /= 2; + mipmapDst.height /= 2; + mipmapDst.mipmaps--; + + Image mipmapSrc = src; + mipmapSrc.data = (char *)mipmapSrc.data + GetPixelDataSize(mipmapSrc.width, mipmapSrc.height, mipmapSrc.format); + mipmapSrc.width /= 2; + mipmapSrc.height /= 2; + mipmapSrc.mipmaps--; + + Rectangle mipmapSrcRec = srcRec; + mipmapSrcRec.width /= 2; + mipmapSrcRec.height /= 2; + mipmapSrcRec.x /= 2; + mipmapSrcRec.y /= 2; + + Rectangle mipmapDstRec = dstRec; + mipmapDstRec.width /= 2; + mipmapDstRec.height /= 2; + mipmapDstRec.x /= 2; + mipmapDstRec.y /= 2; + + ImageDraw(&mipmapDst, mipmapSrc, mipmapSrcRec, mipmapDstRec, tint); + } } } @@ -3804,7 +4144,6 @@ TextureCubemap LoadTextureCubemap(Image image, int layout) { if ((image.width/6) == image.height) { layout = CUBEMAP_LAYOUT_LINE_HORIZONTAL; cubemap.width = image.width/6; } else if ((image.width/4) == (image.height/3)) { layout = CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE; cubemap.width = image.width/4; } - else if (image.width >= (int)((float)image.height*1.85f)) { layout = CUBEMAP_LAYOUT_PANORAMA; cubemap.width = image.width/4; } } else if (image.height > image.width) { @@ -3818,7 +4157,6 @@ TextureCubemap LoadTextureCubemap(Image image, int layout) if (layout == CUBEMAP_LAYOUT_LINE_HORIZONTAL) cubemap.width = image.width/6; if (layout == CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR) cubemap.width = image.width/3; if (layout == CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE) cubemap.width = image.width/4; - if (layout == CUBEMAP_LAYOUT_PANORAMA) cubemap.width = image.width/4; } cubemap.height = cubemap.width; @@ -3837,11 +4175,11 @@ TextureCubemap LoadTextureCubemap(Image image, int layout) { faces = ImageCopy(image); // Image data already follows expected convention } - else if (layout == CUBEMAP_LAYOUT_PANORAMA) + /*else if (layout == CUBEMAP_LAYOUT_PANORAMA) { - // TODO: Convert panorama image to square faces... + // TODO: implement panorama by converting image to square faces... // Ref: https://github.com/denivip/panorama/blob/master/panorama.cpp - } + } */ else { if (layout == CUBEMAP_LAYOUT_LINE_HORIZONTAL) for (int i = 0; i < 6; i++) faceRecs[i].x = (float)size*i; @@ -3868,19 +4206,30 @@ TextureCubemap LoadTextureCubemap(Image image, int layout) faces = GenImageColor(size, size*6, MAGENTA); ImageFormat(&faces, image.format); + Image mipmapped = ImageCopy(image); + #if defined(SUPPORT_IMAGE_MANIPULATION) + if (image.mipmaps > 1) + { + ImageMipmaps(&mipmapped); + ImageMipmaps(&faces); + } + #endif + // NOTE: Image formatting does not work with compressed textures - for (int i = 0; i < 6; i++) ImageDraw(&faces, image, faceRecs[i], (Rectangle){ 0, (float)size*i, (float)size, (float)size }, WHITE); + for (int i = 0; i < 6; i++) ImageDraw(&faces, mipmapped, faceRecs[i], (Rectangle){ 0, (float)size*i, (float)size, (float)size }, WHITE); + + UnloadImage(mipmapped); } // NOTE: Cubemap data is expected to be provided as 6 images in a single data array, // one after the other (that's a vertical image), following convention: +X, -X, +Y, -Y, +Z, -Z - cubemap.id = rlLoadTextureCubemap(faces.data, size, faces.format); + cubemap.id = rlLoadTextureCubemap(faces.data, size, faces.format, faces.mipmaps); if (cubemap.id != 0) { cubemap.format = faces.format; - cubemap.mipmaps = 1; + cubemap.mipmaps = faces.mipmaps; } else TRACELOG(LOG_WARNING, "IMAGE: Failed to load cubemap image"); @@ -3931,16 +4280,20 @@ RenderTexture2D LoadRenderTexture(int width, int height) return target; } -// Check if a texture is ready -bool IsTextureReady(Texture2D texture) +// Check if a texture is valid (loaded in GPU) +bool IsTextureValid(Texture2D texture) { - // TODO: Validate maximum texture size supported by GPU? + bool result = false; + + // TODO: Validate maximum texture size supported by GPU + + if ((texture.id > 0) && // Validate OpenGL id (texture uplaoded to GPU) + (texture.width > 0) && // Validate texture width + (texture.height > 0) && // Validate texture height + (texture.format > 0) && // Validate texture pixel format + (texture.mipmaps > 0)) result = true; // Validate texture mipmaps (at least 1 for basic mipmap