Merge branch 'raysan5:master' into Add-RL_POINTS

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Maicon Santana 2026-06-04 10:05:15 +01:00 • committed by GitHub
commit 4b28f75aeb
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32 changed files with 858 additions and 650 deletions

2
.gitignore vendored
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@ -65,7 +65,7 @@ src/external/SDL3
# Emscripten # Emscripten
emsdk emsdk
# Ignore wasm data in examples/ # Ignore binaries generated in examples/
examples/**/* examples/**/*
!examples/**/*.* !examples/**/*.*
!examples/**/*/ !examples/**/*/

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@ -11,7 +11,7 @@ Some people ported raylib to other languages in the form of bindings or wrappers
| [raylib-beef](https://github.com/Starpelly/raylib-beef) | **5.5** | [Beef](https://www.beeflang.org) | MIT | | [raylib-beef](https://github.com/Starpelly/raylib-beef) | **5.5** | [Beef](https://www.beeflang.org) | MIT |
| [raybit](https://github.com/Alex-Velez/raybit) | **5.0** | [Brainfuck](https://en.wikipedia.org/wiki/Brainfuck) | MIT | | [raybit](https://github.com/Alex-Velez/raybit) | **5.0** | [Brainfuck](https://en.wikipedia.org/wiki/Brainfuck) | MIT |
| [raylib-c3](https://github.com/c3lang/vendor/tree/main/libraries/raylib6.c3l) | **6** | [C3](https://c3-lang.org) | MIT | | [raylib-c3](https://github.com/c3lang/vendor/tree/main/libraries/raylib6.c3l) | **6** | [C3](https://c3-lang.org) | MIT |
| [raylib-cs](https://github.com/raylib-cs/raylib-cs) | **5.5** | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | Zlib | | [raylib-cs](https://github.com/raylib-cs/raylib-cs) | **6.0** | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | Zlib |
| [Raylib-CsLo](https://github.com/NotNotTech/Raylib-CsLo) | 4.2 | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | MPL-2.0 | | [Raylib-CsLo](https://github.com/NotNotTech/Raylib-CsLo) | 4.2 | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | MPL-2.0 |
| [Raylib-CSharp-Vinculum](https://github.com/ZeroElectric/Raylib-CSharp-Vinculum) | **5.0** | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | MPL-2.0 | | [Raylib-CSharp-Vinculum](https://github.com/ZeroElectric/Raylib-CSharp-Vinculum) | **5.0** | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | MPL-2.0 |
| [Raylib-CSharp](https://github.com/MrScautHD/Raylib-CSharp) | **5.5** | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | MIT | | [Raylib-CSharp](https://github.com/MrScautHD/Raylib-CSharp) | **5.5** | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | MIT |
@ -37,7 +37,7 @@ Some people ported raylib to other languages in the form of bindings or wrappers
| [raylib-freebasic](https://github.com/WIITD/raylib-freebasic) | **5.0** | [FreeBASIC](https://www.freebasic.net) | MIT | | [raylib-freebasic](https://github.com/WIITD/raylib-freebasic) | **5.0** | [FreeBASIC](https://www.freebasic.net) | MIT |
| [raylib.f](https://github.com/cthulhuology/raylib.f) | **5.5** | [Forth](https://forth.com) | Zlib | | [raylib.f](https://github.com/cthulhuology/raylib.f) | **5.5** | [Forth](https://forth.com) | Zlib |
| [fortran-raylib](https://github.com/interkosmos/fortran-raylib) | **5.5** | [Fortran](https://fortran-lang.org) | ISC | | [fortran-raylib](https://github.com/interkosmos/fortran-raylib) | **5.5** | [Fortran](https://fortran-lang.org) | ISC |
| [raylib-go](https://github.com/gen2brain/raylib-go) | **5.5** | [Go](https://golang.org) | Zlib | | [raylib-go](https://github.com/gen2brain/raylib-go) | **6.0** | [Go](https://golang.org) | Zlib |
| [raylib-guile](https://github.com/petelliott/raylib-guile) | **auto** | [Guile](https://www.gnu.org/software/guile) | Zlib | | [raylib-guile](https://github.com/petelliott/raylib-guile) | **auto** | [Guile](https://www.gnu.org/software/guile) | Zlib |
| [gforth-raylib](https://github.com/ArnautDaniel/gforth-raylib) | 3.5 | [Gforth](https://gforth.org) | **???** | | [gforth-raylib](https://github.com/ArnautDaniel/gforth-raylib) | 3.5 | [Gforth](https://gforth.org) | **???** |
| [h-raylib](https://github.com/Anut-py/h-raylib) | **5.5-dev** | [Haskell](https://haskell.org) | Apache-2.0 | | [h-raylib](https://github.com/Anut-py/h-raylib) | **5.5-dev** | [Haskell](https://haskell.org) | Apache-2.0 |
@ -49,7 +49,7 @@ Some people ported raylib to other languages in the form of bindings or wrappers
| [Raylib.jl](https://github.com/chengchingwen/Raylib.jl) | 4.2 | [Julia](https://julialang.org) | Zlib | | [Raylib.jl](https://github.com/chengchingwen/Raylib.jl) | 4.2 | [Julia](https://julialang.org) | Zlib |
| [kaylib](https://github.com/electronstudio/kaylib) | 3.7 | [Kotlin/native](https://kotlinlang.org) | **???** | | [kaylib](https://github.com/electronstudio/kaylib) | 3.7 | [Kotlin/native](https://kotlinlang.org) | **???** |
| [KaylibKit](https://codeberg.org/Kenta/KaylibKit) | 4.5 | [Kotlin/native](https://kotlinlang.org) | Zlib | | [KaylibKit](https://codeberg.org/Kenta/KaylibKit) | 4.5 | [Kotlin/native](https://kotlinlang.org) | Zlib |
| [raylib-lua](https://github.com/TSnake41/raylib-lua) | 5.0 | [Lua](http://www.lua.org) | ISC | | [raylib-lua](https://github.com/TSnake41/raylib-lua) | 5.5 | [Lua](http://www.lua.org) | ISC |
| [raylib-lua-bindings (WIP)](https://github.com/legendaryredfox/raylib-lua-bindings) | 5.5 | [Lua](http://www.lua.org) | ISC | | [raylib-lua-bindings (WIP)](https://github.com/legendaryredfox/raylib-lua-bindings) | 5.5 | [Lua](http://www.lua.org) | ISC |
| [ReiLua](https://github.com/nullstare/ReiLua) | 5.5 | [Lua](http://www.lua.org) | MIT | | [ReiLua](https://github.com/nullstare/ReiLua) | 5.5 | [Lua](http://www.lua.org) | MIT |
| [raylib-lua-sol](https://github.com/RobLoach/raylib-lua-sol) | 5.5 | [Lua](http://www.lua.org) | Zlib | | [raylib-lua-sol](https://github.com/RobLoach/raylib-lua-sol) | 5.5 | [Lua](http://www.lua.org) | Zlib |
@ -90,7 +90,7 @@ Some people ported raylib to other languages in the form of bindings or wrappers
| [raylib-vapi](https://github.com/lxmcf/raylib-vapi) | **6.0** | [Vala](https://vala.dev) | Zlib | | [raylib-vapi](https://github.com/lxmcf/raylib-vapi) | **6.0** | [Vala](https://vala.dev) | Zlib |
| [raylib-wave](https://github.com/wavefnd/raylib-wave) | **auto** |[Wave](http://wave-lang.dev) | Zlib | | [raylib-wave](https://github.com/wavefnd/raylib-wave) | **auto** |[Wave](http://wave-lang.dev) | Zlib |
| [raylib-wren](https://github.com/TSnake41/raylib-wren) | 4.5 | [Wren](http://wren.io) | ISC | | [raylib-wren](https://github.com/TSnake41/raylib-wren) | 4.5 | [Wren](http://wren.io) | ISC |
| [raylib-zig](https://github.com/raylib-zig/raylib-zig) | **5.6-dev** | [Zig](https://ziglang.org) | MIT | | [raylib-zig](https://github.com/raylib-zig/raylib-zig) | **6.0** | [Zig](https://ziglang.org) | MIT |
| [raylib.zig](https://github.com/ryupold/raylib.zig) | **5.1-dev** | [Zig](https://ziglang.org) | MIT | | [raylib.zig](https://github.com/ryupold/raylib.zig) | **5.1-dev** | [Zig](https://ziglang.org) | MIT |
| [raylib-zig-bindings](https://github.com/L-Briand/raylib-zig-bindings) | **5.0** | [Zig](https://ziglang.org) | Zlib | | [raylib-zig-bindings](https://github.com/L-Briand/raylib-zig-bindings) | **5.0** | [Zig](https://ziglang.org) | Zlib |
| [hare-raylib](https://git.sr.ht/~evantj/hare-raylib) | **auto** | [Hare](https://harelang.org) | Zlib | | [hare-raylib](https://git.sr.ht/~evantj/hare-raylib) | **auto** | [Hare](https://harelang.org) | Zlib |

