h-raylib 4.5.0.9 → 4.5.0.10
raw patch · 24 files changed
+965/−320 lines, 24 filesdep +h-raylibdep ~basenew-component:exe:basic-windownew-component:exe:camera-ray-collisionnew-component:exe:custom-font-textnew-component:exe:first-person-cameraPVP: major bump suggested
API removals or changes: PVP suggests a major version bump
Dependencies added: h-raylib
Dependency ranges changed: base
API changes (from Hackage documentation)
- Raylib: c'drawCubeTexture :: Ptr Texture -> Ptr Vector3 -> CFloat -> CFloat -> CFloat -> Ptr Color -> IO ()
- Raylib: c'drawCubeTextureRec :: Ptr Texture -> Ptr Rectangle -> Ptr Vector3 -> CFloat -> CFloat -> CFloat -> Ptr Color -> IO ()
- Raylib: drawCubeTexture :: Texture -> Vector3 -> Float -> Float -> Float -> Color -> IO ()
- Raylib: drawCubeTextureRec :: Texture -> Rectangle -> Vector3 -> Float -> Float -> Float -> Color -> IO ()
- Raylib: p'drawCubeTexture :: FunPtr (Texture -> Vector3 -> CFloat -> CFloat -> CFloat -> Color -> IO ())
- Raylib: p'drawCubeTextureRec :: FunPtr (Texture -> Rectangle -> Vector3 -> CFloat -> CFloat -> CFloat -> Color -> IO ())
+ Raylib: c'colorBrightness :: Ptr Color -> CFloat -> IO (Ptr Color)
+ Raylib: c'colorContrast :: Ptr Color -> CFloat -> IO (Ptr Color)
+ Raylib: c'colorTint :: Ptr Color -> Ptr Color -> IO (Ptr Color)
+ Raylib: colorBrightness :: Color -> Float -> Color
+ Raylib: colorContrast :: Color -> Float -> Color
+ Raylib: colorTint :: Color -> Color -> Color
+ Raylib: p'colorBrightness :: FunPtr (Color -> CFloat -> IO Color)
+ Raylib: p'colorContrast :: FunPtr (Color -> CFloat -> IO Color)
+ Raylib: p'colorTint :: FunPtr (Color -> Color -> IO Color)
Files
- CHANGELOG.md +6/−0
- README.md +1/−1
- examples/basic-window/src/Main.hs +34/−0
- examples/camera-ray-collision/src/Main.hs +56/−0
- examples/custom-font-text/src/Main.hs +45/−0
- examples/first-person-camera/src/Main.hs +52/−0
- h-raylib.cabal +61/−4
- lib/bindings.c +21/−10
- raylib/src/config.h +3/−1
- raylib/src/raudio.c +2/−2
- raylib/src/raylib.h +8/−7
- raylib/src/raymath.h +16/−2
- raylib/src/rcamera.h +1/−1
- raylib/src/rcore.c +70/−35
- raylib/src/rgestures.h +1/−1
- raylib/src/rglfw.c +1/−1
- raylib/src/rlgl.h +78/−20
- raylib/src/rmodels.c +348/−188
- raylib/src/rshapes.c +1/−1
- raylib/src/rtext.c +17/−17
- raylib/src/rtextures.c +113/−8
- raylib/src/utils.c +2/−2
- raylib/src/utils.h +1/−1
- src/Raylib.hs +27/−18
CHANGELOG.md view
@@ -37,3 +37,9 @@ _23 December 2022_ - Changed `setConfigFlags` and `setGesturesEnabled` to use an array of flags + +## Version 4.5.0.10 +_5 January 2023_ + +- Restructured to make the examples easier to run +- Updated raylib to the master branch
README.md view
@@ -79,7 +79,7 @@ Anybody willing to contribute to the project is welcome to do so. This library is very new, so please report any bugs in the GitHub issue tracker. -You can run the examples by using `cabal run` in the example project directory. +You can run the examples by using `cabal run {example name}` in the project directory. ## License
+ examples/basic-window/src/Main.hs view
@@ -0,0 +1,34 @@+{-# OPTIONS -Wall #-} +module Main where + +import Control.Monad (unless) +import Raylib + ( beginDrawing, + clearBackground, + closeWindow, + drawText, + endDrawing, + initWindow, + setTargetFPS, + windowShouldClose, + ) +import Raylib.Colors (lightGray, rayWhite) + +main :: IO () +main = do + initWindow 600 450 "raylib example - basic window" + setTargetFPS 60 + gameLoop + closeWindow + +gameLoop :: IO () +gameLoop = do + beginDrawing + + clearBackground rayWhite + drawText "Basic raylib window" 30 40 18 lightGray + + endDrawing + + shouldClose <- windowShouldClose + unless shouldClose gameLoop
+ examples/camera-ray-collision/src/Main.hs view
@@ -0,0 +1,56 @@+{-# OPTIONS -Wall #-} +module Main where + +import Control.Monad (unless, when) +import Raylib + ( beginDrawing, + beginMode3D, + clearBackground, + closeWindow, + drawFPS, + endDrawing, + endMode3D, + initWindow, + setCameraMode, + setTargetFPS, + updateCamera, + windowShouldClose, getRayCollisionQuad, drawBoundingBox, drawPoint3D + ) +import Raylib.Colors (black, white, red) +import Raylib.Types (Camera3D (Camera3D, camera3D'position, camera3D'target), Vector3 (Vector3), Ray (Ray), BoundingBox (BoundingBox), RayCollision (rayCollision'point, rayCollision'hit), CameraProjection (CameraPerspective), CameraMode (CameraModeFirstPerson)) +import Foreign (toBool) + +main :: IO () +main = do + initWindow 600 450 "raylib example - camera ray collision" + let camera = Camera3D (Vector3 0 0 0) (Vector3 2 0 1) (Vector3 0 1 0) 70 CameraPerspective + setCameraMode camera CameraModeFirstPerson + setTargetFPS 60 + gameLoop camera + closeWindow + +gameLoop :: Camera3D -> IO () +gameLoop camera = do + beginDrawing + + clearBackground black + drawFPS 10 20 + + let ray = Ray (camera3D'position camera) (camera3D'target camera -.- camera3D'position camera) + let collision = getRayCollisionQuad ray (Vector3 0 0 0) (Vector3 0 2 0) (Vector3 0 2 4) (Vector3 0 0 4) + let col = if toBool (rayCollision'hit collision) then red else white + + beginMode3D camera + + drawBoundingBox (BoundingBox (Vector3 0 0 0) (Vector3 0 2 4)) col + when (rayCollision'hit collision > 0) $ drawPoint3D (rayCollision'point collision) red + + endMode3D + + endDrawing + newCam <- updateCamera camera + shouldClose <- windowShouldClose + unless shouldClose $ gameLoop newCam + +(-.-) :: Vector3 -> Vector3 -> Vector3 +(Vector3 x1 x2 x3) -.- (Vector3 y1 y2 y3) = Vector3 (x1 - y1) (x2 - y2) (x3 - y3)
+ examples/custom-font-text/src/Main.hs view
@@ -0,0 +1,45 @@+{-# OPTIONS -Wall #-} +module Main where + +import Control.Monad ( unless ) +import Raylib + ( beginDrawing, + clearBackground, + drawTextEx, + endDrawing, + initWindow, + loadFont, + setTargetFPS, + windowShouldClose, changeDirectory, getApplicationDirectory, unloadFont, isKeyPressed, drawText ) +import Raylib.Types (Vector2 (Vector2), Font, KeyboardKey (KeyUp, KeyDown)) +import Raylib.Colors (rayWhite, black) +import Foreign (fromBool) + +mainFontPath :: String +mainFontPath = "../../../../../../../../../examples/custom-font-text/assets/Lato-Regular.ttf" + +main :: IO () +main = do + initWindow 800 450 "raylib example - custom font text" + setTargetFPS 60 + _ <- getApplicationDirectory >>= changeDirectory + + mainFont <- loadFont mainFontPath + gameLoop mainFont 20 + unloadFont mainFont + +gameLoop :: Font -> Int -> IO () +gameLoop mainFont size = do + beginDrawing + clearBackground rayWhite + + drawTextEx mainFont "Testing drawTextEx" (Vector2 20.0 12.0) (fromIntegral size) 1.0 black + drawText "Press the up and down arrows to change the font size" 20 (size + 15) 24 black + + increaseSize <- isKeyPressed KeyUp + decreaseSize <- isKeyPressed KeyDown + + endDrawing + + shouldClose <- windowShouldClose + unless shouldClose $ gameLoop mainFont (size + fromBool increaseSize - fromBool decreaseSize)
+ examples/first-person-camera/src/Main.hs view
@@ -0,0 +1,52 @@+{-# OPTIONS -Wall #-} +module Main where + +import Control.Monad (unless) +import Raylib + ( beginDrawing, + beginMode3D, + clearBackground, + closeWindow, + drawCircle3D, + drawFPS, + drawLine3D, + endDrawing, + endMode3D, + initWindow, + setCameraMode, + setTargetFPS, + updateCamera, + windowShouldClose, drawCubeWiresV + ) +import Raylib.Colors (black, white) +import Raylib.Types (Camera3D (Camera3D), Vector3 (Vector3), CameraProjection (CameraPerspective), CameraMode (CameraModeFirstPerson)) + +main :: IO () +main = do + initWindow 600 450 "raylib example - first person camera" + let camera = Camera3D (Vector3 0 0 0) (Vector3 2 0 1) (Vector3 0 1 0) 70 CameraPerspective + setCameraMode camera CameraModeFirstPerson + setTargetFPS 60 + gameLoop camera + closeWindow + +gameLoop :: Camera3D -> IO () +gameLoop camera = do + beginDrawing + + clearBackground black + drawFPS 10 20 + + beginMode3D camera + + drawCircle3D (Vector3 2 0 1) 2 (Vector3 0 0 0) 0 white + drawLine3D (Vector3 3 (-1) 1) (Vector3 1 1 1) white + drawLine3D (Vector3 4 2 2) (Vector3 1 (-1) 1) white + drawCubeWiresV (Vector3 (-2) 0 0) (Vector3 1 1 1) white + + endMode3D + + endDrawing + newCam <- updateCamera camera + shouldClose <- windowShouldClose + unless shouldClose $ gameLoop newCam
h-raylib.cabal view
@@ -1,6 +1,6 @@ cabal-version: 2.4 name: h-raylib -version: 4.5.0.9 +version: 4.5.0.10 synopsis: Raylib bindings for Haskell category: graphics description: @@ -64,6 +64,63 @@ default: False manual: True +flag examples + description: Build the example projects + default: False + manual: True + +executable basic-window + hs-source-dirs: examples/basic-window/src + main-is: Main.hs + default-language: Haskell2010 + + if !flag(examples) + buildable: False + + else + build-depends: + , base + , h-raylib + +executable camera-ray-collision + hs-source-dirs: examples/camera-ray-collision/src + main-is: Main.hs + default-language: Haskell2010 + + if !flag(examples) + buildable: False + + else + build-depends: + , base + , h-raylib + +executable custom-font-text + hs-source-dirs: examples/custom-font-text/src + main-is: Main.hs + default-language: Haskell2010 + + if !flag(examples) + buildable: False + + else + build-depends: + , base + , h-raylib + +executable first-person-camera + hs-source-dirs: examples/first-person-camera/src + main-is: Main.hs + default-language: Haskell2010 + + if !flag(examples) + buildable: False + + else + build-depends: + , base + , h-raylib + library exposed-modules: Raylib @@ -121,9 +178,9 @@ cc-options: -DPLATFORM_DESKTOP else - -- Unsupported OS, do nothing. If you can get it working on an - -- OS that isn't on here, please add it here. - + + -- Unsupported OS, do nothing. If you can get it working on an + -- OS that isn't on here, please add it here. if (flag(platform-mac) || (flag(detect-platform) && os(osx))) -- Use rgflw.m instead of .c on Mac to force objective-c c-sources:
