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Update vendor:raylib version 4.0
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@@ -1,3 +1,79 @@
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/**********************************************************************************************
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*
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* raylib v4.0 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
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*
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* FEATURES:
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* - NO external dependencies, all required libraries included with raylib
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* - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly,
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* MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5.
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* - Written in plain C code (C99) in PascalCase/camelCase notation
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* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3 or ES2 - choose at compile)
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* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
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* - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts)
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* - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
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* - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
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* - Flexible Materials system, supporting classic maps and PBR maps
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* - Animated 3D models supported (skeletal bones animation) (IQM)
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* - Shaders support, including Model shaders and Postprocessing shaders
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* - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
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* - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
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* - VR stereo rendering with configurable HMD device parameters
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* - Bindings to multiple programming languages available!
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*
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* NOTES:
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* - One default Font is loaded on InitWindow()->LoadFontDefault() [core, text]
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* - One default Texture2D is loaded on rlglInit(), 1x1 white pixel R8G8B8A8 [rlgl] (OpenGL 3.3 or ES2)
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* - One default Shader is loaded on rlglInit()->rlLoadShaderDefault() [rlgl] (OpenGL 3.3 or ES2)
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* - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2)
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*
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* DEPENDENCIES (included):
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* [rcore] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP)
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* [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP)
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* [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management
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*
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* OPTIONAL DEPENDENCIES (included):
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* [rcore] msf_gif (Miles Fogle) for GIF recording
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* [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorythm
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* [rcore] sdefl (Micha Mettke) for DEFLATE compression algorythm
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* [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
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* [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG)
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* [rtextures] stb_image_resize (Sean Barret) for image resizing algorithms
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* [rtext] stb_truetype (Sean Barret) for ttf fonts loading
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* [rtext] stb_rect_pack (Sean Barret) for rectangles packing
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* [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation
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* [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
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* [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF)
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* [raudio] dr_wav (David Reid) for WAV audio file loading
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* [raudio] dr_flac (David Reid) for FLAC audio file loading
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* [raudio] dr_mp3 (David Reid) for MP3 audio file loading
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* [raudio] stb_vorbis (Sean Barret) for OGG audio loading
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* [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
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* [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
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*
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*
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* LICENSE: zlib/libpng
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*
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* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software:
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*
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* Copyright (c) 2013-2021 Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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package raylib
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import c "core:c/libc"
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@@ -33,9 +109,12 @@ when ODIN_OS == "linux" {
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}
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when ODIN_OS == "darwin" { foreign import lib "macos/libraylib.a" }
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VERSION :: "3.7"
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VERSION :: "4.0"
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PI :: 3.14159265358979323846
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DEG2RAD :: PI/180.0
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RAD2DEG :: 180.0/PI
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PI :: 3.14159265358979323846
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// Some Basic Colors
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// NOTE: Custom raylib color palette for amazing visuals on WHITE background
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@@ -91,27 +170,30 @@ when USE_LINALG {
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// Quaternion type
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Quaternion :: distinct quaternion128
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// Matrix type (OpenGL style 4x4 - right handed, column major)
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// Matrix, 4x4 components, column major, OpenGL style, right handed
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Matrix :: struct {
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m0, m4, m8, m12: f32,
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m1, m5, m9, m13: f32,
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m2, m6, m10, m14: f32,
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m3, m7, m11, m15: f32,
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m0, m4, m8, m12: f32, // Matrix first row (4 components)
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m1, m5, m9, m13: f32, // Matrix second row (4 components)
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m2, m6, m10, m14: f32, // Matrix third row (4 components)
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m3, m7, m11, m15: f32, // Matrix fourth row (4 components)
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}
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}
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// Color type, RGBA (32bit)
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// Color, 4 components, R8G8B8A8 (32bit)
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Color :: struct {
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r, g, b, a: u8,
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r: u8, // Color red value
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g: u8, // Color green value
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b: u8, // Color blue value
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a: u8, // Color alpha value
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}
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// Rectangle type
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Rectangle :: struct {
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x: f32,
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y: f32,
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width: f32,
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height: f32,
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x: f32, // Rectangle top-left corner position x
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y: f32, // Rectangle top-left corner position y
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width: f32, // Rectangle width
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height: f32, // Rectangle height
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}
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// Image type, bpp always RGBA (32bit)
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@@ -161,7 +243,7 @@ NPatchInfo :: struct {
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}
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// Font character info
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CharInfo :: struct {
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GlyphInfo :: struct {
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value: rune, // Character value (Unicode)
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offsetX: c.int, // Character offset X when drawing
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offsetY: c.int, // Character offset Y when drawing
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@@ -176,7 +258,7 @@ Font :: struct {
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charsPadding: c.int, // Padding around the chars
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texture: Texture2D, // Characters texture atlas