level) - return ((texture.id > 0) && // Validate OpenGL id - (texture.width > 0) && - (texture.height > 0) && // Validate texture size - (texture.format > 0) && // Validate texture pixel format - (texture.mipmaps > 0)); // Validate texture mipmaps (at least 1 for basic mipmap level) + return result; } // Unload texture from GPU memory (VRAM) @@ -3954,12 +4307,16 @@ void UnloadTexture(Texture2D texture) } } -// Check if a render texture is ready -bool IsRenderTextureReady(RenderTexture2D target) +// Check if a render texture is valid (loaded in GPU) +bool IsRenderTextureValid(RenderTexture2D target) { - return ((target.id > 0) && // Validate OpenGL id - IsTextureReady(target.depth) && // Validate FBO depth texture/renderbuffer - IsTextureReady(target.texture)); // Validate FBO texture + bool result = false; + + if ((target.id > 0) && // Validate OpenGL id (loaded on GPU) + IsTextureValid(target.depth) && // Validate FBO depth texture/renderbuffer attachment + IsTextureValid(target.texture)) result = true; // Validate FBO texture attachment + + return result; } // Unload render texture from GPU memory (VRAM) @@ -4149,6 +4506,9 @@ void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 if (source.width < 0) { flipX = true; source.width *= -1; } if (source.height < 0) source.y -= source.height; + if (dest.width < 0) dest.width *= -1; + if (dest.height < 0) dest.height *= -1; + Vector2 topLeft = { 0 }; Vector2 topRight = { 0 }; Vector2 bottomLeft = { 0 }; @@ -4217,7 +4577,7 @@ void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 // NOTE: Vertex position can be transformed using matrices // but the process is way more costly than just calculating - // the vertex positions manually, like done above. + // the vertex positions manually, like done above // I leave here the old implementation for educational purposes, // just in case someone wants to do some performance test /* @@ -4467,16 +4827,27 @@ bool ColorIsEqual(Color col1, Color col2) // Get color with alpha applied, alpha goes from 0.0f to 1.0f Color Fade(Color color, float alpha) { + Color result = color; + if (alpha < 0.0f) alpha = 0.0f; else if (alpha > 1.0f) alpha = 1.0f; - return (Color){ color.r, color.g, color.b, (unsigned char)(255.0f*alpha) }; + result.a = (unsigned char)(255.0f*alpha); + + return result; } // Get hexadecimal value for a Color int ColorToInt(Color color) { - return (((int)color.r << 24) | ((int)color.g << 16) | ((int)color.b << 8) | (int)color.a); + int result = 0; + + result = (int)(((unsigned int)color.r << 24) | + ((unsigned int)color.g << 16) | + ((unsigned int)color.b << 8) | + (unsigned int)color.a); + + return result; } // Get color normalized as float [0..1] @@ -4598,15 +4969,10 @@ Color ColorTint(Color color, Color tint) { Color result = color; - float cR = (float)tint.r/255; - float cG = (float)tint.g/255; - float cB = (float)tint.b/255; - float cA = (float)tint.a/255; - - unsigned char r = (unsigned char)(((float)color.r/255*cR)*255.0f); - unsigned char g = (unsigned char)(((float)color.g/255*cG)*255.0f); - unsigned char b = (unsigned char)(((float)color.b/255*cB)*255.0f); - unsigned char a = (unsigned char)(((float)color.a/255*cA)*255.0f); + unsigned char r = (unsigned char)(((int)color.r*(int)tint.r)/255); + unsigned char g = (unsigned char)(((int)color.g*(int)tint.g)/255); + unsigned char b = (unsigned char)(((int)color.b*(int)tint.b)/255); + unsigned char a = (unsigned char)(((int)color.a*(int)tint.a)/255); result.r = r; result.g = g; @@ -4695,10 +5061,14 @@ Color ColorContrast(Color color, float contrast) // Get color with alpha applied, alpha goes from 0.0f to 1.0f Color ColorAlpha(Color color, float alpha) { + Color result = color; + if (alpha < 0.0f) alpha = 0.0f; else if (alpha > 1.0f) alpha = 1.0f; - return (Color){color.r, color.g, color.b, (unsigned char)(255.0f*alpha)}; + result.a = (unsigned char)(255.0f*alpha); + + return result; } // Get src alpha-blended into dst color with tint @@ -4756,6 +5126,22 @@ Color ColorAlphaBlend(Color dst, Color src, Color tint) return out; } +// Get color lerp interpolation between two colors, factor [0.0f..1.0f] +Color