Aros/Developer/OpenGL
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
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