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recs: [^]Rectangle, // Characters rectangles in texture
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chars: [^]CharInfo, // Characters info data
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chars: [^]GlyphInfo, // Characters info data
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}
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SpriteFont :: Font // SpriteFont type fallback, defaults to Font
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@@ -289,11 +371,11 @@ Ray :: struct {
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direction: Vector3, // Ray direction
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}
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// Raycast hit information
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RayHitInfo :: struct {
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// RayCollision, ray hit information
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RayCollision :: struct {
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hit: bool, // Did the ray hit something?
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distance: f32, // Distance to nearest hit
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position: Vector3, // Position of nearest hit
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point: Vector3, // Point of nearest hit
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normal: Vector3, // Surface normal of hit
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}
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@@ -838,6 +920,16 @@ foreign lib {
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SetClipboardText :: proc(text: cstring) --- // Set clipboard text content
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GetClipboardText :: proc() -> cstring --- // Get clipboard text content
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// Custom frame control functions
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// NOTE: Those functions are intended for advance users that want full control over the frame processing
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// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timming + PollInputEvents()
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// To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
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SwapScreenBuffer :: proc() --- // Swap back buffer with front buffer (screen drawing)
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PollInputEvents :: proc() --- // Register all input events
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WaitTime :: proc(ms: f32) --- // Wait for some milliseconds (halt program execution)
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// Cursor-related functions
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ShowCursor :: proc() --- // Shows cursor
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HideCursor :: proc() --- // Hides cursor
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@@ -898,6 +990,7 @@ foreign lib {
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// Misc. functions
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GetRandomValue :: proc(min, max: c.int) -> c.int --- // Returns a random value between min and max (both included)
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SetRandomSeed :: proc(seed: c.uint) --- // Set the seed for the random number generator
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TakeScreenshot :: proc(fileName: cstring) --- // Takes a screenshot of current screen (filename extension defines format)
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SetConfigFlags :: proc(flags: ConfigFlags) --- // Setup init configuration flags (view FLAGS)
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@@ -939,8 +1032,10 @@ foreign lib {
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ClearDroppedFiles :: proc() --- // Clear dropped files paths buffer (free memory)
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GetFileModTime :: proc(fileName: cstring) -> c.long --- // Get file modification time (last write time)
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CompressData :: proc(data: [^]u8, dataLength: c.int, compDataLength: ^c.int) -> [^]u8 --- // Compress data (DEFLATE algorithm)
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DecompressData :: proc(compData: [^]u8, compDataLength: c.int, dataLength: ^c.int) -> [^]u8 --- // Decompress data (DEFLATE algorithm)
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CompressData :: proc(data: [^]u8, dataLength: c.int, compDataLength: ^c.int) -> [^]u8 --- // Compress data (DEFLATE algorithm)
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DecompressData :: proc(compData: [^]u8, compDataLength: c.int, dataLength: ^c.int) -> [^]u8 --- // Decompress data (DEFLATE algorithm)
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EncodeDataBase64 :: proc(data: [^]u8, dataLength: c.int, outputLength: ^c.int) -> [^]u8 --- // Encode data to Base64 string
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DecodeDataBase64 :: proc(data: [^]u8, outputLength: ^c.int) -> [^]u8 --- // Decode Base64 string data
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// Persistent storage management
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SaveStorageValue :: proc(position: c.uint, value: c.int) -> bool --- // Save integer value to storage file (to defined position), returns true on success
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@@ -989,9 +1084,11 @@ foreign lib {
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SetMouseCursor :: proc(cursor: MouseCursor) --- // Set mouse cursor
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// Input-related functions: touch
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GetTouchX :: proc() -> c.int --- // Returns touch position X for touch point 0 (relative to screen size)
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GetTouchY :: proc() -> c.int --- // Returns touch position Y for touch point 0 (relative to screen size)
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GetTouchPosition :: proc(index: c.int) -> Vector2 --- // Returns touch position XY for a touch point index (relative to screen size)
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GetTouchX :: proc() -> c.int --- // Returns touch position X for touch point 0 (relative to screen size)
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GetTouchY :: proc() -> c.int --- // Returns touch position Y for touch point 0 (relative to screen size)
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GetTouchPosition :: proc(index: c.int) -> Vector2 --- // Returns touch position XY for a touch point index (relative to screen size)
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GetTouchPointId :: proc(index: c.int) -> c.int --- // Get touch point identifier for given index
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GetTouchPointCount :: proc() -> c.int --- // Get number of touch points
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//------------------------------------------------------------------------------------
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// Gestures and Touch Handling Functions (Module: gestures)
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@@ -999,7 +1096,6 @@ foreign lib {
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SetGesturesEnabled :: proc(flags: Gestures) --- // Enable a set of gestures using flags
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IsGestureDetected :: proc(gesture: Gesture) -> bool --- // Check if a gesture have been detected
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GetGestureDetected :: proc() -> Gesture --- // Get latest detected gesture
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GetTouchPointsCount :: proc() -> c.int --- // Get touch points count
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GetGestureHoldDuration :: proc() -> f32 --- // Get gesture hold time in milliseconds
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GetGestureDragVector :: proc() -> Vector2 --- // Get gesture drag vector
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GetGestureDragAngle :: proc() -> f32 --- // Get gesture drag angle
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@@ -1033,6 +1129,7 @@ foreign lib {
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DrawLineEx :: proc(startPos, endPos: Vector2, thick: f32, color: Color) --- // Draw a line defining thickness
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DrawLineBezier :: proc(startPos, endPos: Vector2, thick: f32, color: Color) --- // Draw a line using cubic-bezier curves in-out
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DrawLineBezierQuad :: proc(startPos, endPos: Vector2, controlPos: Vector2, thick: f32, color: Color) --- // Draw line using quadratic bezier curves with a control point
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DrawLineBezierCubic :: proc(startPos, endPos: Vector2, startControlPos, endControlPos: Vector2, thick: f32, color: Color) --- // Draw line using cubic bezier curves with 2 control points
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DrawLineStrip :: proc(points: [^]Vector2, pointsCount: c.int, color: Color) --- // Draw lines sequence
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DrawCircle :: proc(centerX, centerY: c.int, radius: f32, color: Color) --- // Draw a color-filled circle
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DrawCircleSector :: proc(center: Vector2, radius: f32, startAngle, endAngle: f32, segments: c.int, color: Color) --- // Draw a piece of a circle
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@@ -1061,6 +1158,7 @@ foreign lib {
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DrawTriangleStrip :: proc(points: [^]Vector2, pointsCount: c.int, color: Color) --- // Draw a triangle strip defined by points
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DrawPoly :: proc(center: Vector2, sides: c.int, radius: f32, rotation: f32, color: Color) --- // Draw a regular polygon (Vector version)
|
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DrawPolyLines :: proc(center: Vector2, sides: c.int, radius: f32, rotation: f32, color: Color) --- // Draw a polygon outline of n sides
|
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DrawPolyLinesEx :: proc(center: Vector2, sides: c.int, radius: f32, rotation: f32, lineThick: f32, color: Color) --- // Draw a polygon outline of n sides with extended parameters
|
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// Basic shapes collision detection functions
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CheckCollisionRecs :: proc(rec1, rec2: Rectangle) -> bool --- // Check collision between two rectangles
|
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@@ -1070,6 +1168,7 @@ foreign lib {
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CheckCollisionPointCircle :: proc(point: Vector2, center: Vector2, radius: f32) -> bool --- // Check if point is inside circle
|
