From a3f16c84594a4811219892e444350d7d3441a6ae Mon Sep 17 00:00:00 2001 From: raysan5 Date: Sun, 27 Mar 2016 18:33:54 +0200 Subject: Improved 2d camera system -IN PROGRESS- --- src/core.c | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) (limited to 'src/core.c') diff --git a/src/core.c b/src/core.c index c05de93b..2ab39ab0 100644 --- a/src/core.c +++ b/src/core.c @@ -560,14 +560,14 @@ void BeginDrawingEx(Camera2D camera) { BeginDrawing(); - // TODO: Consider origin offset on position, rotation, scaling - + // Camera rotation and scaling is always relative to target + Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f); Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD); Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f); - Matrix matTranslation = MatrixTranslate(camera.position.x, camera.position.y, 0.0f); - Matrix matOrigin = MatrixTranslate(-camera.origin.x, -camera.origin.y, 0.0f); + + Matrix matTranslation = MatrixTranslate(camera.offset.x + camera.target.x, camera.offset.y + camera.target.y, 0.0f); - Matrix matTransform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation); + Matrix matTransform = MatrixMultiply(MatrixMultiply(matOrigin, MatrixMultiply(matScale, matRotation)), matTranslation); rlMultMatrixf(MatrixToFloat(matTransform)); } -- cgit v1.2.3 From 1136d4222f81524c10b2319b325fcf1282bc6ec1 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Mon, 28 Mar 2016 01:18:40 +0200 Subject: Setting up for raylib 1.5.0 --- src/core.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'src/core.c') diff --git a/src/core.c b/src/core.c index 2ab39ab0..5150389c 100644 --- a/src/core.c +++ b/src/core.c @@ -304,7 +304,7 @@ static EM_BOOL EmscriptenInputCallback(int eventType, const EmscriptenTouchEvent // Initialize Window and Graphics Context (OpenGL) void InitWindow(int width, int height, const char *title) { - TraceLog(INFO, "Initializing raylib (v1.4.0)"); + TraceLog(INFO, "Initializing raylib (v1.5.0)"); // Store window title (could be useful...) windowTitle = title; @@ -360,7 +360,7 @@ void InitWindow(int width, int height, const char *title) // Android activity initialization void InitWindow(int width, int height, struct android_app *state) { - TraceLog(INFO, "Initializing raylib (v1.4.0)"); + TraceLog(INFO, "Initializing raylib (v1.5.0)"); app_dummy(); -- cgit v1.2.3 From 66b096d97848eb096a043781f1f305e7189f2a00 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Wed, 30 Mar 2016 20:09:16 +0200 Subject: Added support for render to texture (use RenderTexture2D) Now it's possible to render to texture, old postprocessing system will be removed on next raylib version. --- examples/resources/shaders/base.vs | 3 + examples/resources/shaders/bloom.fs | 3 +- examples/shaders_postprocessing.c | 36 ++++++++--- src/core.c | 22 ++++++- src/raylib.h | 11 ++++ src/rlgl.c | 118 +++++++++++++++++++++++++++++++++++- src/rlgl.h | 11 ++++ src/textures.c | 19 ++++++ 8 files changed, 210 insertions(+), 13 deletions(-) (limited to 'src/core.c') diff --git a/examples/resources/shaders/base.vs b/examples/resources/shaders/base.vs index b0f930b7..9b8cca69 100644 --- a/examples/resources/shaders/base.vs +++ b/examples/resources/shaders/base.vs @@ -3,8 +3,10 @@ in vec3 vertexPosition; in vec2 vertexTexCoord; in vec3 vertexNormal; +in vec4 vertexColor; out vec2 fragTexCoord; +out vec4 fragTintColor; uniform mat4 mvpMatrix; @@ -13,6 +15,7 @@ uniform mat4 mvpMatrix; void main() { fragTexCoord = vertexTexCoord; + fragTintColor = vertexColor; gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); } \ No newline at end of file diff --git a/examples/resources/shaders/bloom.fs b/examples/resources/shaders/bloom.fs index 2833ce33..0a73161a 100644 --- a/examples/resources/shaders/bloom.fs +++ b/examples/resources/shaders/bloom.fs @@ -1,11 +1,12 @@ #version 330 in vec2 fragTexCoord; +in vec4 fragTintColor; out vec4 fragColor; uniform sampler2D texture0; -uniform vec4 fragTintColor; +//uniform vec4 fragTintColor; // NOTE: Add here your custom variables diff --git a/examples/shaders_postprocessing.c b/examples/shaders_postprocessing.c index 44829648..fabf5131 100644 --- a/examples/shaders_postprocessing.c +++ b/examples/shaders_postprocessing.c @@ -41,7 +41,11 @@ int main() Shader shader = LoadShader("resources/shaders/base.vs", "resources/shaders/bloom.fs"); // Load postpro shader - SetPostproShader(shader); // Set fullscreen postprocessing shader + // NOTE: Old postprocessing system is not flexible enough despite being very easy to use + //SetPostproShader(shader); // Set fullscreen postprocessing shader + + // New postprocessing system let the user create multiple RenderTexture2D and perform multiple render passes + RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight); // Setup orbital camera SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode @@ -65,15 +69,26 @@ int main() ClearBackground(RAYWHITE); - Begin3dMode(camera); + BeginTextureMode(target); // Enable render to texture RenderTexture2D + + Begin3dMode(camera); - DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture + DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture - DrawGrid(10, 1.0f); // Draw a grid + DrawGrid(10, 1.0f); // Draw a grid - End3dMode(); + End3dMode(); + + DrawText("HELLO TEXTURE!!!", 120, 200, 60, RED); + + EndTextureMode(); // End drawing to texture (now we have a texture available for next passes) + + SetCustomShader(shader); + // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom) + DrawTextureRec(target.texture, (Rectangle){ 0, target.texture.height, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE); + SetDefaultShader(); - DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, BLACK); + DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, DARKGRAY); DrawFPS(10, 10); @@ -83,11 +98,12 @@ int main() // De-Initialization //-------------------------------------------------------------------------------------- - UnloadShader(shader); // Unload shader - UnloadTexture(texture); // Unload texture - UnloadModel(dwarf); // Unload model + UnloadShader(shader); // Unload shader + UnloadTexture(texture); // Unload texture + UnloadModel(dwarf); // Unload model + UnloadRenderTexture(target); // Unload render texture - CloseWindow(); // Close window and OpenGL context + CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; diff --git a/src/core.c b/src/core.c index 5150389c..5a794376 100644 --- a/src/core.c +++ b/src/core.c @@ -545,7 +545,7 @@ void BeginDrawing(void) if (IsPosproShaderEnabled()) rlEnablePostproFBO(); - rlClearScreenBuffers(); + rlClearScreenBuffers(); // Clear current framebuffers rlLoadIdentity(); // Reset current matrix (MODELVIEW) @@ -656,6 +656,26 @@ void End3dMode(void) rlDisableDepthTest(); // Disable DEPTH_TEST for 2D } +// Initializes render texture for drawing +void BeginTextureMode(RenderTexture2D target) +{ + rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) + + rlEnableRenderTexture(target.id); + + rlClearScreenBuffers(); // Clear render texture buffers + + rlLoadIdentity(); // Reset current matrix (MODELVIEW) +} + +// Ends drawing to render texture +void EndTextureMode(void) +{ + rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) + + rlDisableRenderTexture(); +} + // Set target FPS for the game void SetTargetFPS(int fps) { diff --git a/src/raylib.h b/src/raylib.h index 2b65df9e..c8f2c2a2 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -324,6 +324,13 @@ typedef struct Texture2D { int format; // Data format (TextureFormat) } Texture2D; +// RenderTexture2D type, for texture rendering +typedef struct RenderTexture2D { + unsigned int id; // Render texture (fbo) id + Texture2D texture; // Color buffer attachment texture + Texture2D depth; // Depth buffer attachment texture +} RenderTexture2D; + // SpriteFont type, includes texture and charSet array data typedef struct SpriteFont { Texture2D texture; // Font texture @@ -565,6 +572,8 @@ void EndDrawing(void); // End canvas drawin void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup) void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode +void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing +void EndTextureMode(void); // Ends drawing to render texture Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position Vector2 WorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position @@ -714,8 +723,10 @@ Texture2D LoadTexture(const char *fileName); Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat); // Load a texture from raw data into GPU memory Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource) Texture2D LoadTextureFromImage(Image image); // Load a texture from image data +RenderTexture2D LoadRenderTexture(int width, int height); // Load a texture to be used for rendering void UnloadImage(Image image); // Unload image from CPU memory (RAM) void UnloadTexture(Texture2D texture); // Unload texture from GPU memory +void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory Color *GetImageData(Image image); // Get pixel data from image as a Color struct array Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two) diff --git a/src/rlgl.c b/src/rlgl.c index 39a34095..2153221e 100644 --- a/src/rlgl.c +++ b/src/rlgl.c @@ -785,6 +785,20 @@ void rlDisableTexture(void) #endif } +void rlEnableRenderTexture(unsigned int id) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glBindFramebuffer(GL_FRAMEBUFFER, id); +#endif +} + +void rlDisableRenderTexture(void) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glBindFramebuffer(GL_FRAMEBUFFER, 0); +#endif +} + // Enable depth test void rlEnableDepthTest(void) { @@ -803,6 +817,16 @@ void rlDeleteTextures(unsigned int id) glDeleteTextures(1, &id); } +// Unload render texture from GPU memory +void rlDeleteRenderTextures(RenderTexture2D target) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glDeleteFramebuffers(1, &target.id); + glDeleteTextures(1, &target.texture.id); + glDeleteTextures(1, &target.depth.id); +#endif +} + // Enable rendering to postprocessing FBO void rlEnablePostproFBO() { @@ -1163,7 +1187,7 @@ FBO rlglLoadFBO(int width, int height) glDeleteTextures(1, &fbo.colorTextureId); glDeleteTextures(1, &fbo.depthTextureId); } - else TraceLog(INFO, "[FBO ID %i] Framebuffer object created successfully", fbo); + else TraceLog(INFO, "[FBO ID %i] Framebuffer object created successfully", fbo.id); glBindFramebuffer(GL_FRAMEBUFFER, 0); #endif @@ -1833,6 +1857,98 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int textureForma return id; } +// Load a texture to be used for rendering (fbo with color and depth attachments) +RenderTexture2D rlglLoadRenderTexture(int width, int height) +{ + RenderTexture2D target; + + target.id = 0; + + target.texture.id = 0; + target.texture.width = width; + target.texture.height = height; + target.texture.format = UNCOMPRESSED_R8G8B8; + target.texture.mipmaps = 1; + + target.depth.id = 0; + target.depth.width = width; + target.depth.height = height; + target.depth.format = 19; //DEPTH_COMPONENT_16BIT + target.depth.mipmaps = 1; + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + // Create the texture that will serve as the color attachment for the framebuffer + glGenTextures(1, &target.texture.id); + glBindTexture(GL_TEXTURE_2D, target.texture.id); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); + glBindTexture(GL_TEXTURE_2D, 0); + +#define USE_DEPTH_RENDERBUFFER +#if defined(USE_DEPTH_RENDERBUFFER) + // Create the renderbuffer that will serve as the depth attachment for the framebuffer. + glGenRenderbuffers(1, &target.depth.id); + glBindRenderbuffer(GL_RENDERBUFFER, target.depth.id); + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height); + +#elif defined(USE_DEPTH_TEXTURE) + // NOTE: We can also use a texture for depth buffer (GL_ARB_depth_texture/GL_OES_depth_texture extension required) + // A renderbuffer is simpler than a texture and could offer better performance on embedded devices + glGenTextures(1, &target.depth.id); + glBindTexture(GL_TEXTURE_2D, target.depth.id); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL); + glBindTexture(GL_TEXTURE_2D, 0); +#endif + + // Create the framebuffer object + glGenFramebuffers(1, &target.id); + glBindFramebuffer(GL_FRAMEBUFFER, target.id); + + // Attach color texture and depth renderbuffer to FBO + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, target.texture.id, 0); +#if defined(USE_DEPTH_RENDERBUFFER) + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, target.depth.id); +#elif defined(USE_DEPTH_TEXTURE) + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, target.depth.id, 0); +#endif + + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + + if (status != GL_FRAMEBUFFER_COMPLETE) + { + TraceLog(WARNING, "Framebuffer object could not be created..."); + + switch(status) + { + case GL_FRAMEBUFFER_UNSUPPORTED: TraceLog(WARNING, "Framebuffer is unsupported"); break; + case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TraceLog(WARNING, "Framebuffer incomplete attachment"); break; +#if defined(GRAPHICS_API_OPENGL_ES2) + case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TraceLog(WARNING, "Framebuffer incomplete dimensions"); break; +#endif + case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TraceLog(WARNING, "Framebuffer incomplete missing attachment"); break; + default: break; + } + + glDeleteTextures(1, &target.texture.id); + glDeleteTextures(1, &target.depth.id); + glDeleteFramebuffers(1, &target.id); + } + else TraceLog(INFO, "[FBO ID %i] Framebuffer object created successfully", target.id); + + glBindFramebuffer(GL_FRAMEBUFFER, 0); +#endif + + return target; +} + +// Update already loaded texture in GPU with new data void rlglUpdateTexture(unsigned int id, int width, int height, int format, void *data) { glBindTexture(GL_TEXTURE_2D, id); diff --git a/src/rlgl.h b/src/rlgl.h index 1a5260eb..679cb590 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -183,6 +183,13 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion; int format; // Data format (TextureFormat) } Texture2D; + // RenderTexture2D type, for texture rendering + typedef struct RenderTexture2D { + unsigned int id; // Render texture (fbo) id + Texture2D texture; // Color buffer attachment texture + Texture2D depth; // Depth buffer attachment texture + } RenderTexture2D; + // Material type typedef struct Material { Shader shader; @@ -248,9 +255,12 @@ void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) //------------------------------------------------------------------------------------ void rlEnableTexture(unsigned int id); // Enable texture usage void rlDisableTexture(void); // Disable texture usage +void rlEnableRenderTexture(unsigned int id); // Enable render texture (fbo) +void rlDisableRenderTexture(void); // Disable render texture (fbo), return to default framebuffer void rlEnableDepthTest(void); // Enable depth test void rlDisableDepthTest(void); // Disable depth test void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU +void rlDeleteRenderTextures(RenderTexture2D target); // Delete render textures (fbo) from GPU void rlDeleteShader(unsigned int id); // Delete OpenGL shader program from GPU void rlDeleteVertexArrays(unsigned int id); // Unload vertex data (VAO) from GPU memory void rlDeleteBuffers(unsigned int id); // Unload vertex data (VBO) from GPU memory @@ -268,6 +278,7 @@ void rlglDraw(void); // Draw VAO/VBO void rlglInitGraphics(int offsetX, int offsetY, int width, int height); // Initialize Graphics (OpenGL stuff) unsigned int rlglLoadTexture(void *data, int width, int height, int textureFormat, int mipmapCount); // Load texture in GPU +RenderTexture2D rlglLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments) void rlglUpdateTexture(unsigned int id, int width, int height, int format, void *data); // Update GPU texture with new data void rlglGenerateMipmaps(Texture2D texture); // Generate mipmap data for selected texture diff --git a/src/textures.c b/src/textures.c index 9d0d13b6..67264afb 100644 --- a/src/textures.c +++ b/src/textures.c @@ -389,6 +389,14 @@ Texture2D LoadTextureFromImage(Image image) return texture; } +// Load a texture to be used for rendering +RenderTexture2D LoadRenderTexture(int width, int height) +{ + RenderTexture2D target = rlglLoadRenderTexture(width, height); + + return target; +} + // Unload image from CPU memory (RAM) void UnloadImage(Image image) { @@ -409,6 +417,17 @@ void UnloadTexture(Texture2D texture) } } +// Unload render texture from GPU memory +void UnloadRenderTexture(RenderTexture2D target) +{ + if (target.id != 0) + { + rlDeleteRenderTextures(target); + + TraceLog(INFO, "[FBO ID %i] Unloaded render texture data from VRAM (GPU)", target.id); + } +} + // Get pixel data from image in the form of Color struct array Color *GetImageData(Image image) { -- cgit v1.2.3 From 06a8d7eb06e1573d5cce991ca39f6cb1067ea6fb Mon Sep 17 00:00:00 2001 From: raysan5 Date: Fri, 1 Apr 2016 10:39:33 +0200 Subject: Remove old postprocessing system --- examples/shaders_custom_uniform.c | 7 +- examples/shaders_postprocessing.c | 7 +- src/core.c | 9 +- src/raylib.h | 2 - src/rlgl.c | 244 ++------------------------------------ src/rlgl.h | 6 - 6 files changed, 13 insertions(+), 262 deletions(-) (limited to 'src/core.c') diff --git a/examples/shaders_custom_uniform.c b/examples/shaders_custom_uniform.c index 05e4dcfd..af59dc3c 100644 --- a/examples/shaders_custom_uniform.c +++ b/examples/shaders_custom_uniform.c @@ -47,10 +47,7 @@ int main() float swirlCenter[2] = { (float)screenWidth/2, (float)screenHeight/2 }; - // NOTE: Old postprocessing system is not flexible enough despite being very easy to use - //SetPostproShader(shader); // Set fullscreen postprocessing shader - - // New postprocessing system let the user create multiple RenderTexture2D and perform multiple render passes + // Create a RenderTexture2D to be used for render to texture RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight); // Setup orbital camera @@ -83,7 +80,7 @@ int main() ClearBackground(RAYWHITE); - BeginTextureMode(target); // Enable render to texture RenderTexture2D + BeginTextureMode(target); // Enable drawing to texture Begin3dMode(camera); diff --git a/examples/shaders_postprocessing.c b/examples/shaders_postprocessing.c index fabf5131..0bcd5156 100644 --- a/examples/shaders_postprocessing.c +++ b/examples/shaders_postprocessing.c @@ -41,10 +41,7 @@ int main() Shader shader = LoadShader("resources/shaders/base.vs", "resources/shaders/bloom.fs"); // Load postpro shader - // NOTE: Old postprocessing system is not flexible enough despite being very easy to use - //SetPostproShader(shader); // Set fullscreen postprocessing shader - - // New postprocessing system let the user create multiple RenderTexture2D and perform multiple render passes + // Create a RenderTexture2D to be used for render to texture RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight); // Setup orbital camera @@ -69,7 +66,7 @@ int main() ClearBackground(RAYWHITE); - BeginTextureMode(target); // Enable render to texture RenderTexture2D + BeginTextureMode(target); // Enable drawing to texture Begin3dMode(camera); diff --git a/src/core.c b/src/core.c index 5a794376..ae6f4cad 100644 --- a/src/core.c +++ b/src/core.c @@ -543,12 +543,8 @@ void BeginDrawing(void) updateTime = currentTime - previousTime; previousTime = currentTime; - if (IsPosproShaderEnabled()) rlEnablePostproFBO(); - rlClearScreenBuffers(); // Clear current framebuffers - rlLoadIdentity(); // Reset current matrix (MODELVIEW) - rlMultMatrixf(MatrixToFloat(downscaleView)); // If downscale required, apply it here //rlTranslatef(0.375, 0.375, 0); // HACK to have 2D pixel-perfect drawing on OpenGL 1.1 @@ -578,7 +574,7 @@ void BeginDrawingPro(int blendMode, Shader shader, Matrix transform) BeginDrawing(); SetBlendMode(blendMode); - SetPostproShader(shader); + SetCustomShader(shader); rlMultMatrixf(MatrixToFloat(transform)); } @@ -588,12 +584,11 @@ void EndDrawing(void) { rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) - if (IsPosproShaderEnabled()) rlglDrawPostpro(); // Draw postprocessing effect (shader) - SwapBuffers(); // Copy back buffer to front buffer PollInputEvents(); // Poll user events + // Frame time control system currentTime = GetTime(); drawTime = currentTime - previousTime; previousTime = currentTime; diff --git a/src/raylib.h b/src/raylib.h index c8f2c2a2..22fcb4ac 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -829,11 +829,9 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shaders strings and return program id void UnloadShader(Shader shader); // Unload a custom shader from memory -void SetPostproShader(Shader shader); // Set fullscreen postproduction shader void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw void SetDefaultShader(void); // Set default shader to be used in batch draw void SetModelShader(Model *model, Shader shader); // Link a shader to a model -bool IsPosproShaderEnabled(void); // Check if postprocessing shader is enabled int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float) diff --git a/src/rlgl.c b/src/rlgl.c index 2153221e..809077e3 100644 --- a/src/rlgl.c +++ b/src/rlgl.c @@ -176,24 +176,6 @@ typedef struct { // TODO: Store draw state -> blending mode, shader } DrawCall; -// pixel type (same as Color type) -// NOTE: Used exclusively in mipmap generation functions -typedef struct { - unsigned char r; - unsigned char g; - unsigned char b; - unsigned char a; -} pixel; - -// Framebuffer Object type -typedef struct { - GLuint id; - int width; - int height; - GLuint colorTextureId; - GLuint depthTextureId; -} FBO; - #if defined(RLGL_STANDALONE) typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType; #endif @@ -248,13 +230,6 @@ static bool texCompETC1Supported = false; // ETC1 texture compression support static bool texCompETC2Supported = false; // ETC2/EAC texture compression support static bool texCompPVRTSupported = false; // PVR texture compression support static bool texCompASTCSupported = false; // ASTC texture compression support - -// Framebuffer object and texture -static FBO postproFbo; -static Model postproQuad; - -// Shaders related variables -static bool enabledPostpro = false; #endif // Compressed textures support flags @@ -269,9 +244,6 @@ static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays; //static PFNGLISVERTEXARRAYOESPROC glIsVertexArray; // NOTE: Fails in WebGL, omitted #endif -// Save screen size data (render size), required for postpro quad -static int screenWidth, screenHeight; - static int blendMode = 0; // White texture useful for plain color polys (required by shader) @@ -290,14 +262,11 @@ static void UpdateBuffers(void); static char *TextFileRead(char *fn); static void LoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int compressedFormat); - -FBO rlglLoadFBO(int width, int height); -void rlglUnloadFBO(FBO fbo); #endif #if defined(GRAPHICS_API_OPENGL_11) static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight); -static pixel *GenNextMipmap(pixel *srcData, int srcWidth, int srcHeight); +static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight); #endif #if defined(RLGL_STANDALONE) @@ -827,14 +796,6 @@ void rlDeleteRenderTextures(RenderTexture2D target) #endif } -// Enable rendering to postprocessing FBO -void rlEnablePostproFBO() -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glBindFramebuffer(GL_FRAMEBUFFER, postproFbo.id); -#endif -} - // Unload shader from GPU memory void rlDeleteShader(unsigned int id) { @@ -1088,125 +1049,6 @@ void rlglInit(void) #endif } -// Init postpro system -// NOTE: Uses global variables screenWidth and screenHeight -// Modifies global variables: postproFbo, postproQuad -void rlglInitPostpro(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - postproFbo = rlglLoadFBO(screenWidth, screenHeight); - - if (postproFbo.id > 0) - { - // Create a simple quad model to render fbo texture - Mesh quad; - - quad.vertexCount = 6; - - float w = (float)postproFbo.width; - float h = (float)postproFbo.height; - - float quadPositions[6*3] = { w, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, h, 0.0f, 0.0f, h, 0.0f, w, h, 0.0f, w, 0.0f, 0.0f }; - float quadTexcoords[6*2] = { 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f }; - float quadNormals[6*3] = { 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f }; - unsigned char quadColors[6*4] = { 255 }; - - quad.vertices = quadPositions; - quad.texcoords = quadTexcoords; - quad.normals = quadNormals; - quad.colors = quadColors; - - postproQuad = rlglLoadModel(quad); - - // NOTE: postproFbo.colorTextureId must be assigned to postproQuad model shader - } -#endif -} - -// Load a framebuffer object -FBO rlglLoadFBO(int width, int height) -{ - FBO fbo; - fbo.id = 0; - fbo.width = width; - fbo.height = height; - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // Create the texture that will serve as the color attachment for the framebuffer - glGenTextures(1, &fbo.colorTextureId); - glBindTexture(GL_TEXTURE_2D, fbo.colorTextureId); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); - glBindTexture(GL_TEXTURE_2D, 0); - - // Create the renderbuffer that will serve as the depth attachment for the framebuffer. - glGenRenderbuffers(1, &fbo.depthTextureId); - glBindRenderbuffer(GL_RENDERBUFFER, fbo.depthTextureId); - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height); - - // NOTE: We can also use a texture for depth buffer (GL_ARB_depth_texture/GL_OES_depth_texture extensions) - // A renderbuffer is simpler than a texture and could offer better performance on embedded devices -/* - glGenTextures(1, &fbo.depthTextureId); - glBindTexture(GL_TEXTURE_2D, fbo.depthTextureId); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL); - glBindTexture(GL_TEXTURE_2D, 0); -*/ - // Create the framebuffer object - glGenFramebuffers(1, &fbo.id); - glBindFramebuffer(GL_FRAMEBUFFER, fbo.id); - - // Attach color texture and depth renderbuffer to FBO - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo.colorTextureId, 0); - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fbo.depthTextureId); - - GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); - - if (status != GL_FRAMEBUFFER_COMPLETE) - { - TraceLog(WARNING, "Framebuffer object could not be created..."); - - switch(status) - { - case GL_FRAMEBUFFER_UNSUPPORTED: TraceLog(WARNING, "Framebuffer is unsupported"); break; - case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TraceLog(WARNING, "Framebuffer incomplete attachment"); break; -#if defined(GRAPHICS_API_OPENGL_ES2) - case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TraceLog(WARNING, "Framebuffer incomplete dimensions"); break; -#endif - case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TraceLog(WARNING, "Framebuffer incomplete missing attachment"); break; - default: break; - } - - glDeleteTextures(1, &fbo.colorTextureId); - glDeleteTextures(1, &fbo.depthTextureId); - } - else TraceLog(INFO, "[FBO ID %i] Framebuffer object created successfully", fbo.id); - - glBindFramebuffer(GL_FRAMEBUFFER, 0); -#endif - - return fbo; -} - -// Unload framebuffer object -void rlglUnloadFBO(FBO fbo) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glDeleteFramebuffers(1, &fbo.id); - glDeleteTextures(1, &fbo.colorTextureId); - glDeleteTextures(1, &fbo.depthTextureId); - - TraceLog(INFO, "[FBO ID %i] Unloaded framebuffer object successfully", fbo.id); -#endif -} - // Vertex Buffer Object deinitialization (memory free) void rlglClose(void) { @@ -1263,20 +1105,6 @@ void rlglClose(void) glDeleteTextures(1, &whiteTexture); TraceLog(INFO, "[TEX ID %i] Unloaded texture data (base white texture) from VRAM", whiteTexture); - if (postproFbo.id != 0) - { - rlglUnloadFBO(postproFbo); - - // Unload postpro quad model data - rlDeleteBuffers(postproQuad.mesh.vboId[0]); - rlDeleteBuffers(postproQuad.mesh.vboId[1]); - rlDeleteBuffers(postproQuad.mesh.vboId[2]); - - rlDeleteVertexArrays(postproQuad.mesh.vaoId); - - TraceLog(INFO, "Unloaded postprocessing data"); - } - free(draws); #endif } @@ -1443,16 +1271,6 @@ void rlglDraw(void) #endif } -// Draw with postprocessing shader -void rlglDrawPostpro(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - glBindFramebuffer(GL_FRAMEBUFFER, 0); - - rlglDrawModel(postproQuad, (Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, 0.0f, (Vector3){1.0f, 1.0f, 1.0f}, (Color){ 255, 255, 255, 255 }, false); -#endif -} - // Draw a 3d model // NOTE: Model transform can come within model struct void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color color, bool wires) @@ -1606,12 +1424,7 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float ro // Initialize Graphics Device (OpenGL stuff) // NOTE: Stores global variables screenWidth and screenHeight void rlglInitGraphics(int offsetX, int offsetY, int width, int height) -{ - // Save screen size data (global vars), required on postpro quad - // NOTE: Size represents render size, it could differ from screen size! - screenWidth = width; - screenHeight = height; - +{ // NOTE: Required! viewport must be recalculated if screen resized! glViewport(offsetX/2, offsetY/2, width - offsetX, height - offsetY); // Set viewport width and height @@ -2458,44 +2271,11 @@ void SetCustomShader(Shader shader) #endif } -// Set postprocessing shader -void SetPostproShader(Shader shader) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (!enabledPostpro) - { - enabledPostpro = true; - rlglInitPostpro(); // Lazy initialization on postprocessing usage - } - - SetModelShader(&postproQuad, shader); - - Texture2D texture; - texture.id = postproFbo.colorTextureId; - texture.width = postproFbo.width; - texture.height = postproFbo.height; - - postproQuad.material.texDiffuse = texture; - - //TraceLog(DEBUG, "Postproquad texture id: %i", postproQuad.texture.id); - //TraceLog(DEBUG, "Postproquad shader diffuse map id: %i", postproQuad.shader.texDiffuseId); - //TraceLog(DEBUG, "Shader diffuse map id: %i", shader.texDiffuseId); -#elif defined(GRAPHICS_API_OPENGL_11) - TraceLog(WARNING, "Shaders not supported on OpenGL 1.1"); -#endif -} - // Set default shader to be used in batch draw void SetDefaultShader(void) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) SetCustomShader(defaultShader); - - if (enabledPostpro) - { - SetPostproShader(defaultShader); - enabledPostpro = false; - } #endif } @@ -2529,16 +2309,6 @@ void SetModelShader(Model *model, Shader shader) #endif } -// Check if postprocessing is enabled (used in module: core) -bool IsPosproShaderEnabled(void) -{ -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - return enabledPostpro; -#elif defined(GRAPHICS_API_OPENGL_11) - return false; -#endif -} - // Get shader uniform location int GetShaderLocation(Shader shader, const char *uniformName) { @@ -3120,8 +2890,8 @@ static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight) // Generate mipmaps // NOTE: Every mipmap data is stored after data - pixel *image = (pixel *)malloc(width*height*sizeof(pixel)); - pixel *mipmap = NULL; + Color *image = (Color *)malloc(width*height*sizeof(Color)); + Color *mipmap = NULL; int offset = 0; int j = 0; @@ -3169,15 +2939,15 @@ static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight) } // Manual mipmap generation (basic scaling algorithm) -static pixel *GenNextMipmap(pixel *srcData, int srcWidth, int srcHeight) +static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight) { int x2, y2; - pixel prow, pcol; + Color prow, pcol; int width = srcWidth/2; int height = srcHeight/2; - pixel *mipmap = (pixel *)malloc(width*height*sizeof(pixel)); + Color *mipmap = (Color *)malloc(width*height*sizeof(Color)); // Scaling algorithm works perfectly (box-filter) for (int y = 0; y < height; y++) diff --git a/src/rlgl.h b/src/rlgl.h index 679cb590..714961e1 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -267,7 +267,6 @@ void rlDeleteBuffers(unsigned int id); // Unload vertex data (VBO) from void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth) int rlGetVersion(void); // Returns current OpenGL version -void rlEnablePostproFBO(void); // Enable rendering to postprocessing FBO //------------------------------------------------------------------------------------ // Functions Declaration - rlgl functionality @@ -285,9 +284,6 @@ void rlglGenerateMipmaps(Texture2D texture); // Gene // NOTE: There is a set of shader related functions that are available to end user, // to avoid creating function wrappers through core module, they have been directly declared in raylib.h -void rlglInitPostpro(void); // Initialize postprocessing system -void rlglDrawPostpro(void); // Draw with postprocessing shader - Model rlglLoadModel(Mesh mesh); // Upload vertex data into GPU and provided VAO/VBO ids void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color color, bool wires); @@ -309,11 +305,9 @@ void PrintModelviewMatrix(void); // DEBUG: Print modelview matrix Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shader strings and return program id void UnloadShader(Shader shader); // Unload a custom shader from memory -void SetPostproShader(Shader shader); // Set fullscreen postproduction shader void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw void SetDefaultShader(void); // Set default shader to be used in batch draw void SetModelShader(Model *model, Shader shader); // Link a shader to a model -bool IsPosproShaderEnabled(void); // Check if postprocessing shader is enabled int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float) -- cgit v1.2.3 From c1e49d2b13c75da2c532079d454fad32f9ceccd4 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Fri, 8 Apr 2016 12:00:29 +0200 Subject: Removed function I decided it is redundant and could be confusing (when mixed with 3D drawing). It's not KISS. --- src/core.c | 11 ----------- src/raylib.h | 1 - 2 files changed, 12 deletions(-) (limited to 'src/core.c') diff --git a/src/core.c b/src/core.c index ae6f4cad..e01f3969 100644 --- a/src/core.c +++ b/src/core.c @@ -568,17 +568,6 @@ void BeginDrawingEx(Camera2D camera) rlMultMatrixf(MatrixToFloat(matTransform)); } -// Setup drawing canvas with pro parameters -void BeginDrawingPro(int blendMode, Shader shader, Matrix transform) -{ - BeginDrawing(); - - SetBlendMode(blendMode); - SetCustomShader(shader); - - rlMultMatrixf(MatrixToFloat(transform)); -} - // End canvas drawing and Swap Buffers (Double Buffering) void EndDrawing(void) { diff --git a/src/raylib.h b/src/raylib.h index 22fcb4ac..52a5e73c 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -567,7 +567,6 @@ int GetScreenHeight(void); // Get current scree void ClearBackground(Color color); // Sets Background Color void BeginDrawing(void); // Setup drawing canvas to start drawing void BeginDrawingEx(Camera2D camera); // Setup drawing canvas with 2d camera -void BeginDrawingPro(int blendMode, Shader shader, Matrix transform); // Setup drawing canvas with pro parameters void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering) void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup) -- cgit v1.2.3 From 6b5e18e6bfe9940987cc38dcf40e2e903fe3b235 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Sun, 17 Apr 2016 11:19:32 +0200 Subject: Make mouse inputs available on Android for... ... easy code porting, transalating them to touches and gestures internally. Removed function SetCustomCursor(), it can be managed by the user. --- src/core.c | 245 ++++++++++++++++++++++++++++++++--------------------------- src/raylib.h | 35 ++++----- 2 files changed, 148 insertions(+), 132 deletions(-) (limited to 'src/core.c') diff --git a/src/core.c b/src/core.c index e01f3969..294936fb 100644 --- a/src/core.c +++ b/src/core.c @@ -195,26 +195,19 @@ static int renderOffsetY = 0; // Offset Y from render area (must b static bool fullscreen = false; // Fullscreen mode (useful only for PLATFORM_DESKTOP) static Matrix downscaleView; // Matrix to downscale view (in case