Switched to Raylib vertion 4.5. Removed some functions and added others. Main changes to camera3D.

This commit is contained in:
jussi
2023-04-06 19:19:44 +03:00
parent 2526c9732e
commit fe15e836bd
25 changed files with 744 additions and 957 deletions

100
API.md
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@@ -621,6 +621,8 @@ BLEND_ALPHA_PREMULTIPLY
BLEND_CUSTOM BLEND_CUSTOM
BLEND_CUSTOM_SEPARATE
## Globals - Gesture ## Globals - Gesture
GESTURE_NONE GESTURE_NONE
@@ -2212,7 +2214,7 @@ Set camera offset ( displacement from target )
--- ---
> success = RL.SetCamera2DRotation( camera3D camera, float rotation ) > success = RL.SetCamera2DRotation( camera2D camera, float rotation )
Set camera rotation in degrees Set camera rotation in degrees
@@ -2221,7 +2223,7 @@ Set camera rotation in degrees
--- ---
> success = RL.SetCamera2DZoom( camera3D camera, float zoom ) > success = RL.SetCamera2DZoom( camera2D camera, float zoom )
Set camera zoom ( scaling ), should be 1.0f by default Set camera zoom ( scaling ), should be 1.0f by default
@@ -2347,15 +2349,6 @@ Set camera projection mode ( CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC )
--- ---
> success = RL.SetCameraMode( camera3D camera, int mode )
Set camera mode ( CAMERA_CUSTOM, CAMERA_FREE, CAMERA_ORBITAL... )
- Failure return false
- Success return true
---
> position = RL.GetCamera3DPosition( camera3D camera ) > position = RL.GetCamera3DPosition( camera3D camera )
Get camera position Get camera position
@@ -2401,7 +2394,7 @@ Get camera projection mode
--- ---
> success = RL.UpdateCamera3D( camera3D camera ) > success = RL.UpdateCamera3D( camera3D camera, int mode )
Update camera position for selected mode Update camera position for selected mode
@@ -2410,36 +2403,9 @@ Update camera position for selected mode
--- ---
> success = RL.SetCameraPanControl( int keyPan ) > success = RL.UpdateCamera3DPro( camera3D camera, Vector3 movement, Vector3 rotation, float zoom )
Set camera pan key to combine with mouse movement ( free camera ) Update camera movement, movement/rotation values should be provided by user
- Failure return false
- Success return true
---
> success = RL.SetCameraAltControl( int keyAlt )
Set camera alt key to combine with mouse movement ( free camera )
- Failure return false
- Success return true
---
> success = RL.SetCameraSmoothZoomControl( int keySmoothZoom )
Set camera smooth zoom key to combine with mouse ( free camera )
- Failure return false
- Success return true
---
> success = RL.SetCameraMoveControls( int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown )
Set camera move controls ( 1st person and 3rd person cameras )
- Failure return false - Failure return false
- Success return true - Success return true
@@ -3488,15 +3454,6 @@ Draw a part of a texture defined by a rectangle
--- ---
> success = RL.DrawTextureTiled( Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint )
Draw part of a texture ( defined by a rectangle ) with rotation and scale tiled into dest
- Failure return false
- Success return true
---
> success = RL.DrawTexturePro( Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint ) > success = RL.DrawTexturePro( Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint )
Draw a part of a texture defined by a rectangle with "pro" parameters Draw a part of a texture defined by a rectangle with "pro" parameters
@@ -3515,15 +3472,6 @@ Draws a texture ( or part of it ) that stretches or shrinks nicely
--- ---
> success = RL.DrawTexturePoly( Texture2D texture, Vector2 center, Vector2{} points, Vector2{} texcoords, int pointsCount, Color tint )
Draw a textured polygon ( Convex )
- Failure return false
- Success return true
---
> success = RL.BeginTextureMode( RenderTexture2D target ) > success = RL.BeginTextureMode( RenderTexture2D target )
Begin drawing to render texture Begin drawing to render texture
@@ -4585,29 +4533,6 @@ Resume a paused sound
--- ---
> success = RL.PlaySoundMulti( Sound sound )
Play a sound ( Using multichannel buffer pool )
- Failure return false
- Success return true
---
> RL.StopSoundMulti()
Stop any sound playing ( using multichannel buffer pool )
---
> count = RL.GetSoundsPlaying()
Get number of sounds playing in the multichannel
- Success return int
---
> playing = RL.IsSoundPlaying( Sound sound ) > playing = RL.IsSoundPlaying( Sound sound )
Check if a sound is currently playing Check if a sound is currently playing
@@ -4936,6 +4861,17 @@ Calculate angle from two vectors
--- ---
> result = RL.Vector2LineAngle( Vector2 start, Vector2 end )
Calculate angle defined by a two vectors line.
NOTE: Parameters need to be normalized.
Current implementation should be aligned with glm::angle.
- Failure return false
- Success return float
---
> result = RL.Vector2Scale( Vector2 v, float scale ) > result = RL.Vector2Scale( Vector2 v, float scale )
Scale vector ( multiply by value ) Scale vector ( multiply by value )

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@@ -344,6 +344,7 @@ RL.BLEND_ADD_COLORS=3
RL.BLEND_SUBTRACT_COLORS=4 RL.BLEND_SUBTRACT_COLORS=4
RL.BLEND_ALPHA_PREMULTIPLY=5 RL.BLEND_ALPHA_PREMULTIPLY=5
RL.BLEND_CUSTOM=6 RL.BLEND_CUSTOM=6
RL.BLEND_CUSTOM_SEPARATE=7
-- Globals - Gesture -- Globals - Gesture
@@ -1495,14 +1496,6 @@ function RL.SetCamera3DFovy( camera, fovy ) end
---@return any success ---@return any success
function RL.SetCamera3DProjection( camera, projection ) end function RL.SetCamera3DProjection( camera, projection ) end
---Set camera mode ( CAMERA_CUSTOM, CAMERA_FREE, CAMERA_ORBITAL... )
---- Failure return false
---- Success return true
---@param camera any
---@param mode integer
---@return any success
function RL.SetCameraMode( camera, mode ) end
---Get camera position ---Get camera position
---- Failure return nil ---- Failure return nil
---- Success return Vector3 ---- Success return Vector3
@@ -1542,41 +1535,19 @@ function RL.GetCamera3DProjection( camera ) end
---- Failure return false ---- Failure return false
---- Success return true ---- Success return true
---@param camera any ---@param camera any
---@param mode integer
---@return any success ---@return any success
function RL.UpdateCamera3D( camera ) end function RL.UpdateCamera3D( camera, mode ) end
---Set camera pan key to combine with mouse movement ( free camera ) ---Update camera movement, movement/rotation values should be provided by user
---- Failure return false ---- Failure return false
---- Success return true ---- Success return true
---@param keyPan integer ---@param camera any
---@param movement table
---@param rotation table
---@param zoom number
---@return any success ---@return any success
function RL.SetCameraPanControl( keyPan ) end function RL.UpdateCamera3DPro( camera, movement, rotation, zoom ) end
---Set camera alt key to combine with mouse movement ( free camera )
---- Failure return false
---- Success return true
---@param keyAlt integer
---@return any success
function RL.SetCameraAltControl( keyAlt ) end
---Set camera smooth zoom key to combine with mouse ( free camera )
---- Failure return false
---- Success return true
---@param keySmoothZoom integer
---@return any success
function RL.SetCameraSmoothZoomControl( keySmoothZoom ) end
---Set camera move controls ( 1st person and 3rd person cameras )
---- Failure return false
---- Success return true
---@param keyFront integer
---@param keyBack integer
---@param keyRight integer
---@param keyLeft integer
---@param keyUp integer
---@param keyDown integer
---@return any success
function RL.SetCameraMoveControls( keyFront, keyBack, keyRight, keyLeft, keyUp, keyDown ) end
-- Core - Screen-space -- Core - Screen-space
@@ -2577,19 +2548,6 @@ function RL.DrawTexture( texture, position, tint ) end
---@return any success ---@return any success
function RL.DrawTextureRec( texture, source, position, tint ) end function RL.DrawTextureRec( texture, source, position, tint ) end
---Draw part of a texture ( defined by a rectangle ) with rotation and scale tiled into dest
---- Failure return false
---- Success return true
---@param texture any
---@param source table
---@param dest table
---@param origin table
---@param rotation number
---@param scale number
---@param tint table
---@return any success
function RL.DrawTextureTiled( texture, source, dest, origin, rotation, scale, tint ) end
---Draw a part of a texture defined by a rectangle with "pro" parameters ---Draw a part of a texture defined by a rectangle with "pro" parameters
---- Failure return false ---- Failure return false
---- Success return true ---- Success return true
@@ -2614,18 +2572,6 @@ function RL.DrawTexturePro( texture, source, dest, origin, rotation, tint ) end
---@return any success ---@return any success
function RL.DrawTextureNPatch( texture, nPatchInfo, dest, origin, rotation, tint ) end function RL.DrawTextureNPatch( texture, nPatchInfo, dest, origin, rotation, tint ) end
---Draw a textured polygon ( Convex )
---- Failure return false
---- Success return true
---@param texture any
---@param center table
---@param points any
---@param texcoords any
---@param pointsCount integer
---@param tint table
---@return any success
function RL.DrawTexturePoly( texture, center, points, texcoords, pointsCount, tint ) end
---Begin drawing to render texture ---Begin drawing to render texture
---- Failure return false ---- Failure return false
---- Success return true ---- Success return true
@@ -3597,22 +3543,6 @@ function RL.PauseSound( sound ) end
---@return any success ---@return any success
function RL.ResumeSound( sound ) end function RL.ResumeSound( sound ) end
---Play a sound ( Using multichannel buffer pool )
---- Failure return false
---- Success return true
---@param sound any
---@return any success
function RL.PlaySoundMulti( sound ) end
---Stop any sound playing ( using multichannel buffer pool )
---@return any RL.StopSoundMulti
function RL.StopSoundMulti() end
---Get number of sounds playing in the multichannel
---- Success return int
---@return any count
function RL.GetSoundsPlaying() end
---Check if a sound is currently playing ---Check if a sound is currently playing
---- Failure return nil ---- Failure return nil
---- Success return bool ---- Success return bool
@@ -3885,6 +3815,16 @@ function RL.Vector2DistanceSqr( v1, v2 ) end
---@return any result ---@return any result
function RL.Vector2Angle( v1, v2 ) end function RL.Vector2Angle( v1, v2 ) end
---Calculate angle defined by a two vectors line.
---NOTE: Parameters need to be normalized.
---Current implementation should be aligned with glm::angle.
---- Failure return false
---- Success return float
---@param start table
---@param end table
---@return any result
function RL.Vector2LineAngle( start, end ) end
---Scale vector ( multiply by value ) ---Scale vector ( multiply by value )
---- Failure return false ---- Failure return false
---- Success return Vector2 ---- Success return Vector2

