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26
CHANGELOG
26
CHANGELOG
@@ -1,11 +1,35 @@
|
||||
changelog
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||||
---------
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||||
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Current Release: raylib 1.0.4 (January 2014)
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Current Release: raylib 1.0.6 (March 2014)
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||||
|
||||
NOTE: Only versions marked as 'Release' are available on release folder, updates are only available as source.
|
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NOTE: Current Release includes all previous updates.
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-----------------------------------------------
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||||
Release: raylib 1.0.6 (16 March 2014)
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-----------------------------------------------
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[core] Removed unused lighting-system code
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[core] Removed SetPerspective() function, calculated directly
|
||||
[core] Unload and reload default font on fullscreen toggle
|
||||
[core] Corrected bug gamepad buttons checking if no gamepad available
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||||
[texture] DrawTextureV() - Added, to draw using Vector2 for position
|
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[texture] LoadTexture() - Redesigned, now uses LoadImage() + CreateTexture()
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||||
[text] FormatText() - Corrected memory leak bug
|
||||
[models] Added Matrix struct and related functions
|
||||
[models] DrawBillboard() - Reviewed, now it works!
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||||
[models] DrawBillboardRec() - Reviewed, now it works!
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||||
[tests] Added folder with multiple tests for new functions
|
||||
|
||||
-----------------------------------------------
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||||
Update: raylib 1.0.5 (28 January 2014)
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||||
-----------------------------------------------
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||||
[audio] LoadSound() - Corrected a bug, WAV file was not closed!
|
||||
[core] GetMouseWheelMove() - Added, check mouse wheel Y movement
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||||
[texture] CreateTexture2D() renamed to CreateTexture()
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||||
[models] LoadHeightmap() - Added, Heightmap can be loaded as a Model
|
||||
[tool] rREM updated, now supports (partially) drag and drop of files
|
||||
|
||||
-----------------------------------------------
|
||||
Release: raylib 1.0.4 (23 January 2014)
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||||
-----------------------------------------------
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||||
|
@@ -11,12 +11,6 @@
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||||
|
||||
#include "raylib.h"
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||||
|
||||
// Useful function for fade-ins and fade-outs
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Color Fade(Color col, float alpha)
|
||||
{
|
||||
return (Color){col.r, col.g, col.b, col.a*alpha};
|
||||
}
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
|
@@ -1,6 +1,6 @@
|
||||
/*********************************************************************************************
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||||
*
|
||||
* raylib 1.0.4 (www.raylib.com)
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||||
* raylib 1.0.6 (www.raylib.com)
|
||||
*
|
||||
* A simple and easy-to-use library to learn videogames programming
|
||||
*
|
||||
@@ -65,6 +65,7 @@
|
||||
#define KEY_SPACE 32
|
||||
#define KEY_ESCAPE 256
|
||||
#define KEY_ENTER 257
|
||||
#define KEY_BACKSPACE 259
|
||||
#define KEY_RIGHT 262
|
||||
#define KEY_LEFT 263
|
||||
#define KEY_DOWN 264
|
||||
@@ -278,6 +279,7 @@ bool IsMouseButtonUp(int button); // Detect if a mouse but
|
||||
int GetMouseX(); // Returns mouse position X
|
||||
int GetMouseY(); // Returns mouse position Y
|
||||
Vector2 GetMousePosition(); // Returns mouse position XY
|
||||
int GetMouseWheelMove(); // Returns mouse wheel movement Y
|
||||
|
||||
bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
|
||||
Vector2 GetGamepadMovement(int gamepad); // Return axis movement vector for a gamepad
|
||||
@@ -323,11 +325,12 @@ Image LoadImage(const char *fileName);
|
||||
Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource)
|
||||
Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory
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||||
Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
|
||||
Texture2D CreateTexture2D(Image image); // Create a Texture2D from Image data
|
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Texture2D CreateTexture(Image image); // Create a Texture2D from Image data
|
||||
void UnloadImage(Image image); // Unload image from CPU memory (RAM)
|
||||
void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
|
||||
|
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void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
|
||||
void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
|
||||
void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
|
||||
void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
|
||||
void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters
|
||||
@@ -370,17 +373,13 @@ void DrawGizmo(Vector3 position, bool orbits);
|
||||
//------------------------------------------------------------------------------------
|
||||
Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
|
||||
//Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource)
|
||||
Model LoadHeightmap(Image heightmap, float maxHeight); // Load a heightmap image as a 3d model
|
||||
void UnloadModel(Model model); // Unload 3d model from memory
|
||||
void DrawModel(Model model, Vector3 position, float scale, Color color); // Draw a model
|
||||
void DrawModelEx(Model model, Texture2D texture, Vector3 position, float scale, Color tint); // Draw a textured model
|
||||
void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires
|
||||
|
||||
// NOTE: The following functions work but are incomplete or require some revision
|
||||
// DrawHeightmap is extremely inefficient and can impact performance up to 60%
|
||||
void DrawBillboard(Camera camera, Texture2D texture, Vector3 basePos, float size, Color tint); // REVIEW: Draw a billboard (raylib 1.x)
|
||||
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 basePos, float size, Color tint); // REVIEW: Draw a billboard (raylib 1.x)
|
||||
void DrawHeightmap(Image heightmap, Vector3 centerPos, Vector3 scale, Color color); // REVIEW: Draw heightmap using image map (raylib 1.x)
|
||||
void DrawHeightmapEx(Image heightmap, Texture2D texture, Vector3 centerPos, Vector3 scale, Color tint); // REVIEW: Draw textured heightmap (raylib 1.x)
|
||||
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
|
||||
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Audio Loading and Playing Functions (Module: audio)
|
||||
|
Binary file not shown.
@@ -504,6 +504,8 @@ static Wave LoadWAV(char *fileName)
|
||||
wave.channels = waveFormat.numChannels;
|
||||
wave.bitsPerSample = waveFormat.bitsPerSample;
|
||||
|
||||
fclose(wavFile);
|
||||
|
||||
return wave;
|
||||
}
|
||||
|
||||
|
82
src/core.c
82
src/core.c
@@ -33,7 +33,7 @@
|
||||
#include <stdio.h> // Standard input / output lib
|
||||
#include <stdlib.h> // Declares malloc() and free() for memory management, rand()
|
||||
#include <time.h> // Useful to initialize random seed
|
||||
#include <math.h> // Math related functions, tan() on SetPerspective
|
||||
#include <math.h> // Math related functions, tan() used to set perspective
|
||||
#include "vector3.h" // Basic Vector3 functions
|
||||
#include "utils.h" // WritePNG() function
|
||||
|
||||
@@ -77,6 +77,9 @@ static char currentMouseState[3] = { 0 }; // Required to check if mouse btn pr
|
||||
static char previousGamepadState[32] = {0}; // Required to check if gamepad btn pressed/released once
|
||||
static char currentGamepadState[32] = {0}; // Required to check if gamepad btn pressed/released once
|
||||
|
||||
static int previousMouseWheelY = 0;
|
||||
static int currentMouseWheelY = 0;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Other Modules Functions Declaration (required by core)
|
||||
//----------------------------------------------------------------------------------
|
||||
@@ -89,10 +92,10 @@ extern void UnloadDefaultFont(); // [Module: text] Unloads default f
|
||||
static void InitGraphicsDevice(); // Initialize Graphics Device (OpenGL stuff)
|
||||
static void ErrorCallback(int error, const char *description); // GLFW3 Error Callback, runs on GLFW3 error
|
||||
static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed
|
||||
static void ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); // GLFW3 Srolling Callback, runs on mouse wheel
|
||||
static void CursorEnterCallback(GLFWwindow* window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area
|
||||
static void WindowSizeCallback(GLFWwindow* window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized
|
||||
static void CameraLookAt(Vector3 position, Vector3 target, Vector3 up); // Setup camera view (updates MODELVIEW matrix)
|
||||
static void SetPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar); // Setup view projection (updates PROJECTION matrix)
|
||||
static void TakeScreenshot(); // Takes a bitmap (BMP) screenshot and saves it in the same folder as executable
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
@@ -133,6 +136,7 @@ void InitWindowEx(int width, int height, const char* title, bool resizable, cons
|
||||
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwSetKeyCallback(window, KeyCallback);
|
||||
glfwSetScrollCallback(window, ScrollCallback);
|
||||
glfwSwapInterval(0); // Disables GPU v-sync (if set), so frames are not limited to screen refresh rate (60Hz -> 60 FPS)
|
||||
// If not set, swap interval uses GPU v-sync configuration
|
||||
// Framerate can be setup using SetTargetFPS()
|
||||
@@ -142,14 +146,7 @@ void InitWindowEx(int width, int height, const char* title, bool resizable, cons
|
||||
|
||||
LoadDefaultFont();
|
||||
|
||||
if (cursorImage != NULL)
|
||||
{
|
||||
// Load image as texture
|
||||
cursor = LoadTexture(cursorImage);
|
||||
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
|
||||
customCursor = true;
|
||||
}
|
||||
if (cursorImage != NULL) SetCustomCursor(cursorImage);
|
||||
|
||||
srand(time(NULL)); // Initialize random seed
|
||||
}
|
||||
@@ -194,7 +191,11 @@ void ToggleFullscreen()
|
||||
{
|
||||
fullscreen = !fullscreen; // Toggle fullscreen flag
|
||||
|
||||
UnloadDefaultFont();
|
||||
|
||||
glfwDestroyWindow(window); // Destroy the current window (we will recreate it!)
|
||||
|
||||
// TODO: WARNING! All loaded resources are lost, we loose Context!
|
||||
|
||||
// NOTE: Window aspect ratio is always windowWidth / windowHeight
|
||||
if (fullscreen) window = glfwCreateWindow(windowWidth, windowHeight, windowTitle, glfwGetPrimaryMonitor(), NULL); // Fullscreen mode
|
||||
@@ -210,6 +211,8 @@ void ToggleFullscreen()
|
||||
glfwSetKeyCallback(window, KeyCallback);
|
||||
|
||||
InitGraphicsDevice();
|
||||
|
||||
LoadDefaultFont();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -268,15 +271,18 @@ void EndDrawing()
|
||||
// Initializes 3D mode for drawing (Camera setup)
|
||||
void Begin3dMode(Camera camera)
|
||||
{
|
||||
//glEnable(GL_LIGHTING); // TODO: Setup proper lighting system (raylib 1.x)
|
||||
|
||||
glMatrixMode(GL_PROJECTION); // Switch to projection matrix
|
||||
|
||||
glPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection
|
||||
glLoadIdentity(); // Reset current matrix (PROJECTION)
|
||||
|
||||
SetPerspective(45.0f, (GLfloat)windowWidth/(GLfloat)windowHeight, 0.1f, 100.0f); // Setup perspective projection
|
||||
// Setup perspective projection
|
||||
float aspect = (GLfloat)windowWidth/(GLfloat)windowHeight;
|
||||
double top = 0.1f*tan(45.0f*PI / 360.0);
|
||||
double right = top*aspect;
|
||||
|
||||
glFrustum(-right, right, -top, top, 0.1f, 100.0f);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW); // Switch back to modelview matrix
|
||||
glLoadIdentity(); // Reset current matrix (MODELVIEW)
|
||||
|
||||
@@ -293,8 +299,6 @@ void End3dMode()
|
||||
glLoadIdentity(); // Reset current matrix (MODELVIEW)
|
||||
|
||||
glTranslatef(0.375, 0.375, 0); // HACK to ensure pixel-perfect drawing on OpenGL (after exiting 3D mode)
|
||||
|
||||
//glDisable(GL_LIGHTING); // TODO: Setup proper lighting system (raylib 1.x)
|
||||
}
|
||||
|
||||
// Set target FPS for the game
|
||||
@@ -498,6 +502,16 @@ Vector2 GetMousePosition()
|
||||
return position;
|
||||
}
|
||||
|
||||
// Returns mouse wheel movement Y
|
||||
int GetMouseWheelMove()
|
||||
{
|
||||
previousMouseWheelY = currentMouseWheelY;
|
||||
|
||||
currentMouseWheelY = 0;
|
||||
|
||||
return previousMouseWheelY;
|
||||
}
|
||||
|
||||
// Detect if a gamepad is available
|
||||
bool IsGamepadAvailable(int gamepad)
|
||||
{
|
||||
@@ -553,7 +567,7 @@ bool IsGamepadButtonDown(int gamepad, int button)
|
||||
|
||||
buttons = glfwGetJoystickButtons(gamepad, &buttonsCount);
|
||||
|
||||
if (buttons[button] == GLFW_PRESS)
|
||||
if ((buttons != NULL) && (buttons[button] == GLFW_PRESS))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
@@ -584,7 +598,7 @@ bool IsGamepadButtonUp(int gamepad, int button)
|
||||
|
||||
buttons = glfwGetJoystickButtons(gamepad, &buttonsCount);
|
||||
|
||||
if (buttons[button] == GLFW_RELEASE)
|
||||
if ((buttons != NULL) && (buttons[button] == GLFW_RELEASE))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
@@ -602,6 +616,12 @@ static void ErrorCallback(int error, const char *description)
|
||||
//fprintf(stderr, description);
|
||||
}
|
||||
|
||||
// GLFW3 Srolling Callback, runs on mouse wheel
|
||||
static void ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
currentMouseWheelY = (int)yoffset;
|
||||
}
|
||||
|
||||
// GLFW3 Keyboard Callback, runs on key pressed
|
||||
static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
@@ -662,21 +682,6 @@ static void InitGraphicsDevice()
|
||||
glMatrixMode(GL_MODELVIEW); // Switch back to MODELVIEW matrix
|
||||
glLoadIdentity(); // Reset current matrix (MODELVIEW)
|
||||
|
||||
glDisable(GL_LIGHTING); // Lighting Disabled...