screen size bigger than display size) -static Vector2 touchPosition[MAX_TOUCH_POINTS]; // Touch position on screen - #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) static const char *windowTitle; // Window text title... - -static bool customCursor = false; // Tracks if custom cursor has been set static bool cursorOnScreen = false; // Tracks if cursor is inside client area -static Texture2D cursor; // Cursor texture - -static Vector2 mousePosition; // Mouse position on screen static char previousKeyState[512] = { 0 }; // Required to check if key pressed/released once static char currentKeyState[512] = { 0 }; // Required to check if key pressed/released once -static char previousMouseState[3] = { 0 }; // Required to check if mouse btn pressed/released once -static char currentMouseState[3] = { 0 }; // Required to check if mouse btn pressed/released once - static char previousGamepadState[32] = {0}; // Required to check if gamepad btn pressed/released once static char currentGamepadState[32] = {0}; // Required to check if gamepad btn pressed/released once +static char previousMouseState[3] = { 0 }; // Required to check if mouse btn pressed/released once +static char currentMouseState[3] = { 0 }; // Required to check if mouse btn pressed/released once + static int previousMouseWheelY = 0; // Required to track mouse wheel variation static int currentMouseWheelY = 0; // Required to track mouse wheel variation @@ -224,6 +217,9 @@ static int lastKeyPressed = -1; // Register last key pressed static bool cursorHidden; // Track if cursor is hidden #endif +static Vector2 mousePosition; // Mouse position on screen +static Vector2 touchPosition[MAX_TOUCH_POINTS]; // Touch position on screen + #if defined(PLATFORM_DESKTOP) static char **dropFilesPath; // Store dropped files paths as strings static int dropFilesCount = 0; // Count stored strings @@ -494,29 +490,6 @@ void ToggleFullscreen(void) #endif } -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) -// Set a custom cursor icon/image -void SetCustomCursor(const char *cursorImage) -{ - if (customCursor) UnloadTexture(cursor); - - cursor = LoadTexture(cursorImage); - -#if defined(PLATFORM_DESKTOP) - // NOTE: emscripten not implemented - glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); -#endif - customCursor = true; -} - -// Set a custom key to exit program -// NOTE: default exitKey is ESCAPE -void SetExitKey(int key) -{ - exitKey = key; -} -#endif - // Get current screen width int GetScreenWidth(void) { @@ -1032,78 +1005,11 @@ int GetKeyPressed(void) return lastKeyPressed; } -// Detect if a mouse button has been pressed once -bool IsMouseButtonPressed(int button) -{ - bool pressed = false; - - if ((currentMouseState[button] != previousMouseState[button]) && (currentMouseState[button] == 1)) pressed = true; - else pressed = false; - - return pressed; -} - -// Detect if a mouse button is being pressed -bool IsMouseButtonDown(int button) -{ - if (GetMouseButtonStatus(button) == 1) return true; - else return false; -} - -// Detect if a mouse button has been released once -bool IsMouseButtonReleased(int button) -{ - bool released = false; - - if ((currentMouseState[button] != previousMouseState[button]) && (currentMouseState[button] == 0)) released = true; - else released = false; - - return released; -} - -// Detect if a mouse button is NOT being pressed -bool IsMouseButtonUp(int button) -{ - if (GetMouseButtonStatus(button) == 0) return true; - else return false; -} - -// Returns mouse position X -int GetMouseX(void) -{ - return (int)mousePosition.x; -} - -// Returns mouse position Y -int GetMouseY(void) -{ - return (int)mousePosition.y; -} - -// Returns mouse position XY -Vector2 GetMousePosition(void) -{ - return mousePosition; -} - -// Set mouse position XY -void SetMousePosition(Vector2 position) -{ - mousePosition = position; -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) - // NOTE: emscripten not implemented - glfwSetCursorPos(window, position.x, position.y); -#endif -} - -// Returns mouse wheel movement Y -int GetMouseWheelMove(void) +// Set a custom key to exit program +// NOTE: default exitKey is ESCAPE +void SetExitKey(int key) { -#if defined(PLATFORM_WEB) - return previousMouseWheelY/100; -#else - return previousMouseWheelY; -#endif + exitKey = key; } // Hide mouse cursor @@ -1280,6 +1186,111 @@ bool IsGamepadButtonUp(int gamepad, int button) } #endif //defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) + +// Detect if a mouse button has been pressed once +bool IsMouseButtonPressed(int button) +{ + bool pressed = false; + +#if defined(PLATFORM_ANDROID) + if (IsGestureDetected() && (GetGestureType() == GESTURE_TAP)) pressed = true; +#else + if ((currentMouseState[button] != previousMouseState[button]) && (currentMouseState[button] == 1)) pressed = true; +#endif + + return pressed; +} + +// Detect if a mouse button is being pressed +bool IsMouseButtonDown(int button) +{ + bool down = false; + +#if defined(PLATFORM_ANDROID) + if (IsGestureDetected() && (GetGestureType() == GESTURE_HOLD)) down = true; +#else + if (GetMouseButtonStatus(button) == 1) down = true; +#endif + + return down; +} + +// Detect if a mouse button has been released once +bool IsMouseButtonReleased(int button) +{ + bool released = false; + +#if !defined(PLATFORM_ANDROID) + if ((currentMouseState[button] != previousMouseState[button]) && (currentMouseState[button] == 0)) released = true; +#endif + + return released; +} + +// Detect if a mouse button is NOT being pressed +bool IsMouseButtonUp(int button) +{ + bool up = false; + +#if !defined(PLATFORM_ANDROID) + if (GetMouseButtonStatus(button) == 0) up = true; +#endif + + return up; +} + +// Returns mouse position X +int GetMouseX(void) +{ +#if defined(PLATFORM_ANDROID) + return (int)touchPosition[0].x; +#else + return (int)mousePosition.x; +#endif +} + +// Returns mouse position Y +int GetMouseY(void) +{ +#if defined(PLATFORM_ANDROID) + return (int)touchPosition[0].x; +#else + return (int)mousePosition.y; +#endif +} + +// Returns mouse position XY +Vector2 GetMousePosition(void) +{ +#if defined(PLATFORM_ANDROID) + return GetTouchPosition(0); +#else + return mousePosition; +#endif +} + +// Set mouse position XY +void SetMousePosition(Vector2 position) +{ + mousePosition = position; +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) + // NOTE: emscripten not implemented + glfwSetCursorPos(window, position.x, position.y); +#endif +} + +// Returns mouse wheel movement Y +int GetMouseWheelMove(void) +{ +#if defined(PLATFORM_ANDROID) + return 0; +#elif defined(PLATFORM_WEB) + return previousMouseWheelY/100; +#else + return previousMouseWheelY; +#endif +} + // Returns touch position X int GetTouchX(void) { @@ -1376,7 +1387,7 @@ static void InitDisplay(int width, int height) // Downscale matrix is required in case desired screen area is bigger than display area downscaleView = MatrixIdentity(); - + #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) glfwSetErrorCallback(ErrorCallback); @@ -1393,10 +1404,12 @@ static void InitDisplay(int width, int height) // Screen size security check if (screenWidth <= 0) screenWidth = displayWidth; if (screenHeight <= 0) screenHeight = displayHeight; -#elif defined(PLATFORM_WEB) +#endif // defined(PLATFORM_DESKTOP) + +#if defined(PLATFORM_WEB) displayWidth = screenWidth; displayHeight = screenHeight; -#endif +#endif // defined(PLATFORM_WEB) glfwDefaultWindowHints(); // Set default windows hints @@ -1447,7 +1460,7 @@ static void InitDisplay(int width, int height) // TODO: Check modes[i]->width; // TODO: Check modes[i]->height; } - + window = glfwCreateWindow(screenWidth, screenHeight, windowTitle, glfwGetPrimaryMonitor(), NULL); } else @@ -1543,8 +1556,9 @@ static void InitDisplay(int width, int height) } //glfwGetFramebufferSize(window, &renderWidth, &renderHeight); // Get framebuffer size of current window +#endif // defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) -#elif defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) +#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) fullscreen = true; // Screen size security check @@ -1629,8 +1643,9 @@ static void InitDisplay(int width, int height) //ANativeWindow_setBuffersGeometry(app->window, 0, 0, displayFormat); // Force use of native display size surface = eglCreateWindowSurface(display, config, app->window, NULL); +#endif // defined(PLATFORM_ANDROID) -#elif defined(PLATFORM_RPI) +#if defined(PLATFORM_RPI) graphics_get_display_size(0, &displayWidth, &displayHeight); // At this point we need to manage render size vs screen size @@ -1668,7 +1683,7 @@ static void InitDisplay(int width, int height) surface = eglCreateWindowSurface(display, config, &nativeWindow, NULL); //--------------------------------------------------------------------------------- -#endif +#endif // defined(PLATFORM_RPI) // There must be at least one frame displayed before the buffers are swapped //eglSwapInterval(display, 1); @@ -1688,13 +1703,17 @@ static void InitDisplay(int width, int height) TraceLog(INFO, "Screen size: %i x %i", screenWidth, screenHeight); TraceLog(INFO, "Viewport offsets: %i, %i", renderOffsetX, renderOffsetY); } -#endif +#endif // defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) } // Initialize OpenGL graphics static void InitGraphics(void) { rlglInit(); // Init rlgl + +#if defined(PLATFORM_OCULUS) + //rlglInitOculus(); // Init rlgl for Oculus Rift (required textures) +#endif rlglInitGraphics(renderOffsetX, renderOffsetY, renderWidth, renderHeight); // Init graphics (OpenGL stuff) @@ -2153,7 +2172,7 @@ static bool GetMouseButtonStatus(int button) #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) return glfwGetMouseButton(window, button); #elif defined(PLATFORM_ANDROID) - // TODO: Check for virtual keyboard + // TODO: Check for virtual mouse return false; #elif defined(PLATFORM_RPI) // NOTE: Mouse buttons states are filled in PollInputEvents() diff --git a/src/raylib.h b/src/raylib.h index 52a5e73c..2fe29cc8 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -557,13 +557,15 @@ void CloseWindow(void); // Close Window and bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus) void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP) -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) -void SetCustomCursor(const char *cursorImage); // Set a custom cursor icon/image -void SetExitKey(int key); // Set a custom key to exit program (default is ESC) -#endif int GetScreenWidth(void); // Get current screen width int GetScreenHeight(void); // Get current screen height +void ShowCursor(void); // Shows cursor +void HideCursor(void); // Hides cursor +bool IsCursorHidden(void); // Returns true if cursor is not visible +void EnableCursor(void); // Enables cursor +void DisableCursor(void); // Disables cursor + void ClearBackground(Color color); // Sets Background Color void BeginDrawing(void); // Setup drawing canvas to start drawing void BeginDrawingEx(Camera2D camera); // Setup drawing canvas with 2d camera @@ -610,6 +612,15 @@ bool IsKeyDown(int key); // Detect if a key is be bool IsKeyReleased(int key); // Detect if a key has been released once bool IsKeyUp(int key); // Detect if a key is NOT being pressed int GetKeyPressed(void); // Get latest key pressed +void SetExitKey(int key); // Set a custom key to exit program (default is ESC) + +bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available +float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis +bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once +bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed +bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once +bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed +#endif bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed @@ -621,20 +632,6 @@ Vector2 GetMousePosition(void); // Returns mouse positio void SetMousePosition(Vector2 position); // Set mouse position XY int GetMouseWheelMove(void); // Returns