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@@ -1,13 +1,29 @@
------------------------------------------------------------------------ ------------------------------------------------------------------------
Release: ReiLua version 0.5.0 Using Raylib 4.2 Release: ReiLua version 0.5.0 Using Raylib 4.5
------------------------------------------------------------------------ ------------------------------------------------------------------------
KEY CHANGES: KEY CHANGES:
- CHANGED: All ReiLua global variables and functions are now stored in global RL table. - CHANGED: All ReiLua global variables and functions are now stored in global RL table.
- CHANGED: All examples are now changed to use new RL table method. - CHANGED: All examples are now changed to use new RL table method.
- ADDED: doc_parser creates also ReiLua_API.lua that can be used in projects with Lua Language Server. - ADDED: doc_parser creates also ReiLua_API.lua that can be used in projects with Lua Language Server.
- CHANGED: Switched to Raylib vertion 4.5. Removed some functions and added others. Main changes to camera3D.
Detailed changes: Detailed changes:
- FIXED: uluaGetRay was looking for integers instead of tables. - FIXED: uluaGetRay was looking for integers instead of tables.
- REMOVED: SetCameraMode.
- REMOVED: SetCameraPanControl.
- REMOVED: SetCameraAltControl.
- REMOVED: SetCameraSmoothZoomControl.
- REMOVED: SetCameraMoveControls.
- REMOVED: DrawTextureTiled.
- REMOVED: DrawTexturePoly.
- REMOVED: DrawCubeTexture.
- REMOVED: PlaySoundMulti.
- REMOVED: StopSoundMulti.
- REMOVED: GetSoundsPlaying.
- CHANGED: UpdateCamera3D now takes int mode parameter. Same as UpdateCamera in raylib.
- ADDED: UpdateCamera3DPro. Same as UpdateCameraPro in raylib.
- ADDED: BLEND_CUSTOM_SEPARATE.
- ADDED: Vector2LineAngle
------------------------------------------------------------------------ ------------------------------------------------------------------------
Release: ReiLua version 0.4.0 Using Raylib 4.2 Release: ReiLua version 0.4.0 Using Raylib 4.2

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@@ -1,8 +1,13 @@
Current { Current {
* Set RL. for the rest of the examples. * ReiLua camera3D lib.
* Check new functions from https://github.com/raysan5/raylib/blob/master/CHANGELOG
} }
Backlog { Backlog {
* Raymath
* Vector2LineAngle
* rlgl
* More low level functions.
* Text * Text
* Ability to set font texture filtering. * Ability to set font texture filtering.
* Codepoints? * Codepoints?

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@@ -81,7 +81,6 @@ function RL.init()
RL.SetCamera3DPosition( camera, pos ) RL.SetCamera3DPosition( camera, pos )
RL.SetCamera3DTarget( camera, { 0, 0, 0 } ) RL.SetCamera3DTarget( camera, { 0, 0, 0 } )
RL.SetCamera3DUp( camera, { 0, 1, 0 } ) RL.SetCamera3DUp( camera, { 0, 1, 0 } )
RL.SetCameraMode( camera, RL.CAMERA_FIRST_PERSON )
-- for x = 0, 3 do -- for x = 0, 3 do
-- for y = 0, 9 do -- for y = 0, 9 do
@@ -94,7 +93,7 @@ function RL.init()
end end
function RL.draw() function RL.draw()
RL.UpdateCamera3D( camera ) RL.UpdateCamera3D( camera, RL.CAMERA_FIRST_PERSON )
pos = RL.GetCamera3DPosition( camera ) pos = RL.GetCamera3DPosition( camera )
-- RL.BeginTextureMode( framebuffer ) -- RL.BeginTextureMode( framebuffer )

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@@ -31,7 +31,7 @@ function RL.init()
RL.SetCamera3DPosition( camera, { 0, 8, 16 } ) RL.SetCamera3DPosition( camera, { 0, 8, 16 } )
RL.SetCamera3DTarget( camera, { 0, 0, 0 } ) RL.SetCamera3DTarget( camera, { 0, 0, 0 } )
RL.SetCamera3DUp( camera, { 0, 1, 0 } ) RL.SetCamera3DUp( camera, { 0, 1, 0 } )
RL.SetCameraMode( camera, RL.CAMERA_FREE ) -- RL.SetCameraMode( camera, RL.CAMERA_FREE )
heigthImage = RL.LoadImage( RL.GetBasePath().."../resources/images/heightmap.png" ) heigthImage = RL.LoadImage( RL.GetBasePath().."../resources/images/heightmap.png" )
@@ -67,7 +67,7 @@ function RL.init()
material = RL.LoadMaterialDefault() material = RL.LoadMaterialDefault()
RL.SetTextureSource( RL.TEXTURE_SOURCE_RENDER_TEXTURE ) RL.SetTextureSource( RL.TEXTURE_SOURCE_RENDER_TEXTURE )
-- RL.GenTextureMipmaps( groundTexture ) -- RL.GenTextureMipmaps( groundTexture )
-- RL.SetTextureFilter( groundTexture, TEXTURE_FILTER_TRILINEAR ) -- RL.SetTextureFilter( groundTexture, RL.TEXTURE_FILTER_TRILINEAR )
RL.SetMaterialTexture( material, RL.MATERIAL_MAP_ALBEDO, groundTexture ) RL.SetMaterialTexture( material, RL.MATERIAL_MAP_ALBEDO, groundTexture )
RL.SetTextureSource( RL.TEXTURE_SOURCE_TEXTURE ) RL.SetTextureSource( RL.TEXTURE_SOURCE_TEXTURE )
@@ -76,7 +76,7 @@ end
function RL.draw() function RL.draw()
RL.ClearBackground( { 100, 150, 100 } ) RL.ClearBackground( { 100, 150, 100 } )
RL.UpdateCamera3D( camera ) RL.UpdateCamera3D( camera, RL.CAMERA_FIRST_PERSON )
RL.BeginMode3D( camera ) RL.BeginMode3D( camera )
RL.DrawMesh( mesh, material, matrix ) RL.DrawMesh( mesh, material, matrix )

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@@ -36,7 +36,6 @@ function RL.init()
RL.SetCamera3DTarget( camera, { 0, 0, 0 } ) RL.SetCamera3DTarget( camera, { 0, 0, 0 } )
RL.SetCamera3DUp( camera, { 0, 1, 0 } ) RL.SetCamera3DUp( camera, { 0, 1, 0 } )
RL.SetCamera3DFovy( camera, 45 ) RL.SetCamera3DFovy( camera, 45 )
RL.SetCameraMode( camera, RL.CAMERA_ORBITAL )
-- Define mesh to be instanced -- Define mesh to be instanced
cube = RL.GenMeshCube( { 1, 1, 1 } ) cube = RL.GenMeshCube( { 1, 1, 1 } )
@@ -84,7 +83,7 @@ function RL.init()
end end
function RL.process( delta ) function RL.process( delta )
RL.UpdateCamera3D( camera ) RL.UpdateCamera3D( camera, RL.CAMERA_ORBITAL )
-- Update the light shader with the camera view position -- Update the light shader with the camera view position
local loc = RL.GetShaderLocationIndex( shader, RL.SHADER_LOC_VECTOR_VIEW ) local loc = RL.GetShaderLocationIndex( shader, RL.SHADER_LOC_VECTOR_VIEW )

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@@ -23,7 +23,6 @@ function RL.init()
RL.SetCamera3DPosition( camera, { 0, 2, 4 } ) RL.SetCamera3DPosition( camera, { 0, 2, 4 } )
RL.SetCamera3DTarget( camera, { 0, 0, 0 } ) RL.SetCamera3DTarget( camera, { 0, 0, 0 } )
RL.SetCamera3DUp( camera, { 0, 1, 0 } ) RL.SetCamera3DUp( camera, { 0, 1, 0 } )
RL.SetCameraMode( camera, RL.CAMERA_FREE )
material = RL.CreateMaterial( { material = RL.CreateMaterial( {
maps = { maps = {
@@ -74,7 +73,7 @@ end
function RL.draw() function RL.draw()
RL.ClearBackground( { 100, 150, 100 } ) RL.ClearBackground( { 100, 150, 100 } )
RL.UpdateCamera3D( camera ) RL.UpdateCamera3D( camera, RL.CAMERA_FIRST_PERSON )
RL.BeginMode3D( camera ) RL.BeginMode3D( camera )
RL.DrawGrid( 8, 1 ) RL.DrawGrid( 8, 1 )

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@@ -19,7 +19,7 @@ local point = {
pos = Vec3:new( 0.2, 0.3, 0.2 ), pos = Vec3:new( 0.2, 0.3, 0.2 ),
radius = 0.05, radius = 0.05,
lineLen = 0.5, lineLen = 0.5,
color = RED, color = RL.RED,
} }
local debugText = "" local debugText = ""
@@ -41,7 +41,6 @@ function RL.init()
RL.SetCamera3DPosition( camera, { 0, 1, 2 } ) RL.SetCamera3DPosition( camera, { 0, 1, 2 } )
RL.SetCamera3DTarget( camera, { 0, 0, 0 } ) RL.SetCamera3DTarget( camera, { 0, 0, 0 } )
RL.SetCamera3DUp( camera, { 0, 1, 0 } ) RL.SetCamera3DUp( camera, { 0, 1, 0 } )
RL.SetCameraMode( camera, RL.CAMERA_FREE )
calcNormal( tri ) calcNormal( tri )
end end
@@ -103,7 +102,6 @@ end
function RL.draw() function RL.draw()
RL.ClearBackground( { 100, 150, 100 } ) RL.ClearBackground( { 100, 150, 100 } )
RL.UpdateCamera3D( camera )
RL.BeginMode3D( camera ) RL.BeginMode3D( camera )
RL.DrawGrid( 8, 1 ) RL.DrawGrid( 8, 1 )