|
||||
|
||||
// TODO: Create an efficient Lighting System with proper functions (raylib 1.x)
|
||||
/*
|
||||
glEnable(GL_COLOR_MATERIAL); // Enable materials, causes some glMaterial atributes to track the current color (glColor)...
|
||||
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE); // Material types and where to apply them
|
||||
// NOTE: ONLY works with lighting; defines how light interacts with material
|
||||
|
||||
glLightfv(GL_LIGHT1, GL_AMBIENT, lightAmbient); // Define ambient light color property
|
||||
glLightfv(GL_LIGHT1, GL_DIFFUSE, lightDiffuse); // Define diffuse light color property
|
||||
glLightfv(GL_LIGHT1, GL_POSITION, lightPosition); // Define light position
|
||||
|
||||
glEnable(GL_LIGHTING);
|
||||
glEnable(GL_LIGHT1); // Enable light one (8 lights available at the same time)
|
||||
*/
|
||||
// TODO: Review all shapes/models are drawn CCW and enable backface culling
|
||||
|
||||
//glEnable(GL_CULL_FACE); // Enable backface culling (Disabled by default)
|
||||
@@ -725,19 +730,6 @@ static void CameraLookAt(Vector3 position, Vector3 target, Vector3 up)
|
||||
glTranslatef(-position.x, -position.y, -position.z); // Translate eye to position
|
||||
}
|
||||
|
||||
// Setup view projection (updates PROJECTION matrix)
|
||||
static void SetPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar)
|
||||
{
|
||||
double xmin, xmax, ymin, ymax;
|
||||
|
||||
ymax = zNear * tan(fovy * PI / 360.0);
|
||||
ymin = -ymax;
|
||||
xmin = ymin * aspect;
|
||||
xmax = ymax * aspect;
|
||||
|
||||
glFrustum(xmin, xmax, ymin, ymax, zNear, zFar);
|
||||
}
|
||||
|
||||
// Takes a bitmap (BMP) screenshot and saves it in the same folder as executable
|
||||
static void TakeScreenshot()
|
||||
{
|
||||
|
390
src/models.c
390
src/models.c
@@ -39,7 +39,14 @@
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
// ...
|
||||
|
||||
// Matrix type (OpenGL style 4x4 - right handed)
|
||||
typedef struct Matrix {
|
||||
float m0, m4, m8, m12;
|
||||
float m1, m5, m9, m13;
|
||||
float m2, m6, m10, m14;
|
||||
float m3, m7, m11, m15;
|
||||
} Matrix;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Global Variables Definition
|
||||
@@ -49,14 +56,16 @@
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module specific Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
// No private (static) functions in this module
|
||||
static float GetHeightValue(Color pixel);
|
||||
static void MatrixTranspose(Matrix *mat);
|
||||
static Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up);
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw cube
|
||||
// NOTE: Cube position is de center position
|
||||
// NOTE: Cube position is the center position
|
||||
void DrawCube(Vector3 position, float width, float height, float lenght, Color color)
|
||||
{
|
||||
glPushMatrix();
|
||||
@@ -465,100 +474,100 @@ Model LoadModel(const char *fileName)
|
||||
int numTexCoords = 0;
|
||||
int numTriangles = 0;
|
||||
|
||||
FILE* objfile;
|
||||
FILE* objFile;
|
||||
|
||||
objfile = fopen(fileName, "rt");
|
||||
objFile = fopen(fileName, "rt");
|
||||
|
||||
while(!feof(objfile))
|
||||
while(!feof(objFile))
|
||||
{
|
||||
fscanf(objfile, "%c", &dataType);
|
||||
fscanf(objFile, "%c", &dataType);
|
||||
|
||||
switch(dataType)
|
||||
{
|
||||
case '#': // It's a comment
|
||||
{
|
||||
fgets(comments, 200, objfile);
|
||||
fgets(comments, 200, objFile);
|
||||
} break;
|
||||
case 'v':
|
||||
{
|
||||
fscanf(objfile, "%c", &dataType);
|
||||
fscanf(objFile, "%c", &dataType);
|
||||
|
||||
if (dataType == 't') // Read texCoord
|
||||
{
|
||||
fgets(comments, 200, objfile);
|
||||
fscanf(objfile, "%c", &dataType);
|
||||
fgets(comments, 200, objFile);
|
||||
fscanf(objFile, "%c", &dataType);
|
||||
|
||||
while (dataType == 'v')
|
||||
{
|
||||
fgets(comments, 200, objfile);
|
||||
fscanf(objfile, "%c", &dataType);
|
||||
fgets(comments, 200, objFile);
|
||||
fscanf(objFile, "%c", &dataType);
|
||||
}
|
||||
|
||||
if (dataType == '#')
|
||||
{
|
||||
fscanf(objfile, "%i", &numTexCoords);
|
||||
fscanf(objFile, "%i", &numTexCoords);
|
||||
}
|
||||
else printf("Ouch! Something was wrong...");
|
||||
|
||||
fgets(comments, 200, objfile);
|
||||
fgets(comments, 200, objFile);
|
||||
}
|
||||
else if (dataType == 'n') // Read normals
|
||||
{
|
||||
fgets(comments, 200, objfile);
|
||||
fscanf(objfile, "%c", &dataType);
|
||||
fgets(comments, 200, objFile);
|
||||
fscanf(objFile, "%c", &dataType);
|
||||
|
||||
while (dataType == 'v')
|
||||
{
|
||||
fgets(comments, 200, objfile);
|
||||
fscanf(objfile, "%c", &dataType);
|
||||
fgets(comments, 200, objFile);
|
||||
fscanf(objFile, "%c", &dataType);
|
||||
}
|
||||
|
||||
if (dataType == '#')
|
||||
{
|
||||
fscanf(objfile, "%i", &numNormals);
|
||||
fscanf(objFile, "%i", &numNormals);
|
||||
}
|
||||
else printf("Ouch! Something was wrong...");
|
||||
|
||||
fgets(comments, 200, objfile);
|
||||
fgets(comments, 200, objFile);
|
||||
}
|
||||
else // Read vertex
|
||||
{
|
||||
fgets(comments, 200, objfile);
|
||||
fscanf(objfile, "%c", &dataType);
|
||||
fgets(comments, 200, objFile);
|
||||
fscanf(objFile, "%c", &dataType);
|
||||
|
||||
while (dataType == 'v')
|
||||
{
|
||||
fgets(comments, 200, objfile);
|
||||
fscanf(objfile, "%c", &dataType);
|
||||
fgets(comments, 200, objFile);
|
||||
fscanf(objFile, "%c", &dataType);
|
||||
}
|
||||
|
||||
if (dataType == '#')
|
||||
{
|
||||
fscanf(objfile, "%i", &numVertex);
|
||||
fscanf(objFile, "%i", &numVertex);
|
||||
}
|
||||
else printf("Ouch! Something was wrong...");
|
||||
|
||||
fgets(comments, 200, objfile);
|
||||
fgets(comments, 200, objFile);
|
||||
}
|
||||
} break;
|
||||
case 'f':
|
||||
{
|
||||
fgets(comments, 200, objfile);
|
||||
fscanf(objfile, "%c", &dataType);
|
||||
fgets(comments, 200, objFile);
|
||||
fscanf(objFile, "%c", &dataType);
|
||||
|
||||
while (dataType == 'f')
|
||||
{
|
||||
fgets(comments, 200, objfile);
|
||||
fscanf(objfile, "%c", &dataType);
|
||||
fgets(comments, 200, objFile);
|
||||
fscanf(objFile, "%c", &dataType);
|
||||
}
|
||||
|
||||
if (dataType == '#')
|
||||
{
|
||||
fscanf(objfile, "%i", &numTriangles);
|
||||
fscanf(objFile, "%i", &numTriangles);
|
||||
}
|
||||
else printf("Ouch! Something was wrong...");
|
||||
|
||||
fgets(comments, 200, objfile);
|
||||
fgets(comments, 200, objFile);
|
||||
|
||||
} break;
|
||||
default: break;
|
||||
@@ -581,51 +590,51 @@ Model LoadModel(const char *fileName)
|
||||
|
||||
int countMaxVertex = 0;
|
||||
|
||||
rewind(objfile);
|
||||
rewind(objFile);
|
||||
|
||||
while(!feof(objfile))
|
||||
while(!feof(objFile))
|
||||
{
|
||||
fscanf(objfile, "%c", &dataType);
|
||||
fscanf(objFile, "%c", &dataType);
|
||||
|
||||
switch(dataType)
|
||||
{
|
||||
case '#':
|
||||
{
|
||||
fgets(comments, 200, objfile);
|
||||
fgets(comments, 200, objFile);
|
||||
} break;
|
||||
case 'v':
|
||||
{
|
||||
fscanf(objfile, "%c", &dataType);
|
||||
fscanf(objFile, "%c", &dataType);
|
||||
|
||||
if (dataType == 't') // Read texCoord
|
||||
{
|
||||
float useless = 0;
|
||||
|
||||
fscanf(objfile, "%f %f %f", &midTexCoords[countTexCoords].x, &midTexCoords[countTexCoords].y, &useless);
|
||||
fscanf(objFile, "%f %f %f", &midTexCoords[countTexCoords].x, &midTexCoords[countTexCoords].y, &useless);
|
||||
countTexCoords++;
|
||||
|
||||
fscanf(objfile, "%c", &dataType);
|
||||
fscanf(objFile, "%c", &dataType);
|
||||
}
|
||||
else if (dataType == 'n') // Read normals
|
||||
{
|
||||
fscanf(objfile, "%f %f %f", &midNormals[countNormals].x, &midNormals[countNormals].y, &midNormals[countNormals].z );
|
||||
fscanf(objFile, "%f %f %f", &midNormals[countNormals].x, &midNormals[countNormals].y, &midNormals[countNormals].z );
|
||||
countNormals++;
|
||||
|
||||
fscanf(objfile, "%c", &dataType);
|
||||
fscanf(objFile, "%c", &dataType);
|
||||
}
|
||||
else // Read vertex
|
||||
{
|
||||
fscanf(objfile, "%f %f %f", &midVertices[countVertex].x, &midVertices[countVertex].y, &midVertices[countVertex].z );
|
||||
fscanf(objFile, "%f %f %f", &midVertices[countVertex].x, &midVertices[countVertex].y, &midVertices[countVertex].z );
|
||||
countVertex++;
|
||||
|
||||
fscanf(objfile, "%c", &dataType);
|
||||
fscanf(objFile, "%c", &dataType);
|
||||
}
|
||||
} break;
|
||||
case 'f':
|
||||
{
|
||||
int vNum, vtNum, vnNum;
|
||||
fscanf(objfile, "%c", &dataType);
|
||||
fscanf(objfile, "%i/%i/%i", &vNum, &vtNum, &vnNum);
|
||||
fscanf(objFile, "%c", &dataType);
|
||||
fscanf(objFile, "%i/%i/%i", &vNum, &vtNum, &vnNum);
|
||||
|
||||
model.vertices[countMaxVertex] = midVertices[vNum-1];
|
||||
model.normals[countMaxVertex] = midNormals[vnNum-1];
|
||||
@@ -633,7 +642,7 @@ Model LoadModel(const char *fileName)
|
||||
model.texcoords[countMaxVertex].y = -midTexCoords[vtNum-1].y;
|
||||
countMaxVertex++;
|
||||
|
||||
fscanf(objfile, "%i/%i/%i", &vNum, &vtNum, &vnNum);
|
||||
fscanf(objFile, "%i/%i/%i", &vNum, &vtNum, &vnNum);
|
||||
|
||||
model.vertices[countMaxVertex] = midVertices[vNum-1];
|
||||
model.normals[countMaxVertex] = midNormals[vnNum-1];
|
||||
@@ -641,7 +650,7 @@ Model LoadModel(const char *fileName)
|
||||
model.texcoords[countMaxVertex].y = -midTexCoords[vtNum-1].y;
|
||||
countMaxVertex++;
|
||||
|
||||
fscanf(objfile, "%i/%i/%i", &vNum, &vtNum, &vnNum);
|
||||
fscanf(objFile, "%i/%i/%i", &vNum, &vtNum, &vnNum);
|
||||
|
||||
model.vertices[countMaxVertex] = midVertices[vNum-1];
|
||||
model.normals[countMaxVertex] = midNormals[vnNum-1];
|
||||
@@ -653,19 +662,18 @@ Model LoadModel(const char *fileName)
|
||||
}
|
||||
}
|
||||
|
||||
fclose(objfile);
|
||||
fclose(objFile);
|
||||
|
||||
return model;
|
||||
}
|
||||
|
||||
// Load a heightmap image as a 3d model
|
||||
// TODO: Just do it...