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CheckCollisionPointTriangle :: proc(point, p1, p2, p3: Vector2) -> bool --- // Check if point is inside a triangle
|
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CheckCollisionLines :: proc(startPos1, endPos1, startPos2, endPos2: Vector2, collisionPoint: ^Vector2) -> bool --- // Check the collision between two lines defined by two points each, returns collision point by reference
|
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CheckCollisionPointLine :: proc(point, p1, p2: Vector2, threshold: c.int) -> bool --- // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
|
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GetCollisionRec :: proc(rec1, rec2: Rectangle) -> Rectangle --- // Get collision rectangle for two rectangles collision
|
||||
|
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//------------------------------------------------------------------------------------
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@@ -1078,13 +1177,14 @@ foreign lib {
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||||
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// Image loading functions
|
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// NOTE: This functions do not require GPU access
|
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LoadImage :: proc(fileName: cstring) -> Image --- // Load image from file into CPU memory (RAM)
|
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LoadImageRaw :: proc(fileName: cstring, width, height: c.int, format: PixelFormat, headerSize: c.int) -> Image --- // Load image from RAW file data
|
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LoadImageAnim :: proc(fileName: cstring, frames: ^c.int) -> Image --- // Load image sequence from file (frames appended to image.data)
|
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LoadImageFromMemory :: proc(fileType: cstring, fileData: rawptr, dataSize: c.int) -> Image --- // Load image from memory buffer, fileType refers to extension: i.e. ".png"
|
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UnloadImage :: proc(image: Image) --- // Unload image from CPU memory (RAM)
|
||||
ExportImage :: proc(image: Image, fileName: cstring) -> bool --- // Export image data to file, returns true on success
|
||||
ExportImageAsCode :: proc(image: Image, fileName: cstring) -> bool --- // Export image as code file defining an array of bytes, returns true on success
|
||||
LoadImage :: proc(fileName: cstring) -> Image --- // Load image from file into CPU memory (RAM)
|
||||
LoadImageRaw :: proc(fileName: cstring, width, height: c.int, format: PixelFormat, headerSize: c.int) -> Image --- // Load image from RAW file data
|
||||
LoadImageAnim :: proc(fileName: cstring, frames: ^c.int) -> Image --- // Load image sequence from file (frames appended to image.data)
|
||||
LoadImageFromMemory :: proc(fileType: cstring, fileData: rawptr, dataSize: c.int) -> Image --- // Load image from memory buffer, fileType refers to extension: i.e. ".png"
|
||||
LoadImageFromTexture :: proc(texture: Texture2D) -> Image --- // Load image from GPU texture data
|
||||
UnloadImage :: proc(image: Image) --- // Unload image from CPU memory (RAM)
|
||||
ExportImage :: proc(image: Image, fileName: cstring) -> bool --- // Export image data to file, returns true on success
|
||||
ExportImageAsCode :: proc(image: Image, fileName: cstring) -> bool --- // Export image as code file defining an array of bytes, returns true on success
|
||||
|
||||
// Image generation functions
|
||||
GenImageColor :: proc(width, height: c.int, color: Color) -> Image --- // Generate image: plain color
|
||||
@@ -1093,7 +1193,6 @@ foreign lib {
|
||||
GenImageGradientRadial :: proc(width, height: c.int, density: f32, inner, outer: Color) -> Image --- // Generate image: radial gradient
|
||||
GenImageChecked :: proc(width, height: c.int, checksX, checksY: c.int, col1, col2: Color) -> Image --- // Generate image: checked
|
||||
GenImageWhiteNoise :: proc(width, height: c.int, factor: f32) -> Image --- // Generate image: white noise
|
||||
GenImagePerlinNoise :: proc(width, height: c.int, offsetX, offsetY: c.int, scale: f32) -> Image --- // Generate image: perlin noise
|
||||
GenImageCellular :: proc(width, height: c.int, tileSize: c.int) -> Image --- // Generate image: cellular algorithm. Bigger tileSize means bigger cells
|
||||
|
||||
// Image manipulation functions
|
||||
@@ -1128,6 +1227,7 @@ foreign lib {
|
||||
UnloadImageColors :: proc(colors: [^]Color) --- // Unload color data loaded with LoadImageColors()
|
||||
UnloadImagePalette :: proc(colors: [^]Color) --- // Unload colors palette loaded with LoadImagePalette()
|
||||
GetImageAlphaBorder :: proc(image: Image, threshold: f32) -> Rectangle --- // Get image alpha border rectangle
|
||||
GetImageColor :: proc(image: Image, x, y: c.int) -> Color --- // Get image pixel color at (x, y) position
|
||||
|
||||
// Image drawing functions
|
||||
// NOTE: Image software-rendering functions (CPU)
|
||||
@@ -1156,8 +1256,6 @@ foreign lib {
|
||||
UnloadRenderTexture :: proc(target: RenderTexture2D) --- // Unload render texture from GPU memory (VRAM)
|
||||
UpdateTexture :: proc(texture: Texture2D, pixels: rawptr) --- // Update GPU texture with new data
|
||||
UpdateTextureRec :: proc(texture: Texture2D, rec: Rectangle, pixels: rawptr) --- // Update GPU texture rectangle with new data
|
||||
GetTextureData :: proc(texture: Texture2D) -> Image --- // Get pixel data from GPU texture and return an Image
|
||||
GetScreenData :: proc() -> Image --- // Get pixel data from screen buffer and return an Image (screenshot)
|
||||
|
||||
// Texture configuration functions
|
||||
GenTextureMipmaps :: proc(texture: ^Texture2D) --- // Generate GPU mipmaps for a texture
|
||||
@@ -1199,24 +1297,34 @@ foreign lib {
|
||||
LoadFontEx :: proc(fileName: cstring, fontSize: c.int, fontChars: [^]rune, charsCount: c.int) -> Font --- // Load font from file with extended parameters
|
||||
LoadFontFromImage :: proc(image: Image, key: Color, firstChar: rune) -> Font --- // Load font from Image (XNA style)
|
||||
LoadFontFromMemory :: proc(fileType: cstring, fileData: rawptr, dataSize: c.int, fontSize: c.int, fontChars: [^]rune, charsCount: c.int) -> Font --- // Load font from memory buffer, fileType refers to extension: i.e. ".ttf"
|
||||
LoadFontData :: proc(fileData: rawptr, dataSize: c.int, fontSize: c.int, fontChars: [^]rune, charsCount: c.int, type: FontType) -> [^]CharInfo --- // Load font data for further use
|
||||
GenImageFontAtlas :: proc(chars: [^]CharInfo, recs: ^[^]Rectangle, charsCount: c.int, fontSize: c.int, padding: c.int, packMethod: c.int) -> Image --- // Generate image font atlas using chars info
|
||||
UnloadFontData :: proc(chars: [^]CharInfo, charsCount: c.int) --- // Unload font chars info data (RAM)
|
||||
LoadFontData :: proc(fileData: rawptr, dataSize: c.int, fontSize: c.int, fontChars: [^]rune, charsCount: c.int, type: FontType) -> [^]GlyphInfo --- // Load font data for further use
|
||||
GenImageFontAtlas :: proc(chars: [^]GlyphInfo, recs: ^[^]Rectangle, charsCount: c.int, fontSize: c.int, padding: c.int, packMethod: c.int) -> Image --- // Generate image font atlas using chars info
|
||||
UnloadFontData :: proc(chars: [^]GlyphInfo, charsCount: c.int) --- // Unload font chars info data (RAM)
|
||||
UnloadFont :: proc(font: Font) --- // Unload Font from GPU memory (VRAM)
|
||||
|
||||
// Text drawing functions
|
||||
DrawFPS :: proc(posX, posY: c.int) --- // Draw current FPS
|
||||
DrawText :: proc(text: cstring, posX, posY: c.int, fontSize: c.int, color: Color) --- // Draw text (using default font)
|
||||
DrawTextEx :: proc(font: Font, text: cstring, position: Vector2, fontSize: f32, spacing: f32, tint: Color) --- // Draw text using font and additional parameters
|
||||
DrawTextRec :: proc(font: Font, text: cstring, rec: Rectangle, fontSize, spacing: f32, wordWrap: bool, tint: Color) --- // Draw text using font inside rectangle limits
|
||||
DrawTextRecEx :: proc(font: Font, text: cstring, rec: Rectangle, fontSize, spacing: f32, wordWrap: bool, tint: Color,
|
||||
selectStart, selectLength: c.int, selectTint, selectBackTint: Color) --- // Draw text using font inside rectangle limits with support for text selection
|
||||
DrawTextPro :: proc(font: Font, text: cstring, position, origin: Vector2,
|
||||
rotation: f32, fontSize: f32, spacing: f32, tint: Color) --- // Draw text using Font and pro parameters (rotation)
|
||||
DrawTextCodepoint :: proc(font: Font, codepoint: rune, position: Vector2, fontSize: f32, tint: Color) --- // Draw one character (codepoint)
|
||||
|
||||
// Text misc. functions
|
||||
MeasureText :: proc(text: cstring, fontSize: c.int) -> c.int --- // Measure string width for default font
|
||||
MeasureTextEx :: proc(font: Font, text: cstring, fontSize, spacing: f32) -> Vector2 --- // Measure string size for Font
|
||||
GetGlyphIndex :: proc(font: Font, codepoint: rune) -> c.int --- // Get index position for a unicode character on font
|
||||
MeasureText :: proc(text: cstring, fontSize: c.int) -> c.int --- // Measure string width for default font
|
||||
MeasureTextEx :: proc(font: Font, text: cstring, fontSize, spacing: f32) -> Vector2 --- // Measure string size for Font
|
||||
GetGlyphIndex :: proc(font: Font, codepoint: rune) -> c.int --- // Get index position for a unicode character on font
|
||||
GetGlyphInfo :: proc(font: Font, codepoint: rune) -> GlyphInfo --- // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
|
||||
GetGlyphAtlasRec :: proc(font: Font, codepoint: rune) -> Rectangle --- // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
|
||||
|
||||
// Text codepoints management functions (unicode characters)
|
||||
LoadCodepoints :: proc(text: cstring, count: ^c.int) -> [^]rune --- // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
|
||||
UnloadCodepoints :: proc(codepoints: [^]rune) --- // Unload codepoints data from memory
|
||||
GetCodepointCount :: proc(text: cstring) -> c.int --- // Get total number of codepoints in a UTF-8 encoded string
|
||||
GetCodepoint :: proc(text: cstring, bytesProcessed: ^c.int) -> c.int --- // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
|
||||
CodepointToUTF8 :: proc(codepoint: rune, byteSize: ^c.int) -> cstring --- // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
|
||||
TextCodepointsToUTF8 :: proc(codepoints: [^]rune, length: c.int) -> cstring --- // Encode text as codepoints array into UTF-8 text string (WARNING: memory must be freed!)
|
||||
|
||||
|
||||
// Text strings management functions (no utf8 strings, only byte chars)
|
||||
// NOTE: Some strings allocate memory internally for returned strings, just be careful!
|
||||
@@ -1234,56 +1342,79 @@ foreign lib {
|
||||
TextToLower :: proc(text: cstring) -> cstring --- // Get lower case version of provided string
|
||||
TextToPascal :: proc(text: cstring) -> cstring --- // Get Pascal case notation version of provided string
|
||||
TextToInteger :: proc(text: cstring) -> c.int --- // Get integer value from text (negative values not supported)
|
||||
TextToUtf8 :: proc(codepoints: [^]rune, length: c.int) -> [^]byte --- // Encode text codepoint into utf8 text (memory must be freed!)