lib/bindings.c view
@@ -901,6 +901,27 @@ return ptr; } +Color *ColorTint_(Color* a, Color* b) +{ + Color *ptr = (Color *)malloc(sizeof(Color)); + *ptr = ColorTint(*a, *b); + return ptr; +} + +Color *ColorBrightness_(Color* a, float b) +{ + Color *ptr = (Color *)malloc(sizeof(Color)); + *ptr = ColorBrightness(*a, b); + return ptr; +} + +Color *ColorContrast_(Color* a, float b) +{ + Color *ptr = (Color *)malloc(sizeof(Color)); + *ptr = ColorContrast(*a, b); + return ptr; +} + Color *ColorAlpha_(Color *a, float b) { Color *ptr = (Color *)malloc(sizeof(Color)); @@ -1080,16 +1101,6 @@ void DrawCubeWiresV_(Vector3 *a, Vector3 *b, Color *c) { DrawCubeWiresV(*a, *b, *c); -} - -void DrawCubeTexture_(Texture *a, Vector3 *b, float c, float d, float e, Color *f) -{ - DrawCubeTexture(*a, *b, c, d, e, *f); -} - -void DrawCubeTextureRec_(Texture *a, Rectangle *b, Vector3 *c, float d, float e, float f, Color *g) -{ - DrawCubeTextureRec(*a, *b, *c, d, e, f, *g); } void DrawSphere_(Vector3 *a, float b, Color *c)
raylib/src/config.h view
@@ -6,7 +6,7 @@ * * LICENSE: zlib/libpng * -* Copyright (c) 2018-2022 Ahmad Fatoum & Ramon Santamaria (@raysan5) +* Copyright (c) 2018-2023 Ahmad Fatoum & Ramon Santamaria (@raysan5) * * 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. @@ -148,6 +148,8 @@ //#define SUPPORT_FILEFORMAT_PSD 1 #define SUPPORT_FILEFORMAT_DDS 1 #define SUPPORT_FILEFORMAT_HDR 1 +//#define SUPPORT_FILEFORMAT_PIC 1 +//#define SUPPORT_FILEFORMAT_PNM 1 //#define SUPPORT_FILEFORMAT_KTX 1 //#define SUPPORT_FILEFORMAT_ASTC 1 //#define SUPPORT_FILEFORMAT_PKM 1
raylib/src/raudio.c view
@@ -50,7 +50,7 @@ * * LICENSE: zlib/libpng * -* 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 * will the authors be held liable for any damages arising from the use of this software. @@ -974,7 +974,7 @@ byteCount += sprintf(txtData + byteCount, "// more info and bugs-report: github.com/raysan5/raylib //\n"); byteCount += sprintf(txtData + byteCount, "// feedback and support: ray[at]raylib.com //\n"); byteCount += sprintf(txtData + byteCount, "// //\n"); - byteCount += sprintf(txtData + byteCount, "// Copyright (c) 2018-2022 Ramon Santamaria (@raysan5) //\n"); + byteCount += sprintf(txtData + byteCount, "// Copyright (c) 2018-2023 Ramon Santamaria (@raysan5) //\n"); byteCount += sprintf(txtData + byteCount, "// //\n"); byteCount += sprintf(txtData + byteCount, "//////////////////////////////////////////////////////////////////////////////////\n\n");
raylib/src/raylib.h view
@@ -57,7 +57,7 @@ * 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: * -* 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 * will the authors be held liable for any damages arising from the use of this software. @@ -716,7 +716,7 @@ // Material map index 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_NORMAL, // Normal material MATERIAL_MAP_ROUGHNESS, // Roughness material @@ -857,12 +857,12 @@ BLEND_ADD_COLORS, // Blend textures adding colors (alternative) BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative) BLEND_ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha - BLEND_CUSTOM, // Blend textures using custom src/dst factors (use rlSetBlendMode()) - BLEND_CUSTOM_SEPARATE // Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendModeSeparate()) + 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; // 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 { GESTURE_NONE = 0, // No gesture GESTURE_TAP = 1, // Tap gesture @@ -1331,6 +1331,9 @@ 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 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 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 @@ -1412,8 +1415,6 @@ 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 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 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
raylib/src/raymath.h view
@@ -25,7 +25,7 @@ * * 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 * will the authors be held liable for any damages arising from the use of this software. @@ -307,9 +307,23 @@ } // Calculate angle from two vectors +// NOTE: Parameters need to be normalized +// Current implementation should be aligned with glm::angle RMAPI float Vector2Angle(Vector2 v1, Vector2 v2) { - float result = atan2f(v2.y, v2.x) - atan2f(v1.y, v1.x); + float result = 0.0f; + + float dot = v1.x*v2.x + v1.y*v2.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((v1.x*v1.x) + (v1.y*v1.y)); + //float v2Length = sqrtf((v2.x*v2.x) + (v2.y*v2.y)); + //float result = -acosf((v1.x*v2.x + v1.y*v2.y)/(v1Length*v2Length)); return result; }
raylib/src/rcamera.h view
@@ -22,7 +22,7 @@ * * 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 * will the authors be held liable for any damages arising from the use of this software.
raylib/src/rcore.c view
@@ -89,7 +89,7 @@ * * LICENSE: zlib/libpng * -* 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 * will the authors be held liable for any damages arising from the use of this software. @@ -151,7 +151,7 @@ #include "external/sdefl.h" // Deflate (RFC 1951) compressor #endif -#if (defined(__linux__) || defined(PLATFORM_WEB)) && _POSIX_C_SOURCE < 199309L +#if (defined(__linux__) || defined(PLATFORM_WEB)) && (_POSIX_C_SOURCE < 199309L) #undef _POSIX_C_SOURCE #define _POSIX_C_SOURCE 199309L // Required for: CLOCK_MONOTONIC if compiled with c99 without gnu ext. #endif @@ -765,7 +765,7 @@ CORE.Input.Keyboard.exitKey = KEY_ESCAPE; CORE.Input.Mouse.scale = (Vector2){ 1.0f, 1.0f }; CORE.Input.Mouse.cursor = MOUSE_CURSOR_ARROW; - CORE.Input.Gamepad.lastButtonPressed = -1; + CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN #if defined(SUPPORT_EVENTS_WAITING) CORE.Window.eventWaiting = true; #endif @@ -1945,7 +1945,21 @@ return glfwGetClipboardString(CORE.Window.handle); #endif #if defined(PLATFORM_WEB) - return emscripten_run_script_string("navigator.clipboard.readText()"); + // Accessing clipboard data from browser is tricky due to security reasons + // The method to use is navigator.clipboard.readText() but this is an asynchronous method + // that will return at some moment after the function is called with the required data + emscripten_run_script_string("navigator.clipboard.readText() \ + .then(text => { document.getElementById('clipboard').innerText = text; console.log('Pasted content: ', text); }) \ + .catch(err => { console.error('Failed to read clipboard contents: ', err); });" + ); + + // The main issue is getting that data, one approach could be using ASYNCIFY and wait + // for the data but it requires adding Asyncify emscripten library on compilation + + // Another approach could be just copy the data in a HTML text field and try to retrieve it + // later on if available... and clean it for future accesses + + return NULL; #endif return NULL; } @@ -2446,11 +2460,7 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode) { Shader shader = { 0 }; - shader.locs = (int *)RL_CALLOC(RL_MAX_SHADER_LOCATIONS, sizeof(int)); - // NOTE: All locations must be reseted to -1 (no location) - for (int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1; - shader.id = rlLoadShaderCode(vsCode, fsCode); // After shader loading, we TRY to set default location names @@ -2465,7 +2475,12 @@ // vertex texcoord2 location = 5 // NOTE: If any location is not found, loc point becomes -1 + + shader.locs = (int *)RL_CALLOC(RL_MAX_SHADER_LOCATIONS, sizeof(int)); + // All locations reseted to -1 (no location) + for (int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1; + // Get handles to GLSL input attibute locations shader.locs[SHADER_LOC_VERTEX_POSITION] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION); shader.locs[SHADER_LOC_VERTEX_TEXCOORD01] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD); @@ -2497,6 +2512,8 @@ if (shader.id != rlGetShaderIdDefault()) { rlUnloadShaderProgram(shader.id); + + // NOTE: If shader loading failed, it should be 0 RL_FREE(shader.locs); } } @@ -2522,25 +2539,34 @@ // Set shader uniform value vector void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count) { - rlEnableShader(shader.id); - rlSetUniform(locIndex, value, uniformType, count); - //rlDisableShader(); // Avoid reseting current shader program, in case other uniforms are set + if (locIndex > -1) + { + rlEnableShader(shader.id); + rlSetUniform(locIndex, value, uniformType, count); + //rlDisableShader(); // Avoid reseting current shader program, in case other uniforms are set + } } // Set shader uniform value (matrix 4x4) void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat) { - rlEnableShader(shader.id); - rlSetUniformMatrix(locIndex, mat); - //rlDisableShader(); + if (locIndex > -1) + { + rlEnableShader(shader.id); + rlSetUniformMatrix(locIndex, mat); + //rlDisableShader(); + } } // Set shader uniform value for texture void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture) { - rlEnableShader(shader.id); - rlSetUniformSampler(locIndex, texture.id); - //rlDisableShader(); + if (locIndex > -1) + { + rlEnableShader(shader.id); + rlSetUniformSampler(locIndex, texture.id); + //rlDisableShader(); + } } // Get a ray trace from mouse position @@ -2755,17 +2781,19 @@ // NOTE: On PLATFORM_DESKTOP, timer is initialized on glfwInit() double GetTime(void) { + double time = 0.0; #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) - return glfwGetTime(); // Elapsed time since glfwInit() + time = glfwGetTime(); // Elapsed time since glfwInit() #endif #if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) struct timespec ts = { 0 }; clock_gettime(CLOCK_MONOTONIC, &ts); - unsigned long long int time = (unsigned long long int)ts.tv_sec*1000000000LLU + (unsigned long long