mouse wheel movement Y -void ShowCursor(void); // Shows cursor -void HideCursor(void); // Hides cursor -void EnableCursor(void); // Enables cursor -void DisableCursor(void); // Disables cursor -bool IsCursorHidden(void); // Returns true if cursor is not visible - -bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available -float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis -bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once -bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed -bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once -bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed -#endif - int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size) int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size) Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size) @@ -649,7 +646,7 @@ bool IsButtonReleased(int button); // Detect if an android // Gestures and Touch Handling Functions (Module: gestures) //------------------------------------------------------------------------------------ void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures -void UpdateGestures(void); // Update gestures detected (must be called every frame) +void UpdateGestures(void); // Update gestures detected (called automatically in PollInputEvents()) bool IsGestureDetected(void); // Check if a gesture have been detected int GetGestureType(void); // Get latest detected gesture void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags -- cgit v1.2.3 From 17eefed08fa052b39c9ee4c4cb486794a8551c92 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Sun, 17 Apr 2016 11:36:40 +0200 Subject: Improved gestures system --- examples/core_gestures_detection.c | 8 +++----- src/core.c | 4 ++-- src/gestures.c | 6 +++--- src/gestures.h | 4 ++-- src/raylib.h | 4 ++-- 5 files changed, 12 insertions(+), 14 deletions(-) (limited to 'src/core.c') diff --git a/examples/core_gestures_detection.c b/examples/core_gestures_detection.c index a5cf8e69..63a1e6bd 100644 --- a/examples/core_gestures_detection.c +++ b/examples/core_gestures_detection.c @@ -43,12 +43,11 @@ int main() // Update //---------------------------------------------------------------------------------- lastGesture = currentGesture; + currentGesture = GetGestureDetected(); touchPosition = GetTouchPosition(0); - - if (CheckCollisionPointRec(touchPosition, touchArea) && IsGestureDetected()) + + if (CheckCollisionPointRec(touchPosition, touchArea) && (currentGesture != GESTURE_NONE)) { - currentGesture = GetGestureType(); - if (currentGesture != lastGesture) { // Store gesture string @@ -78,7 +77,6 @@ int main() } } } - else currentGesture = GESTURE_NONE; //---------------------------------------------------------------------------------- // Draw diff --git a/src/core.c b/src/core.c index 294936fb..7b1d5960 100644 --- a/src/core.c +++ b/src/core.c @@ -1193,7 +1193,7 @@ bool IsMouseButtonPressed(int button) bool pressed = false; #if defined(PLATFORM_ANDROID) - if (IsGestureDetected() && (GetGestureType() == GESTURE_TAP)) pressed = true; + if (IsGestureDetected(GESTURE_TAP)) pressed = true; #else if ((currentMouseState[button] != previousMouseState[button]) && (currentMouseState[button] == 1)) pressed = true; #endif @@ -1207,7 +1207,7 @@ bool IsMouseButtonDown(int button) bool down = false; #if defined(PLATFORM_ANDROID) - if (IsGestureDetected() && (GetGestureType() == GESTURE_HOLD)) down = true; + if (IsGestureDetected(GESTURE_HOLD)) down = true; #else if (GetMouseButtonStatus(button) == 1) down = true; #endif diff --git a/src/gestures.c b/src/gestures.c index b0a80084..d72aaf4e 100644 --- a/src/gestures.c +++ b/src/gestures.c @@ -292,14 +292,14 @@ void UpdateGestures(void) } // Check if a gesture have been detected -bool IsGestureDetected(void) +bool IsGestureDetected(int gesture) { - if ((enabledGestures & currentGesture) != GESTURE_NONE) return true; + if ((enabledGestures & currentGesture) == gesture) return true; else return false; } // Check gesture type -int GetGestureType(void) +int GetGestureDetected(void) { // Get current gesture only if enabled return (enabledGestures & currentGesture); diff --git a/src/gestures.h b/src/gestures.h index 5468eb54..f2bdaba4 100644 --- a/src/gestures.h +++ b/src/gestures.h @@ -92,8 +92,8 @@ extern "C" { // Prevents name mangling of functions //---------------------------------------------------------------------------------- void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures void UpdateGestures(void); // Update gestures detected (must be called every frame) -bool IsGestureDetected(void); // Check if a gesture have been detected -int GetGestureType(void); // Get latest detected gesture +bool IsGestureDetected(int gesture); // Check if a gesture have been detected +int GetGestureDetected(void); // Get latest detected gesture void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags int GetTouchPointsCount(void); // Get touch points count diff --git a/src/raylib.h b/src/raylib.h index 2fe29cc8..0c80b957 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -647,8 +647,8 @@ bool IsButtonReleased(int button); // Detect if an android //------------------------------------------------------------------------------------ void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures void UpdateGestures(void); // Update gestures detected (called automatically in PollInputEvents()) -bool IsGestureDetected(void); // Check if a gesture have been detected -int GetGestureType(void); // Get latest detected gesture +bool IsGestureDetected(int gesture); // Check if a gesture have been detected +int GetGestureDetected(void); // Get latest detected gesture void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags int GetTouchPointsCount(void); // Get touch points count -- cgit v1.2.3 From fa98289ddb5fc190a100249c667d5e9814f4d864 Mon Sep 17 00:00:00 2001 From: Ray Date: Mon, 2 May 2016 00:37:33 +0200 Subject: Added 2D camera mode functions Removed BeginDrawingEx() Added Begin2dMode() and End2dMode() --- src/core.c | 44 +++++++++++++++++++++++++++----------------- src/raylib.h | 3 ++- 2 files changed, 29 insertions(+), 18 deletions(-) (limited to 'src/core.c') diff --git a/src/core.c b/src/core.c index 7b1d5960..dd904692 100644 --- a/src/core.c +++ b/src/core.c @@ -524,23 +524,6 @@ void BeginDrawing(void) // NOTE: Not required with OpenGL 3.3+ } -// Setup drawing canvas with 2d camera -void BeginDrawingEx(Camera2D camera) -{ - BeginDrawing(); - - // Camera rotation and scaling is always relative to target - Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f); - Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD); - Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f); - - Matrix matTranslation = MatrixTranslate(camera.offset.x + camera.target.x, camera.offset.y + camera.target.y, 0.0f); - - Matrix matTransform = MatrixMultiply(MatrixMultiply(matOrigin, MatrixMultiply(matScale, matRotation)), matTranslation); - - rlMultMatrixf(MatrixToFloat(matTransform)); -} - // End canvas drawing and Swap Buffers (Double Buffering) void EndDrawing(void) { @@ -569,6 +552,33 @@ void EndDrawing(void) } } +// Initialize 2D mode with custom camera +void Begin2dMode(Camera2D camera) +{ + rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) + + rlLoadIdentity(); // Reset current matrix (MODELVIEW) + + // Camera rotation and scaling is always relative to target + Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f); + Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD); + Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f); + + Matrix matTranslation = MatrixTranslate(camera.offset.x + camera.target.x, camera.offset.y + camera.target.y, 0.0f); + + Matrix matTransform = MatrixMultiply(MatrixMultiply(matOrigin, MatrixMultiply(matScale, matRotation)), matTranslation); + + rlMultMatrixf(MatrixToFloat(matTransform)); +} + +// Ends 2D mode custom camera usage +void End2dMode(void) +{ + rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) + + rlLoadIdentity(); // Reset current matrix (MODELVIEW) +} + // Initializes 3D mode for drawing (Camera setup) void Begin3dMode(Camera camera) { diff --git a/src/raylib.h b/src/raylib.h index 8af13cb4..337b9813 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -576,9 +576,10 @@ void DisableCursor(void); // Disables cursor void ClearBackground(Color color); // Sets Background Color void BeginDrawing(void); // Setup drawing canvas to start drawing -void BeginDrawingEx(Camera2D camera); // Setup drawing canvas with 2d camera void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering) +void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera +void End2dMode(void); // Ends 2D mode custom camera usage void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup) void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing -- cgit v1.2.3 From f2152aa3915be867907c569667828d10d2f1bdd6 Mon Sep 17 00:00:00 2001 From: Ray Date: Mon, 2 May 2016 14:11:57 +0200 Subject: Reorganize functions --- src/core.c | 853 ++++++++++++++++++++++++++++++------------------------------- 1 file changed, 426 insertions(+), 427 deletions(-) (limited to 'src/core.c') diff --git a/src/core.c b/src/core.c index dd904692..b27712a7 100644 --- a/src/core.c +++ b/src/core.c @@ -244,23 +244,16 @@ extern void UnloadDefaultFont(void); // [Module: text] Unloads defaul //---------------------------------------------------------------------------------- static void InitDisplay(int width, int height); // Initialize display device and framebuffer static void InitGraphics(void); // Initialize OpenGL graphics +static void SetupFramebufferSize(int displayWidth, int displayHeight); static void InitTimer(void); // Initialize timer static double GetTime(void); // Returns time since InitTimer() was run static bool GetKeyStatus(int key); // Returns if a key has been pressed static bool GetMouseButtonStatus(int button); // Returns if a mouse button has been pressed -static void SwapBuffers(void); // Copy back buffer to front buffers static void PollInputEvents(void); // Register user events +static void SwapBuffers(void); // Copy back buffer to front buffers static void LogoAnimation(void); // Plays raylib logo appearing animation -static void SetupFramebufferSize(int displayWidth, int displayHeight); - -#if defined(PLATFORM_RPI) -static void InitKeyboard(void); // Init raw keyboard system (standard input reading) -static void ProcessKeyboard(void); // Process keyboard events -static void RestoreKeyboard(void); // Restore keyboard system -static void InitMouse(void); // Mouse initialization (including mouse thread) -static void *MouseThread(void *arg); // Mouse reading thread -static void InitGamepad(void); // Init raw gamepad input -static void *GamepadThread(void *arg); // Mouse reading thread +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) +static void TakeScreenshot(void); // Takes a screenshot and saves it in the same folder as executable #endif #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) @@ -279,10 +272,6 @@ static void WindowIconifyCallback(GLFWwindow *window, int iconified); static void WindowDropCallback(GLFWwindow *window, int count, const char **paths); // GLFW3 Window Drop Callback, runs when drop files into window #endif -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) -static void TakeScreenshot(void); // Takes a screenshot and saves it in the same folder as executable -#endif - #if defined(PLATFORM_ANDROID) static void AndroidCommandCallback(struct android_app *app, int32_t cmd); // Process Android activity lifecycle commands static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event); // Process Android inputs @@ -293,6 +282,16 @@ static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const Emscripte static EM_BOOL EmscriptenInputCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData); #endif +#if defined(PLATFORM_RPI) +static void InitKeyboard(void); // Init raw keyboard system (standard input reading) +static