diff options
| author | Ray <[email protected]> | 2017-01-22 15:31:56 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2017-01-22 15:31:56 +0100 |
| commit | f164ec80d6f1ca7afb7aec6a1e525cd67d401c14 (patch) | |
| tree | 3ada899b11950e42eca457d2f8673016365ae9a8 /release/html5 | |
| parent | 7586031410c7c3746025ef6c8bc6bee4b73baf1f (diff) | |
| download | raylib-f164ec80d6f1ca7afb7aec6a1e525cd67d401c14.tar.gz raylib-f164ec80d6f1ca7afb7aec6a1e525cd67d401c14.zip | |
Upload wave collector - GGJ17 game
Diffstat (limited to 'release/html5')
| -rw-r--r-- | release/html5/libraylib.bc | bin | 753552 -> 788572 bytes | |||
| -rw-r--r-- | release/html5/raylib.h | 163 |
2 files changed, 100 insertions, 63 deletions
diff --git a/release/html5/libraylib.bc b/release/html5/libraylib.bc Binary files differindex 4a7b8fa8..083a3c3d 100644 --- a/release/html5/libraylib.bc +++ b/release/html5/libraylib.bc diff --git a/release/html5/raylib.h b/release/html5/raylib.h index d28b07a3..a47d3c59 100644 --- a/release/html5/raylib.h +++ b/release/html5/raylib.h @@ -19,7 +19,7 @@ * Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1 * Custom color palette for fancy visuals on raywhite background * Minimal external dependencies (GLFW3, OpenGL, OpenAL) -* Complete binding for LUA [rlua] +* Complete binding for Lua [rlua] * * External libs: * GLFW3 (www.glfw.org) for window/context management and input [core] @@ -351,7 +351,7 @@ typedef struct Image { int width; // Image base width int height; // Image base height int mipmaps; // Mipmap levels, 1 by default - int format; // Data format (TextureFormat) + int format; // Data format (TextureFormat type) } Image; // Texture2D type, bpp always RGBA (32bit) @@ -361,12 +361,12 @@ typedef struct Texture2D { int width; // Texture base width int height; // Texture base height int mipmaps; // Mipmap levels, 1 by default - int format; // Data format (TextureFormat) + int format; // Data format (TextureFormat type) } Texture2D; // RenderTexture2D type, for texture rendering typedef struct RenderTexture2D { - unsigned int id; // Render texture (fbo) id + unsigned int id; // OpenGL Framebuffer Object (FBO) id Texture2D texture; // Color buffer attachment texture Texture2D depth; // Depth buffer attachment texture } RenderTexture2D; @@ -491,6 +491,14 @@ typedef struct Ray { Vector3 direction; // Ray direction } Ray; +// Information returned from a raycast +typedef struct RayHitInfo { + bool hit; // Did the ray hit something? + float distance; // Distance to nearest hit + Vector3 hitPosition; // Position of nearest hit + Vector3 hitNormal; // Surface normal of hit +} RayHitInfo; + // Wave type, defines audio wave data typedef struct Wave { unsigned int sampleCount; // Number of samples @@ -549,7 +557,7 @@ typedef enum { // Texture parameters: filter mode // NOTE 1: Filtering considers mipmaps if available in the texture // NOTE 2: Filter is accordingly set for minification and magnification -typedef enum { +typedef enum { FILTER_POINT = 0, // No filter, just pixel aproximation FILTER_BILINEAR, // Linear filtering FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps) @@ -581,12 +589,12 @@ typedef enum { } Gestures; // Camera system modes -typedef enum { - CAMERA_CUSTOM = 0, - CAMERA_FREE, - CAMERA_ORBITAL, - CAMERA_FIRST_PERSON, - CAMERA_THIRD_PERSON +typedef enum { + CAMERA_CUSTOM = 0, + CAMERA_FREE, + CAMERA_ORBITAL, + CAMERA_FIRST_PERSON, + CAMERA_THIRD_PERSON } CameraMode; // Head Mounted Display devices @@ -602,6 +610,26 @@ typedef enum { HMD_FOVE_VR, } VrDevice; +// rRES data returned when reading a resource, it contains all required data for user (24 byte) +typedef struct { + unsigned int type; // Resource type (4 byte) + + unsigned int param1; // Resouce parameter 1 (4 byte) + unsigned int param2; // Resouce parameter 2 (4 byte) + unsigned int param3; // Resouce parameter 3 (4 byte) + unsigned int param4; // Resouce parameter 4 (4 byte) + + void *data; // Resource data pointer (4 byte) +} RRESData; + +typedef enum { + RRES_RAW = 0, + RRES_IMAGE, + RRES_WAVE, + RRES_VERTEX, + RRES_TEXT +} RRESDataType; + #ifdef __cplusplus extern "C" { // Prevents name mangling of functions #endif @@ -767,21 +795,19 @@ RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Ve //------------------------------------------------------------------------------------ // Texture Loading and Drawing Functions (Module: textures) //------------------------------------------------------------------------------------ -RLAPI Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM) -RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image data from Color array data (RGBA - 32bit) -RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file -RLAPI Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource) -RLAPI Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory -RLAPI Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat); // Load a texture from raw data into GPU memory -RLAPI Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource) -RLAPI Texture2D LoadTextureFromImage(Image image); // Load a texture from image data -RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load a texture to be used for rendering +RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM) +RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image from Color array data (RGBA - 32bit) +RLAPI Image LoadImagePro(void *data, int width, int height, int format); // Load image from raw data with parameters +RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data +RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM) +RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data +RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer) RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM) -RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory -RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory +RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) +RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) RLAPI Color *GetImageData(Image image); // Get pixel data from image as a Color struct array RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image -RLAPI void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data +RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data RLAPI void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two) RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image @@ -794,7 +820,8 @@ RLAPI Image ImageText(const char *text, int fontSize, Color color); RLAPI Image ImageTextEx(SpriteFont font, const char *text, float fontSize, int spacing, Color tint); // Create an image from text (custom sprite font) RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image RLAPI void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination) -RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, float fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination) +RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, + float fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination) RLAPI void ImageFlipVertical(Image *image); // Flip image vertically RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint @@ -817,9 +844,9 @@ RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle dest // Font Loading and Text Drawing Functions (Module: text) //------------------------------------------------------------------------------------ RLAPI SpriteFont GetDefaultFont(void); // Get the default SpriteFont -RLAPI SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory -RLAPI SpriteFont LoadSpriteFontTTF(const char *fileName, int fontSize, int numChars, int *fontChars); // Load a SpriteFont from TTF font with parameters -RLAPI void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory +RLAPI SpriteFont LoadSpriteFont(const char *fileName); // Load SpriteFont from file into GPU memory (VRAM) +RLAPI SpriteFont LoadSpriteFontTTF(const char *fileName, int fontSize, int numChars, int *fontChars); // Load SpriteFont from TTF font file with generation parameters +RLAPI void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory (VRAM) RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) RLAPI void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters @@ -855,41 +882,52 @@ RLAPI void DrawLight(Light light); //------------------------------------------------------------------------------------ // Model 3d Loading and Drawing Functions (Module: models) //------------------------------------------------------------------------------------ -RLAPI Model LoadModel(const char *fileName); // Load a 3d model (.OBJ) -RLAPI Model LoadModelEx(Mesh data, bool dynamic); // Load a 3d model (from mesh data) -RLAPI Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d model from rRES file (raylib Resource) -RLAPI Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model -RLAPI Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based) -RLAPI void UnloadModel(Model model); // Unload 3d model from memory - -RLAPI Material LoadMaterial(const char *fileName); // Load material data (.MTL) -RLAPI Material LoadDefaultMaterial(void); // Load default material (uses default models shader) -RLAPI Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader) -RLAPI void UnloadMaterial(Material material); // Unload material textures from VRAM - -RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) -RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters +RLAPI Mesh LoadMesh(const char *fileName); // Load mesh from file +RLAPI Mesh LoadMeshEx(int numVertex, float *vData, float *vtData, float *vnData, Color *cData); // Load mesh from vertex data +RLAPI Model LoadModel(const char *fileName); // Load model from file +RLAPI Model LoadModelFromMesh(Mesh data, bool dynamic); // Load model from mesh data +RLAPI Model LoadHeightmap(Image heightmap, Vector3 size); // Load heightmap model from image data +RLAPI Model LoadCubicmap(Image cubicmap); // Load cubes-based map model from image data +RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM) +RLAPI void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM) + +RLAPI Material LoadMaterial(const char *fileName); // Load material from file +RLAPI Material LoadMaterialEx(Shader shader, Texture2D diffuse, Color color); // Load material from basic shading data +RLAPI Material LoadDefaultMaterial(void); // Load default material (uses default models shader) +RLAPI Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader) +RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) + +RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) +RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, + float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) -RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters -RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) - -RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture -RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec - -RLAPI BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits -RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres -RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes -RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere -RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere -RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection -RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box +RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, + float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters +RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) + +RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture +RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, + Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec + +RLAPI BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits +RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres +RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes +RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere +RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere +RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, + Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point +RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box +RLAPI RayHitInfo GetCollisionRayMesh(Ray ray, Mesh *mesh); // Get collision info between ray and mesh +RLAPI RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle +RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane) //------------------------------------------------------------------------------------ // Shaders System Functions (Module: rlgl) // NOTE: This functions are useless when using OpenGL 1.1 //------------------------------------------------------------------------------------ -RLAPI Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations -RLAPI void UnloadShader(Shader shader); // Unload a custom shader from memory +RLAPI char *LoadText(const char *fileName); // Load chars array from text file +RLAPI Shader LoadShader(char *vsFileName, char *fsFileName); // Load shader from files and bind default locations +RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) RLAPI Shader GetDefaultShader(void); // Get default shader RLAPI Shader GetStandardShader(void); // Get standard shader @@ -929,12 +967,11 @@ RLAPI void InitAudioDevice(void); // Initial RLAPI void CloseAudioDevice(void); // Close the audio device and context RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully -RLAPI Wave LoadWave(const char *fileName); // Load wave data from file into RAM -RLAPI Wave LoadWaveEx(float *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from float array data (32bit) -RLAPI Sound LoadSound(const char *fileName); // Load sound to memory -RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data -RLAPI Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource) -RLAPI void UpdateSound(Sound sound, void *data, int numSamples); // Update sound buffer with new data +RLAPI Wave LoadWave(const char *fileName); // Load wave data from file +RLAPI Wave LoadWaveEx(void *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from raw array data +RLAPI Sound LoadSound(const char *fileName); // Load sound from file +RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data +RLAPI void UpdateSound(Sound sound, const void *data, int numSamples);// Update sound buffer with new data RLAPI void UnloadWave(Wave wave); // Unload wave data RLAPI void UnloadSound(Sound sound); // Unload sound RLAPI void PlaySound(Sound sound); // Play a sound @@ -964,7 +1001,7 @@ RLAPI float GetMusicTimePlayed(Music music); // Get cur RLAPI AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Init audio stream (to stream raw audio pcm data) -RLAPI void UpdateAudioStream(AudioStream stream, void *data, int numSamples); // Update audio stream buffers with data +RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int numSamples); // Update audio stream buffers with data RLAPI void CloseAudioStream(AudioStream stream); // Close audio stream and free memory RLAPI bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream |