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@ -1,4 +1,4 @@
cmake_minimum_required(VERSION 3.25) cmake_minimum_required(VERSION 3.22)
#this change avoid the warning that appear when we include raylib using Cmake fatch content #this change avoid the warning that appear when we include raylib using Cmake fatch content
project(raylib) project(raylib)
@ -29,7 +29,7 @@ include(CompilerFlags)
# Registers build options that are exposed to cmake # Registers build options that are exposed to cmake
include(CMakeOptions.txt) include(CMakeOptions.txt)
if (UNIX AND NOT APPLE AND NOT "${PLATFORM}" MATCHES "DRM" AND NOT "${PLATFORM}" MATCHES "Web") if (UNIX AND NOT APPLE AND NOT "${PLATFORM}" MATCHES "DRM" AND NOT "${PLATFORM}" MATCHES "Web" AND NOT "${PLATFORM}" MATCHES "SDL")
if (NOT GLFW_BUILD_WAYLAND AND NOT GLFW_BUILD_X11) if (NOT GLFW_BUILD_WAYLAND AND NOT GLFW_BUILD_X11)
message(FATAL_ERROR "Cannot disable both Wayland and X11") message(FATAL_ERROR "Cannot disable both Wayland and X11")
endif() endif()

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@ -739,7 +739,6 @@ fn addExamples(
.root_module = exe_mod, .root_module = exe_mod,
.use_lld = target.result.os.tag == .windows, .use_lld = target.result.os.tag == .windows,
}); });
b.installArtifact(exe);
const install_cmd = b.addInstallArtifact(exe, .{ .dest_sub_path = b.fmt("{s}/{s}", .{ module, filename }) }); const install_cmd = b.addInstallArtifact(exe, .{ .dest_sub_path = b.fmt("{s}/{s}", .{ module, filename }) });

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@ -53,13 +53,19 @@ int main(void)
Model model = LoadModel("resources/models/gltf/robot.glb"); // Load character model Model model = LoadModel("resources/models/gltf/robot.glb"); // Load character model
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model world position Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model world position
#if SUPPORT_GPU_SKINNING
// WARNING: SUPPORT_GPU_SKINNING is required to be enabled at raylib compile time (disabled by default)
// It will skip loading CPU required buffers to store animation updated data, so, both modes are exclusive
// Load skinning shader // Load skinning shader
// WARNING: It requires SUPPORT_GPU_SKINNING enabled on raylib (disabled by default) // NOTE: It must be a valid shader, following raylib attribs/uniform conventions for GPU skinning
Shader skinningShader = LoadShader(TextFormat("resources/shaders/glsl%i/skinning.vs", GLSL_VERSION), Shader skinningShader = LoadShader(TextFormat("resources/shaders/glsl%i/skinning.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION)); TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION));
// Assign skinning shader to all materials shaders // Skinning shader could be required to be assigned to all materials shaders, just to make
//for (int i = 0; i < model.materialCount; i++) model.materials[i].shader = skinningShader; // sure required uniforms are being updated for the mesh using that material (and shader)
for (int i = 0; i < model.materialCount; i++) model.materials[i].shader = skinningShader;
#endif
// Load model animations // Load model animations
int animCount = 0; int animCount = 0;
@ -244,6 +250,12 @@ int main(void)
if (GuiDropdownBox((Rectangle){ GetScreenWidth() - 170.0f, 10, 160, 24 }, TextJoin(animNames, animCount, ";"), if (GuiDropdownBox((Rectangle){ GetScreenWidth() - 170.0f, 10, 160, 24 }, TextJoin(animNames, animCount, ";"),
&animIndex1, dropdownEditMode1)) dropdownEditMode1 = !dropdownEditMode1; &animIndex1, dropdownEditMode1)) dropdownEditMode1 = !dropdownEditMode1;
GuiSetStyle(LABEL, TEXT_ALIGNMENT, TEXT_ALIGN_CENTER);
GuiSetStyle(DEFAULT, TEXT_SIZE, GuiGetFont().baseSize*2);
GuiLabel((Rectangle){ 0, GetScreenHeight() - 100.0f, GetScreenWidth(), 40 }, "PRESS SPACE to START BLENDING");
GuiSetStyle(DEFAULT, TEXT_SIZE, GuiGetFont().baseSize);
GuiSetStyle(LABEL, TEXT_ALIGNMENT, TEXT_ALIGN_LEFT);
// Draw playing timeline with keyframes for anim0[] // Draw playing timeline with keyframes for anim0[]
GuiProgressBar((Rectangle){ 60, GetScreenHeight() - 60.0f, GetScreenWidth() - 180.0f, 20 }, "ANIM 0", GuiProgressBar((Rectangle){ 60, GetScreenHeight() - 60.0f, GetScreenWidth() - 180.0f, 20 }, "ANIM 0",
TextFormat("FRAME: %.2f / %i", animFrameProgress0, anims[animIndex0].keyframeCount), TextFormat("FRAME: %.2f / %i", animFrameProgress0, anims[animIndex0].keyframeCount),
@ -269,7 +281,9 @@ int main(void)
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
UnloadModelAnimations(anims, animCount); // Unload model animation UnloadModelAnimations(anims, animCount); // Unload model animation
UnloadModel(model); // Unload model and meshes/material UnloadModel(model); // Unload model and meshes/material
#if SUPPORT_GPU_SKINNING
UnloadShader(skinningShader); // Unload GPU skinning shader UnloadShader(skinningShader); // Unload GPU skinning shader
#endif
CloseWindow(); // Close window and OpenGL context CloseWindow(); // Close window and OpenGL context
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