int)ts.tv_nsec; + unsigned long long int nanoSeconds = (unsigned long long int)ts.tv_sec*1000000000LLU + (unsigned long long int)ts.tv_nsec; - return (double)(time - CORE.Time.base)*1e-9; // Elapsed time since InitTimer() + time = (double)(nanoSeconds - CORE.Time.base)*1e-9; // Elapsed time since InitTimer() #endif + return time; } // Setup window configuration flags (view FLAGS) @@ -2808,6 +2836,9 @@ } // Get a random value between min and max (both included) +// WARNING: Ranges higher than RAND_MAX will return invalid results +// More specifically, if (max - min) > INT_MAX there will be an overflow, +// and otherwise if (max - min) > RAND_MAX the random value will incorrectly never exceed a certain threshold int GetRandomValue(int min, int max) { if (min > max) @@ -2816,6 +2847,11 @@ max = min; min = tmp; } + + if ((unsigned int)(max - min) > (unsigned int)RAND_MAX) + { + TRACELOG(LOG_WARNING, "Invalid GetRandomValue() arguments, range should not be higher than %i", RAND_MAX); + } return (rand()%(abs(max - min) + 1) + min); } @@ -3181,14 +3217,12 @@ } // Unload directory filepaths +// WARNING: files.count is not reseted to 0 after unloading void UnloadDirectoryFiles(FilePathList files) { - if (files.capacity > 0) - { - for (unsigned int i = 0; i < files.capacity; i++) RL_FREE(files.paths[i]); + for (unsigned int i = 0; i < files.capacity; i++) RL_FREE(files.paths[i]); - RL_FREE(files.paths); - } + RL_FREE(files.paths); } // Change working directory, returns true on success @@ -3286,12 +3320,12 @@ #if defined(SUPPORT_COMPRESSION_API) // Decompress data from a valid DEFLATE stream - data = RL_CALLOC(MAX_DECOMPRESSION_SIZE*1024*1024, 1); + data = (unsigned char *)RL_CALLOC(MAX_DECOMPRESSION_SIZE*1024*1024, 1); int length = sinflate(data, MAX_DECOMPRESSION_SIZE*1024*1024, compData, compDataSize); // WARNING: RL_REALLOC can make (and leave) data copies in memory, be careful with sensitive compressed data! // TODO: Use a different approach, create another buffer, copy data manually to it and wipe original buffer memory - unsigned char *temp = RL_REALLOC(data, length); + unsigned char *temp = (unsigned char *)RL_REALLOC(data, length); if (temp != NULL) data = temp; else TRACELOG(LOG_WARNING, "SYSTEM: Failed to re-allocate required decompression memory"); @@ -3317,7 +3351,7 @@ *outputSize = 4*((dataSize + 2)/3); - char *encodedData = RL_MALLOC(*outputSize); + char *encodedData = (char *)RL_MALLOC(*outputSize); if (encodedData == NULL) return NULL; @@ -3509,7 +3543,7 @@ CORE.Input.Keyboard.keyPressedQueue[i] = CORE.Input.Keyboard.keyPressedQueue[i + 1]; // Reset last character in the queue - CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = 0; + CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount - 1] = 0; CORE.Input.Keyboard.keyPressedQueueCount--; } @@ -3531,7 +3565,7 @@ CORE.Input.Keyboard.charPressedQueue[i] = CORE.Input.Keyboard.charPressedQueue[i + 1]; // Reset last character in the queue - CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = 0; + CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount - 1] = 0; CORE.Input.Keyboard.charPressedQueueCount--; } @@ -4860,7 +4894,7 @@ #if !(defined(PLATFORM_RPI) || defined(PLATFORM_DRM)) // Reset last gamepad button/axis registered state - CORE.Input.Gamepad.lastButtonPressed = -1; + CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN CORE.Input.Gamepad.axisCount = 0; #endif @@ -5365,7 +5399,7 @@ // Ref: https://www.glfw.org/docs/latest/input_guide.html#input_char // Check if there is space available in the queue - if (CORE.Input.Keyboard.charPressedQueueCount < MAX_KEY_PRESSED_QUEUE) + if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE) { // Add character to the queue CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = key; @@ -5703,14 +5737,15 @@ CORE.Input.Gamepad.ready[0] = true; GamepadButton button = AndroidTranslateGamepadButton(keycode); - if (button == GAMEPAD_BUTTON_UNKNOWN) - return 1; + + if (button == GAMEPAD_BUTTON_UNKNOWN) return 1; if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN) { CORE.Input.Gamepad.currentButtonState[0][button] = 1; } else CORE.Input.Gamepad.currentButtonState[0][button] = 0; // Key up + return 1; // Handled gamepad button } @@ -6674,7 +6709,7 @@ CORE.Input.Gamepad.currentButtonState[i][gamepadEvent.number] = (int)gamepadEvent.value; if ((int)gamepadEvent.value == 1) CORE.Input.Gamepad.lastButtonPressed = gamepadEvent.number; - else CORE.Input.Gamepad.lastButtonPressed = -1; + else CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN } } else if (gamepadEvent.type == JS_EVENT_AXIS)
raylib/src/rgestures.h view
@@ -24,7 +24,7 @@ * * LICENSE: zlib/libpng * -* Copyright (c) 2014-2022 Ramon Santamaria (@raysan5) +* Copyright (c) 2014-2023 Ramon Santamaria (@raysan5) * * 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.
raylib/src/rglfw.c view
@@ -7,7 +7,7 @@ * * LICENSE: zlib/libpng * -* Copyright (c) 2017-2022 Ramon Santamaria (@raysan5) +* Copyright (c) 2017-2023 Ramon Santamaria (@raysan5) * * 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.
raylib/src/rlgl.h view
@@ -85,7 +85,7 @@ * * LICENSE: zlib/libpng * -* Copyright (c) 2014-2022 Ramon Santamaria (@raysan5) +* Copyright (c) 2014-2023 Ramon Santamaria (@raysan5) * * 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. @@ -264,7 +264,7 @@ #define RL_UNSIGNED_BYTE 0x1401 // GL_UNSIGNED_BYTE #define RL_FLOAT 0x1406 // GL_FLOAT -// Buffer usage hint +// GL buffer usage hint #define RL_STREAM_DRAW 0x88E0 // GL_STREAM_DRAW #define RL_STREAM_READ 0x88E1 // GL_STREAM_READ #define RL_STREAM_COPY 0x88E2 // GL_STREAM_COPY @@ -280,6 +280,37 @@ #define RL_VERTEX_SHADER 0x8B31 // GL_VERTEX_SHADER #define RL_COMPUTE_SHADER 0x91B9 // GL_COMPUTE_SHADER +// GL blending factors +#define RL_ZERO 0 // GL_ZERO +#define RL_ONE 1 // GL_ONE +#define RL_SRC_COLOR 0x0300 // GL_SRC_COLOR +#define RL_ONE_MINUS_SRC_COLOR 0x0301 // GL_ONE_MINUS_SRC_COLOR +#define RL_SRC_ALPHA 0x0302 // GL_SRC_ALPHA +#define RL_ONE_MINUS_SRC_ALPHA 0x0303 // GL_ONE_MINUS_SRC_ALPHA +#define RL_DST_ALPHA 0x0304 // GL_DST_ALPHA +#define RL_ONE_MINUS_DST_ALPHA 0x0305 // GL_ONE_MINUS_DST_ALPHA +#define RL_DST_COLOR 0x0306 // GL_DST_COLOR +#define RL_ONE_MINUS_DST_COLOR 0x0307 // GL_ONE_MINUS_DST_COLOR +#define RL_SRC_ALPHA_SATURATE 0x0308 // GL_SRC_ALPHA_SATURATE +#define RL_CONSTANT_COLOR 0x8001 // GL_CONSTANT_COLOR +#define RL_ONE_MINUS_CONSTANT_COLOR 0x8002 // GL_ONE_MINUS_CONSTANT_COLOR +#define RL_CONSTANT_ALPHA 0x8003 // GL_CONSTANT_ALPHA +#define RL_ONE_MINUS_CONSTANT_ALPHA 0x8004 // GL_ONE_MINUS_CONSTANT_ALPHA + +// GL blending functions/equations +#define RL_FUNC_ADD 0x8006 // GL_FUNC_ADD +#define RL_FUNC_SUBTRACT 0x800A // GL_FUNC_SUBTRACT +#define RL_FUNC_REVERSE_SUBTRACT 0x800B // GL_FUNC_REVERSE_SUBTRACT +#define RL_BLEND_EQUATION 0x8009 // GL_BLEND_EQUATION +#define RL_BLEND_EQUATION_RGB 0x8009 // GL_BLEND_EQUATION_RGB // (Same as BLEND_EQUATION) +#define RL_BLEND_EQUATION_ALPHA 0x883D // GL_BLEND_EQUATION_ALPHA +#define RL_BLEND_DST_RGB 0x80C8 // GL_BLEND_DST_RGB +#define RL_BLEND_SRC_RGB 0x80C9 // GL_BLEND_SRC_RGB +#define RL_BLEND_DST_ALPHA 0x80CA // GL_BLEND_DST_ALPHA +#define RL_BLEND_SRC_ALPHA 0x80CB // GL_BLEND_SRC_ALPHA +#define RL_BLEND_COLOR 0x8005 // GL_BLEND_COLOR + + //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- @@ -498,6 +529,12 @@ RL_ATTACHMENT_RENDERBUFFER = 200, // Framebuffer texture attachment type: renderbuffer } rlFramebufferAttachTextureType; +// Face culling mode +typedef enum { + RL_CULL_FACE_FRONT = 0, + RL_CULL_FACE_BACK +} rlCullMode; + //------------------------------------------------------------------------------------ // Functions Declaration - Matrix operations //------------------------------------------------------------------------------------ @@ -513,7 +550,7 @@ RLAPI void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix RLAPI void rlRotatef(float angle, float x, float y, float z); // Multiply the current matrix by a rotation matrix RLAPI void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix -RLAPI void rlMultMatrixf(float *matf); // Multiply the current matrix by another matrix +RLAPI void rlMultMatrixf(const float *matf); // Multiply the current matrix by another matrix RLAPI void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar); RLAPI void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar); RLAPI void rlViewport(int x, int y, int width, int height); // Set the viewport area @@ -578,6 +615,7 @@ RLAPI void rlDisableDepthMask(void); // Disable depth write RLAPI void rlEnableBackfaceCulling(void); // Enable backface culling RLAPI void rlDisableBackfaceCulling(void); // Disable backface culling +RLAPI void rlSetCullFace(int mode); // Set face culling mode RLAPI void rlEnableScissorTest(void); // Enable scissor test RLAPI void rlDisableScissorTest(void); // Disable scissor test RLAPI void rlScissor(int x, int y, int width, int height); // Scissor test @@ -689,7 +727,7 @@ RLAPI unsigned int rlGetShaderBufferSize(unsigned int id); // Get SSBO buffer size // Buffer management -RLAPI void rlBindImageTexture(unsigned int id, unsigned int index, unsigned int format, int readonly); // Bind image texture +RLAPI void rlBindImageTexture(unsigned int id, unsigned int index, int format, bool readonly); // Bind image texture // Matrix state management RLAPI Matrix rlGetMatrixModelview(void); // Get internal modelview matrix @@ -949,7 +987,8 @@ bool vao; // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object) bool instancing; // Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays) bool texNPOT; // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot) - bool texDepth; // Depth textures supported (GL_ARB_depth_texture, GL_WEBGL_depth_texture, GL_OES_depth_texture) + bool