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@@ -31,7 +31,6 @@ function RL.init()
RL.SetCamera3DPosition( camera, { 0, 2, 4 } ) RL.SetCamera3DPosition( camera, { 0, 2, 4 } )
RL.SetCamera3DTarget( camera, { 0, 0, 0 } ) RL.SetCamera3DTarget( camera, { 0, 0, 0 } )
RL.SetCamera3DUp( camera, { 0, 1, 0 } ) RL.SetCamera3DUp( camera, { 0, 1, 0 } )
RL.SetCameraMode( camera, RL.CAMERA_FREE )
sphereMesh = RL.GenMeshSphere( 1.0, 8, 10 ) sphereMesh = RL.GenMeshSphere( 1.0, 8, 10 )
@@ -47,7 +46,7 @@ end
function RL.draw() function RL.draw()
RL.ClearBackground( { 100, 150, 100 } ) RL.ClearBackground( { 100, 150, 100 } )
RL.UpdateCamera3D( camera ) RL.UpdateCamera3D( camera, RL.CAMERA_FIRST_PERSON )
RL.BeginMode3D( camera ) RL.BeginMode3D( camera )
RL.DrawGrid( 8, 1 ) RL.DrawGrid( 8, 1 )

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@@ -15,9 +15,9 @@ int laudioPlaySound( lua_State *L );
int laudioStopSound( lua_State *L ); int laudioStopSound( lua_State *L );
int laudioPauseSound( lua_State *L ); int laudioPauseSound( lua_State *L );
int laudioResumeSound( lua_State *L ); int laudioResumeSound( lua_State *L );
int laudioPlaySoundMulti( lua_State *L ); // int laudioPlaySoundMulti( lua_State *L );
int laudioStopSoundMulti( lua_State *L ); // int laudioStopSoundMulti( lua_State *L );
int laudioGetSoundsPlaying( lua_State *L ); // int laudioGetSoundsPlaying( lua_State *L );
int laudioIsSoundPlaying( lua_State *L ); int laudioIsSoundPlaying( lua_State *L );
int laudioSetSoundVolume( lua_State *L ); int laudioSetSoundVolume( lua_State *L );
int laudioSetSoundPitch( lua_State *L ); int laudioSetSoundPitch( lua_State *L );

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@@ -121,11 +121,12 @@ int lcoreGetCamera3DUp( lua_State *L );
int lcoreGetCamera3DFovy( lua_State *L ); int lcoreGetCamera3DFovy( lua_State *L );
int lcoreGetCamera3DProjection( lua_State *L ); int lcoreGetCamera3DProjection( lua_State *L );
int lcoreUpdateCamera3D( lua_State *L ); int lcoreUpdateCamera3D( lua_State *L );
int lcoreSetCameraMode( lua_State *L ); int lcoreUpdateCamera3DPro( lua_State *L );
int lcoreSetCameraPanControl( lua_State *L ); // int lcoreSetCameraMode( lua_State *L );
int lcoreSetCameraAltControl( lua_State *L ); // int lcoreSetCameraPanControl( lua_State *L );
int lcoreSetCameraSmoothZoomControl( lua_State *L ); // int lcoreSetCameraAltControl( lua_State *L );
int lcoreSetCameraMoveControls( lua_State *L ); // int lcoreSetCameraSmoothZoomControl( lua_State *L );
// int lcoreSetCameraMoveControls( lua_State *L );
/* Input-related Keyboard. */ /* Input-related Keyboard. */
int lcoreIsKeyPressed( lua_State *L ); int lcoreIsKeyPressed( lua_State *L );
int lcoreIsKeyDown( lua_State *L ); int lcoreIsKeyDown( lua_State *L );

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@@ -1,5 +1,9 @@
#pragma once #pragma once
/* Internals. */
/* Deleted from raylib. Need for freeing models. */
void UnloadModelKeepMeshes( Model model );
/* Basic. */ /* Basic. */
int lmodelsDrawLine3D( lua_State *L ); int lmodelsDrawLine3D( lua_State *L );
int lmodelsDrawPoint3D( lua_State *L ); int lmodelsDrawPoint3D( lua_State *L );
@@ -7,7 +11,7 @@ int lmodelsDrawCircle3D( lua_State *L );
int lmodelsDrawTriangle3D( lua_State *L ); int lmodelsDrawTriangle3D( lua_State *L );
int lmodelsDrawCube( lua_State *L ); int lmodelsDrawCube( lua_State *L );
int lmodelsDrawCubeWires( lua_State *L ); int lmodelsDrawCubeWires( lua_State *L );
int lmodelsDrawCubeTexture( lua_State *L ); // int lmodelsDrawCubeTexture( lua_State *L );
int lmodelsDrawSphere( lua_State *L ); int lmodelsDrawSphere( lua_State *L );
int lmodelsDrawSphereEx( lua_State *L ); int lmodelsDrawSphereEx( lua_State *L );
int lmodelsDrawSphereWires( lua_State *L ); int lmodelsDrawSphereWires( lua_State *L );

