mirror of
https://github.com/raysan5/raylib.git
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736 lines
34 KiB
C
736 lines
34 KiB
C
/**********************************************************************************************
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*
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* raylib v1.8.0 stripped
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*
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* A simple and easy-to-use library to learn videogames programming (www.raylib.com)
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*
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* FEATURES:
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* - Library written in plain C code (C99)
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* - Multiple platforms supported: Windows, Linux, Mac, Android, Raspberry Pi, HTML5.
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* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0)
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* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
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* - Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF)
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* - Multiple textures support, including compressed formats and mipmaps generation
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* - Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
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* - Powerful math module for Vector2, Vector3, Matrix and Quaternion operations: [raymath]
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* - Audio loading and playing with streaming support and mixing channels: [audio]
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* - VR stereo rendering support with configurable HMD device parameters
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* - Minimal external dependencies (GLFW3, OpenGL, OpenAL)
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* - Complete bindings for Lua, Go and Pascal
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*
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* NOTES:
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* 32bit Colors - Any defined Color is always RGBA (4 byte)
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* One custom font is loaded by default when InitWindow() [core]
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* If using OpenGL 3.3 or ES2, one default shader is loaded automatically (internally defined) [rlgl]
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* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads
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*
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* DEPENDENCIES:
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* GLFW3 (www.glfw.org) for window/context management and input [core]
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* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl]
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* OpenAL Soft for audio device/context management [audio]
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*
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* OPTIONAL DEPENDENCIES:
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* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA) [textures]
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* stb_image_write (Sean Barret) for image writting (PNG) [utils]
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* stb_truetype (Sean Barret) for ttf fonts loading [text]
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* stb_vorbis (Sean Barret) for ogg audio loading [audio]
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* jar_xm (Joshua Reisenauer) for XM audio module loading [audio]
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* jar_mod (Joshua Reisenauer) for MOD audio module loading [audio]
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* dr_flac (David Reid) for FLAC audio file loading [audio]
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* tinfl for data decompression (DEFLATE algorithm) [rres]
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*
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*
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* LICENSE: zlib/libpng
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*
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* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software:
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*
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* Copyright (c) 2013-2017 Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#ifndef RAYLIB_H
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#define RAYLIB_H
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// Choose your platform here or just define it at compile time: -DPLATFORM_DESKTOP
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//#define PLATFORM_DESKTOP // Windows, Linux or OSX
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//#define PLATFORM_ANDROID // Android device
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//#define PLATFORM_RPI // Raspberry Pi
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//#define PLATFORM_WEB // HTML5 (emscripten, asm.js)
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// Security check in case no PLATFORM_* defined
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#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB)
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#define PLATFORM_DESKTOP
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#endif
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#if defined(_WIN32) && defined(BUILDING_DLL)
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#define RLAPI __declspec(dllexport) // We are building raylib as a Win32 DLL
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#elif defined(_WIN32) && defined(RAYLIB_DLL)
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#define RLAPI __declspec(dllimport) // We are using raylib as a Win32 DLL
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#else
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#define RLAPI // We are building or using raylib as a static library (or Linux shared library)
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#endif
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//----------------------------------------------------------------------------------
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// Some basic Defines