void ProcessKeyboard(void); // Process keyboard events +static void RestoreKeyboard(void); // Restore keyboard system +static void InitMouse(void); // Mouse initialization (including mouse thread) +static void *MouseThread(void *arg); // Mouse reading thread +static void InitGamepad(void); // Init raw gamepad input +static void *GamepadThread(void *arg); // Mouse reading thread +#endif + //---------------------------------------------------------------------------------- // Module Functions Definition - Window and OpenGL Context Functions //---------------------------------------------------------------------------------- @@ -1734,143 +1733,376 @@ static void InitGraphics(void) #endif } -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) -// GLFW3 Error Callback, runs on GLFW3 error -static void ErrorCallback(int error, const char *description) +// Compute framebuffer size relative to screen size and display size +// NOTE: Global variables renderWidth/renderHeight can be modified +static void SetupFramebufferSize(int displayWidth, int displayHeight) { - TraceLog(WARNING, "[GLFW3 Error] Code: %i Decription: %s", error, description); -} + // TODO: SetupFramebufferSize() does not consider properly display video modes. + // It setups a renderWidth/renderHeight with black bars that could not match a valid video mode, + // and so, framebuffer is not scaled properly to some monitors. + + // Calculate renderWidth and renderHeight, we have the display size (input params) and the desired screen size (global var) + if ((screenWidth > displayWidth) || (screenHeight > displayHeight)) + { + TraceLog(WARNING, "DOWNSCALING: Required screen size (%ix%i) is bigger than display size (%ix%i)", screenWidth, screenHeight, displayWidth, displayHeight); -// GLFW3 Srolling Callback, runs on mouse wheel -static void ScrollCallback(GLFWwindow *window, double xoffset, double yoffset) -{ - currentMouseWheelY = (int)yoffset; -} + // Downscaling to fit display with border-bars + float widthRatio = (float)displayWidth/(float)screenWidth; + float heightRatio = (float)displayHeight/(float)screenHeight; -// GLFW3 Keyboard Callback, runs on key pressed -static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods) -{ - if (key == exitKey && action == GLFW_PRESS) - { - glfwSetWindowShouldClose(window, GL_TRUE); + if (widthRatio <= heightRatio) + { + renderWidth = displayWidth; + renderHeight = (int)round((float)screenHeight*widthRatio); + renderOffsetX = 0; + renderOffsetY = (displayHeight - renderHeight); + } + else + { + renderWidth = (int)round((float)screenWidth*heightRatio); + renderHeight = displayHeight; + renderOffsetX = (displayWidth - renderWidth); + renderOffsetY = 0; + } - // NOTE: Before closing window, while loop must be left! + // NOTE: downscale matrix required! + float scaleRatio = (float)renderWidth/(float)screenWidth; + + downscaleView = MatrixScale(scaleRatio, scaleRatio, scaleRatio); + + // NOTE: We render to full display resolution! + // We just need to calculate above parameters for downscale matrix and offsets + renderWidth = displayWidth; + renderHeight = displayHeight; + + TraceLog(WARNING, "Downscale matrix generated, content will be rendered at: %i x %i", renderWidth, renderHeight); } -#if defined(PLATFORM_DESKTOP) - else if (key == GLFW_KEY_F12 && action == GLFW_PRESS) + else if ((screenWidth < displayWidth) || (screenHeight < displayHeight)) { - TakeScreenshot(); + // Required screen size is smaller than display size + TraceLog(INFO, "UPSCALING: Required screen size: %i x %i -> Display size: %i x %i", screenWidth, screenHeight, displayWidth, displayHeight); + + // Upscaling to fit display with border-bars + float displayRatio = (float)displayWidth/(float)displayHeight; + float screenRatio = (float)screenWidth/(float)screenHeight; + + if (displayRatio <= screenRatio) + { + renderWidth = screenWidth; + renderHeight = (int)round((float)screenWidth/displayRatio); + renderOffsetX = 0; + renderOffsetY = (renderHeight - screenHeight); + } + else + { + renderWidth = (int)round((float)screenHeight*displayRatio); + renderHeight = screenHeight; + renderOffsetX = (renderWidth - screenWidth); + renderOffsetY = 0; + } } -#endif - else + else // screen == display { - currentKeyState[key] = action; - if (action == GLFW_PRESS) lastKeyPressed = key; + renderWidth = screenWidth; + renderHeight = screenHeight; + renderOffsetX = 0; + renderOffsetY = 0; } } -// GLFW3 Mouse Button Callback, runs on mouse button pressed -static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods) +// Initialize hi-resolution timer +static void InitTimer(void) { - currentMouseState[button] = action; - -#define ENABLE_MOUSE_GESTURES -#if defined(ENABLE_MOUSE_GESTURES) - // Process mouse events as touches to be able to use mouse-gestures - GestureEvent gestureEvent; - - // Register touch actions - if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) gestureEvent.touchAction = TOUCH_DOWN; - else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) gestureEvent.touchAction = TOUCH_UP; - - // NOTE: TOUCH_MOVE event is registered in MouseCursorPosCallback() - - // Assign a pointer ID - gestureEvent.pointerId[0] = 0; - - // Register touch points count - gestureEvent.pointCount = 1; - - // Register touch points position, only one point registered - gestureEvent.position[0] = GetMousePosition(); - - // Normalize gestureEvent.position[0] for screenWidth and screenHeight - gestureEvent.position[0].x /= (float)GetScreenWidth(); - gestureEvent.position[0].y /= (float)GetScreenHeight(); - - // Gesture data is sent to gestures system for processing - ProcessGestureEvent(gestureEvent); + srand(time(NULL)); // Initialize random seed + +#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) + struct timespec now; + + if (clock_gettime(CLOCK_MONOTONIC, &now) == 0) // Success + { + baseTime = (uint64_t)now.tv_sec*1000000000LLU + (uint64_t)now.tv_nsec; + } + else TraceLog(WARNING, "No hi-resolution timer available"); #endif + + previousTime = GetTime(); // Get time as double } -// GLFW3 Cursor Position Callback, runs on mouse move -static void MouseCursorPosCallback(GLFWwindow *window, double x, double y) +// Get current time measure (in seconds) since InitTimer() +static double GetTime(void) { -#define ENABLE_MOUSE_GESTURES -#if defined(ENABLE_MOUSE_GESTURES) - // Process mouse events as touches to be able to use mouse-gestures - GestureEvent gestureEvent; - - gestureEvent.touchAction = TOUCH_MOVE; - - // Assign a pointer ID - gestureEvent.pointerId[0] = 0; - - // Register touch points count - gestureEvent.pointCount = 1; - - // Register touch points position, only one point registered - gestureEvent.position[0] = (Vector2){ (float)x, (float)y }; - - touchPosition[0] = gestureEvent.position[0]; - - // Normalize gestureEvent.position[0] for screenWidth and screenHeight - gestureEvent.position[0].x /= (float)GetScreenWidth(); - gestureEvent.position[0].y /= (float)GetScreenHeight(); +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) + return glfwGetTime(); +#elif defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) + struct timespec ts; + clock_gettime(CLOCK_MONOTONIC, &ts); + uint64_t time = (uint64_t)ts.tv_sec*1000000000LLU + (uint64_t)ts.tv_nsec; - // Gesture data is sent to gestures system for processing - ProcessGestureEvent(gestureEvent); + return (double)(time - baseTime)*1e-9; #endif } -// GLFW3 Char Key Callback, runs on key pressed (get char value) -static void CharCallback(GLFWwindow *window, unsigned int key) +// Get one key state +static bool GetKeyStatus(int key) { - lastKeyPressed = key; - - //TraceLog(INFO, "Char Callback Key pressed: %i\n", key); +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) + return glfwGetKey(window, key); +#elif defined(PLATFORM_ANDROID) + // TODO: Check for virtual keyboard + return false; +#elif defined(PLATFORM_RPI) + // NOTE: Keys states are filled in PollInputEvents() + if (key < 0 || key > 511) return false; + else return currentKeyState[key]; +#endif } -// GLFW3 CursorEnter Callback, when cursor enters the window -static void CursorEnterCallback(GLFWwindow *window, int enter) +// Get one mouse button state +static bool GetMouseButtonStatus(int button) { - if (enter == true) cursorOnScreen = true; - else cursorOnScreen = false; +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) + return glfwGetMouseButton(window, button); +#elif defined(PLATFORM_ANDROID) + // TODO: Check for virtual mouse + return false; +#elif defined(PLATFORM_RPI) + // NOTE: Mouse buttons states are filled in PollInputEvents() + return currentMouseState[button]; +#endif } -// GLFW3 WindowSize Callback, runs when window is resized -// NOTE: Window resizing not allowed by default -static void WindowSizeCallback(GLFWwindow *window, int width, int height) +// Poll (store) all input events +static void PollInputEvents(void) { - // If window is resized, graphics device is re-initialized (but only ortho mode) - rlglInitGraphics(0, 0, width, height); - - // Window size must be updated to be used on 3D mode to get new aspect ratio (Begin3dMode()) - screenWidth = width; - screenHeight = height; - renderWidth = width; - renderHeight = height; + // NOTE: Gestures update must be called every frame to reset gestures correctly + // because ProcessGestureEvent() is just called on an event, not every frame + UpdateGestures(); - // NOTE: Postprocessing texture is not scaled to new size +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) + // Mouse input polling + double mouseX; + double mouseY; - // Background must be also re-cleared - ClearBackground(RAYWHITE); -} + glfwGetCursorPos(window, &mouseX, &mouseY); -// GLFW3 WindowIconify Callback, runs when window is minimized/restored -static void WindowIconifyCallback(GLFWwindow* window, int iconified) -{ - if (iconified) windowMinimized = true; // The window was iconified + mousePosition.x = (float)mouseX; + mousePosition.y = (float)mouseY; + + // Keyboard input polling (automatically managed by GLFW3 through callback) + lastKeyPressed = -1; + + // Register previous keys states + for (int i = 0; i < 512; i++) previousKeyState[i] = currentKeyState[i]; + + // Register previous mouse states + for (int i = 0; i < 3; i++) previousMouseState[i] = currentMouseState[i]; + + previousMouseWheelY = currentMouseWheelY; + currentMouseWheelY = 0; + + glfwPollEvents(); // Register keyboard/mouse events... and window events! +#elif defined(PLATFORM_ANDROID) + + // Register previous keys states + for (int i = 0; i < 128; i++) previousButtonState[i] = currentButtonState[i]; + + // Poll Events (registered events) + // NOTE: Activity is paused if not enabled (appEnabled) + while ((ident = ALooper_pollAll(appEnabled ? 