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@@ -1,6 +1,6 @@
/********************************************************************************************** /**********************************************************************************************
* *
* raylib v4.2 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com) * raylib v4.5 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
* *
* FEATURES: * FEATURES:
* - NO external dependencies, all required libraries included with raylib * - NO external dependencies, all required libraries included with raylib
@@ -43,6 +43,7 @@
* [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation * [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation
* [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL) * [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
* [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF) * [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF)
* [rmodels] Model3D (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d)
* [raudio] dr_wav (David Reid) for WAV audio file loading * [raudio] dr_wav (David Reid) for WAV audio file loading
* [raudio] dr_flac (David Reid) for FLAC audio file loading * [raudio] dr_flac (David Reid) for FLAC audio file loading
* [raudio] dr_mp3 (David Reid) for MP3 audio file loading * [raudio] dr_mp3 (David Reid) for MP3 audio file loading
@@ -56,7 +57,7 @@
* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, * raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software: * BSD-like license that allows static linking with closed source software:
* *
* Copyright (c) 2013-2022 Ramon Santamaria (@raysan5) * Copyright (c) 2013-2023 Ramon Santamaria (@raysan5)
* *
* This software is provided "as-is", without any express or implied warranty. In no event * 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. * will the authors be held liable for any damages arising from the use of this software.
@@ -80,7 +81,10 @@
#include <stdarg.h> // Required for: va_list - Only used by TraceLogCallback #include <stdarg.h> // Required for: va_list - Only used by TraceLogCallback
#define RAYLIB_VERSION "4.2" #define RAYLIB_VERSION_MAJOR 4
#define RAYLIB_VERSION_MINOR 5
#define RAYLIB_VERSION_PATCH 0
#define RAYLIB_VERSION "4.5"
// Function specifiers in case library is build/used as a shared library (Windows) // Function specifiers in case library is build/used as a shared library (Windows)
// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll // NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
@@ -212,7 +216,7 @@ typedef struct Vector4 {
// Quaternion, 4 components (Vector4 alias) // Quaternion, 4 components (Vector4 alias)
typedef Vector4 Quaternion; typedef Vector4 Quaternion;
// Matrix, 4x4 components, column major, OpenGL style, right handed // Matrix, 4x4 components, column major, OpenGL style, right-handed
typedef struct Matrix { typedef struct Matrix {
float m0, m4, m8, m12; // Matrix first row (4 components) float m0, m4, m8, m12; // Matrix first row (4 components)
float m1, m5, m9, m13; // Matrix second row (4 components) float m1, m5, m9, m13; // Matrix second row (4 components)
@@ -304,7 +308,7 @@ typedef struct Camera3D {
Vector3 position; // Camera position Vector3 position; // Camera position
Vector3 target; // Camera target it looks-at Vector3 target; // Camera target it looks-at
Vector3 up; // Camera up vector (rotation over its axis) Vector3 up; // Camera up vector (rotation over its axis)
float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic float fovy; // Camera field-of-view aperture in Y (degrees) in perspective, used as near plane width in orthographic
int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
} Camera3D; } Camera3D;
@@ -363,7 +367,7 @@ typedef struct Material {
float params[4]; // Material generic parameters (if required) float params[4]; // Material generic parameters (if required)
} Material; } Material;
// Transform, vectex transformation data // Transform, vertex transformation data
typedef struct Transform { typedef struct Transform {
Vector3 translation; // Translation Vector3 translation; // Translation
Quaternion rotation; // Rotation Quaternion rotation; // Rotation
@@ -409,8 +413,8 @@ typedef struct Ray {
// RayCollision, ray hit information // RayCollision, ray hit information
typedef struct RayCollision { typedef struct RayCollision {
bool hit; // Did the ray hit something? bool hit; // Did the ray hit something?
float distance; // Distance to nearest hit float distance; // Distance to the nearest hit
Vector3 point; // Point of nearest hit Vector3 point; // Point of the nearest hit
Vector3 normal; // Surface normal of hit Vector3 normal; // Surface normal of hit
} RayCollision; } RayCollision;
@@ -662,7 +666,7 @@ typedef enum {
MOUSE_BUTTON_MIDDLE = 2, // Mouse button middle (pressed wheel) MOUSE_BUTTON_MIDDLE = 2, // Mouse button middle (pressed wheel)
MOUSE_BUTTON_SIDE = 3, // Mouse button side (advanced mouse device) MOUSE_BUTTON_SIDE = 3, // Mouse button side (advanced mouse device)
MOUSE_BUTTON_EXTRA = 4, // Mouse button extra (advanced mouse device) MOUSE_BUTTON_EXTRA = 4, // Mouse button extra (advanced mouse device)
MOUSE_BUTTON_FORWARD = 5, // Mouse button fordward (advanced mouse device) MOUSE_BUTTON_FORWARD = 5, // Mouse button forward (advanced mouse device)
MOUSE_BUTTON_BACK = 6, // Mouse button back (advanced mouse device) MOUSE_BUTTON_BACK = 6, // Mouse button back (advanced mouse device)
} MouseButton; } MouseButton;
@@ -677,7 +681,7 @@ typedef enum {
MOUSE_CURSOR_RESIZE_NS = 6, // Vertical resize/move arrow shape MOUSE_CURSOR_RESIZE_NS = 6, // Vertical resize/move arrow shape
MOUSE_CURSOR_RESIZE_NWSE = 7, // Top-left to bottom-right diagonal resize/move arrow shape MOUSE_CURSOR_RESIZE_NWSE = 7, // Top-left to bottom-right diagonal resize/move arrow shape
MOUSE_CURSOR_RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape MOUSE_CURSOR_RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape
MOUSE_CURSOR_RESIZE_ALL = 9, // The omni-directional resize/move cursor shape MOUSE_CURSOR_RESIZE_ALL = 9, // The omnidirectional resize/move cursor shape
MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape
} MouseCursor; } MouseCursor;
@@ -715,7 +719,7 @@ typedef enum {
// Material map index // Material map index
typedef enum { typedef enum {
MATERIAL_MAP_ALBEDO = 0, // Albedo material (same as: MATERIAL_MAP_DIFFUSE) MATERIAL_MAP_ALBEDO = 0, // Albedo material (same as: MATERIAL_MAP_DIFFUSE)
MATERIAL_MAP_METALNESS, // Metalness material (same as: MATERIAL_MAP_SPECULAR) MATERIAL_MAP_METALNESS, // Metalness material (same as: MATERIAL_MAP_SPECULAR)
MATERIAL_MAP_NORMAL, // Normal material MATERIAL_MAP_NORMAL, // Normal material
MATERIAL_MAP_ROUGHNESS, // Roughness material MATERIAL_MAP_ROUGHNESS, // Roughness material
@@ -835,10 +839,10 @@ typedef enum {
typedef enum { typedef enum {
CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type
CUBEMAP_LAYOUT_LINE_VERTICAL, // Layout is defined by a vertical line with faces CUBEMAP_LAYOUT_LINE_VERTICAL, // Layout is defined by a vertical line with faces
CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by an horizontal line with faces CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by a horizontal line with faces
CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces
CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces
CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirectangular map) CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirrectangular map)
} CubemapLayout; } CubemapLayout;
// Font type, defines generation method // Font type, defines generation method
@@ -856,11 +860,12 @@ typedef enum {
BLEND_ADD_COLORS, // Blend textures adding colors (alternative) BLEND_ADD_COLORS, // Blend textures adding colors (alternative)
BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative) BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
BLEND_ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha BLEND_ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha
BLEND_CUSTOM // Blend textures using custom src/dst factors (use rlSetBlendMode()) BLEND_CUSTOM, // Blend textures using custom src/dst factors (use rlSetBlendFactors())
BLEND_CUSTOM_SEPARATE // Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate())
} BlendMode; } BlendMode;
// Gesture // Gesture
// NOTE: It could be used as flags to enable only some gestures // NOTE: Provided as bit-wise flags to enable only desired gestures
typedef enum { typedef enum {
GESTURE_NONE = 0, // No gesture GESTURE_NONE = 0, // No gesture
GESTURE_TAP = 1, // Tap gesture GESTURE_TAP = 1, // Tap gesture
@@ -898,7 +903,7 @@ typedef enum {
} NPatchLayout; } NPatchLayout;
// Callbacks to hook some internal functions // Callbacks to hook some internal functions
// WARNING: This callbacks are intended for advance users // WARNING: These callbacks are intended for advance users
typedef void (*TraceLogCallback)(int logLevel, const char *text, va_list args); // Logging: Redirect trace log messages typedef void (*TraceLogCallback)(int logLevel, const char *text, va_list args); // Logging: Redirect trace log messages
typedef unsigned char *(*LoadFileDataCallback)(const char *fileName, unsigned int *bytesRead); // FileIO: Load binary data typedef unsigned char *(*LoadFileDataCallback)(const char *fileName, unsigned int *bytesRead); // FileIO: Load binary data
typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, unsigned int bytesToWrite); // FileIO: Save binary data typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, unsigned int bytesToWrite); // FileIO: Save binary data
@@ -936,7 +941,8 @@ RLAPI void ToggleFullscreen(void); // Toggle wind
RLAPI void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP) RLAPI void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
RLAPI void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP) RLAPI void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
RLAPI void RestoreWindow(void); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP) RLAPI void RestoreWindow(void); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
RLAPI void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP) RLAPI void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
RLAPI void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)
RLAPI void SetWindowTitle(const char *title); // Set title 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 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 SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode)
@@ -966,7 +972,7 @@ RLAPI void DisableEventWaiting(void); // Disable wai
// Custom frame control functions // Custom frame control functions
// NOTE: Those functions are intended for advance users that want full control over the frame processing // NOTE: Those functions are intended for advance users that want full control over the frame processing
// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timming + PollInputEvents() // By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents()
// To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL // To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
RLAPI void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing) RLAPI void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing)
RLAPI void PollInputEvents(void); // Register all input events RLAPI void PollInputEvents(void); // Register all input events
@@ -1007,6 +1013,7 @@ RLAPI void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR s
// NOTE: Shader functionality is not available on OpenGL 1.1 // NOTE: Shader functionality is not available on OpenGL 1.1
RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
RLAPI bool IsShaderReady(Shader shader); // Check if a shader is ready
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
@@ -1038,8 +1045,8 @@ RLAPI void SetConfigFlags(unsigned int flags); // Setup init
RLAPI void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...) RLAPI void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
RLAPI void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level RLAPI void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level
RLAPI void *MemAlloc(int size); // Internal memory allocator RLAPI void *MemAlloc(unsigned int size); // Internal memory allocator
RLAPI void *MemRealloc(void *ptr, int size); // Internal memory reallocator RLAPI void *MemRealloc(void *ptr, unsigned int size); // Internal memory reallocator
RLAPI void MemFree(void *ptr); // Internal memory free RLAPI void MemFree(void *ptr); // Internal memory free
RLAPI void OpenURL(const char *url); // Open URL with default system browser (if available) RLAPI void OpenURL(const char *url); // Open URL with default system browser (if available)
@@ -1056,7 +1063,7 @@ RLAPI void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom
RLAPI unsigned char *LoadFileData(const char *fileName, unsigned int *bytesRead); // Load file data as byte array (read) RLAPI unsigned char *LoadFileData(const char *fileName, unsigned int *bytesRead); // Load file data as byte array (read)
RLAPI void UnloadFileData(unsigned char *data); // Unload file data allocated by LoadFileData() RLAPI void UnloadFileData(unsigned char *data); // Unload file data allocated by LoadFileData()
RLAPI bool SaveFileData(const char *fileName, void *data, unsigned int bytesToWrite); // Save data to file from byte array (write), returns true on success RLAPI bool SaveFileData(const char *fileName, void *data, unsigned int bytesToWrite); // Save data to file from byte array (write), returns true on success
RLAPI bool ExportDataAsCode(const char *data, unsigned int size, const char *fileName); // Export data to code (.h), returns true on success RLAPI bool ExportDataAsCode(const unsigned char *data, unsigned int size, const char *fileName); // Export data to code (.h), returns true on success
RLAPI char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string RLAPI char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string
RLAPI void UnloadFileText(char *text); // Unload file text data allocated by LoadFileText() RLAPI void UnloadFileText(char *text); // Unload file text data allocated by LoadFileText()
RLAPI bool SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success RLAPI bool SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success
@@ -1150,13 +1157,8 @@ RLAPI float GetGesturePinchAngle(void); // Get gesture pinch ang
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
// Camera System Functions (Module: rcamera) // Camera System Functions (Module: rcamera)
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
RLAPI void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available) RLAPI void UpdateCamera(Camera *camera, int mode); // Update camera position for selected mode
RLAPI void UpdateCamera(Camera *camera); // Update camera position for selected mode RLAPI void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation
RLAPI void SetCameraPanControl(int keyPan); // Set camera pan key to combine with mouse movement (free camera)
RLAPI void SetCameraAltControl(int keyAlt); // Set camera alt key to combine with mouse movement (free camera)
RLAPI void SetCameraSmoothZoomControl(int keySmoothZoom); // Set camera smooth zoom key to combine with mouse (free camera)
RLAPI void SetCameraMoveControls(int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown); // Set camera move controls (1st person and 3rd person cameras)
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
// Basic Shapes Drawing Functions (Module: shapes) // Basic Shapes Drawing Functions (Module: shapes)
@@ -1212,6 +1214,7 @@ RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec);
RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
RLAPI bool CheckCollisionPointPoly(Vector2 point, Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices
RLAPI bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference RLAPI bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference
RLAPI bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold] RLAPI bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
@@ -1221,13 +1224,14 @@ RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2);
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
// Image loading functions // Image loading functions
// NOTE: This functions do not require GPU access // NOTE: These functions do not require GPU access
RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM) RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM)
RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
RLAPI Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data) RLAPI Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data)
RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png' RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png'
RLAPI Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data RLAPI Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data
RLAPI Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot) RLAPI Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot)
RLAPI bool IsImageReady(Image image); // Check if an image is ready
RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM) RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)
RLAPI bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success RLAPI bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success
RLAPI bool ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on success RLAPI bool ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on success
@@ -1239,7 +1243,9 @@ RLAPI Image GenImageGradientH(int width, int height, Color left, Color right);
RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells
RLAPI Image GenImageText(int width, int height, const char *text); // Generate image: grayscale image from text data
// Image manipulation functions // Image manipulation functions
RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
@@ -1253,6 +1259,7 @@ RLAPI void ImageAlphaCrop(Image *image, float threshold);
RLAPI void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color RLAPI void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color
RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel
RLAPI void ImageBlurGaussian(Image *image, int blurSize); // Apply Gaussian blur using a box blur approximation
RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm) RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm) RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color
@@ -1282,8 +1289,10 @@ RLAPI void ImageDrawPixel(Image *dst, int posX, int posY, Color color);
RLAPI void ImageDrawPixelV(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vector version) RLAPI void ImageDrawPixelV(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
RLAPI void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image RLAPI void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
RLAPI void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version) RLAPI void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
RLAPI void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle within an image RLAPI void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw a filled circle within an image
RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw circle within an image (Vector version) RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw a filled circle within an image (Vector version)
RLAPI void ImageDrawCircleLines(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an image
RLAPI void ImageDrawCircleLinesV(Image *dst, Vector2 center, int radius, Color color); // Draw circle outline within an image (Vector version)
RLAPI void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image RLAPI void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
RLAPI void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version) RLAPI void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
RLAPI void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image RLAPI void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image
@@ -1298,7 +1307,9 @@ RLAPI Texture2D LoadTexture(const char *fileName);
RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data
RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer) RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
RLAPI bool IsTextureReady(Texture2D texture); // Check if a texture is ready
RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
RLAPI bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready
RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data
@@ -1313,11 +1324,8 @@ RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint);
RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2 RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
RLAPI void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
RLAPI void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint); // Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest. RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
RLAPI void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointCount, Color tint); // Draw a textured polygon
// Color/pixel related functions // Color/pixel related functions
RLAPI Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f RLAPI Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
@@ -1326,6 +1334,9 @@ RLAPI Vector4 ColorNormalize(Color color); // G
RLAPI Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1] RLAPI Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1]
RLAPI Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1] RLAPI Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
RLAPI Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1] RLAPI Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
RLAPI Color ColorTint(Color color, Color tint); // Get color multiplied with another color
RLAPI Color ColorBrightness(Color color, float factor); // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f
RLAPI Color ColorContrast(Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f
RLAPI Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f RLAPI Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint
RLAPI Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value RLAPI Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value
@@ -1343,6 +1354,7 @@ RLAPI Font LoadFont(const char *fileName);
RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int glyphCount); // Load font from file with extended parameters, use NULL for fontChars and 0 for glyphCount to load the default character set RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int glyphCount); // Load font from file with extended parameters, use NULL for fontChars and 0 for glyphCount to load the default character set
RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style) RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int glyphCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf' RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int glyphCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
RLAPI bool IsFontReady(Font font); // Check if a font is ready
RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int glyphCount, int type); // Load font data for further use RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int glyphCount, int type); // Load font data for further use
RLAPI Image GenImageFontAtlas(const GlyphInfo *chars, Rectangle **recs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info RLAPI Image GenImageFontAtlas(const GlyphInfo *chars, Rectangle **recs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
RLAPI void UnloadFontData(GlyphInfo *chars, int glyphCount); // Unload font chars info data (RAM) RLAPI void UnloadFontData(GlyphInfo *chars, int glyphCount); // Unload font chars info data (RAM)
@@ -1365,12 +1377,15 @@ RLAPI GlyphInfo GetGlyphInfo(Font font, int codepoint);
RLAPI Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found RLAPI Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
// Text codepoints management functions (unicode characters) // Text codepoints management functions (unicode characters)
RLAPI int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter RLAPI char *LoadUTF8(const int *codepoints, int length); // Load UTF-8 text encoded from codepoints array
RLAPI void UnloadCodepoints(int *codepoints); // Unload codepoints data from memory RLAPI void UnloadUTF8(char *text); // Unload UTF-8 text encoded from codepoints array
RLAPI int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string RLAPI int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
RLAPI int GetCodepoint(const char *text, int *bytesProcessed); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure RLAPI void UnloadCodepoints(int *codepoints); // Unload codepoints data from memory
RLAPI const char *CodepointToUTF8(int codepoint, int *byteSize); // Encode one codepoint into UTF-8 byte array (array length returned as parameter) RLAPI int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string
RLAPI char *TextCodepointsToUTF8(const int *codepoints, int length); // Encode text as codepoints array into UTF-8 text string (WARNING: memory must be freed!) RLAPI int GetCodepoint(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
RLAPI int GetCodepointNext(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
RLAPI int GetCodepointPrevious(const char *text, int *codepointSize); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
RLAPI const char *CodepointToUTF8(int codepoint, int *utf8Size); // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
// Text strings management functions (no UTF-8 strings, only byte chars) // Text strings management functions (no UTF-8 strings, only byte chars)
// NOTE: Some strings allocate memory internally for returned strings, just be careful! // NOTE: Some strings allocate memory internally for returned strings, just be careful!
@@ -1404,8 +1419,6 @@ RLAPI void DrawCube(Vector3 position, float width, float height, float length, C
RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
RLAPI void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version) RLAPI void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
RLAPI void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
RLAPI void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, float width, float height, float length, Color color); // Draw cube with a region of a texture
RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
@@ -1413,6 +1426,8 @@ RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, f
RLAPI void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos RLAPI void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos
RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
RLAPI void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos RLAPI void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos
RLAPI void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw a capsule with the center of its sphere caps at startPos and endPos
RLAPI void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw capsule wireframe with the center of its sphere caps at startPos and endPos
RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line
RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
@@ -1424,16 +1439,16 @@ RLAPI void DrawGrid(int slices, float spacing);
// Model management functions // Model management functions
RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials) RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material) RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
RLAPI bool IsModelReady(Model model); // Check if a model is ready
RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM) RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
RLAPI void UnloadModelKeepMeshes(Model model); // Unload model (but not meshes) from memory (RAM and/or VRAM)
RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes) RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
// Model drawing functions // Model drawing functions
RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture
RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
@@ -1464,6 +1479,7 @@ RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
// Material loading/unloading functions // Material loading/unloading functions
RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
RLAPI bool IsMaterialReady(Material material); // Check if a material is ready
RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...) RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
@@ -1499,8 +1515,10 @@ RLAPI void SetMasterVolume(float volume); // Set mas
// Wave/Sound loading/unloading functions // Wave/Sound loading/unloading functions
RLAPI Wave LoadWave(const char *fileName); // Load wave data from file RLAPI Wave LoadWave(const char *fileName); // Load wave data from file
RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav' RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
RLAPI bool IsWaveReady(Wave wave); // Checks if wave data is ready
RLAPI Sound LoadSound(const char *fileName); // Load sound from file RLAPI Sound LoadSound(const char *fileName); // Load sound from file
RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
RLAPI bool IsSoundReady(Sound sound); // Checks if a sound is ready
RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data
RLAPI void UnloadWave(Wave wave); // Unload wave data RLAPI void UnloadWave(Wave wave); // Unload wave data
RLAPI void UnloadSound(Sound sound); // Unload sound RLAPI void UnloadSound(Sound sound); // Unload sound
@@ -1512,9 +1530,6 @@ RLAPI void PlaySound(Sound sound); // Play a
RLAPI void StopSound(Sound sound); // Stop playing a sound RLAPI void StopSound(Sound sound); // Stop playing a sound
RLAPI void PauseSound(Sound sound); // Pause a sound RLAPI void PauseSound(Sound sound); // Pause a sound
RLAPI void ResumeSound(Sound sound); // Resume a paused sound RLAPI void ResumeSound(Sound sound); // Resume a paused sound
RLAPI void PlaySoundMulti(Sound sound); // Play a sound (using multichannel buffer pool)
RLAPI void StopSoundMulti(void); // Stop any sound playing (using multichannel buffer pool)
RLAPI int GetSoundsPlaying(void); // Get number of sounds playing in the multichannel
RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
@@ -1528,6 +1543,7 @@ RLAPI void UnloadWaveSamples(float *samples); // Unload
// Music management functions // Music management functions
RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
RLAPI Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data RLAPI Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data
RLAPI bool IsMusicReady(Music music); // Checks if a music stream is ready
RLAPI void UnloadMusicStream(Music music); // Unload music stream RLAPI void UnloadMusicStream(Music music); // Unload music stream
RLAPI void PlayMusicStream(Music music); // Start music playing RLAPI void PlayMusicStream(Music music); // Start music playing
RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is playing RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is playing
@@ -1544,6 +1560,7 @@ RLAPI float GetMusicTimePlayed(Music music); // Get cur
// AudioStream management functions // AudioStream management functions
RLAPI AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data) RLAPI AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data)
RLAPI bool IsAudioStreamReady(AudioStream stream); // Checks if an audio stream is ready
RLAPI void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory RLAPI void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory
RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data
RLAPI bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill RLAPI bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
@@ -1561,6 +1578,9 @@ RLAPI void SetAudioStreamCallback(AudioStream stream, AudioCallback callback);
RLAPI void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream RLAPI void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream
RLAPI void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream RLAPI void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream
RLAPI void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline
RLAPI void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline
#if defined(__cplusplus) #if defined(__cplusplus)
} }
#endif #endif