|
||||
|
||||
|
||||
// UTF8 text strings management functions
|
||||
GetCodepoints :: proc(text: cstring, count: ^c.int) -> [^]rune --- // Get all codepoints in a string, codepoints count returned by parameters
|
||||
GetCodepointsCount :: proc(text: cstring) -> c.int --- // Get total number of characters (codepoints) in a UTF8 encoded string
|
||||
GetNextCodepoint :: proc(text: cstring, bytesProcessed: ^c.int) -> c.int --- // Returns next codepoint in a UTF8 encoded string; 0x3f('?') is returned on failure
|
||||
CodepointToUtf8 :: proc(codepoint: rune, byteLength: ^c.int) -> cstring --- // Encode codepoint into utf8 text (char array length returned as parameter)
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Basic 3d Shapes Drawing Functions (Module: models)
|
||||
//------------------------------------------------------------------------------------
|
||||
|
||||
// Basic geometric 3D shapes drawing functions
|
||||
DrawLine3D :: proc(startPos, endPos: Vector3, color: Color) --- // Draw a line in 3D world space
|
||||
DrawPoint3D :: proc(position: Vector3, color: Color) --- // Draw a point in 3D space, actually a small line
|
||||
DrawCircle3D :: proc(center: Vector3, radius: f32, rotationAxis: Vector3, rotationAngle: f32, color: Color) --- // Draw a circle in 3D world space
|
||||
DrawTriangle3D :: proc(v1, v2, v3: Vector3, color: Color) --- // Draw a color-filled triangle (vertex in counter-clockwise order!)
|
||||
DrawTriangleStrip3D :: proc(points: [^]Vector3, pointsCount: c.int, color: Color) --- // Draw a triangle strip defined by points
|
||||
DrawCube :: proc(position: Vector3, width, height, length: f32, color: Color) --- // Draw cube
|
||||
DrawCubeV :: proc(position: Vector3, size: Vector3, color: Color) --- // Draw cube (Vector version)
|
||||
DrawCubeWires :: proc(position: Vector3, width, height, length: f32, color: Color) --- // Draw cube wires
|
||||
DrawCubeWiresV :: proc(position: Vector3, size: Vector3, color: Color) --- // Draw cube wires (Vector version)
|
||||
DrawCubeTexture :: proc(texture: Texture2D, position: Vector3, width, height, length: f32, color: Color) --- // Draw cube textured
|
||||
DrawSphere :: proc(centerPos: Vector3, radius: f32, color: Color) --- // Draw sphere
|
||||
DrawSphereEx :: proc(centerPos: Vector3, radius: f32, rings, slices: c.int, color: Color) --- // Draw sphere with extended parameters
|
||||
DrawSphereWires :: proc(centerPos: Vector3, radius: f32, rings, slices: c.int, color: Color) --- // Draw sphere wires
|
||||
DrawCylinder :: proc(position: Vector3, radiusTop, radiusBottom: f32, height: f32, slices: c.int, color: Color) --- // Draw a cylinder/cone
|
||||
DrawCylinderWires :: proc(position: Vector3, radiusTop, radiusBottom: f32, height: f32, slices: c.int, color: Color) --- // Draw a cylinder/cone wires
|
||||
DrawLine3D :: proc(startPos, endPos: Vector3, color: Color) --- // Draw a line in 3D world space
|
||||
DrawPoint3D :: proc(position: Vector3, color: Color) --- // Draw a point in 3D space, actually a small line
|
||||
DrawCircle3D :: proc(center: Vector3, radius: f32, rotationAxis: Vector3, rotationAngle: f32, color: Color) --- // Draw a circle in 3D world space
|
||||
DrawTriangle3D :: proc(v1, v2, v3: Vector3, color: Color) --- // Draw a color-filled triangle (vertex in counter-clockwise order!)
|
||||
DrawTriangleStrip3D :: proc(points: [^]Vector3, pointsCount: c.int, color: Color) --- // Draw a triangle strip defined by points
|
||||
DrawCube :: proc(position: Vector3, width, height, length: f32, color: Color) --- // Draw cube
|
||||
DrawCubeV :: proc(position: Vector3, size: Vector3, color: Color) --- // Draw cube (Vector version)
|
||||
DrawCubeWires :: proc(position: Vector3, width, height, length: f32, color: Color) --- // Draw cube wires
|
||||
DrawCubeWiresV :: proc(position: Vector3, size: Vector3, color: Color) --- // Draw cube wires (Vector version)
|
||||
DrawCubeTexture :: proc(texture: Texture2D, position: Vector3, width, height, length: f32, color: Color) --- // Draw cube textured
|
||||
DrawCubeTextureRec :: proc(texture: Texture2D, source: Rectangle, position: Vector3, width, height, length: f32, color: Color) --- // Draw cube with a region of a texture
|
||||
DrawSphere :: proc(centerPos: Vector3, radius: f32, color: Color) --- // Draw sphere
|
||||
DrawSphereEx :: proc(centerPos: Vector3, radius: f32, rings, slices: c.int, color: Color) --- // Draw sphere with extended parameters
|
||||
DrawSphereWires :: proc(centerPos: Vector3, radius: f32, rings, slices: c.int, color: Color) --- // Draw sphere wires
|
||||
DrawCylinder :: proc(position: Vector3, radiusTop, radiusBottom: f32, height: f32, slices: c.int, color: Color) --- // Draw a cylinder/cone
|
||||
DrawCylinderEx :: proc(startPos, endPos: Vector3, startRadius, endRadius: f32, sides: c.int, color: Color) --- // Draw a cylinder with base at startPos and top at endPos
|
||||
DrawCylinderWires :: proc(position: Vector3, radiusTop, radiusBottom: f32, height: f32, slices: c.int, color: Color) --- // Draw a cylinder/cone wires
|
||||
DrawCylinderWiresEx :: proc(startPos, endPos: Vector3, startRadius, endRadius: f32, sides: c.int, color: Color) --- // Draw a cylinder wires with base at startPos and top at endPos
|
||||
DrawPlane :: proc(centerPos: Vector3, size: Vector2, color: Color) --- // Draw a plane XZ
|
||||
DrawRay :: proc(ray: Ray, color: Color) --- // Draw a ray line
|
||||
DrawGrid :: proc(slices: c.int, spacing: f32) --- // Draw a grid (centered at (0, 0, 0))
|
||||
DrawRay :: proc(ray: Ray, color: Color) --- // Draw a ray line
|
||||
DrawGrid :: proc(slices: c.int, spacing: f32) --- // Draw a grid (centered at (0, 0, 0))
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Model 3d Loading and Drawing Functions (Module: models)
|
||||
//------------------------------------------------------------------------------------
|
||||
|
||||
// Model loading/unloading functions
|
||||
LoadModel :: proc(fileName: cstring) -> Model --- // Load model from files (meshes and materials)
|
||||
LoadModelFromMesh :: proc(mesh: Mesh) -> Model --- // Load model from generated mesh (default material)
|
||||
UnloadModel :: proc(model: Model) --- // Unload model (including meshes) from memory (RAM and/or VRAM)
|
||||
UnloadModelKeepMeshes :: proc(model: Model) --- // Unload model (but not meshes) from memory (RAM and/or VRAM)
|
||||
LoadModel :: proc(fileName: cstring) -> Model --- // Load model from files (meshes and materials)
|
||||
LoadModelFromMesh :: proc(mesh: Mesh) -> Model --- // Load model from generated mesh (default material)
|
||||