|
||||
Model LoadHeightmap(Image heightmap, Vector3 resolution)
|
||||
Model LoadHeightmap(Image heightmap, float maxHeight)
|
||||
{
|
||||
Model model;
|
||||
|
||||
int mapX = heightmap.width;
|
||||
int mapZ = heightmap.height;
|
||||
int mapZ = heightmap.height;
|
||||
|
||||
// NOTE: One vertex per pixel
|
||||
// TODO: Consider resolution when generating model data?
|
||||
@@ -676,17 +684,72 @@ Model LoadHeightmap(Image heightmap, Vector3 resolution)
|
||||
model.vertices = (Vector3 *)malloc(model.numVertices * sizeof(Vector3));
|
||||
model.normals = (Vector3 *)malloc(model.numVertices * sizeof(Vector3));
|
||||
model.texcoords = (Vector2 *)malloc(model.numVertices * sizeof(Vector2));
|
||||
|
||||
for(int z = 0; z < mapZ; z++)
|
||||
{
|
||||
for(int x = 0; x < mapX; x++)
|
||||
{
|
||||
// TODO: Fill vertices array with data
|
||||
}
|
||||
}
|
||||
|
||||
//SmoothHeightmap(&model); // TODO: Smooth vertex interpolation
|
||||
|
||||
int vCounter = 0;
|
||||
int trisCounter = 0;
|
||||
|
||||
float scaleFactor = maxHeight/255; // TODO: Review scaleFactor calculation
|
||||
|
||||
for(int z = 0; z < mapZ-1; z++)
|
||||
{
|
||||
for(int x = 0; x < mapX-1; x++)
|
||||
{
|
||||
// Fill vertices array with data
|
||||
//----------------------------------------------------------
|
||||
|
||||
// one triangle - 3 vertex
|
||||
model.vertices[vCounter].x = x;
|
||||
model.vertices[vCounter].y = GetHeightValue(heightmap.pixels[x + z*mapX])*scaleFactor;
|
||||
model.vertices[vCounter].z = z;
|
||||
|
||||
model.vertices[vCounter+1].x = x;
|
||||
model.vertices[vCounter+1].y = GetHeightValue(heightmap.pixels[x + (z+1)*mapX])*scaleFactor;
|
||||
model.vertices[vCounter+1].z = z+1;
|
||||
|
||||
model.vertices[vCounter+2].x = x+1;
|
||||
model.vertices[vCounter+2].y = GetHeightValue(heightmap.pixels[(x+1) + z*mapX])*scaleFactor;
|
||||
model.vertices[vCounter+2].z = z;
|
||||
|
||||
// another triangle - 3 vertex
|
||||
model.vertices[vCounter+3] = model.vertices[vCounter+2];
|
||||
model.vertices[vCounter+4] = model.vertices[vCounter+1];
|
||||
|
||||
model.vertices[vCounter+5].x = x+1;
|
||||
model.vertices[vCounter+5].y = GetHeightValue(heightmap.pixels[(x+1) + (z+1)*mapX])*scaleFactor;
|
||||
model.vertices[vCounter+5].z = z+1;
|
||||
|
||||
// Fill texcoords array with data
|
||||
//--------------------------------------------------------------
|
||||
model.texcoords[vCounter].x = (float)x / (mapX-1);
|
||||
model.texcoords[vCounter].y = (float)z / (mapZ-1);
|
||||
|
||||
model.texcoords[vCounter+1].x = (float)x / (mapX-1);
|
||||
model.texcoords[vCounter+1].y = (float)(z+1) / (mapZ-1);
|
||||
|
||||
model.texcoords[vCounter+2].x = (float)(x+1) / (mapX-1);
|
||||
model.texcoords[vCounter+2].y = (float)z / (mapZ-1);
|
||||
|
||||
model.texcoords[vCounter+3] = model.texcoords[vCounter+2];
|
||||
model.texcoords[vCounter+4] = model.texcoords[vCounter+1];
|
||||
|
||||
model.texcoords[vCounter+5].x = (float)(x+1) / (mapX-1);
|
||||
model.texcoords[vCounter+5].y = (float)(z+1) / (mapZ-1);
|
||||
|
||||
// Fill normals array with data
|
||||
//--------------------------------------------------------------
|
||||
// TODO: Review normals calculation
|
||||
model.normals[vCounter] = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||
model.normals[vCounter+1] = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||
model.normals[vCounter+2] = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||
model.normals[vCounter+3] = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||
model.normals[vCounter+4] = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||
model.normals[vCounter+5] = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||
|
||||
vCounter += 6;
|
||||
trisCounter += 2;
|
||||
}
|
||||
}
|
||||
|
||||
return model;
|
||||
}
|
||||
|
||||
@@ -702,6 +765,7 @@ void UnloadModel(Model model)
|
||||
void DrawModel(Model model, Vector3 position, float scale, Color color)
|
||||
{
|
||||
// NOTE: For models we use Vertex Arrays (OpenGL 1.1)
|
||||
//static int rotation = 0;
|
||||
|
||||
glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex array
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable texture coords array
|
||||
@@ -725,6 +789,8 @@ void DrawModel(Model model, Vector3 position, float scale, Color color)
|
||||
glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex array
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable texture coords array
|
||||
glDisableClientState(GL_NORMAL_ARRAY); // Disable normals array
|
||||
|
||||
//rotation += 10;
|
||||
}
|
||||
|
||||
// Draw a textured model
|
||||
@@ -748,97 +814,165 @@ void DrawModelWires(Model model, Vector3 position, float scale, Color color)
|
||||
}
|
||||
|
||||
// Draw a billboard
|
||||
void DrawBillboard(Camera camera, Texture2D texture, Vector3 basePos, float size, Color tint)
|
||||
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint)
|
||||
{
|
||||
// NOTE: Billboard size will represent the width, height maintains aspect ratio
|
||||
Vector3 centerPos = { basePos.x, basePos.y + size * (float)texture.height/(float)texture.width/2, basePos.z };
|
||||
// NOTE: Billboard size will maintain texture aspect ratio, size will be billboard width
|
||||
Vector2 sizeRatio = { size, size * (float)texture.height/texture.width };
|
||||
Vector3 rotation = { 90, 0, 0 };
|
||||
|
||||
// TODO: Calculate Y rotation to face always camera (use matrix)
|
||||
// OPTION: Lock Y-axis
|
||||
Matrix viewMatrix = MatrixLookAt(camera.position, camera.target, camera.up);
|
||||
MatrixTranspose(&viewMatrix);
|
||||
|
||||
Vector3 right = { viewMatrix.m0, viewMatrix.m4, viewMatrix.m8 };
|
||||
Vector3 up = { viewMatrix.m1, viewMatrix.m5, viewMatrix.m9 };
|
||||
/*
|
||||
d-------c
|
||||
| |
|
||||
| * |
|
||||
| |
|
||||
a-------b
|
||||
*/
|
||||
VectorScale(&right, sizeRatio.x/2);
|
||||
VectorScale(&up, sizeRatio.y/2);
|
||||
|
||||
Vector3 p1 = VectorAdd(right, up);
|
||||
Vector3 p2 = VectorSubtract(right, up);
|
||||
|
||||
Vector3 a = VectorSubtract(center, p2);
|
||||
Vector3 b = VectorAdd(center, p1);
|
||||
Vector3 c = VectorAdd(center, p2);
|
||||
Vector3 d = VectorSubtract(center, p1);
|
||||
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, texture.glId);
|
||||
|
||||
DrawPlane(centerPos, sizeRatio, rotation, tint); // TODO: Review this function...
|
||||
|
||||
glBegin(GL_QUADS);
|
||||
glColor4ub(tint.r, tint.g, tint.b, tint.a);
|
||||
glNormal3f(0.0f, 1.0f, 0.0f);
|
||||
glTexCoord2f(0.0f, 0.0f); glVertex3f(a.x, a.y, a.z);
|
||||
glTexCoord2f(1.0f, 0.0f); glVertex3f(b.x, b.y, b.z);
|
||||
glTexCoord2f(1.0f, 1.0f); glVertex3f(c.x, c.y, c.z);
|
||||
glTexCoord2f(0.0f, 1.0f); glVertex3f(d.x, d.y, d.z);
|
||||
glEnd();
|
||||
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
}
|
||||
|
||||
// Draw a billboard (part of a texture defined by a rectangle)
|
||||
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 basePos, float size, Color tint)
|
||||
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint)
|
||||
{
|
||||
// NOTE: Billboard size will represent the width, height maintains aspect ratio
|
||||
//Vector3 centerPos = { basePos.x, basePos.y + size * (float)texture.height/(float)texture.width/2, basePos.z };
|
||||
//Vector2 sizeRatio = { size, size * (float)texture.height/texture.width };
|
||||
//Vector3 rotation = { 90, 0, 0 };
|
||||
|
||||
// TODO: Calculate Y rotation to face always camera (use matrix)
|
||||
// OPTION: Lock Y-axis
|
||||
// NOTE: Billboard size will maintain sourceRec aspect ratio, size will represent billboard width
|
||||
Vector2 sizeRatio = { size, size * (float)sourceRec.height/sourceRec.width };
|
||||
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
Matrix viewMatrix = MatrixLookAt(camera.position, camera.target, camera.up);
|
||||
MatrixTranspose(&viewMatrix);
|
||||
|
||||
Vector3 right = { viewMatrix.m0, viewMatrix.m4, viewMatrix.m8 };
|
||||
Vector3 up = { viewMatrix.m1, viewMatrix.m5, viewMatrix.m9 };
|
||||
/*
|
||||
d-------c
|
||||
| |
|
||||
| * |
|
||||
| |
|
||||
a-------b
|
||||
*/
|
||||
VectorScale(&right, sizeRatio.x/2);
|
||||
VectorScale(&up, sizeRatio.y/2);
|
||||
|
||||
Vector3 p1 = VectorAdd(right, up);
|
||||
Vector3 p2 = VectorSubtract(right, up);
|
||||
|
||||
Vector3 a = VectorSubtract(center, p2);
|
||||
Vector3 b = VectorAdd(center, p1);
|
||||
Vector3 c = VectorAdd(center, p2);
|
||||
Vector3 d = VectorSubtract(center, p1);
|
||||
|
||||
glEnable(GL_TEXTURE_2D); // Enable textures usage
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, texture.glId);
|
||||
|
||||
// TODO: DrawPlane with correct textcoords for source rec.
|
||||
glBegin(GL_QUADS);
|
||||
glColor4ub(tint.r, tint.g, tint.b, tint.a);
|
||||
|
||||
// Bottom-left corner for texture and quad
|
||||
glTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height);
|
||||
glVertex3f(a.x, a.y, a.z);
|
||||
|
||||
// Bottom-right corner for texture and quad
|
||||
glTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height);
|
||||
glVertex3f(b.x, b.y, b.z);
|
||||
|
||||
// Top-right corner for texture and quad
|
||||
glTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
|
||||
glVertex3f(c.x, c.y, c.z);
|
||||
|
||||
// Top-left corner for texture and quad
|
||||
glTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
|
||||
glVertex3f(d.x, d.y, d.z);
|
||||
glEnd();
|
||||
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glDisable(GL_TEXTURE_2D); // Disable textures usage
|
||||
}
|
||||
|
||||
// Draw a heightmap using a provided image data
|
||||
void DrawHeightmap(Image heightmap, Vector3 centerPos, Vector3 scale, Color color)
|
||||
// Get current vertex y altitude (proportional to pixel colors in grayscale)
|
||||
static float GetHeightValue(Color pixel)
|
||||
{
|
||||
// NOTE: Pixel-data is interpreted as grey-scale (even being a color image)
|
||||
// NOTE: Heightmap resolution will depend on image size (one quad per pixel)
|
||||
|
||||
// TODO: Review how this function works... probably we need:
|
||||
// Model LoadHeightmap(Image heightmap, Vector3 resolution);
|
||||
|
||||
// NOTE: We are allocating and de-allocating vertex data every frame! --> framerate drops 80%! CRAZY!