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@@ -25,7 +25,7 @@
* *
* LICENSE: zlib/libpng * LICENSE: zlib/libpng
* *
* Copyright (c) 2015-2022 Ramon Santamaria (@raysan5) * Copyright (c) 2015-2023 Ramon Santamaria (@raysan5)
* *
* This software is provided "as-is", without any express or implied warranty. In no event * 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. * will the authors be held liable for any damages arising from the use of this software.
@@ -306,10 +306,33 @@ RMAPI float Vector2DistanceSqr(Vector2 v1, Vector2 v2)
return result; return result;
} }
// Calculate angle from two vectors // Calculate angle between two vectors
// NOTE: Angle is calculated from origin point (0, 0)
RMAPI float Vector2Angle(Vector2 v1, Vector2 v2) RMAPI float Vector2Angle(Vector2 v1, Vector2 v2)
{ {
float result = atan2f(v2.y, v2.x) - atan2f(v1.y, v1.x); float result = atan2f(v2.y - v1.y, v2.x - v1.x);
return result;
}
// Calculate angle defined by a two vectors line
// NOTE: Parameters need to be normalized
// Current implementation should be aligned with glm::angle
RMAPI float Vector2LineAngle(Vector2 start, Vector2 end)
{
float result = 0.0f;
float dot = start.x*end.x + start.y*end.y; // Dot product
float dotClamp = (dot < -1.0f)? -1.0f : dot; // Clamp
if (dotClamp > 1.0f) dotClamp = 1.0f;
result = acosf(dotClamp);
// Alternative implementation, more costly
//float v1Length = sqrtf((start.x*start.x) + (start.y*start.y));
//float v2Length = sqrtf((end.x*end.x) + (end.y*end.y));
//float result = -acosf((start.x*end.x + start.y*end.y)/(v1Length*v2Length));
return result; return result;
} }
@@ -889,7 +912,7 @@ RMAPI Vector3 Vector3Unproject(Vector3 source, Matrix projection, Matrix view)
{ {
Vector3 result = { 0 }; Vector3 result = { 0 };
// Calculate unproject matrix (multiply view patrix by projection matrix) and invert it // Calculate unprojected matrix (multiply view matrix by projection matrix) and invert it
Matrix matViewProj = { // MatrixMultiply(view, projection); Matrix matViewProj = { // MatrixMultiply(view, projection);
view.m0*projection.m0 + view.m1*projection.m4 + view.m2*projection.m8 + view.m3*projection.m12, view.m0*projection.m0 + view.m1*projection.m4 + view.m2*projection.m8 + view.m3*projection.m12,
view.m0*projection.m1 + view.m1*projection.m5 + view.m2*projection.m9 + view.m3*projection.m13, view.m0*projection.m1 + view.m1*projection.m5 + view.m2*projection.m9 + view.m3*projection.m13,
@@ -952,7 +975,7 @@ RMAPI Vector3 Vector3Unproject(Vector3 source, Matrix projection, Matrix view)
// Create quaternion from source point // Create quaternion from source point
Quaternion quat = { source.x, source.y, source.z, 1.0f }; Quaternion quat = { source.x, source.y, source.z, 1.0f };
// Multiply quat point by unproject matrix // Multiply quat point by unprojecte matrix
Quaternion qtransformed = { // QuaternionTransform(quat, matViewProjInv) Quaternion qtransformed = { // QuaternionTransform(quat, matViewProjInv)
matViewProjInv.m0*quat.x + matViewProjInv.m4*quat.y + matViewProjInv.m8*quat.z + matViewProjInv.m12*quat.w, matViewProjInv.m0*quat.x + matViewProjInv.m4*quat.y + matViewProjInv.m8*quat.z + matViewProjInv.m12*quat.w,
matViewProjInv.m1*quat.x + matViewProjInv.m5*quat.y + matViewProjInv.m9*quat.z + matViewProjInv.m13*quat.w, matViewProjInv.m1*quat.x + matViewProjInv.m5*quat.y + matViewProjInv.m9*quat.z + matViewProjInv.m13*quat.w,