UnloadModel :: proc(model: Model) --- // Unload model (including meshes) from memory (RAM and/or VRAM)
|
||||
UnloadModelKeepMeshes :: proc(model: Model) --- // Unload model (but not meshes) from memory (RAM and/or VRAM)
|
||||
GetModelBoundingBox :: proc(model: Model) -> BoundingBox --- // Compute model bounding box limits (considers all meshes)
|
||||
|
||||
// Mesh loading/unloading functions
|
||||
UploadMesh :: proc(mesh: ^Mesh, is_dynamic: bool) --- // Upload mesh vertex data in GPU and provide VAO/VBO ids
|
||||
UpdateMeshBuffer :: proc(mesh: Mesh, index: c.int, data:rawptr, dataSize, offset: c.int) --- // Update mesh vertex data in GPU for a specific buffer index
|
||||
DrawMesh :: proc(mesh: Mesh, material: Material, transform: Matrix) --- // Draw a 3d mesh with material and transform
|
||||
DrawMeshInstanced :: proc(mesh: Mesh, material: Material, transforms: [^]Matrix, instances: c.int) --- // Draw multiple mesh instances with material and different transforms
|
||||
UnloadMesh :: proc(mesh: Mesh) --- // Unload mesh data from CPU and GPU
|
||||
ExportMesh :: proc(mesh: Mesh, fileName: cstring) -> bool --- // Export mesh data to file, returns true on success
|
||||
// Model drawing functions
|
||||
DrawModel :: proc(model: Model, position: Vector3, scale: f32, tint: Color) --- // Draw a model (with texture if set)
|
||||
DrawModelEx :: proc(model: Model, position: Vector3, rotationAxis: Vector3, rotationAngle: f32, scale: Vector3, tint: Color) --- // Draw a model with extended parameters
|
||||
DrawModelWires :: proc(model: Model, position: Vector3, scale: f32, tint: Color) --- // Draw a model wires (with texture if set)
|
||||
DrawModelWiresEx :: proc(model: Model, position: Vector3, rotationAxis: Vector3, rotationAngle: f32, scale: Vector3, tint: Color) --- // Draw a model wires (with texture if set) with extended parameters
|
||||
DrawBoundingBox :: proc(box: BoundingBox, color: Color) --- // Draw bounding box (wires)
|
||||
DrawBillboard :: proc(camera: Camera, texture: Texture2D, center: Vector3, size: f32, tint: Color) --- // Draw a billboard texture
|
||||
DrawBillboardRec :: proc(camera: Camera, texture: Texture2D, source: Rectangle, center: Vector3, size: f32, tint: Color) --- // Draw a billboard texture defined by source
|
||||
DrawBillboardPro :: proc(camera: Camera, texture: Texture2D, source: Rectangle,
|
||||
position, up: Vector3, size, origin: Vector2, rotation: f32, tint: Color) --- // Draw a billboard texture defined by source and rotation
|
||||
|
||||
// Mesh management functions
|
||||
UploadMesh :: proc(mesh: ^Mesh, is_dynamic: bool) --- // Upload mesh vertex data in GPU and provide VAO/VBO ids
|
||||
UpdateMeshBuffer :: proc(mesh: Mesh, index: c.int, data: rawptr, dataSize: c.int, offset: c.int) --- // Update mesh vertex data in GPU for a specific buffer index
|
||||
UnloadMesh :: proc(mesh: Mesh) --- // Unload mesh data from CPU and GPU
|
||||
DrawMesh :: proc(mesh: Mesh, material: Material, transform: Matrix) --- // Draw a 3d mesh with material and transform
|
||||
DrawMeshInstanced :: proc(mesh: Mesh, material: Material, transforms: [^]Matrix, instances: c.int) --- // Draw multiple mesh instances with material and different transforms
|
||||
ExportMesh :: proc(mesh: Mesh, fileName: cstring) -> bool --- // Export mesh data to file, returns true on success
|
||||
GetMeshBoundingBox :: proc(mesh: Mesh) -> BoundingBox --- // Compute mesh bounding box limits
|
||||
GenMeshTangents :: proc(mesh: ^Mesh) --- // Compute mesh tangents
|
||||
GenMeshBinormals :: proc(mesh: ^Mesh) ---
|
||||
|
||||
// Mesh generation functions
|
||||
GenMeshPoly :: proc(sides: c.int, radius: f32) -> Mesh --- // Generate polygonal mesh
|
||||
GenMeshPlane :: proc(width, length: f32, resX, resZ: c.int) -> Mesh --- // Generate plane mesh (with subdivisions)
|
||||
GenMeshCube :: proc(width, height, length: f32) -> Mesh --- // Generate cuboid mesh
|
||||
GenMeshSphere :: proc(radius: f32, rings, slices: c.int) -> Mesh --- // Generate sphere mesh (standard sphere)
|
||||
GenMeshHemiSphere :: proc(radius: f32, rings, slices: c.int) -> Mesh --- // Generate half-sphere mesh (no bottom cap)
|
||||
GenMeshCylinder :: proc(radius: f32, height: f32, slices: c.int) -> Mesh --- // Generate cylinder mesh
|
||||
GenMeshCone :: proc(radius: f32, height: f32, slices: c.int) -> Mesh --- // Generate cone/pyramid mesh
|
||||
GenMeshTorus :: proc(radius: f32, size: f32, radSeg: c.int, sides: c.int) -> Mesh --- // Generate torus mesh
|
||||
GenMeshKnot :: proc(radius: f32, size: f32, radSeg: c.int, sides: c.int) -> Mesh --- // Generate trefoil knot mesh
|
||||
GenMeshHeightmap :: proc(heightmap: Image, size: Vector3) -> Mesh --- // Generate heightmap mesh from image data
|
||||
GenMeshCubicmap :: proc(cubicmap: Image, cubeSize: Vector3) -> Mesh --- // Generate cubes-based map mesh from image data
|
||||
|
||||
// Material loading/unloading functions
|
||||
LoadMaterials :: proc(fileName: cstring, materialCount: ^c.int) -> [^]Material --- // Load materials from model file
|
||||
@@ -1298,45 +1429,17 @@ foreign lib {
|
||||
UnloadModelAnimation :: proc(anim: ModelAnimation) --- // Unload animation data
|
||||
UnloadModelAnimations :: proc(animations: [^]ModelAnimation, count: c.uint) --- // Unload animation array data
|
||||
IsModelAnimationValid :: proc(model: Model, anim: ModelAnimation) -> bool --- // Check model animation skeleton match
|
||||
|
||||
// Mesh generation functions
|
||||
GenMeshPoly :: proc(sides: c.int, radius: f32) -> Mesh --- // Generate polygonal mesh
|
||||
GenMeshPlane :: proc(width, length: f32, resX, resZ: c.int) -> Mesh --- // Generate plane mesh (with subdivisions)
|
||||
GenMeshCube :: proc(width, height, length: f32) -> Mesh --- // Generate cuboid mesh
|
||||
GenMeshSphere :: proc(radius: f32, rings, slices: c.int) -> Mesh --- // Generate sphere mesh (standard sphere)
|
||||
GenMeshHemiSphere :: proc(radius: f32, rings, slices: c.int) -> Mesh --- // Generate half-sphere mesh (no bottom cap)
|
||||
GenMeshCylinder :: proc(radius: f32, height: f32, slices: c.int) -> Mesh --- // Generate cylinder mesh
|
||||
GenMeshTorus :: proc(radius: f32, size: f32, radSeg: c.int, sides: c.int) -> Mesh --- // Generate torus mesh
|
||||
GenMeshKnot :: proc(radius: f32, size: f32, radSeg: c.int, sides: c.int) -> Mesh --- // Generate trefoil knot mesh
|
||||
GenMeshHeightmap :: proc(heightmap: Image, size: Vector3) -> Mesh --- // Generate heightmap mesh from image data
|
||||
GenMeshCubicmap :: proc(cubicmap: Image, cubeSize: Vector3) -> Mesh --- // Generate cubes-based map mesh from image data
|
||||
|
||||
// Mesh manipulation functions
|
||||
