Aros/Developer/OpenGL

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Introduction edit

The Amiga's first introduction to hardware enhanced 3D was Warp3D. This was followed by an open source(software based) equivalent called Wazp3D A Wazp3D adaptation to AROS from Matthias Rustler appeared on December 2007.


During 2009 Krzysztof "Deadwood" Smiechowicz ported version 7.5 of MESA 3D to AROS. MESA 3D provides a generic OpenGL implementation. Then he added hardware 3D acceleration capabilities to AROS with his port of Gallium3D for MESA 3D. Then on September 2011 Wazp3D was linked to Mesa 3D for hardware enhanced 3D.

in -> vertex -> fragment -> out

  • Framebuffer – alpha, stencil, depth
  • Vertex – transform and lighting
  • Fragment – texturing, fog,
  • Geometry – primitives (dots, lines, polygons triangle/quad), clipping
  • Compute -
  • Tessellation -


Far better using SDL's 1.2.x GL additions for up to and including OpenGL 2 or consider SDL 1.3 / 2.x for OpenGL 3 and above

  • Web GL 1.0 – OpenGL ES 2.0 – OpenGL 2 but complete support in OpenGL 4.1
  • Web GL 2.0 – Open GL ES 3.0 – OpenGL 4.3

There is no backwards compatibility from OpenGL 2 to OpenGL 1 as well as OpenGL ES 2 to OpenGL ES 1. But all later OpenGL and ES versions are retrospectively support.


Considered deprecated (ie not advised using or missing/removed)

GL1.1 – OpenGL ES 1 with Fixed Functions – glNormalPointer, glColorPointer and glVertexPointer were introduced. Nearly all of the old ID software are OpenGL 1.1 + extensions

GL1.3 -

GL1.4 – fragment support added

GL1.5 – VBOs added – OpenGL ES 1.1 – added features such as mandatory support for multitexture, better multitexture support (including combiners and dot product texture operations), automatic mipmap generation, vertex buffer objects, state queries, user clip planes, and greater control over point rendering

GL2.0 – OpenGL es 2 – Vertex / Fragment shaders introduced – WebGL minimum – GLSL shading language -

deprecated = glMatrixMode glMult/LoadMatrix glRotate/Translate/Scale glPush/PopMatrix glBegin/End glVertex glTexCoords glLight glMaterial glPush/PopAttrib

GL2.1 – 2006 – last appearance of some matrix functions/stacks – PBOs Pixel buffer objects -

If you want to be able to run on hardware incapable of OpenGL 3.0, then suggest that you not write applications for OpenGL 3.0. Many of the features of 3.0 that can be used on older hardware are backported via extensions. So instead of writing a 3.x application, you could be writing a 2.1 application that is able to use certain extensions. So just code to the GL 2.1 spec instead. You can always research the calls and features that have been since deprecated and just avoid using them in a pure 2.1 program

general method is to have different rendering paths for different features. You detect the version number. If it's one thing, you use one rendering path. If it's lower, you use another. Etc. You can do fine-grained checking by checking for the presence of certain extensions.

Minimum advised starting point for new apps which arrived with Mesa 12 ported to AROS which opened access to the following (hardware support permitting)

Gl3.0 – 2008 – Geometry shaders – Vertex Array Objects (VAOs) ie GL_ARB_vertex_array_object. Older versions need to do more vertex setup work when drawing an object, rather than setting them up once and just binding the VAO. Modern OpenGL enforces you to write your own matrices and pass those manually into shader programs. use programmable function pipelines

GL3.1 – eliminates most of the fixed-function rendering pipeline in favor of a programmable one

GL3.3

GL4.0 – 2010 – Tesselation shaders – Image load/store and atomic counters are probably the biggest ones (this includes shader storage buffers too), though simultaneously the least advertised. Shaders get to write/read from images and buffers directly, though there are a lot of caveats and synchronization issues to understand about doing this. introduces an additional pair of shader stages: one that decides how much to tessellate a primitive, and the other to decide how to generate the new values from the tessellated primitive.

GL4.1 – 2010 – incompatibilities between the desktop version of OpenGL and OpenGL ES 2.0 persisted until OpenGL 4.1, which added the GL_ARB_ES2_compatibility extension. Subroutines are an interesting but often overlooked feature. Basically, you can attach subroutines to shader programs like uniforms. So you could use the same basic program that will run a lighting function, but you can swap lighting functions without changing the program. The basic program would fetch textures, figure out what the diffuse/specular/etc material parameters are, determine the normal and lighting parameters, and pass that to the subroutine. allows you to dynamically piece together different fragments of shaders. You can more or less attach a function to a specific bind point in a program.

GL4.2 – 2011 -

GL4.3 – 2012 – Compute shaders – openGL ES 3 compatibility -

GL4.4

GL4.5


Compiling edit

WARP3D edit

Recompiling a program that use Warp3D.library is quite simple. You just need to link it to Warp3D

So compiling cow3d for Aros x86 was as simple as gcc -c -O3 CoW3D-3.c -o Cow3D-Aros -lWarp3D

Wazp3D-Prefs is a little tool for selecting how Wazp3D works (fast or nice).

Aros version is included with Aminet/Cow3D (see Wazp3D homepage for documentation) Option "Renderer:Soft to Image" is safer if your Aros system dont support LockBitmapTags() else "Renderer:Soft to Bitmap" If your Aros support "Native Graphics Aros" then you can try "Renderer:hard overlay" or "Renderer:hard" but the display is not perfect as Mesa dont support rendering to bitmap as Warp3D

You need to use W3D_DrawTriFan(), W3D_DrawTriSttrip() or better still, W3D_DrawArray() with their corresponding data structures. Suggest the latter since you have much more control over how the vertex data is organised.

You create a triangle strip or a triangle fan. In a strip, alternate triangles share two points along an edge. In a fan, all triangles share one common vertex and adjacent triangles also share an edge. The simplest to illustrate is the strip. A rectangle is simply a 2 triangle strip, something like this:

V[0]--V[1]
|      /|
|     / |
|    /  |
|   /   |
|  /    |
V[2]--V[3]

Using one of the strip drawing methods, the same texture is applied to all polygons in the strip. If you use the old single triangle routines, you have to either enable global texture environment or specify the texture in each polygon separately.

Warp3D is a rasterizer only. That means that it draws primitives in screen space. Strictly, the axes are defined as X=left to right in pixels, Y top to botton in pixels, Z is plane of the screen into the distance. The valid range for Z is 0.0 – 1.0.

You need to calculate your vertices in screen space directly or write your own transformation pipeline.

See Starship3D


MESA 3D edit

MESA 12 edit

This is a work in progress 

Creating a window in SDL and binding an OpenGL 3.2 context to it uses these steps

Initialize the SDL video subsystem using SDL_Init or SDL_VideoInit
Set the parameters we require for opengl using SDL_GL_SetAttribute
Create a window using SDL_CreateWindow
Bind an OpenGL context to the window using SDL_GL_CreateContext

MESA 7 edit

From client perspective using mesa.library is quite simple:

1) For programs that simply use OpenGL and Glut (like Aminet/starship) then just compile them

gcc starship.c -lglut -lgl – o starshiparos

2) For programs that use OpenGL and Amiga windowing system

  • Create a window
  • Call AROSMesaCreateContext passing it the window and some other stuff -> you get rendering context in return
  • Call AROSMesaMakeCurrent passing it the context so that AROSMesa knows what to render on
  • Render some stuff using glXXX functions
  • Call AROSMesaSwapBuffers to have the content of render buffer painted onto your window
  • Loop to glXXX functions

[...]

  • Call AROSMesaDestroyContext(context);
  • Call CloseWindow(window);

OpenGL API has been changed in ABI V1, just rename 'glA' to 'AROSMesa' The VBO functions are still there, but you need to access them via glaGetProcAddress.


/*
Copyright (C) 2006-2011 Mark Olsen

This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
*/

#include <intuition/intuition.h>
#include <intuition/intuitionbase.h>
#include <intuition/extensions.h>
#include <cybergraphx/cybergraphics.h>

#include <proto/exec.h>
#include <proto/intuition.h>
#include <proto/cybergraphics.h>

#include <GL/arosmesa.h>

#include "quakedef.h"
#include "input.h"
#include "keys.h"
#include "gl_local.h"
#include "in_morphos.h"
#include "vid_mode_morphos.h"

struct Library *MesaBase = 0;

struct display
{
	void *inputdata;

	unsigned int width, height;
	int fullscreen;
	char used_mode[256];

	struct Screen *screen;
	struct Window *window;

	void *pointermem;

	char pal[256*4];

	AROSMesaContext mesacontext;
};

void Sys_Video_CvarInit(void)
{
}

void *Sys_Video_Open(const char *mode, unsigned int width, unsigned int height, int fullscreen, unsigned char *palette)
{
	struct display *d;
	struct modeinfo modeinfo;
	char monitorname[128];
	int r;
	int i;

	d = AllocVec(sizeof(*d), MEMF_CLEAR);
	if (d)
	{
		MesaBase = OpenLibrary("mesa.library", 0);
		if (MesaBase)
		{
			if (fullscreen)
			{
				if (*mode && modeline_to_modeinfo(mode, &modeinfo))
				{
					snprintf(monitorname, sizeof(monitorname), "%s.monitor", modeinfo.monitorname);
					d->screen = OpenScreenTags(0,
						SA_Width, modeinfo.width,
						SA_Height, modeinfo.height,
						SA_Depth, modeinfo.depth,
#if 0
						SA_MonitorName, monitorname,
#endif
						SA_Quiet, TRUE,
						TAG_DONE);
				}
				else
				{
					d->screen = OpenScreenTags(0,
						SA_Quiet, TRUE,
						TAG_DONE);
				}

				if (d->screen)
				{
					width = d->screen->Width;
					height = d->screen->Height;

					snprintf(d->used_mode, sizeof(d->used_mode), "Dunno,%d,%d,42", width, height);
				}
				else
					fullscreen = 0;
			}

			if (d->screen || !fullscreen)
			{
				d->window = OpenWindowTags(0,
					d->screen?WA_Width:WA_InnerWidth, width,
					d->screen?WA_Height:WA_InnerHeight, height,
					WA_Title, "FodQuake",
					WA_DragBar, d->screen?FALSE:TRUE,
					WA_DepthGadget, d->screen?FALSE:TRUE,
					WA_Borderless, d->screen?TRUE:FALSE,
					WA_RMBTrap, TRUE,
					d->screen?WA_CustomScreen:TAG_IGNORE, (IPTR)d->screen,
					WA_Activate, TRUE,
					TAG_DONE);

				if (d->window)
				{
					d->mesacontext = AROSMesaCreateContextTags(
						AMA_Window, d->window,
						AMA_Left, d->screen?0:d->window->BorderLeft,
						AMA_Top, d->screen?0:d->window->BorderTop,
						AMA_Width, width,
						AMA_Height, height,
						AMA_NoStencil, TRUE,
						AMA_NoAccum, TRUE,
						TAG_DONE);

					if (d->mesacontext)
					{
						AROSMesaMakeCurrent(d->mesacontext);

						d->pointermem = AllocVec(256, MEMF_ANY|MEMF_CLEAR);
						if (d->pointermem)
						{
							SetPointer(d->window, d->pointermem, 16, 16, 0, 0);

							d->width = width;
							d->height = height;
							d->fullscreen = fullscreen;

							d->inputdata = Sys_Input_Init(d->screen, d->window);
							if (d->inputdata)
							{
								return d;
							}

							FreeVec(d->pointermem);
						}

						AROSMesaMakeCurrent(0);
						AROSMesaDestroyContext(d->mesacontext);
					}

					CloseWindow(d->window);
				}

				if (d->screen)
					CloseScreen(d->screen);
			}

			CloseLibrary(MesaBase);
		}

		FreeVec(d);
	}

	return 0;
}

void Sys_Video_Close(void *display)
{
	struct display *d = display;

	Sys_Input_Shutdown(d->inputdata);

	AROSMesaMakeCurrent(0);
	AROSMesaDestroyContext(d->mesacontext);

	CloseWindow(d->window);

	FreeVec(d->pointermem);

	if (d->screen)
		CloseScreen(d->screen);

	CloseLibrary(MesaBase);

	FreeVec(d);
}

unsigned int Sys_Video_GetNumBuffers(void *display)
{
	struct display *d;

	d = display;

	return d->screen ? 3 : 1;
}

int Sys_Video_GetKeyEvent(void *display, keynum_t *keynum, qboolean *down)
{
	struct display *d = display;

	return Sys_Input_GetKeyEvent(d->inputdata, keynum, down);
}

void Sys_Video_GetMouseMovement(void *display, int *mousex, int *mousey)
{
	struct display *d = display;

	Sys_Input_GetMouseMovement(d->inputdata, mousex, mousey);
}

void Sys_Video_SetWindowTitle(void *display, const char *text)
{
	struct display *d;

	d = display;

	SetWindowTitles(d->window, text, (void *)-1);
}

unsigned int Sys_Video_GetWidth(void *display)
{
	struct display *d;

	d = display;

	return d->width;
}

unsigned int Sys_Video_GetHeight(void *display)
{
	struct display *d;

	d = display;

	return d->height;
}

qboolean Sys_Video_GetFullscreen(void *display)
{
	struct display *d;

	d = display;

	return d->fullscreen;
}

const char *Sys_Video_GetMode(void *display)
{
	struct display *d;

	d = display;

	return d->used_mode;
}

void Sys_Video_BeginFrame(void *display, unsigned int *x, unsigned int *y, unsigned int *width, unsigned int *height)
{
	struct display *d;

	d = display;

	*x = 0;
	*y = 0;
	*width = d->width;
	*height = d->height;
}

void Sys_Video_Update(void *display, vrect_t *rects)
{
	struct display *d = display;

	AROSMesaSwapBuffers(d->mesacontext);
}

void Sys_Video_GrabMouse(void *display, int dograb)
{
	struct display *d = display;

	if (!d->screen)
	{
		Sys_Input_GrabMouse(d->inputdata, dograb);

		if (dograb)
		{
			/* Hide pointer */

			SetPointer(d->window, d->pointermem, 16, 16, 0, 0);
		}
		else
		{
			/* Show pointer */

			ClearPointer(d->window);
		}
	}
}

void Sys_Video_SetGamma(void *display, unsigned short *ramps)
{
}

qboolean Sys_Video_HWGammaSupported(void *display)
{
	return 0;
}

int Sys_Video_FocusChanged(void *display)
{
	return 0;
}


GLSL openGL Shader Language edit

Shaders are written in the C-like language GLSL which has no pointers and is not object-oriented.

GLSL is tailored for use with graphics and contains useful features specifically targeted at vector and matrix manipulation.


GLSL 1.0 to 1.2 (OpenGL 2.x) edit

Shaders always begin with a version declaration, followed by a list of input and output variables, uniforms and its main function. Each shader's entry point is at its main function where we process any input variables and output the results in its output variables.

#version version_number
  
uniform type uniform_name;
  
void main()
{
  // process input(s) and do_something 
  ...
  // output did_somethings to output variable
  out_variable_name = something_done;
}

Each input variable is also known as a vertex attribute. There is a maximum number of vertex attributes we're allowed to declare limited by the hardware. OpenGL guarantees there are always at least 16 4-component vertex attributes available, but some hardware may allow for more which you can retrieve by querying GL_MAX_VERTEX_ATTRIBS:


Types

GLSL has, like any other programming language, data types for specifying what kind of variable we want to work with. GLSL has most of the default basic types we know from languages like C: int, float, double, uint and bool. GLSL also features two container types that we'll be using a lot, namely vectors and matrices.


Vectors

A vector in GLSL is a 2,3 or 4 component container for any of the basic types just mentioned. They can take the following form (n represents the number of components):

  • vecn: the default vector of n floats.
  • bvecn: a vector of n booleans.
  • ivecn: a vector of n integers.
  • uvecn: a vector of n unsigned integers.
  • dvecn: a vector of n double components.

Most of the time we will be using the basic vecn since floats are sufficient for most of our purposes.

Components of a vector can be accessed via vec.x where x is the first component of the vector. You can use .x, .y, .z and .w to access their first, second, third and fourth component respectively. GLSL also allows you to use rgba for colors or stpq for texture coordinates, accessing the same components.

The vector datatype allows for some interesting and flexible component selection called swizzling. Swizzling allows us to use syntax like this:

vec2 someVec;
vec4 differentVec = someVec.xyxx;
vec3 anotherVec = differentVec.zyw;
vec4 otherVec = someVec.xxxx + anotherVec.yxzy;

You can use any combination of up to 4 letters to create a new vector (of the same type) as long as the original vector has those components; it is not allowed to access the .z component of a vec2 for example. We can also pass vectors as arguments to different vector constructor calls, reducing the number of arguments required:

vec2 vect = vec2(0.5, 0.7);
vec4 result = vec4(vect, 0.0, 0.0);
vec4 otherResult = vec4(result.xyz, 1.0);

Vectors are thus a flexible datatype that we can use for all kinds of input and output.


Uniforms are another way to pass data from our application on the CPU to the shaders on the GPU. Uniforms are global so is unique per shader program object, and can be accessed from any shader at any stage in the shader program. Uniforms also will keep their values until they're either reset or updated.

To declare a uniform in GLSL we simply add the uniform keyword to a shader with a type and a name. From that point on we can use the newly declared uniform in the shader.