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@@ -23,6 +23,7 @@ int lmathVector2DotProduct( lua_State *L );
int lmathVector2Distance( lua_State *L ); int lmathVector2Distance( lua_State *L );
int lmathVector2DistanceSqr( lua_State *L ); int lmathVector2DistanceSqr( lua_State *L );
int lmathVector2Angle( lua_State *L ); int lmathVector2Angle( lua_State *L );
int lmathVector2LineAngle( lua_State *L );
int lmathVector2Scale( lua_State *L ); int lmathVector2Scale( lua_State *L );
int lmathVector2Multiply( lua_State *L ); int lmathVector2Multiply( lua_State *L );
int lmathVector2Negate( lua_State *L ); int lmathVector2Negate( lua_State *L );

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@@ -78,10 +78,10 @@ int ltexturesUpdateTextureRec( lua_State *L );
/* Texture Drawing. */ /* Texture Drawing. */
int ltexturesDrawTexture( lua_State *L ); int ltexturesDrawTexture( lua_State *L );
int ltexturesDrawTextureRec( lua_State *L ); int ltexturesDrawTextureRec( lua_State *L );
int ltexturesDrawTextureTiled( lua_State *L ); // int ltexturesDrawTextureTiled( lua_State *L );
int ltexturesDrawTexturePro( lua_State *L ); int ltexturesDrawTexturePro( lua_State *L );
int ltexturesDrawTextureNPatch( lua_State *L ); int ltexturesDrawTextureNPatch( lua_State *L );
int ltexturesDrawTexturePoly( lua_State *L ); // int ltexturesDrawTexturePoly( lua_State *L );
int ltexturesBeginTextureMode( lua_State *L ); int ltexturesBeginTextureMode( lua_State *L );
int ltexturesEndTextureMode( lua_State *L ); int ltexturesEndTextureMode( lua_State *L );
int ltexturesSetTextureSource( lua_State *L ); int ltexturesSetTextureSource( lua_State *L );

View File

@@ -397,56 +397,6 @@ int laudioResumeSound( lua_State *L ) {
return 1; return 1;
} }
/*
> success = RL.PlaySoundMulti( Sound sound )
Play a sound ( Using multichannel buffer pool )
- Failure return false
- Success return true
*/
int laudioPlaySoundMulti( lua_State *L ) {
if ( !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.PlaySoundMulti( Sound sound )" );
lua_pushboolean( L, false );
return 1;
}
size_t soundId = lua_tointeger( L, -1 );
if ( !validSound( soundId ) ) {
lua_pushboolean( L, false );
return 1;
}
PlaySoundMulti( *state->sounds[ soundId ] );
lua_pushboolean( L, true );
return 1;
}
/*
> RL.StopSoundMulti()
Stop any sound playing ( using multichannel buffer pool )
*/
int laudioStopSoundMulti( lua_State *L ) {
StopSoundMulti();
return 0;
}
/*
> count = RL.GetSoundsPlaying()
Get number of sounds playing in the multichannel
- Success return int
*/
int laudioGetSoundsPlaying( lua_State *L ) {
lua_pushinteger( L, GetSoundsPlaying() );
return 1;
}
/* /*
> playing = RL.IsSoundPlaying( Sound sound ) > playing = RL.IsSoundPlaying( Sound sound )

View File

@@ -2547,7 +2547,7 @@ int lcoreSetCamera2DOffset( lua_State *L ) {
} }
/* /*
> success = RL.SetCamera2DRotation( camera3D camera, float rotation ) > success = RL.SetCamera2DRotation( camera2D camera, float rotation )
Set camera rotation in degrees Set camera rotation in degrees
@@ -2556,7 +2556,7 @@ Set camera rotation in degrees
*/ */
int lcoreSetCamera2DRotation( lua_State *L ) { int lcoreSetCamera2DRotation( lua_State *L ) {
if ( !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) { if ( !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.SetCamera2DRotation( camera3D camera, float rotation )" ); TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.SetCamera2DRotation( camera2D camera, float rotation )" );
lua_pushboolean( L, false ); lua_pushboolean( L, false );
return 1; return 1;
} }
@@ -2574,7 +2574,7 @@ int lcoreSetCamera2DRotation( lua_State *L ) {
} }
/* /*
> success = RL.SetCamera2DZoom( camera3D camera, float zoom ) > success = RL.SetCamera2DZoom( camera2D camera, float zoom )
Set camera zoom ( scaling ), should be 1.0f by default Set camera zoom ( scaling ), should be 1.0f by default
@@ -2583,7 +2583,7 @@ Set camera zoom ( scaling ), should be 1.0f by default
*/ */
int lcoreSetCamera2DZoom( lua_State *L ) { int lcoreSetCamera2DZoom( lua_State *L ) {
if ( !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) { if ( !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.SetCamera2DZoom( camera3D camera, float zoom )" ); TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.SetCamera2DZoom( camera2D camera, float zoom )" );
lua_pushboolean( L, false ); lua_pushboolean( L, false );
return 1; return 1;
} }
@@ -2727,7 +2727,6 @@ int lcoreCreateCamera3D( lua_State *L ) {
state->camera3Ds[i]->up = (Vector3){ 0.0, 0.0, 0.0 }; state->camera3Ds[i]->up = (Vector3){ 0.0, 0.0, 0.0 };
state->camera3Ds[i]->fovy = 45.0f; state->camera3Ds[i]->fovy = 45.0f;
state->camera3Ds[i]->projection = CAMERA_PERSPECTIVE; state->camera3Ds[i]->projection = CAMERA_PERSPECTIVE;
SetCameraMode( *state->camera3Ds[i], CAMERA_CUSTOM );
lua_pushinteger( L, i ); lua_pushinteger( L, i );
checkCamera3DRealloc(i); checkCamera3DRealloc(i);
@@ -2939,33 +2938,6 @@ int lcoreSetCamera3DProjection( lua_State *L ) {
return 1; return 1;
} }
/*
> success = RL.SetCameraMode( camera3D camera, int mode )
Set camera mode ( CAMERA_CUSTOM, CAMERA_FREE, CAMERA_ORBITAL... )
- Failure return false
- Success return true
*/
int lcoreSetCameraMode( lua_State *L ) {
if ( !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.SetCameraMode( camera3D camera, int mode )" );
lua_pushboolean( L, false );
return 1;
}
size_t cameraId = lua_tointeger( L, -2 );
if ( !validCamera3D( cameraId ) ) {
lua_pushboolean( L, false );
return 1;
}
SetCameraMode( *state->camera3Ds[ cameraId ], lua_tointeger( L, -1 ) );
lua_pushboolean( L, true );
return 1;
}
/* /*
> position = RL.GetCamera3DPosition( camera3D camera ) > position = RL.GetCamera3DPosition( camera3D camera )
@@ -3097,7 +3069,7 @@ int lcoreGetCamera3DProjection( lua_State *L ) {
} }
/* /*
> success = RL.UpdateCamera3D( camera3D camera ) > success = RL.UpdateCamera3D( camera3D camera, int mode )
Update camera position for selected mode Update camera position for selected mode
@@ -3105,11 +3077,14 @@ Update camera position for selected mode
- Success return true - Success return true
*/ */
int lcoreUpdateCamera3D( lua_State *L ) { int lcoreUpdateCamera3D( lua_State *L ) {
if ( !lua_isnumber( L, -1 ) ) { if ( !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.UpdateCamera3D( camera3D camera )" ); TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.UpdateCamera3D( camera3D camera, int mode )" );
lua_pushboolean( L, false ); lua_pushboolean( L, false );
return 1; return 1;
} }
int mode = lua_tointeger( L, -1 );
lua_pop( L, 1 );
size_t cameraId = lua_tointeger( L, -1 ); size_t cameraId = lua_tointeger( L, -1 );
if ( !validCamera3D( cameraId ) ) { if ( !validCamera3D( cameraId ) ) {
@@ -3117,95 +3092,41 @@ int lcoreUpdateCamera3D( lua_State *L ) {
return 1; return 1;
} }
UpdateCamera( state->camera3Ds[ cameraId ] ); UpdateCamera( state->camera3Ds[ cameraId ], mode );
lua_pushboolean( L, true ); lua_pushboolean( L, true );
return 1; return 1;
} }
/* /*
> success = RL.SetCameraPanControl( int keyPan ) > success = RL.UpdateCamera3DPro( camera3D camera, Vector3 movement, Vector3 rotation, float zoom )
Set camera pan key to combine with mouse movement ( free camera ) Update camera movement, movement/rotation values should be provided by user
- Failure return false - Failure return false
- Success return true - Success return true
*/ */
int lcoreSetCameraPanControl( lua_State *L ) { int lcoreUpdateCamera3DPro( lua_State *L ) {
if ( !lua_isnumber( L, -1 ) ) { if ( !lua_isnumber( L, -4 ) || !lua_istable( L, -3 ) || !lua_istable( L, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.SetCameraPanControl( int keyPan )" ); TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.UpdateCamera3DPro( camera3D camera, Vector3 movement, Vector3 rotation, float zoom )" );
lua_pushboolean( L, false ); lua_pushboolean( L, false );
return 1; return 1;
} }
SetCameraPanControl( lua_tointeger( L, -1 ) );
lua_pushboolean( L, true );
return 1; float zoom = lua_tointeger( L, -1 );
} lua_pop( L, 1 );
Vector3 rotation = uluaGetVector3( L );
lua_pop( L, 1 );
Vector3 movement = uluaGetVector3( L );
lua_pop( L, 1 );
size_t cameraId = lua_tointeger( L, -1 );
/* if ( !validCamera3D( cameraId ) ) {
> success = RL.SetCameraAltControl( int keyAlt )
Set camera alt key to combine with mouse movement ( free camera )
- Failure return false
- Success return true
*/
int lcoreSetCameraAltControl( lua_State *L ) {
if ( !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.SetCameraAltControl( int keyAlt )" );
lua_pushboolean( L, false ); lua_pushboolean( L, false );
return 1; return 1;
} }
SetCameraAltControl( lua_tointeger( L, -1 ) );
lua_pushboolean( L, true );
return 1; UpdateCameraPro( state->camera3Ds[ cameraId ], movement, rotation, zoom );
}
/*
> success = RL.SetCameraSmoothZoomControl( int keySmoothZoom )
Set camera smooth zoom key to combine with mouse ( free camera )
- Failure return false
- Success return true
*/
int lcoreSetCameraSmoothZoomControl( lua_State *L ) {
if ( !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.SetCameraSmoothZoomControl( int keySmoothZoom )" );
lua_pushboolean( L, false );
return 1;
}
SetCameraSmoothZoomControl( lua_tointeger( L, -1 ) );
lua_pushboolean( L, true );
return 1;
}
/*
> success = RL.SetCameraMoveControls( int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown )
Set camera move controls ( 1st person and 3rd person cameras )
- Failure return false
- Success return true
*/
int lcoreSetCameraMoveControls( lua_State *L ) {
if ( !lua_isnumber( L, -6 ) || !lua_isnumber( L, -5 ) || !lua_isnumber( L, -4 )
|| !lua_isnumber( L, -3 ) || !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.SetCameraMoveControls( int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown )" );
lua_pushboolean( L, false );
return 1;
}
int keyDown = lua_tointeger( L, -1 );
int keyUp = lua_tointeger( L, -2 );
int keyLeft = lua_tointeger( L, -3 );
int keyRight = lua_tointeger( L, -4 );
int keyBack = lua_tointeger( L, -5 );
int keyFront = lua_tointeger( L, -6 );
SetCameraMoveControls( keyFront, keyBack, keyRight, keyLeft, keyUp, keyDown );
lua_pushboolean( L, true ); lua_pushboolean( L, true );
return 1; return 1;