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@ -52,12 +52,19 @@ int main(void)
Model model = LoadModel("resources/models/gltf/greenman.glb"); // Load character model Model model = LoadModel("resources/models/gltf/greenman.glb"); // Load character model
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
#if SUPPORT_GPU_SKINNING
// WARNING: SUPPORT_GPU_SKINNING is required to be enabled at raylib compile time (disabled by default)
// It will skip loading CPU required buffers to store animation updated data, so, both modes are exclusive
// Load skinning shader // Load skinning shader
// WARNING: GPU skinning must be enabled in raylib with a compilation flag, // NOTE: It must be a valid shader, following raylib attribs/uniform conventions for GPU skinning
// if not enabled, CPU skinning will be used instead
Shader skinningShader = LoadShader(TextFormat("resources/shaders/glsl%i/skinning.vs", GLSL_VERSION), Shader skinningShader = LoadShader(TextFormat("resources/shaders/glsl%i/skinning.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION)); TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION));
model.materials[1].shader = skinningShader;
// Skinning shader could be required to be assigned to all materials shaders, just to make
// sure required uniforms are being updated for the mesh using that material (and shader)
model.materials[1].shader = skinningShader; // Just assigning to materials[1] for this model
#endif
// Load gltf model animations // Load gltf model animations
int animCount = 0; int animCount = 0;
@ -111,7 +118,9 @@ int main(void)
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
UnloadModelAnimations(anims, animCount); // Unload model animation UnloadModelAnimations(anims, animCount); // Unload model animation
UnloadModel(model); // Unload model and meshes/material UnloadModel(model); // Unload model and meshes/material
#if SUPPORT_GPU_SKINNING
UnloadShader(skinningShader); // Unload GPU skinning shader UnloadShader(skinningShader); // Unload GPU skinning shader
#endif
CloseWindow(); // Close window and OpenGL context CloseWindow(); // Close window and OpenGL context
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

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@ -28,7 +28,7 @@
#include "raylib.h" #include "raylib.h"
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_DESKTOP_SDL) #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_DESKTOP_SDL) || defined(PLATFORM_DESKTOP_RGFW)
#if defined(GRAPHICS_API_OPENGL_ES2) #if defined(GRAPHICS_API_OPENGL_ES2)
#include "glad_gles2.h" // Required for: OpenGL functionality #include "glad_gles2.h" // Required for: OpenGL functionality
#define glGenVertexArrays glGenVertexArraysOES #define glGenVertexArrays glGenVertexArraysOES

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@ -30,14 +30,22 @@ set(raylib_public_headers
# Sources to be compiled # Sources to be compiled
set(raylib_sources set(raylib_sources
raudio.c
rcore.c rcore.c
rmodels.c
rshapes.c rshapes.c
rtext.c rtext.c
rtextures.c rtextures.c
) )
# Only build raudio if it's enabled
if (NOT DEFINED SUPPORT_MODULE_RAUDIO OR SUPPORT_MODULE_RAUDIO)
list(APPEND raylib_sources raudio.c)
endif()
# Only build rmodels if it's enabled
if (NOT DEFINED SUPPORT_MODULE_RMODELS OR SUPPORT_MODULE_RMODELS)
list(APPEND raylib_sources rmodels.c)
endif()
# <root>/cmake/GlfwImport.cmake handles the details around the inclusion of glfw # <root>/cmake/GlfwImport.cmake handles the details around the inclusion of glfw
if (NOT ${PLATFORM} MATCHES "Web") if (NOT ${PLATFORM} MATCHES "Web")
include(GlfwImport) include(GlfwImport)
@ -48,10 +56,10 @@ endif ()
# Produces a variable LIBS_PRIVATE that will be used later # Produces a variable LIBS_PRIVATE that will be used later
include(LibraryConfigurations) include(LibraryConfigurations)
if (SUPPORT_MODULE_RAUDIO) if (DEFINED SUPPORT_MODULE_RAUDIO AND NOT SUPPORT_MODULE_RAUDIO)
MESSAGE(STATUS "Audio Backend: miniaudio")
else ()
MESSAGE(STATUS "Audio Backend: None (-DCUSTOMIZE_BUILD=ON -DSUPPORT_MODULE_RAUDIO=OFF)") MESSAGE(STATUS "Audio Backend: None (-DCUSTOMIZE_BUILD=ON -DSUPPORT_MODULE_RAUDIO=OFF)")
else ()
MESSAGE(STATUS "Audio Backend: miniaudio")
endif () endif ()
add_library(raylib ${raylib_sources} ${raylib_public_headers}) add_library(raylib ${raylib_sources} ${raylib_public_headers})

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@ -240,6 +240,9 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
ifeq ($(ANDROID_ARCH),x86_64) ifeq ($(ANDROID_ARCH),x86_64)
ANDROID_COMPILER_ARCH = x86_64 ANDROID_COMPILER_ARCH = x86_64
endif endif
ifndef ANDROID_COMPILER_ARCH
$(error ANDROID_COMPILER_ARCH: Unknown ANDROID_ARCH=$(ANDROID_ARCH))
endif
endif endif
# Define raylib graphics api depending on selected platform # Define raylib graphics api depending on selected platform

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@ -41495,11 +41495,11 @@ Web Audio Backend
#ifdef MA_HAS_WEBAUDIO #ifdef MA_HAS_WEBAUDIO
#include <emscripten/emscripten.h> #include <emscripten/emscripten.h>
#if (__EMSCRIPTEN_major__ > 3) || (__EMSCRIPTEN_major__ == 3 && (__EMSCRIPTEN_minor__ > 1 || (__EMSCRIPTEN_minor__ == 1 && __EMSCRIPTEN_tiny__ >= 32))) #if (__EMSCRIPTEN_MAJOR__ > 3) || (__EMSCRIPTEN_MAJOR__ == 3 && (__EMSCRIPTEN_MINOR__ > 1 || (__EMSCRIPTEN_MINOR__ == 1 && __EMSCRIPTEN_TINY__ >= 32)))
#include <emscripten/webaudio.h> #include <emscripten/webaudio.h>
#define MA_SUPPORT_AUDIO_WORKLETS #define MA_SUPPORT_AUDIO_WORKLETS
#if (__EMSCRIPTEN_major__ > 3) || (__EMSCRIPTEN_major__ == 3 && (__EMSCRIPTEN_minor__ > 1 || (__EMSCRIPTEN_minor__ == 1 && __EMSCRIPTEN_tiny__ >= 70))) #if (__EMSCRIPTEN_MAJOR__ > 3) || (__EMSCRIPTEN_MAJOR__ == 3 && (__EMSCRIPTEN_MINOR__ > 1 || (__EMSCRIPTEN_MINOR__ == 1 && __EMSCRIPTEN_TINY__ >= 70)))
#define MA_SUPPORT_AUDIO_WORKLETS_VARIABLE_BUFFER_SIZE #define MA_SUPPORT_AUDIO_WORKLETS_VARIABLE_BUFFER_SIZE
#endif #endif
#endif #endif

