Commit Graph

462 Commits

Author SHA1 Message Date
Reece Mackie
e44eae3cd5 Changes without CLion mess (#916) 2019-07-27 11:53:00 +02:00
Ray
8e870f0eda Try to support stack matrices on models drawing
Not working yet... :(
2019-07-24 22:40:12 +02:00
raysan5
a386cedae6 Review extensions loading and freeing 2019-07-12 14:36:20 +02:00
Ray
65a21ab416 Renamed screenWidth & screenHeight 2019-06-19 16:01:47 +02:00
Ray
1b249ac1e1 Define some globals 2019-06-19 15:43:35 +02:00
Shiqing
5baab54f93 Fix vertex padding not zeroed for quads, close #891 2019-06-15 13:51:56 +08:00
Ray
498c172d8e Review function prototype 2019-06-06 11:38:45 +02:00
Ray
3f7b14aeed Corrected web issue 2019-05-14 18:02:11 +02:00
Ray
97c8a28aaa Remove trail spaces 2019-05-08 18:33:09 +02:00
raysan5
40940f4398 Some formatting review 2019-04-28 16:45:23 +02:00
raysan5
7c10f971c1 Expose enable/disable backface culling
Some tweaks on BeginVrDrawing()
2019-04-28 16:03:59 +02:00
raysan5
e8c413b7cd Review UWP implementation
Basically, formating review and some variables naming to follow raylib conventions.
2019-04-27 22:47:03 +02:00
Reece Mackie
2de1f31821 UWP Support Overhaul (#819)
* Working build

* Fix build again, stop deleting files

* Hotfix crash, needs investigating

* Remove VS2015.UWP, I cannot update the project

* Lots of UWP work, added keyboard and mouse press support. Still need to finish scroll wheel, mouse position and cursor hiding, plus other stuff that I haven't seen yet.

* Implemented a ton more things, added BaseApp.h to provide common code to UWP apps.

* Remove constant window dimensions

* Enable and Disable cursor support.

* Actually use mouse delta

* Gamepad Support

* Cleaning and small tweaks

* Restore original example.

* Update comment

* Use 'Messages' to handle the cursor functions so code is more portable.

* Comment

* Comment unused message fields and use vector for mouse pos instead.

* Move messages to utils.h and use messages for everything. No more plat-specific code in raylib.h

* Working build

* Fix build again, stop deleting files

* Hotfix crash, needs investigating

* Remove VS2015.UWP, I cannot update the project

* Lots of UWP work, added keyboard and mouse press support. Still need to finish scroll wheel, mouse position and cursor hiding, plus other stuff that I haven't seen yet.

* Implemented a ton more things, added BaseApp.h to provide common code to UWP apps.

* Remove constant window dimensions

* Enable and Disable cursor support.

* Actually use mouse delta

* Gamepad Support

* Cleaning and small tweaks

* Restore original example.

* Update comment

* Use 'Messages' to handle the cursor functions so code is more portable.

* Comment

* Comment unused message fields and use vector for mouse pos instead.

* Move messages to utils.h and use messages for everything. No more plat-specific code in raylib.h

* Tested some desktop stuff and added projection matrix updates for window resizing.

* Fixed big bad mouse bug

* Fix alt buttons and add hack to combat flickery key presses (far from perfect)

* Remove debug code

* Final commit

* Well, so I thought

* Wow, i am bad

* Remove packages folder

* Remove useless include

* Apply requested changes and fix linux build

* Try to stop packages folder

* Have we fixed the formatting properly?

* Third time's the charm?

* Where did this come from?

* Re-fix

* Autoformat is gonna kill

* Fixed XBOX ONE Support

* Fix tabs
2019-04-27 20:33:51 +02:00
Ray
0c567cd259 WARNING: Issues on web building
Found some issues when building for web using latest emscripten 1.38.30, traced the error and found that eglGetProcAdress does not return function pointers for VAO functionality, supported by extension.

It requires more investigation but now it works (avoiding VAO usage)
2019-04-23 18:10:38 +02:00
Ray
4ad81ba2d4 Alloc custom allocators on standalone mode 2019-04-23 15:14:15 +02:00
Ray
87b75a6c95 Review issues on OpenGL 1.1 2019-04-23 15:12:08 +02:00
Ray
e67ebabb02 Support custom memory management macros
Users can define their custom memory management macros.