View File

@@ -341,6 +341,7 @@ void defineGlobals() {
assignGlobalInt( BLEND_SUBTRACT_COLORS, "BLEND_SUBTRACT_COLORS" ); assignGlobalInt( BLEND_SUBTRACT_COLORS, "BLEND_SUBTRACT_COLORS" );
assignGlobalInt( BLEND_ALPHA_PREMULTIPLY, "BLEND_ALPHA_PREMULTIPLY" ); assignGlobalInt( BLEND_ALPHA_PREMULTIPLY, "BLEND_ALPHA_PREMULTIPLY" );
assignGlobalInt( BLEND_CUSTOM, "BLEND_CUSTOM" ); assignGlobalInt( BLEND_CUSTOM, "BLEND_CUSTOM" );
assignGlobalInt( BLEND_CUSTOM_SEPARATE, "BLEND_CUSTOM_SEPARATE" );
/* Gesture */ /* Gesture */
assignGlobalInt( GESTURE_NONE, "GESTURE_NONE" ); assignGlobalInt( GESTURE_NONE, "GESTURE_NONE" );
assignGlobalInt( GESTURE_TAP, "GESTURE_TAP" ); assignGlobalInt( GESTURE_TAP, "GESTURE_TAP" );
@@ -814,11 +815,12 @@ void luaRegister() {
assingGlobalFunction( "GetCamera3DFovy", lcoreGetCamera3DFovy ); assingGlobalFunction( "GetCamera3DFovy", lcoreGetCamera3DFovy );
assingGlobalFunction( "GetCamera3DProjection", lcoreGetCamera3DProjection ); assingGlobalFunction( "GetCamera3DProjection", lcoreGetCamera3DProjection );
assingGlobalFunction( "UpdateCamera3D", lcoreUpdateCamera3D ); assingGlobalFunction( "UpdateCamera3D", lcoreUpdateCamera3D );
assingGlobalFunction( "SetCameraMode", lcoreSetCameraMode ); assingGlobalFunction( "UpdateCamera3DPro", lcoreUpdateCamera3DPro );
assingGlobalFunction( "SetCameraPanControl", lcoreSetCameraPanControl ); // assingGlobalFunction( "SetCameraMode", lcoreSetCameraMode );
assingGlobalFunction( "SetCameraAltControl", lcoreSetCameraAltControl ); // assingGlobalFunction( "SetCameraPanControl", lcoreSetCameraPanControl );
assingGlobalFunction( "SetCameraSmoothZoomControl", lcoreSetCameraSmoothZoomControl ); // assingGlobalFunction( "SetCameraAltControl", lcoreSetCameraAltControl );
assingGlobalFunction( "SetCameraMoveControls", lcoreSetCameraMoveControls ); // assingGlobalFunction( "SetCameraSmoothZoomControl", lcoreSetCameraSmoothZoomControl );
// assingGlobalFunction( "SetCameraMoveControls", lcoreSetCameraMoveControls );
/* Input-related Keyboard. */ /* Input-related Keyboard. */
assingGlobalFunction( "IsKeyPressed", lcoreIsKeyPressed ); assingGlobalFunction( "IsKeyPressed", lcoreIsKeyPressed );
assingGlobalFunction( "IsKeyDown", lcoreIsKeyDown ); assingGlobalFunction( "IsKeyDown", lcoreIsKeyDown );
@@ -987,10 +989,10 @@ void luaRegister() {
/* Texture Drawing. */ /* Texture Drawing. */
assingGlobalFunction( "DrawTexture", ltexturesDrawTexture ); assingGlobalFunction( "DrawTexture", ltexturesDrawTexture );
assingGlobalFunction( "DrawTextureRec", ltexturesDrawTextureRec ); assingGlobalFunction( "DrawTextureRec", ltexturesDrawTextureRec );
assingGlobalFunction( "DrawTextureTiled", ltexturesDrawTextureTiled ); // assingGlobalFunction( "DrawTextureTiled", ltexturesDrawTextureTiled );
assingGlobalFunction( "DrawTexturePro", ltexturesDrawTexturePro ); assingGlobalFunction( "DrawTexturePro", ltexturesDrawTexturePro );
assingGlobalFunction( "DrawTextureNPatch", ltexturesDrawTextureNPatch ); assingGlobalFunction( "DrawTextureNPatch", ltexturesDrawTextureNPatch );
assingGlobalFunction( "DrawTexturePoly", ltexturesDrawTexturePoly ); // assingGlobalFunction( "DrawTexturePoly", ltexturesDrawTexturePoly );
assingGlobalFunction( "BeginTextureMode", ltexturesBeginTextureMode ); assingGlobalFunction( "BeginTextureMode", ltexturesBeginTextureMode );
assingGlobalFunction( "EndTextureMode", ltexturesEndTextureMode ); assingGlobalFunction( "EndTextureMode", ltexturesEndTextureMode );
assingGlobalFunction( "SetTextureSource", ltexturesSetTextureSource ); assingGlobalFunction( "SetTextureSource", ltexturesSetTextureSource );
@@ -1023,7 +1025,7 @@ void luaRegister() {
assingGlobalFunction( "DrawTriangle3D", lmodelsDrawTriangle3D ); assingGlobalFunction( "DrawTriangle3D", lmodelsDrawTriangle3D );
assingGlobalFunction( "DrawCube", lmodelsDrawCube ); assingGlobalFunction( "DrawCube", lmodelsDrawCube );
assingGlobalFunction( "DrawCubeWires", lmodelsDrawCubeWires ); assingGlobalFunction( "DrawCubeWires", lmodelsDrawCubeWires );
assingGlobalFunction( "DrawCubeTexture", lmodelsDrawCubeTexture ); // assingGlobalFunction( "DrawCubeTexture", lmodelsDrawCubeTexture );
assingGlobalFunction( "DrawSphere", lmodelsDrawSphere ); assingGlobalFunction( "DrawSphere", lmodelsDrawSphere );
assingGlobalFunction( "DrawSphereEx", lmodelsDrawSphereEx ); assingGlobalFunction( "DrawSphereEx", lmodelsDrawSphereEx );
assingGlobalFunction( "DrawSphereWires", lmodelsDrawSphereWires ); assingGlobalFunction( "DrawSphereWires", lmodelsDrawSphereWires );
@@ -1123,9 +1125,9 @@ void luaRegister() {
assingGlobalFunction( "StopSound", laudioStopSound ); assingGlobalFunction( "StopSound", laudioStopSound );
assingGlobalFunction( "PauseSound", laudioPauseSound ); assingGlobalFunction( "PauseSound", laudioPauseSound );
assingGlobalFunction( "ResumeSound", laudioResumeSound ); assingGlobalFunction( "ResumeSound", laudioResumeSound );
assingGlobalFunction( "PlaySoundMulti", laudioPlaySoundMulti ); // assingGlobalFunction( "PlaySoundMulti", laudioPlaySoundMulti );
assingGlobalFunction( "StopSoundMulti", laudioStopSoundMulti ); // assingGlobalFunction( "StopSoundMulti", laudioStopSoundMulti );
assingGlobalFunction( "GetSoundsPlaying", laudioGetSoundsPlaying ); // assingGlobalFunction( "GetSoundsPlaying", laudioGetSoundsPlaying );
assingGlobalFunction( "IsSoundPlaying", laudioIsSoundPlaying ); assingGlobalFunction( "IsSoundPlaying", laudioIsSoundPlaying );
assingGlobalFunction( "SetSoundVolume", laudioSetSoundVolume ); assingGlobalFunction( "SetSoundVolume", laudioSetSoundVolume );
assingGlobalFunction( "SetSoundPitch", laudioSetSoundPitch ); assingGlobalFunction( "SetSoundPitch", laudioSetSoundPitch );
@@ -1167,6 +1169,7 @@ void luaRegister() {
assingGlobalFunction( "Vector2Distance", lmathVector2Distance ); assingGlobalFunction( "Vector2Distance", lmathVector2Distance );
assingGlobalFunction( "Vector2DistanceSqr", lmathVector2DistanceSqr ); assingGlobalFunction( "Vector2DistanceSqr", lmathVector2DistanceSqr );
assingGlobalFunction( "Vector2Angle", lmathVector2Angle ); assingGlobalFunction( "Vector2Angle", lmathVector2Angle );
assingGlobalFunction( "Vector2LineAngle", lmathVector2LineAngle );
assingGlobalFunction( "Vector2Scale", lmathVector2Scale ); assingGlobalFunction( "Vector2Scale", lmathVector2Scale );
assingGlobalFunction( "Vector2Multiply", lmathVector2Multiply ); assingGlobalFunction( "Vector2Multiply", lmathVector2Multiply );
assingGlobalFunction( "Vector2Negate", lmathVector2Negate ); assingGlobalFunction( "Vector2Negate", lmathVector2Negate );