MeshBoundingBox :: proc(mesh: Mesh) -> BoundingBox --- // Compute mesh bounding box limits
|
||||
MeshTangents :: proc(mesh: ^Mesh) --- // Compute mesh tangents
|
||||
MeshBinormals :: proc(mesh: ^Mesh) --- // Compute mesh binormals
|
||||
|
||||
// Model drawing functions
|
||||
DrawModel :: proc(model: Model, position: Vector3, scale: f32, tint: Color) --- // Draw a model (with texture if set)
|
||||
DrawModelEx :: proc(model: Model, position: Vector3, rotationAxis: Vector3, rotationAngle: f32, scale: Vector3, tint: Color) --- // Draw a model with extended parameters
|
||||
DrawModelWires :: proc(model: Model, position: Vector3, scale: f32, tint: Color) --- // Draw a model wires (with texture if set)
|
||||
DrawModelWiresEx :: proc(model: Model, position: Vector3, rotationAxis: Vector3, rotationAngle: f32, scale: Vector3, tint: Color) --- // Draw a model wires (with texture if set) with extended parameters
|
||||
DrawBoundingBox :: proc(box: BoundingBox, color: Color) --- // Draw bounding box (wires)
|
||||
DrawBillboard :: proc(camera: Camera, texture: Texture2D, center: Vector3, size: f32, tint: Color) --- // Draw a billboard texture
|
||||
DrawBillboardRec :: proc(camera: Camera, texture: Texture2D, source: Rectangle, center: Vector3, size: f32, tint: Color) --- // Draw a billboard texture defined by source
|
||||
|
||||
|
||||
// Collision detection functions
|
||||
CheckCollisionSpheres :: proc(center1: Vector3, radius1: f32, center2: Vector3, radius2: f32) -> bool --- // Detect collision between two spheres
|
||||
CheckCollisionBoxes :: proc(box1, box2: BoundingBox) -> bool --- // Detect collision between two bounding boxes
|
||||
CheckCollisionBoxSphere :: proc(box: BoundingBox, center: Vector3, radius: f32) -> bool --- // Detect collision between box and sphere
|
||||
CheckCollisionRaySphere :: proc(ray: Ray, center: Vector3, radius: f32) -> bool --- // Detect collision between ray and sphere
|
||||
CheckCollisionRaySphereEx :: proc(ray: Ray, center: Vector3, radius: f32, collisionPoint: [^]Vector3) -> bool --- // Detect collision between ray and sphere, returns collision point
|
||||
CheckCollisionRayBox :: proc(ray: Ray, box: BoundingBox) -> bool --- // Detect collision between ray and box
|
||||
GetCollisionRayMesh :: proc(ray: Ray, mesh: Mesh, transform: Matrix) -> RayHitInfo --- // Get collision info between ray and mesh
|
||||
GetCollisionRayModel :: proc(ray: Ray, model: Model) -> RayHitInfo --- // Get collision info between ray and model
|
||||
GetCollisionRayTriangle :: proc(ray: Ray, p1, p2, p3: Vector3) -> RayHitInfo --- // Get collision info between ray and triangle
|
||||
GetCollisionRayGround :: proc(ray: Ray, groundHeight: f32) -> RayHitInfo --- // Get collision info between ray and ground plane (Y-normal plane)
|
||||
CheckCollisionSpheres :: proc(center1: Vector3, radius1: f32, center2: Vector3, radius2: f32) -> bool --- // Check collision between two spheres
|
||||
CheckCollisionBoxes :: proc(box1, box2: BoundingBox) -> bool --- // Check collision between two bounding boxes
|
||||
CheckCollisionBoxSphere :: proc(box: BoundingBox, center: Vector3, radius: f32) -> bool --- // Check collision between box and sphere
|
||||
GetRayCollisionSphere :: proc(ray: Ray, center: Vector3, radius: f32) -> RayCollision --- // Get collision info between ray and sphere
|
||||
GetRayCollisionBox :: proc(ray: Ray, box: BoundingBox) -> RayCollision --- // Get collision info between ray and box
|
||||
GetRayCollisionModel :: proc(ray: Ray, model: Model) -> RayCollision --- // Get collision info between ray and model
|
||||
GetRayCollisionMesh :: proc(ray: Ray, mesh: Mesh, transform: Matrix) -> RayCollision --- // Get collision info between ray and mesh
|
||||
GetRayCollisionTriangle :: proc(ray: Ray, p1, p2, p3: Vector3) -> RayCollision --- // Get collision info between ray and triangle
|
||||
GetRayCollisionQuad :: proc(ray: Ray, p1, p2, p3, p4: Vector3) -> RayCollision --- // Get collision info between ray and quad
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Audio Loading and Playing Functions (Module: audio)
|
||||
@@ -1377,33 +1480,34 @@ foreign lib {
|
||||
UnloadWaveSamples :: proc(samples: [^]f32) --- // Unload samples data loaded with LoadWaveSamples()
|
||||
|
||||
// Music management functions
|
||||
LoadMusicStream :: proc(fileName: cstring) -> Music --- // Load music stream from file
|
||||
LoadMusicStream :: proc(fileName: cstring) -> Music --- // Load music stream from file
|
||||
LoadMusicStreamFromMemory :: proc(fileType: cstring, data: rawptr, dataSize: c.int) -> Music --- // Load music stream from data
|
||||
UnloadMusicStream :: proc(music: Music) --- // Unload music stream
|
||||
PlayMusicStream :: proc(music: Music) --- // Start music playing
|
||||
IsMusicPlaying :: proc(music: Music) -> bool --- // Check if music is playing
|
||||
UpdateMusicStream :: proc(music: Music) --- // Updates buffers for music streaming
|
||||
StopMusicStream :: proc(music: Music) --- // Stop music playing
|
||||
PauseMusicStream :: proc(music: Music) --- // Pause music playing
|
||||
ResumeMusicStream :: proc(music: Music) --- // Resume playing paused music
|
||||
SetMusicVolume :: proc(music: Music, volume: f32) --- // Set volume for music (1.0 is max level)
|
||||
SetMusicPitch :: proc(music: Music, pitch: f32) --- // Set pitch for a music (1.0 is base level)
|
||||
GetMusicTimeLength :: proc(music: Music) -> f32 --- // Get music time length (in seconds)
|
||||
GetMusicTimePlayed :: proc(music: Music) -> f32 --- // Get current music time played (in seconds)
|
||||
UnloadMusicStream :: proc(music: Music) --- // Unload music stream
|
||||
PlayMusicStream :: proc(music: Music) --- // Start music playing
|
||||
IsMusicStreamPlaying :: proc(music: Music) -> bool --- // Check if music is playing
|
||||
UpdateMusicStream :: proc(music: Music) --- // Updates buffers for music streaming
|
||||
StopMusicStream :: proc(music: Music) --- // Stop music playing
|
||||
PauseMusicStream :: proc(music: Music) --- // Pause music playing
|
||||
ResumeMusicStream :: proc(music: Music) --- // Resume playing paused music
|
||||
SeekMusicStream :: proc(music: Music, position: f32) --- // Seek music to a position (in seconds)
|
||||
SetMusicVolume :: proc(music: Music, volume: f32) --- // Set volume for music (1.0 is max level)
|
||||
SetMusicPitch :: proc(music: Music, pitch: f32) --- // Set pitch for a music (1.0 is base level)
|
||||
GetMusicTimeLength :: proc(music: Music) -> f32 --- // Get music time length (in seconds)
|
||||
GetMusicTimePlayed :: proc(music: Music) -> f32 --- // Get current music time played (in seconds)
|
||||
|
||||
// AudioStream management functions