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//----------------------------------------------------------------------------------
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#ifndef PI
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#define PI 3.14159265358979323846f
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#endif
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#define DEG2RAD (PI/180.0f)
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#define RAD2DEG (180.0f/PI)
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// raylib Config Flags
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#define FLAG_SHOW_LOGO 1 // Set to show raylib logo at startup
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#define FLAG_FULLSCREEN_MODE 2 // Set to run program in fullscreen
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#define FLAG_WINDOW_RESIZABLE 4 // Set to allow resizable window
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#define FLAG_WINDOW_DECORATED 8 // Set to show window decoration (frame and buttons)
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#define FLAG_WINDOW_TRANSPARENT 16 // Set to allow transparent window
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#define FLAG_MSAA_4X_HINT 32 // Set to try enabling MSAA 4X
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#define FLAG_VSYNC_HINT 64 // Set to try enabling V-Sync on GPU
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// Keyboard Function Keys
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#define KEY_SPACE 32
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#define KEY_ESCAPE 256
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#define KEY_ENTER 257
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#define KEY_BACKSPACE 259
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#define KEY_RIGHT 262
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#define KEY_LEFT 263
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#define KEY_DOWN 264
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#define KEY_UP 265
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#define KEY_F1 290
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#define KEY_F2 291
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#define KEY_F3 292
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#define KEY_F4 293
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#define KEY_F5 294
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#define KEY_F6 295
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#define KEY_F7 296
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#define KEY_F8 297
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#define KEY_F9 298
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#define KEY_F10 299
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#define KEY_F11 300
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#define KEY_F12 301
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#define KEY_LEFT_SHIFT 340
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#define KEY_LEFT_CONTROL 341
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#define KEY_LEFT_ALT 342
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#define KEY_RIGHT_SHIFT 344
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#define KEY_RIGHT_CONTROL 345
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#define KEY_RIGHT_ALT 346
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// Keyboard Alpha Numeric Keys
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#define KEY_ZERO 48
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#define KEY_ONE 49
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#define KEY_TWO 50
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#define KEY_THREE 51
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#define KEY_FOUR 52
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#define KEY_FIVE 53
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#define KEY_SIX 54
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#define KEY_SEVEN 55
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#define KEY_EIGHT 56
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#define KEY_NINE 57
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#define KEY_A 65
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#define KEY_B 66
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#define KEY_C 67
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#define KEY_D 68
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#define KEY_E 69
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#define KEY_F 70
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#define KEY_G 71
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#define KEY_H 72
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#define KEY_I 73
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#define KEY_J 74
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#define KEY_K 75
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#define KEY_L 76
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#define KEY_M 77
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#define KEY_N 78
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#define KEY_O 79
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#define KEY_P 80
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#define KEY_Q 81
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#define KEY_R 82
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#define KEY_S 83
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#define KEY_T 84
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#define KEY_U 85
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#define KEY_V 86
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#define KEY_W 87
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#define KEY_X 88
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#define KEY_Y 89
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#define KEY_Z 90
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#if defined(PLATFORM_ANDROID)
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// Android Physical Buttons
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#define KEY_BACK 4
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#define KEY_MENU 82
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#define KEY_VOLUME_UP 24
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#define KEY_VOLUME_DOWN 25
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#endif
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// Mouse Buttons
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#define MOUSE_LEFT_BUTTON 0