texDepth; // Depth textures supported (GL_ARB_depth_texture, GL_OES_depth_texture) + bool texDepthWebGL; // Depth textures supported WebGL specific (GL_WEBGL_depth_texture) bool texFloat32; // float textures support (32 bit per channel) (GL_OES_texture_float) bool texCompDXT; // DDS texture compression support (GL_EXT_texture_compression_s3tc, GL_WEBGL_compressed_texture_s3tc, GL_WEBKIT_WEBGL_compressed_texture_s3tc) bool texCompETC1; // ETC1 texture compression support (GL_OES_compressed_ETC1_RGB8_texture, GL_WEBGL_compressed_texture_etc1) @@ -1041,7 +1080,7 @@ void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); } void rlRotatef(float angle, float x, float y, float z) { glRotatef(angle, x, y, z); } void rlScalef(float x, float y, float z) { glScalef(x, y, z); } -void rlMultMatrixf(float *matf) { glMultMatrixf(matf); } +void rlMultMatrixf(const float *matf) { glMultMatrixf(matf); } #endif #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) // Choose the current matrix to be transformed @@ -1166,7 +1205,7 @@ } // Multiply the current matrix by another matrix -void rlMultMatrixf(float *matf) +void rlMultMatrixf(const float *matf) { // Matrix creation from array Matrix mat = { matf[0], matf[4], matf[8], matf[12], @@ -1671,6 +1710,17 @@ // Disable backface culling void rlDisableBackfaceCulling(void) { glDisable(GL_CULL_FACE); } +// Set face culling mode +void rlSetCullFace(int mode) +{ + switch (mode) + { + case RL_CULL_FACE_BACK: glCullFace(GL_BACK); break; + case RL_CULL_FACE_FRONT: glCullFace(GL_FRONT); break; + default: break; + } +} + // Enable scissor test void rlEnableScissorTest(void) { glEnable(GL_SCISSOR_TEST); } @@ -1798,7 +1848,7 @@ void rlSetBlendMode(int mode) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (RLGL.State.currentBlendMode != mode || ((mode == RL_BLEND_CUSTOM || mode == RL_BLEND_CUSTOM_SEPARATE) && RLGL.State.glCustomBlendModeModified)) + if ((RLGL.State.currentBlendMode != mode) || ((mode == RL_BLEND_CUSTOM || mode == RL_BLEND_CUSTOM_SEPARATE) && RLGL.State.glCustomBlendModeModified)) { rlDrawRenderBatch(RLGL.currentBatch); @@ -2169,11 +2219,12 @@ if (strcmp(extList[i], (const char *)"GL_OES_texture_float") == 0) RLGL.ExtSupported.texFloat32 = true; // Check depth texture support - if ((strcmp(extList[i], (const char *)"GL_OES_depth_texture") == 0) || - (strcmp(extList[i], (const char *)"GL_WEBGL_depth_texture") == 0)) RLGL.ExtSupported.texDepth = true; + if (strcmp(extList[i], (const char *)"GL_OES_depth_texture") == 0) RLGL.ExtSupported.texDepth = true; + if (strcmp(extList[i], (const char *)"GL_WEBGL_depth_texture") == 0) RLGL.ExtSupported.texDepthWebGL = true; // WebGL requires unsized internal format + if (RLGL.ExtSupported.texDepthWebGL) RLGL.ExtSupported.texDepth = true; - if (strcmp(extList[i], (const char *)"GL_OES_depth24") == 0) RLGL.ExtSupported.maxDepthBits = 24; - if (strcmp(extList[i], (const char *)"GL_OES_depth32") == 0) RLGL.ExtSupported.maxDepthBits = 32; + if (strcmp(extList[i], (const char *)"GL_OES_depth24") == 0) RLGL.ExtSupported.maxDepthBits = 24; // Not available on WebGL + if (strcmp(extList[i], (const char *)"GL_OES_depth32") == 0) RLGL.ExtSupported.maxDepthBits = 32; // Not available on WebGL // Check texture compression support: DXT if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) || @@ -2926,7 +2977,7 @@ } // Load depth texture/renderbuffer (to be attached to fbo) -// WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture/WEBGL_depth_texture extensions +// WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture and WebGL requires WEBGL_depth_texture extensions unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer) { unsigned int id = 0; @@ -2934,15 +2985,20 @@ #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) // In case depth textures not supported, we force renderbuffer usage if (!RLGL.ExtSupported.texDepth) useRenderBuffer = true; - + // NOTE: We let the implementation to choose the best bit-depth // Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F unsigned int glInternalFormat = GL_DEPTH_COMPONENT; #if defined(GRAPHICS_API_OPENGL_ES2) - if (RLGL.ExtSupported.maxDepthBits == 32) glInternalFormat = GL_DEPTH_COMPONENT32_OES; - else if (RLGL.ExtSupported.maxDepthBits == 24) glInternalFormat = GL_DEPTH_COMPONENT24_OES; - else glInternalFormat = GL_DEPTH_COMPONENT16; + // WARNING: WebGL platform requires unsized internal format definition (GL_DEPTH_COMPONENT) + // while other platforms using OpenGL ES 2.0 require/support sized internal formats depending on the GPU capabilities + if (!RLGL.ExtSupported.texDepthWebGL || useRenderBuffer) + { + if (RLGL.ExtSupported.maxDepthBits == 32) glInternalFormat = GL_DEPTH_COMPONENT32_OES; + else if (RLGL.ExtSupported.maxDepthBits == 24) glInternalFormat = GL_DEPTH_COMPONENT24_OES; + else glInternalFormat = GL_DEPTH_COMPONENT16; + } #endif if (!useRenderBuffer && RLGL.ExtSupported.texDepth) @@ -3625,12 +3681,14 @@ // NOTE: We detach shader before deletion to make sure memory is freed if (vertexShaderId != RLGL.State.defaultVShaderId) { - glDetachShader(id, vertexShaderId); + // WARNING: Shader program linkage could fail and returned id is 0 + if (id > 0) glDetachShader(id, vertexShaderId); glDeleteShader(vertexShaderId); } if (fragmentShaderId != RLGL.State.defaultFShaderId) { - glDetachShader(id, fragmentShaderId); + // WARNING: Shader program linkage could fail and returned id is 0 + if (id > 0) glDetachShader(id, fragmentShaderId); glDeleteShader(fragmentShaderId); } @@ -4037,7 +4095,7 @@ } // Bind image texture -void rlBindImageTexture(unsigned int id, unsigned int index, unsigned int format, int readonly) +void rlBindImageTexture(unsigned int id, unsigned int index, int format, bool readonly) { #if defined(GRAPHICS_API_OPENGL_43) unsigned int glInternalFormat = 0, glFormat = 0, glType = 0;
raylib/src/rmodels.c view
@@ -22,7 +22,7 @@ * * LICENSE: zlib/libpng * -* 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 * will the authors be held liable for any damages arising from the use of this software. @@ -142,18 +142,18 @@ #endif #if defined(SUPPORT_FILEFORMAT_IQM) static Model LoadIQM(const char *fileName); // Load IQM mesh data -static ModelAnimation *LoadModelAnimationsIQM(const char *fileName, unsigned int *animCount); // Load IQM animation data +static ModelAnimation *LoadModelAnimationsIQM(const char *fileName, unsigned int *animCount); // Load IQM animation data #endif #if defined(SUPPORT_FILEFORMAT_GLTF) static Model LoadGLTF(const char *fileName); // Load GLTF mesh data -//static ModelAnimation *LoadModelAnimationGLTF(const char *fileName, unsigned int *animCount); // Load GLTF animation data +static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, unsigned int *animCount); // Load GLTF animation data #endif #if defined(SUPPORT_FILEFORMAT_VOX) static Model LoadVOX(const char *filename); // Load VOX mesh data #endif #if defined(SUPPORT_FILEFORMAT_M3D) static Model LoadM3D(const char *filename); // Load M3D mesh data -static ModelAnimation *LoadModelAnimationsM3D(const char *fileName, unsigned int *animCount); // Load M3D animation data +static ModelAnimation *LoadModelAnimationsM3D(const char *fileName, unsigned int *animCount); // Load M3D animation data #endif //---------------------------------------------------------------------------------- @@ -397,151 +397,6 @@ DrawCubeWires(position, size.x, size.y, size.z, color); } -// Draw cube -// NOTE: Cube position is the center position -void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color) -{ - float x = position.x; - float y = position.y; - float z = position.z; - - rlSetTexture(texture.id); - - //rlPushMatrix(); - // NOTE: Transformation is applied in inverse order (scale -> rotate -> translate) - //rlTranslatef(2.0f, 0.0f, 0.0f); - //rlRotatef(45, 0, 1, 0); - //rlScalef(2.0f, 2.0f, 2.0f); - - rlBegin(RL_QUADS); - rlColor4ub(color.r, color.g, color.b, color.a); - // Front Face - rlNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer - rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left Of The Texture and Quad - rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right Of The Texture and Quad - rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Right Of The Texture and Quad - rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left Of The Texture and Quad - // Back Face - rlNormal3f(0.0f, 0.0f, - 1.0f); // Normal Pointing Away From Viewer - rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Right Of The Texture and Quad - rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Right Of The Texture and Quad - rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Left Of The Texture and Quad - rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Left Of The Texture and Quad - // Top Face - rlNormal3f(0.0f, 1.0f, 0.0f); // Normal Pointing Up - rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left Of The Texture and Quad - rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x - width/2, y + height/2, z + length/2); // Bottom Left Of The Texture and Quad - rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x + width/2, y + height/2, z + length/2); // Bottom Right Of The Texture and Quad - rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right Of The Texture and Quad - // Bottom Face - rlNormal3f(0.0f, - 1.0f, 0.0f); // Normal Pointing Down - rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x - width/2, y - height/2, z - length/2); // Top Right Of The Texture and Quad - rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x + width/2, y - height/2, z - length/2); // Top Left Of The Texture and Quad - rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Left Of The Texture and Quad - rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Right