|
||||
Vector3 *terrainVertex = (Vector3 *)malloc(heightmap.width * heightmap.height * sizeof(Vector3));
|
||||
|
||||
for (int z = 0; z < heightmap.height; z++)
|
||||
{
|
||||
for (int x = 0; x < heightmap.width; x++)
|
||||
{
|
||||
terrainVertex[z*heightmap.height + x].x = (float)(x*scale.x);
|
||||
terrainVertex[z*heightmap.height + x].y = ((float)heightmap.pixels[z*heightmap.height + x].r +
|
||||
(float)heightmap.pixels[z*heightmap.height + x].g +
|
||||
(float)heightmap.pixels[z*heightmap.height + x].b) / 3 * scale.y;
|
||||
terrainVertex[z*heightmap.height + x].z = (float)(-z*scale.z);
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: Texture coordinates and normals computing
|
||||
|
||||
for (int z = 0; z < heightmap.height-1; z++)
|
||||
{
|
||||
glBegin(GL_TRIANGLE_STRIP);
|
||||
for (int x = 0; x < heightmap.width; x++)
|
||||
{
|
||||
glColor3f((float)heightmap.pixels[z*heightmap.height + x].r / 255.0f,
|
||||
(float)heightmap.pixels[z*heightmap.height + x].g / 255.0f,
|
||||
(float)heightmap.pixels[z*heightmap.height + x].b / 255.0f);
|
||||
|
||||
glVertex3f(terrainVertex[z*heightmap.height + x].x, terrainVertex[z*heightmap.height + x].y, terrainVertex[z*heightmap.height + x].z);
|
||||
glVertex3f(terrainVertex[(z+1)*heightmap.height + x].x, terrainVertex[(z+1)*heightmap.height + x].y, terrainVertex[(z+1)*heightmap.height + x].z);
|
||||
}
|
||||
glEnd();
|
||||
}
|
||||
|
||||
free(terrainVertex);
|
||||
return (((float)pixel.r + (float)pixel.g + (float)pixel.b)/3);
|
||||
}
|
||||
|
||||
void DrawHeightmapEx(Image heightmap, Texture2D texture, Vector3 centerPos, Vector3 scale, Color tint)
|
||||
// Returns camera look-at matrix (view matrix)
|
||||
static Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
|
||||
{
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
Matrix result;
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, texture.glId);
|
||||
Vector3 z = VectorSubtract(eye, target);
|
||||
VectorNormalize(&z);
|
||||
Vector3 x = VectorCrossProduct(up, z);
|
||||
VectorNormalize(&x);
|
||||
Vector3 y = VectorCrossProduct(z, x);
|
||||
VectorNormalize(&y);
|
||||
|
||||
// NOTE: No texture coordinates or normals defined at this moment...
|
||||
DrawHeightmap(heightmap, centerPos, scale, tint);
|
||||
result.m0 = x.x;
|
||||
result.m1 = x.y;
|
||||
result.m2 = x.z;
|
||||
result.m3 = -((x.x * eye.x) + (x.y * eye.y) + (x.z * eye.z));
|
||||
result.m4 = y.x;
|
||||
result.m5 = y.y;
|
||||
result.m6 = y.z;
|
||||
result.m7 = -((y.x * eye.x) + (y.y * eye.y) + (y.z * eye.z));
|
||||
result.m8 = z.x;
|
||||
result.m9 = z.y;
|
||||
result.m10 = z.z;
|
||||
result.m11 = -((z.x * eye.x) + (z.y * eye.y) + (z.z * eye.z));
|
||||
result.m12 = 0;
|
||||
result.m13 = 0;
|
||||
result.m14 = 0;
|
||||
result.m15 = 1;
|
||||
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
return result;
|
||||
}
|
||||
|
||||
// Transposes provided matrix
|
||||
static void MatrixTranspose(Matrix *mat)
|
||||
{
|
||||
Matrix temp;
|
||||
|
||||
temp.m0 = mat->m0;
|
||||
temp.m1 = mat->m4;
|
||||
temp.m2 = mat->m8;
|
||||
temp.m3 = mat->m12;
|
||||
temp.m4 = mat->m1;
|
||||
temp.m5 = mat->m5;
|
||||
temp.m6 = mat->m9;
|
||||
temp.m7 = mat->m13;
|
||||
temp.m8 = mat->m2;
|
||||
temp.m9 = mat->m6;
|
||||
temp.m10 = mat->m10;
|
||||
temp.m11 = mat->m14;
|
||||
temp.m12 = mat->m3;
|
||||
temp.m13 = mat->m7;
|
||||
temp.m14 = mat->m11;
|
||||
temp.m15 = mat->m15;
|
||||
|
||||
*mat = temp;
|
||||
}
|
17
src/raylib.h
17
src/raylib.h
@@ -1,6 +1,6 @@
|
||||
/*********************************************************************************************
|
||||
*
|
||||
* raylib 1.0.4 (www.raylib.com)
|
||||
* raylib 1.0.6 (www.raylib.com)
|
||||
*
|
||||
* A simple and easy-to-use library to learn videogames programming
|
||||
*
|
||||
@@ -65,6 +65,7 @@
|
||||
#define KEY_SPACE 32
|
||||
#define KEY_ESCAPE 256
|
||||
#define KEY_ENTER 257
|
||||
#define KEY_BACKSPACE 259
|
||||
#define KEY_RIGHT 262
|
||||
#define KEY_LEFT 263
|
||||
#define KEY_DOWN 264
|
||||
@@ -278,6 +279,7 @@ bool IsMouseButtonUp(int button); // Detect if a mouse but
|
||||
int GetMouseX(); // Returns mouse position X
|
||||
int GetMouseY(); // Returns mouse position Y
|
||||
Vector2 GetMousePosition(); // Returns mouse position XY
|
||||
int GetMouseWheelMove(); // Returns mouse wheel movement Y
|
||||
|
||||
bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
|
||||
Vector2 GetGamepadMovement(int gamepad); // Return axis movement vector for a gamepad
|
||||
@@ -323,11 +325,12 @@ Image LoadImage(const char *fileName);
|
||||
Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource)
|
||||
Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory
|
||||
Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
|
||||
Texture2D CreateTexture2D(Image image); // Create a Texture2D from Image data
|
||||
Texture2D CreateTexture(Image image); // Create a Texture2D from Image data
|
||||
void UnloadImage(Image image); // Unload image from CPU memory (RAM)
|
||||
void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
|
||||
|
||||
void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
|
||||
void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
|
||||
void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
|
||||
void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
|
||||
void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters
|
||||
@@ -370,17 +373,13 @@ void DrawGizmo(Vector3 position, bool orbits);
|
||||
//------------------------------------------------------------------------------------
|
||||
Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
|
||||
//Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource)
|
||||
Model LoadHeightmap(Image heightmap, float maxHeight); // Load a heightmap image as a 3d model
|
||||
void UnloadModel(Model model); // Unload 3d model from memory
|
||||
void DrawModel(Model model, Vector3 position, float scale, Color color); // Draw a model
|
||||
void DrawModelEx(Model model, Texture2D texture, Vector3 position, float scale, Color tint); // Draw a textured model
|
||||
void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires
|
||||
|
||||
// NOTE: The following functions work but are incomplete or require some revision
|
||||
// DrawHeightmap is extremely inefficient and can impact performance up to 60%
|
||||
void DrawBillboard(Camera camera, Texture2D texture, Vector3 basePos, float size, Color tint); // REVIEW: Draw a billboard (raylib 1.x)
|
||||
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 basePos, float size, Color tint); // REVIEW: Draw a billboard (raylib 1.x)
|
||||
void DrawHeightmap(Image heightmap, Vector3 centerPos, Vector3 scale, Color color); // REVIEW: Draw heightmap using image map (raylib 1.x)
|
||||
void DrawHeightmapEx(Image heightmap, Texture2D texture, Vector3 centerPos, Vector3 scale, Color tint); // REVIEW: Draw textured heightmap (raylib 1.x)
|
||||
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
|
||||
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Audio Loading and Playing Functions (Module: audio)
|
||||
|
1014
src/raymath.c
Normal file
1014
src/raymath.c
Normal file
File diff suppressed because it is too large
Load Diff
139
src/raymath.h
Normal file
139
src/raymath.h
Normal file
@@ -0,0 +1,139 @@
|
||||
/*********************************************************************************************
|
||||
*
|
||||
* raymath
|
||||
*
|
||||
* Some useful functions to work with Vector3, Matrix and Quaternions
|
||||
*
|
||||
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
||||
*
|
||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||
* will the authors be held liable for any damages arising from the use of this software.
|
||||
*
|
||||
* Permission is granted to anyone to use this software for any purpose, including commercial
|
||||
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
|
||||
*
|
||||
* 1. The origin of this software must not be misrepresented; you must not claim that you
|
||||
* wrote the original software. If you use this software in a product, an acknowledgment
|
||||
* in the product documentation would be appreciated but is not required.
|
||||
*
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
|
||||
* as being the original software.