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#define MOUSE_RIGHT_BUTTON 1
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#define MOUSE_MIDDLE_BUTTON 2
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// Touch points registered
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#define MAX_TOUCH_POINTS 2
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// Gamepad Number
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#define GAMEPAD_PLAYER1 0
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#define GAMEPAD_PLAYER2 1
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#define GAMEPAD_PLAYER3 2
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#define GAMEPAD_PLAYER4 3
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// Gamepad Buttons/Axis
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// PS3 USB Controller Buttons
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#define GAMEPAD_PS3_BUTTON_TRIANGLE 0
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#define GAMEPAD_PS3_BUTTON_CIRCLE 1
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#define GAMEPAD_PS3_BUTTON_CROSS 2
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#define GAMEPAD_PS3_BUTTON_SQUARE 3
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#define GAMEPAD_PS3_BUTTON_L1 6
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#define GAMEPAD_PS3_BUTTON_R1 7
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#define GAMEPAD_PS3_BUTTON_L2 4
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#define GAMEPAD_PS3_BUTTON_R2 5
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#define GAMEPAD_PS3_BUTTON_START 8
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#define GAMEPAD_PS3_BUTTON_SELECT 9
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#define GAMEPAD_PS3_BUTTON_UP 24
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#define GAMEPAD_PS3_BUTTON_RIGHT 25
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#define GAMEPAD_PS3_BUTTON_DOWN 26
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#define GAMEPAD_PS3_BUTTON_LEFT 27
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#define GAMEPAD_PS3_BUTTON_PS 12
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// PS3 USB Controller Axis
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#define GAMEPAD_PS3_AXIS_LEFT_X 0
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#define GAMEPAD_PS3_AXIS_LEFT_Y 1
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#define GAMEPAD_PS3_AXIS_RIGHT_X 2
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#define GAMEPAD_PS3_AXIS_RIGHT_Y 5
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#define GAMEPAD_PS3_AXIS_L2 3 // [1..-1] (pressure-level)
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#define GAMEPAD_PS3_AXIS_R2 4 // [1..-1] (pressure-level)
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// Xbox360 USB Controller Buttons
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#define GAMEPAD_XBOX_BUTTON_A 0
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#define GAMEPAD_XBOX_BUTTON_B 1
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#define GAMEPAD_XBOX_BUTTON_X 2
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#define GAMEPAD_XBOX_BUTTON_Y 3
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#define GAMEPAD_XBOX_BUTTON_LB 4
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#define GAMEPAD_XBOX_BUTTON_RB 5
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#define GAMEPAD_XBOX_BUTTON_SELECT 6
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#define GAMEPAD_XBOX_BUTTON_START 7
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#define GAMEPAD_XBOX_BUTTON_UP 10
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#define GAMEPAD_XBOX_BUTTON_RIGHT 11
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#define GAMEPAD_XBOX_BUTTON_DOWN 12
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#define GAMEPAD_XBOX_BUTTON_LEFT 13
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#define GAMEPAD_XBOX_BUTTON_HOME 8
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// Xbox360 USB Controller Axis
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// NOTE: For Raspberry Pi, axis must be reconfigured
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#if defined(PLATFORM_RPI)
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#define GAMEPAD_XBOX_AXIS_LEFT_X 0 // [-1..1] (left->right)
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#define GAMEPAD_XBOX_AXIS_LEFT_Y 1 // [-1..1] (up->down)
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#define GAMEPAD_XBOX_AXIS_RIGHT_X 3 // [-1..1] (left->right)
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#define GAMEPAD_XBOX_AXIS_RIGHT_Y 4 // [-1..1] (up->down)
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#define GAMEPAD_XBOX_AXIS_LT 2 // [-1..1] (pressure-level)
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#define GAMEPAD_XBOX_AXIS_RT 5 // [-1..1] (pressure-level)
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#else
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#define GAMEPAD_XBOX_AXIS_LEFT_X 0 // [-1..1] (left->right)
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#define GAMEPAD_XBOX_AXIS_LEFT_Y 1 // [1..-1] (up->down)
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#define GAMEPAD_XBOX_AXIS_RIGHT_X 2 // [-1..1] (left->right)
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#define GAMEPAD_XBOX_AXIS_RIGHT_Y 3 // [1..-1] (up->down)
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#define GAMEPAD_XBOX_AXIS_LT 4 // [-1..1] (pressure-level)
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#define GAMEPAD_XBOX_AXIS_RT 5 // [-1..1] (pressure-level)
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#endif
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// NOTE: MSC C++ compiler does not support compound literals (C99 feature)
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// Plain structures in C++ (without constructors) can be initialized from { } initializers.
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#ifdef __cplusplus
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#define CLITERAL
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#else
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#define CLITERAL (Color)
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#endif
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// Some Basic Colors
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// NOTE: Custom raylib color palette for amazing visuals on WHITE background
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#define LIGHTGRAY CLITERAL{ 200, 200, 200, 255 } // Light Gray