Of The Texture and Quad - // Right face - rlNormal3f(1.0f, 0.0f, 0.0f); // Normal Pointing Right - rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right Of The Texture and Quad - rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right Of The Texture and Quad - rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Left Of The Texture and Quad - rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Left Of The Texture and Quad - // Left Face - rlNormal3f( - 1.0f, 0.0f, 0.0f); // Normal Pointing Left - rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Left Of The Texture and Quad - rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Right Of The Texture and Quad - rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Right Of The Texture and Quad - rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left Of The Texture and Quad - rlEnd(); - //rlPopMatrix(); - - rlSetTexture(0); -} - -// Draw cube with texture piece applied to all faces -void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, float width, float height, float length, Color color) -{ - float x = position.x; - float y = position.y; - float z = position.z; - float texWidth = (float)texture.width; - float texHeight = (float)texture.height; - - rlSetTexture(texture.id); - - rlBegin(RL_QUADS); - rlColor4ub(color.r, color.g, color.b, color.a); - - // Front face - rlNormal3f(0.0f, 0.0f, 1.0f); - rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight); - rlVertex3f(x - width/2, y - height/2, z + length/2); - rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight); - rlVertex3f(x + width/2, y - height/2, z + length/2); - rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight); - rlVertex3f(x + width/2, y + height/2, z + length/2); - rlTexCoord2f(source.x/texWidth, source.y/texHeight); - rlVertex3f(x - width/2, y + height/2, z + length/2); - - // Back face - rlNormal3f(0.0f, 0.0f, - 1.0f); - rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight); - rlVertex3f(x - width/2, y - height/2, z - length/2); - rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight); - rlVertex3f(x - width/2, y + height/2, z - length/2); - rlTexCoord2f(source.x/texWidth, source.y/texHeight); - rlVertex3f(x + width/2, y + height/2, z - length/2); - rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight); - rlVertex3f(x + width/2, y - height/2, z - length/2); - - // Top face - rlNormal3f(0.0f, 1.0f, 0.0f); - rlTexCoord2f(source.x/texWidth, source.y/texHeight); - rlVertex3f(x - width/2, y + height/2, z - length/2); - rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight); - rlVertex3f(x - width/2, y + height/2, z + length/2); - rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight); - rlVertex3f(x + width/2, y + height/2, z + length/2); - rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight); - rlVertex3f(x + width/2, y + height/2, z - length/2); - - // Bottom face - rlNormal3f(0.0f, - 1.0f, 0.0f); - rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight); - rlVertex3f(x - width/2, y - height/2, z - length/2); - rlTexCoord2f(source.x/texWidth, source.y/texHeight); - rlVertex3f(x + width/2, y - height/2, z - length/2); - rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight); - rlVertex3f(x + width/2, y - height/2, z + length/2); - rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight); - rlVertex3f(x - width/2, y - height/2, z + length/2); - - // Right face - rlNormal3f(1.0f, 0.0f, 0.0f); - rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight); - rlVertex3f(x + width/2, y - height/2, z - length/2); - rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight); - rlVertex3f(x + width/2, y + height/2, z - length/2); - rlTexCoord2f(source.x/texWidth, source.y/texHeight); - rlVertex3f(x + width/2, y + height/2, z + length/2); - rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight); - rlVertex3f(x + width/2, y - height/2, z + length/2); - - // Left face - rlNormal3f( - 1.0f, 0.0f, 0.0f); - rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight); - rlVertex3f(x - width/2, y - height/2, z - length/2); - rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight); - rlVertex3f(x - width/2, y - height/2, z + length/2); - rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight); - rlVertex3f(x - width/2, y + height/2, z + length/2); - rlTexCoord2f(source.x/texWidth, source.y/texHeight); - rlVertex3f(x - width/2, y + height/2, z - length/2); - - rlEnd(); - - rlSetTexture(0); -} - // Draw sphere void DrawSphere(Vector3 centerPos, float radius, Color color) { @@ -1940,7 +1795,7 @@ byteCount += sprintf(txtData + byteCount, "# // more info and bugs-report: github.com/raysan5/raylib //\n"); byteCount += sprintf(txtData + byteCount, "# // feedback and support: ray[at]raylib.com //\n"); byteCount += sprintf(txtData + byteCount, "# // //\n"); - byteCount += sprintf(txtData + byteCount, "# // Copyright (c) 2018-2022 Ramon Santamaria (@raysan5) //\n"); + byteCount += sprintf(txtData + byteCount, "# // Copyright (c) 2018-2023 Ramon Santamaria (@raysan5) //\n"); byteCount += sprintf(txtData + byteCount, "# // //\n"); byteCount += sprintf(txtData + byteCount, "# //////////////////////////////////////////////////////////////////////////////////\n\n"); byteCount += sprintf(txtData + byteCount, "# Vertex Count: %i\n", mesh.vertexCount); @@ -2100,7 +1955,7 @@ if (IsFileExtension(fileName, ".m3d")) animations = LoadModelAnimationsM3D(fileName, animCount); #endif #if defined(SUPPORT_FILEFORMAT_GLTF) - //if (IsFileExtension(fileName, ".gltf;.glb")) animations = LoadModelAnimationGLTF(fileName, animCount); + if (IsFileExtension(fileName, ".gltf;.glb")) animations = LoadModelAnimationsGLTF(fileName, animCount); #endif return animations; @@ -2174,8 +2029,8 @@ // Vertices processing // NOTE: We use meshes.vertices (default vertex position) to calculate meshes.animVertices (animated vertex position) animVertex = (Vector3){ mesh.vertices[vCounter], mesh.vertices[vCounter + 1], mesh.vertices[vCounter + 2] }; - animVertex = Vector3Multiply(animVertex, outScale); animVertex = Vector3Subtract(animVertex, inTranslation); + animVertex = Vector3Multiply(animVertex, outScale); animVertex = Vector3RotateByQuaternion(animVertex, QuaternionMultiply(outRotation, QuaternionInvert(inRotation))); animVertex = Vector3Add(animVertex, outTranslation); //animVertex = Vector3Transform(animVertex, model.transform); @@ -3977,6 +3832,29 @@ //---------------------------------------------------------------------------------- // Module specific Functions Definition //---------------------------------------------------------------------------------- +#if defined(SUPPORT_FILEFORMAT_IQM) || defined(SUPPORT_FILEFORMAT_GLTF) +// Build pose from parent joints +// NOTE: Required for animations loading (required by IQM and GLTF) +static void BuildPoseFromParentJoints(BoneInfo *bones, int boneCount, Transform *transforms) +{ + for (int i = 0; i < boneCount; i++) + { + if (bones[i].parent >= 0) + { + if (bones[i].parent > i) + { + TRACELOG(LOG_WARNING, "Assumes bones are toplogically sorted, but bone %d has parent %d. Skipping.", i, bones[i].parent); + continue; + } + transforms[i].rotation = QuaternionMultiply(transforms[bones[i].parent].rotation, transforms[i].rotation); + transforms[i].translation = Vector3RotateByQuaternion(transforms[i].translation, transforms[bones[i].parent].rotation); + transforms[i].translation = Vector3Add(transforms[i].translation, transforms[bones[i].parent].translation); + transforms[i].scale = Vector3Multiply(transforms[i].scale, transforms[bones[i].parent].scale); + } + } +} +#endif + #if defined(SUPPORT_FILEFORMAT_OBJ) // Load OBJ mesh data // @@ -4515,17 +4393,7 @@ model.bindPose[i].scale.z = ijoint[i].scale[2]; } - // Build bind pose from parent joints - for (int i = 0; i < model.boneCount; i++) - { - if (model.bones[i].parent >= 0) - { - model.bindPose[i].rotation = QuaternionMultiply(model.bindPose[model.bones[i].parent].rotation, model.bindPose[i].rotation); - model.bindPose[i].translation = Vector3RotateByQuaternion(model.bindPose[i].translation, model.bindPose[model.bones[i].parent].rotation); - model.bindPose[i].translation = Vector3Add(model.bindPose[i].translation, model.bindPose[model.bones[i].parent].translation); - model.bindPose[i].scale = Vector3Multiply(model.bindPose[i].scale, model.bindPose[model.bones[i].parent].scale); - } - } + BuildPoseFromParentJoints(model.bones, model.boneCount, model.bindPose); RL_FREE(fileData); @@ -4826,6 +4694,35 @@ return image; } +// Load bone info from GLTF skin data +static BoneInfo *LoadBoneInfoGLTF(cgltf_skin skin, int *boneCount) +{ + *boneCount = skin.joints_count; + BoneInfo *bones = RL_MALLOC(skin.joints_count*sizeof(BoneInfo)); + + for (unsigned int i = 0; i < skin.joints_count; i++) + { + cgltf_node node = *skin.joints[i]; + strncpy(bones[i].name, node.name, sizeof(bones[i].name)); + + // Find parent bone index + unsigned int parentIndex = -1; + + for (unsigned int j = 0; j < skin.joints_count; j++) + { + if (skin.joints[j] == node.parent) + { + parentIndex = j; + break; + } + } + + bones[i].parent = parentIndex; + } + + return bones; +} + // Load glTF file into model struct, .gltf and .glb supported static Model LoadGLTF(const char *fileName) { @@ -4840,6 +4737,7 @@ - Supports PBR metallic/roughness flow, loads material textures, values and colors PBR specular/glossiness flow and extended texture flows not supported - Supports multiple meshes per model (every primitives is loaded as a separate mesh) + - Supports basic animations RESTRICTIONS: - Only triangle meshes supported @@ -5184,11 +5082,45 @@ } } -/* - // TODO: Load glTF meshes animation data + // Load glTF meshes animation data // REF: https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#skins // REF: https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#skinned-mesh-attributes + // + // LIMITATIONS: + // - Only supports 1 armature per file, and skips loading it if there are multiple armatures + // - Only supports linear interpolation (default method in Blender when checked "Always Sample Animations" when exporting a GLTF file) + // - Only supports translation/rotation/scale animation channel.path, weights not considered (i.e. morph targets) //---------------------------------------------------------------------------------------------------- + if (data->skins_count == 1) + { + cgltf_skin skin = data->skins[0]; + model.bones = LoadBoneInfoGLTF(skin, &model.boneCount); + model.bindPose = RL_MALLOC(model.boneCount*sizeof(Transform)); + + for (unsigned int i = 0; i < model.boneCount; i++) + { + cgltf_node node = *skin.joints[i]; + model.bindPose[i].translation.x = node.translation[0]; + model.bindPose[i].translation.y = node.translation[1]; + model.bindPose[i].translation.z = node.translation[2]; + + model.bindPose[i].rotation.x = node.rotation[0]; + model.bindPose[i].rotation.y = node.rotation[1]; + model.bindPose[i].rotation.z = node.rotation[2]; + model.bindPose[i].rotation.w = node.rotation[3]; + + model.bindPose[i].scale.x = node.scale[0]; + model.bindPose[i].scale.y = node.scale[1]; + model.bindPose[i].scale.z = node.scale[2]; + } + + BuildPoseFromParentJoints(model.bones, model.boneCount, model.bindPose); + } + else if (data->skins_count > 1) + { + TRACELOG(LOG_ERROR, "MODEL: [%s] can only load one skin (armature) per model, but gltf skins_count == %i", fileName, data->skins_count); + } + for (unsigned int i = 0, meshIndex = 0; i < data->meshes_count; i++) { for (unsigned int p = 0; p < data->meshes[i].primitives_count; p++) @@ -5210,7 +5142,6 @@ model.meshes[meshIndex].boneIds = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(unsigned char)); // Load 4 components of unsigned char data type into mesh.boneIds - // TODO: It seems LOAD_ATTRIBUTE() macro does not work as expected in some cases, // for cgltf_attribute_type_joints we have: // - data.meshes[0] (256 vertices) // - 256 values, provided as cgltf_type_vec4 of bytes (4 byte per joint, stride 4) @@ -5237,10 +5168,17 @@ } } + // Animated vertex data + model.meshes[meshIndex].animVertices = RL_CALLOC(model.meshes[meshIndex].vertexCount*3, sizeof(float)); + memcpy(model.meshes[meshIndex].animVertices, model.meshes[meshIndex].vertices, model.meshes[meshIndex].vertexCount*3*sizeof(float)); + model.meshes[meshIndex].animNormals = RL_CALLOC(model.meshes[meshIndex].vertexCount*3, sizeof(float)); + memcpy(model.meshes[meshIndex].animNormals, model.meshes[meshIndex].normals, model.meshes[meshIndex].vertexCount*3*sizeof(float)); + meshIndex++; // Move to next mesh } + } -*/ + // Free all cgltf loaded data cgltf_free(data); } @@ -5251,6 +5189,222 @@ return model; } + +// Get interpolated pose for bone sampler at a specific time. Returns true on success. +static bool GetPoseAtTimeGLTF(cgltf_accessor *input, cgltf_accessor *output, float time, void *data) +{ + // Input and output should have the same count + float tstart = 0.0f; + float tend = 0.0f; + int keyframe = 0; // Defaults to first pose + + for (int i = 0; i < input->count - 1; i++) + { + cgltf_bool r1 = cgltf_accessor_read_float(input, i, &tstart, 1); + if (!r1) return false; + + cgltf_bool r2 = cgltf_accessor_read_float(input, i + 1, &tend, 1); + if (!r2) return false; + + if ((tstart <= time) && (time < tend)) + { + keyframe = i; + break; + } + } + + float t = (time - tstart)/(tend - tstart); + t = (t < 0.0f)? 0.0f : t; + t = (t > 1.0f)? 1.0f : t; + + if (output->component_type != cgltf_component_type_r_32f) return false; + + if (output->type == cgltf_type_vec3) + { + float tmp[3] = { 0.0f }; + cgltf_accessor_read_float(output, keyframe, tmp, 3); + Vector3 v1 = {tmp[0], tmp[1], tmp[2]}; + cgltf_accessor_read_float(output, keyframe+1, tmp, 3); + Vector3 v2 = {tmp[0], tmp[1], tmp[2]}; + Vector3 *r = data; + *r = Vector3Lerp(v1, v2, t); + } + else if (output->type == cgltf_type_vec4) + { + float tmp[4] = { 0.0f }; + cgltf_accessor_read_float(output, keyframe, tmp, 4); + Vector4 v1 = {tmp[0], tmp[1], tmp[2], tmp[3]}; + cgltf_accessor_read_float(output, keyframe+1, tmp, 4); + Vector4 v2 = {tmp[0], tmp[1], tmp[2], tmp[3]}; + Vector4 *r = data; + + // Only v4 is for rotations, so we know it's a quat + *r = QuaternionSlerp(v1, v2, t); + } + + return true; +} + +#define GLTF_ANIMDELAY 17 // Animation frames delay, (~1000 ms/60 FPS = 16.666666* ms) + +static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, unsigned int *animCount) +{ + // glTF file loading + unsigned int dataSize = 0; + unsigned char *fileData = LoadFileData(fileName, &dataSize); + + ModelAnimation *animations = NULL; + + // glTF data loading + cgltf_options options = { 0 }; + cgltf_data *data = NULL; + cgltf_result result = cgltf_parse(&options, fileData, dataSize, &data); + + if (result != cgltf_result_success) + { + TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load glTF data", fileName); + *animCount = 0; + return NULL; + } + + result = cgltf_load_buffers(&options, data, fileName); + if (result != cgltf_result_success) TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load animation buffers", fileName); + + if (result == cgltf_result_success) + { + if (data->skins_count == 1) + { + cgltf_skin skin = data->skins[0]; + *animCount = data->animations_count; + animations = RL_MALLOC(data->animations_count*sizeof(ModelAnimation)); + + for (unsigned int i = 0; i < data->animations_count; i++) + { + animations[i].bones = LoadBoneInfoGLTF(skin, &animations[i].boneCount); + + cgltf_animation animData = data->animations[i]; + + struct Channels { + cgltf_animation_channel *translate; + cgltf_animation_channel *rotate; + cgltf_animation_channel *scale; + }; + + struct Channels *boneChannels = RL_CALLOC(animations[i].boneCount, sizeof(struct Channels)); + float animDuration = 0.0f; + + for (unsigned int j = 0; j < animData.channels_count; j++) + { + cgltf_animation_channel channel = animData.channels[j]; + int boneIndex = -1; + + for (unsigned int k = 0; k < skin.joints_count; k++) + { + if (animData.channels[j].target_node == skin.joints[k]) + { + boneIndex = k; + break; + } + } + + if (boneIndex == -1) + { + // Animation channel for a node not in the armature + continue; + } + + if (animData.channels[j].sampler->interpolation == cgltf_interpolation_type_linear) + { + if (channel.target_path == cgltf_animation_path_type_translation) + { + boneChannels[boneIndex].translate = &animData.channels[j]; + } + else if (channel.target_path == cgltf_animation_path_type_rotation) + { + boneChannels[boneIndex].rotate = &animData.channels[j]; + } + else if (channel.target_path == cgltf_animation_path_type_scale) + { + boneChannels[boneIndex].scale = &animData.channels[j]; + } + else + { + TRACELOG(LOG_WARNING, "MODEL: [%s] Unsupported target_path on channel %d's sampler for animation %d. Skipping.", fileName, j, i); + } + } + else TRACELOG(LOG_WARNING, "MODEL: [%s] Only linear interpolation curves are supported for GLTF animation.", fileName); + + float t = 0.0f; + cgltf_bool r = cgltf_accessor_read_float(channel.sampler->input, channel.sampler->input->count - 1, &t, 1); + + if (!r) + { + TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load input time", fileName); + continue; + } + + animDuration = (t > animDuration)? t : animDuration; + } + + animations[i].frameCount = (int)(animDuration*1000.0f/GLTF_ANIMDELAY); + animations[i].framePoses = RL_MALLOC(animations[i].frameCount*sizeof(Transform *)); + + for (unsigned int j = 0; j < animations[i].frameCount; j++) + { + animations[i].framePoses[j] = RL_MALLOC(animations[i].boneCount*sizeof(Transform)); + float time = ((float) j*GLTF_ANIMDELAY)/1000.0f; + + for (unsigned int k = 0; k < animations[i].boneCount; k++) + { + Vector3 translation = {0, 0, 0}; + Quaternion rotation = {0, 0, 0, 1}; + Vector3 scale = {1, 1, 1}; + + if (boneChannels[k].translate) + { + if (!GetPoseAtTimeGLTF(boneChannels[k].translate->sampler->input, boneChannels[k].translate->sampler->output, time, &translation)) + { + TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load translate pose data for bone %s", fileName, animations[i].bones[k].name); + } + } + + if (boneChannels[k].rotate) + { + if (!GetPoseAtTimeGLTF(boneChannels[k].rotate->sampler->input, boneChannels[k].rotate->sampler->output, time, &rotation)) + { + TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load rotate pose data for bone %s", fileName, animations[i].bones[k].name); + } + } + + if (boneChannels[k].scale) + { + if (!GetPoseAtTimeGLTF(boneChannels[k].scale->sampler->input, boneChannels[k].scale->sampler->output, time, &scale)) + { + TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load scale pose data for bone %s", fileName, animations[i].bones[k].name); + } + } + + animations[i].framePoses[j][k] = (Transform){ + .translation = translation, + .rotation = rotation, + .scale = scale + }; + } + + BuildPoseFromParentJoints(animations[i].bones, animations[i].boneCount, animations[i].framePoses[j]); + } + + TRACELOG(LOG_INFO, "MODEL: [%s] Loaded animation: %s (%d frames, %fs)", fileName, animData.name, animations[i].frameCount, animDuration); + RL_FREE(boneChannels); + } + } + else TRACELOG(LOG_ERROR, "MODEL: [%s] expected exactly one skin to load animation data from, but found %i", fileName, data->skins_count); + + cgltf_free(data); + } + + return animations; +} #endif #if defined(SUPPORT_FILEFORMAT_VOX) @@ -5437,12 +5591,14 @@ model.meshes[k].vertices = (float *)RL_CALLOC(model.meshes[k].vertexCount*3, sizeof(float)); model.meshes[k].texcoords = (float *)RL_CALLOC(model.meshes[k].vertexCount*2, sizeof(float)); model.meshes[k].normals = (float *)RL_CALLOC(model.meshes[k].vertexCount*3, sizeof(float)); + // without material, we rely on vertex colors if (mi == M3D_UNDEF && model.meshes[k].colors == NULL) { model.meshes[k].colors = RL_CALLOC(model.meshes[k].vertexCount*4, sizeof(unsigned char)); for (j = 0; j < model.meshes[k].vertexCount*4; j += 4) memcpy(&model.meshes[k].colors[j], &WHITE, 4); } + if (m3d->numbone && m3d->numskin) { model.meshes[k].boneIds = (unsigned char *)RL_CALLOC(model.meshes[k].vertexCount*4, sizeof(unsigned char)); @@ -5450,6 +5606,7 @@ model.meshes[k].animVertices = (float *)RL_CALLOC(model.meshes[k].vertexCount*3, sizeof(float)); model.meshes[k].animNormals = (float *)RL_CALLOC(model.meshes[k].vertexCount*3, sizeof(float)); } + model.meshMaterial[k] = mi + 1; l = 0; } @@ -5478,25 +5635,25 @@ if (m3d->face[i].texcoord[0] != M3D_UNDEF) { - model.meshes[k].texcoords[l * 6 + 0] = m3d->tmap[m3d->face[i].texcoord[0]].u; - model.meshes[k].texcoords[l * 6 + 1] = 1.0 - m3d->tmap[m3d->face[i].texcoord[0]].v; - model.meshes[k].texcoords[l * 6 + 2] = m3d->tmap[m3d->face[i].texcoord[1]].u; - model.meshes[k].texcoords[l * 6 + 3] = 1.0 - m3d->tmap[m3d->face[i].texcoord[1]].v; - model.meshes[k].texcoords[l * 6 + 4] = m3d->tmap[m3d->face[i].texcoord[2]].u; - model.meshes[k].texcoords[l * 6 + 5] = 1.0 - m3d->tmap[m3d->face[i].texcoord[2]].v; + model.meshes[k].texcoords[l*6 + 0] = m3d->tmap[m3d->face[i].texcoord[0]].u; + model.meshes[k].texcoords[l*6 + 1] = 1.0 - m3d->tmap[m3d->face[i].texcoord[0]].v; + model.meshes[k].texcoords[l*6 + 2] = m3d->tmap[m3d->face[i].texcoord[1]].u; + model.meshes[k].texcoords[l*6 + 3] = 1.0 - m3d->tmap[m3d->face[i].texcoord[1]].v; + model.meshes[k].texcoords[l*6 + 4] = m3d->tmap[m3d->face[i].texcoord[2]].u; + model.meshes[k].texcoords[l*6 + 5] = 1.0 - m3d->tmap[m3d->face[i].texcoord[2]].v; } if (m3d->face[i].normal[0] != M3D_UNDEF) { - model.meshes[k].normals[l * 9 + 0] = m3d->vertex[m3d->face[i].normal[0]].x; - model.meshes[k].normals[l * 9 + 1] = m3d->vertex[m3d->face[i].normal[0]].y; - model.meshes[k].normals[l * 9 + 2] = m3d->vertex[m3d->face[i].normal[0]].z; - model.meshes[k].normals[l * 9 + 3] = m3d->vertex[m3d->face[i].normal[1]].x; - model.meshes[k].normals[l * 9 + 4] = m3d->vertex[m3d->face[i].normal[1]].y; - model.meshes[k].normals[l * 9 + 5] = m3d->vertex[m3d->face[i].normal[1]].z; - model.meshes[k].normals[l * 9 + 6] = m3d->vertex[m3d->face[i].normal[2]].x; - model.meshes[k].normals[l * 9 + 7] = m3d->vertex[m3d->face[i].normal[2]].y; - model.meshes[k].normals[l * 9 + 8] = m3d->vertex[m3d->face[i].normal[2]].z; + model.meshes[k].normals[l*9 + 0] = m3d->vertex[m3d->face[i].normal[0]].x; + model.meshes[k].normals[l*9 + 1] = m3d->vertex[m3d->face[i].normal[0]].y; + model.meshes[k].normals[l*9 + 2] = m3d->vertex[m3d->face[i].normal[0]].z; + model.meshes[k].normals[l*9 + 3] = m3d->vertex[m3d->face[i].normal[1]].x; + model.meshes[k].normals[l*9 + 4] = m3d->vertex[m3d->face[i].normal[1]].y; + model.meshes[k].normals[l*9 + 5] = m3d->vertex[m3d->face[i].normal[1]].z; + model.meshes[k].normals[l*9 + 6] = m3d->vertex[m3d->face[i].normal[2]].x; + model.meshes[k].normals[l*9 + 7] = m3d->vertex[m3d->face[i].normal[2]].y; + model.meshes[k].normals[l*9 + 8] = m3d->vertex[m3d->face[i].normal[2]].z; } // Add skin (vertex / bone weight pairs) @@ -5519,8 +5676,8 @@ { // raylib does not handle boneless meshes with skeletal animations, so // we put all vertices without a bone into a special "no bone" bone - model.meshes[k].boneIds[l * 12 + n * 4] = m3d->numbone; - model.meshes[k].boneWeights[l * 12 + n * 4] = 1.0f; + model.meshes[k].boneIds[l*12 + n*4] = m3d->numbone; + model.meshes[k].boneWeights[l*12 + n*4] = 1.0f; } } } @@ -5615,6 +5772,7 @@ model.bindPose[i].rotation.y = m3d->vertex[m3d->bone[i].ori].y; model.bindPose[i].rotation.z = m3d->vertex[m3d->bone[i].ori].z; model.bindPose[i].rotation.w = m3d->vertex[m3d->bone[i].ori].w; + // TODO: if the orientation quaternion not normalized, then that's encoding scaling model.bindPose[i].rotation = QuaternionNormalize(model.bindPose[i].rotation); model.bindPose[i].scale.x = model.bindPose[i].scale.y = model.bindPose[i].scale.z = 1.0f; @@ -5660,15 +5818,16 @@ return model; } +#define M3D_ANIMDELAY 17 // Animation frames delay, (~1000 ms/60 FPS = 16.666666* ms) + // Load M3D animation data -#define M3D_ANIMDELAY 17 // that's roughly ~1000 msec / 60 FPS (16.666666* msec) static ModelAnimation *LoadModelAnimationsM3D(const char *fileName, unsigned int *animCount) { m3d_t *m3d = NULL; unsigned int bytesRead = 0; unsigned char *fileData = LoadFileData(fileName, &bytesRead); ModelAnimation *animations = NULL; - int i, j; + int i = 0, j = 0; *animCount = 0; @@ -5685,7 +5844,7 @@ else TRACELOG(LOG_INFO, "MODEL: [%s] M3D data loaded successfully: %i animations, %i bones, %i skins", fileName, m3d->numaction, m3d->numbone, m3d->numskin); - // no animation or bone+skin? + // No animation or bone+skin? if (!m3d->numaction || !m3d->numbone || !m3d->numskin) { m3d_free(m3d); @@ -5721,7 +5880,8 @@ { animations[a].framePoses[i] = RL_MALLOC((m3d->numbone + 1)*sizeof(Transform)); - m3db_t *pose = m3d_pose(m3d, a, i * M3D_ANIMDELAY); + m3db_t *pose = m3d_pose(m3d, a, i*M3D_ANIMDELAY); + if (pose != NULL) { for (j = 0; j < m3d->numbone; j++)
raylib/src/rshapes.c view
@@ -26,7 +26,7 @@ * * LICENSE: zlib/libpng * -* 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 * will the authors be held liable for any damages arising from the use of this software.
raylib/src/rtext.c view
@@ -30,7 +30,7 @@ * * LICENSE: zlib/libpng * -* 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 * will the authors be held liable for any damages arising from the use of this software. @@ -199,11 +199,11 @@ // Re-construct image from defaultFontData and generate OpenGL texture //---------------------------------------------------------------------- Image imFont = { - .data = calloc(128*128, 2), // 2 bytes per pixel (gray + alpha) + .data = RL_CALLOC(128*128, 2), // 2 bytes per pixel (gray + alpha) .width = 128, .height = 128, - .format = PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, - .mipmaps = 1 + .mipmaps = 1, + .format = PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA }; // Fill image.data with defaultFontData (convert from bit to pixel!) @@ -454,8 +454,8 @@ .data = pixels, .width = image.width, .height = image.height, - .format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, - .mipmaps = 1 + .mipmaps = 1, + .format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 }; // Set font with all data parsed from image @@ -620,11 +620,11 @@ if (ch == 32) { Image imSpace = { - .data = calloc(chars[i].advanceX*fontSize, 2), + .data = RL_CALLOC(chars[i].advanceX*fontSize, 2), .width = chars[i].advanceX, .height = fontSize, - .format = PIXELFORMAT_UNCOMPRESSED_GRAYSCALE, - .mipmaps = 1 + .mipmaps = 1, + .format = PIXELFORMAT_UNCOMPRESSED_GRAYSCALE }; chars[i].image = imSpace; @@ -867,7 +867,7 @@ byteCount += sprintf(txtData + byteCount, "// more info and bugs-report: github.com/raysan5/raylib //\n"); byteCount += sprintf(txtData + byteCount, "// feedback and support: ray[at]raylib.com //\n"); byteCount += sprintf(txtData + byteCount, "// //\n"); - byteCount += sprintf(txtData + byteCount, "// Copyright (c) 2018-2022 Ramon Santamaria (@raysan5) //\n"); + byteCount += sprintf(txtData + byteCount, "// Copyright (c) 2018-2023 Ramon Santamaria (@raysan5) //\n"); byteCount += sprintf(txtData + byteCount, "// //\n"); byteCount += sprintf(txtData + byteCount, "// ---------------------------------------------------------------------------------- //\n"); byteCount += sprintf(txtData + byteCount, "// //\n"); @@ -896,7 +896,7 @@ // Compress font image data int compDataSize = 0; - unsigned char *compData = CompressData(image.data, imageDataSize, &compDataSize); + unsigned char *compData = CompressData((const unsigned char *)image.data, imageDataSize, &compDataSize); // Save font image data (compressed) byteCount += sprintf(txtData + byteCount, "#define COMPRESSED_DATA_SIZE_FONT_%s %i\n\n", TextToUpper(fileNamePascal), compDataSize); @@ -1665,7 +1665,7 @@ int codepointCount = 0; // Allocate a big enough buffer to store as many codepoints as text bytes - int *codepoints = RL_CALLOC(textLength, sizeof(int)); + int *codepoints = (int *)RL_CALLOC(textLength, sizeof(int)); for (int i = 0; i < textLength; codepointCount++) { @@ -1674,7 +1674,7 @@ } // Re-allocate buffer to the actual number of codepoints loaded - void *temp = RL_REALLOC(codepoints, codepointCount*sizeof(int)); + int *temp = (int *)RL_REALLOC(codepoints, codepointCount*sizeof(int)); if (temp != NULL) codepoints = temp; *count = codepointCount; @@ -1992,7 +1992,7 @@ if (lastSlash != NULL) { // NOTE: We need some extra space to avoid memory corruption on next allocations! - imPath = RL_CALLOC(TextLength(fileName) - TextLength(lastSlash) + TextLength(imFileName) + 4, 1); + imPath = (char *)RL_CALLOC(TextLength(fileName) - TextLength(lastSlash) + TextLength(imFileName) + 4, 1); memcpy(imPath, fileName, TextLength(fileName) - TextLength(lastSlash) + 1); memcpy(imPath + TextLength(fileName) - TextLength(lastSlash) + 1, imFileName, TextLength(imFileName)); } @@ -2006,11 +2006,11 @@ { // Convert image to GRAYSCALE + ALPHA, using the mask as the alpha channel Image imFontAlpha = { - .data = calloc(imFont.width*imFont.height, 2), + .data = RL_CALLOC(imFont.width*imFont.height, 2), .width = imFont.width, .height = imFont.height, - .format = PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, - .mipmaps = 1 + .mipmaps = 1, + .format = PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA }; for (int p = 0, i = 0; p < (imFont.width*imFont.height*2); p += 2, i++)