#version 330 core
out vec4 FragColor;
  
uniform vec4 ourColor; // we set this variable in the OpenGL code.

void main()
{
    FragColor = ourColor;
}   


Vertex - attributes


Vectors - swizzling


worldspace (position) transformed matrix to screenspace (projection, modelview, position)

Fragment - vectors

R, G, B, A 
sdf (signed distance function) 2d and 3d shapes in shaders 


Tut, [], [], [],


#include <GL/glu.h>
#include <GL/glut.h>
#include <vector>
#include <cmath>

const int SCREEN_WIDTH  = 1024;
const int SCREEN_HEIGHT = 1024;
const float camera[]           = {.6,0,1};
const float light0_position[4] = {1,1,1,0};

void render_scene(void) {
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glLoadIdentity();
	gluLookAt(camera[0], camera[1], camera[2], 0,  0, 0, 0, 1, 0);
	glColor3f(.8, 0., 0.);
	glutSolidTeapot(.7);
	glutSwapBuffers();
}

void process_keys(unsigned char key, int x, int y) {
	if (27==key) {
		exit(0);
	}
}

void change_size(int w, int h) {
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
    glViewport(0, 0, w, h);
	glOrtho(-1,1,-1,1,-1,8);
	glMatrixMode(GL_MODELVIEW);
}

int main(int argc, char **argv) {
	glutInit(&argc, argv);
	glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
	glutInitWindowPosition(100,100);
	glutInitWindowSize(SCREEN_WIDTH, SCREEN_HEIGHT);
	glutCreateWindow("GLSL tutorial");
	glClearColor(0.0,0.0,1.0,1.0);

	glutDisplayFunc(render_scene);
	glutReshapeFunc(change_size);
	glutKeyboardFunc(process_keys);

	glEnable(GL_COLOR_MATERIAL);
	glEnable(GL_DEPTH_TEST);
	glEnable(GL_LIGHTING);
	glEnable(GL_LIGHT0);
	glLightfv(GL_LIGHT0, GL_POSITION, light0_position);

	glutMainLoop();
	return 0;
}


#include <exec/types.h>
#include <intuition/intuition.h>
#include <intuition/intuitionbase.h>
#include <intuition/screens.h>
#include <cybergraphx/cybergraphics.h>

#include <proto/exec.h>
#include <proto/dos.h>
#include <proto/intuition.h>

#include <proto/timer.h>
#include <devices/timer.h>
#include <proto/cybergraphics.h>

#define GL_GLEXT_PROTOTYPES
#include <GL/arosmesa.h>

#include <stdio.h>

AROSMesaContext     glcont=NULL;
double              angle = 0.0;
double              angle_inc = 0.0;
BOOL                finished = FALSE;
struct Window *     win = NULL;
struct Device *     TimerBase = NULL;
struct timerequest  timereq;
struct MsgPort      timeport;
struct Library *    CyberGfxBase = NULL;
BOOL                fullscreen = FALSE;

GLuint              fragmentShader = 0;
GLuint              vertexShader = 0;
GLuint              shaderProgram = 0;
GLint               angleLocation = 0;

const GLchar * fragmentShaderSource =
"uniform float angle;"
"void main()"
"{"
"   vec4 v = vec4(gl_Color);"
"   float intensity = abs(1.0f - (mod(angle, 1440.0f) / 720.0f));"
"   v.b = v.b * intensity;"
"   v.g = v.g * (1.0f - intensity);"
"	gl_FragColor = v;"
"}";

const GLchar * vertexShaderSource =
"void main()"
"{	"
"   gl_FrontColor = gl_Color;"
"	gl_Position = ftransform();"
"}";

#define RAND_COL 1.0f
#define DEGREES_PER_SECOND 180.0
#define USE_PERSPECTIVE 1

void prepare_shader_program()
{
#define BUFFER_LEN 2048
    char buffer[BUFFER_LEN] = {0};
    int len;

    fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
    glCompileShader(fragmentShader);
    glGetShaderInfoLog(fragmentShader, BUFFER_LEN, &len, buffer);
    printf("Fragment shader compile output: %s\n", buffer);

    vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
    glCompileShader(vertexShader);
    glGetShaderInfoLog(vertexShader, BUFFER_LEN, &len, buffer);
    printf("Vertex shader compile output: %s\n", buffer);

    shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glLinkProgram(shaderProgram);
    glGetProgramInfoLog(shaderProgram, BUFFER_LEN, &len, buffer);
    printf("Shader program compile output: %s\n", buffer);

#undef BUFFER_LEN
}

void cleanup_shader_program()
{
    glUseProgram(0);
    glDetachShader(shaderProgram, fragmentShader);
    glDetachShader(shaderProgram, vertexShader);
    glDeleteShader(fragmentShader);
    glDeleteShader(vertexShader);
    glDeleteProgram(shaderProgram);
}

void render_face()
{
    glBegin(GL_QUADS);
        glColor4f(RAND_COL , 0.0, RAND_COL, 0.3);
        glVertex3f(-0.25, -0.25, 0.0);
        glColor4f(0, RAND_COL, RAND_COL, 0.3);
        glVertex3f(-0.25, 0.25, 0.0);
        glColor4f(0 , 0, 0, 0.3);
        glVertex3f(0.25, 0.25, 0.0);
        glColor4f(RAND_COL , RAND_COL, 0, 0.3);
        glVertex3f(0.25, -0.25, 0.0);
    glEnd();

}

void render_cube()
{
    glPushMatrix();
    glRotatef(0.0, 0.0, 1.0, 0.0);
    glTranslatef(0.0, 0.0, 0.25);
    render_face();
    glPopMatrix();

    glPushMatrix();
    glRotatef(90.0, 0.0, 1.0, 0.0);
    glTranslatef(0.0, 0.0, 0.25);
    render_face();
    glPopMatrix();

    glPushMatrix();
    glRotatef(180.0, 0.0, 1.0, 0.0);
    glTranslatef(0.0, 0.0, 0.25);
    render_face();
    glPopMatrix();

    glPushMatrix();
    glRotatef(270.0, 0.0, 1.0, 0.0);
    glTranslatef(0.0, 0.0, 0.25);
    render_face();
    glPopMatrix();

    glPushMatrix();
    glRotatef(90.0, 1.0, 0.0, 0.0);
    glTranslatef(0.0, 0.0, 0.25);
    render_face();
    glPopMatrix();

    glPushMatrix();
    glRotatef(-90.0, 1.0, 0.0, 0.0);
    glTranslatef(0.0, 0.0, 0.25);
    render_face();
    glPopMatrix();
}

void render_triangle()
{
    glBegin(GL_TRIANGLES);
        glColor4f(1.0, 0.0, 0.0, 1.0);
        glVertex3f(-0.25, -0.25, 0.0);
        glColor4f(0.0, 1.0, 0.0, 1.0);
        glVertex3f(-0.25,  0.25, 0.0);
        glColor4f(0.0, 0.0, 1.0, 1.0);
        glVertex3f( 0.25,  0.25, 0.0);
    glEnd();
}

void render()
{
    glLoadIdentity();
    glClearColor(0.3, 0.3, 0.3, 1.0);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glCullFace(GL_BACK);
    glDepthFunc(GL_LESS);
    glEnable(GL_DEPTH_TEST);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glEnable(GL_BLEND);

    angle += angle_inc;
    glUniform1f(angleLocation, angle);

#if USE_PERSPECTIVE == 1
    glTranslatef(0.0, 0.0, -6.0);
#endif
    glPushMatrix();
    glRotatef(angle, 0.0, 1.0, 0.0);
    glTranslatef(0.0, 0.0, 0.25);
    glRotatef(angle, 1.0, 0.0, 1.0);
    render_cube();
    glPopMatrix();

    glDisable(GL_BLEND);
    glDisable(GL_DEPTH_TEST);

    AROSMesaSwapBuffers(glcont);
}

#define VISIBLE_WIDTH 300
#define VISIBLE_HEIGHT 300

void initmesa()
{
    struct TagItem attributes [ 14 ]; /* 14 should be more than enough :) */
    int i = 0;
    GLfloat h = 0.0f;

    attributes[i].ti_Tag = AMA_Window;      attributes[i++].ti_Data = (IPTR)win;
    attributes[i].ti_Tag = AMA_Left;        attributes[i++].ti_Data = win->BorderLeft;
    attributes[i].ti_Tag = AMA_Top;         attributes[i++].ti_Data = win->BorderTop;
    attributes[i].ti_Tag = AMA_Bottom;      attributes[i++].ti_Data = win->BorderBottom;
    attributes[i].ti_Tag = AMA_Right;       attributes[i++].ti_Data = win->BorderRight;

    // double buffer ?
    attributes[i].ti_Tag = AMA_DoubleBuf;   attributes[i++].ti_Data = GL_TRUE;

    // RGB(A) Mode ?
    attributes[i].ti_Tag = AMA_RGBMode;     attributes[i++].ti_Data = GL_TRUE;

    /* Stencil/Accum */
    attributes[i].ti_Tag = AMA_NoStencil;   attributes[i++].ti_Data = GL_TRUE;
    attributes[i].ti_Tag = AMA_NoAccum;     attributes[i++].ti_Data = GL_TRUE;

    // done...
    attributes[i].ti_Tag    = TAG_DONE;

    glcont = AROSMesaCreateContext(attributes);
    if (glcont)
    {
        AROSMesaMakeCurrent(glcont);
        h = (GLfloat)VISIBLE_HEIGHT / (GLfloat)VISIBLE_WIDTH ;

        glViewport(0, 0, (GLint) VISIBLE_WIDTH, (GLint) VISIBLE_HEIGHT);
#if USE_PERSPECTIVE == 1
        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();
        glFrustum(-1.0, 1.0, -h, h, 5.0, 200.0);
        glMatrixMode(GL_MODELVIEW);
#endif
        prepare_shader_program();
        glUseProgram(shaderProgram);
        angleLocation = glGetUniformLocation(shaderProgram, "angle");
    }
    else
        finished = TRUE; /* Failure. Stop */
}

void deinitmesa()
{
    if (glcont)
    {
        cleanup_shader_program();
        AROSMesaDestroyContext(glcont);
    }
}

static int init_timerbase()
{
    timeport.mp_Node.ln_Type   = NT_MSGPORT;
    timeport.mp_Node.ln_Pri    = 0;
    timeport.mp_Node.ln_Name   = NULL;
    timeport.mp_Flags          = PA_IGNORE;
    timeport.mp_SigTask        = FindTask(NULL);
    timeport.mp_SigBit         = 0;
    NEWLIST(&timeport.mp_MsgList);

    timereq.tr_node.io_Message.mn_Node.ln_Type    = NT_MESSAGE;
    timereq.tr_node.io_Message.mn_Node.ln_Pri     = 0;
    timereq.tr_node.io_Message.mn_Node.ln_Name    = NULL;
    timereq.tr_node.io_Message.mn_ReplyPort       = &timeport;
    timereq.tr_node.io_Message.mn_Length          = sizeof (timereq);

    if(OpenDevice("timer.device",UNIT_VBLANK,(struct IORequest *)&timereq,0) == 0)
    {
        TimerBase = (struct Device *)timereq.tr_node.io_Device;
        return 1;
    }
    else
    {
        return 0;
    }
}

static void deinit_timerbase()
{
    if (TimerBase != NULL)
        CloseDevice((struct IORequest *)&timereq);
}

void HandleIntuiMessages(void)
{
    struct IntuiMessage *msg;

    while((msg = (struct IntuiMessage *)GetMsg(win->UserPort)))
    {
        switch(msg->Class)
        {
        case IDCMP_CLOSEWINDOW:
            finished = TRUE;
            break;
        case IDCMP_VANILLAKEY:
            if (msg->Code == 27 /* ESC */) finished = TRUE;
            break;
        }
        ReplyMsg((struct Message *)msg);
    }
}

#define ARG_FULLSCREEN  0
#define NUM_ARGS        1

STATIC CONST_STRPTR   TEMPLATE=(CONST_STRPTR) "FULLSCREEN/S";
static struct RDArgs  *myargs;
static IPTR           args[NUM_ARGS];

void get_arguments(void)
{
    if((myargs = ReadArgs(TEMPLATE, args, NULL)))
    {
        fullscreen = (BOOL)args[ARG_FULLSCREEN];
        FreeArgs(myargs);
    }
}

/*
** Open a simple window using OpenWindowTagList()
*/
int main(void)
{
    ULONG fps = 0;
//    ULONG exitcounter = 0;
    TEXT title[100];
    struct Screen * pubscreen = NULL;
    struct Screen * customscreen = NULL;
    LONG modeid;

    struct timeval tv;
    UQUAD lastmicrosecs = 0L;
    UQUAD currmicrosecs = 0L;
    UQUAD fpsmicrosecs = 0L;

    get_arguments();

    init_timerbase();

    GetSysTime(&tv);
    lastmicrosecs = tv.tv_secs * 1000000 + tv.tv_micro;
    fpsmicrosecs = lastmicrosecs;

    if (fullscreen)
    {
        CyberGfxBase = OpenLibrary("cybergraphics.library", 0L);

        modeid = BestCModeIDTags(CYBRBIDTG_NominalWidth, VISIBLE_WIDTH,
                                    CYBRBIDTG_NominalHeight, VISIBLE_HEIGHT,
                                    TAG_DONE);

        customscreen = OpenScreenTags(NULL,
                            SA_Type,        CUSTOMSCREEN,
                            SA_DisplayID,   modeid,
                            SA_Width,       VISIBLE_WIDTH,
                            SA_Height,      VISIBLE_HEIGHT,
                            SA_ShowTitle,   FALSE,
                            SA_Quiet,       TRUE,
                            TAG_DONE);

        win = OpenWindowTags(NULL,
                WA_Left,            0,
                WA_Top,             200,
                WA_InnerWidth,      VISIBLE_WIDTH,
                WA_InnerHeight,     VISIBLE_HEIGHT,
                WA_CustomScreen,    (IPTR)customscreen,
                WA_Flags,           WFLG_ACTIVATE | WFLG_BACKDROP | WFLG_BORDERLESS | WFLG_RMBTRAP,
                WA_IDCMP,           IDCMP_VANILLAKEY,
                TAG_DONE);
    }
    else
    {
        if ((pubscreen = LockPubScreen(NULL)) == NULL) return 1;

        win = OpenWindowTags(0,
                            WA_Title, (IPTR)"MesaSimpleRendering",
                            WA_PubScreen, pubscreen,
                            WA_CloseGadget, TRUE,
                            WA_DragBar, TRUE,
                            WA_DepthGadget, TRUE,
                            WA_Left, 50,
                            WA_Top, 200,
                            WA_InnerWidth, VISIBLE_WIDTH,
                            WA_InnerHeight, VISIBLE_HEIGHT,
                            WA_Activate, TRUE,
                            WA_RMBTrap, TRUE,
                            WA_SimpleRefresh, TRUE,
                            WA_NoCareRefresh, TRUE,
                            WA_IDCMP, IDCMP_VANILLAKEY | IDCMP_CLOSEWINDOW,
                            TAG_DONE);

        UnlockPubScreen(NULL, pubscreen);
    }

    initmesa();
//    finished = TRUE;
    while(!finished)
    {
        GetSysTime(&tv);
        currmicrosecs = tv.tv_secs * 1000000 + tv.tv_micro;

        if (currmicrosecs - fpsmicrosecs > 1000000)
        {
            /* FPS counting is naive! */
            fpsmicrosecs += 1000000;
            sprintf(title, "MesaSimpleRendering, FPS: %d", fps);
            SetWindowTitles(win, title, (UBYTE *)~0L);
            fps = 0;
        }

        angle_inc = ((double)(currmicrosecs - lastmicrosecs) / 1000000.0) * DEGREES_PER_SECOND;
        lastmicrosecs = currmicrosecs;

        fps++;
        render();
        HandleIntuiMessages();
//        exitcounter++;
//        Delay(10);
//        if (exitcounter > 0) finished = TRUE;
    }

    deinitmesa();

    deinit_timerbase();

    CloseWindow(win);

    if (customscreen) CloseScreen(customscreen);

    if (CyberGfxBase) CloseLibrary(CyberGfxBase);

    return 0;
}


GLSL tut, [], [], []


    load a vertex shader file and fragment shader file and store each in a separate C string
    call glCreateShader twice; for 1 vertex and 1 fragment shader index
    call glShaderSource to copy code from a string for each of the above
    call glCompileShader for both shader indices
    call glCreateProgram to create an index to a new program
    call glAttachShader twice, to attach both shader indices to the program
    call glLinkProgram
    call glGetUniformLocation to get the unique location of the variable called "inputColour"
    call glUseProgram to switch to your shader before calling...
    glUniform4f(location, r,g,b,a) to assign an initial colour to your fragment shader (e.g. glUniform4f(colour_loc, 1.0f, 0.0f, 0.0f, 1.0f) for red)


For a complete list of OpenGL shader functions see the Quick Reference Card. The most useful functions are below

OpenGL "Shader" (Separate Shader Code) Functions Function Name 	Description
glCreateShader() 	create a variable for storing a shader's code in OpenGL. returns unsigned int index to it.
glShaderSource() 	copy shader code from C string into an OpenGL shader variable
glCompileShader() 	compile an OpenGL shader variable that has code in it
glGetShaderiv() 	can be used to check if compile found errors
glGetShaderInfoLog() 	creates a string with any error information
glDeleteShader() 	free memory used by an OpenGL shader variable

OpenGL "Program" (Combined Shader Programme) Functions Function Name 	Description
glCreateProgram() 	create a variable for storing a combined shader programme in OpenGL. returns unsigned int index to it.
glAttachShader() 	attach a compiled OpenGL shader variable to a shader programme variable 	
glLinkProgram() 	after all shaders are attached, link the parts into a complete shader programme
glValidateProgram() 	check if a program is ready to execute. information stored in a log
glGetProgramiv() 	can be used to check for link and validate errors
glGetProgramInfoLog() 	writes any information from link and validate to a C string
glUseProgram() 	switch to drawing with a specified shader programme
glGetActiveAttrib() 	get details of a numbered per-vertex attribute used in the shader
glGetAttribLocation() 	get the unique "location" identifier of a named per-vertex attribute
glGetUniformLocation() 	get the unique "location" identifier of a named uniform variable
glGetActiveUniform() 	get details of a named uniform variable used in the shader
glUniform{1234}{ifd}() 	set the value of a uniform variable of a given shader (function name varies by dimensionality and data type)
glUniform{1234}{ifd}v() 	same as above, but with a whole array of values
glUniformMatrix{234}{fd}v() 	same as above, but for matrices of dimensions 2x2,3x3, or 4x4

tut, examples, [],


GLSL 1.3 to 1.5 (OpenGL 3.x) GLSL 4.x (OpenGL 4.x) edit

Some changes occurred with later OpenGL specs compared to OpenGL 2 and so

#version version_number
in type in_variable_name;
in type in_variable_name;
out type out_variable_name;
  
uniform type uniform_name;
  
void main()
{
  // process input(s) and do_something 
  ...
  // output did_somethings to output variable
  out_variable_name = something_done;
}

Want to have inputs and outputs on the individual shaders so that we can move stuff around. GLSL defined the in and out keywords specifically for that purpose. Each shader can specify inputs and outputs using those keywords and wherever an output variable matches with an input variable of the next shader stage they're passed along. The vertex and fragment shader differ



raylib edit

highly inspired by XNA and by Borland BGI graphics lib 
  • Made for games and animations
  • Input polled
  • every frame starts from fresh empty screen, you are tracking any state entity data per refresh
  • nothing happens until EndDrawing is called

Game loop - Quit -> Handle Input -> Update Game -> begin Drawing -> Draw Game -> End Drawing -> to Quit

DrawFPS, SetTargetFPS,

DrawTexturePro (tex2d, src, dest, origin, rot, color)

Flexible Materials system, supporting classic maps and PBR maps

Camera2d (), beginMode2D , EndMode2D, GetworldToScreen2D (pos, camera) for HUD, health etc, GetScreenToWorld2D (pos, camera) what World items clicked,


Animations, your code covers all motions, use time functions GetFrameTime()

iqm model and animation support -> binary file -> resource package 

Animated 3D models supported (skeletal bones animation) (raylib supports several 3d model formats (obj, gltf/glb, iqm, m3d, vox), some formats support must be enabled in raylib/src/config.h file!)