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#define GRAY CLITERAL{ 130, 130, 130, 255 } // Gray
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#define DARKGRAY CLITERAL{ 80, 80, 80, 255 } // Dark Gray
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#define YELLOW CLITERAL{ 253, 249, 0, 255 } // Yellow
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#define GOLD CLITERAL{ 255, 203, 0, 255 } // Gold
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#define ORANGE CLITERAL{ 255, 161, 0, 255 } // Orange
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#define PINK CLITERAL{ 255, 109, 194, 255 } // Pink
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#define RED CLITERAL{ 230, 41, 55, 255 } // Red
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#define MAROON CLITERAL{ 190, 33, 55, 255 } // Maroon
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#define GREEN CLITERAL{ 0, 228, 48, 255 } // Green
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#define LIME CLITERAL{ 0, 158, 47, 255 } // Lime
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#define DARKGREEN CLITERAL{ 0, 117, 44, 255 } // Dark Green
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#define SKYBLUE CLITERAL{ 102, 191, 255, 255 } // Sky Blue
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#define BLUE CLITERAL{ 0, 121, 241, 255 } // Blue
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#define DARKBLUE CLITERAL{ 0, 82, 172, 255 } // Dark Blue
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#define PURPLE CLITERAL{ 200, 122, 255, 255 } // Purple
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#define VIOLET CLITERAL{ 135, 60, 190, 255 } // Violet
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#define DARKPURPLE CLITERAL{ 112, 31, 126, 255 } // Dark Purple
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#define BEIGE CLITERAL{ 211, 176, 131, 255 } // Beige
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#define BROWN CLITERAL{ 127, 106, 79, 255 } // Brown
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#define DARKBROWN CLITERAL{ 76, 63, 47, 255 } // Dark Brown
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#define WHITE CLITERAL{ 255, 255, 255, 255 } // White
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#define BLACK CLITERAL{ 0, 0, 0, 255 } // Black
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#define BLANK CLITERAL{ 0, 0, 0, 0 } // Blank (Transparent)
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#define MAGENTA CLITERAL{ 255, 0, 255, 255 } // Magenta
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#define RAYWHITE CLITERAL{ 245, 245, 245, 255 } // My own White (raylib logo)
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// Shader and material limits
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#define MAX_SHADER_LOCATIONS 32 // Maximum number of predefined locations stored in shader struct
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#define MAX_MATERIAL_MAPS 12 // Maximum number of texture maps stored in shader struct
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//----------------------------------------------------------------------------------
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// Structures Definition
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//----------------------------------------------------------------------------------
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#ifndef __cplusplus
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// Boolean type
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#if !defined(_STDBOOL_H) || !defined(__STDBOOL_H) // CLang uses second form
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typedef enum { false, true } bool;
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#endif
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#endif
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// Vector2 type
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typedef struct Vector2 {
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float x;
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float y;
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} Vector2;
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// Vector3 type
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typedef struct Vector3 {
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float x;
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float y;
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float z;
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} Vector3;
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// Matrix type (OpenGL style 4x4 - right handed, column major)
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typedef struct Matrix {
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float m0, m4, m8, m12;
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float m1, m5, m9, m13;
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float m2, m6, m10, m14;
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float m3, m7, m11, m15;
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} Matrix;
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// Color type, RGBA (32bit)
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typedef struct Color {
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unsigned char r;
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unsigned char g;
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unsigned char b;
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unsigned char a;
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} Color;
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// Rectangle type
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typedef struct Rectangle {
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int x;
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int y;
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int width;
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int height;
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} Rectangle;
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// Image type, bpp always RGBA (32bit)
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// NOTE: Data stored in CPU memory (RAM)
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typedef struct Image {
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void *data; // Image raw data
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int width; // Image base width
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int height; // Image base height
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int mipmaps; // Mipmap levels, 1 by default