raylib/src/rtextures.c view
@@ -14,8 +14,9 @@ * #define SUPPORT_FILEFORMAT_GIF * #define SUPPORT_FILEFORMAT_QOI * #define SUPPORT_FILEFORMAT_PSD -* #define SUPPORT_FILEFORMAT_PIC * #define SUPPORT_FILEFORMAT_HDR +* #define SUPPORT_FILEFORMAT_PIC +* #define SUPPORT_FILEFORMAT_PNM * #define SUPPORT_FILEFORMAT_DDS * #define SUPPORT_FILEFORMAT_PKM * #define SUPPORT_FILEFORMAT_KTX @@ -42,7 +43,7 @@ * * LICENSE: zlib/libpng * -* 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 * will the authors be held liable for any damages arising from the use of this software. @@ -103,6 +104,9 @@ #if !defined(SUPPORT_FILEFORMAT_HDR) #define STBI_NO_HDR #endif +#if !defined(SUPPORT_FILEFORMAT_PNM) + #define STBI_NO_PNM +#endif #if defined(SUPPORT_FILEFORMAT_DDS) #define RL_GPUTEX_SUPPORT_DDS @@ -121,9 +125,6 @@ #endif // Image fileformats not supported by default -#define STBI_NO_PIC -#define STBI_NO_PNM // Image format .ppm and .pgm - #if defined(__TINYC__) #define STBI_NO_SIMD #endif @@ -134,8 +135,9 @@ defined(SUPPORT_FILEFORMAT_JPG) || \ defined(SUPPORT_FILEFORMAT_PSD) || \ defined(SUPPORT_FILEFORMAT_GIF) || \ + defined(SUPPORT_FILEFORMAT_HDR) || \ defined(SUPPORT_FILEFORMAT_PIC) || \ - defined(SUPPORT_FILEFORMAT_HDR)) + defined(SUPPORT_FILEFORMAT_PNM)) #define STBI_MALLOC RL_MALLOC #define STBI_FREE RL_FREE @@ -234,6 +236,7 @@ defined(SUPPORT_FILEFORMAT_GIF) || \ defined(SUPPORT_FILEFORMAT_PIC) || \ defined(SUPPORT_FILEFORMAT_HDR) || \ + defined(SUPPORT_FILEFORMAT_PNM) || \ defined(SUPPORT_FILEFORMAT_PSD) #define STBI_REQUIRED @@ -344,6 +347,9 @@ #if defined(SUPPORT_FILEFORMAT_PIC) || (strcmp(fileType, ".pic") == 0) #endif +#if defined(SUPPORT_FILEFORMAT_PNM) + || ((strcmp(fileType, ".ppm") == 0) || (strcmp(fileType, ".pgm") == 0)) +#endif #if defined(SUPPORT_FILEFORMAT_PSD) || (strcmp(fileType, ".psd") == 0) #endif @@ -603,7 +609,7 @@ byteCount += sprintf(txtData + byteCount, "// more info and bugs-report: github.com/raysan5/raylib //\n"); byteCount += sprintf(txtData + byteCount, "// feedback and support: ray[at]raylib.com //\n"); byteCount += sprintf(txtData + byteCount, "// //\n"); - byteCount += sprintf(txtData + byteCount, "// Copyright (c) 2018-2022 Ramon Santamaria (@raysan5) //\n"); + byteCount += sprintf(txtData + byteCount, "// Copyright (c) 2018-2023 Ramon Santamaria (@raysan5) //\n"); byteCount += sprintf(txtData + byteCount, "// //\n"); byteCount += sprintf(txtData + byteCount, "////////////////////////////////////////////////////////////////////////////////////////\n\n"); @@ -3815,7 +3821,7 @@ if (alpha < 0.0f) alpha = 0.0f; else if (alpha > 1.0f) alpha = 1.0f; - return (Color){color.r, color.g, color.b, (unsigned char)(255.0f*alpha)}; + return (Color){ color.r, color.g, color.b, (unsigned char)(255.0f*alpha) }; } // Get hexadecimal value for a Color @@ -3936,6 +3942,105 @@ color.b = (unsigned char)((value - value*saturation*k)*255.0f); return color; +} + +// Get color multiplied with another color +Color ColorTint(Color color, Color tint) +{ + Color result = color; + + float cR = (float)tint.r/255; + float cG = (float)tint.g/255; + float cB = (float)tint.b/255; + float cA = (float)tint.a/255; + + unsigned char r = (unsigned char)(((float)color.r/255*cR)*255.0f); + unsigned char g = (unsigned char)(((float)color.g/255*cG)*255.0f); + unsigned char b = (unsigned char)(((float)color.b/255*cB)*255.0f); + unsigned char a = (unsigned char)(((float)color.a/255*cA)*255.0f); + + result.r = r; + result.g = g; + result.b = b; + result.a = a; + + return result; +} + +// Get color with brightness correction, brightness factor goes from -1.0f to 1.0f +Color ColorBrightness(Color color, float factor) +{ + Color result = color; + + if (factor > 1.0f) factor = 1.0f; + else if (factor < -1.0f) factor = -1.0f; + + float red = (float)color.r; + float green = (float)color.g; + float blue = (float)color.b; + + if (factor < 0.0f) + { + factor = 1.0f + factor; + red *= factor; + green *= factor; + blue *= factor; + } + else + { + red = (255 - red)*factor + red; + green = (255 - green)*factor + green; + blue = (255 - blue)*factor + blue; + } + + result.r = (unsigned char)red; + result.g = (unsigned char)green; + result.b = (unsigned char)blue; + + return result; +} + +// Get color with contrast correction +// NOTE: Contrast values between -1.0f and 1.0f +Color ColorContrast(Color color, float contrast) +{ + Color result = color; + + if (contrast < -1.0f) contrast = -1.0f; + else if (contrast > 1.0f) contrast = 1.0f; + + contrast = (1.0f + contrast); + contrast *= contrast; + + float pR = (float)color.r/255.0f; + pR -= 0.5f; + pR *= contrast; + pR += 0.5f; + pR *= 255; + if (pR < 0) pR = 0; + else if (pR > 255) pR = 255; + + float pG = (float)color.g/255.0f; + pG -= 0.5f; + pG *= contrast; + pG += 0.5f; + pG *= 255; + if (pG < 0) pG = 0; + else if (pG > 255) pG = 255; + + float pB = (float)color.b/255.0f; + pB -= 0.5f; + pB *= contrast; + pB += 0.5f; + pB *= 255; + if (pB < 0) pB = 0; + else if (pB > 255) pB = 255; + + result.r = (unsigned char)pR; + result.g = (unsigned char)pG; + result.b = (unsigned char)pB; + + return result; } // Get color with alpha applied, alpha goes from 0.0f to 1.0f
raylib/src/utils.c view
@@ -11,7 +11,7 @@ * * LICENSE: zlib/libpng * -* Copyright (c) 2014-2022 Ramon Santamaria (@raysan5) +* Copyright (c) 2014-2023 Ramon Santamaria (@raysan5) * * 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. @@ -290,7 +290,7 @@ byteCount += sprintf(txtData + byteCount, "// more info and bugs-report: github.com/raysan5/raylib //\n"); byteCount += sprintf(txtData + byteCount, "// feedback and support: ray[at]raylib.com //\n"); byteCount += sprintf(txtData + byteCount, "// //\n"); - byteCount += sprintf(txtData + byteCount, "// Copyright (c) 2022 Ramon Santamaria (@raysan5) //\n"); + byteCount += sprintf(txtData + byteCount, "// Copyright (c) 2022-2023 Ramon Santamaria (@raysan5) //\n"); byteCount += sprintf(txtData + byteCount, "// //\n"); byteCount += sprintf(txtData + byteCount, "////////////////////////////////////////////////////////////////////////////////////////\n\n");
raylib/src/utils.h view
@@ -5,7 +5,7 @@ * * LICENSE: zlib/libpng * -* Copyright (c) 2014-2022 Ramon Santamaria (@raysan5) +* Copyright (c) 2014-2023 Ramon Santamaria (@raysan5) * * 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.
src/Raylib.hs view
@@ -3582,6 +3582,33 @@ p'colorFromHSV :: FunPtr (CFloat -> CFloat -> CFloat -> IO Raylib.Types.Color) +foreign import ccall safe "bindings.h ColorTint_" c'colorTint :: Ptr Color -> Ptr Color -> IO (Ptr Raylib.Types.Color) + +colorTint :: Color -> Color -> Raylib.Types.Color +colorTint color tint = unsafePerformIO $ with color (with tint . c'colorTint) >>= pop + +foreign import ccall safe "raylib.h &ColorTint" + p'colorTint :: + FunPtr (Color -> Color -> IO Raylib.Types.Color) + +foreign import ccall safe "bindings.h ColorBrightness_" c'colorBrightness :: Ptr Color -> CFloat -> IO (Ptr Raylib.Types.Color) + +colorBrightness :: Color -> Float -> Raylib.Types.Color +colorBrightness color brightness = unsafePerformIO $ with color (\c -> c'colorBrightness c (realToFrac brightness)) >>= pop + +foreign import ccall safe "raylib.h &ColorBrightness" + p'colorBrightness :: + FunPtr (Color -> CFloat -> IO Raylib.Types.Color) + +foreign import ccall safe "bindings.h ColorContrast_" c'colorContrast :: Ptr Color -> CFloat -> IO (Ptr Raylib.Types.Color) + +colorContrast :: Color -> Float -> Raylib.Types.Color +colorContrast color contrast = unsafePerformIO $ with color (\c -> c'colorContrast c (realToFrac contrast)) >>= pop + +foreign import ccall safe "raylib.h &ColorContrast" + p'colorContrast :: + FunPtr (Color -> CFloat -> IO Raylib.Types.Color) + foreign import ccall safe "bindings.h ColorAlpha_" c'colorAlpha :: Ptr Raylib.Types.Color -> CFloat -> IO (Ptr Raylib.Types.Color) colorAlpha :: Raylib.Types.Color -> Float -> Raylib.Types.Color @@ -4187,24 +4214,6 @@ foreign import ccall safe "raylib.h &DrawCubeWiresV" p'drawCubeWiresV :: FunPtr (Raylib.Types.Vector3 -> Raylib.Types.Vector3 -> Raylib.Types.Color -> IO ()) - -foreign import ccall safe "bindings.h DrawCubeTexture_" c'drawCubeTexture :: Ptr Raylib.Types.Texture -> Ptr Raylib.Types.Vector3 -> CFloat -> CFloat -> CFloat -> Ptr Raylib.Types.Color -> IO () - -drawCubeTexture :: Raylib.Types.Texture -> Raylib.Types.Vector3 -> Float -> Float -> Float -> Raylib.Types.Color -> IO () -drawCubeTexture texture position width height length color = with texture (\t -> with position (\p -> with color (c'drawCubeTexture t p (realToFrac width) (realToFrac height) (realToFrac length)))) - -foreign import ccall safe "raylib.h &DrawCubeTexture" - p'drawCubeTexture :: - FunPtr (Raylib.Types.Texture -> Raylib.Types.Vector3 -> CFloat -> CFloat -> CFloat -> Raylib.Types.Color -> IO ()) - -foreign import ccall safe "bindings.h DrawCubeTextureRec_" c'drawCubeTextureRec :: Ptr Raylib.Types.Texture -> Ptr Raylib.Types.Rectangle -> Ptr Raylib.Types.Vector3 -> CFloat -> CFloat -> CFloat -> Ptr Raylib.Types.Color -> IO () - -drawCubeTextureRec :: Raylib.Types.Texture -> Raylib.Types.Rectangle -> Raylib.Types.Vector3 -> Float -> Float -> Float -> Raylib.Types.Color -> IO () -drawCubeTextureRec texture source position width height length color = with texture (\t -> with source (\s -> with position (\p -> with color (c'drawCubeTextureRec t s p (realToFrac width) (realToFrac height) (realToFrac length))))) - -foreign import ccall safe "raylib.h &DrawCubeTextureRec" - p'drawCubeTextureRec :: - FunPtr (Raylib.Types.Texture -> Raylib.Types.Rectangle -> Raylib.Types.Vector3 -> CFloat -> CFloat -> CFloat -> Raylib.Types.Color -> IO ()) foreign import ccall safe "bindings.h DrawSphere_" c'drawSphere :: Ptr Raylib.Types.Vector3 -> CFloat -> Ptr Raylib.Types.Color -> IO ()