291
src/external/rlsw.h vendored
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@ -164,18 +164,10 @@
#endif #endif
#endif #endif
// Fast power-of-two texture wrap (SW_REPEAT mode only) // Full NPOT texture support (enabled by default)
// When defined, textures whose width/height are powers of two use a bitmask // When disabled, SW_REPEAT requires POT on its axis (fast bitmask wrap)
// wrap (`x & (size-1)`) instead of `floorf`-based fractional wrap or the // SW_CLAMP remains supported for any dimension, per-axis
// signed `%` chain in the linear sampler. Saves a software divide on Xtensa #define SW_SUPPORT_NPOT_TEXTURE true
// and a few instructions everywhere. NPOT textures keep using the original
// path via a runtime `(size & (size-1)) == 0` check, so SW_REPEAT remains
// correct for them. The only observable behavior change is for POT textures
// sampled with negative UV coordinates: bitmask wrap (two's complement) can
// differ from `sw_fract` by one texel. Off by default to keep bit-for-bit
// behavior; opt in if you control your asset UVs.
//
// #define SW_TEXTURE_REPEAT_POT_FAST
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// OpenGL Compatibility Types // OpenGL Compatibility Types
@ -860,11 +852,9 @@ SWAPI void swGetFramebufferAttachmentParameteriv(SWattachment attachment, SWatta
#endif #endif
// ESP-DSP acceleration: ESP-IDF ships an optimized math library that includes // ESP-DSP acceleration: ESP-IDF ships an optimized math library that includes
// `dspm_mult_4x4x4_f32` (4x4 matrix multiply) and `dspm_mult_4x4x1_f32` // `dspm_mult_4x4x4_f32` (4x4 matrix multiply) and `dspm_mult_4x4x1_f32` (matrix * vector)
// (matrix * vector). These are S3-tuned hand-vectorized kernels that beat the // These are S3-tuned hand-vectorized kernels that beat the scalar versions for both throughput and code-size
// scalar versions for both throughput and code-size. Detection is opt-in to // Detection is opt-in to keep the dependency optional: define SW_USE_ESP_DSP from your build system
// keep the dependency optional: define SW_USE_ESP_DSP from your build system
// (or rely on the `idf_component.yml` example shown in the rlsw docs).
#if defined(ESP_PLATFORM) && defined(SW_USE_ESP_DSP) #if defined(ESP_PLATFORM) && defined(SW_USE_ESP_DSP)
#define SW_HAS_ESP_DSP #define SW_HAS_ESP_DSP
#include "dspm_mult.h" #include "dspm_mult.h"
@ -884,41 +874,41 @@ SWAPI void swGetFramebufferAttachmentParameteriv(SWattachment attachment, SWatta
#define SW_DEG2RAD (SW_PI/180.0f) #define SW_DEG2RAD (SW_PI/180.0f)
#define SW_RAD2DEG (180.0f/SW_PI) #define SW_RAD2DEG (180.0f/SW_PI)
// When clipping a convex polygon against a plane, at most one vertex is added. // When clipping a convex polygon against a plane, at most one vertex is added
// Starting from a quadrilateral (4 vertices), clipped sequentially against // Starting from a quadrilateral (4 vertices), clipped sequentially against
// the frustum (6 planes) then the scissor rectangle (4 planes): // the frustum (6 planes) then the scissor rectangle (4 planes):
// 4 + 6 + 4 = 14 vertices maximum. // 4 + 6 + 4 = 14 vertices maximum
#define SW_MAX_CLIPPED_POLYGON_VERTICES 14 #define SW_MAX_CLIPPED_POLYGON_VERTICES 14
#define SW_CLIP_EPSILON 1e-4f #define SW_CLIP_EPSILON 1e-4f
#define SW_HANDLE_NULL 0u #define SW_HANDLE_NULL 0u
#define SW_POOL_SLOT_LIVE 0x80u // bit7 of the generation byte #define SW_POOL_SLOT_LIVE 0x80u // bit7 of the generation byte
#define SW_POOL_SLOT_VER_MASK 0x7Fu // bits6:0 = anti-ABA counter #define SW_POOL_SLOT_VER_MASK 0x7Fu // bits6:0 = anti-ABA counter
#define SW_CONCAT(a, b) a##b #define SW_CONCAT(a, b) a##b
#define SW_CONCATX(a, b) SW_CONCAT(a, b) #define SW_CONCATX(a, b) SW_CONCAT(a, b)
#define SW_FRAMEBUFFER_COLOR8_GET(c,p,o) SW_CONCATX(sw_pixel_read_color8_, SW_FRAMEBUFFER_COLOR_TYPE)((c),(p),(o)) #define SW_FRAMEBUFFER_COLOR8_GET(c,p,o) SW_CONCATX(sw_pixel_read_color8_, SW_FRAMEBUFFER_COLOR_TYPE)((c),(p),(o))
#define SW_FRAMEBUFFER_COLOR_GET(c,p,o) SW_CONCATX(sw_pixel_read_color_, SW_FRAMEBUFFER_COLOR_TYPE)((c),(p),(o)) #define SW_FRAMEBUFFER_COLOR_GET(c,p,o) SW_CONCATX(sw_pixel_read_color_, SW_FRAMEBUFFER_COLOR_TYPE)((c),(p),(o))
#define SW_FRAMEBUFFER_COLOR_SET(p,c,o) SW_CONCATX(sw_pixel_write_color_, SW_FRAMEBUFFER_COLOR_TYPE)((p),(c),(o)) #define SW_FRAMEBUFFER_COLOR_SET(p,c,o) SW_CONCATX(sw_pixel_write_color_, SW_FRAMEBUFFER_COLOR_TYPE)((p),(c),(o))
#define SW_FRAMEBUFFER_DEPTH_GET(p,o) SW_CONCATX(sw_pixel_read_depth_, SW_FRAMEBUFFER_DEPTH_TYPE)((p),(o)) #define SW_FRAMEBUFFER_DEPTH_GET(p,o) SW_CONCATX(sw_pixel_read_depth_, SW_FRAMEBUFFER_DEPTH_TYPE)((p),(o))
#define SW_FRAMEBUFFER_DEPTH_SET(p,d,o) SW_CONCATX(sw_pixel_write_depth_, SW_FRAMEBUFFER_DEPTH_TYPE)((p),(d),(o)) #define SW_FRAMEBUFFER_DEPTH_SET(p,d,o) SW_CONCATX(sw_pixel_write_depth_, SW_FRAMEBUFFER_DEPTH_TYPE)((p),(d),(o))
#define SW_FRAMEBUFFER_COLOR_FORMAT SW_CONCATX(SW_PIXELFORMAT_COLOR_, SW_FRAMEBUFFER_COLOR_TYPE) #define SW_FRAMEBUFFER_COLOR_FORMAT SW_CONCATX(SW_PIXELFORMAT_COLOR_, SW_FRAMEBUFFER_COLOR_TYPE)
#define SW_FRAMEBUFFER_DEPTH_FORMAT SW_CONCATX(SW_PIXELFORMAT_DEPTH_, SW_FRAMEBUFFER_DEPTH_TYPE) #define SW_FRAMEBUFFER_DEPTH_FORMAT SW_CONCATX(SW_PIXELFORMAT_DEPTH_, SW_FRAMEBUFFER_DEPTH_TYPE)
#define SW_FRAMEBUFFER_COLOR_SIZE SW_PIXELFORMAT_SIZE[SW_FRAMEBUFFER_COLOR_FORMAT] #define SW_FRAMEBUFFER_COLOR_SIZE SW_PIXELFORMAT_SIZE[SW_FRAMEBUFFER_COLOR_FORMAT]
#define SW_FRAMEBUFFER_DEPTH_SIZE SW_PIXELFORMAT_SIZE[SW_FRAMEBUFFER_DEPTH_FORMAT] #define SW_FRAMEBUFFER_DEPTH_SIZE SW_PIXELFORMAT_SIZE[SW_FRAMEBUFFER_DEPTH_FORMAT]
#define SW_STATE_SCISSOR_TEST (1 << 0) #define SW_STATE_SCISSOR_TEST (1 << 0)
#define SW_STATE_TEXTURE_2D (1 << 1) #define SW_STATE_TEXTURE_2D (1 << 1)
#define SW_STATE_DEPTH_TEST (1 << 2) #define SW_STATE_DEPTH_TEST (1 << 2)
#define SW_STATE_CULL_FACE (1 << 3) #define SW_STATE_CULL_FACE (1 << 3)
#define SW_STATE_BLEND (1 << 4) #define SW_STATE_BLEND (1 << 4)
#define SW_BLEND_FLAG_NOOP (1 << 0) #define SW_BLEND_FLAG_NOOP (1 << 0)
#define SW_BLEND_FLAG_NEEDS_ALPHA (1 << 1) #define SW_BLEND_FLAG_NEEDS_ALPHA (1 << 1)