A* (A star) pathfinding


gcc -o game main.c -lraylib 


#include "raylib.h"

int main(void)
{
    const int screenWidth = 800;
    const int screenHeight = 450;

    InitWindow(screenWidth, screenHeight, "raylib ");

    SetTargetFPS(60);                   // Set our game to run at 60 frames-per-second

    while (!WindowShouldClose())        // Detect window close button or ESC key
    {

        BeginDrawing();

            ClearBackground(RAYWHITE);

            BeginMode2D(camera);


            EndMode2D();

        EndDrawing();
    }


    CloseWindow();        // Close window and OpenGL context

    return 0;
}


#include <stdio.h>
#include "raylib.h"

int main()
{
	Texture2D sprite;
	Sound sound;
	Music music;
	
	InitWindow(800, 450, "basic window");
	
	InitAudioDevice();
	
	sprite = LoadTexture("sprite.png");
	sound = LoadSound("sound.ogg");
	music = LoadMusicStream("music.mp3");
	
	float posX = -sprite.width;
	
	while(!WindowShouldClose())
	{
		UpdateMusicStream(music);
		
		posX += GetFrameTime() * 300;
		if (posX > 800)
		{
			posX = -sprite.width;
		}
		
		if (IsKeyPressed(KEY_SPACE))
		{
			StopMusicStream(music);
			PlayMusicStream(music);
		}
		
		if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
		{
			Rectangle spriteRect = {
				posX,
				10,
				sprite.width,
				sprite.height
			};
			
			if (CheckCollisionPointRec(GetMousePosition(), spriteRect))
			{
				PlaySound(sound);
			}
		}
		
		BeginDrawing();
		
			ClearBackground(RAYWHITE);
			
			DrawTexture(sprite, posX, 10, WHITE);
			// DrawCircle(posX, 10, 5, GREEN);	
			
		EndDrawing();
	}
	
	StopMusicStream(music);
	
	CloseAudioDevice();
	
	CloseWindow();
	
	return 0;
}


/*******************************************************************************************
*
*   raylib [core] example - 2D Camera system
*
*   Example originally created with raylib 1.5, last time updated with raylib 3.0
*
*   Example 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) 2016-2024 Ramon Santamaria (@raysan5)
*
********************************************************************************************/

#include "raylib.h"

#define MAX_BUILDINGS   100

//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
    // Initialization
    //--------------------------------------------------------------------------------------
    const int screenWidth = 800;
    const int screenHeight = 450;

    InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");

    Rectangle player = { 400, 280, 40, 40 };
    Rectangle buildings[MAX_BUILDINGS] = { 0 };
    Color buildColors[MAX_BUILDINGS] = { 0 };

    int spacing = 0;

    for (int i = 0; i < MAX_BUILDINGS; i++)
    {
        buildings[i].width = (float)GetRandomValue(50, 200);
        buildings[i].height = (float)GetRandomValue(100, 800);
        buildings[i].y = screenHeight - 130.0f - buildings[i].height;
        buildings[i].x = -6000.0f + spacing;

        spacing += (int)buildings[i].width;

        buildColors[i] = (Color){ GetRandomValue(200, 240), GetRandomValue(200, 240), GetRandomValue(200, 250), 255 };
    }

    Camera2D camera = { 0 };
    camera.target = (Vector2){ player.x + 20.0f, player.y + 20.0f };
    camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
    camera.rotation = 0.0f;
    camera.zoom = 1.0f;

    SetTargetFPS(60);                   // Set our game to run at 60 frames-per-second
    //--------------------------------------------------------------------------------------

    // Main game loop
    while (!WindowShouldClose())        // Detect window close button or ESC key
    {
        // Update
        //----------------------------------------------------------------------------------
        // Player movement
        if (IsKeyDown(KEY_RIGHT)) player.x += 2;
        else if (IsKeyDown(KEY_LEFT)) player.x -= 2;

        // Camera target follows player
        camera.target = (Vector2){ player.x + 20, player.y + 20 };

        // Camera rotation controls
        if (IsKeyDown(KEY_A)) camera.rotation--;
        else if (IsKeyDown(KEY_S)) camera.rotation++;

        // Limit camera rotation to 80 degrees (-40 to 40)
        if (camera.rotation > 40) camera.rotation = 40;
        else if (camera.rotation < -40) camera.rotation = -40;

        // Camera zoom controls
        camera.zoom += ((float)GetMouseWheelMove()*0.05f);

        if (camera.zoom > 3.0f) camera.zoom = 3.0f;
        else if (camera.zoom < 0.1f) camera.zoom = 0.1f;

        // Camera reset (zoom and rotation)
        if (IsKeyPressed(KEY_R))
        {
            camera.zoom = 1.0f;
            camera.rotation = 0.0f;
        }
        //----------------------------------------------------------------------------------

        // Draw
        //----------------------------------------------------------------------------------
        BeginDrawing();

            ClearBackground(RAYWHITE);

            BeginMode2D(camera);

                DrawRectangle(-6000, 320, 13000, 8000, DARKGRAY);

                for (int i = 0; i < MAX_BUILDINGS; i++) DrawRectangleRec(buildings[i], buildColors[i]);

                DrawRectangleRec(player, RED);

                DrawLine((int)camera.target.x, -screenHeight*10, (int)camera.target.x, screenHeight*10, GREEN);
                DrawLine(-screenWidth*10, (int)camera.target.y, screenWidth*10, (int)camera.target.y, GREEN);

            EndMode2D();

            DrawText("SCREEN AREA", 640, 10, 20, RED);

            DrawRectangle(0, 0, screenWidth, 5, RED);
            DrawRectangle(0, 5, 5, screenHeight - 10, RED);
            DrawRectangle(screenWidth - 5, 5, 5, screenHeight - 10, RED);
            DrawRectangle(0, screenHeight - 5, screenWidth, 5, RED);

            DrawRectangle( 10, 10, 250, 113, Fade(SKYBLUE, 0.5f));
            DrawRectangleLines( 10, 10, 250, 113, BLUE);

            DrawText("Free 2d camera controls:", 20, 20, 10, BLACK);
            DrawText("- Right/Left to move Offset", 40, 40, 10, DARKGRAY);
            DrawText("- Mouse Wheel to Zoom in-out", 40, 60, 10, DARKGRAY);
            DrawText("- A / S to Rotate", 40, 80, 10, DARKGRAY);
            DrawText("- R to reset Zoom and Rotation", 40, 100, 10, DARKGRAY);

        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    CloseWindow();        // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}


/*******************************************************************************************
*
*   raylib [core] example - 2D Camera platformer
*
*   Example originally created with raylib 2.5, last time updated with raylib 3.0
*
*   Example contributed by arvyy (@arvyy) and reviewed by Ramon Santamaria (@raysan5)
*
*   Example 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) 2019-2024 arvyy (@arvyy)
*
********************************************************************************************/

#include "raylib.h"
#include "raymath.h"

#define G 400
#define PLAYER_JUMP_SPD 350.0f
#define PLAYER_HOR_SPD 200.0f

typedef struct Player {
    Vector2 position;
    float speed;
    bool canJump;
} Player;

typedef struct EnvItem {
    Rectangle rect;
    int blocking;
    Color color;
} EnvItem;

//----------------------------------------------------------------------------------
// Module functions declaration
//----------------------------------------------------------------------------------
void UpdatePlayer(Player *player, EnvItem *envItems, int envItemsLength, float delta);
void UpdateCameraCenter(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
void UpdateCameraEvenOutOnLanding(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
void UpdateCameraPlayerBoundsPush(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);

//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
    // Initialization
    //--------------------------------------------------------------------------------------
    const int screenWidth = 800;
    const int screenHeight = 450;

    InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");

    Player player = { 0 };
    player.position = (Vector2){ 400, 280 };
    player.speed = 0;
    player.canJump = false;
    EnvItem envItems[] = {
        {{ 0, 0, 1000, 400 }, 0, LIGHTGRAY },
        {{ 0, 400, 1000, 200 }, 1, GRAY },
        {{ 300, 200, 400, 10 }, 1, GRAY },
        {{ 250, 300, 100, 10 }, 1, GRAY },
        {{ 650, 300, 100, 10 }, 1, GRAY }
    };

    int envItemsLength = sizeof(envItems)/sizeof(envItems[0]);

    Camera2D camera = { 0 };
    camera.target = player.position;
    camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
    camera.rotation = 0.0f;
    camera.zoom = 1.0f;

    // Store pointers to the multiple update camera functions
    void (*cameraUpdaters[])(Camera2D*, Player*, EnvItem*, int, float, int, int) = {
        UpdateCameraCenter,
        UpdateCameraCenterInsideMap,
        UpdateCameraCenterSmoothFollow,
        UpdateCameraEvenOutOnLanding,
        UpdateCameraPlayerBoundsPush
    };

    int cameraOption = 0;
    int cameraUpdatersLength = sizeof(cameraUpdaters)/sizeof(cameraUpdaters[0]);

    char *cameraDescriptions[] = {
        "Follow player center",
        "Follow player center, but clamp to map edges",
        "Follow player center; smoothed",
        "Follow player center horizontally; update player center vertically after landing",
        "Player push camera on getting too close to screen edge"
    };

    SetTargetFPS(60);
    //--------------------------------------------------------------------------------------

    // Main game loop
    while (!WindowShouldClose())
    {
        // Update
        //----------------------------------------------------------------------------------
        float deltaTime = GetFrameTime();

        UpdatePlayer(&player, envItems, envItemsLength, deltaTime);

        camera.zoom += ((float)GetMouseWheelMove()*0.05f);

        if (camera.zoom > 3.0f) camera.zoom = 3.0f;
        else if (camera.zoom < 0.25f) camera.zoom = 0.25f;

        if (IsKeyPressed(KEY_R))
        {
            camera.zoom = 1.0f;
            player.position = (Vector2){ 400, 280 };
        }

        if (IsKeyPressed(KEY_C)) cameraOption = (cameraOption + 1)%cameraUpdatersLength;

        // Call update camera function by its pointer
        cameraUpdaters[cameraOption](&camera, &player, envItems, envItemsLength, deltaTime, screenWidth, screenHeight);
        //----------------------------------------------------------------------------------

        // Draw
        //----------------------------------------------------------------------------------
        BeginDrawing();

            ClearBackground(LIGHTGRAY);

            BeginMode2D(camera);

                for (int i = 0; i < envItemsLength; i++) DrawRectangleRec(envItems[i].rect, envItems[i].color);

                Rectangle playerRect = { player.position.x - 20, player.position.y - 40, 40, 40 };
                DrawRectangleRec(playerRect, RED);
                
                DrawCircle(player.position.x, player.position.y, 5, GOLD);

            EndMode2D();

            DrawText("Controls:", 20, 20, 10, BLACK);
            DrawText("- Right/Left to move", 40, 40, 10, DARKGRAY);
            DrawText("- Space to jump", 40, 60, 10, DARKGRAY);
            DrawText("- Mouse Wheel to Zoom in-out, R to reset zoom", 40, 80, 10, DARKGRAY);
            DrawText("- C to change camera mode", 40, 100, 10, DARKGRAY);
            DrawText("Current camera mode:", 20, 120, 10, BLACK);
            DrawText(cameraDescriptions[cameraOption], 40, 140, 10, DARKGRAY);

        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    CloseWindow();        // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}

void UpdatePlayer(Player *player, EnvItem *envItems, int envItemsLength, float delta)
{
    if (IsKeyDown(KEY_LEFT)) player->position.x -= PLAYER_HOR_SPD*delta;
    if (IsKeyDown(KEY_RIGHT)) player->position.x += PLAYER_HOR_SPD*delta;
    if (IsKeyDown(KEY_SPACE) && player->canJump)
    {
        player->speed = -PLAYER_JUMP_SPD;
        player->canJump = false;
    }

    bool hitObstacle = false;
    for (int i = 0; i < envItemsLength; i++)
    {
        EnvItem *ei = envItems + i;
        Vector2 *p = &(player->position);
        if (ei->blocking &&
            ei->rect.x <= p->x &&
            ei->rect.x + ei->rect.width >= p->x &&
            ei->rect.y >= p->y &&
            ei->rect.y <= p->y + player->speed*delta)
        {
            hitObstacle = true;
            player->speed = 0.0f;
            p->y = ei->rect.y;
            break;
        }
    }

    if (!hitObstacle)
    {
        player->position.y += player->speed*delta;
        player->speed += G*delta;
        player->canJump = false;
    }
    else player->canJump = true;
}

void UpdateCameraCenter(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
{
    camera->offset = (Vector2){ width/2.0f, height/2.0f };
    camera->target = player->position;
}

void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
{
    camera->target = player->position;
    camera->offset = (Vector2){ width/2.0f, height/2.0f };
    float minX = 1000, minY = 1000, maxX = -1000, maxY = -1000;

    for (int i = 0; i < envItemsLength; i++)
    {
        EnvItem *ei = envItems + i;
        minX = fminf(ei->rect.x, minX);
        maxX = fmaxf(ei->rect.x + ei->rect.width, maxX);
        minY = fminf(ei->rect.y, minY);
        maxY = fmaxf(ei->rect.y + ei->rect.height, maxY);
    }

    Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, *camera);
    Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, *camera);

    if (max.x < width) camera->offset.x = width - (max.x - width/2);
    if (max.y < height) camera->offset.y = height - (max.y - height/2);
    if (min.x > 0) camera->offset.x = width/2 - min.x;
    if (min.y > 0) camera->offset.y = height/2 - min.y;
}

void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
{
    static float minSpeed = 30;
    static float minEffectLength = 10;
    static float fractionSpeed = 0.8f;

    camera->offset = (Vector2){ width/2.0f, height/2.0f };
    Vector2 diff = Vector2Subtract(player->position, camera->target);
    float length = Vector2Length(diff);

    if (length > minEffectLength)
    {
        float speed = fmaxf(fractionSpeed*length, minSpeed);
        camera->target = Vector2Add(camera->target, Vector2Scale(diff, speed*delta/length));
    }
}

void UpdateCameraEvenOutOnLanding(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
{
    static float evenOutSpeed = 700;
    static int eveningOut = false;
    static float evenOutTarget;

    camera->offset = (Vector2){ width/2.0f, height/2.0f };
    camera->target.x = player->position.x;

    if (eveningOut)
    {
        if (evenOutTarget > camera->target.y)
        {
            camera->target.y += evenOutSpeed*delta;

            if (camera->target.y > evenOutTarget)
            {
                camera->target.y = evenOutTarget;
                eveningOut = 0;
            }
        }
        else
        {
            camera->target.y -= evenOutSpeed*delta;

            if (camera->target.y < evenOutTarget)
            {
                camera->target.y = evenOutTarget;
                eveningOut = 0;
            }
        }
    }
    else
    {
        if (player->canJump && (player->speed == 0) && (player->position.y != camera->target.y))
        {
            eveningOut = 1;
            evenOutTarget = player->position.y;
        }
    }
}

void UpdateCameraPlayerBoundsPush(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
{
    static Vector2 bbox = { 0.2f, 0.2f };

    Vector2 bboxWorldMin = GetScreenToWorld2D((Vector2){ (1 - bbox.x)*0.5f*width, (1 - bbox.y)*0.5f*height }, *camera);
    Vector2 bboxWorldMax = GetScreenToWorld2D((Vector2){ (1 + bbox.x)*0.5f*width, (1 + bbox.y)*0.5f*height }, *camera);
    camera->offset = (Vector2){ (1 - bbox.x)*0.5f * width, (1 - bbox.y)*0.5f*height };

    if (player->position.x < bboxWorldMin.x) camera->target.x = player->position.x;
    if (player->position.y < bboxWorldMin.y) camera->target.y = player->position.y;
    if (player->position.x > bboxWorldMax.x) camera->target.x = bboxWorldMin.x + (player->position.x - bboxWorldMax.x);
    if (player->position.y > bboxWorldMax.y) camera->target.y = bboxWorldMin.y + (player->position.y - bboxWorldMax.y);
}
/*
	Raylib example file.
	This is an example main file for a simple  C/C++raylib project.
*/

#include "raylib.h"
#include "raymath.h"


// define a timer
typedef struct
{
    float Lifetime;
}Timer;

// start or restart a timer with a specific lifetime
void StartTimer(Timer* timer, float lifetime)
{
    if (timer != NULL)
        timer->Lifetime = lifetime;
}

// update a timer with the current frame time
void UpdateTimer(Timer* timer)
{
    // subtract this frame from the timer if it's not allready expired
    if (timer != NULL && timer->Lifetime > 0)
        timer->Lifetime -= GetFrameTime();
}

// check if a timer is done.
bool TimerDone(Timer* timer)
{
    if (timer != NULL)
        return timer->Lifetime <= 0;

	return false;
}

int main ()
{
	// set up the window
	InitWindow(1280, 800, "Raylib Timer Example");
	SetTargetFPS(144);

    // setup ball info
    float radius = 20;
    float speed = 400;
    Vector2 pos = { radius, 400 };
    Vector2 dir = { 1,0 };

    float ballLife = 2.0f;

    // a timer for the ball
    Timer ballTimer = { 0 };

	// game loop
	while (!WindowShouldClose())
	{
        // check to see if the user clicked
        if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
        {
            // if they did, move the ball to the current position and restart the timer
            pos = GetMousePosition();
            StartTimer(&ballTimer, ballLife);
        }

        // tick our timer
        UpdateTimer(&ballTimer);

        // if the timer hasn't expired, move the ball
        if (!TimerDone(&ballTimer))
        {
            // move the ball based on the speed and the frame time
            pos = Vector2Add(pos, Vector2Scale(dir, GetFrameTime() * speed));

            if (pos.x > GetScreenWidth() - radius)	// check if we have gone over the right edge, and if so, bounce us
            {
                pos.x = GetScreenWidth() - radius;
                dir.x = -1;
            }
            else if (pos.x < radius)				// check if we have gone over the left edge
            {
                pos.x = radius;
                dir.x = 1;
            }
        }

		// drawing
		BeginDrawing();
		ClearBackground(BLACK);

        // draw the ball where it is if the timer is alive
        if (!TimerDone(&ballTimer))
            DrawCircleV(pos, radius, RED);

		EndDrawing();
	}

	// cleanup
	CloseWindow();
	return 0;
}


#include "raylib.h"
#include <stdlib.h>
#include <time.h>
#include <stdio.h>
#include <math.h>

#define SCALE_FACTOR 1.6

typedef struct {
    int x;
    int y;
    int width;
    int height;
    int velocity;
    int direction;
    int speed;
    bool jumping;
    bool walking;
} Character;

typedef enum {
    PLATFORM,
    FLOOR,
} PlatformType;

typedef struct {
    int x;
    int y;
    int width;
    int height;
    PlatformType type;
} Platform;

float rand_float() {
    return (float) ( (float) rand() / (float) RAND_MAX );
}

int character_on_platform( Character character, Platform platforms[], int count ) {
    for( int i = 0; i < count; i++ ) {
        Rectangle platform_rec = {
            .x = platforms[i].x,
            .y = platforms[i].y,
            .width = platforms[i].width,
            .height = platforms[i].height,
        };

        Rectangle character_rec = {
            .x = character.x + 10,
            .y = character.y + character.height - character.height * 0.2,
            .width = character.width - 15,
            .height = character.height * 0.2 + 1,
        };

        if( CheckCollisionRecs( character_rec, platform_rec ) ) {
            return i;
        }
    }

    return -1;
}

int main() {
    srand(time(NULL));

    int window_width = 800 * SCALE_FACTOR;
    int window_height = 600 * SCALE_FACTOR;

    InitWindow( window_width, window_height, "My Game" );
    SetTargetFPS( 60 );

    Character character = {
        .x = window_width/2,
        .y = window_height/2,
        .width = 101,
        .height = 260,
        .velocity = 4 * SCALE_FACTOR,
        .speed = 6,
        .walking = false,
        .jumping = false,
    };

    int gravity = 2 * SCALE_FACTOR;

    Vector2 camera_offset = {
        .x = 0,
        .y = 0,
    };

    Vector2 camera_target = {
        .x = 0,
        .y = 0,
    };

    Camera2D camera = {
        .offset = camera_offset,
        .target = camera_target,
        .rotation = 0,
        .zoom = 1,
    };

    float platform_spacing = 0.01;

    int world_width = window_width * 10;
    int platform_width = 180;
    int platform_count = world_width / ( platform_width + platform_spacing * window_width );
    int floor_piece_width = 490;
    int floor_piece_height = 190;
    int floor_piece_count = ceil( (float) world_width / (float) floor_piece_width );
    int floor_whitespace = 33;

    int platform_height = 50;
    int platform_min_y = window_height * 0.2;
    int platform_max_y = window_height - floor_piece_height - platform_height - platform_min_y;
    int platform1_whitespace = 45;
    int platform2_whitespace = 20;

    platform_count += floor_piece_count;

    Platform platforms[platform_count+1];

    Texture2D background_texture = LoadTexture( "img/background.png" );
    int background_width = 1792;
    int background_overflow = background_width - window_width;
    float background_ratio = 1 / ((float)(world_width - window_width) / (float)background_overflow);
    int background_x = 0;

    Image platform1_image = LoadImage( "img/platform1.png" );
    Texture2D platform1_texture = LoadTextureFromImage( platform1_image );
    UnloadImage( platform1_image );

    Image platform2_image = LoadImage( "img/platform2.png" );
    Texture2D platform2_texture = LoadTextureFromImage( platform2_image );
    UnloadImage( platform2_image );

    // Create floor
    Image floor_image = LoadImage( "img/floor.png" );
    Texture2D floor_piece_texture = LoadTextureFromImage( floor_image );
    UnloadImage( floor_image );

    int i = 0;
    int floor_x = 0;
    for( ; i < floor_piece_count; i++ ) {
        platforms[i].x = floor_x;
        platforms[i].y = window_height - floor_piece_height + floor_whitespace;
        platforms[i].width = floor_piece_width;
        platforms[i].height = floor_piece_height;
        platforms[i].type = FLOOR;

        floor_x += platforms[i].width;
    }

    int platform_x = window_width * 0.1;
    for( ; i <= platform_count; i++ ) {
        platforms[i].x = platform_x;
        platforms[i].y = rand_float() * platform_max_y + platform_min_y;
        platforms[i].width = platform_width;
        platforms[i].height = platform_height;
        platforms[i].type = PLATFORM;

        platform_x += platforms[i].width + window_width * platform_spacing;
    }

    Image char_stand_img = LoadImage( "img/standing.png" );
    Texture2D char_stand_right = LoadTextureFromImage( char_stand_img );
    ImageFlipHorizontal( &char_stand_img );
    Texture2D char_stand_left = LoadTextureFromImage( char_stand_img );
    UnloadImage( char_stand_img );