|
||||
*
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*
|
||||
**********************************************************************************************/
|
||||
|
||||
#ifndef RAYMATH_H
|
||||
#define RAYMATH_H
|
||||
|
||||
//#define RAYMATH_STANDALONE // NOTE: To use raymath as standalone lib, just uncomment this line
|
||||
|
||||
#ifndef RAYMATH_STANDALONE
|
||||
#include "raylib.h" // Required for typedef: Vector3
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Defines and Macros
|
||||
//----------------------------------------------------------------------------------
|
||||
#ifndef PI
|
||||
#define PI 3.14159265358979323846
|
||||
#endif
|
||||
|
||||
#define DEG2RAD (PI / 180.0)
|
||||
#define RAD2DEG (180.0 / PI)
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
#ifdef RAYMATH_STANDALONE
|
||||
// Vector3 type
|
||||
typedef struct Vector3 {
|
||||
float x;
|
||||
float y;
|
||||
float z;
|
||||
} Vector3;
|
||||
#endif
|
||||
|
||||
// Matrix type (OpenGL style 4x4 - right handed)
|
||||
typedef struct Matrix {
|
||||
float m0, m4, m8, m12;
|
||||
float m1, m5, m9, m13;
|
||||
float m2, m6, m10, m14;
|
||||
float m3, m7, m11, m15;
|
||||
} Matrix;
|
||||
|
||||
// Quaternion type
|
||||
typedef struct Quaternion {
|
||||
float x;
|
||||
float y;
|
||||
float z;
|
||||
float w;
|
||||
} Quaternion;
|
||||
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" { // Prevents name mangling of functions
|
||||
#endif
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Functions Declaration to work with Vector3
|
||||
//------------------------------------------------------------------------------------
|
||||
Vector3 VectorAdd(Vector3 v1, Vector3 v2); // Add two vectors
|
||||
Vector3 VectorSubtract(Vector3 v1, Vector3 v2); // Substract two vectors
|
||||
Vector3 VectorCrossProduct(Vector3 v1, Vector3 v2); // Calculate two vectors cross product
|
||||
Vector3 VectorPerpendicular(Vector3 v); // Calculate one vector perpendicular vector
|
||||
float VectorDotProduct(Vector3 v1, Vector3 v2); // Calculate two vectors dot product
|
||||
float VectorLength(const Vector3 v); // Calculate vector lenght
|
||||
void VectorScale(Vector3 *v, float scale); // Scale provided vector
|
||||
void VectorNegate(Vector3 *v); // Negate provided vector (invert direction)
|
||||
void VectorNormalize(Vector3 *v); // Normalize provided vector
|
||||
float VectorDistance(Vector3 v1, Vector3 v2); // Calculate distance between two points
|
||||
Vector3 VectorLerp(Vector3 v1, Vector3 v2, float amount); // Calculate linear interpolation between two vectors
|
||||
Vector3 VectorReflect(Vector3 vector, Vector3 normal); // Calculate reflected vector to normal
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Functions Declaration to work with Matrix
|
||||
//------------------------------------------------------------------------------------
|
||||
float *GetMatrixVector(Matrix mat); // Returns an OpenGL-ready vector (glMultMatrixf)
|
||||
float MatrixDeterminant(Matrix mat); // Compute matrix determinant
|
||||
float MatrixTrace(Matrix mat); // Returns the trace of the matrix (sum of the values along the diagonal)
|
||||
void MatrixTranspose(Matrix *mat); // Transposes provided matrix
|
||||
void MatrixInvert(Matrix *mat); // Invert provided matrix
|
||||
void MatrixNormalize(Matrix *mat); // Normalize provided matrix
|
||||
Matrix MatrixIdentity(); // Returns identity matrix
|
||||
Matrix MatrixAdd(Matrix left, Matrix right); // Add two matrices
|
||||
Matrix MatrixSubstract(Matrix left, Matrix right); // Substract two matrices (left - right)
|
||||
Matrix MatrixTranslate(float x, float y, float z); // Returns translation matrix
|
||||
Matrix MatrixRotate(float angleX, float angleY, float angleZ); // Returns rotation matrix
|
||||
Matrix MatrixRotateAroundAxis(Vector3 axis, float angle); // Returns rotation matrix for an angle around an specified axis
|
||||
Matrix MatrixRotateAroundAxis2(Vector3 axis, float angle); // Returns rotation matrix for an angle around an specified axis (test another implemntation)
|
||||
Matrix MatrixFromQuaternion(Quaternion q); // Returns rotation matrix for a given quaternion
|
||||
Matrix MatrixRotateX(float angle); // Returns x-rotation matrix (angle in radians)
|
||||
Matrix MatrixRotateY(float angle); // Returns y-rotation matrix (angle in radians)
|
||||
Matrix MatrixRotateZ(float angle); // Returns z-rotation matrix (angle in radians)
|
||||
Matrix MatrixScale(float x, float y, float z); // Returns scaling matrix
|
||||
Matrix MatrixMultiply(Matrix left, Matrix right); // Returns two matrix multiplication
|
||||
Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far); // Returns perspective projection matrix
|
||||
Matrix MatrixPerspective(double fovy, double aspect, double near, double far); // Returns perspective projection matrix
|
||||
Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far); // Returns orthographic projection matrix
|
||||
Matrix MatrixLookAt(Vector3 position, Vector3 target, Vector3 up); // Returns camera look-at matrix (view matrix)
|
||||
void PrintMatrix(Matrix m); // Print matrix utility
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Functions Declaration to work with Quaternions
|
||||
//------------------------------------------------------------------------------------
|
||||
float QuaternionLength(Quaternion quat); // Calculates the length of a quaternion
|
||||
void QuaternionNormalize(Quaternion *q); // Normalize provided quaternion
|
||||
Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2); // Calculate two quaternion multiplication
|
||||
Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float slerp); // Calculates spherical linear interpolation between two quaternions
|
||||
Quaternion QuaternionFromMatrix(Matrix matrix); // Returns a quaternion from a given rotation matrix
|
||||
Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle); // Returns rotation quaternion for an angle around an axis
|
||||
Matrix QuaternionToMatrix(Quaternion q); // Calculates the matrix from the given quaternion
|
||||
void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle); // Returns the axis and the angle for a given quaternion
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif // RAYMATH_H
|
16
src/shapes.c
16
src/shapes.c
@@ -61,8 +61,16 @@ void DrawPixel(int posX, int posY, Color color)
|
||||
glColor4ub(color.r, color.g, color.b, color.a);
|
||||
glVertex2i(posX, posY);
|
||||
glEnd();
|
||||
|
||||
// NOTE: Alternative method to draw a pixel (point)
|
||||
|
||||
// NOTE1: Alternative method to draw a pixel (GL_LINES)
|
||||
/*
|
||||
glBegin(GL_LINES);
|
||||
glColor4ub(color.r, color.g, color.b, color.a);
|
||||
glVertex2i(posX, posY);
|
||||
glVertex2i(posX+1, posY+1);
|
||||
glEnd();
|
||||
*/
|
||||
// NOTE2: Alternative method to draw a pixel (glPoint())
|
||||
/*
|
||||
glEnable(GL_POINT_SMOOTH);
|
||||
glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); // Deprecated on OGL 3.0
|
||||
@@ -426,7 +434,7 @@ Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
|
||||
if (rec1.x <= rec2.x)
|
||||
{
|
||||
if (rec1.y <= rec2.y)
|
||||
{
|
||||
{
|
||||
retRec.x = rec2.x;
|
||||
retRec.y = rec2.y;
|
||||
retRec.width = rec1.width - dxx;
|
||||
@@ -443,7 +451,7 @@ Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
|
||||
else
|
||||
{
|
||||
if (rec1.y <= rec2.y)
|
||||
{
|
||||
{
|
||||
retRec.x = rec1.x;
|
||||
retRec.y = rec2.y;
|
||||
retRec.width = rec2.width - dxx;
|
||||
|
15
src/simple150.frag
Normal file
15
src/simple150.frag
Normal file
@@ -0,0 +1,15 @@
|
||||
#version 150
|
||||
|
||||
uniform sampler2D texture0;
|
||||
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
out vec4 pixelColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Output pixel color
|
||||
pixelColor = texture(texture0, fragTexCoord) * fragColor;
|
||||
//pixelColor = fragColor;
|
||||
}
|
21
src/simple150.vert
Normal file
21
src/simple150.vert
Normal file
@@ -0,0 +1,21 @@
|
||||
#version 150
|
||||
|
||||
uniform mat4 projectionMatrix;
|
||||
uniform mat4 modelviewMatrix;
|
||||
|
||||
in vec3 vertexPosition;
|
||||
in vec2 vertexTexCoord;
|
||||
in vec4 vertexColor;
|
||||
|
||||
out vec2 fragTexCoord;
|
||||
out vec4 fragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Pass some variables to the fragment shader
|
||||
fragTexCoord = vertexTexCoord;
|
||||
fragColor = vertexColor;
|
||||
|
||||
// Apply all matrix transformations to vertex
|
||||
gl_Position = projectionMatrix * modelviewMatrix * vec4(vertexPosition, 1.0);
|
||||
}
|
514
src/stb_image_write.h
Normal file
514
src/stb_image_write.h
Normal file
@@ -0,0 +1,514 @@
|
||||
/* stbiw-0.92 - public domain - http://nothings.org/stb/stb_image_write.h
|
||||
writes out PNG/BMP/TGA images to C stdio - Sean Barrett 2010
|
||||
no warranty implied; use at your own risk
|
||||
|
||||
|
||||
Before #including,
|
||||
|
||||
#define STB_IMAGE_WRITE_IMPLEMENTATION
|
||||
|
||||
in the file that you want to have the implementation.
|
||||
|
||||
|
||||
ABOUT:
|
||||
|
||||
This header file is a library for writing images to C stdio. It could be
|
||||
adapted to write to memory or a general streaming interface; let me know.
|
||||
|
||||
The PNG output is not optimal; it is 20-50% larger than the file
|
||||
written by a decent optimizing implementation. This library is designed
|
||||
for source code compactness and simplicitly, not optimal image file size
|
||||
or run-time performance.
|
||||
|
||||
USAGE:
|
||||
|
||||
There are three functions, one for each image file format:
|
||||
|
||||
int stbi_write_png(char const *filename, int w, int h, int comp, const void *data, int stride_in_bytes);
|
||||
int stbi_write_bmp(char const *filename, int w, int h, int comp, const void *data);
|
||||
int stbi_write_tga(char const *filename, int w, int h, int comp, const void *data);
|
||||
|
||||
Each function returns 0 on failure and non-0 on success.
|
||||
|
||||
The functions create an image file defined by the parameters. The image
|
||||
is a rectangle of pixels stored from left-to-right, top-to-bottom.
|
||||
Each pixel contains 'comp' channels of data stored interleaved with 8-bits
|
||||
per channel, in the following order: 1=L, 2=LA, 3=RGB, 4=RGBA. (L is
|
||||
luminance, i.e. monochrome "color", i.e. grey value.) The rectangle is
|
||||
'w' pixels wide and 'h' pixels tall. The *data pointer points to the
|
||||
first byte of the top-left-most pixel. For PNG, "stride_in_bytes" is
|
||||
the distance in bytes from the first byte of a row of pixels to the
|
||||
first byte of the next row of pixels. Other file formats assume the
|
||||
first byte of the each row of pixels begins immediately after the last
|
||||
byte of the previous row.
|
||||
|
||||
PNG creates output files with the same number of components as the input.
|
||||
The BMP and TGA formats expand Y to RGB in the file format. BMP does not
|
||||
output alpha.
|
||||
|
||||
PNG supports writing rectangles of data even when the bytes storing rows of
|
||||
data are not consecutive in memory (e.g. sub-rectangles of a larger image),
|
||||
by supplying the stride between the beginning of adjacent rows. The other
|
||||
formats do not. (Thus you cannot write an in-memory BMP through the BMP
|
||||
writer, both because it is in BGR order and because it may have padding
|
||||
at the end of the line.)
|
||||
*/
|
||||
|
||||
#ifndef INCLUDE_STB_IMAGE_WRITE_H
|
||||
#define INCLUDE_STB_IMAGE_WRITE_H
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
extern int stbi_write_png(char const *filename, int w, int h, int comp, const void *data, int stride_in_bytes);
|
||||
extern int stbi_write_bmp(char const *filename, int w, int h, int comp, const void *data);
|
||||
extern int stbi_write_tga(char const *filename, int w, int h, int comp, const void *data);
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif//INCLUDE_STB_IMAGE_WRITE_H
|
||||
|
||||
#ifdef STB_IMAGE_WRITE_IMPLEMENTATION
|
||||
|
||||
#include <stdarg.h>
|
||||
#include <stdlib.h>
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
#include <assert.h>
|
||||
|
||||
typedef unsigned int stbiw_uint32;
|
||||
typedef int stb_image_write_test[sizeof(stbiw_uint32)==4 ? 1 : -1];
|
||||
|
||||
static void writefv(FILE *f, const char *fmt, va_list v)
|
||||
{
|
||||
while (*fmt) {
|
||||
switch (*fmt++) {
|
||||
case ' ': break;
|
||||
case '1': { unsigned char x = (unsigned char) va_arg(v, int); fputc(x,f); break; }
|
||||
case '2': { int x = va_arg(v,int); unsigned char b[2];
|
||||
b[0] = (unsigned char) x; b[1] = (unsigned char) (x>>8);
|
||||
fwrite(b,2,1,f); break; }
|
||||
case '4': { stbiw_uint32 x = va_arg(v,int); unsigned char b[4];
|
||||
b[0]=(unsigned char)x; b[1]=(unsigned char)(x>>8);
|
||||
b[2]=(unsigned char)(x>>16); b[3]=(unsigned char)(x>>24);
|
||||
fwrite(b,4,1,f); break; }
|
||||
default:
|
||||
assert(0);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void write3(FILE *f, unsigned char a, unsigned char b, unsigned char c)
|
||||
{
|
||||
unsigned char arr[3];
|
||||
arr[0] = a, arr[1] = b, arr[2] = c;
|
||||
fwrite(arr, 3, 1, f);
|
||||
}
|
||||
|
||||
static void write_pixels(FILE *f, int rgb_dir, int vdir, int x, int y, int comp, void *data, int write_alpha, int scanline_pad)
|
||||
{
|
||||
unsigned char bg[3] = { 255, 0, 255}, px[3];
|
||||
stbiw_uint32 zero = 0;
|
||||
int i,j,k, j_end;
|
||||
|
||||
if (y <= 0)
|
||||
return;
|
||||
|
||||
if (vdir < 0)
|
||||
j_end = -1, j = y-1;
|
||||
else
|
||||
j_end = y, j = 0;
|
||||
|
||||
for (; j != j_end; j += vdir) {
|
||||
for (i=0; i < x; ++i) {
|
||||
unsigned char *d = (unsigned char *) data + (j*x+i)*comp;
|
||||
if (write_alpha < 0)
|
||||
fwrite(&d[comp-1], 1, 1, f);
|
||||
switch (comp) {
|
||||
case 1:
|
||||
case 2: write3(f, d[0],d[0],d[0]);
|
||||
break;
|
||||
case 4:
|
||||
if (!write_alpha) {
|
||||
// composite against pink background
|
||||
for (k=0; k < 3; ++k)
|
||||
px[k] = bg[k] + ((d[k] - bg[k]) * d[3])/255;
|
||||
write3(f, px[1-rgb_dir],px[1],px[1+rgb_dir]);
|
||||
break;
|
||||
}
|
||||
/* FALLTHROUGH */
|
||||
case 3:
|
||||
write3(f, d[1-rgb_dir],d[1],d[1+rgb_dir]);
|
||||
break;
|
||||
}
|
||||
if (write_alpha > 0)
|
||||
fwrite(&d[comp-1], 1, 1, f);
|
||||
}
|
||||
fwrite(&zero,scanline_pad,1,f);
|
||||
}
|
||||
}
|
||||
|
||||
static int outfile(char const *filename, int rgb_dir, int vdir, int x, int y, int comp, void *data, int alpha, int pad, const char *fmt, ...)