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Module Types and Structures Definition // Module Types and Structures Definition
@ -1175,7 +1165,7 @@ static inline void sw_matrix_mul_rst(float *SW_RESTRICT dst, const float *SW_RES
// column-major, so passing them flat is equivalent to passing transposes: // column-major, so passing them flat is equivalent to passing transposes:
// dspm_mult(L^T, R^T) computes (L^T)*(R^T) = (R*L)^T, written back into a // dspm_mult(L^T, R^T) computes (L^T)*(R^T) = (R*L)^T, written back into a
// flat array gives the same bit pattern as the column-major product (R*L) // flat array gives the same bit pattern as the column-major product (R*L)
// -- exactly the semantic the scalar fallback below has. // -- exactly the semantic the scalar fallback below has
dspm_mult_4x4x4_f32(left, right, dst); dspm_mult_4x4x4_f32(left, right, dst);
#else #else
float l00 = left[0], l01 = left[1], l02 = left[2], l03 = left[3]; float l00 = left[0], l01 = left[1], l02 = left[2], l03 = left[3];
@ -1248,12 +1238,12 @@ static inline float sw_fract(float x)
return (x - floorf(x)); return (x - floorf(x));
} }
// Fast reciprocal: 1-ULP accurate in ~7 instructions on Xtensa using the // Xtensa architecture optimization
// hardware `recip0.s` seed + two Newton-Raphson refinement steps. All work // Fast reciprocal: 1-ULP accurate in ~7 instructions using the
// stays in FPU registers — no `__divsf3` software call. Hot-path divisions // hardware `recip0.s` seed + two Newton-Raphson refinement steps
// in the rasterizer (span/triangle setup, perspective divide, etc.) call // All work stays in FPU registers — no `__divsf3` software call
// this. On non-Xtensa targets it transparently expands to `1.0f / x`, so // Hot-path divisions in the rasterizer (span/triangle setup, perspective divide, etc.) call this
// generated code is identical to before. // On non-Xtensa targets it transparently expands to `1.0f / x`, so generated code is identical to before
#if defined(__XTENSA__) #if defined(__XTENSA__)
__attribute__((always_inline)) __attribute__((always_inline))
static inline float sw_rcp(float x) static inline float sw_rcp(float x)
@ -2409,6 +2399,14 @@ static inline bool sw_texture_alloc(sw_texture_t *texture, const void *data, int
int bpp = SW_PIXELFORMAT_SIZE[format]; int bpp = SW_PIXELFORMAT_SIZE[format];
int newSize = w*h*bpp; int newSize = w*h*bpp;
if (texture->pixels == NULL)
{
texture->minFilter = SW_NEAREST;
texture->magFilter = SW_NEAREST;
texture->sWrap = SW_CLAMP;
texture->tWrap = SW_CLAMP;
}
if (newSize > texture->allocSz) if (newSize > texture->allocSz)
{ {
void *ptr = SW_REALLOC(texture->pixels, newSize); void *ptr = SW_REALLOC(texture->pixels, newSize);
@ -2473,38 +2471,25 @@ static inline void sw_texture_sample_nearest(float *SW_RESTRICT color, const sw_
{ {
int x, y; int x, y;
#ifdef SW_TEXTURE_REPEAT_POT_FAST #if SW_SUPPORT_NPOT_TEXTURE
if ((tex->sWrap == SW_REPEAT) && ((tex->width & tex->wMinus1) == 0)) if (tex->sWrap == SW_REPEAT) x = (int)(sw_fract(u)*tex->width);
{ else x = (int)(sw_saturate(u)*tex->width);
x = (int)(u*tex->width) & tex->wMinus1;
}
else
#endif
{
u = (tex->sWrap == SW_REPEAT)? sw_fract(u) : sw_saturate(u);
x = (int)(u*tex->width);
}
#ifdef SW_TEXTURE_REPEAT_POT_FAST if (tex->tWrap == SW_REPEAT) y = (int)(sw_fract(v)*tex->height);
if ((tex->tWrap == SW_REPEAT) && ((tex->height & tex->hMinus1) == 0)) else y = (int)(sw_saturate(v)*tex->height);
{ #else
y = (int)(v*tex->height) & tex->hMinus1; if (tex->sWrap == SW_REPEAT) x = (int)(u*tex->width) & tex->wMinus1;
} else x = (int)(sw_saturate(u)*tex->width);
else
if (tex->tWrap == SW_REPEAT) y = (int)(v*tex->height) & tex->hMinus1;
else y = (int)(sw_saturate(v)*tex->height);
#endif #endif
{
v = (tex->tWrap == SW_REPEAT)? sw_fract(v) : sw_saturate(v);
y = (int)(v*tex->height);
}
tex->readColor(color, tex->pixels, y*tex->width + x); tex->readColor(color, tex->pixels, y*tex->width + x);
} }
static inline void sw_texture_sample_linear(float *SW_RESTRICT color, const sw_texture_t *SW_RESTRICT tex, float u, float v) static inline void sw_texture_sample_linear(float *SW_RESTRICT color, const sw_texture_t *SW_RESTRICT tex, float u, float v)
{ {
// TODO: With a bit more cleverness the number of operations can
// be clearly reduced, but for now it works fine
float xf = (u*tex->width) - 0.5f; float xf = (u*tex->width) - 0.5f;
float yf = (v*tex->height) - 0.5f; float yf = (v*tex->height) - 0.5f;
@ -2517,41 +2502,36 @@ static inline void sw_texture_sample_linear(float *SW_RESTRICT color, const sw_t
int x1 = x0 + 1; int x1 = x0 + 1;
int y1 = y0 + 1; int y1 = y0 + 1;
if (tex->sWrap == SW_CLAMP) if (tex->sWrap == SW_REPEAT)
{
x0 = (x0 > tex->wMinus1)? tex->wMinus1 : x0;
x1 = (x1 > tex->wMinus1)? tex->wMinus1 : x1;
}
#ifdef SW_TEXTURE_REPEAT_POT_FAST
else if ((tex->width & tex->wMinus1) == 0)
{
// POT fast path: bitmask wrap covers negative ints via two's complement
x0 = x0 & tex->wMinus1;
x1 = x1 & tex->wMinus1;
}
#endif
else
{ {
#if SW_SUPPORT_NPOT_TEXTURE
x0 = (x0%tex->width + tex->width)%tex->width; x0 = (x0%tex->width + tex->width)%tex->width;
x1 = (x1%tex->width + tex->width)%tex->width; x1 = (x1%tex->width + tex->width)%tex->width;
#else
x0 = x0 & tex->wMinus1;
x1 = x1 & tex->wMinus1;
#endif
} }
if (tex->tWrap == SW_CLAMP)
{
y0 = (y0 > tex->hMinus1)? tex->hMinus1 : y0;
y1 = (y1 > tex->hMinus1)? tex->hMinus1 : y1;
}
#ifdef SW_TEXTURE_REPEAT_POT_FAST
else if ((tex->height & tex->hMinus1) == 0)
{
y0 = y0 & tex->hMinus1;
y1 = y1 & tex->hMinus1;
}
#endif
else else
{ {
x0 = sw_clamp_int(x0, 0, tex->wMinus1);
x1 = sw_clamp_int(x1, 0, tex->wMinus1);
}
if (tex->tWrap == SW_REPEAT)
{
#if SW_SUPPORT_NPOT_TEXTURE
y0 = (y0%tex->height + tex->height)%tex->height; y0 = (y0%tex->height + tex->height)%tex->height;
y1 = (y1%tex->height + tex->height)%tex->height; y1 = (y1%tex->height + tex->height)%tex->height;
#else
y0 = y0 & tex->hMinus1;
y1 = y1 & tex->hMinus1;
#endif
}
else
{
y0 = sw_clamp_int(y0, 0, tex->hMinus1);
y1 = sw_clamp_int(y1, 0, tex->hMinus1);