    Image char_jump_img = LoadImage( "img/jumping.png" );
    Texture2D char_jump_right = LoadTextureFromImage( char_jump_img );
    ImageFlipHorizontal( &char_jump_img );
    Texture2D char_jump_left = LoadTextureFromImage( char_jump_img );
    UnloadImage( char_jump_img );

    Image char_walk1_img = LoadImage( "img/walk1.png" );
    Texture2D char_walk1_right = LoadTextureFromImage( char_walk1_img );
    ImageFlipHorizontal( &char_walk1_img );
    Texture2D char_walk1_left = LoadTextureFromImage( char_walk1_img );
    UnloadImage( char_walk1_img );

    Image char_walk2_img = LoadImage( "img/walk2.png" );
    Texture2D char_walk2_right = LoadTextureFromImage( char_walk2_img );
    ImageFlipHorizontal( &char_walk2_img );
    Texture2D char_walk2_left = LoadTextureFromImage( char_walk2_img );
    UnloadImage( char_walk2_img );

    while( ! WindowShouldClose() ) {
        BeginDrawing();

        character.walking = false;

        if( character.x > window_width * 0.6 ) {
            camera.offset.x = -(character.x - window_width * 0.6);

        } else if( character.x < window_width * 0.4 ) {
            camera.offset.x = -(character.x - window_width * 0.4);
        }

        if( camera.offset.x > 0 ) {
            camera.offset.x = 0;
        }

        if( camera.offset.x < -(world_width - window_width) ) {
            camera.offset.x = -(world_width - window_width);
        }

        BeginMode2D( camera );

        background_x = -camera.offset.x;
        background_x -= background_x * background_ratio;

        character.y += character.velocity;
        character.velocity += gravity;

        int current_platform = character_on_platform(
            character, platforms, platform_count
        );

        if( current_platform != -1 ) {
            if( character.velocity > 0 ) {
                character.y = platforms[current_platform].y - character.height;
                character.velocity = 0;
                character.jumping = false;
            }

            if( IsKeyPressed( KEY_SPACE ) ) {
                character.velocity = -30 * SCALE_FACTOR;
                character.jumping = true;
            }
        }

        if( IsKeyDown( KEY_LEFT ) ) {
            character.walking = true;
            character.x -= character.speed * SCALE_FACTOR;
            character.direction = -1;
        }

        if( IsKeyDown( KEY_RIGHT ) ) {
            character.walking = true;
            character.x += character.speed * SCALE_FACTOR;
            character.direction = 1;
        }

        ClearBackground( WHITE );

        DrawTexture( background_texture, background_x, 0, WHITE );

        for( int i = 0; i < platform_count; i++ ) {
            if( platforms[i].type == FLOOR ) {
                DrawTexture( floor_piece_texture, platforms[i].x, platforms[i].y - floor_whitespace, WHITE );
            } else {
                Texture2D platform_texture = platform1_texture;
                int whitespace = platform1_whitespace;
                if( i % 2 == 0 ) {
                    platform_texture = platform2_texture;
                    whitespace = platform2_whitespace;
                }
                DrawTexture( platform_texture, platforms[i].x - 10, platforms[i].y - whitespace, WHITE );
            }
        }

        Texture2D char_texture;
        if( character.jumping ) {
            if( character.direction == -1 ) {
                char_texture = char_jump_left;
            } else {
                char_texture = char_jump_right;
            }
        } else if( character.walking ) {
            double time = GetTime() * 10;
            if( character.direction == -1 ) {
                if( ((int) time) % 2 == 0 ) {
                    char_texture = char_walk1_left;
                } else {
                    char_texture = char_walk2_left;
                }
            } else {
                if( ((int) time) % 2 == 0 ) {
                    char_texture = char_walk1_right;
                } else {
                    char_texture = char_walk2_right;
                }
            }
        } else {
            if( character.direction == -1 ) {
                char_texture = char_stand_left;
            } else {
                char_texture = char_stand_right;
            }
        }

        if( character.x < 0 ) {
            character.x = 0;
        }

        if( character.x > world_width - character.width ) {
            character.x = world_width - character.width;
        }

        DrawTexture( char_texture, character.x, character.y, WHITE );

        EndMode2D();
        EndDrawing();
    }

    UnloadTexture( char_stand_right );
    UnloadTexture( char_stand_left );
    UnloadTexture( char_jump_right );
    UnloadTexture( char_jump_left );
    UnloadTexture( char_walk1_right );
    UnloadTexture( char_walk1_left );
    UnloadTexture( char_walk2_right );
    UnloadTexture( char_walk2_left );
    UnloadTexture( floor_piece_texture );
    UnloadTexture( platform1_texture );
    UnloadTexture( platform2_texture );
    UnloadTexture( background_texture );

    return 0;
}


// Raylib Minesweeper
// Andrew Hamel Codes
// https://github.com/AndrewHamel111/raylib-minesweeper
// https://www.youtube.com/watch?v=3-EYrPRdjp4

#include <stdlib.h>
#include <time.h>

#include "raylib.h"
#include "raymath.h"

#define COLS 15
#define ROWS 15

const int screenWidth = 600;
const int screenHeight = 600;

const int cellWidth = screenWidth / COLS;
const int cellHeight = screenHeight / ROWS;

const char* youLose = "YOU LOSE!";
const char* youWin = "YOU WIN!";
const char* pressRToRestart = "Press 'r' to play again!";

typedef struct Cell
{
	int i;
	int j;
	bool containsMine;
	bool revealed;
	bool flagged;
	int nearbyMines;
} Cell;

Cell grid[COLS][ROWS];

Texture2D flagSprite;
int tilesRevealed;
int minesPresent;

typedef enum GameState
{
	PLAYING,
	LOSE,
	WIN
} GameState;

GameState state;

float timeGameStarted;
float timeGameEnded;

void CellDraw(Cell);
bool IndexIsValid(int, int);
void CellReveal(int, int);
void CellFlag(int, int);
int CellCountMines(int, int);
void GridInit(void);
void GridFloodClearFrom(int, int);
void GameInit(void);

int main()
{
	srand(time(0));

	InitWindow(screenWidth, screenHeight, "Raylib Minesweeper by Andrew Hamel");

	flagSprite = LoadTexture("resources/flag.png");

	GameInit();
	
	while(!WindowShouldClose())
	{
		if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
		{
			Vector2 mPos = GetMousePosition();
			int indexI = mPos.x / cellWidth;
			int indexJ = mPos.y / cellHeight;

			if (state == PLAYING && IndexIsValid(indexI, indexJ))
			{
				CellReveal(indexI, indexJ);
			}
		}
		else if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT))
		{
			Vector2 mPos = GetMousePosition();
			int indexI = mPos.x / cellWidth;
			int indexJ = mPos.y / cellHeight;

			if (state == PLAYING && IndexIsValid(indexI, indexJ))
			{
				CellFlag(indexI, indexJ);
			}
		}

		if (IsKeyPressed(KEY_R))
		{
			GameInit();
		}

		BeginDrawing();

			ClearBackground(RAYWHITE);
			
			for (int i = 0; i < COLS; i++)
			{
				for (int j = 0; j < ROWS; j++)
				{
					CellDraw(grid[i][j]);
				}
			}

			if (state == LOSE)
			{
				DrawRectangle(0, 0, screenWidth,screenHeight, Fade(WHITE, 0.8f));
				DrawText(youLose, screenWidth / 2 - MeasureText(youLose, 40) / 2, screenHeight / 2 - 10, 40, DARKGRAY);
				DrawText(pressRToRestart, screenWidth / 2 - MeasureText(pressRToRestart, 20) / 2, screenHeight * 0.75f - 10, 20, DARKGRAY);

				int minutes = (int)(timeGameEnded - timeGameStarted) / 60;
				int seconds = (int)(timeGameEnded - timeGameStarted) % 60;
				DrawText(TextFormat("Time played: %d minutes, %d seconds.", minutes, seconds), 20, screenHeight - 40, 20, DARKGRAY);
			}

			if (state == WIN)
			{
				DrawRectangle(0, 0, screenWidth,screenHeight, Fade(WHITE, 0.8f));
				DrawText(youWin, screenWidth / 2 - MeasureText(youWin, 40) / 2, screenHeight / 2 - 10, 40, DARKGRAY);
				DrawText(pressRToRestart, screenWidth / 2 - MeasureText(pressRToRestart, 20) / 2, screenHeight * 0.75f - 10, 20, DARKGRAY);

				int minutes = (int)(timeGameEnded - timeGameStarted) / 60;
				int seconds = (int)(timeGameEnded - timeGameStarted) % 60;
				DrawText(TextFormat("Time played: %d minutes, %d seconds.", minutes, seconds), 20, screenHeight - 40, 20, DARKGRAY);
			}

		EndDrawing();
	}
	
	CloseWindow();
	
	return 0;
}

void CellDraw(Cell cell)
{
	if (cell.revealed)
	{
		if (cell.containsMine)
		{
			DrawRectangle(cell.i * cellWidth, cell.j * cellHeight, cellWidth, cellHeight, RED);
		}
		else
		{
			DrawRectangle(cell.i * cellWidth, cell.j * cellHeight, cellWidth, cellHeight, LIGHTGRAY);

			if (cell.nearbyMines > 0)
			{
				DrawText(TextFormat("%d", cell.nearbyMines), cell.i * cellWidth + 12, cell.j * cellHeight + 4, cellHeight - 8, DARKGRAY);
			}
		}
	}
	else if (cell.flagged)
	{
		// draw flag
		Rectangle source = {0, 0, flagSprite.width, flagSprite.height};
		Rectangle dest = {cell.i * cellWidth, cell.j * cellHeight, cellWidth, cellHeight};
		Vector2 origin = {0, 0};

		DrawTexturePro(flagSprite, source, dest, origin, 0.0f, Fade(WHITE, 0.5f));
	}

	DrawRectangleLines(cell.i * cellWidth, cell.j * cellHeight, cellWidth, cellHeight, BLACK);
}

bool IndexIsValid(int i, int j)
{
	return i >= 0 && i < COLS && j >= 0 && j < ROWS;
}

void CellReveal(int i, int j)
{
	if (grid[i][j].flagged || grid[i][j].revealed)
	{
		return;
	}

	grid[i][j].revealed = true;

	if (grid[i][j].containsMine)
	{
		state = LOSE;
		timeGameEnded = GetTime();
	}
	else
	{
		if (grid[i][j].nearbyMines == 0)
		{
			GridFloodClearFrom(i, j);
		}

		tilesRevealed++;

		if (tilesRevealed >= ROWS * COLS - minesPresent)
		{
			state = WIN;
			timeGameEnded = GetTime();
		}
	}
}

void CellFlag(int i, int j)
{
	if (grid[i][j].revealed)
	{
		return;
	}

	grid[i][j].flagged = !grid[i][j].flagged;
}

int CellCountMines(int i, int j)
{
	int count = 0;
	for (int iOff = -1; iOff <= 1; iOff++)
	{
		for (int jOff = -1; jOff <= 1; jOff++)
		{
			if (iOff == 0 && jOff == 0)
			{
				continue;
			}

			if (!IndexIsValid(i + iOff, j + jOff))
			{
				continue;
			}

			if (grid[i + iOff][j + jOff].containsMine)
			{
				count++;
			}
		}
	}

	return count;
}

void GridInit(void)
{
	for (int i = 0; i < COLS; i++)
	{
		for (int j = 0; j < ROWS; j++)
		{
			grid[i][j] = (Cell)
			{
				.i = i,
				.j = j,
				.containsMine = false,
				.revealed = false,
				.flagged = false,
				.nearbyMines = -1
			};
		}
	}

	minesPresent = (int)(ROWS * COLS * 0.1f);
	int minesToPlace = minesPresent;
	while (minesToPlace > 0)
	{
		int i = rand() % COLS;
		int j = rand() % ROWS;

		if (!grid[i][j].containsMine)
		{
			grid[i][j].containsMine = true;
			minesToPlace--;
		}
	}

	for (int i = 0; i < COLS; i++)
	{
		for (int j = 0; j < ROWS; j++)
		{
			if (!grid[i][j].containsMine)
			{
				grid[i][j].nearbyMines = CellCountMines(i, j);
			}
		}
	}
}

void GridFloodClearFrom(int i, int j)
{
	for (int iOff = -1; iOff <= 1; iOff++)
	{
		for (int jOff = -1; jOff <= 1; jOff++)
		{
			if (iOff == 0 && jOff == 0)
			{
				continue;
			}

			if (!IndexIsValid(i + iOff, j + jOff))
			{
				continue;
			}

			CellReveal(i + iOff, j + jOff);
		}
	}
}

void GameInit(void)
{
	GridInit();
	state = PLAYING;
	tilesRevealed = 0;
	timeGameStarted = GetTime();
}




C game template, game premake, Asteroids in C raylib, Catch items in C, [],

C++ RPG simple, C++ RPG simple, 2D and 3D examples, [], [], [],




module: rcore

    // Window-related functions
    void InitWindow(int width, int height, const char *title);  // Initialize window and OpenGL context
    void CloseWindow(void);                                     // Close window and unload OpenGL context
    bool WindowShouldClose(void);                               // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
    bool IsWindowReady(void);                                   // Check if window has been initialized successfully
    bool IsWindowFullscreen(void);                              // Check if window is currently fullscreen
    bool IsWindowHidden(void);                                  // Check if window is currently hidden (only PLATFORM_DESKTOP)
    bool IsWindowMinimized(void);                               // Check if window is currently minimized (only PLATFORM_DESKTOP)
    bool IsWindowMaximized(void);                               // Check if window is currently maximized (only PLATFORM_DESKTOP)
    bool IsWindowFocused(void);                                 // Check if window is currently focused (only PLATFORM_DESKTOP)
    bool IsWindowResized(void);                                 // Check if window has been resized last frame
    bool IsWindowState(unsigned int flag);                      // Check if one specific window flag is enabled
    void SetWindowState(unsigned int flags);                    // Set window configuration state using flags (only PLATFORM_DESKTOP)
    void ClearWindowState(unsigned int flags);                  // Clear window configuration state flags
    void ToggleFullscreen(void);                                // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
    void ToggleBorderlessWindowed(void);                        // Toggle window state: borderless windowed (only PLATFORM_DESKTOP)
    void MaximizeWindow(void);                                  // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
    void MinimizeWindow(void);                                  // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
    void RestoreWindow(void);                                   // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
    void SetWindowIcon(Image image);                            // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
    void SetWindowIcons(Image *images, int count);              // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)
    void SetWindowTitle(const char *title);                     // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)
    void SetWindowPosition(int x, int y);                       // Set window position on screen (only PLATFORM_DESKTOP)
    void SetWindowMonitor(int monitor);                         // Set monitor for the current window
    void SetWindowMinSize(int width, int height);               // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
    void SetWindowMaxSize(int width, int height);               // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)
    void SetWindowSize(int width, int height);                  // Set window dimensions
    void SetWindowOpacity(float opacity);                       // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)
    void SetWindowFocused(void);                                // Set window focused (only PLATFORM_DESKTOP)
    void *GetWindowHandle(void);                                // Get native window handle
    int GetScreenWidth(void);                                   // Get current screen width
    int GetScreenHeight(void);                                  // Get current screen height
    int GetRenderWidth(void);                                   // Get current render width (it considers HiDPI)
    int GetRenderHeight(void);                                  // Get current render height (it considers HiDPI)
    int GetMonitorCount(void);                                  // Get number of connected monitors
    int GetCurrentMonitor(void);                                // Get current connected monitor
    Vector2 GetMonitorPosition(int monitor);                    // Get specified monitor position
    int GetMonitorWidth(int monitor);                           // Get specified monitor width (current video mode used by monitor)
    int GetMonitorHeight(int monitor);                          // Get specified monitor height (current video mode used by monitor)
    int GetMonitorPhysicalWidth(int monitor);                   // Get specified monitor physical width in millimetres
    int GetMonitorPhysicalHeight(int monitor);                  // Get specified monitor physical height in millimetres
    int GetMonitorRefreshRate(int monitor);                     // Get specified monitor refresh rate
    Vector2 GetWindowPosition(void);                            // Get window position XY on monitor
    Vector2 GetWindowScaleDPI(void);                            // Get window scale DPI factor
    const char *GetMonitorName(int monitor);                    // Get the human-readable, UTF-8 encoded name of the specified monitor
    void SetClipboardText(const char *text);                    // Set clipboard text content
    const char *GetClipboardText(void);                         // Get clipboard text content
    void EnableEventWaiting(void);                              // Enable waiting for events on EndDrawing(), no automatic event polling
    void DisableEventWaiting(void);                             // Disable waiting for events on EndDrawing(), automatic events polling

    // Cursor-related functions
    void ShowCursor(void);                                      // Shows cursor
    void HideCursor(void);                                      // Hides cursor
    bool IsCursorHidden(void);                                  // Check if cursor is not visible
    void EnableCursor(void);                                    // Enables cursor (unlock cursor)
    void DisableCursor(void);                                   // Disables cursor (lock cursor)
    bool IsCursorOnScreen(void);                                // Check if cursor is on the screen

    // Drawing-related functions
    void ClearBackground(Color color);                          // Set background color (framebuffer clear color)
    void BeginDrawing(void);                                    // Setup canvas (framebuffer) to start drawing
    void EndDrawing(void);                                      // End canvas drawing and swap buffers (double buffering)
    void BeginMode2D(Camera2D camera);                          // Begin 2D mode with custom camera (2D)
    void EndMode2D(void);                                       // Ends 2D mode with custom camera
    void BeginMode3D(Camera3D camera);                          // Begin 3D mode with custom camera (3D)
    void EndMode3D(void);                                       // Ends 3D mode and returns to default 2D orthographic mode
    void BeginTextureMode(RenderTexture2D target);              // Begin drawing to render texture
    void EndTextureMode(void);                                  // Ends drawing to render texture
    void BeginShaderMode(Shader shader);                        // Begin custom shader drawing
    void EndShaderMode(void);                                   // End custom shader drawing (use default shader)
    void BeginBlendMode(int mode);                              // Begin blending mode (alpha, additive, multiplied, subtract, custom)
    void EndBlendMode(void);                                    // End blending mode (reset to default: alpha blending)
    void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
    void EndScissorMode(void);                                  // End scissor mode
    void BeginVrStereoMode(VrStereoConfig config);              // Begin stereo rendering (requires VR simulator)
    void EndVrStereoMode(void);                                 // End stereo rendering (requires VR simulator)

    // VR stereo config functions for VR simulator
    VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device);     // Load VR stereo config for VR simulator device parameters
    void UnloadVrStereoConfig(VrStereoConfig config);           // Unload VR stereo config

    // Shader management functions
    // NOTE: Shader functionality is not available on OpenGL 1.1
    Shader LoadShader(const char *vsFileName, const char *fsFileName);   // Load shader from files and bind default locations
    Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
    bool IsShaderReady(Shader shader);                                   // Check if a shader is ready
    int GetShaderLocation(Shader shader, const char *uniformName);       // Get shader uniform location
    int GetShaderLocationAttrib(Shader shader, const char *attribName);  // Get shader attribute location
    void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType);               // Set shader uniform value
    void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count);   // Set shader uniform value vector
    void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat);         // Set shader uniform value (matrix 4x4)
    void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d)
    void UnloadShader(Shader shader);                                    // Unload shader from GPU memory (VRAM)

    // Screen-space-related functions
    Ray GetMouseRay(Vector2 mousePosition, Camera camera);      // Get a ray trace from mouse position
    Matrix GetCameraMatrix(Camera camera);                      // Get camera transform matrix (view matrix)
    Matrix GetCameraMatrix2D(Camera2D camera);                  // Get camera 2d transform matrix
    Vector2 GetWorldToScreen(Vector3 position, Camera camera);  // Get the screen space position for a 3d world space position
    Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position
    Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position
    Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position

    // Timing-related functions
    void SetTargetFPS(int fps);                                 // Set target FPS (maximum)
    float GetFrameTime(void);                                   // Get time in seconds for last frame drawn (delta time)
    double GetTime(void);                                       // Get elapsed time in seconds since InitWindow()
    int GetFPS(void);                                           // Get current FPS