|
||||
{
|
||||
FILE *f;
|
||||
if (y < 0 || x < 0) return 0;
|
||||
f = fopen(filename, "wb");
|
||||
if (f) {
|
||||
va_list v;
|
||||
va_start(v, fmt);
|
||||
writefv(f, fmt, v);
|
||||
va_end(v);
|
||||
write_pixels(f,rgb_dir,vdir,x,y,comp,data,alpha,pad);
|
||||
fclose(f);
|
||||
}
|
||||
return f != NULL;
|
||||
}
|
||||
|
||||
int stbi_write_bmp(char const *filename, int x, int y, int comp, const void *data)
|
||||
{
|
||||
int pad = (-x*3) & 3;
|
||||
return outfile(filename,-1,-1,x,y,comp,(void *) data,0,pad,
|
||||
"11 4 22 4" "4 44 22 444444",
|
||||
'B', 'M', 14+40+(x*3+pad)*y, 0,0, 14+40, // file header
|
||||
40, x,y, 1,24, 0,0,0,0,0,0); // bitmap header
|
||||
}
|
||||
|
||||
int stbi_write_tga(char const *filename, int x, int y, int comp, const void *data)
|
||||
{
|
||||
int has_alpha = !(comp & 1);
|
||||
return outfile(filename, -1,-1, x, y, comp, (void *) data, has_alpha, 0,
|
||||
"111 221 2222 11", 0,0,2, 0,0,0, 0,0,x,y, 24+8*has_alpha, 8*has_alpha);
|
||||
}
|
||||
|
||||
// stretchy buffer; stbi__sbpush() == vector<>::push_back() -- stbi__sbcount() == vector<>::size()
|
||||
#define stbi__sbraw(a) ((int *) (a) - 2)
|
||||
#define stbi__sbm(a) stbi__sbraw(a)[0]
|
||||
#define stbi__sbn(a) stbi__sbraw(a)[1]
|
||||
|
||||
#define stbi__sbneedgrow(a,n) ((a)==0 || stbi__sbn(a)+n >= stbi__sbm(a))
|
||||
#define stbi__sbmaybegrow(a,n) (stbi__sbneedgrow(a,(n)) ? stbi__sbgrow(a,n) : 0)
|
||||
#define stbi__sbgrow(a,n) stbi__sbgrowf((void **) &(a), (n), sizeof(*(a)))
|
||||
|
||||
#define stbi__sbpush(a, v) (stbi__sbmaybegrow(a,1), (a)[stbi__sbn(a)++] = (v))
|
||||
#define stbi__sbcount(a) ((a) ? stbi__sbn(a) : 0)
|
||||
#define stbi__sbfree(a) ((a) ? free(stbi__sbraw(a)),0 : 0)
|
||||
|
||||
static void *stbi__sbgrowf(void **arr, int increment, int itemsize)
|
||||
{
|
||||
int m = *arr ? 2*stbi__sbm(*arr)+increment : increment+1;
|
||||
void *p = realloc(*arr ? stbi__sbraw(*arr) : 0, itemsize * m + sizeof(int)*2);
|
||||
assert(p);
|
||||
if (p) {
|
||||
if (!*arr) ((int *) p)[1] = 0;
|
||||
*arr = (void *) ((int *) p + 2);
|
||||
stbi__sbm(*arr) = m;
|
||||
}
|
||||
return *arr;
|
||||
}
|
||||
|
||||
static unsigned char *stbi__zlib_flushf(unsigned char *data, unsigned int *bitbuffer, int *bitcount)
|
||||
{
|
||||
while (*bitcount >= 8) {
|
||||
stbi__sbpush(data, (unsigned char) *bitbuffer);
|
||||
*bitbuffer >>= 8;
|
||||
*bitcount -= 8;
|
||||
}
|
||||
return data;
|
||||
}
|
||||
|
||||
static int stbi__zlib_bitrev(int code, int codebits)
|
||||
{
|
||||
int res=0;
|
||||
while (codebits--) {
|
||||
res = (res << 1) | (code & 1);
|
||||
code >>= 1;
|
||||
}
|
||||
return res;
|
||||
}
|
||||
|
||||
static unsigned int stbi__zlib_countm(unsigned char *a, unsigned char *b, int limit)
|
||||
{
|
||||
int i;
|
||||
for (i=0; i < limit && i < 258; ++i)
|
||||
if (a[i] != b[i]) break;
|
||||
return i;
|
||||
}
|
||||
|
||||
static unsigned int stbi__zhash(unsigned char *data)
|
||||
{
|
||||
stbiw_uint32 hash = data[0] + (data[1] << 8) + (data[2] << 16);
|
||||
hash ^= hash << 3;
|
||||
hash += hash >> 5;
|
||||
hash ^= hash << 4;
|
||||
hash += hash >> 17;
|
||||
hash ^= hash << 25;
|
||||
hash += hash >> 6;
|
||||
return hash;
|
||||
}
|
||||
|
||||
#define stbi__zlib_flush() (out = stbi__zlib_flushf(out, &bitbuf, &bitcount))
|
||||
#define stbi__zlib_add(code,codebits) \
|
||||
(bitbuf |= (code) << bitcount, bitcount += (codebits), stbi__zlib_flush())
|
||||
#define stbi__zlib_huffa(b,c) stbi__zlib_add(stbi__zlib_bitrev(b,c),c)
|
||||
// default huffman tables
|
||||
#define stbi__zlib_huff1(n) stbi__zlib_huffa(0x30 + (n), 8)
|
||||
#define stbi__zlib_huff2(n) stbi__zlib_huffa(0x190 + (n)-144, 9)
|
||||
#define stbi__zlib_huff3(n) stbi__zlib_huffa(0 + (n)-256,7)
|
||||
#define stbi__zlib_huff4(n) stbi__zlib_huffa(0xc0 + (n)-280,8)
|
||||
#define stbi__zlib_huff(n) ((n) <= 143 ? stbi__zlib_huff1(n) : (n) <= 255 ? stbi__zlib_huff2(n) : (n) <= 279 ? stbi__zlib_huff3(n) : stbi__zlib_huff4(n))
|
||||
#define stbi__zlib_huffb(n) ((n) <= 143 ? stbi__zlib_huff1(n) : stbi__zlib_huff2(n))
|
||||
|
||||
#define stbi__ZHASH 16384
|
||||
|
||||
unsigned char * stbi_zlib_compress(unsigned char *data, int data_len, int *out_len, int quality)
|
||||
{
|
||||
static unsigned short lengthc[] = { 3,4,5,6,7,8,9,10,11,13,15,17,19,23,27,31,35,43,51,59,67,83,99,115,131,163,195,227,258, 259 };
|
||||
static unsigned char lengtheb[]= { 0,0,0,0,0,0,0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 0 };
|
||||
static unsigned short distc[] = { 1,2,3,4,5,7,9,13,17,25,33,49,65,97,129,193,257,385,513,769,1025,1537,2049,3073,4097,6145,8193,12289,16385,24577, 32768 };
|
||||
static unsigned char disteb[] = { 0,0,0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11,12,12,13,13 };
|
||||
unsigned int bitbuf=0;
|
||||
int i,j, bitcount=0;
|
||||
unsigned char *out = NULL;
|
||||
unsigned char **hash_table[stbi__ZHASH]; // 64KB on the stack!
|
||||
if (quality < 5) quality = 5;
|
||||
|
||||
stbi__sbpush(out, 0x78); // DEFLATE 32K window
|
||||
stbi__sbpush(out, 0x5e); // FLEVEL = 1
|
||||
stbi__zlib_add(1,1); // BFINAL = 1
|
||||
stbi__zlib_add(1,2); // BTYPE = 1 -- fixed huffman
|
||||
|
||||
for (i=0; i < stbi__ZHASH; ++i)
|
||||
hash_table[i] = NULL;
|
||||
|
||||
i=0;
|
||||
while (i < data_len-3) {
|
||||
// hash next 3 bytes of data to be compressed
|
||||
int h = stbi__zhash(data+i)&(stbi__ZHASH-1), best=3;
|
||||
unsigned char *bestloc = 0;
|
||||
unsigned char **hlist = hash_table[h];
|
||||
int n = stbi__sbcount(hlist);
|
||||
for (j=0; j < n; ++j) {
|
||||
if (hlist[j]-data > i-32768) { // if entry lies within window
|
||||
int d = stbi__zlib_countm(hlist[j], data+i, data_len-i);
|
||||
if (d >= best) best=d,bestloc=hlist[j];
|
||||
}
|
||||
}
|
||||
// when hash table entry is too long, delete half the entries
|
||||
if (hash_table[h] && stbi__sbn(hash_table[h]) == 2*quality) {
|
||||
memcpy(hash_table[h], hash_table[h]+quality, sizeof(hash_table[h][0])*quality);
|
||||
stbi__sbn(hash_table[h]) = quality;
|
||||
}
|
||||
stbi__sbpush(hash_table[h],data+i);
|
||||
|
||||
if (bestloc) {
|
||||
// "lazy matching" - check match at *next* byte, and if it's better, do cur byte as literal
|
||||
h = stbi__zhash(data+i+1)&(stbi__ZHASH-1);
|
||||
hlist = hash_table[h];
|
||||
n = stbi__sbcount(hlist);
|
||||
for (j=0; j < n; ++j) {
|
||||
if (hlist[j]-data > i-32767) {
|
||||
int e = stbi__zlib_countm(hlist[j], data+i+1, data_len-i-1);
|
||||
if (e > best) { // if next match is better, bail on current match
|
||||
bestloc = NULL;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (bestloc) {
|
||||
int d = data+i - bestloc; // distance back
|
||||
assert(d <= 32767 && best <= 258);
|
||||
for (j=0; best > lengthc[j+1]-1; ++j);
|
||||
stbi__zlib_huff(j+257);
|
||||
if (lengtheb[j]) stbi__zlib_add(best - lengthc[j], lengtheb[j]);
|
||||
for (j=0; d > distc[j+1]-1; ++j);
|
||||
stbi__zlib_add(stbi__zlib_bitrev(j,5),5);
|
||||
if (disteb[j]) stbi__zlib_add(d - distc[j], disteb[j]);
|
||||
i += best;
|
||||
} else {
|
||||
stbi__zlib_huffb(data[i]);
|
||||
++i;
|
||||
}
|
||||
}
|
||||
// write out final bytes
|
||||
for (;i < data_len; ++i)
|
||||
stbi__zlib_huffb(data[i]);
|
||||
stbi__zlib_huff(256); // end of block
|
||||
// pad with 0 bits to byte boundary
|
||||
while (bitcount)
|
||||
stbi__zlib_add(0,1);
|
||||
|
||||
for (i=0; i < stbi__ZHASH; ++i)
|
||||
(void) stbi__sbfree(hash_table[i]);
|
||||
|
||||
{
|
||||
// compute adler32 on input
|
||||
unsigned int i=0, s1=1, s2=0, blocklen = data_len % 5552;
|
||||
int j=0;
|
||||
while (j < data_len) {
|
||||
for (i=0; i < blocklen; ++i) s1 += data[j+i], s2 += s1;
|
||||
s1 %= 65521, s2 %= 65521;
|
||||
j += blocklen;
|
||||
blocklen = 5552;
|
||||
}
|
||||
stbi__sbpush(out, (unsigned char) (s2 >> 8));
|
||||
stbi__sbpush(out, (unsigned char) s2);
|
||||
stbi__sbpush(out, (unsigned char) (s1 >> 8));
|
||||
stbi__sbpush(out, (unsigned char) s1);
|
||||
}
|
||||
*out_len = stbi__sbn(out);
|
||||
// make returned pointer freeable
|
||||
memmove(stbi__sbraw(out), out, *out_len);
|
||||
return (unsigned char *) stbi__sbraw(out);
|
||||
}
|
||||
|
||||
unsigned int stbi__crc32(unsigned char *buffer, int len)
|
||||
{
|
||||
static unsigned int crc_table[256];
|
||||
unsigned int crc = ~0u;
|
||||
int i,j;
|
||||
if (crc_table[1] == 0)
|
||||
for(i=0; i < 256; i++)
|
||||
for (crc_table[i]=i, j=0; j < 8; ++j)
|
||||
crc_table[i] = (crc_table[i] >> 1) ^ (crc_table[i] & 1 ? 0xedb88320 : 0);
|
||||
for (i=0; i < len; ++i)
|
||||
crc = (crc >> 8) ^ crc_table[buffer[i] ^ (crc & 0xff)];
|
||||
return ~crc;
|
||||
}
|
||||
|
||||
#define stbi__wpng4(o,a,b,c,d) ((o)[0]=(unsigned char)(a),(o)[1]=(unsigned char)(b),(o)[2]=(unsigned char)(c),(o)[3]=(unsigned char)(d),(o)+=4)
|
||||
#define stbi__wp32(data,v) stbi__wpng4(data, (v)>>24,(v)>>16,(v)>>8,(v));
|