0 : -1, NULL, &events,(void**)&source)) >= 0) + { + // Process this event + if (source != NULL) source->process(app, source); + + // NOTE: Never close window, native activity is controlled by the system! + if (app->destroyRequested != 0) + { + //TraceLog(INFO, "Closing Window..."); + //windowShouldClose = true; + //ANativeActivity_finish(app->activity); + } + } +#elif defined(PLATFORM_RPI) + + // NOTE: Mouse input events polling is done asynchonously in another pthread - MouseThread() + + // NOTE: Keyboard reading could be done using input_event(s) reading or just read from stdin, + // we use method 2 (stdin) but maybe in a future we should change to method 1... + ProcessKeyboard(); + + // NOTE: Gamepad (Joystick) input events polling is done asynchonously in another pthread - GamepadThread() + +#endif +} + +// Copy back buffer to front buffers +static void SwapBuffers(void) +{ +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) + glfwSwapBuffers(window); +#elif defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) + eglSwapBuffers(display, surface); +#endif +} + +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) +// Takes a screenshot and saves it in the same folder as executable +static void TakeScreenshot(void) +{ + static int shotNum = 0; // Screenshot number, increments every screenshot take during program execution + char buffer[20]; // Buffer to store file name + + unsigned char *imgData = rlglReadScreenPixels(renderWidth, renderHeight); + + sprintf(buffer, "screenshot%03i.png", shotNum); + + // Save image as PNG + WritePNG(buffer, imgData, renderWidth, renderHeight, 4); + + free(imgData); + + shotNum++; + + TraceLog(INFO, "[%s] Screenshot taken!", buffer); +} +#endif + +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) +// GLFW3 Error Callback, runs on GLFW3 error +static void ErrorCallback(int error, const char *description) +{ + TraceLog(WARNING, "[GLFW3 Error] Code: %i Decription: %s", error, description); +} + +// GLFW3 Srolling Callback, runs on mouse wheel +static void ScrollCallback(GLFWwindow *window, double xoffset, double yoffset) +{ + currentMouseWheelY = (int)yoffset; +} + +// GLFW3 Keyboard Callback, runs on key pressed +static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods) +{ + if (key == exitKey && action == GLFW_PRESS) + { + glfwSetWindowShouldClose(window, GL_TRUE); + + // NOTE: Before closing window, while loop must be left! + } +#if defined(PLATFORM_DESKTOP) + else if (key == GLFW_KEY_F12 && action == GLFW_PRESS) + { + TakeScreenshot(); + } +#endif + else + { + currentKeyState[key] = action; + if (action == GLFW_PRESS) lastKeyPressed = key; + } +} + +// GLFW3 Mouse Button Callback, runs on mouse button pressed +static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods) +{ + currentMouseState[button] = action; + +#define ENABLE_MOUSE_GESTURES +#if defined(ENABLE_MOUSE_GESTURES) + // Process mouse events as touches to be able to use mouse-gestures + GestureEvent gestureEvent; + + // Register touch actions + if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) gestureEvent.touchAction = TOUCH_DOWN; + else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) gestureEvent.touchAction = TOUCH_UP; + + // NOTE: TOUCH_MOVE event is registered in MouseCursorPosCallback() + + // Assign a pointer ID + gestureEvent.pointerId[0] = 0; + + // Register touch points count + gestureEvent.pointCount = 1; + + // Register touch points position, only one point registered + gestureEvent.position[0] = GetMousePosition(); + + // Normalize gestureEvent.position[0] for screenWidth and screenHeight + gestureEvent.position[0].x /= (float)GetScreenWidth(); + gestureEvent.position[0].y /= (float)GetScreenHeight(); + + // Gesture data is sent to gestures system for processing + ProcessGestureEvent(gestureEvent); +#endif +} + +// GLFW3 Cursor Position Callback, runs on mouse move +static void MouseCursorPosCallback(GLFWwindow *window, double x, double y) +{ +#define ENABLE_MOUSE_GESTURES +#if defined(ENABLE_MOUSE_GESTURES) + // Process mouse events as touches to be able to use mouse-gestures + GestureEvent gestureEvent; + + gestureEvent.touchAction = TOUCH_MOVE; + + // Assign a pointer ID + gestureEvent.pointerId[0] = 0; + + // Register touch points count + gestureEvent.pointCount = 1; + + // Register touch points position, only one point registered + gestureEvent.position[0] = (Vector2){ (float)x, (float)y }; + + touchPosition[0] = gestureEvent.position[0]; + + // Normalize gestureEvent.position[0] for screenWidth and screenHeight + gestureEvent.position[0].x /= (float)GetScreenWidth(); + gestureEvent.position[0].y /= (float)GetScreenHeight(); + + // Gesture data is sent to gestures system for processing + ProcessGestureEvent(gestureEvent); +#endif +} + +// GLFW3 Char Key Callback, runs on key pressed (get char value) +static void CharCallback(GLFWwindow *window, unsigned int key) +{ + lastKeyPressed = key; + + //TraceLog(INFO, "Char Callback Key pressed: %i\n", key); +} + +// GLFW3 CursorEnter Callback, when cursor enters the window +static void CursorEnterCallback(GLFWwindow *window, int enter) +{ + if (enter == true) cursorOnScreen = true; + else cursorOnScreen = false; +} + +// GLFW3 WindowSize Callback, runs when window is resized +// NOTE: Window resizing not allowed by default +static void WindowSizeCallback(GLFWwindow *window, int width, int height) +{ + // If window is resized, graphics device is re-initialized (but only ortho mode) + rlglInitGraphics(0, 0, width, height); + + // Window size must be updated to be used on 3D mode to get new aspect ratio (Begin3dMode()) + screenWidth = width; + screenHeight = height; + renderWidth = width; + renderHeight = height; + + // NOTE: Postprocessing texture is not scaled to new size + + // Background must be also re-cleared + ClearBackground(RAYWHITE); +} + +// GLFW3 WindowIconify Callback, runs when window is minimized/restored +static void WindowIconifyCallback(GLFWwindow* window, int iconified) +{ + if (iconified) windowMinimized = true; // The window was iconified else windowMinimized = false; // The window was restored } #endif @@ -2107,151 +2339,95 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event) } #endif -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) -// Takes a screenshot and saves it in the same folder as executable -static void TakeScreenshot(void) +#if defined(PLATFORM_WEB) +static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *e, void *userData) { - static int shotNum = 0; // Screenshot number, increments every screenshot take during program execution - char buffer[20]; // Buffer to store file name - - unsigned char *imgData = rlglReadScreenPixels(renderWidth, renderHeight); - - sprintf(buffer, "screenshot%03i.png", shotNum); + //isFullscreen: int e->isFullscreen + //fullscreenEnabled: int e->fullscreenEnabled + //fs element nodeName: (char *) e->nodeName + //fs element id: (char *) e->id + //Current element size: (int) e->elementWidth, (int) e->elementHeight + //Screen size:(int) e->screenWidth, (int) e->screenHeight - // Save image as PNG - WritePNG(buffer, imgData, renderWidth, renderHeight, 4); - - free(imgData); - - shotNum++; - - TraceLog(INFO, "[%s] Screenshot taken!", buffer); -} -#endif - -// Initialize hi-resolution timer -static void InitTimer(void) -{ - srand(time(NULL)); // Initialize random seed - -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) - struct timespec now; - - if (clock_gettime(CLOCK_MONOTONIC, &now) == 0) // Success + if (e->isFullscreen) { - baseTime = (uint64_t)now.tv_sec*1000000000LLU + (uint64_t)now.tv_nsec; + TraceLog(INFO, "Canvas scaled to fullscreen. ElementSize: (%ix%i), ScreenSize(%ix%i)", e->elementWidth, e->elementHeight, e->screenWidth, e->screenHeight); + } + else + { + TraceLog(INFO, "Canvas scaled to windowed. ElementSize: (%ix%i), ScreenSize(%ix%i)", e->elementWidth, e->elementHeight, e->screenWidth, e->screenHeight); } - else TraceLog(WARNING, "No hi-resolution timer available"); -#endif - - previousTime = GetTime(); // Get time as double -} - -// Get current time measure (in seconds) since InitTimer() -static double GetTime(void) -{ -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) - return glfwGetTime(); -#elif defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) - struct timespec ts; - clock_gettime(CLOCK_MONOTONIC, &ts); - uint64_t time = (uint64_t)ts.tv_sec*1000000000LLU + (uint64_t)ts.tv_nsec; - - return (double)(time - baseTime)*1e-9; -#endif -} - -// Get one key state -static bool GetKeyStatus(int key) -{ -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) - return glfwGetKey(window, key); -#elif defined(PLATFORM_ANDROID) - // TODO: Check for virtual keyboard - return false; -#elif defined(PLATFORM_RPI) - // NOTE: Keys states are filled in PollInputEvents() - if (key < 0 || key > 511) return false; - else return currentKeyState[key]; -#endif -} - -// Get one mouse button state -static bool GetMouseButtonStatus(int button) -{ -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) - return glfwGetMouseButton(window, button); -#elif defined(PLATFORM_ANDROID) - // TODO: Check for virtual mouse - return false; -#elif defined(PLATFORM_RPI) - // NOTE: Mouse buttons states are filled in PollInputEvents() - return currentMouseState[button]; -#endif -} - -// Poll (store) all input events -static void PollInputEvents(void) -{ - // NOTE: Gestures update must be called every frame to reset gestures correctly - // because ProcessGestureEvent() is just called on an event, not every frame - UpdateGestures(); -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) - // Mouse input polling - double mouseX; - double mouseY; - - glfwGetCursorPos(window, &mouseX, &mouseY); - - mousePosition.x = (float)mouseX; - mousePosition.y = (float)mouseY; - - // Keyboard input polling (automatically managed by GLFW3 through callback) - lastKeyPressed = -1; - - // Register previous keys states - for (int i = 0; i < 512; i++) previousKeyState[i] = currentKeyState[i]; + // TODO: Depending on scaling factor (screen vs element), calculate factor to scale mouse/touch input - // Register previous mouse states - for (int i = 0; i < 3; i++) previousMouseState[i] = currentMouseState[i]; + return 0; +} - previousMouseWheelY = currentMouseWheelY; - currentMouseWheelY = 0; +// Web: Get input events +static EM_BOOL EmscriptenInputCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData) +{ + /* + for (int i = 0; i < touchEvent->numTouches; i++) + { + long x, y, id; - glfwPollEvents(); // Register keyboard/mouse events... and window events! -#elif defined(PLATFORM_ANDROID) + if (!touchEvent->touches[i].isChanged) continue; - // Register previous keys states - for (int i = 0; i < 128; i++) previousButtonState[i] = currentButtonState[i]; + id = touchEvent->touches[i].identifier; + x = touchEvent->touches[i].canvasX; + y = touchEvent->touches[i].canvasY; + } + + printf("%s, numTouches: %d %s%s%s%s\n", emscripten_event_type_to_string(eventType), event->numTouches, + event->ctrlKey ? " CTRL" : "", event->shiftKey ? " SHIFT" : "", event->altKey ? " ALT" : "", event->metaKey ? " META" : ""); - // Poll Events (registered events) - // NOTE: Activity is paused if not enabled (appEnabled) - while ((ident = ALooper_pollAll(appEnabled ? 0 : -1, NULL, &events,(void**)&source)) >= 0) + for(int i = 0; i < event->numTouches; ++i) { - // Process this event - if (source != NULL) source->process(app, source); - - // NOTE: Never close window, native activity is controlled by the system! - if (app->destroyRequested != 0) - { - //TraceLog(INFO, "Closing Window..."); - //windowShouldClose = true; - //ANativeActivity_finish(app->activity); - } + const EmscriptenTouchPoint *t = &event->touches[i]; + + printf(" %ld: screen: (%ld,%ld), client: (%ld,%ld), page: (%ld,%ld), isChanged: %d, onTarget: %d, canvas: (%ld, %ld)\n", + t->identifier, t->screenX, t->screenY, t->clientX, t->clientY, t->pageX, t->pageY, t->isChanged, t->onTarget, t->canvasX, t->canvasY); } -#elif defined(PLATFORM_RPI) + */ + + GestureEvent gestureEvent; - // NOTE: Mouse input events polling is done asynchonously in another pthread - MouseThread() + // Register touch actions + if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) gestureEvent.touchAction = TOUCH_DOWN; + else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) gestureEvent.touchAction = TOUCH_UP; + else if (eventType == EMSCRIPTEN_EVENT_TOUCHMOVE) gestureEvent.touchAction = TOUCH_MOVE; + + // Register touch points count + gestureEvent.pointCount = touchEvent->numTouches; + + // Register touch points id + gestureEvent.pointerId[0] = touchEvent->touches[0].identifier; + gestureEvent.pointerId[1] = touchEvent->touches[1].identifier; + + // Register touch points position + // NOTE: Only two points registered + // TODO: Touch data should be scaled accordingly! + //gestureEvent.position[0] = (Vector2){ touchEvent->touches[0].canvasX, touchEvent->touches[0].canvasY }; + //gestureEvent.position[1] = (Vector2){ touchEvent->touches[1].canvasX, touchEvent->touches[1].canvasY }; + gestureEvent.position[0] = (Vector2){ touchEvent->touches[0].targetX, touchEvent->touches[0].targetY }; + gestureEvent.position[1] = (Vector2){ touchEvent->touches[1].targetX, touchEvent->touches[1].targetY }; - // NOTE: Keyboard reading could be done using input_event(s) reading or just read from stdin, - // we use method 2 (stdin) but maybe in a future we should change to method 1... - ProcessKeyboard(); + touchPosition[0] = gestureEvent.position[0]; + touchPosition[1] = gestureEvent.position[1]; + + // Normalize gestureEvent.position[x] for screenWidth and screenHeight + gestureEvent.position[0].x /= (float)GetScreenWidth(); + gestureEvent.position[0].y /= (float)GetScreenHeight(); + + gestureEvent.position[1].x /= (float)GetScreenWidth(); + gestureEvent.position[1].y /= (float)GetScreenHeight(); - // NOTE: Gamepad (Joystick) input events polling is done asynchonously in another pthread - GamepadThread() + // Gesture data is sent to gestures system for processing + ProcessGestureEvent(gestureEvent); // Process obtained gestures data -#endif + return 1; } +#endif #if defined(PLATFORM_RPI) // Initialize Keyboard system (using standard input) @@ -2571,183 +2747,6 @@ static void *GamepadThread(void *arg) } #endif -// Copy back buffer to front buffers -static void SwapBuffers(void) -{ -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) - glfwSwapBuffers(window); -#elif defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) - eglSwapBuffers(display, surface); -#endif -} - -// Compute framebuffer size relative to screen size and display size -// NOTE: Global variables renderWidth/renderHeight can be modified -static void SetupFramebufferSize(int displayWidth, int displayHeight) -{ - // TODO: SetupFramebufferSize() does not consider properly display video modes. - // It setups a renderWidth/renderHeight with black bars that could not match a valid video mode, - // and so, framebuffer is not scaled properly to some monitors. - - // Calculate renderWidth and renderHeight, we have the display size (input params) and the desired screen size (global var) - if ((screenWidth > displayWidth) || (screenHeight > displayHeight)) - { - TraceLog(WARNING, "DOWNSCALING: Required screen size (%ix%i) is bigger than display size (%ix%i)", screenWidth, screenHeight, displayWidth, displayHeight); - - // Downscaling to fit display with border-bars - float widthRatio = (float)displayWidth/(float)screenWidth; - float heightRatio = (float)displayHeight/(float)screenHeight; - - if (widthRatio <= heightRatio) - { - renderWidth = displayWidth; - renderHeight = (int)round((float)screenHeight*widthRatio); - renderOffsetX = 0; - renderOffsetY = (displayHeight - renderHeight); - } - else - { - renderWidth = (int)round((float)screenWidth*heightRatio); - renderHeight = displayHeight; - renderOffsetX = (displayWidth - renderWidth); - renderOffsetY = 0; - } - - // NOTE: downscale matrix required! - float scaleRatio = (float)renderWidth/(float)screenWidth; - - downscaleView = MatrixScale(scaleRatio, scaleRatio, scaleRatio); - - // NOTE: We render to full display resolution! - // We just need to calculate above parameters for downscale matrix and offsets - renderWidth = displayWidth; - renderHeight = displayHeight; - - TraceLog(WARNING, "Downscale matrix generated, content will be rendered at: %i x %i", renderWidth, renderHeight); - } - else if ((screenWidth < displayWidth) || (screenHeight < displayHeight)) - { - // Required screen size is smaller than display size - TraceLog(INFO, "UPSCALING: Required screen size: %i x %i -> Display size: %i x %i", screenWidth, screenHeight, displayWidth, displayHeight); - - // Upscaling to fit display with border-bars - float displayRatio = (float)displayWidth/(float)displayHeight; - float screenRatio = (float)screenWidth/(float)screenHeight; - - if (displayRatio <= screenRatio) - { - renderWidth = screenWidth; - renderHeight = (int)round((float)screenWidth/displayRatio); - renderOffsetX = 0; - renderOffsetY = (renderHeight - screenHeight); - } - else - { - renderWidth = (int)round((float)screenHeight*displayRatio); - renderHeight = screenHeight; - renderOffsetX = (renderWidth - screenWidth); - renderOffsetY = 0; - } - } - else // screen == display - { - renderWidth = screenWidth; - renderHeight = screenHeight; - renderOffsetX = 0; - renderOffsetY = 0; - } -} - -#if defined(PLATFORM_WEB) -static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *e, void *userData) -{ - //isFullscreen: int e->isFullscreen - //fullscreenEnabled: int e->fullscreenEnabled - //fs element nodeName: (char *) e->nodeName - //fs element id: (char *) e->id - //Current element size: (int) e->elementWidth, (int) e->elementHeight - //Screen size:(int) e->screenWidth, (int) e->screenHeight - - if (e->isFullscreen) - { - TraceLog(INFO, "Canvas scaled to fullscreen. ElementSize: (%ix%i), ScreenSize(%ix%i)", e->elementWidth, e->elementHeight, e->screenWidth, e->screenHeight); - } - else - { - TraceLog(INFO, "Canvas scaled to windowed. ElementSize: (%ix%i), ScreenSize(%ix%i)", e->elementWidth, e->elementHeight, e->screenWidth, e->screenHeight); - } - - // TODO: Depending on scaling factor (screen vs element), calculate factor to scale mouse/touch input - - return 0; -} - -// Web: Get input events -static EM_BOOL EmscriptenInputCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData) -{ - /* - for (int i = 0; i < touchEvent->numTouches; i++) - { - long x, y, id; - - if (!touchEvent->touches[i].isChanged) continue; - - id = touchEvent->touches[i].identifier; - x = touchEvent->touches[i].canvasX; - y = touchEvent->touches[i].canvasY; - } - - printf("%s, numTouches: %d %s%s%s%s\n", emscripten_event_type_to_string(eventType), event->numTouches, - event->ctrlKey ? " CTRL" : "", event->shiftKey ? " SHIFT" : "", event->altKey ? " ALT" : "", event->metaKey ? " META" : ""); - - for(int i = 0; i < event->numTouches; ++i) - { - const EmscriptenTouchPoint *t = &event->touches[i]; - - printf(" %ld: screen: (%ld,%ld), client: (%ld,%ld), page: (%ld,%ld), isChanged: %d, onTarget: %d, canvas: (%ld, %ld)\n", - t->identifier, t->screenX, t->screenY, t->clientX, t->clientY, t->pageX, t->pageY, t->isChanged, t->onTarget, t->canvasX, t->canvasY); - } - */ - - GestureEvent gestureEvent; - - // Register touch actions - if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) gestureEvent.touchAction = TOUCH_DOWN; - else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) gestureEvent.touchAction = TOUCH_UP; - else if (eventType == EMSCRIPTEN_EVENT_TOUCHMOVE) gestureEvent.touchAction = TOUCH_MOVE; - - // Register touch points count - gestureEvent.pointCount = touchEvent->numTouches; - - // Register touch points id - gestureEvent.pointerId[0] = touchEvent->touches[0].identifier; - gestureEvent.pointerId[1] = touchEvent->touches[1].identifier; - - // Register touch points position - // NOTE: Only two points registered - // TODO: Touch data should be scaled accordingly! - //gestureEvent.position[0] = (Vector2){ touchEvent->touches[0].canvasX, touchEvent->touches[0].canvasY }; - //gestureEvent.position[1] = (Vector2){ touchEvent->touches[1].canvasX, touchEvent->touches[1].canvasY }; - gestureEvent.position[0] = (Vector2){ touchEvent->touches[0].targetX, touchEvent->touches[0].targetY }; - gestureEvent.position[1] = (Vector2){ touchEvent->touches[1].targetX, touchEvent->touches[1].targetY }; - - touchPosition[0] = gestureEvent.position[0]; - touchPosition[1] = gestureEvent.position[1]; - - // Normalize gestureEvent.position[x] for screenWidth and screenHeight - gestureEvent.position[0].x /= (float)GetScreenWidth(); - gestureEvent.position[0].y /= (float)GetScreenHeight(); - - gestureEvent.position[1].x /= (float)GetScreenWidth(); - gestureEvent.position[1].y /= (float)GetScreenHeight(); - - // Gesture data is sent to gestures system for processing - ProcessGestureEvent(gestureEvent); // Process obtained gestures data - - return 1; -} -#endif - // Plays raylib logo appearing animation static void LogoAnimation(void) { -- cgit v1.2.3 From fd67e31f630476980eb09e49177958703db5b3d3 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Tue, 3 May 2016 19:27:06 +0200 Subject: Renamed function for consistency --- examples/core_world_screen.c | 2 +- src/core.c | 4 ++-- src/raylib.h | 2 +- 3 files changed, 4 insertions(+), 4 deletions(-) (limited to 'src/core.c') diff --git a/examples/core_world_screen.c b/examples/core_world_screen.c index d89a296b..f3798830 100644 --- a/examples/core_world_screen.c +++ b/examples/core_world_screen.c @@ -43,7 +43,7 @@ int main() UpdateCamera(&camera); // Update internal camera and our camera // Calculate cube screen space position (with a little offset to be in top) - cubeScreenPosition = WorldToScreen((Vector3){cubePosition.x, cubePosition.y + 2.5f, cubePosition.z}, camera); + cubeScreenPosition = GetWorldToScreen((Vector3){cubePosition.x, cubePosition.y + 2.5f, cubePosition.z}, camera); //---------------------------------------------------------------------------------- // Draw diff --git a/src/core.c b/src/core.c index b27712a7..669010f9 100644 --- a/src/core.c +++ b/src/core.c @@ -905,7 +905,7 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera) Vector3 farPoint = rlglUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView); #else // OPTION 2: Compute unprojection directly here - + // Calculate unproject matrix (multiply projection matrix and view matrix) and invert it Matrix matProjView = MatrixMultiply(matProj, matView); MatrixInvert(&matProjView); @@ -935,7 +935,7 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera) } // Returns the screen space position from a 3d world space position -Vector2 WorldToScreen(Vector3 position, Camera camera) +Vector2 GetWorldToScreen(Vector3 position, Camera camera) { // Calculate projection matrix (from perspective instead of frustum Matrix matProj = MatrixPerspective(camera.fovy, (double)GetScreenWidth()/(double)GetScreenHeight(), 0.01, 1000.0); diff --git a/src/raylib.h b/src/raylib.h index bc98181b..8af7d2fb 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -586,7 +586,7 @@ void BeginTextureMode(RenderTexture2D target); // Initializes rende void EndTextureMode(void); // Ends drawing to render texture Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position -Vector2 WorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position +Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix) void SetTargetFPS(int fps); // Set target FPS (maximum) -- cgit v1.2.3 From ec72a8868e61507a3dfdc83bfe30c7110fc3051f Mon Sep 17 00:00:00 2001 From: raysan5 Date: Sat, 7 May 2016 18:04:22 +0200 Subject: Comment tweak --- src/core.c | 1 + 1 file changed, 1 insertion(+) (limited to 'src/core.c') diff --git a/src/core.c b/src/core.c index 669010f9..54d42f83 100644 --- a/src/core.c +++ b/src/core.c @@ -1448,6 +1448,7 @@ static void InitDisplay(int width, int height) glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.3 and above! // Other values: GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_FALSE); // Fordward Compatibility Hint: Only 3.3 and above! + //glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE); } if (fullscreen) -- cgit v1.2.3 From b46a8005979bb626f4e7a7199932c4b85e9efb3a Mon Sep 17 00:00:00 2001 From: Chris Hemingway Date: Sat, 14 May 2016 01:10:05 +0100 Subject: Make GRAPHICS_API_OPENGL_33 work on OSX, closes #113 --- src/core.c | 4 ++++ 1 file changed, 4 insertions(+) (limited to 'src/core.c') diff --git a/src/core.c b/src/core.c index 54d42f83..a94ad48d 100644 --- a/src/core.c +++ b/src/core.c @@ -1447,7 +1447,11 @@ static void InitDisplay(int width, int height) glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint) glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.3 and above! // Other values: GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE +#ifdef __APPLE__ + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // OSX Requires +#else glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_FALSE); // Fordward Compatibility Hint: Only 3.3 and above! +#endif //glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE); } -- cgit v1.2.3