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int format; // Data format (TextureFormat type)
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} Image;
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// Texture2D type
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// NOTE: Data stored in GPU memory
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typedef struct Texture2D {
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unsigned int id; // OpenGL texture id
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int width; // Texture base width
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int height; // Texture base height
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int mipmaps; // Mipmap levels, 1 by default
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int format; // Data format (TextureFormat type)
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} Texture2D;
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// RenderTexture2D type, for texture rendering
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typedef struct RenderTexture2D {
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unsigned int id; // OpenGL Framebuffer Object (FBO) id
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Texture2D texture; // Color buffer attachment texture
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Texture2D depth; // Depth buffer attachment texture
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} RenderTexture2D;
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// SpriteFont character info
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typedef struct CharInfo {
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int value; // Character value (Unicode)
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Rectangle rec; // Character rectangle in sprite font
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int offsetX; // Character offset X when drawing
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int offsetY; // Character offset Y when drawing
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int advanceX; // Character advance position X
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} CharInfo;
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// SpriteFont type, includes texture and charSet array data
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typedef struct SpriteFont {
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Texture2D texture; // Font texture
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int baseSize; // Base size (default chars height)
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int charsCount; // Number of characters
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CharInfo *chars; // Characters info data
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} SpriteFont;
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// Camera type, defines a camera position/orientation in 3d space
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typedef struct Camera {
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Vector3 position; // Camera position
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Vector3 target; // Camera target it looks-at
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Vector3 up; // Camera up vector (rotation over its axis)
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float fovy; // Camera field-of-view apperture in Y (degrees)
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} Camera;
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// Camera2D type, defines a 2d camera
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typedef struct Camera2D {
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Vector2 offset; // Camera offset (displacement from target)
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Vector2 target; // Camera target (rotation and zoom origin)
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float rotation; // Camera rotation in degrees
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float zoom; // Camera zoom (scaling), should be 1.0f by default
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} Camera2D;
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// Bounding box type
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typedef struct BoundingBox {
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Vector3 min; // Minimum vertex box-corner
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Vector3 max; // Maximum vertex box-corner
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} BoundingBox;
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// Vertex data definning a mesh
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// NOTE: Data stored in CPU memory (and GPU)
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typedef struct Mesh {
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int vertexCount; // Number of vertices stored in arrays
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int triangleCount; // Number of triangles stored (indexed or not)
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float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
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float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
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float *texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
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float *normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
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float *tangents; // Vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
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unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
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unsigned short *indices;// Vertex indices (in case vertex data comes indexed)
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unsigned int vaoId; // OpenGL Vertex Array Object id
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unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data)
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} Mesh;
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// Shader type (generic)
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typedef struct Shader {
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unsigned int id; // Shader program id
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int locs[MAX_SHADER_LOCATIONS]; // Shader locations array
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} Shader;
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// Material texture map