|
||||
InitAudioStream :: proc(sampleRate, sampleSize, channels: c.uint) -> AudioStream --- // Init audio stream (to stream raw audio pcm data)
|
||||
UpdateAudioStream :: proc(stream: AudioStream, data: rawptr, samplesCount: c.int) --- // Update audio stream buffers with data
|
||||
CloseAudioStream :: proc(stream: AudioStream) --- // Close audio stream and free memory
|
||||
IsAudioStreamProcessed :: proc(stream: AudioStream) -> AudioStream --- // Check if any audio stream buffers requires refill
|
||||
PlayAudioStream :: proc(stream: AudioStream) --- // Play audio stream
|
||||
PauseAudioStream :: proc(stream: AudioStream) --- // Pause audio stream
|
||||
ResumeAudioStream :: proc(stream: AudioStream) --- // Resume audio stream
|
||||
IsAudioStreamPlaying :: proc(stream: AudioStream) -> AudioStream --- // Check if audio stream is playing
|
||||
StopAudioStream :: proc(stream: AudioStream) --- // Stop audio stream
|
||||
SetAudioStreamVolume :: proc(stream: AudioStream, volume: f32) --- // Set volume for audio stream (1.0 is max level)
|
||||
SetAudioStreamPitch :: proc(stream: AudioStream, pitch: f32) --- // Set pitch for audio stream (1.0 is base level)
|
||||
SetAudioStreamBufferSizeDefault :: proc(size: c.int) --- // Default size for new audio streams
|
||||
LoadAudioStream :: proc(sampleRate, sampleSize, channels: c.uint) -> AudioStream --- // Load audio stream (to stream raw audio pcm data)
|
||||
UnloadAudioStream :: proc(stream: AudioStream) --- // Unload audio stream and free memory
|
||||
UpdateAudioStream :: proc(stream: AudioStream, data: rawptr, frameCount: c.int) --- // Update audio stream buffers with data
|
||||
IsAudioStreamProcessed :: proc(stream: AudioStream) -> bool --- // Check if any audio stream buffers requires refill
|
||||
PlayAudioStream :: proc(stream: AudioStream) --- // Play audio stream
|
||||
PauseAudioStream :: proc(stream: AudioStream) --- // Pause audio stream
|
||||
ResumeAudioStream :: proc(stream: AudioStream) --- // Resume audio stream
|
||||
IsAudioStreamPlaying :: proc(stream: AudioStream) -> bool --- // Check if audio stream is playing
|
||||
StopAudioStream :: proc(stream: AudioStream) --- // Stop audio stream
|
||||
SetAudioStreamVolume :: proc(stream: AudioStream, volume: f32) --- // Set volume for audio stream (1.0 is max level)
|
||||
SetAudioStreamPitch :: proc(stream: AudioStream, pitch: f32) --- // Set pitch for audio stream (1.0 is base level)
|
||||
SetAudioStreamBufferSizeDefault :: proc(size: c.int) --- // Default size for new audio streams
|
||||
}
|
||||
|
||||
|
||||
|
||||
124
vendor/raylib/rlgl.odin
vendored
124
vendor/raylib/rlgl.odin
vendored
@@ -14,10 +14,11 @@ when ODIN_OS == "windows" {
|
||||
when ODIN_OS == "linux" { foreign import lib "linux/libraylib.a" }
|
||||
when ODIN_OS == "darwin" { foreign import lib "macos/libraylib.a" }
|
||||
|
||||
GRAPHICS_API_OPENGL_11 :: false
|
||||
GRAPHICS_API_OPENGL_21 :: true
|
||||
GRAPHICS_API_OPENGL_33 :: GRAPHICS_API_OPENGL_21
|
||||
GRAPHICS_API_OPENGL_11 :: false
|
||||
GRAPHICS_API_OPENGL_21 :: true
|
||||
GRAPHICS_API_OPENGL_33 :: GRAPHICS_API_OPENGL_21
|
||||
GRAPHICS_API_OPENGL_ES2 :: false
|
||||
GRAPHICS_API_OPENGL_43 :: false
|
||||
|
||||
when !GRAPHICS_API_OPENGL_ES2 {
|
||||
// This is the maximum amount of elements (quads) per batch
|
||||
@@ -35,24 +36,20 @@ DEFAULT_BATCH_DRAWCALLS :: 256 // Default number of batc
|
||||
MAX_BATCH_ACTIVE_TEXTURES :: 4 // Maximum number of additional textures that can be activated on batch drawing (SetShaderValueTexture())
|
||||
|
||||
// Internal Matrix stack
|
||||
MAX_MATRIX_STACK_SIZE :: 32 // Maximum size of Matrix stack
|
||||
MAX_MATRIX_STACK_SIZE :: 32 // Maximum size of Matrix stack
|
||||
|
||||
// Vertex buffers id limit
|
||||
MAX_MESH_VERTEX_BUFFERS :: 7 // Maximum vertex buffers (VBO) per mesh
|
||||
|
||||
// Shader and material limits
|
||||
MAX_SHADER_LOCATIONS :: 32 // Maximum number of shader locations supported
|
||||
MAX_MATERIAL_MAPS :: 12 // Maximum number of shader maps supported
|
||||
// Shader limits
|
||||
MAX_SHADER_LOCATIONS :: 32 // Maximum number of shader locations supported
|
||||
|
||||
// Projection matrix culling
|
||||
RL_CULL_DISTANCE_NEAR :: 0.01 // Default near cull distance
|
||||
RL_CULL_DISTANCE_FAR :: 1000.0 // Default far cull distance
|
||||
RL_CULL_DISTANCE_NEAR :: 0.01 // Default near cull distance
|
||||
RL_CULL_DISTANCE_FAR :: 1000.0 // Default far cull distance
|
||||
|
||||
// Texture parameters (equivalent to OpenGL defines)
|
||||
RL_TEXTURE_WRAP_S :: 0x2802 // GL_TEXTURE_WRAP_S
|
||||
RL_TEXTURE_WRAP_T :: 0x2803 // GL_TEXTURE_WRAP_T
|
||||
RL_TEXTURE_MAG_FILTER :: 0x2800 // GL_TEXTURE_MAG_FILTER
|
||||
RL_TEXTURE_MIN_FILTER :: 0x2801 // GL_TEXTURE_MIN_FILTER
|
||||
RL_TEXTURE_WRAP_S :: 0x2802 // GL_TEXTURE_WRAP_S
|
||||
RL_TEXTURE_WRAP_T :: 0x2803 // GL_TEXTURE_WRAP_T
|
||||
RL_TEXTURE_MAG_FILTER :: 0x2800 // GL_TEXTURE_MAG_FILTER
|
||||
RL_TEXTURE_MIN_FILTER :: 0x2801 // GL_TEXTURE_MIN_FILTER
|
||||
|
||||
RL_TEXTURE_FILTER_NEAREST :: 0x2600 // GL_NEAREST
|
||||
RL_TEXTURE_FILTER_LINEAR :: 0x2601 // GL_LINEAR
|
||||
@@ -68,18 +65,34 @@ RL_TEXTURE_WRAP_MIRROR_REPEAT :: 0x8370 // GL_MIRRORED_REPEAT
|
||||
RL_TEXTURE_WRAP_MIRROR_CLAMP :: 0x8742 // GL_MIRROR_CLAMP_EXT
|
||||
|
||||
// Matrix modes (equivalent to OpenGL)
|
||||
RL_MODELVIEW :: 0x1700 // GL_MODELVIEW
|
||||
RL_PROJECTION :: 0x1701 // GL_PROJECTION
|
||||
RL_TEXTURE :: 0x1702 // GL_TEXTURE
|
||||
RL_MODELVIEW :: 0x1700 // GL_MODELVIEW
|
||||
RL_PROJECTION :: 0x1701 // GL_PROJECTION
|
||||
RL_TEXTURE :: 0x1702 // GL_TEXTURE
|
||||
|
||||
// Primitive assembly draw modes
|
||||
RL_LINES :: 0x0001 // GL_LINES
|
||||
RL_TRIANGLES :: 0x0004 // GL_TRIANGLES
|
||||
RL_QUADS :: 0x0007 // GL_QUADS
|
||||
RL_LINES :: 0x0001 // GL_LINES
|
||||
RL_TRIANGLES :: 0x0004 // GL_TRIANGLES
|
||||
RL_QUADS :: 0x0007 // GL_QUADS
|
||||
|
||||
// GL equivalent data types
|
||||
RL_UNSIGNED_BYTE :: 0x1401 // GL_UNSIGNED_BYTE
|
||||
RL_f32 :: 0x1406 // GL_f32
|
||||
RL_UNSIGNED_BYTE :: 0x1401 // GL_UNSIGNED_BYTE
|
||||
RL_FLOAT :: 0x1406 // GL_FLOAT
|
||||
|
||||
// Buffer usage hint
|
||||
RL_STREAM_DRAW :: 0x88E0 // GL_STREAM_DRAW
|
||||
RL_STREAM_READ :: 0x88E1 // GL_STREAM_READ
|
||||
RL_STREAM_COPY :: 0x88E2 // GL_STREAM_COPY
|
||||
RL_STATIC_DRAW :: 0x88E4 // GL_STATIC_DRAW
|
||||
RL_STATIC_READ :: 0x88E5 // GL_STATIC_READ
|
||||
RL_STATIC_COPY :: 0x88E6 // GL_STATIC_COPY
|
||||
RL_DYNAMIC_DRAW :: 0x88E8 // GL_DYNAMIC_DRAW
|
||||
RL_DYNAMIC_READ :: 0x88E9 // GL_DYNAMIC_READ
|
||||
RL_DYNAMIC_COPY :: 0x88EA // GL_DYNAMIC_COPY
|
||||
|
||||
// GL Shader type
|