} }
float c00[4], c10[4], c01[4], c11[4]; float c00[4], c10[4], c01[4], c11[4];
@ -3558,8 +3538,8 @@ static inline bool sw_quad_face_culling(void)
// winding in the projected space when all w > 0 // winding in the projected space when all w > 0
// A value of 0 for sgnArea means P0, P1, P2 are collinear in (x, y, w) // A value of 0 for sgnArea means P0, P1, P2 are collinear in (x, y, w)
// space, which corresponds to a degenerate triangle projection // space, which corresponds to a degenerate triangle projection
// Such quads might also be degenerate or non-planar. They are typically // Such quads might also be degenerate or non-planar
// not culled by this test (0 < 0 is false, 0 > 0 is false) // They are typically not culled by this test (0 < 0 is false, 0 > 0 is false)
// and should be handled by the clipper if necessary // and should be handled by the clipper if necessary
return (RLSW.cullFace == SW_FRONT)? (sgnArea < 0.0f) : (sgnArea > 0.0f); // Cull if winding is "clockwise" : "counter-clockwise" return (RLSW.cullFace == SW_FRONT)? (sgnArea < 0.0f) : (sgnArea > 0.0f); // Cull if winding is "clockwise" : "counter-clockwise"
@ -3879,8 +3859,7 @@ static inline void sw_poly_fill_render(uint32_t state)
//------------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------------
static void sw_immediate_begin(SWdraw mode) static void sw_immediate_begin(SWdraw mode)
{ {
// NOTE: Any checks to ensure command recording can start // NOTE: Any checks to ensure command recording can start must be performed before calling this function
// must be performed before calling this function.
// Recalculate the MVP if this is needed // Recalculate the MVP if this is needed
if (RLSW.isDirtyMVP) if (RLSW.isDirtyMVP)
@ -3891,8 +3870,8 @@ static void sw_immediate_begin(SWdraw mode)
#ifdef SW_HAS_ESP_DSP #ifdef SW_HAS_ESP_DSP
// Pre-transpose to row-major so dspm_mult_4x4x1_f32(matMVP_rm, v, out) // Pre-transpose to row-major so dspm_mult_4x4x1_f32(matMVP_rm, v, out)
// computes M*v directly in the per-vertex hot path. 16 scalar copies // computes M*v directly in the per-vertex hot path; 16 scalar copies
// per MVP update vs. saving ~20 cycles per vertex transform. // per MVP update vs saving ~20 cycles per vertex transform
for (int i = 0; i < 4; i++) for (int i = 0; i < 4; i++)
{ {
for (int j = 0; j < 4; j++) for (int j = 0; j < 4; j++)
@ -3955,7 +3934,7 @@ static void sw_immediate_push_vertex(const float position[4])
// Calculate clip coordinates // Calculate clip coordinates
#ifdef SW_HAS_ESP_DSP #ifdef SW_HAS_ESP_DSP
// dspm_mult_4x4x1_f32 declares its inputs non-const; rlsw treats them as // dspm_mult_4x4x1_f32 declares its inputs non-const; rlsw treats them as
// read-only and the cast is safe (the kernel only loads from B). // read-only and the cast is safe (the kernel only loads from B)
dspm_mult_4x4x1_f32(RLSW.matMVP_rm, (float *)position, vertex->position); dspm_mult_4x4x1_f32(RLSW.matMVP_rm, (float *)position, vertex->position);
#else #else
const float *m = RLSW.matMVP; const float *m = RLSW.matMVP;
@ -5191,11 +5170,25 @@ void swTexParameteri(int param, int value)
case SW_TEXTURE_WRAP_S: case SW_TEXTURE_WRAP_S:
{ {
if (!sw_is_texture_wrap_valid(value)) { RLSW.errCode = SW_INVALID_ENUM; return; } if (!sw_is_texture_wrap_valid(value)) { RLSW.errCode = SW_INVALID_ENUM; return; }
#if !SW_SUPPORT_NPOT_TEXTURE
if (value == SW_REPEAT && (RLSW.boundTexture->width & RLSW.boundTexture->wMinus1) != 0)
{
RLSW.errCode = SW_INVALID_OPERATION;
return;
}
#endif
RLSW.boundTexture->sWrap = (SWwrap)value; RLSW.boundTexture->sWrap = (SWwrap)value;
} break; } break;
case SW_TEXTURE_WRAP_T: case SW_TEXTURE_WRAP_T:
{ {
if (!sw_is_texture_wrap_valid(value)) { RLSW.errCode = SW_INVALID_ENUM; return; } if (!sw_is_texture_wrap_valid(value)) { RLSW.errCode = SW_INVALID_ENUM; return; }
#if !SW_SUPPORT_NPOT_TEXTURE
if (value == SW_REPEAT && (RLSW.boundTexture->height & RLSW.boundTexture->hMinus1) != 0)
{
RLSW.errCode = SW_INVALID_OPERATION;
return;
}
#endif
RLSW.boundTexture->tWrap = (SWwrap)value; RLSW.boundTexture->tWrap = (SWwrap)value;
} break; } break;
default: RLSW.errCode = SW_INVALID_ENUM; break; default: RLSW.errCode = SW_INVALID_ENUM; break;
@ -5389,6 +5382,16 @@ static void SW_RASTER_TRIANGLE_SPAN(const sw_vertex_t *start, const sw_vertex_t
int xEnd = (int)end->position[0]; int xEnd = (int)end->position[0];
if (xStart == xEnd) return; if (xStart == xEnd) return;
// Intercept the span bounds to ensure to not write before the framebuffer
int xLoopStart = (xStart >= 0)? xStart : 0;
int xLoopEnd = (xEnd <= RLSW.colorBuffer->width)? xEnd : RLSW.colorBuffer->width;
if (xLoopStart >= xLoopEnd) return; // Nothing to draw
// Get the current row and skip if outside the framebuffer
// Maybe this check is better suited elsewhere?
int y = (int)start->position[1];
if (y < 0 || y >= RLSW.colorBuffer->height) return;
// Compute the inverse horizontal distance along the X axis // Compute the inverse horizontal distance along the X axis
float dxRcp = sw_rcp(end->position[0] - start->position[0]); float dxRcp = sw_rcp(end->position[0] - start->position[0]);
@ -5409,27 +5412,29 @@ static void SW_RASTER_TRIANGLE_SPAN(const sw_vertex_t *start, const sw_vertex_t
#endif #endif
// Compute the subpixel distance to traverse before the first pixel // Compute the subpixel distance to traverse before the first pixel
// Also step further into them to move away from the colorbuffer edge
float xSubstep = 1.0f - sw_fract(start->position[0]); float xSubstep = 1.0f - sw_fract(start->position[0]);
float dxStart = (float)(xLoopStart - xStart);
float xOffset = xSubstep + dxStart;
// Initializing the interpolation starting values // Initializing the interpolation starting values
float w = start->position[3] + dWdx*xSubstep; float w = start->position[3] + dWdx*xOffset;
float color[4] = { float color[4] = {
start->color[0] + dCdx[0]*xSubstep, start->color[0] + dCdx[0]*xOffset,
start->color[1] + dCdx[1]*xSubstep, start->color[1] + dCdx[1]*xOffset,
start->color[2] + dCdx[2]*xSubstep, start->color[2] + dCdx[2]*xOffset,
