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https://github.com/raysan5/raylib.git
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Big batch of changes! Check description:
Support multiple texture formats (uncompressed and compressed) Postprocessing shaders support Model struct redefined and improved Extended loading functions for Textures and Models Simplified functions: DrawPlane(), DrawQuad() Deleted functions: DrawPlaneEx(), DrawGizmoEx() Now Text module only depends on Textures module Shapes: Reviewed functions to low lines/triangles usage Removed useless tabs and spaces around code
This commit is contained in:
55
src/raylib.h
55
src/raylib.h
@@ -1,6 +1,6 @@
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/**********************************************************************************************
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*
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* raylib 1.2 (www.raylib.com)
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* raylib 1.3.0 (www.raylib.com)
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*
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* A simple and easy-to-use library to learn videogames programming
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*
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@@ -199,6 +199,14 @@ typedef struct Vector3 {
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float z;
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} Vector3;
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// Matrix type (OpenGL style 4x4 - right handed, column major)
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typedef struct Matrix {
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float m0, m4, m8, m12;
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float m1, m5, m9, m13;
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float m2, m6, m10, m14;
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float m3, m7, m11, m15;
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} Matrix;
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// Color type, RGBA (32bit)
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typedef struct Color {
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unsigned char r;
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@@ -258,24 +266,27 @@ typedef struct Camera {
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typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
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// Vertex data definning a mesh
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// NOTE: If using OpenGL 1.1, data loaded in CPU; if OpenGL 3.3+ data loaded in GPU (vaoId)
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typedef struct VertexData {
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int vertexCount;
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float *vertices; // 3 components per vertex
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float *texcoords; // 2 components per vertex
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float *normals; // 3 components per vertex
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unsigned char *colors; // 4 components per vertex
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unsigned int vaoId;
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unsigned int vboId[4];
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} VertexData;
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// Shader type
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typedef struct Shader {
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unsigned int id; // Shader program id
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// Variable attributes
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unsigned int vertexLoc; // Vertex attribute location point (vertex shader)
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unsigned int texcoordLoc; // Texcoord attribute location point (vertex shader)
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unsigned int normalLoc; // Normal attribute location point (vertex shader)
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unsigned int colorLoc; // Color attibute location point (vertex shader)
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// Uniforms
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unsigned int projectionLoc; // Projection matrix uniform location point (vertex shader)
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unsigned int modelviewLoc; // ModeView matrix uniform location point (vertex shader)
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@@ -284,14 +295,11 @@ typedef struct Shader {
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} Shader;
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// 3d Model type
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// NOTE: If using OpenGL 1.1, loaded in CPU (mesh); if OpenGL 3.3+ loaded in GPU (vaoId)
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typedef struct Model {
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VertexData mesh;
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unsigned int vaoId;
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unsigned int vboId[4];
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Matrix transform;
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Texture2D texture;
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Shader shader;
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//Matrix transform;
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} Model;
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// Ray type (useful for raycast)
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@@ -315,6 +323,24 @@ typedef struct Wave {
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short channels;
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} Wave;
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// Texture formats (support depends on OpenGL version)
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typedef enum {
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UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
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UNCOMPRESSED_R5G6B5, // 16 bpp
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UNCOMPRESSED_R8G8B8, // 24 bpp
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UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
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UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
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UNCOMPRESSED_R8G8B8A8, // 32 bpp
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COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
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COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
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COMPRESSED_DXT3_RGBA, // 8 bpp
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COMPRESSED_DXT5_RGBA, // 8 bpp
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COMPRESSED_ETC1_RGB, // 4 bpp
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COMPRESSED_ETC2_RGB, // 4 bpp
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COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
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/*COMPRESSED_ASTC_RGBA_4x4*/ // 8 bpp
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} TextureFormat;
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#ifdef __cplusplus
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extern "C" { // Prevents name mangling of functions
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#endif
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@@ -366,8 +392,7 @@ Camera UpdateCamera(Vector3 *position); // Update camera wit
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void SetConfigFlags(char flags); // Enable some window configurations
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void ShowLogo(void); // Activates raylib logo at startup (can be done with flags)
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void InitPostShader(void); // Initialize fullscreen postproduction shaders system
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void SetPostShader(unsigned int shader); // Set fullscreen postproduction shader
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void SetPostproShader(Shader shader); // Set fullscreen postproduction shader
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Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Gives the rayTrace from mouse position
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@@ -448,6 +473,7 @@ bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2
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Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM)
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Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource)
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Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory
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Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat, int mipmapCount, bool genMipmaps); // Load a texture from raw data into GPU memory
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Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
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Texture2D LoadTextureFromImage(Image image, bool genMipmaps); // Load a texture from image data (and generate mipmaps)
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Texture2D CreateTexture(Image image, bool genMipmaps); // [DEPRECATED] Same as LoadTextureFromImage()
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@@ -490,19 +516,18 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
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void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
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void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
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void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
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void DrawQuad(Vector3 vertices[4], Vector2 textcoords[4], Vector3 normals[4], Color colors[4]); // Draw a quad
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void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color); // Draw a plane
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void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX, int slicesZ, Color color); // Draw a plane with divisions
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void DrawRay(Ray ray, Color color);
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void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
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void DrawQuad(Vector3 v1, Vector3 v2, Vector3 v3, Vector3 v4, Color color); // Draw a quad
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void DrawRay(Ray ray, Color color); // Draw a ray line
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void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
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void DrawGizmo(Vector3 position); // Draw simple gizmo
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void DrawGizmoEx(Vector3 position, Vector3 rotation, float scale); // Draw gizmo with extended parameters
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//DrawTorus(), DrawTeapot() are useless...
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//------------------------------------------------------------------------------------
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// Model 3d Loading and Drawing Functions (Module: models)
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//------------------------------------------------------------------------------------
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Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
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Model LoadModelEx(VertexData data); // Load a 3d model (from vertex data)
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//Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource)
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Model LoadHeightmap(Image heightmap, float maxHeight); // Load a heightmap image as a 3d model
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Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
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@@ -517,7 +542,7 @@ void DrawModelWires(Model model, Vector3 position, float scale, Color color);
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void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
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void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
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Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader (vertex shader + fragment shader)
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Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader (vertex shader + fragment shader)
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bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB);
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bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2);
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