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typedef struct MaterialMap {
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Texture2D texture; // Material map texture
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Color color; // Material map color
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float value; // Material map value
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} MaterialMap;
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// Material type (generic)
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typedef struct Material {
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Shader shader; // Material shader
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MaterialMap maps[MAX_MATERIAL_MAPS]; // Material maps
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float *params; // Material generic parameters (if required)
|
|
} Material;
|
|
|
|
// Model type
|
|
typedef struct Model {
|
|
Mesh mesh; // Vertex data buffers (RAM and VRAM)
|
|
Matrix transform; // Local transform matrix
|
|
Material material; // Shader and textures data
|
|
} Model;
|
|
|
|
// Ray type (useful for raycast)
|
|
typedef struct Ray {
|
|
Vector3 position; // Ray position (origin)
|
|
Vector3 direction; // Ray direction
|
|
} Ray;
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Enumerators Definition
|
|
//----------------------------------------------------------------------------------
|
|
// Trace log type
|
|
typedef enum {
|
|
LOG_INFO = 0,
|
|
LOG_WARNING,
|
|
LOG_ERROR,
|
|
LOG_DEBUG,
|
|
LOG_OTHER
|
|
} LogType;
|
|
|
|
// Shader location point type
|
|
typedef enum {
|
|
LOC_VERTEX_POSITION = 0,
|
|
LOC_VERTEX_TEXCOORD01,
|
|
LOC_VERTEX_TEXCOORD02,
|
|
LOC_VERTEX_NORMAL,
|
|
LOC_VERTEX_TANGENT,
|
|
LOC_VERTEX_COLOR,
|
|
LOC_MATRIX_MVP,
|
|
LOC_MATRIX_MODEL,
|
|
LOC_MATRIX_VIEW,
|
|
LOC_MATRIX_PROJECTION,
|
|
LOC_VECTOR_VIEW,
|
|
LOC_COLOR_DIFFUSE,
|
|
LOC_COLOR_SPECULAR,
|
|
LOC_COLOR_AMBIENT,
|
|
LOC_MAP_ALBEDO, // LOC_MAP_DIFFUSE
|
|
LOC_MAP_METALNESS, // LOC_MAP_SPECULAR
|
|
LOC_MAP_NORMAL,
|
|
LOC_MAP_ROUGHNESS,
|
|
LOC_MAP_OCCUSION,
|
|
LOC_MAP_EMISSION,
|
|
LOC_MAP_HEIGHT,
|
|
LOC_MAP_CUBEMAP,
|
|
LOC_MAP_IRRADIANCE,
|
|
LOC_MAP_PREFILTER,
|
|
LOC_MAP_BRDF
|
|
} ShaderLocationIndex;
|
|
|
|
#define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO
|
|
#define LOC_MAP_SPECULAR LOC_MAP_METALNESS
|
|
|
|
// Material map type
|
|
typedef enum {
|
|
MAP_ALBEDO = 0, // MAP_DIFFUSE
|
|
MAP_METALNESS = 1, // MAP_SPECULAR
|
|
MAP_NORMAL = 2,
|
|
MAP_ROUGHNESS = 3,
|
|
MAP_OCCLUSION,
|
|
MAP_EMISSION,
|
|
MAP_HEIGHT,
|
|
MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP
|
|
MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP
|
|
MAP_PREFILTER, // NOTE: Uses GL_TEXTURE_CUBE_MAP
|
|
MAP_BRDF
|
|
} TexmapIndex;
|
|
|
|
#define MAP_DIFFUSE MAP_ALBEDO
|
|
#define MAP_SPECULAR MAP_METALNESS
|
|
|
|
// Texture formats
|
|
// NOTE: Support depends on OpenGL version and platform
|
|
typedef enum {
|
|
UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
|
|
UNCOMPRESSED_GRAY_ALPHA, // 16 bpp (2 channels)
|
|
UNCOMPRESSED_R5G6B5, // 16 bpp
|
|
UNCOMPRESSED_R8G8B8, // 24 bpp
|
|
UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
|
|
UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
|
|
UNCOMPRESSED_R8G8B8A8, // 32 bpp
|
|
UNCOMPRESSED_R32G32B32, // 32 bit per channel (float) - HDR
|
|
COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
|
|
COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
|
|
COMPRESSED_DXT3_RGBA, // 8 bpp
|
|
COMPRESSED_DXT5_RGBA, // 8 bpp
|
|
COMPRESSED_ETC1_RGB, // 4 bpp
|
|
COMPRESSED_ETC2_RGB, // 4 bpp
|
|
COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
|
|
COMPRESSED_PVRT_RGB, // 4 bpp
|
|
COMPRESSED_PVRT_RGBA, // 4 bpp
|
|
COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
|
|
COMPRESSED_ASTC_8x8_RGBA // 2 bpp
|
|
} TextureFormat;
|
|
|
|
// Texture parameters: filter mode
|
|
// NOTE 1: Filtering considers mipmaps if available in the texture
|
|
// NOTE 2: Filter is accordingly set for minification and magnification
|
|
typedef enum {
|
|
FILTER_POINT = 0, // No filter, just pixel aproximation
|
|
FILTER_BILINEAR, // Linear filtering
|
|
FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps)
|
|
FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x
|
|
FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
|
|
FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
|
|
} TextureFilterMode;
|
|
|
|
// Texture parameters: wrap mode
|
|
typedef enum {
|
|
WRAP_REPEAT = 0,
|
|
WRAP_CLAMP,
|
|
WRAP_MIRROR
|
|
} TextureWrapMode;
|
|
|
|
// Color blending modes (pre-defined)
|
|
typedef enum {
|
|
BLEND_ALPHA = 0,
|
|
BLEND_ADDITIVE,
|
|
BLEND_MULTIPLIED
|
|
} BlendMode;
|
|
|
|
#ifdef __cplusplus
|
|
extern "C" { // Prevents name mangling of functions
|
|
#endif
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Global Variables Definition
|
|
//------------------------------------------------------------------------------------
|
|
// It's lonely here...
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Window and Graphics Device Functions (Module: core)
|
|
//------------------------------------------------------------------------------------
|
|
|
|
// Window-related functions
|
|
RLAPI void InitWindow(int width, int height, void *state); // Initialize Android activity
|
|
|
|
RLAPI void CloseWindow(void); // Close window and unload OpenGL context
|
|
RLAPI bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed
|
|
RLAPI bool IsWindowMinimized(void); // Check if window has been minimized (or lost focus)
|
|
RLAPI void ToggleFullscreen(void); // Toggle fullscreen mode (only PLATFORM_DESKTOP)
|
|
RLAPI void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP)
|
|
RLAPI void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP)
|
|
RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
|
|
RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode)
|
|
RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
|
|
RLAPI int GetScreenWidth(void); // Get current screen width
|
|
RLAPI int GetScreenHeight(void); // Get current screen height
|
|
|
|
// Drawing-related functions
|
|
RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color)
|
|
RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing
|
|
RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering)
|
|
RLAPI void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera (2D)
|
|
RLAPI void End2dMode(void); // Ends 2D mode with custom camera
|
|
RLAPI void Begin3dMode(Camera camera); // Initializes 3D mode with custom camera (3D)
|
|
RLAPI void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
|
|
RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
|
|