||||
#define stbi__wptag(data,s) stbi__wpng4(data, s[0],s[1],s[2],s[3])
|
||||
|
||||
static void stbi__wpcrc(unsigned char **data, int len)
|
||||
{
|
||||
unsigned int crc = stbi__crc32(*data - len - 4, len+4);
|
||||
stbi__wp32(*data, crc);
|
||||
}
|
||||
|
||||
static unsigned char stbi__paeth(int a, int b, int c)
|
||||
{
|
||||
int p = a + b - c, pa = abs(p-a), pb = abs(p-b), pc = abs(p-c);
|
||||
if (pa <= pb && pa <= pc) return (unsigned char) a;
|
||||
if (pb <= pc) return (unsigned char) b;
|
||||
return (unsigned char) c;
|
||||
}
|
||||
|
||||
unsigned char *stbi_write_png_to_mem(unsigned char *pixels, int stride_bytes, int x, int y, int n, int *out_len)
|
||||
{
|
||||
int ctype[5] = { -1, 0, 4, 2, 6 };
|
||||
unsigned char sig[8] = { 137,80,78,71,13,10,26,10 };
|
||||
unsigned char *out,*o, *filt, *zlib;
|
||||
signed char *line_buffer;
|
||||
int i,j,k,p,zlen;
|
||||
|
||||
if (stride_bytes == 0)
|
||||
stride_bytes = x * n;
|
||||
|
||||
filt = (unsigned char *) malloc((x*n+1) * y); if (!filt) return 0;
|
||||
line_buffer = (signed char *) malloc(x * n); if (!line_buffer) { free(filt); return 0; }
|
||||
for (j=0; j < y; ++j) {
|
||||
static int mapping[] = { 0,1,2,3,4 };
|
||||
static int firstmap[] = { 0,1,0,5,6 };
|
||||
int *mymap = j ? mapping : firstmap;
|
||||
int best = 0, bestval = 0x7fffffff;
|
||||
for (p=0; p < 2; ++p) {
|
||||
for (k= p?best:0; k < 5; ++k) {
|
||||
int type = mymap[k],est=0;
|
||||
unsigned char *z = pixels + stride_bytes*j;
|
||||
for (i=0; i < n; ++i)
|
||||
switch (type) {
|
||||
case 0: line_buffer[i] = z[i]; break;
|
||||
case 1: line_buffer[i] = z[i]; break;
|
||||
case 2: line_buffer[i] = z[i] - z[i-stride_bytes]; break;
|
||||
case 3: line_buffer[i] = z[i] - (z[i-stride_bytes]>>1); break;
|
||||
case 4: line_buffer[i] = (signed char) (z[i] - stbi__paeth(0,z[i-stride_bytes],0)); break;
|
||||
case 5: line_buffer[i] = z[i]; break;
|
||||
case 6: line_buffer[i] = z[i]; break;
|
||||
}
|
||||
for (i=n; i < x*n; ++i) {
|
||||
switch (type) {
|
||||
case 0: line_buffer[i] = z[i]; break;
|
||||
case 1: line_buffer[i] = z[i] - z[i-n]; break;
|
||||
case 2: line_buffer[i] = z[i] - z[i-stride_bytes]; break;
|
||||
case 3: line_buffer[i] = z[i] - ((z[i-n] + z[i-stride_bytes])>>1); break;
|
||||
case 4: line_buffer[i] = z[i] - stbi__paeth(z[i-n], z[i-stride_bytes], z[i-stride_bytes-n]); break;
|
||||
case 5: line_buffer[i] = z[i] - (z[i-n]>>1); break;
|
||||
case 6: line_buffer[i] = z[i] - stbi__paeth(z[i-n], 0,0); break;
|
||||
}
|
||||
}
|
||||
if (p) break;
|
||||
for (i=0; i < x*n; ++i)
|
||||
est += abs((signed char) line_buffer[i]);
|
||||
if (est < bestval) { bestval = est; best = k; }
|
||||
}
|
||||
}
|
||||
// when we get here, best contains the filter type, and line_buffer contains the data
|
||||
filt[j*(x*n+1)] = (unsigned char) best;
|
||||
memcpy(filt+j*(x*n+1)+1, line_buffer, x*n);
|
||||
}
|
||||
free(line_buffer);
|
||||
zlib = stbi_zlib_compress(filt, y*( x*n+1), &zlen, 8); // increase 8 to get smaller but use more memory
|
||||
free(filt);
|
||||
if (!zlib) return 0;
|
||||
|
||||
// each tag requires 12 bytes of overhead
|
||||
out = (unsigned char *) malloc(8 + 12+13 + 12+zlen + 12);
|
||||
if (!out) return 0;
|
||||
*out_len = 8 + 12+13 + 12+zlen + 12;
|
||||
|
||||
o=out;
|
||||
memcpy(o,sig,8); o+= 8;
|
||||
stbi__wp32(o, 13); // header length
|
||||
stbi__wptag(o, "IHDR");
|
||||
stbi__wp32(o, x);
|
||||
stbi__wp32(o, y);
|
||||
*o++ = 8;
|
||||
*o++ = (unsigned char) ctype[n];
|
||||
*o++ = 0;
|
||||
*o++ = 0;
|
||||
*o++ = 0;
|
||||
stbi__wpcrc(&o,13);
|
||||
|
||||
stbi__wp32(o, zlen);
|
||||
stbi__wptag(o, "IDAT");
|
||||
memcpy(o, zlib, zlen); o += zlen; free(zlib);
|
||||
stbi__wpcrc(&o, zlen);
|
||||
|
||||
stbi__wp32(o,0);
|
||||
stbi__wptag(o, "IEND");
|
||||
stbi__wpcrc(&o,0);
|
||||
|
||||
assert(o == out + *out_len);
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
int stbi_write_png(char const *filename, int x, int y, int comp, const void *data, int stride_bytes)
|
||||
{
|
||||
FILE *f;
|
||||
int len;
|
||||
unsigned char *png = stbi_write_png_to_mem((unsigned char *) data, stride_bytes, x, y, comp, &len);
|
||||
if (!png) return 0;
|
||||
f = fopen(filename, "wb");
|
||||
if (!f) { free(png); return 0; }
|
||||
fwrite(png, 1, len, f);
|
||||
fclose(f);
|
||||
free(png);
|
||||
return 1;
|
||||
}
|
||||
#endif // STB_IMAGE_WRITE_IMPLEMENTATION
|
||||
|
||||
/* Revision history
|
||||
|
||||
0.92 (2010-08-01)
|
||||
casts to unsigned char to fix warnings
|
||||
0.91 (2010-07-17)
|
||||
first public release
|
||||
0.90 first internal release
|
||||
*/
|
61
src/text.c
61
src/text.c
@@ -8,7 +8,7 @@
|
||||
* stb_image - Multiple formats image loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC)
|
||||
*
|
||||
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
||||
*
|
||||
*
|
||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||
* will the authors be held liable for any damages arising from the use of this software.
|
||||
*
|
||||
@@ -37,8 +37,9 @@
|
||||
//----------------------------------------------------------------------------------
|
||||
// Defines and Macros
|
||||
//----------------------------------------------------------------------------------
|
||||
#define FIRST_CHAR 32
|
||||
#define MAX_FONTCHARS 128
|
||||
#define FONT_FIRST_CHAR 32
|
||||
#define MAX_FONTCHARS 128
|
||||
#define MAX_FORMATTEXT_LENGTH 50
|
||||
|
||||
#define BIT_CHECK(a,b) ((a) & (1<<(b)))
|
||||
|
||||
@@ -125,7 +126,7 @@ extern void LoadDefaultFont()
|
||||
|
||||
for (int i = 0; i < defaultFont.numChars; i++)
|
||||
{
|
||||
defaultFont.charSet[i].value = FIRST_CHAR + i;
|
||||
defaultFont.charSet[i].value = FONT_FIRST_CHAR + i; // First char is 32
|
||||
defaultFont.charSet[i].x = currentPosX;
|
||||
defaultFont.charSet[i].y = charsDivisor + currentLine * (charsHeight + charsDivisor);
|
||||
defaultFont.charSet[i].w = charsWidth[i];
|
||||
@@ -329,31 +330,26 @@ void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, int f
|
||||
if (fontSize <= spriteFont.charSet[0].h) scaleFactor = 1.0f;
|
||||
else scaleFactor = (float)fontSize / spriteFont.charSet[0].h;
|
||||
|
||||
glDisable(GL_LIGHTING); // When drawing text, disable LIGHTING
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, spriteFont.texture.glId);
|
||||
|
||||
glPushMatrix();
|
||||
|
||||
// Optimized to use one draw call per string
|
||||
glBegin(GL_QUADS);
|
||||
for(int i = 0; i < length; i++)
|
||||
{
|
||||
c = spriteFont.charSet[(int)text[i] - FIRST_CHAR];
|
||||
|
||||
glColor4ub(tint.r, tint.g, tint.b, tint.a);
|
||||
glNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer
|
||||
glTexCoord2f((float)c.x / spriteFont.texture.width, (float)c.y / spriteFont.texture.height); glVertex2f(positionX, position.y);
|
||||
glTexCoord2f((float)c.x / spriteFont.texture.width, (float)(c.y + c.h) / spriteFont.texture.height); glVertex2f(positionX, position.y + (c.h) * scaleFactor);
|
||||
glTexCoord2f((float)(c.x + c.w) / spriteFont.texture.width, (float)(c.y + c.h) / spriteFont.texture.height); glVertex2f(positionX + (c.w) * scaleFactor, position.y + (c.h) * scaleFactor);
|
||||
glTexCoord2f((float)(c.x + c.w) / spriteFont.texture.width, (float)c.y / spriteFont.texture.height); glVertex2f(positionX + (c.w) * scaleFactor, position.y);
|
||||
|
||||
positionX += ((spriteFont.charSet[(int)text[i] - FIRST_CHAR].w) * scaleFactor + spacing);
|
||||
}
|
||||
glEnd();
|
||||
|
||||
glPopMatrix();
|
||||
// Optimized to use one draw call per string
|
||||
glBegin(GL_QUADS);
|
||||
for(int i = 0; i < length; i++)
|
||||
{
|
||||
c = spriteFont.charSet[(int)text[i] - FONT_FIRST_CHAR];
|
||||
|
||||
glColor4ub(tint.r, tint.g, tint.b, tint.a);
|
||||
glNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer
|
||||
glTexCoord2f((float)c.x / spriteFont.texture.width, (float)c.y / spriteFont.texture.height); glVertex2f(positionX, position.y);
|
||||
glTexCoord2f((float)c.x / spriteFont.texture.width, (float)(c.y + c.h) / spriteFont.texture.height); glVertex2f(positionX, position.y + (c.h) * scaleFactor);
|
||||
glTexCoord2f((float)(c.x + c.w) / spriteFont.texture.width, (float)(c.y + c.h) / spriteFont.texture.height); glVertex2f(positionX + (c.w) * scaleFactor, position.y + (c.h) * scaleFactor);
|
||||
glTexCoord2f((float)(c.x + c.w) / spriteFont.texture.width, (float)c.y / spriteFont.texture.height); glVertex2f(positionX + (c.w) * scaleFactor, position.y);
|
||||
|
||||
positionX += ((spriteFont.charSet[(int)text[i] - FONT_FIRST_CHAR].w) * scaleFactor + spacing);
|
||||
}
|
||||
glEnd();
|
||||
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
}
|
||||
@@ -361,16 +357,13 @@ void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, int f
|
||||
// Formatting of text with variables to 'embed'
|
||||
const char *FormatText(const char *text, ...)