    // Custom frame control functions
    // 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 timing + PollInputEvents()
    // To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
    void SwapScreenBuffer(void);                                // Swap back buffer with front buffer (screen drawing)
    void PollInputEvents(void);                                 // Register all input events
    void WaitTime(double seconds);                              // Wait for some time (halt program execution)

    // Random values generation functions
    void SetRandomSeed(unsigned int seed);                      // Set the seed for the random number generator
    int GetRandomValue(int min, int max);                       // Get a random value between min and max (both included)
    int *LoadRandomSequence(unsigned int count, int min, int max); // Load random values sequence, no values repeated
    void UnloadRandomSequence(int *sequence);                   // Unload random values sequence

    // Misc. functions
    void TakeScreenshot(const char *fileName);                  // Takes a screenshot of current screen (filename extension defines format)
    void SetConfigFlags(unsigned int flags);                    // Setup init configuration flags (view FLAGS)
    void OpenURL(const char *url);                              // Open URL with default system browser (if available)

    // NOTE: Following functions implemented in module [utils]
    //------------------------------------------------------------------
    void TraceLog(int logLevel, const char *text, ...);         // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
    void SetTraceLogLevel(int logLevel);                        // Set the current threshold (minimum) log level
    void *MemAlloc(unsigned int size);                          // Internal memory allocator
    void *MemRealloc(void *ptr, unsigned int size);             // Internal memory reallocator
    void MemFree(void *ptr);                                    // Internal memory free

    // Set custom callbacks
    // WARNING: Callbacks setup is intended for advance users
    void SetTraceLogCallback(TraceLogCallback callback);         // Set custom trace log
    void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader
    void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver
    void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader
    void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver

    // Files management functions
    unsigned char *LoadFileData(const char *fileName, int *dataSize); // Load file data as byte array (read)
    void UnloadFileData(unsigned char *data);                   // Unload file data allocated by LoadFileData()
    bool SaveFileData(const char *fileName, void *data, int dataSize); // Save data to file from byte array (write), returns true on success
    bool ExportDataAsCode(const unsigned char *data, int dataSize, const char *fileName); // Export data to code (.h), returns true on success
    char *LoadFileText(const char *fileName);                   // Load text data from file (read), returns a '\0' terminated string
    void UnloadFileText(char *text);                            // Unload file text data allocated by LoadFileText()
    bool SaveFileText(const char *fileName, char *text);        // Save text data to file (write), string must be '\0' terminated, returns true on success
    //------------------------------------------------------------------

    // File system functions
    bool FileExists(const char *fileName);                      // Check if file exists
    bool DirectoryExists(const char *dirPath);                  // Check if a directory path exists
    bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (including point: .png, .wav)
    int GetFileLength(const char *fileName);                    // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
    const char *GetFileExtension(const char *fileName);         // Get pointer to extension for a filename string (includes dot: '.png')
    const char *GetFileName(const char *filePath);              // Get pointer to filename for a path string
    const char *GetFileNameWithoutExt(const char *filePath);    // Get filename string without extension (uses static string)
    const char *GetDirectoryPath(const char *filePath);         // Get full path for a given fileName with path (uses static string)
    const char *GetPrevDirectoryPath(const char *dirPath);      // Get previous directory path for a given path (uses static string)
    const char *GetWorkingDirectory(void);                      // Get current working directory (uses static string)
    const char *GetApplicationDirectory(void);                  // Get the directory of the running application (uses static string)
    bool ChangeDirectory(const char *dir);                      // Change working directory, return true on success
    bool IsPathFile(const char *path);                          // Check if a given path is a file or a directory
    FilePathList LoadDirectoryFiles(const char *dirPath);       // Load directory filepaths
    FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan
    void UnloadDirectoryFiles(FilePathList files);              // Unload filepaths
    bool IsFileDropped(void);                                   // Check if a file has been dropped into window
    FilePathList LoadDroppedFiles(void);                        // Load dropped filepaths
    void UnloadDroppedFiles(FilePathList files);                // Unload dropped filepaths
    long GetFileModTime(const char *fileName);                  // Get file modification time (last write time)

    // Compression/Encoding functionality
    unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize);        // Compress data (DEFLATE algorithm), memory must be MemFree()
    unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize);  // Decompress data (DEFLATE algorithm), memory must be MemFree()
    char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize);               // Encode data to Base64 string, memory must be MemFree()
    unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize);                    // Decode Base64 string data, memory must be MemFree()

    // Automation events functionality
    AutomationEventList LoadAutomationEventList(const char *fileName);                // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
    void UnloadAutomationEventList(AutomationEventList *list);                        // Unload automation events list from file
    bool ExportAutomationEventList(AutomationEventList list, const char *fileName);   // Export automation events list as text file
    void SetAutomationEventList(AutomationEventList *list);                           // Set automation event list to record to
    void SetAutomationEventBaseFrame(int frame);                                      // Set automation event internal base frame to start recording
    void StartAutomationEventRecording(void);                                         // Start recording automation events (AutomationEventList must be set)
    void StopAutomationEventRecording(void);                                          // Stop recording automation events
    void PlayAutomationEvent(AutomationEvent event);                                  // Play a recorded automation event

    //------------------------------------------------------------------------------------
    // Input Handling Functions (Module: core)
    //------------------------------------------------------------------------------------

    // Input-related functions: keyboard
    bool IsKeyPressed(int key);                             // Check if a key has been pressed once
    bool IsKeyPressedRepeat(int key);                       // Check if a key has been pressed again (Only PLATFORM_DESKTOP)
    bool IsKeyDown(int key);                                // Check if a key is being pressed
    bool IsKeyReleased(int key);                            // Check if a key has been released once
    bool IsKeyUp(int key);                                  // Check if a key is NOT being pressed
    int GetKeyPressed(void);                                // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
    int GetCharPressed(void);                               // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
    void SetExitKey(int key);                               // Set a custom key to exit program (default is ESC)

    // Input-related functions: gamepads
    bool IsGamepadAvailable(int gamepad);                   // Check if a gamepad is available
    const char *GetGamepadName(int gamepad);                // Get gamepad internal name id
    bool IsGamepadButtonPressed(int gamepad, int button);   // Check if a gamepad button has been pressed once
    bool IsGamepadButtonDown(int gamepad, int button);      // Check if a gamepad button is being pressed
    bool IsGamepadButtonReleased(int gamepad, int button);  // Check if a gamepad button has been released once
    bool IsGamepadButtonUp(int gamepad, int button);        // Check if a gamepad button is NOT being pressed
    int GetGamepadButtonPressed(void);                      // Get the last gamepad button pressed
    int GetGamepadAxisCount(int gamepad);                   // Get gamepad axis count for a gamepad
    float GetGamepadAxisMovement(int gamepad, int axis);    // Get axis movement value for a gamepad axis
    int SetGamepadMappings(const char *mappings);           // Set internal gamepad mappings (SDL_GameControllerDB)

    // Input-related functions: mouse
    bool IsMouseButtonPressed(int button);                  // Check if a mouse button has been pressed once
    bool IsMouseButtonDown(int button);                     // Check if a mouse button is being pressed
    bool IsMouseButtonReleased(int button);                 // Check if a mouse button has been released once
    bool IsMouseButtonUp(int button);                       // Check if a mouse button is NOT being pressed
    int GetMouseX(void);                                    // Get mouse position X
    int GetMouseY(void);                                    // Get mouse position Y
    Vector2 GetMousePosition(void);                         // Get mouse position XY
    Vector2 GetMouseDelta(void);                            // Get mouse delta between frames
    void SetMousePosition(int x, int y);                    // Set mouse position XY
    void SetMouseOffset(int offsetX, int offsetY);          // Set mouse offset
    void SetMouseScale(float scaleX, float scaleY);         // Set mouse scaling
    float GetMouseWheelMove(void);                          // Get mouse wheel movement for X or Y, whichever is larger
    Vector2 GetMouseWheelMoveV(void);                       // Get mouse wheel movement for both X and Y
    void SetMouseCursor(int cursor);                        // Set mouse cursor

    // Input-related functions: touch
    int GetTouchX(void);                                    // Get touch position X for touch point 0 (relative to screen size)
    int GetTouchY(void);                                    // Get touch position Y for touch point 0 (relative to screen size)
    Vector2 GetTouchPosition(int index);                    // Get touch position XY for a touch point index (relative to screen size)
    int GetTouchPointId(int index);                         // Get touch point identifier for given index
    int GetTouchPointCount(void);                           // Get number of touch points

    //------------------------------------------------------------------------------------
    // Gestures and Touch Handling Functions (Module: rgestures)
    //------------------------------------------------------------------------------------
    void SetGesturesEnabled(unsigned int flags);      // Enable a set of gestures using flags
    bool IsGestureDetected(unsigned int gesture);     // Check if a gesture have been detected
    int GetGestureDetected(void);                     // Get latest detected gesture
    float GetGestureHoldDuration(void);               // Get gesture hold time in milliseconds
    Vector2 GetGestureDragVector(void);               // Get gesture drag vector
    float GetGestureDragAngle(void);                  // Get gesture drag angle
    Vector2 GetGesturePinchVector(void);              // Get gesture pinch delta
    float GetGesturePinchAngle(void);                 // Get gesture pinch angle

    //------------------------------------------------------------------------------------
    // Camera System Functions (Module: rcamera)
    //------------------------------------------------------------------------------------
    void UpdateCamera(Camera *camera, int mode);      // Update camera position for selected mode
    void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation

module: rshapes

    // NOTE: It can be useful when using basic shapes and one single font,
    // defining a font char white rectangle would allow drawing everything in a single draw call
    void SetShapesTexture(Texture2D texture, Rectangle source);       // Set texture and rectangle to be used on shapes drawing

    // Basic shapes drawing functions
    void DrawPixel(int posX, int posY, Color color);                                                   // Draw a pixel
    void DrawPixelV(Vector2 position, Color color);                                                    // Draw a pixel (Vector version)
    void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color);                // Draw a line
    void DrawLineV(Vector2 startPos, Vector2 endPos, Color color);                                     // Draw a line (using gl lines)
    void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color);                       // Draw a line (using triangles/quads)
    void DrawLineStrip(Vector2 *points, int pointCount, Color color);                                  // Draw lines sequence (using gl lines)
    void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color);                   // Draw line segment cubic-bezier in-out interpolation
    void DrawCircle(int centerX, int centerY, float radius, Color color);                              // Draw a color-filled circle
    void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color);      // Draw a piece of a circle
    void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
    void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2);       // Draw a gradient-filled circle
    void DrawCircleV(Vector2 center, float radius, Color color);                                       // Draw a color-filled circle (Vector version)
    void DrawCircleLines(int centerX, int centerY, float radius, Color color);                         // Draw circle outline
    void DrawCircleLinesV(Vector2 center, float radius, Color color);                                  // Draw circle outline (Vector version)
    void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color);             // Draw ellipse
    void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color);        // Draw ellipse outline
    void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring
    void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color);    // Draw ring outline
    void DrawRectangle(int posX, int posY, int width, int height, Color color);                        // Draw a color-filled rectangle
    void DrawRectangleV(Vector2 position, Vector2 size, Color color);                                  // Draw a color-filled rectangle (Vector version)
    void DrawRectangleRec(Rectangle rec, Color color);                                                 // Draw a color-filled rectangle
    void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color);                 // Draw a color-filled rectangle with pro parameters
    void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle
    void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle
    void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4);       // Draw a gradient-filled rectangle with custom vertex colors
    void DrawRectangleLines(int posX, int posY, int width, int height, Color color);                   // Draw rectangle outline
    void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color);                            // Draw rectangle outline with extended parameters
    void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color);              // Draw rectangle with rounded edges
    void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline
    void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color);                                // Draw a color-filled triangle (vertex in counter-clockwise order!)
    void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color);                           // Draw triangle outline (vertex in counter-clockwise order!)
    void DrawTriangleFan(Vector2 *points, int pointCount, Color color);                                // Draw a triangle fan defined by points (first vertex is the center)
    void DrawTriangleStrip(Vector2 *points, int pointCount, Color color);                              // Draw a triangle strip defined by points
    void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color);               // Draw a regular polygon (Vector version)
    void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color);          // Draw a polygon outline of n sides
    void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters

    // Splines drawing functions
    void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color);                  // Draw spline: Linear, minimum 2 points
    void DrawSplineBasis(Vector2 *points, int pointCount, float thick, Color color);                   // Draw spline: B-Spline, minimum 4 points
    void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color color);              // Draw spline: Catmull-Rom, minimum 4 points
    void DrawSplineBezierQuadratic(Vector2 *points, int pointCount, float thick, Color color);         // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
    void DrawSplineBezierCubic(Vector2 *points, int pointCount, float thick, Color color);             // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
    void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color);                    // Draw spline segment: Linear, 2 points
    void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: B-Spline, 4 points
    void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Catmull-Rom, 4 points
    void DrawSplineSegmentBezierQuadratic(Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color); // Draw spline segment: Quadratic Bezier, 2 points, 1 control point
    void DrawSplineSegmentBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color); // Draw spline segment: Cubic Bezier, 2 points, 2 control points

    // Spline segment point evaluation functions, for a given t [0.0f .. 1.0f]
    Vector2 GetSplinePointLinear(Vector2 startPos, Vector2 endPos, float t);                           // Get (evaluate) spline point: Linear
    Vector2 GetSplinePointBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t);              // Get (evaluate) spline point: B-Spline
    Vector2 GetSplinePointCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t);         // Get (evaluate) spline point: Catmull-Rom
    Vector2 GetSplinePointBezierQuad(Vector2 p1, Vector2 c2, Vector2 p3, float t);                     // Get (evaluate) spline point: Quadratic Bezier
    Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t);        // Get (evaluate) spline point: Cubic Bezier

    // Basic shapes collision detection functions
    bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2);                                           // Check collision between two rectangles
    bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2);        // Check collision between two circles
    bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec);                         // Check collision between circle and rectangle
    bool CheckCollisionPointRec(Vector2 point, Rectangle rec);                                         // Check if point is inside rectangle
    bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius);                       // Check if point is inside circle
    bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3);               // Check if point is inside a triangle
    bool CheckCollisionPointPoly(Vector2 point, Vector2 *points, int pointCount);                      // Check if point is within a polygon described by array of vertices
    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
    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]
    Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2);                                         // Get collision rectangle for two rectangles collision

module: rtextures

    // Image loading functions
    // NOTE: These functions do not require GPU access
    Image LoadImage(const char *fileName);                                                             // Load image from file into CPU memory (RAM)
    Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize);       // Load image from RAW file data
    Image LoadImageSvg(const char *fileNameOrString, int width, int height);                           // Load image from SVG file data or string with specified size
    Image LoadImageAnim(const char *fileName, int *frames);                                            // Load image sequence from file (frames appended to image.data)
    Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize);      // Load image from memory buffer, fileType refers to extension: i.e. '.png'
    Image LoadImageFromTexture(Texture2D texture);                                                     // Load image from GPU texture data
    Image LoadImageFromScreen(void);                                                                   // Load image from screen buffer and (screenshot)
    bool IsImageReady(Image image);                                                                    // Check if an image is ready
    void UnloadImage(Image image);                                                                     // Unload image from CPU memory (RAM)
    bool ExportImage(Image image, const char *fileName);                                               // Export image data to file, returns true on success
    unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize);              // Export image to memory buffer
    bool ExportImageAsCode(Image image, const char *fileName);                                         // Export image as code file defining an array of bytes, returns true on success

    // Image generation functions
    Image GenImageColor(int width, int height, Color color);                                           // Generate image: plain color
    Image GenImageGradientLinear(int width, int height, int direction, Color start, Color end);        // Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient
    Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer);      // Generate image: radial gradient
    Image GenImageGradientSquare(int width, int height, float density, Color inner, Color outer);      // Generate image: square gradient
    Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2);    // Generate image: checked
    Image GenImageWhiteNoise(int width, int height, float factor);                                     // Generate image: white noise
    Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale);           // Generate image: perlin noise
    Image GenImageCellular(int width, int height, int tileSize);                                       // Generate image: cellular algorithm, bigger tileSize means bigger cells
    Image GenImageText(int width, int height, const char *text);                                       // Generate image: grayscale image from text data

    // Image manipulation functions
    Image ImageCopy(Image image);                                                                      // Create an image duplicate (useful for transformations)
    Image ImageFromImage(Image image, Rectangle rec);                                                  // Create an image from another image piece
    Image ImageText(const char *text, int fontSize, Color color);                                      // Create an image from text (default font)
    Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint);         // Create an image from text (custom sprite font)
    void ImageFormat(Image *image, int newFormat);                                                     // Convert image data to desired format
    void ImageToPOT(Image *image, Color fill);                                                         // Convert image to POT (power-of-two)
    void ImageCrop(Image *image, Rectangle crop);                                                      // Crop an image to a defined rectangle
    void ImageAlphaCrop(Image *image, float threshold);                                                // Crop image depending on alpha value
    void ImageAlphaClear(Image *image, Color color, float threshold);                                  // Clear alpha channel to desired color
    void ImageAlphaMask(Image *image, Image alphaMask);                                                // Apply alpha mask to image
    void ImageAlphaPremultiply(Image *image);                                                          // Premultiply alpha channel
    void ImageBlurGaussian(Image *image, int blurSize);                                                // Apply Gaussian blur using a box blur approximation
    void ImageResize(Image *image, int newWidth, int newHeight);                                       // Resize image (Bicubic scaling algorithm)
    void ImageResizeNN(Image *image, int newWidth,int newHeight);                                      // Resize image (Nearest-Neighbor scaling algorithm)
    void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill);  // Resize canvas and fill with color
    void ImageMipmaps(Image *image);                                                                   // Compute all mipmap levels for a provided image
    void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp);                            // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
    void ImageFlipVertical(Image *image);                                                              // Flip image vertically
    void ImageFlipHorizontal(Image *image);                                                            // Flip image horizontally
    void ImageRotate(Image *image, int degrees);                                                       // Rotate image by input angle in degrees (-359 to 359)
    void ImageRotateCW(Image *image);                                                                  // Rotate image clockwise 90deg
    void ImageRotateCCW(Image *image);                                                                 // Rotate image counter-clockwise 90deg
    void ImageColorTint(Image *image, Color color);                                                    // Modify image color: tint
    void ImageColorInvert(Image *image);                                                               // Modify image color: invert
    void ImageColorGrayscale(Image *image);                                                            // Modify image color: grayscale
    void ImageColorContrast(Image *image, float contrast);                                             // Modify image color: contrast (-100 to 100)
    void ImageColorBrightness(Image *image, int brightness);                                           // Modify image color: brightness (-255 to 255)
    void ImageColorReplace(Image *image, Color color, Color replace);                                  // Modify image color: replace color
    Color *LoadImageColors(Image image);                                                               // Load color data from image as a Color array (RGBA - 32bit)
    Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorCount);                         // Load colors palette from image as a Color array (RGBA - 32bit)
    void UnloadImageColors(Color *colors);                                                             // Unload color data loaded with LoadImageColors()
    void UnloadImagePalette(Color *colors);                                                            // Unload colors palette loaded with LoadImagePalette()
    Rectangle GetImageAlphaBorder(Image image, float threshold);                                       // Get image alpha border rectangle
    Color GetImageColor(Image image, int x, int y);                                                    // Get image pixel color at (x, y) position

    // Image drawing functions
    // NOTE: Image software-rendering functions (CPU)
    void ImageClearBackground(Image *dst, Color color);                                                // Clear image background with given color
    void ImageDrawPixel(Image *dst, int posX, int posY, Color color);                                  // Draw pixel within an image
    void ImageDrawPixelV(Image *dst, Vector2 position, Color color);                                   // Draw pixel within an image (Vector version)
    void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
    void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color);                          // Draw line within an image (Vector version)
    void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color);               // Draw a filled circle within an image
    void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color);                        // Draw a filled circle within an image (Vector version)
    void ImageDrawCircleLines(Image *dst, int centerX, int centerY, int radius, Color color);          // Draw circle outline within an image
    void ImageDrawCircleLinesV(Image *dst, Vector2 center, int radius, Color color);                   // Draw circle outline within an image (Vector version)
    void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color);       // Draw rectangle within an image
    void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color);                 // Draw rectangle within an image (Vector version)
    void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color);                                // Draw rectangle within an image
    void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color);                   // Draw rectangle lines within an image
    void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint);             // Draw a source image within a destination image (tint applied to source)
    void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color);   // Draw text (using default font) within an image (destination)
    void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination)