start->color[3] + dCdx[3]*xSubstep start->color[3] + dCdx[3]*xOffset
}; };
#ifdef SW_ENABLE_DEPTH_TEST #ifdef SW_ENABLE_DEPTH_TEST
float z = start->position[2] + dZdx*xSubstep; float z = start->position[2] + dZdx*xOffset;
#endif #endif
#ifdef SW_ENABLE_TEXTURE #ifdef SW_ENABLE_TEXTURE
float u = start->texcoord[0] + dUdx*xSubstep; float u = start->texcoord[0] + dUdx*xOffset;
float v = start->texcoord[1] + dVdx*xSubstep; float v = start->texcoord[1] + dVdx*xOffset;
#endif #endif
// Pre-calculate the starting pointers for the framebuffer row // Pre-calculate the starting pointers for the framebuffer row
int y = (int)start->position[1]; int baseOffset = y*RLSW.colorBuffer->width + xLoopStart;
int baseOffset = y*RLSW.colorBuffer->width + xStart;
uint8_t *cPtr = (uint8_t *)(RLSW.colorBuffer->pixels) + baseOffset*SW_FRAMEBUFFER_COLOR_SIZE; uint8_t *cPtr = (uint8_t *)(RLSW.colorBuffer->pixels) + baseOffset*SW_FRAMEBUFFER_COLOR_SIZE;
#ifdef SW_ENABLE_DEPTH_TEST #ifdef SW_ENABLE_DEPTH_TEST
uint8_t *dPtr = (uint8_t *)(RLSW.depthBuffer->pixels) + baseOffset*SW_FRAMEBUFFER_DEPTH_SIZE; uint8_t *dPtr = (uint8_t *)(RLSW.depthBuffer->pixels) + baseOffset*SW_FRAMEBUFFER_DEPTH_SIZE;
@ -5437,12 +5442,12 @@ static void SW_RASTER_TRIANGLE_SPAN(const sw_vertex_t *start, const sw_vertex_t
#define SW_AFFINE_BLOCK 16 #define SW_AFFINE_BLOCK 16
int x = xStart; int x = xLoopStart;
while (x < xEnd) while (x < xLoopEnd)
{ {
// Clamp last block to remaining pixels // Clamp last block to remaining pixels
int blockEnd = x + SW_AFFINE_BLOCK; int blockEnd = x + SW_AFFINE_BLOCK;
if (blockEnd > xEnd) blockEnd = xEnd; if (blockEnd > xLoopEnd) blockEnd = xLoopEnd;
float blockLenF = (float)(blockEnd - x); float blockLenF = (float)(blockEnd - x);
float blockLenRcp = sw_rcp(blockLenF); float blockLenRcp = sw_rcp(blockLenF);
@ -5566,8 +5571,7 @@ static void SW_RASTER_TRIANGLE(const sw_vertex_t *v0, const sw_vertex_t *v1, con
if (v1->position[1] > v2->position[1]) { const sw_vertex_t *tmp = v1; v1 = v2; v2 = tmp; } if (v1->position[1] > v2->position[1]) { const sw_vertex_t *tmp = v1; v1 = v2; v2 = tmp; }
if (v0->position[1] > v1->position[1]) { const sw_vertex_t *tmp = v0; v0 = v1; v1 = tmp; } if (v0->position[1] > v1->position[1]) { const sw_vertex_t *tmp = v0; v0 = v1; v1 = tmp; }
// Extracting coordinates from the sorted vertices // Extracting Y coordinates from the sorted vertices
// Put x away for safe keeping. Only y is used right now. Silences warnings.
float y0 = v0->position[1]; float y0 = v0->position[1];
float y1 = v1->position[1]; float y1 = v1->position[1];
float y2 = v2->position[1]; float y2 = v2->position[1];
@ -5677,6 +5681,14 @@ static void SW_RASTER_QUAD(const sw_vertex_t *a, const sw_vertex_t *b,
int xMax = (int)br->position[0]; int xMax = (int)br->position[0];
int yMax = (int)br->position[1]; int yMax = (int)br->position[1];
// Exit early if no pixels to draw. Use these later for loop boundaries
int yLoopMin = (yMin >= 0)? yMin : 0;
int xLoopMin = (xMin >= 0)? xMin : 0;
int yLoopMax = (yMax <= RLSW.colorBuffer->height)? yMax : RLSW.colorBuffer->height;
int xLoopMax = (xMax <= RLSW.colorBuffer->width)? xMax : RLSW.colorBuffer->width;
if (yLoopMin >= yLoopMax || xLoopMin >= xLoopMax) return;
float w = (float)(xMax - xMin); float w = (float)(xMax - xMin);
float h = (float)(yMax - yMin); float h = (float)(yMax - yMin);
if ((w <= 0) || (h <= 0)) return; if ((w <= 0) || (h <= 0)) return;
@ -5730,21 +5742,44 @@ static void SW_RASTER_QUAD(const sw_vertex_t *a, const sw_vertex_t *b,
uint8_t *dPixels = RLSW.depthBuffer->pixels; uint8_t *dPixels = RLSW.depthBuffer->pixels;
#endif #endif
for (int y = yMin; y < yMax; y++) // Calculate the distance the in-bounds boundary is from the quad's edges, only on the left and top
float dxMin = (float)(xLoopMin - xMin);
float dyMin = (float)(yLoopMin - yMin);
// Correct our start by how far it's clipped outside the framebuffer
cRow[0] += dCdx[0]*dxMin + dCdy[0]*dyMin;
cRow[1] += dCdx[1]*dxMin + dCdy[1]*dyMin;
cRow[2] += dCdx[2]*dxMin + dCdy[2]*dyMin;
cRow[3] += dCdx[3]*dxMin + dCdy[3]*dyMin;
#ifdef SW_ENABLE_DEPTH_TEST
zRow += dZdy*dyMin + dZdx*dxMin;
#endif
#ifdef SW_ENABLE_TEXTURE
uRow += dUdy*dyMin + dUdx*dxMin;
vRow += dVdy*dyMin + dVdx*dxMin;
#endif
for (int y = yLoopMin; y < yLoopMax; y++)
{ {
int baseOffset = y*stride + xMin; int baseOffset = y*stride + xLoopMin;
uint8_t *cPtr = cPixels + baseOffset*SW_FRAMEBUFFER_COLOR_SIZE; uint8_t *cPtr = cPixels + baseOffset*SW_FRAMEBUFFER_COLOR_SIZE;
#ifdef SW_ENABLE_DEPTH_TEST #ifdef SW_ENABLE_DEPTH_TEST
uint8_t *dPtr = dPixels + baseOffset*SW_FRAMEBUFFER_DEPTH_SIZE; uint8_t *dPtr = dPixels + baseOffset*SW_FRAMEBUFFER_DEPTH_SIZE;
// Copy the cursors without destroying the offset maths
float z = zRow; float z = zRow;
#endif #endif
#ifdef SW_ENABLE_TEXTURE #ifdef SW_ENABLE_TEXTURE
float u = uRow; float u = uRow;
float v = vRow; float v = vRow;
#endif #endif
float color[4] = { cRow[0], cRow[1], cRow[2], cRow[3] }; float color[4] = {
cRow[0],
cRow[1],
cRow[2],
cRow[3]
};
for (int x = xMin; x < xMax; x++) for (int x = xLoopMin; x < xLoopMax; x++)
{ {
float srcColor[4] = { color[0], color[1], color[2], color[3] }; float srcColor[4] = { color[0], color[1], color[2], color[3] };
@ -5783,6 +5818,7 @@ static void SW_RASTER_QUAD(const sw_vertex_t *a, const sw_vertex_t *b,
#ifdef SW_ENABLE_DEPTH_TEST #ifdef SW_ENABLE_DEPTH_TEST
discard: discard:
#endif #endif
// Move one pixel over without touching the original "start offset"
color[0] += dCdx[0]; color[0] += dCdx[0];
color[1] += dCdx[1]; color[1] += dCdx[1];
color[2] += dCdx[2]; color[2] += dCdx[2];
@ -5805,6 +5841,9 @@ static void SW_RASTER_QUAD(const sw_vertex_t *a, const sw_vertex_t *b,
cPtr += SW_FRAMEBUFFER_COLOR_SIZE; cPtr += SW_FRAMEBUFFER_COLOR_SIZE;
} }
// The for loop is clamped to the right side of the screen
// However, these cursor start vars are still on the left
// That's fine, advancing to the next row
cRow[0] += dCdy[0]; cRow[0] += dCdy[0];
cRow[1] += dCdy[1]; cRow[1] += dCdy[1];
cRow[2] += dCdy[2]; cRow[2] += dCdy[2];