|
||||
{
|
||||
int length = strlen(text);
|
||||
char *buffer = malloc(length + 20); // We add 20 extra characters, should be enough... :P
|
||||
|
||||
static char buffer[MAX_FORMATTEXT_LENGTH];
|
||||
|
||||
va_list args;
|
||||
va_start(args, text);
|
||||
vsprintf(buffer, text, args); // NOTE: We use vsprintf() defined in <stdarg.h>
|
||||
va_end(args);
|
||||
|
||||
//strcat(buffer, "\0"); // We add a end-of-string mark at the end (not needed)
|
||||
|
||||
|
||||
return buffer;
|
||||
}
|
||||
|
||||
@@ -393,7 +386,7 @@ Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int
|
||||
|
||||
for (int i = 0; i < len; i++)
|
||||
{
|
||||
textWidth += spriteFont.charSet[(int)text[i] - FIRST_CHAR].w;
|
||||
textWidth += spriteFont.charSet[(int)text[i] - FONT_FIRST_CHAR].w;
|
||||
}
|
||||
|
||||
if (fontSize <= spriteFont.charSet[0].h) scaleFactor = 1.0f;
|
||||
@@ -491,7 +484,7 @@ static int ParseImageData(Color *imgDataPixel, int imgWidth, int imgHeight, Char
|
||||
while((xPosToRead < imgWidth) &&
|
||||
!PixelIsMagenta((imgDataPixel[(lineSpacing + (charHeight+lineSpacing)*lineToRead)*imgWidth + xPosToRead])))
|
||||
{
|
||||
tempCharSet[index].value = FIRST_CHAR + index;
|
||||
tempCharSet[index].value = FONT_FIRST_CHAR + index;
|
||||
tempCharSet[index].x = xPosToRead;
|
||||
tempCharSet[index].y = lineSpacing + lineToRead * (charHeight + lineSpacing);
|
||||
tempCharSet[index].h = charHeight;
|
||||
@@ -611,7 +604,7 @@ static SpriteFont LoadRBMF(const char *fileName)
|
||||
|
||||
printf("Image reconstructed correctly... now converting it to texture...");
|
||||
|
||||
spriteFont.texture = CreateTexture2D(image);
|
||||
spriteFont.texture = CreateTexture(image);
|
||||
|
||||
UnloadImage(image); // Unload image data
|
||||
|
||||
|
@@ -218,37 +218,11 @@ Image LoadImageFromRES(const char *rresName, int resId)
|
||||
Texture2D LoadTexture(const char *fileName)
|
||||
{
|
||||
Texture2D texture;
|
||||
|
||||
int imgWidth;
|
||||
int imgHeight;
|
||||
int imgBpp;
|
||||
Image image;
|
||||
|
||||
// NOTE: Using stb_image to load images (Supports: BMP, TGA, PNG, JPG, ...)
|
||||
// Force loading to 4 components (RGBA)
|
||||
byte *imgData = stbi_load(fileName, &imgWidth, &imgHeight, &imgBpp, 4);
|
||||
|
||||
// Convert loaded data to OpenGL texture
|
||||
//----------------------------------------
|
||||
GLuint id;
|
||||
glGenTextures(1, &id); // Generate Pointer to the Texture
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, id);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repead on x-axis
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repead on y-axis
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
|
||||
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, imgWidth, imgHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, imgData);
|
||||
|
||||
// NOTE: Not using mipmappings (texture for 2D drawing)
|
||||
// At this point we have the image converted to texture and uploaded to GPU
|
||||
|
||||
stbi_image_free(imgData); // Now we can free loaded data from RAM memory
|
||||
|
||||
texture.glId = id;
|
||||
texture.width = imgWidth;
|
||||
texture.height = imgHeight;
|
||||
image = LoadImage(fileName);
|
||||
texture = CreateTexture(image);
|
||||
UnloadImage(image);
|
||||
|
||||
return texture;
|
||||
}
|
||||
@@ -259,31 +233,14 @@ Texture2D LoadTextureFromRES(const char *rresName, int resId)
|
||||
Texture2D texture;
|
||||
|
||||
Image image = LoadImageFromRES(rresName, resId);
|
||||
texture = CreateTexture2D(image);
|
||||
|
||||
return texture;
|
||||
}
|
||||
|
||||
// Load an image as texture (and convert to POT with mipmaps)
|
||||
Texture2D LoadTextureEx(const char *fileName, bool createPOT, bool mipmaps)
|
||||
{
|
||||
Texture2D texture;
|
||||
|
||||
// TODO: Load and image and convert to Power-Of-Two
|
||||
// NOTE: Conversion could be done just adding extra space to image or by scaling image
|
||||
// NOTE: If scaling image, be careful with scaling algorithm (aproximation, bilinear, bicubic...)
|
||||
|
||||
// TODO: Generate all required mipmap levels from image and convert to testure (not that easy)
|
||||
// NOTE: If using OpenGL 1.1, the only option is doing mipmap generation on CPU side (i.e. gluBuild2DMipmaps)
|
||||
// NOTE: raylib tries to minimize external dependencies so, we are not using GLU
|
||||
// NOTE: Re-implement some function similar to gluBuild2DMipmaps (not that easy...)
|
||||
texture = CreateTexture(image);
|
||||
|
||||
return texture;
|
||||
}
|
||||
|
||||
// Create a Texture2D from Image data
|
||||
// NOTE: Image is not unloaded, it should be done manually...
|
||||
Texture2D CreateTexture2D(Image image)
|
||||
Texture2D CreateTexture(Image image)
|
||||
{
|
||||
Texture2D texture;
|
||||
|
||||
@@ -294,11 +251,18 @@ Texture2D CreateTexture2D(Image image)
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, id);
|
||||
|
||||
// NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used!
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repead on x-axis
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repead on y-axis
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
|
||||
|
||||
// Trilinear filtering
|
||||
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate use of mipmaps (must be available)
|
||||
//glGenerateMipmap(GL_TEXTURE_2D); // OpenGL 3.3!
|
||||
|
||||
// Upload texture to GPU
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.width, image.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image.pixels);
|
||||
|
||||
// NOTE: Not using mipmappings (texture for 2D drawing)
|
||||
@@ -329,6 +293,12 @@ void DrawTexture(Texture2D texture, int posX, int posY, Color tint)
|
||||
DrawTextureEx(texture, (Vector2){ (float)posX, (float)posY}, 0, 1.0f, tint);
|
||||
}
|
||||
|
||||
// Draw a Texture2D with position defined as Vector2
|
||||
void DrawTextureV(Texture2D texture, Vector2 position, Color tint)
|
||||
{
|
||||
DrawTextureEx(texture, position, 0, 1.0f, tint);
|
||||
}
|
||||
|
||||
// Draw a Texture2D with extended parameters
|
||||
void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint)
|
||||
{
|
||||
|
@@ -25,7 +25,7 @@
|
||||
|
||||
#include "vector3.h"
|
||||
|
||||
#include <math.h>
|
||||
#include <math.h> // Used for fabs(), sqrt()
|
||||
|
||||
// Add two vectors
|
||||
Vector3 VectorAdd(Vector3 v1, Vector3 v2)
|
||||
|
BIN
tests/heightmap.png
Normal file
BIN
tests/heightmap.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 1.3 KiB |
77
tests/test_billboard.c
Normal file
77
tests/test_billboard.c
Normal file
@@ -0,0 +1,77 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib test - Testing DrawBillboard() and DrawBillboardRec()
|
||||
*
|
||||
* This example has been created using raylib 1.0 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
Vector3 position = { 0.0, 0.0, 0.0 };
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = {{ 10.0, 8.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib test - Billboards");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
|
||||
Texture2D texture = LoadTexture("resources/raylib_logo.png");
|
||||
Texture2D lena = LoadTexture("resources/lena.png");
|
||||
|
||||
Rectangle eyesRec = { 225, 240, 155, 50 };
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsKeyDown(KEY_LEFT)) camera.position.x -= 0.2;
|
||||
if (IsKeyDown(KEY_RIGHT)) camera.position.x += 0.2;
|
||||
if (IsKeyDown(KEY_UP)) camera.position.y -= 0.2;
|
||||
if (IsKeyDown(KEY_DOWN)) camera.position.y += 0.2;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
Begin3dMode(camera);
|
||||
|
||||
//DrawBillboard(camera, texture, position, 2.0, WHITE);
|
||||
DrawBillboardRec(camera, lena, eyesRec, position, 4.0, WHITE);
|
||||
|
||||
DrawGrid(10.0, 1.0); // Draw a grid
|
||||
|
||||
End3dMode();
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadTexture(texture); // Unload texture
|
||||
UnloadTexture(lena); // Unload texture
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
62
tests/test_formattext.c
Normal file
62
tests/test_formattext.c
Normal file
@@ -0,0 +1,62 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib test - Testing FormatText() function
|
||||
*
|
||||
* This example has been created using raylib 1.0 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
int score = 100020;
|
||||
int hiscore = 200450;
|
||||
int lives = 5;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib test - FormatText()");
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// TODO: Update your variables here
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText(FormatText("Score: %08i", score), 80, 80, 20, RED);
|
||||
|
||||
DrawText(FormatText("HiScore: %08i", hiscore), 80, 120, 20, GREEN);
|
||||
|
||||
DrawText(FormatText("Lives: %02i", lives), 80, 160, 40, BLUE);
|
||||
|
||||
DrawText(FormatText("Elapsed Time: %02.02f ms", GetFrameTime()*1000), 80, 220, 20, BLACK);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
76
tests/test_heightmap.c
Normal file
76
tests/test_heightmap.c
Normal file
@@ -0,0 +1,76 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib test - Testing Heightmap Loading and Drawing
|
||||
*
|
||||
* This example has been created using raylib 1.0 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
Vector3 position = { 0.0, 0.0, 0.0 };
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = {{ 12.0, 10.0, 12.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib test - Heightmap loading and drawing");
|
||||
|
||||
Image img = LoadImage("heightmap.png");
|
||||
Model map = LoadHeightmap(img, 4);
|
||||
Texture2D tex = CreateTexture(img);
|
||||
UnloadImage(img);
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// ...
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
Begin3dMode(camera);
|
||||
|
||||
//DrawModel(map, position, 0.5f, MAROON);
|
||||
DrawModelEx(map, tex, position, 0.5f, WHITE); // Draw 3d model with texture
|
||||
|
||||
DrawGrid(10.0, 1.0); // Draw a grid
|
||||
|
||||
DrawGizmo(position, false);
|
||||
|
||||
End3dMode();
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadTexture(tex); // Unload texture
|
||||
UnloadModel(map); // Unload model
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
60
tests/test_image_loading.c
Normal file
60
tests/test_image_loading.c
Normal file
@@ -0,0 +1,60 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib test - Testing LoadImage() and CreateTexture()
|
||||
*
|
||||
* This example has been created using raylib 1.0 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib test - Image loading");
|
||||
|
||||
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
|
||||
|
||||
Image img = LoadImage("resources/raylib_logo.png");
|
||||
Texture2D texture = CreateTexture(img);
|
||||
UnloadImage(img);
|
||||
//---------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// TODO: Update your variables here
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, WHITE);
|
||||
|
||||
DrawText("this IS a texture!", 360, 370, 10, GRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadTexture(texture); // Texture unloading
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
57
tests/test_mouse_wheel.c
Normal file
57
tests/test_mouse_wheel.c
Normal file
@@ -0,0 +1,57 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib test - Testing GetMouseWheelMove()
|
||||
*
|
||||
* This example has been created using raylib 1.0 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib test - Mouse wheel");
|
||||
|
||||
int positionY = 0;
|
||||
int scrollSpeed = 4; // Scrolling speed in pixels
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
positionY -= (GetMouseWheelMove()*scrollSpeed);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawRectangle(200, positionY, 80, 80, MAROON);
|
||||
|
||||
DrawText(FormatText("%i", positionY), 10, 10, 20, GRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
62
tests/test_random.c
Normal file
62
tests/test_random.c
Normal file
@@ -0,0 +1,62 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib test - Testing GetRandomValue()
|
||||
*
|
||||
* This example has been created using raylib 1.0 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
int framesCounter = 0;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib test - Random numbers");
|
||||
|
||||
int randValue = GetRandomValue(-8,5);
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
framesCounter++;
|
||||
|
||||
if ((framesCounter/60)%2)
|
||||
{
|
||||
randValue = GetRandomValue(-8,5);
|
||||
framesCounter = 0;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText(FormatText("%i", randValue), 120, 120, 60, LIGHTGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
@@ -8,29 +8,23 @@
|
||||
*
|
||||
***********************************************************************************************/
|
||||
|
||||
|
||||
rrem creates a .rres resource with embedded files and a .h header to access embedded data
|
||||
|
||||
|
||||
Usage example:
|
||||
|
||||
1) Create 'resources.rres' and 'resources.h' including 3 files:
|
||||
|
||||
rrem image01.png image02.jpg sound03.wav
|
||||
|
||||
rrem image01.png image02.jpg sound03.wav
|
||||
|
||||
2) In your raylib program, just add at top:
|
||||
|
||||
#include "resources.h"
|
||||
|
||||
|
||||
3) When a resource is required, just load it using:
|
||||
|
||||
Texture2D mytex = LoadTextureFromRES("resources.rres", RES_image01);
|
||||
Sound mysound = LoadSoundFromRES("resources.rres", RES_sound03);
|
||||
|
||||
|
||||
Note that you can check resources id names in resources.h file
|
||||
|
||||
|
||||
Have fun! :)
|
||||
Have fun! :)
|
BIN
tools/rrem.exe
BIN
tools/rrem.exe
Binary file not shown.
Reference in New Issue
Block a user