View File

@@ -120,6 +120,26 @@ static int newMesh() {
return i; return i;
} }
// Unload model (but not meshes) from memory (RAM and/or VRAM)
void UnloadModelKeepMeshes( Model model ) {
// Unload materials maps
// NOTE: As the user could be sharing shaders and textures between models,
// we don't unload the material but just free it's maps,
// the user is responsible for freeing models shaders and textures
for (int i = 0; i < model.materialCount; i++) RL_FREE(model.materials[i].maps);
// Unload arrays
RL_FREE(model.meshes);
RL_FREE(model.materials);
RL_FREE(model.meshMaterial);
// Unload animation data
RL_FREE(model.bones);
RL_FREE(model.bindPose);
TRACELOG(LOG_INFO, "MODEL: Unloaded model (but not meshes) from RAM and VRAM");
}
/* /*
## Models - Basic ## Models - Basic
*/ */
@@ -292,30 +312,30 @@ Draw cube textured
- Failure return false - Failure return false
- Success return true - Success return true
*/ */
int lmodelsDrawCubeTexture( lua_State *L ) { // int lmodelsDrawCubeTexture( lua_State *L ) {
if ( !lua_isnumber( L, -4 ) || !lua_istable( L, -3 ) || !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) { // if ( !lua_isnumber( L, -4 ) || !lua_istable( L, -3 ) || !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.DrawCubeTexture( Texture2D texture, Vector3 position, Vector3 size, Color color )" ); // TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.DrawCubeTexture( Texture2D texture, Vector3 position, Vector3 size, Color color )" );
lua_pushboolean( L, false ); // lua_pushboolean( L, false );
return 1; // return 1;
} // }
Color color = uluaGetColor( L ); // Color color = uluaGetColor( L );
lua_pop( L, 1 ); // lua_pop( L, 1 );
Vector3 size = uluaGetVector3( L ); // Vector3 size = uluaGetVector3( L );
lua_pop( L, 1 ); // lua_pop( L, 1 );
Vector3 pos = uluaGetVector3( L ); // Vector3 pos = uluaGetVector3( L );
lua_pop( L, 1 ); // lua_pop( L, 1 );
size_t texId = lua_tointeger( L, -1 ); // size_t texId = lua_tointeger( L, -1 );
if ( !validSourceTexture( texId ) ) { // if ( !validSourceTexture( texId ) ) {
lua_pushboolean( L, false ); // lua_pushboolean( L, false );
return 1; // return 1;
} // }
DrawCubeTexture( *texturesGetSourceTexture( texId ), pos, size.x, size.y, size.z, color ); // DrawCubeTexture( *texturesGetSourceTexture( texId ), pos, size.x, size.y, size.z, color );
lua_pushboolean( L, true ); // lua_pushboolean( L, true );
return 1; // return 1;
} // }
/* /*
> success = RL.DrawSphere( Vector3 centerPos, float radius, Color color ) > success = RL.DrawSphere( Vector3 centerPos, float radius, Color color )

View File

@@ -411,6 +411,31 @@ int lmathVector2Angle( lua_State *L ) {
return 1; return 1;
} }
/*
> result = RL.Vector2LineAngle( Vector2 start, Vector2 end )
Calculate angle defined by a two vectors line.
NOTE: Parameters need to be normalized.
Current implementation should be aligned with glm::angle.
- Failure return false
- Success return float
*/
int lmathVector2LineAngle( lua_State *L ) {
if ( !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.Vector2LineAngle( Vector2 start, Vector2 end )" );
lua_pushboolean( L, false );
return 1;
}
Vector2 end = uluaGetVector2( L );
lua_pop( L, 1 );
Vector2 start = uluaGetVector2( L );
lua_pushnumber( L, Vector2LineAngle( start, end ) );
return 1;
}
/* /*
> result = RL.Vector2Scale( Vector2 v, float scale ) > result = RL.Vector2Scale( Vector2 v, float scale )

View File

@@ -2,6 +2,7 @@
#include "state.h" #include "state.h"
#include "lua_core.h" #include "lua_core.h"
#include "textures.h" #include "textures.h"
#include "models.h"
State *state; State *state;
@@ -167,7 +168,9 @@ void stateFree() {
} }
for ( int i = 0; i < state->modelCount; ++i ) { for ( int i = 0; i < state->modelCount; ++i ) {
if ( state->models[i] != NULL ) { if ( state->models[i] != NULL ) {
//TODO Test if UnloadModel causes segfaults on exit.
UnloadModelKeepMeshes( *state->models[i] ); UnloadModelKeepMeshes( *state->models[i] );
// UnloadModel( *state->models[i] );
free( state->models[i] ); free( state->models[i] );
} }
} }

View File

@@ -1996,46 +1996,6 @@ int ltexturesDrawTextureRec( lua_State *L ) {
return 1; return 1;
} }
/*
> success = RL.DrawTextureTiled( Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint )
Draw part of a texture ( defined by a rectangle ) with rotation and scale tiled into dest
- Failure return false
- Success return true
*/
int ltexturesDrawTextureTiled( lua_State *L ) {
if ( !lua_isnumber( L, -7 ) || !lua_istable( L, -6 ) || !lua_istable( L, -5 ) || !lua_istable( L, -4 )
|| !lua_isnumber( L, -3 ) || !lua_isnumber( L, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.DrawTextureTiled( Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint )" );
lua_pushboolean( L, false );
return 1;
}
Color color = uluaGetColor( L );
lua_pop( L, 1 );
float scale = lua_tonumber( L, -1 );
lua_pop( L, 1 );
float rot = lua_tonumber( L, -1 );
lua_pop( L, 1 );
Vector2 origin = uluaGetVector2( L );
lua_pop( L, 1 );
Rectangle dstRect = uluaGetRectangle( L );
lua_pop( L, 1 );
Rectangle srcRect = uluaGetRectangle( L );
lua_pop( L, 1 );
size_t texId = lua_tointeger( L, -1 );
if ( !validSourceTexture( texId ) ) {
lua_pushboolean( L, false );
return 1;
}
DrawTextureTiled( *texturesGetSourceTexture( texId ), srcRect, dstRect, origin, rot, scale, color );
lua_pushboolean( L, true );
return 1;
}
/* /*
> success = RL.DrawTexturePro( Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint ) > success = RL.DrawTexturePro( Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint )
@@ -2112,64 +2072,6 @@ int ltexturesDrawTextureNPatch( lua_State *L ) {
return 1; return 1;
} }
/*
> success = RL.DrawTexturePoly( Texture2D texture, Vector2 center, Vector2{} points, Vector2{} texcoords, int pointsCount, Color tint )
Draw a textured polygon ( Convex )
- Failure return false
- Success return true
*/
int ltexturesDrawTexturePoly( lua_State *L ) {
if ( !lua_isnumber( L, -6 ) || !lua_istable( L, -5 ) || !lua_istable( L, -4 )
|| !lua_istable( L, -3 ) || !lua_isnumber( L, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.DrawTexturePoly( Texture2D texture, Vector2 center, Vector2 points{}, Vector2 texcoords{}, int pointsCount, Color tint )" );
lua_pushboolean( L, false );
return 1;
}
Color color = uluaGetColor( L );
lua_pop( L, 1 );
int pointsCount = lua_tointeger( L, -1 );
lua_pop( L, 1 );
Vector2 texCoords[ pointsCount ];
int t = lua_gettop( L ), i = 0;
lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) {
texCoords[i] = uluaGetVector2( L );
i++;
lua_pop( L, 1 );
}
lua_pop( L, 1 );
Vector2 points[ pointsCount ];
t = lua_gettop( L );
i = 0;
lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) {
points[i] = uluaGetVector2( L );
i++;
lua_pop( L, 1 );
}
lua_pop( L, 1 );
Vector2 center = uluaGetVector2( L );
lua_pop( L, 1 );
size_t texId = lua_tointeger( L, -1 );
if ( !validSourceTexture( texId ) ) {
lua_pushboolean( L, false );
return 1;
}
DrawTexturePoly( *texturesGetSourceTexture( texId ), center, points, texCoords, pointsCount, color );
lua_pushboolean( L, true );
return 1;
}
/* /*
> success = RL.BeginTextureMode( RenderTexture2D target ) > success = RL.BeginTextureMode( RenderTexture2D target )