NOTE: Most external libraries support custom macros in the same way, raylib should redefine those macros to raylib ones, to unify custom memory loading. That redefinition is only implemented as example for stb_image.h in [textures] module.
2019-04-23 14:55:35 +02:00
Ray
2249f12304 Expose rlgl functions on shared libraries 2019-04-22 18:25:30 +02:00
Ray
01367fcb1e Review cubemap generation 2019-04-11 16:11:54 +02:00
Ray
a28dfd4a7b Corrected standalone usage 2019-04-11 15:54:10 +02:00
Ray
5bfa675350 Review VR simulator mechanism
- No default VR device parameteres inside raylib
- VR device parameter should be provided by user
- VR distortion shader should be provided by user
2019-04-11 13:53:01 +02:00
ChillerDragon
f21761fbbb Happy new year 2019 2019-04-07 17:49:12 +02:00
Ray
9282b8ba83 ADDED: SetShaderValueTexture()
Some tweaks
2019-04-05 17:08:46 +02:00
Ray
c600dd0766 Review PBR shaders
Issue was related to vertex tangent attibutes not uploaded to GPU, a quick solution was implemented for new vertex attributes loading for already existing meshes... I don't like it specially but it will work for now.
2019-04-05 16:43:09 +02:00
Ray
a728376cdf Rename enum type 2019-04-05 13:13:10 +02:00
Ray
a103086443 Removed trail spaces 2019-04-04 13:50:52 +02:00
Ray
22dece2935 Animated vertex renaming 2019-04-04 13:32:17 +02:00
Ray
f1cbdd6b3a Corrected some issues
- Support compiling for OpenGL 1.1
- Free meshes/materials memory after usage...
2019-04-01 18:22:56 +02:00
Ray
876c64b1e5 WARNING: This could break something
If we have no data to update/draw, we avoid update/draw. On `DrawBuffersDefault()` if no vertes data is available nothing is drawn but some globals: vertexData, projection, modelview, draws... are reseted.

There shouldn't be any problem if we don't touch those globals in case no vertex have been processed but, just in case, I warn about it.
2019-03-29 12:27:50 +01:00
Ray
186d34827a Align LINES and TRIANGLES drawing
When drawing LINES or TRIANGLES, vertex are accumulated in same buffer as QUADS and new draw calls are registered but QUADS drawing uses an index buffer for optimization, so, when adding LINES/TRIANGLES vertices we need to make sure next draw calls for QUADS keep aligned with indices buffer.

To get that we just add some alignment vertex at the end of the LINES/TRIANGLES draw calls, to make them multiple of 4 vertex.
2019-03-28 18:05:32 +01:00
Ray
477ea4d660 Support external config flags 2019-03-12 16:00:26 +01:00
Ray
36fa0207f2 Some spacing review 2019-02-28 23:06:37 +01:00
Ray
d679a97e92 Removed some NULL pointer checks 2019-02-28 18:39:58 +01:00
Ray
b570b32337 Added some comments on #594 2019-02-28 16:28:49 +01:00
Ray
374811c440 Change ternary operator formatting 2019-02-22 13:13:11 +01:00
Ray
641895b5ba Remove end-line spaces 2019-02-21 18:45:19 +01:00
Ray
366313bfd0 Update rlgl.h 2019-02-06 18:07:34 +01:00
Ray
68a2bf0e6b Update rlgl.h 2019-02-06 17:35:26 +01:00
Ray
7370ae7b82 Update rlgl.h 2019-02-06 16:51:36 +01:00
Ray
d356b1d1cc Reviewed fbo creation and VR system 2019-02-06 14:21:44 +01:00
Ray
db56d432e4 ADDED: rlLoadTextureDepth()
REDESIGNED: rlLoadRenderTexture()
ADDED: rlRenderTextureAttach()
ADDED: rlRenderTextureComplete()
2019-02-04 16:28:17 +01:00
Ray
fce48e85f4 ADDED: LoadTextureCubemap()
Probably uncomplete, not tested yet...
2019-02-04 13:27:36 +01:00
Marco Lizza
aaced97b12 Fixing badly (redefined) enums. 2019-01-21 10:02:53 +01:00
Marco Lizza
c1c801e5c3 Reworking log level as incremental. 2019-01-20 22:22:21 +01:00
Ray
ced7321089 Readded alpha clear to rlReadScreenPixels()
When capturing framebuffer, if some element with transparency has been drawn, it retrieves that data... it could be a bit annoying in some situations because we could expect color compositing with background color... It depends on the situation and our needs... but most of the time we don't want that transparency on screenshots.
2019-01-16 10:04:59 +01:00
Ray
f1bcc131dc Let user choose to clear scissor area 2019-01-15 12:08:11 +01:00
Ray
49a69e3e27 Allow capturing transparent background 2019-01-11 18:55:04 +01:00
Ray
64fd131ed5 Some improvements on SetShaderValue()
- Unsigned int not supported on OpenGL ES 2.0 -> Removed
- Reorganized enum -> Removed BOOL (not uniformType)
- Support sample2D uniform type
2019-01-10 12:28:23 +01:00
Ray
55f8dbc755 WARNING: Redesigned SetShaderValue() 2019-01-10 11:25:26 +01:00
Ray
35bcbd1b60 Merge pull request #718 from MarcoLizza/shaders-uniforms-array
Shaders uniforms array
2019-01-09 17:01:59 +01:00