ColorLerp(Color color1, Color color2, float factor) +{ + Color color = { 0 }; + + if (factor < 0.0f) factor = 0.0f; + else if (factor > 1.0f) factor = 1.0f; + + color.r = (unsigned char)((1.0f - factor)*color1.r + factor*color2.r); + color.g = (unsigned char)((1.0f - factor)*color1.g + factor*color2.g); + color.b = (unsigned char)((1.0f - factor)*color1.b + factor*color2.b); + color.a = (unsigned char)((1.0f - factor)*color1.a + factor*color2.a); + + return color; +} + // Get a Color struct from hexadecimal value Color GetColor(unsigned int hexValue) { @@ -4981,7 +5367,8 @@ int GetPixelDataSize(int width, int height, int format) default: break; } - dataSize = width*height*bpp/8; // Total data size in bytes + double bytesPerPixel = (double)bpp/8.0; + dataSize = (int)(bytesPerPixel*width*height); // Total data size in bytes // Most compressed formats works on 4x4 blocks, // if texture is smaller, minimum dataSize is 8 or 16 @@ -4997,22 +5384,48 @@ int GetPixelDataSize(int width, int height, int format) //---------------------------------------------------------------------------------- // Module specific Functions Definition //---------------------------------------------------------------------------------- -// From https://stackoverflow.com/questions/1659440/32-bit-to-16-bit-floating-point-conversion/60047308#60047308 - -static float HalfToFloat(unsigned short x) { - const unsigned int e = (x&0x7C00)>>10; // exponent - const unsigned int m = (x&0x03FF)<<13; // mantissa - const float fm = (float)m; - const unsigned int v = (*(unsigned int*)&fm)>>23; // evil log2 bit hack to count leading zeros in denormalized format - const unsigned int r = (x&0x8000)<<16 | (e!=0)*((e+112)<<23|m) | ((e==0)&(m!=0))*((v-37)<<23|((m<<(150-v))&0x007FE000)); // sign : normalized : denormalized - return *(float*)&r; +// Convert half-float (stored as unsigned short) to float +// REF: https://stackoverflow.com/questions/1659440/32-bit-to-16-bit-floating-point-conversion/60047308#60047308 +static float HalfToFloat(unsigned short x) +{ + float result = 0.0f; + + union + { + float fm; + unsigned int ui; + } uni; + + const unsigned int e = (x & 0x7C00) >> 10; // Exponent + const unsigned int m = (x & 0x03FF) << 13; // Mantissa + uni.fm = (float)m; + const unsigned int v = uni.ui >> 23; // Evil log2 bit hack to count leading zeros in denormalized format + uni.ui = (x & 0x8000) << 16 | (e != 0)*((e + 112) << 23 | m) | ((e == 0)&(m != 0))*((v - 37) << 23 | ((m << (150 - v)) & 0x007FE000)); // sign : normalized : denormalized + + result = uni.fm; + + return result; } -static unsigned short FloatToHalf(float x) { - const unsigned int b = (*(unsigned int*)&x)+0x00001000; // round-to-nearest-even: add last bit after truncated mantissa - const unsigned int e = (b&0x7F800000)>>23; // exponent - const unsigned int m = b&0x007FFFFF; // mantissa; in line below: 0x007FF000 = 0x00800000-0x00001000 = decimal indicator flag - initial rounding - return (b&0x80000000)>>16 | (e>112)*((((e-112)<<10)&0x7C00)|m>>13) | ((e<113)&(e>101))*((((0x007FF000+m)>>(125-e))+1)>>1) | (e>143)*0x7FFF; // sign : normalized : denormalized : saturate +// Convert float to half-float (stored as unsigned short) +static unsigned short FloatToHalf(float x) +{ + unsigned short result = 0; + + union + { + float fm; + unsigned int ui; + } uni; + uni.fm = x; + + const unsigned int b = uni.ui + 0x00001000; // Round-to-nearest-even: add last bit after truncated mantissa + const unsigned int e = (b & 0x7F800000) >> 23; // Exponent + const unsigned int m = b & 0x007FFFFF; // Mantissa; in line below: 0x007FF000 = 0x00800000-0x00001000 = decimal indicator flag - initial rounding + + result = (b & 0x80000000) >> 16 | (e > 112)*((((e - 112) << 10) & 0x7C00) | m >> 13) | ((e < 113) & (e > 101))*((((0x007FF000 + m) >> (125 - e)) + 1) >> 1) | (e > 143)*0x7FFF; // sign : normalized : denormalized : saturate + + return result; } // Get pixel data from image as Vector4 array (float normalized) diff --git a/src/shell.html b/src/shell.html index 6effbcaa1..9483c47fd 100644 --- a/src/shell.html +++ b/src/shell.html @@ -15,8 +15,8 @@ - + @@ -34,11 +34,7 @@