    // Texture loading functions
    // NOTE: These functions require GPU access
    Texture2D LoadTexture(const char *fileName);                                                       // Load texture from file into GPU memory (VRAM)
    Texture2D LoadTextureFromImage(Image image);                                                       // Load texture from image data
    TextureCubemap LoadTextureCubemap(Image image, int layout);                                        // Load cubemap from image, multiple image cubemap layouts supported
    RenderTexture2D LoadRenderTexture(int width, int height);                                          // Load texture for rendering (framebuffer)
    bool IsTextureReady(Texture2D texture);                                                            // Check if a texture is ready
    void UnloadTexture(Texture2D texture);                                                             // Unload texture from GPU memory (VRAM)
    bool IsRenderTextureReady(RenderTexture2D target);                                                 // Check if a render texture is ready
    void UnloadRenderTexture(RenderTexture2D target);                                                  // Unload render texture from GPU memory (VRAM)
    void UpdateTexture(Texture2D texture, const void *pixels);                                         // Update GPU texture with new data
    void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels);                       // Update GPU texture rectangle with new data

    // Texture configuration functions
    void GenTextureMipmaps(Texture2D *texture);                                                        // Generate GPU mipmaps for a texture
    void SetTextureFilter(Texture2D texture, int filter);                                              // Set texture scaling filter mode
    void SetTextureWrap(Texture2D texture, int wrap);                                                  // Set texture wrapping mode

    // Texture drawing functions
    void DrawTexture(Texture2D texture, int posX, int posY, Color tint);                               // Draw a Texture2D
    void DrawTextureV(Texture2D texture, Vector2 position, Color tint);                                // Draw a Texture2D with position defined as Vector2
    void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint);  // Draw a Texture2D with extended parameters
    void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint);            // Draw a part of a texture defined by a rectangle
    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
    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

    // Color/pixel related functions
    Color Fade(Color color, float alpha);                                 // Get color with alpha applied, alpha goes from 0.0f to 1.0f
    int ColorToInt(Color color);                                          // Get hexadecimal value for a Color
    Vector4 ColorNormalize(Color color);                                  // Get Color normalized as float [0..1]
    Color ColorFromNormalized(Vector4 normalized);                        // Get Color from normalized values [0..1]
    Vector3 ColorToHSV(Color color);                                      // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
    Color ColorFromHSV(float hue, float saturation, float value);         // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
    Color ColorTint(Color color, Color tint);                             // Get color multiplied with another color
    Color ColorBrightness(Color color, float factor);                     // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f
    Color ColorContrast(Color color, float contrast);                     // Get color with contrast correction, contrast values between -1.0f and 1.0f
    Color ColorAlpha(Color color, float alpha);                           // Get color with alpha applied, alpha goes from 0.0f to 1.0f
    Color ColorAlphaBlend(Color dst, Color src, Color tint);              // Get src alpha-blended into dst color with tint
    Color GetColor(unsigned int hexValue);                                // Get Color structure from hexadecimal value
    Color GetPixelColor(void *srcPtr, int format);                        // Get Color from a source pixel pointer of certain format
    void SetPixelColor(void *dstPtr, Color color, int format);            // Set color formatted into destination pixel pointer
    int GetPixelDataSize(int width, int height, int format);              // Get pixel data size in bytes for certain format

module: rtext

    // Font loading/unloading functions
    Font GetFontDefault(void);                                                            // Get the default Font
    Font LoadFont(const char *fileName);                                                  // Load font from file into GPU memory (VRAM)
    Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount);  // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set
    Font LoadFontFromImage(Image image, Color key, int firstChar);                        // Load font from Image (XNA style)
    Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
    bool IsFontReady(Font font);                                                          // Check if a font is ready
    GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use
    Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
    void UnloadFontData(GlyphInfo *glyphs, int glyphCount);                               // Unload font chars info data (RAM)
    void UnloadFont(Font font);                                                           // Unload font from GPU memory (VRAM)
    bool ExportFontAsCode(Font font, const char *fileName);                               // Export font as code file, returns true on success

    // Text drawing functions
    void DrawFPS(int posX, int posY);                                                     // Draw current FPS
    void DrawText(const char *text, int posX, int posY, int fontSize, Color color);       // Draw text (using default font)
    void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
    void DrawTextPro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation)
    void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint)
    void DrawTextCodepoints(Font font, const int *codepoints, int codepointCount, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint)

    // Text font info functions
    void SetTextLineSpacing(int spacing);                                                 // Set vertical line spacing when drawing with line-breaks
    int MeasureText(const char *text, int fontSize);                                      // Measure string width for default font
    Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing);    // Measure string size for Font
    int GetGlyphIndex(Font font, int codepoint);                                          // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found
    GlyphInfo GetGlyphInfo(Font font, int codepoint);                                     // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
    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)
    char *LoadUTF8(const int *codepoints, int length);                // Load UTF-8 text encoded from codepoints array
    void UnloadUTF8(char *text);                                      // Unload UTF-8 text encoded from codepoints array
    int *LoadCodepoints(const char *text, int *count);                // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
    void UnloadCodepoints(int *codepoints);                           // Unload codepoints data from memory
    int GetCodepointCount(const char *text);                          // Get total number of codepoints in a UTF-8 encoded string
    int GetCodepoint(const char *text, int *codepointSize);           // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
    int GetCodepointNext(const char *text, int *codepointSize);       // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
    int GetCodepointPrevious(const char *text, int *codepointSize);   // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
    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)
    // NOTE: Some strings allocate memory internally for returned strings, just be careful!
    int TextCopy(char *dst, const char *src);                                             // Copy one string to another, returns bytes copied
    bool TextIsEqual(const char *text1, const char *text2);                               // Check if two text string are equal
    unsigned int TextLength(const char *text);                                            // Get text length, checks for '\0' ending
    const char *TextFormat(const char *text, ...);                                        // Text formatting with variables (sprintf() style)
    const char *TextSubtext(const char *text, int position, int length);                  // Get a piece of a text string
    char *TextReplace(char *text, const char *replace, const char *by);                   // Replace text string (WARNING: memory must be freed!)
    char *TextInsert(const char *text, const char *insert, int position);                 // Insert text in a position (WARNING: memory must be freed!)
    const char *TextJoin(const char **textList, int count, const char *delimiter);        // Join text strings with delimiter
    const char **TextSplit(const char *text, char delimiter, int *count);                 // Split text into multiple strings
    void TextAppend(char *text, const char *append, int *position);                       // Append text at specific position and move cursor!
    int TextFindIndex(const char *text, const char *find);                                // Find first text occurrence within a string
    const char *TextToUpper(const char *text);                      // Get upper case version of provided string
    const char *TextToLower(const char *text);                      // Get lower case version of provided string
    const char *TextToPascal(const char *text);                     // Get Pascal case notation version of provided string
    int TextToInteger(const char *text);                            // Get integer value from text (negative values not supported)

module: rmodels

    // Basic geometric 3D shapes drawing functions
    void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color);                                    // Draw a line in 3D world space
    void DrawPoint3D(Vector3 position, Color color);                                                   // Draw a point in 3D space, actually a small line
    void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
    void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color);                              // Draw a color-filled triangle (vertex in counter-clockwise order!)
    void DrawTriangleStrip3D(Vector3 *points, int pointCount, Color color);                            // Draw a triangle strip defined by points
    void DrawCube(Vector3 position, float width, float height, float length, Color color);             // Draw cube
    void DrawCubeV(Vector3 position, Vector3 size, Color color);                                       // Draw cube (Vector version)
    void DrawCubeWires(Vector3 position, float width, float height, float length, Color color);        // Draw cube wires
    void DrawCubeWiresV(Vector3 position, Vector3 size, Color color);                                  // Draw cube wires (Vector version)
    void DrawSphere(Vector3 centerPos, float radius, Color color);                                     // Draw sphere
    void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color);            // Draw sphere with extended parameters
    void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color);         // Draw sphere wires
    void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
    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
    void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
    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
    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
    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
    void DrawPlane(Vector3 centerPos, Vector2 size, Color color);                                      // Draw a plane XZ
    void DrawRay(Ray ray, Color color);                                                                // Draw a ray line
    void DrawGrid(int slices, float spacing);                                                          // Draw a grid (centered at (0, 0, 0))

    //------------------------------------------------------------------------------------
    // Model 3d Loading and Drawing Functions (Module: models)
    //------------------------------------------------------------------------------------

    // Model management functions
    Model LoadModel(const char *fileName);                                                // Load model from files (meshes and materials)
    Model LoadModelFromMesh(Mesh mesh);                                                   // Load model from generated mesh (default material)
    bool IsModelReady(Model model);                                                       // Check if a model is ready
    void UnloadModel(Model model);                                                        // Unload model (including meshes) from memory (RAM and/or VRAM)
    BoundingBox GetModelBoundingBox(Model model);                                         // Compute model bounding box limits (considers all meshes)

    // Model drawing functions
    void DrawModel(Model model, Vector3 position, float scale, Color tint);               // Draw a model (with texture if set)
    void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
    void DrawModelWires(Model model, Vector3 position, float scale, Color tint);          // Draw a model wires (with texture if set)
    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
    void DrawBoundingBox(BoundingBox box, Color color);                                   // Draw bounding box (wires)
    void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint);   // Draw a billboard texture
    void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
    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

    // Mesh management functions
    void UploadMesh(Mesh *mesh, bool dynamic);                                            // Upload mesh vertex data in GPU and provide VAO/VBO ids
    void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index
    void UnloadMesh(Mesh mesh);                                                           // Unload mesh data from CPU and GPU
    void DrawMesh(Mesh mesh, Material material, Matrix transform);                        // Draw a 3d mesh with material and transform
    void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms
    bool ExportMesh(Mesh mesh, const char *fileName);                                     // Export mesh data to file, returns true on success
    BoundingBox GetMeshBoundingBox(Mesh mesh);                                            // Compute mesh bounding box limits
    void GenMeshTangents(Mesh *mesh);                                                     // Compute mesh tangents

    // Mesh generation functions
    Mesh GenMeshPoly(int sides, float radius);                                            // Generate polygonal mesh
    Mesh GenMeshPlane(float width, float length, int resX, int resZ);                     // Generate plane mesh (with subdivisions)
    Mesh GenMeshCube(float width, float height, float length);                            // Generate cuboid mesh
    Mesh GenMeshSphere(float radius, int rings, int slices);                              // Generate sphere mesh (standard sphere)
    Mesh GenMeshHemiSphere(float radius, int rings, int slices);                          // Generate half-sphere mesh (no bottom cap)
    Mesh GenMeshCylinder(float radius, float height, int slices);                         // Generate cylinder mesh
    Mesh GenMeshCone(float radius, float height, int slices);                             // Generate cone/pyramid mesh
    Mesh GenMeshTorus(float radius, float size, int radSeg, int sides);                   // Generate torus mesh
    Mesh GenMeshKnot(float radius, float size, int radSeg, int sides);                    // Generate trefoil knot mesh
    Mesh GenMeshHeightmap(Image heightmap, Vector3 size);                                 // Generate heightmap mesh from image data
    Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);                               // Generate cubes-based map mesh from image data

    // Material loading/unloading functions
    Material *LoadMaterials(const char *fileName, int *materialCount);                    // Load materials from model file
    Material LoadMaterialDefault(void);                                                   // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
    bool IsMaterialReady(Material material);                                              // Check if a material is ready
    void UnloadMaterial(Material material);                                               // Unload material from GPU memory (VRAM)
    void SetMaterialTexture(Material *material, int mapType, Texture2D texture);          // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
    void SetModelMeshMaterial(Model *model, int meshId, int materialId);                  // Set material for a mesh

    // Model animations loading/unloading functions
    ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount);            // Load model animations from file
    void UpdateModelAnimation(Model model, ModelAnimation anim, int frame);               // Update model animation pose
    void UnloadModelAnimation(ModelAnimation anim);                                       // Unload animation data
    void UnloadModelAnimations(ModelAnimation *animations, int animCount);                // Unload animation array data
    bool IsModelAnimationValid(Model model, ModelAnimation anim);                         // Check model animation skeleton match

    // Collision detection functions
    bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2);   // Check collision between two spheres
    bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2);                                 // Check collision between two bounding boxes
    bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius);                  // Check collision between box and sphere
    RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius);                    // Get collision info between ray and sphere
    RayCollision GetRayCollisionBox(Ray ray, BoundingBox box);                                    // Get collision info between ray and box
    RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform);                       // Get collision info between ray and mesh
    RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3);            // Get collision info between ray and triangle
    RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4);    // Get collision info between ray and quad

module: raudio

    // Audio device management functions
    void InitAudioDevice(void);                                     // Initialize audio device and context
    void CloseAudioDevice(void);                                    // Close the audio device and context
    bool IsAudioDeviceReady(void);                                  // Check if audio device has been initialized successfully
    void SetMasterVolume(float volume);                             // Set master volume (listener)
    float GetMasterVolume(void);                                    // Get master volume (listener)

    // Wave/Sound loading/unloading functions
    Wave LoadWave(const char *fileName);                            // Load wave data from file
    Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
    bool IsWaveReady(Wave wave);                                    // Checks if wave data is ready
    Sound LoadSound(const char *fileName);                          // Load sound from file
    Sound LoadSoundFromWave(Wave wave);                             // Load sound from wave data
    Sound LoadSoundAlias(Sound source);                             // Create a new sound that shares the same sample data as the source sound, does not own the sound data
    bool IsSoundReady(Sound sound);                                 // Checks if a sound is ready
    void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data
    void UnloadWave(Wave wave);                                     // Unload wave data
    void UnloadSound(Sound sound);                                  // Unload sound
    void UnloadSoundAlias(Sound alias);                             // Unload a sound alias (does not deallocate sample data)
    bool ExportWave(Wave wave, const char *fileName);               // Export wave data to file, returns true on success
    bool ExportWaveAsCode(Wave wave, const char *fileName);         // Export wave sample data to code (.h), returns true on success

    // Wave/Sound management functions
    void PlaySound(Sound sound);                                    // Play a sound
    void StopSound(Sound sound);                                    // Stop playing a sound
    void PauseSound(Sound sound);                                   // Pause a sound
    void ResumeSound(Sound sound);                                  // Resume a paused sound
    bool IsSoundPlaying(Sound sound);                               // Check if a sound is currently playing
    void SetSoundVolume(Sound sound, float volume);                 // Set volume for a sound (1.0 is max level)
    void SetSoundPitch(Sound sound, float pitch);                   // Set pitch for a sound (1.0 is base level)
    void SetSoundPan(Sound sound, float pan);                       // Set pan for a sound (0.5 is center)
    Wave WaveCopy(Wave wave);                                       // Copy a wave to a new wave
    void WaveCrop(Wave *wave, int initSample, int finalSample);     // Crop a wave to defined samples range
    void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
    float *LoadWaveSamples(Wave wave);                              // Load samples data from wave as a 32bit float data array
    void UnloadWaveSamples(float *samples);                         // Unload samples data loaded with LoadWaveSamples()

    // Music management functions
    Music LoadMusicStream(const char *fileName);                    // Load music stream from file
    Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data
    bool IsMusicReady(Music music);                                 // Checks if a music stream is ready
    void UnloadMusicStream(Music music);                            // Unload music stream
    void PlayMusicStream(Music music);                              // Start music playing
    bool IsMusicStreamPlaying(Music music);                         // Check if music is playing
    void UpdateMusicStream(Music music);                            // Updates buffers for music streaming
    void StopMusicStream(Music music);                              // Stop music playing
    void PauseMusicStream(Music music);                             // Pause music playing
    void ResumeMusicStream(Music music);                            // Resume playing paused music
    void SeekMusicStream(Music music, float position);              // Seek music to a position (in seconds)
    void SetMusicVolume(Music music, float volume);                 // Set volume for music (1.0 is max level)
    void SetMusicPitch(Music music, float pitch);                   // Set pitch for a music (1.0 is base level)
    void SetMusicPan(Music music, float pan);                       // Set pan for a music (0.5 is center)
    float GetMusicTimeLength(Music music);                          // Get music time length (in seconds)
    float GetMusicTimePlayed(Music music);                          // Get current music time played (in seconds)

    // AudioStream management functions
    AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data)
    bool IsAudioStreamReady(AudioStream stream);                    // Checks if an audio stream is ready
    void UnloadAudioStream(AudioStream stream);                     // Unload audio stream and free memory
    void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data
    bool IsAudioStreamProcessed(AudioStream stream);                // Check if any audio stream buffers requires refill
    void PlayAudioStream(AudioStream stream);                       // Play audio stream
    void PauseAudioStream(AudioStream stream);                      // Pause audio stream
    void ResumeAudioStream(AudioStream stream);                     // Resume audio stream
    bool IsAudioStreamPlaying(AudioStream stream);                  // Check if audio stream is playing
    void StopAudioStream(AudioStream stream);                       // Stop audio stream
    void SetAudioStreamVolume(AudioStream stream, float volume);    // Set volume for audio stream (1.0 is max level)
    void SetAudioStreamPitch(AudioStream stream, float pitch);      // Set pitch for audio stream (1.0 is base level)
    void SetAudioStreamPan(AudioStream stream, float pan);          // Set pan for audio stream (0.5 is centered)
    void SetAudioStreamBufferSizeDefault(int size);                 // Default size for new audio streams
    void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data

    void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as <float>s
    void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream

    void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as <float>s
    void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline

structs

    struct Vector2;                // Vector2, 2 components
    struct Vector3;                // Vector3, 3 components
    struct Vector4;                // Vector4, 4 components
    struct Matrix;                 // Matrix, 4x4 components, column major, OpenGL style, right handed
    struct Color;                  // Color, 4 components, R8G8B8A8 (32bit)
    struct Rectangle;              // Rectangle, 4 components

    struct Image;                  // Image, pixel data stored in CPU memory (RAM)
    struct Texture;                // Texture, tex data stored in GPU memory (VRAM)
    struct RenderTexture;          // RenderTexture, fbo for texture rendering
    struct NPatchInfo;             // NPatchInfo, n-patch layout info
    struct GlyphInfo;              // GlyphInfo, font characters glyphs info
    struct Font;                   // Font, font texture and GlyphInfo array data

    struct Camera3D;               // Camera, defines position/orientation in 3d space

    struct Camera2D;               // Camera2D, defines position/orientation in 2d space
    struct Mesh;                   // Mesh, vertex data and vao/vbo
    struct Shader;                 // Shader
    struct MaterialMap;            // MaterialMap
    struct Material;               // Material, includes shader and maps
    struct Transform;              // Transform, vectex transformation data
    struct BoneInfo;               // Bone, skeletal animation bone
    struct Model;                  // Model, meshes, materials and animation data
    struct ModelAnimation;         // ModelAnimation
    struct Ray;                    // Ray, ray for raycasting
    struct RayCollision;           // RayCollision, ray hit information
    struct BoundingBox;            // BoundingBox

    struct Wave;                   // Wave, audio wave data
    struct AudioStream;            // AudioStream, custom audio stream
    struct Sound;                  // Sound
    struct Music;                  // Music, audio stream, anything longer than ~10 seconds should be streamed

    struct VrDeviceInfo;           // VrDeviceInfo, Head-Mounted-Display device parameters
    struct VrStereoConfig;         // VrStereoConfig, VR stereo rendering configuration for simulator

    struct FilePathList;           // File path list

    struct AutomationEvent;        // Automation event
    struct AutomationEventList;    // Automation event list

colors

    // Custom raylib color palette for amazing visuals on WHITE background
    #define LIGHTGRAY  (Color){ 200, 200, 200, 255 }   // Light Gray
    #define GRAY       (Color){ 130, 130, 130, 255 }   // Gray
    #define DARKGRAY   (Color){ 80, 80, 80, 255 }      // Dark Gray
    #define YELLOW     (Color){ 253, 249, 0, 255 }     // Yellow
    #define GOLD       (Color){ 255, 203, 0, 255 }     // Gold
    #define ORANGE     (Color){ 255, 161, 0, 255 }     // Orange
    #define PINK       (Color){ 255, 109, 194, 255 }   // Pink
    #define RED        (Color){ 230, 41, 55, 255 }     // Red
    #define MAROON     (Color){ 190, 33, 55, 255 }     // Maroon
    #define GREEN      (Color){ 0, 228, 48, 255 }      // Green
    #define LIME       (Color){ 0, 158, 47, 255 }      // Lime
    #define DARKGREEN  (Color){ 0, 117, 44, 255 }      // Dark Green
    #define SKYBLUE    (Color){ 102, 191, 255, 255 }   // Sky Blue
    #define BLUE       (Color){ 0, 121, 241, 255 }     // Blue
    #define DARKBLUE   (Color){ 0, 82, 172, 255 }      // Dark Blue
    #define PURPLE     (Color){ 200, 122, 255, 255 }   // Purple
    #define VIOLET     (Color){ 135, 60, 190, 255 }    // Violet
    #define DARKPURPLE (Color){ 112, 31, 126, 255 }    // Dark Purple
    #define BEIGE      (Color){ 211, 176, 131, 255 }   // Beige
    #define BROWN      (Color){ 127, 106, 79, 255 }    // Brown
    #define DARKBROWN  (Color){ 76, 63, 47, 255 }      // Dark Brown