||||
RL_FRAGMENT_SHADER :: 0x8B30 // GL_FRAGMENT_SHADER
|
||||
RL_VERTEX_SHADER :: 0x8B31 // GL_VERTEX_SHADER
|
||||
RL_COMPUTE_SHADER :: 0x91B9 // GL_COMPUTE_SHADER
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
@@ -230,26 +243,29 @@ foreign lib {
|
||||
// Framebuffer state
|
||||
rlEnableFramebuffer :: proc(id: u32) --- // Enable render texture (fbo)
|
||||
rlDisableFramebuffer :: proc() --- // Disable render texture (fbo), return to default framebuffer
|
||||
rlActiveDrawBuffers :: proc(count: c.int) --- // Activate multiple draw color buffers
|
||||
|
||||
// General render state
|
||||
rlEnableDepthTest :: proc() --- // Enable depth test
|
||||
rlDisableDepthTest :: proc() --- // Disable depth test
|
||||
rlEnableDepthMask :: proc() --- // Enable depth write
|
||||
rlDisableDepthMask :: proc() --- // Disable depth write
|
||||
rlEnableBackfaceCulling :: proc() --- // Enable backface culling
|
||||
rlDisableBackfaceCulling :: proc() --- // Disable backface culling
|
||||
rlEnableScissorTest :: proc() --- // Enable scissor test
|
||||
rlDisableScissorTest :: proc() --- // Disable scissor test
|
||||
rlScissor :: proc(x, y, width, height: c.int) --- // Scissor test
|
||||
rlEnableWireMode :: proc() --- // Enable wire mode
|
||||
rlDisableWireMode :: proc() --- // Disable wire mode
|
||||
rlSetLineWidth :: proc(width: f32) --- // Set the line drawing width
|
||||
rlGetLineWidth :: proc() -> f32 --- // Get the line drawing width
|
||||
rlEnableSmoothLines :: proc() --- // Enable line aliasing
|
||||
rlDisableSmoothLines :: proc() --- // Disable line aliasing
|
||||
rlEnableStereoRender :: proc() --- // Enable stereo rendering
|
||||
rlDisableStereoRender :: proc() --- // Disable stereo rendering
|
||||
rlIsStereoRenderEnabled :: proc() -> bool --- // Check if stereo render is enabled
|
||||
rlEnableColorBlend :: proc() --- // Enable color blending
|
||||
rlDisableColorBlend :: proc() --- // Disable color blending
|
||||
rlEnableDepthTest :: proc() --- // Enable depth test
|
||||
rlDisableDepthTest :: proc() --- // Disable depth test
|
||||
rlEnableDepthMask :: proc() --- // Enable depth write
|
||||
rlDisableDepthMask :: proc() --- // Disable depth write
|
||||
rlEnableBackfaceCulling :: proc() --- // Enable backface culling
|
||||
rlDisableBackfaceCulling :: proc() --- // Disable backface culling
|
||||
rlEnableScissorTest :: proc() --- // Enable scissor test
|
||||
rlDisableScissorTest :: proc() --- // Disable scissor test
|
||||
rlScissor :: proc(x, y, width, height: c.int) --- // Scissor test
|
||||
rlEnableWireMode :: proc() --- // Enable wire mode
|
||||
rlDisableWireMode :: proc() --- // Disable wire mode
|
||||
rlSetLineWidth :: proc(width: f32) --- // Set the line drawing width
|
||||
rlGetLineWidth :: proc() -> f32 --- // Get the line drawing width
|
||||
rlEnableSmoothLines :: proc() --- // Enable line aliasing
|
||||
rlDisableSmoothLines :: proc() --- // Disable line aliasing
|
||||
rlEnableStereoRender :: proc() --- // Enable stereo rendering
|
||||
rlDisableStereoRender :: proc() --- // Disable stereo rendering
|
||||
rlIsStereoRenderEnabled :: proc() -> bool --- // Check if stereo render is enabled
|
||||
|
||||
rlClearColor :: proc(r, g, b, a: u8) --- // Clear color buffer with color
|
||||
rlClearScreenBuffers :: proc() --- // Clear used screen buffers (color and depth)
|
||||
@@ -268,8 +284,9 @@ foreign lib {
|
||||
rlGetFramebufferWidth :: proc() -> c.int --- // Get default framebuffer width
|
||||
rlGetFramebufferHeight :: proc() -> c.int --- // Get default framebuffer height
|
||||
|
||||
rlGetShaderDefault :: proc() -> Shader --- // Get default shader
|
||||
rlGetTextureDefault :: proc() -> Texture2D --- // Get default texture
|
||||
rlGetTextureIdDefault :: proc() -> u32 --- // Get default texture id
|
||||
rlGetShaderIdDefault :: proc() -> u32 --- // Get default shader id
|
||||
rlGetShaderLocsDefault :: proc() -> [^]i32 --- // Get default shader locations
|
||||
|
||||
// Render batch management
|
||||
// NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode
|
||||
@@ -305,6 +322,7 @@ foreign lib {
|
||||
rlLoadTextureCubemap :: proc(data: rawptr, size: c.int, format: c.int) -> u32 --- // Load texture cubemap
|
||||
rlUpdateTexture :: proc(id: u32, offsetX, offsetY, width, height: c.int, format: c.int, data: rawptr) --- // Update GPU texture with new data
|
||||
rlGetGlTextureFormats :: proc(format: c.int, glInternalFormat: ^u32, glFormat: ^u32, glType: ^u32) --- // Get OpenGL internal formats
|
||||
rlGetPixelFormatName :: proc(format: PixelFormat) -> cstring --- // Get name string for pixel format
|
||||
rlUnloadTexture :: proc(id: u32) --- // Unload texture from GPU memory
|
||||
rlGenerateMipmaps :: proc(texture: ^Texture2D) --- // Generate mipmap data for selected texture
|
||||
rlReadTexturePixels :: proc(texture: Texture2D) -> rawptr --- // Read texture pixel data
|
||||
@@ -328,6 +346,24 @@ foreign lib {
|
||||
rlSetUniformSampler :: proc(locIndex: c.int, textureId: u32) --- // Set shader value sampler
|
||||
rlSetShader :: proc(shader: Shader) --- // Set shader currently active
|
||||
|
||||
// Compute shader management
|
||||
rlLoadComputeShaderProgram :: proc(shaderId: u32) -> u32 --- // Load compute shader program
|
||||
rlComputeShaderDispatch :: proc(groupX, groupY, groupZ: u32) --- // Dispatch compute shader (equivalent to *draw* for graphics pilepine)
|
||||
|
||||
|
||||
// Shader buffer storage object management (ssbo)
|
||||
rlLoadShaderBuffer :: proc(size: u64, data: rawptr, usageHint: c.int) -> u32 --- // Load shader storage buffer object (SSBO)
|
||||
rlUnloadShaderBuffer :: proc(ssboId: u32) --- // Unload shader storage buffer object (SSBO)
|
||||
rlUpdateShaderBufferElements :: proc(id: u32, data: rawptr, dataSize: u64, offset: u64) --- // Update SSBO buffer data
|
||||
rlGetShaderBufferSize :: proc(id: u32) -> u64 --- // Get SSBO buffer size
|
||||
rlReadShaderBufferElements :: proc(id: u32, dest: rawptr, count: u64, offset: u64) --- // Bind SSBO buffer
|
||||
rlBindShaderBuffer :: proc(id: u32, index: u32) --- // Copy SSBO buffer data
|
||||
|
||||
// Buffer management
|
||||
rlCopyBuffersElements :: proc(destId, srcId: u32, destOffset, srcOffset: u64, count: u64) --- // Copy SSBO buffer data
|
||||
rlBindImageTexture :: proc(id: u32, index: u32, format: u32, readonly: b32) --- // Bind image texture
|
||||
|
||||
|
||||
// Matrix state management
|
||||
rlGetMatrixModelview :: proc() -> Matrix --- // Get internal modelview matrix
|
||||
rlGetMatrixProjection :: proc() -> Matrix --- // Get internal projection matrix
|
||||
|
||||
Reference in New Issue
Block a user