RLAPI void EndTextureMode(void); // Ends drawing to render texture
|
|
|
|
// Screen-space-related functions
|
|
RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
|
|
RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
|
|
RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
|
|
|
|
// Timming-related functions
|
|
RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
|
|
RLAPI int GetFPS(void); // Returns current FPS
|
|
RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn
|
|
|
|
// Color-related functions
|
|
RLAPI int GetHexValue(Color color); // Returns hexadecimal value for a Color
|
|
RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
|
|
RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
|
|
RLAPI float *ColorToFloat(Color color); // Converts Color to float array and normalizes
|
|
|
|
// Math useful functions (available from raymath.h)
|
|
RLAPI float *VectorToFloat(Vector3 vec); // Returns Vector3 as float array
|
|
RLAPI float *MatrixToFloat(Matrix mat); // Returns Matrix as float array
|
|
RLAPI Vector3 Vector3Zero(void); // Vector with components value 0.0f
|
|
RLAPI Vector3 Vector3One(void); // Vector with components value 1.0f
|
|
RLAPI Matrix MatrixIdentity(void); // Returns identity matrix
|
|
|
|
// Misc. functions
|
|
RLAPI void ShowLogo(void); // Activate raylib logo at startup (can be done with flags)
|
|
RLAPI void SetConfigFlags(char flags); // Setup window configuration flags (view FLAGS)
|
|
RLAPI void TraceLog(int logType, const char *text, ...); // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
|
|
RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (saved a .png)
|
|
RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
|
|
|
|
// Files management functions
|
|
RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension
|
|
RLAPI const char *GetExtension(const char *fileName); // Get file extension
|
|
RLAPI const char *GetDirectoryPath(const char *fileName); // Get directory for a given fileName (with path)
|
|
RLAPI const char *GetWorkingDirectory(void); // Get current working directory
|
|
RLAPI bool ChangeDirectory(const char *dir); // Change working directory, returns true if success
|
|
RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window
|
|
RLAPI char **GetDroppedFiles(int *count); // Get dropped files names
|
|
RLAPI void ClearDroppedFiles(void); // Clear dropped files paths buffer
|
|
|
|
// Persistent storage management
|
|
RLAPI void StorageSaveValue(int position, int value); // Save integer value to storage file (to defined position)
|
|
RLAPI int StorageLoadValue(int position); // Load integer value from storage file (from defined position)
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Input Handling Functions (Module: core)
|
|
//------------------------------------------------------------------------------------
|
|
|
|
// Input-related functions: keyboard
|
|
RLAPI bool IsKeyPressed(int key); // Detect if a key has been pressed once
|
|
RLAPI bool IsKeyDown(int key); // Detect if a key is being pressed
|
|
RLAPI bool IsKeyReleased(int key); // Detect if a key has been released once
|
|
RLAPI bool IsKeyUp(int key); // Detect if a key is NOT being pressed
|
|
RLAPI int GetKeyPressed(void); // Get latest key pressed
|
|
RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
|
|
|
|
// Input-related functions: gamepads
|
|
RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
|
|
RLAPI bool IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available)
|
|
RLAPI const char *GetGamepadName(int gamepad); // Return gamepad internal name id
|
|
RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
|
|
RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
|
|
RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
|
|
RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
|
|
RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
|
|
RLAPI int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad
|
|
RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
|
|
|
|
// Input-related functions: mouse
|
|
RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
|
|
RLAPI bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
|
|
RLAPI bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
|
|
RLAPI bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
|
|
RLAPI int GetMouseX(void); // Returns mouse position X
|
|
RLAPI int GetMouseY(void); // Returns mouse position Y
|
|
RLAPI Vector2 GetMousePosition(void); // Returns mouse position XY
|
|
RLAPI void SetMousePosition(Vector2 position); // Set mouse position XY
|
|
RLAPI int GetMouseWheelMove(void); // Returns mouse wheel movement Y
|
|
|
|
// Input-related functions: touch
|
|
RLAPI int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size)
|
|
RLAPI int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size)
|
|
RLAPI Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size)
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Shaders System Functions (Module: rlgl)
|
|
// NOTE: This functions are useless when using OpenGL 1.1
|
|
//------------------------------------------------------------------------------------
|
|
|
|
// Shader loading/unloading functions
|
|
RLAPI char *LoadText(const char *fileName); // Load chars array from text file
|
|
RLAPI Shader LoadShader(char *vsFileName, char *fsFileName); // Load shader from files and bind default locations
|
|
RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
|
|
|
|
RLAPI Shader GetShaderDefault(void); // Get default shader
|
|
RLAPI Texture2D GetTextureDefault(void); // Get default texture
|
|
|
|
// Shader configuration functions
|
|
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
|
|
RLAPI void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
|
|
RLAPI void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
|
|
RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
|
|
RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
|
|
RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
|
|
|
|
// Texture maps generation (PBR)
|
|
// NOTE: Required shaders should be provided
|
|
RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture
|
|
RLAPI Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
|
|
RLAPI Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
|
|
RLAPI Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size); // Generate BRDF texture using cubemap data
|
|
|
|
// Shading begin/end functions
|
|
RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing
|
|
RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader)
|
|
RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
|
|
RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
|
|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
|
|
#endif // RAYLIB_H
|