    #define WHITE      (Color){ 255, 255, 255, 255 }   // White
    #define BLACK      (Color){ 0, 0, 0, 255 }         // Black
    #define BLANK      (Color){ 0, 0, 0, 0 }           // Blank (Transparent)
    #define MAGENTA    (Color){ 255, 0, 255, 255 }     // Magenta
    #define RAYWHITE   (Color){ 245, 245, 245, 255 }   // My own White (raylib logo)

module: raymath

    // Utils math
    float Clamp(float value, float min, float max);                             // Function specifiers definition Defines and Macros Get float vector for Matrix Get float vector for Vector3 Types and Structures Definition Vector2 type Vector3 type Vector4 type Quaternion type Matrix type (OpenGL style 4x4 - right handed, column major) NOTE: Helper types to be used instead of array return types for *ToFloat functions Clamp float value
    float Lerp(float start, float end, float amount);                           // Calculate linear interpolation between two floats
    float Normalize(float value, float start, float end);                       // Normalize input value within input range
    float Remap(float value, float inputStart, float inputEnd, float outputStart, float outputEnd); // Remap input value within input range to output range
    float Wrap(float value, float min, float max);                              // Wrap input value from min to max
    int FloatEquals(float x, float y);                                          // Check whether two given floats are almost equal

    // Vector2 math
    Vector2 Vector2Zero(void);                                                  // Vector with components value 0.0f
    Vector2 Vector2One(void);                                                   // Vector with components value 1.0f
    Vector2 Vector2Add(Vector2 v1, Vector2 v2);                                 // Add two vectors (v1 + v2)
    Vector2 Vector2AddValue(Vector2 v, float add);                              // Add vector and float value
    Vector2 Vector2Subtract(Vector2 v1, Vector2 v2);                            // Subtract two vectors (v1 - v2)
    Vector2 Vector2SubtractValue(Vector2 v, float sub);                         // Subtract vector by float value
    float Vector2Length(Vector2 v);                                             // Calculate vector length
    float Vector2LengthSqr(Vector2 v);                                          // Calculate vector square length
    float Vector2DotProduct(Vector2 v1, Vector2 v2);                            // Calculate two vectors dot product
    float Vector2Distance(Vector2 v1, Vector2 v2);                              // Calculate distance between two vectors
    float Vector2DistanceSqr(Vector2 v1, Vector2 v2);                           // Calculate square distance between two vectors
    float Vector2Angle(Vector2 v1, Vector2 v2);                                 // Calculate angle from two vectors
    Vector2 Vector2Scale(Vector2 v, float scale);                               // Scale vector (multiply by value)
    Vector2 Vector2Multiply(Vector2 v1, Vector2 v2);                            // Multiply vector by vector
    Vector2 Vector2Negate(Vector2 v);                                           // Negate vector
    Vector2 Vector2Divide(Vector2 v1, Vector2 v2);                              // Divide vector by vector
    Vector2 Vector2Normalize(Vector2 v);                                        // Normalize provided vector
    Vector2 Vector2Transform(Vector2 v, Matrix mat);                            // Transforms a Vector2 by a given Matrix
    Vector2 Vector2Lerp(Vector2 v1, Vector2 v2, float amount);                  // Calculate linear interpolation between two vectors
    Vector2 Vector2Reflect(Vector2 v, Vector2 normal);                          // Calculate reflected vector to normal
    Vector2 Vector2Rotate(Vector2 v, float angle);                              // Rotate vector by angle
    Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance);   // Move Vector towards target
    Vector2 Vector2Invert(Vector2 v);                                           // Invert the given vector
    Vector2 Vector2Clamp(Vector2 v, Vector2 min, Vector2 max);                  // Clamp the components of the vector between min and max values specified by the given vectors
    Vector2 Vector2ClampValue(Vector2 v, float min, float max);                 // Clamp the magnitude of the vector between two min and max values
    int Vector2Equals(Vector2 p, Vector2 q);                                    // Check whether two given vectors are almost equal

    // Vector3 math
    Vector3 Vector3Zero(void);                                                  // Vector with components value 0.0f
    Vector3 Vector3One(void);                                                   // Vector with components value 1.0f
    Vector3 Vector3Add(Vector3 v1, Vector3 v2);                                 // Add two vectors
    Vector3 Vector3AddValue(Vector3 v, float add);                              // Add vector and float value
    Vector3 Vector3Subtract(Vector3 v1, Vector3 v2);                            // Subtract two vectors
    Vector3 Vector3SubtractValue(Vector3 v, float sub);                         // Subtract vector by float value
    Vector3 Vector3Scale(Vector3 v, float scalar);                              // Multiply vector by scalar
    Vector3 Vector3Multiply(Vector3 v1, Vector3 v2);                            // Multiply vector by vector
    Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2);                        // Calculate two vectors cross product
    Vector3 Vector3Perpendicular(Vector3 v);                                    // Calculate one vector perpendicular vector
    float Vector3Length(const Vector3 v);                                       // Calculate vector length
    float Vector3LengthSqr(const Vector3 v);                                    // Calculate vector square length
    float Vector3DotProduct(Vector3 v1, Vector3 v2);                            // Calculate two vectors dot product
    float Vector3Distance(Vector3 v1, Vector3 v2);                              // Calculate distance between two vectors
    float Vector3DistanceSqr(Vector3 v1, Vector3 v2);                           // Calculate square distance between two vectors
    float Vector3Angle(Vector3 v1, Vector3 v2);                                 // Calculate angle between two vectors
    Vector3 Vector3Negate(Vector3 v);                                           // Negate provided vector (invert direction)
    Vector3 Vector3Divide(Vector3 v1, Vector3 v2);                              // Divide vector by vector
    Vector3 Vector3Normalize(Vector3 v);                                        // Normalize provided vector
    void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2);                       // Orthonormalize provided vectors Makes vectors normalized and orthogonal to each other Gram-Schmidt function implementation
    Vector3 Vector3Transform(Vector3 v, Matrix mat);                            // Transforms a Vector3 by a given Matrix
    Vector3 Vector3RotateByQuaternion(Vector3 v, Quaternion q);                 // Transform a vector by quaternion rotation
    Vector3 Vector3RotateByAxisAngle(Vector3 v, Vector3 axis, float angle);     // Rotates a vector around an axis
    Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount);                  // Calculate linear interpolation between two vectors
    Vector3 Vector3Reflect(Vector3 v, Vector3 normal);                          // Calculate reflected vector to normal
    Vector3 Vector3Min(Vector3 v1, Vector3 v2);                                 // Get min value for each pair of components
    Vector3 Vector3Max(Vector3 v1, Vector3 v2);                                 // Get max value for each pair of components
    Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c);      // Compute barycenter coordinates (u, v, w) for point p with respect to triangle (a, b, c) NOTE: Assumes P is on the plane of the triangle
    Vector3 Vector3Unproject(Vector3 source, Matrix projection, Matrix view);   // Projects a Vector3 from screen space into object space NOTE: We are avoiding calling other raymath functions despite available
    float3 Vector3ToFloatV(Vector3 v);                                          // Get Vector3 as float array
    Vector3 Vector3Invert(Vector3 v);                                           // Invert the given vector
    Vector3 Vector3Clamp(Vector3 v, Vector3 min, Vector3 max);                  // Clamp the components of the vector between min and max values specified by the given vectors
    Vector3 Vector3ClampValue(Vector3 v, float min, float max);                 // Clamp the magnitude of the vector between two values
    int Vector3Equals(Vector3 p, Vector3 q);                                    // Check whether two given vectors are almost equal
    Vector3 Vector3Refract(Vector3 v, Vector3 n, float r);                      // Compute the direction of a refracted ray where v specifies the normalized direction of the incoming ray, n specifies the normalized normal vector of the interface of two optical media, and r specifies the ratio of the refractive index of the medium from where the ray comes to the refractive index of the medium on the other side of the surface

    // Matrix math
    float MatrixDeterminant(Matrix mat);                                        // Compute matrix determinant
    float MatrixTrace(Matrix mat);                                              // Get the trace of the matrix (sum of the values along the diagonal)
    Matrix MatrixTranspose(Matrix mat);                                         // Transposes provided matrix
    Matrix MatrixInvert(Matrix mat);                                            // Invert provided matrix
    Matrix MatrixIdentity(void);                                                // Get identity matrix
    Matrix MatrixAdd(Matrix left, Matrix right);                                // Add two matrices
    Matrix MatrixSubtract(Matrix left, Matrix right);                           // Subtract two matrices (left - right)
    Matrix MatrixMultiply(Matrix left, Matrix right);                           // Get two matrix multiplication NOTE: When multiplying matrices... the order matters!
    Matrix MatrixTranslate(float x, float y, float z);                          // Get translation matrix
    Matrix MatrixRotate(Vector3 axis, float angle);                             // Create rotation matrix from axis and angle NOTE: Angle should be provided in radians
    Matrix MatrixRotateX(float angle);                                          // Get x-rotation matrix NOTE: Angle must be provided in radians
    Matrix MatrixRotateY(float angle);                                          // Get y-rotation matrix NOTE: Angle must be provided in radians
    Matrix MatrixRotateZ(float angle);                                          // Get z-rotation matrix NOTE: Angle must be provided in radians
    Matrix MatrixRotateXYZ(Vector3 angle);                                      // Get xyz-rotation matrix NOTE: Angle must be provided in radians
    Matrix MatrixRotateZYX(Vector3 angle);                                      // Get zyx-rotation matrix NOTE: Angle must be provided in radians
    Matrix MatrixScale(float x, float y, float z);                              // Get scaling matrix
    Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far); // Get perspective projection matrix
    Matrix MatrixPerspective(double fovy, double aspect, double near, double far); // Get perspective projection matrix NOTE: Fovy angle must be provided in radians
    Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far); // Get orthographic projection matrix
    Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up);               // Get camera look-at matrix (view matrix)
    float16 MatrixToFloatV(Matrix mat);                                         // Get float array of matrix data

    // Quaternion math
    Quaternion QuaternionAdd(Quaternion q1, Quaternion q2);                     // Add two quaternions
    Quaternion QuaternionAddValue(Quaternion q, float add);                     // Add quaternion and float value
    Quaternion QuaternionSubtract(Quaternion q1, Quaternion q2);                // Subtract two quaternions
    Quaternion QuaternionSubtractValue(Quaternion q, float sub);                // Subtract quaternion and float value
    Quaternion QuaternionIdentity(void);                                        // Get identity quaternion
    float QuaternionLength(Quaternion q);                                       // Computes the length of a quaternion
    Quaternion QuaternionNormalize(Quaternion q);                               // Normalize provided quaternion
    Quaternion QuaternionInvert(Quaternion q);                                  // Invert provided quaternion
    Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2);                // Calculate two quaternion multiplication
    Quaternion QuaternionScale(Quaternion q, float mul);                        // Scale quaternion by float value
    Quaternion QuaternionDivide(Quaternion q1, Quaternion q2);                  // Divide two quaternions
    Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount);      // Calculate linear interpolation between two quaternions
    Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount);     // Calculate slerp-optimized interpolation between two quaternions
    Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount);     // Calculates spherical linear interpolation between two quaternions
    Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to);        // Calculate quaternion based on the rotation from one vector to another
    Quaternion QuaternionFromMatrix(Matrix mat);                                // Get a quaternion for a given rotation matrix
    Matrix QuaternionToMatrix(Quaternion q);                                    // Get a matrix for a given quaternion
    Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle);              // Get rotation quaternion for an angle and axis NOTE: Angle must be provided in radians
    void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle); // Get the rotation angle and axis for a given quaternion
    Quaternion QuaternionFromEuler(float pitch, float yaw, float roll);         // Get the quaternion equivalent to Euler angles NOTE: Rotation order is ZYX
    Vector3 QuaternionToEuler(Quaternion q);                                    // Get the Euler angles equivalent to quaternion (roll, pitch, yaw) NOTE: Angles are returned in a Vector3 struct in radians
    Quaternion QuaternionTransform(Quaternion q, Matrix mat);                   // Transform a quaternion given a transformation matrix
    int QuaternionEquals(Quaternion p, Quaternion q);                           // Check whether two given quaternions are almost equal


RLGL edit

#include <raylib.h>

int main() {
    InitWindow(1280, 720, "Model Loading");
    
    Model model = LoadModel("Downloads/LOD0.obj");
    Texture2D tex = LoadTexture("Downloads/Thing.png");
    model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = tex;
    
    Camera cam = {0};
    cam.position = (Vector3){50.0f,50.0f,50.0f};
    cam.target = (Vector3){0.0f,0.0f,0.0f};
    cam.up = (Vector3){0.0f,1.0f,0.0f};
    cam.fovy = 90.f;
    cam.projection = CAMERA_PERSPECTIVE;
    
    Vector3 pos = {0.0f,0.0f,0.0f};
    Vector3 pos2 = {200.0f,1.0f,0.0f};
    BoundingBox bounds = GetMeshBoundingBox(model.meshes[0]);
    
    SetTargetFPS(60);
    
    SetCameraMode(cam, CAMERA_THIRD_PERSON);
    
    while(!WindowShouldClose()) {
        UpdateCamera(&cam);
        BeginDrawing();
        ClearBackground(RAYWHITE);
        BeginMode3D(cam);
        DrawModel(model, pos, 1.0f, WHITE);
        DrawModel(model, pos2, 1.0f, WHITE);
        DrawGrid(20, 10.0f);
        DrawBoundingBox(bounds, GREEN);
        EndMode3D();
        DrawText("Loading obj file", 10, GetScreenHeight()-25, 25, DARKGRAY);
        DrawFPS(10,10);
        EndDrawing();
    }
    
    UnloadTexture(tex);
    UnloadModel(model);
    CloseWindow();
    return 0;
    
}


/*******************************************************************************************
*
*   raylib [models] example - rlgl module usage with push/pop matrix transformations
*
*   NOTE: This example uses [rlgl] module functionality (pseudo-OpenGL 1.1 style coding)
*
*   Example originally created with raylib 2.5, last time updated with raylib 4.0
*
*   Example 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) 2018-2024 Ramon Santamaria (@raysan5)
*
********************************************************************************************/

#include "raylib.h"
#include "rlgl.h"

#include <math.h>           // Required for: cosf(), sinf()

//------------------------------------------------------------------------------------
// Module Functions Declaration
//------------------------------------------------------------------------------------
void DrawSphereBasic(Color color);      // Draw sphere without any matrix transformation

//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
    // Initialization
    //--------------------------------------------------------------------------------------
    const int screenWidth = 800;
    const int screenHeight = 450;

    const float sunRadius = 4.0f;
    const float earthRadius = 0.6f;
    const float earthOrbitRadius = 8.0f;
    const float moonRadius = 0.16f;
    const float moonOrbitRadius = 1.5f;

    InitWindow(screenWidth, screenHeight, "raylib [models] example - rlgl module usage with push/pop matrix transformations");

    // Define the camera to look into our 3d world
    Camera camera = { 0 };
    camera.position = (Vector3){ 16.0f, 16.0f, 16.0f }; // Camera position
    camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };      // Camera looking at point
    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };          // Camera up vector (rotation towards target)
    camera.fovy = 45.0f;                                // Camera field-of-view Y
    camera.projection = CAMERA_PERSPECTIVE;             // Camera projection type

    float rotationSpeed = 0.2f;         // General system rotation speed

    float earthRotation = 0.0f;         // Rotation of earth around itself (days) in degrees
    float earthOrbitRotation = 0.0f;    // Rotation of earth around the Sun (years) in degrees
    float moonRotation = 0.0f;          // Rotation of moon around itself
    float moonOrbitRotation = 0.0f;     // Rotation of moon around earth in degrees

    SetTargetFPS(60);                   // Set our game to run at 60 frames-per-second
    //--------------------------------------------------------------------------------------

    // Main game loop
    while (!WindowShouldClose())        // Detect window close button or ESC key
    {
        // Update
        //----------------------------------------------------------------------------------
        UpdateCamera(&camera, CAMERA_ORBITAL);

        earthRotation += (5.0f*rotationSpeed);
        earthOrbitRotation += (365/360.0f*(5.0f*rotationSpeed)*rotationSpeed);
        moonRotation += (2.0f*rotationSpeed);
        moonOrbitRotation += (8.0f*rotationSpeed);
        //----------------------------------------------------------------------------------

        // Draw
        //----------------------------------------------------------------------------------
        BeginDrawing();

            ClearBackground(RAYWHITE);

            BeginMode3D(camera);

                rlPushMatrix();
                    rlScalef(sunRadius, sunRadius, sunRadius);          // Scale Sun
                    DrawSphereBasic(GOLD);                              // Draw the Sun
                rlPopMatrix();

                rlPushMatrix();
                    rlRotatef(earthOrbitRotation, 0.0f, 1.0f, 0.0f);    // Rotation for Earth orbit around Sun
                    rlTranslatef(earthOrbitRadius, 0.0f, 0.0f);         // Translation for Earth orbit

                    rlPushMatrix();
                        rlRotatef(earthRotation, 0.25, 1.0, 0.0);       // Rotation for Earth itself
                        rlScalef(earthRadius, earthRadius, earthRadius);// Scale Earth

                        DrawSphereBasic(BLUE);                          // Draw the Earth
                    rlPopMatrix();

                    rlRotatef(moonOrbitRotation, 0.0f, 1.0f, 0.0f);     // Rotation for Moon orbit around Earth
                    rlTranslatef(moonOrbitRadius, 0.0f, 0.0f);          // Translation for Moon orbit
                    rlRotatef(moonRotation, 0.0f, 1.0f, 0.0f);          // Rotation for Moon itself
                    rlScalef(moonRadius, moonRadius, moonRadius);       // Scale Moon

                    DrawSphereBasic(LIGHTGRAY);                         // Draw the Moon
                rlPopMatrix();

                // Some reference elements (not affected by previous matrix transformations)
                DrawCircle3D((Vector3){ 0.0f, 0.0f, 0.0f }, earthOrbitRadius, (Vector3){ 1, 0, 0 }, 90.0f, Fade(RED, 0.5f));
                DrawGrid(20, 1.0f);

            EndMode3D();

            DrawText("EARTH ORBITING AROUND THE SUN!", 400, 10, 20, MAROON);
            DrawFPS(10, 10);

        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    CloseWindow();        // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}

//--------------------------------------------------------------------------------------------
// Module Functions Definitions (local)
//--------------------------------------------------------------------------------------------

// Draw sphere without any matrix transformation
// NOTE: Sphere is drawn in world position ( 0, 0, 0 ) with radius 1.0f
void DrawSphereBasic(Color color)
{
    int rings = 16;
    int slices = 16;

    // Make sure there is enough space in the internal render batch
    // buffer to store all required vertex, batch is reseted if required
    rlCheckRenderBatchLimit((rings + 2)*slices*6);

    rlBegin(RL_TRIANGLES);
        rlColor4ub(color.r, color.g, color.b, color.a);

        for (int i = 0; i < (rings + 2); i++)
        {
            for (int j = 0; j < slices; j++)
            {
                rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)),
                           sinf(DEG2RAD*(270+(180/(rings + 1))*i)),
                           cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices)));
                rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)),
                           sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
                           cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices)));
                rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*(j*360/slices)),
                           sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
                           cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*(j*360/slices)));

                rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)),
                           sinf(DEG2RAD*(270+(180/(rings + 1))*i)),
                           cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices)));
                rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*sinf(DEG2RAD*((j+1)*360/slices)),
                           sinf(DEG2RAD*(270+(180/(rings + 1))*(i))),
                           cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*cosf(DEG2RAD*((j+1)*360/slices)));
                rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)),
                           sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
                           cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices)));
            }
        }
    rlEnd();
}
/*******************************************************************************************
*
*   raylib [rlgl] example - compute shader - Conway's Game of Life
*
*   NOTE: This example requires raylib OpenGL 4.3 versions for compute shaders support,
*         shaders used in this example are #version 430 (OpenGL 4.3)
*
*   Example originally created with raylib 4.0, last time updated with raylib 2.5
*
*   Example contributed by Teddy Astie (@tsnake41) and reviewed by Ramon Santamaria (@raysan5)
*
*   Example 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) 2021-2024 Teddy Astie (@tsnake41)
*
********************************************************************************************/

#include "raylib.h"
#include "rlgl.h"

#include <stdlib.h>

// IMPORTANT: This must match gol*.glsl GOL_WIDTH constant.
// This must be a multiple of 16 (check golLogic compute dispatch).
#define GOL_WIDTH 768

// Maximum amount of queued draw commands (squares draw from mouse down events).
#define MAX_BUFFERED_TRANSFERTS 48

// Game Of Life Update Command
typedef struct GolUpdateCmd {
    unsigned int x;         // x coordinate of the gol command
    unsigned int y;         // y coordinate of the gol command
    unsigned int w;         // width of the filled zone
    unsigned int enabled;   // whether to enable or disable zone
} GolUpdateCmd;

// Game Of Life Update Commands SSBO
typedef struct GolUpdateSSBO {
    unsigned int count;
    GolUpdateCmd commands[MAX_BUFFERED_TRANSFERTS];
} GolUpdateSSBO;

//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
    // Initialization
    //--------------------------------------------------------------------------------------
    InitWindow(GOL_WIDTH, GOL_WIDTH, "raylib [rlgl] example - compute shader - game of life");

    const Vector2 resolution = { GOL_WIDTH, GOL_WIDTH };
    unsigned int brushSize = 8;

    // Game of Life logic compute shader
    char *golLogicCode = LoadFileText("resources/shaders/glsl430/gol.glsl");
    unsigned int golLogicShader = rlCompileShader(golLogicCode, RL_COMPUTE_SHADER);
    unsigned int golLogicProgram = rlLoadComputeShaderProgram(golLogicShader);
    UnloadFileText(golLogicCode);

    // Game of Life logic render shader
    Shader golRenderShader = LoadShader(NULL, "resources/shaders/glsl430/gol_render.glsl");
    int resUniformLoc = GetShaderLocation(golRenderShader, "resolution");

    // Game of Life transfert shader (CPU<->GPU download and upload)
    char *golTransfertCode = LoadFileText("resources/shaders/glsl430/gol_transfert.glsl");
    unsigned int golTransfertShader = rlCompileShader(golTransfertCode, RL_COMPUTE_SHADER);
    unsigned int golTransfertProgram = rlLoadComputeShaderProgram(golTransfertShader);
    UnloadFileText(golTransfertCode);

    // Load shader storage buffer object (SSBO), id returned
    unsigned int ssboA = rlLoadShaderBuffer(GOL_WIDTH*GOL_WIDTH*sizeof(unsigned int), NULL, RL_DYNAMIC_COPY);
    unsigned int ssboB = rlLoadShaderBuffer(GOL_WIDTH*GOL_WIDTH*sizeof(unsigned int), NULL, RL_DYNAMIC_COPY);
    unsigned int ssboTransfert = rlLoadShaderBuffer(sizeof(GolUpdateSSBO), NULL, RL_DYNAMIC_COPY);

    GolUpdateSSBO transfertBuffer = { 0 };

    // Create a white texture of the size of the window to update
    // each pixel of the window using the fragment shader: golRenderShader
    Image whiteImage = GenImageColor(GOL_WIDTH, GOL_WIDTH, WHITE);
    Texture whiteTex = LoadTextureFromImage(whiteImage);
    UnloadImage(whiteImage);
    //--------------------------------------------------------------------------------------

    // Main game loop
    while (!WindowShouldClose())
    {
        // Update
        //----------------------------------------------------------------------------------
        brushSize += (int)GetMouseWheelMove();

        if ((IsMouseButtonDown(MOUSE_BUTTON_LEFT) || IsMouseButtonDown(MOUSE_BUTTON_RIGHT))
            && (transfertBuffer.count < MAX_BUFFERED_TRANSFERTS))
        {
            // Buffer a new command
            transfertBuffer.commands[transfertBuffer.count].x = GetMouseX() - brushSize/2;
            transfertBuffer.commands[transfertBuffer.count].y = GetMouseY() - brushSize/2;
            transfertBuffer.commands[transfertBuffer.count].w = brushSize;
            transfertBuffer.commands[transfertBuffer.count].enabled = IsMouseButtonDown(MOUSE_BUTTON_LEFT);
            transfertBuffer.count++;
        }
        else if (transfertBuffer.count > 0)  // Process transfert buffer
        {
            // Send SSBO buffer to GPU
            rlUpdateShaderBuffer(ssboTransfert, &transfertBuffer, sizeof(GolUpdateSSBO), 0);

            // Process SSBO commands on GPU
            rlEnableShader(golTransfertProgram);
            rlBindShaderBuffer(ssboA, 1);
            rlBindShaderBuffer(ssboTransfert, 3);
            rlComputeShaderDispatch(transfertBuffer.count, 1, 1); // Each GPU unit will process a command!
            rlDisableShader();

            transfertBuffer.count = 0;
        }
        else
        {
            // Process game of life logic
            rlEnableShader(golLogicProgram);
            rlBindShaderBuffer(ssboA, 1);
            rlBindShaderBuffer(ssboB, 2);
            rlComputeShaderDispatch(GOL_WIDTH/16, GOL_WIDTH/16, 1);
            rlDisableShader();

            // ssboA <-> ssboB
            int temp = ssboA;
            ssboA = ssboB;
            ssboB = temp;
        }

        rlBindShaderBuffer(ssboA, 1);
        SetShaderValue(golRenderShader, resUniformLoc, &resolution, SHADER_UNIFORM_VEC2);
        //----------------------------------------------------------------------------------

        // Draw
        //----------------------------------------------------------------------------------
        BeginDrawing();

            ClearBackground(BLANK);

            BeginShaderMode(golRenderShader);
                DrawTexture(whiteTex, 0, 0, WHITE);
            EndShaderMode();

            DrawRectangleLines(GetMouseX() - brushSize/2, GetMouseY() - brushSize/2, brushSize, brushSize, RED);

            DrawText("Use Mouse wheel to increase/decrease brush size", 10, 10, 20, WHITE);
            DrawFPS(GetScreenWidth() - 100, 10);

        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    // Unload shader buffers objects.
    rlUnloadShaderBuffer(ssboA);
    rlUnloadShaderBuffer(ssboB);
    rlUnloadShaderBuffer(ssboTransfert);

    // Unload compute shader programs
    rlUnloadShaderProgram(golTransfertProgram);
    rlUnloadShaderProgram(golLogicProgram);

    UnloadTexture(whiteTex);            // Unload white texture
    UnloadShader(golRenderShader);      // Unload rendering fragment shader

    CloseWindow();                      // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}
/*******************************************************************************************
*
*   raylib [shaders] example - OpenGL point particle system
*
*   Example originally created with raylib 3.8, last time updated with raylib 2.5
*
*   Example contributed by Stephan Soller (@arkanis) and reviewed by Ramon Santamaria (@raysan5)
*
*   Example 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) 2021-2024 Stephan Soller (@arkanis) and Ramon Santamaria (@raysan5)
*
********************************************************************************************
*
*   Mixes raylib and plain OpenGL code to draw a GL_POINTS based particle system. The
*   primary point is to demonstrate raylib and OpenGL interop.
*
*   rlgl batched draw operations internally so we have to flush the current batch before
*   doing our own OpenGL work (rlDrawRenderBatchActive()).
*
*   The example also demonstrates how to get the current model view projection matrix of
*   raylib. That way raylib cameras and so on work as expected.
*
********************************************************************************************/

#include "raylib.h"

#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_DESKTOP_SDL)
    #if defined(GRAPHICS_API_OPENGL_ES2)
        #include "glad_gles2.h"       // Required for: OpenGL functionality 
        #define glGenVertexArrays glGenVertexArraysOES
        #define glBindVertexArray glBindVertexArrayOES
        #define glDeleteVertexArrays glDeleteVertexArraysOES
        #define GLSL_VERSION            100
    #else
        #if defined(__APPLE__)
            #define GL_SILENCE_DEPRECATION // Silence Opengl API deprecation warnings 
            #include <OpenGL/gl3.h>     // OpenGL 3 library for OSX
            #include <OpenGL/gl3ext.h>  // OpenGL 3 extensions library for OSX
        #else
            #include "glad.h"       // Required for: OpenGL functionality 
        #endif
        #define GLSL_VERSION            330
    #endif
#else   // PLATFORM_ANDROID, PLATFORM_WEB
    #define GLSL_VERSION            100
#endif

#include "rlgl.h"           // Required for: rlDrawRenderBatchActive(), rlGetMatrixModelview(), rlGetMatrixProjection()
#include "raymath.h"        // Required for: MatrixMultiply(), MatrixToFloat()

#define MAX_PARTICLES       1000

// Particle type
typedef struct Particle {
    float x;
    float y;
    float period;
} Particle;

//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
    // Initialization
    //--------------------------------------------------------------------------------------
    const int screenWidth = 800;
    const int screenHeight = 450;

    InitWindow(screenWidth, screenHeight, "raylib - point particles");

    Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/point_particle.vs", GLSL_VERSION),
                               TextFormat("resources/shaders/glsl%i/point_particle.fs", GLSL_VERSION));

    int currentTimeLoc = GetShaderLocation(shader, "currentTime");
    int colorLoc = GetShaderLocation(shader, "color");

    // Initialize the vertex buffer for the particles and assign each particle random values
    Particle particles[MAX_PARTICLES] = { 0 };

    for (int i = 0; i < MAX_PARTICLES; i++)
    {
        particles[i].x = (float)GetRandomValue(20, screenWidth - 20);
        particles[i].y = (float)GetRandomValue(50, screenHeight - 20);
        
        // Give each particle a slightly different period. But don't spread it to much. 
        // This way the particles line up every so often and you get a glimps of what is going on.
        particles[i].period = (float)GetRandomValue(10, 30)/10.0f;
    }

    // Create a plain OpenGL vertex buffer with the data and an vertex array object 
    // that feeds the data from the buffer into the vertexPosition shader attribute.
    GLuint vao = 0;
    GLuint vbo = 0;
    glGenVertexArrays(1, &vao);
    glBindVertexArray(vao);
        glGenBuffers(1, &vbo);
        glBindBuffer(GL_ARRAY_BUFFER, vbo);
        glBufferData(GL_ARRAY_BUFFER, MAX_PARTICLES*sizeof(Particle), particles, GL_STATIC_DRAW);
        // Note: LoadShader() automatically fetches the attribute index of "vertexPosition" and saves it in shader.locs[SHADER_LOC_VERTEX_POSITION]
        glVertexAttribPointer(shader.locs[SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, GL_FALSE, 0, 0);
        glEnableVertexAttribArray(0);
        glBindBuffer(GL_ARRAY_BUFFER, 0);
    glBindVertexArray(0);

    // Allows the vertex shader to set the point size of each particle individually
    #ifndef GRAPHICS_API_OPENGL_ES2
    glEnable(GL_PROGRAM_POINT_SIZE);
    #endif

    SetTargetFPS(60);
    //--------------------------------------------------------------------------------------

    // Main game loop
    while (!WindowShouldClose())    // Detect window close button or ESC key
    {
        // Draw
        //----------------------------------------------------------------------------------
        BeginDrawing();
            ClearBackground(WHITE);

            DrawRectangle(10, 10, 210, 30, MAROON);
            DrawText(TextFormat("%zu particles in one vertex buffer", MAX_PARTICLES), 20, 20, 10, RAYWHITE);
            
            rlDrawRenderBatchActive();      // Draw iternal buffers data (previous draw calls)

            // Switch to plain OpenGL
            //------------------------------------------------------------------------------
            glUseProgram(shader.id);
            
                glUniform1f(currentTimeLoc, GetTime());

                Vector4 color = ColorNormalize((Color){ 255, 0, 0, 128 });
                glUniform4fv(colorLoc, 1, (float *)&color);

                // Get the current modelview and projection matrix so the particle system is displayed and transformed
                Matrix modelViewProjection = MatrixMultiply(rlGetMatrixModelview(), rlGetMatrixProjection());
                
                glUniformMatrix4fv(shader.locs[SHADER_LOC_MATRIX_MVP], 1, false, MatrixToFloat(modelViewProjection));

                glBindVertexArray(vao);
                    glDrawArrays(GL_POINTS, 0, MAX_PARTICLES);
                glBindVertexArray(0);
                
            glUseProgram(0);
            //------------------------------------------------------------------------------
            
            DrawFPS(screenWidth - 100, 10);
            
        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    glDeleteBuffers(1, &vbo);
    glDeleteVertexArrays(1, &vao);

    UnloadShader(shader);   // Unload shader

    CloseWindow();          // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}




Misc edit

slowdown when running multiple 3d apps: this happens because of the GL semaphore "ping pong" between the tasks which can cause like >10000 task switches (and GL context switches) per second.

Semaphores are evil! It you have two or more tasks (3d apps) competing for sem then they get into ping pong state when a task is preempted while he owns the sem which is very likely. From then on (until a task switch happens while the sem is *not* locked) what will happen is that only one (GL) call can be made by task #1, then task switch to task #2 happens, which also can only make one (GL) call, then task switch to task #1 happens, which can only make one (GL) call, then task switch to task #2 happens, etc.

One solution to prevent this would be to have some GrabGL/UngrabGL (or ObtainGL,ReleaseGL if that sounds better) functions to be used in 3D apps and then enclose big parts of GL rendering function calls with it. GrabGL would lock the GL sem and make sure context is correct. ReleaseGL would unlock the GL sem. Even better would be if GrabGL switched all the GL functions (through function table) to versions which which don't use semlock/contextcheck/semunlock at all.

you must pass SDL_OPENGL to SDL_SetVideoMode, you must specify several GL attributes (depth buffer size, framebuffer sizes) using SDL_GL_SetAttribute and finally, if you wish to use double buffering you must specify it as a GL attribute, not by passing the SDL_DOUBLEBUF flag to SDL_SetVideoMode
using a double-buffered display, then you must use SDL_GL_SwapBuffers() to swap the buffers and update the display. To request double-buffering with OpenGL, use SDL_GL_SetAttribute with SDL_GL_DOUBLEBUFFER, and use SDL_GL_GetAttribute to see if you actually got

Loaders may be required to help with different versions needs Lua based loading libraries with extensions, extensions,

Open Scene Graph claims OGL 3.x and 4.x support, but has some kind of weird LGPL based hybrid license. It's C++ based and they consider subclassing to be outside of the scope of the license. The hybrid LGPL-derived license has an exception which allows the shipment of statically linked binaries, so that eliminates one of the major objections to using the LGPL in commercial work.

Ogre has a new 3.3 renderer that seems to be a work in progress. Forum entries seem to indicate that "modern" shader architecture stuff for both OpenGL and DX11 are WIP. MIT license.

G3D has OpenGL 3.3 but only for Windows and OS X. They used to have Linux support but discontinued it due to too many distros to deal with. A recent mailing list post says they want to reinstate the support. BSD license.

ClanLib seems to support 3.3..4.3 but may not build. Zlib license.

Irrlicht claims OpenGL 3.x on their features page. Zlib license.

Cube 2 looks like OpenGL 2.x. Someone's working on something called Tesseract which might have more "dynamic lighting" capabilities, but it's unclear that this means 3.x+. Zlib license.

3D Physics – Qu3e, [ Bullet],

3D Game Engine – List of,

the bare minimum of a "modernized" engine are

Conditional rendering support (if the engine relies on occlusion queries, which many engines do, it should use conditional rendering as much as possible to avoid CPU-GPU sync points)

GPU based skeletal animation (many engines still use CPU side skinning, despite the technology for GPU based animation is there for a decade now)

Instancing support (especially for particles, vegetation and other similar stuff)

Uniform buffer support (remove all glUniform* calls, despite they are still in core, allows also for batching)

Texture array support (use them as much as possible, batch draw commands together)

The most important take away here is to batch. GL 3.x+ provides dozens of different tech to support this, unfortunately they go unused 99% of the time.


GL_VERSION: 1.4 Mesa 7.11
GL_EXTENSIONS: GL_ARB_multisample GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_logic_op GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_copy_texture GL_EXT_polygon_offset GL_EXT_subtexture GL_EXT_texture_object GL_EXT_vertex_array GL_EXT_compiled_vertex_array GL_EXT_texture GL_EXT_texture3D GL_IBM_rasterpos_clip GL_ARB_point_parameters GL_EXT_draw_range_elements GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_separate_specular_color GL_EXT_texture_edge_clamp GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_ARB_multitexture GL_IBM_multimode_draw_arrays GL_IBM_texture_mirrored_repeat GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_transpose_matrix GL_EXT_blend_func_separate GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_secondary_color GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_INGR_blend_func_separate GL_NV_blend_square GL_NV_light_max_exponent GL_NV_texgen_reflection GL_NV_texture_env_combine4 GL_SUN_multi_draw_arrays GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_EXT_framebuffer_object GL_EXT_texture_env_dot3 GL_MESA_window_pos GL_NV_packed_depth_stencil GL_NV_texture_rectangle GL_ARB_depth_texture GL_ARB_shadow GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_window_pos GL_EXT_stencil_two_side GL_EXT_texture_cube_map GL_APPLE_packed_pixels GL_APPLE_vertex_array_object GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_vertex_program GL_ATI_draw_buffers GL_ATI_texture_env_combine3 GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_MESA_pack_invert GL_MESA_ycbcr_texture GL_NV_primitive_restart GL_ARB_fragment_program_shadow GL_ARB_half_float_pixel GL_ARB_point_sprite GL_ARB_sync GL_ARB_texture_non_power_of_two GL_ARB_vertex_buffer_object GL_OES_read_format GL_ARB_color_buffer_float GL_ARB_pixel_buffer_object GL_ARB_texture_rectangle GL_EXT_pixel_buffer_object GL_EXT_texture_rectangle GL_ARB_framebuffer_object GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_packed_depth_stencil GL_ARB_vertex_array_object GL_ATI_separate_stencil GL_EXT_gpu_program_parameters GL_EXT_texture_env_combine GL_OES_EGL_image GL_ARB_copy_buffer GL_ARB_map_buffer_range GL_ARB_vertex_array_bgra GL_EXT_vertex_array_bgra GL_ARB_draw_elements_base_vertex GL_ARB_fragment_coord_conventions GL_ARB_provoking_vertex GL_ARB_sampler_objects GL_EXT_provoking_vertex GL_ARB_robustness
GL_RENDERER: Gallium 0.4 on i915 (chipset: 915GM)
GL_VENDOR: VMware, Inc.
GLU_VERSION: 1.3
GLU_EXTENSIONS: GLU_EXT_nurbs_tessellator GLU_EXT_object_space_tess
GLUT_API_VERSION: 5
GLUT_XLIB_IMPLEMENTATION: 15