10
src/external/rprand.h vendored
View file

@ -1,6 +1,6 @@
/********************************************************************************************** /**********************************************************************************************
* *
* rprand v1.0 - A simple and easy-to-use pseudo-random numbers generator (PRNG) * rprand v1.1 - A simple and easy-to-use pseudo-random numbers generator (PRNG)
* *
* FEATURES: * FEATURES:
* - Pseudo-random values generation, 32 bits: [0..4294967295] * - Pseudo-random values generation, 32 bits: [0..4294967295]
@ -118,6 +118,7 @@ extern "C" { // Prevents name mangling of functions
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
RPRANDAPI void rprand_set_seed(unsigned long long seed); // Set rprand_state for Xoshiro128**, seed is 64bit RPRANDAPI void rprand_set_seed(unsigned long long seed); // Set rprand_state for Xoshiro128**, seed is 64bit
RPRANDAPI int rprand_get_value(int min, int max); // Get random value within a range, min and max included RPRANDAPI int rprand_get_value(int min, int max); // Get random value within a range, min and max included
RPRANDAPI int rprand_get_value_raw(void); // Get random value, Xoshiro128** generator (uses global rprand_state)
RPRANDAPI int *rprand_load_sequence(unsigned int count, int min, int max); // Load pseudo-random numbers sequence with no duplicates RPRANDAPI int *rprand_load_sequence(unsigned int count, int min, int max); // Load pseudo-random numbers sequence with no duplicates
RPRANDAPI void rprand_unload_sequence(int *sequence); // Unload pseudo-random numbers sequence RPRANDAPI void rprand_unload_sequence(int *sequence); // Unload pseudo-random numbers sequence
@ -186,6 +187,13 @@ int rprand_get_value(int min, int max)
return value; return value;
} }
int rprand_get_value_raw(void)
{
int value = rprand_xoshiro();
return value;
}
// Load pseudo-random numbers sequence with no duplicates, min and max included // Load pseudo-random numbers sequence with no duplicates, min and max included
int *rprand_load_sequence(unsigned int count, int min, int max) int *rprand_load_sequence(unsigned int count, int min, int max)
{ {

View file

@ -473,8 +473,7 @@ void SetWindowFocused(void)
// Get native window handle // Get native window handle
void *GetWindowHandle(void) void *GetWindowHandle(void)
{ {
TRACELOG(LOG_WARNING, "GetWindowHandle() not implemented on target platform"); return (void *)platform.app->window; // Type: ANativeWindow*
return NULL;
} }
// Get number of monitors // Get number of monitors

View file

@ -115,7 +115,7 @@ typedef struct {
// Local storage for the window handle returned by glfwGetX11Window // Local storage for the window handle returned by glfwGetX11Window
// This is needed as X11 handles are integers and may not fit inside a pointer depending on platform // This is needed as X11 handles are integers and may not fit inside a pointer depending on platform
// Storing the handle locally and returning a pointer in GetWindowHandle allows the code to work regardless of pointer width // Storing the handle locally and returning a pointer in GetWindowHandle allows the code to work regardless of pointer width
XID windowHandleX11; Window windowHandleX11; // Underlying type: unsigned long (XID, Window)
#endif #endif
} PlatformData; } PlatformData;
@ -764,9 +764,10 @@ void SetWindowFocused(void)
// Get native window handle // Get native window handle
void *GetWindowHandle(void) void *GetWindowHandle(void)
{ {
void *handle = NULL;
#if defined(_WIN32) #if defined(_WIN32)
// NOTE: Returned handle is: void *HWND (windows.h) handle = glfwGetWin32Window(platform.handle); // Type: HWND
return glfwGetWin32Window(platform.handle);
#endif #endif
#if defined(__linux__) #if defined(__linux__)
#if defined(_GLFW_WAYLAND) #if defined(_GLFW_WAYLAND)
@ -774,28 +775,27 @@ void *GetWindowHandle(void)
int platformID = glfwGetPlatform(); int platformID = glfwGetPlatform();
if (platformID == GLFW_PLATFORM_WAYLAND) if (platformID == GLFW_PLATFORM_WAYLAND)
{ {
return glfwGetWaylandWindow(platform.handle); handle = (void *)glfwGetWaylandWindow(platform.handle); // Type: struct wl_surface*
} }
else else
{ {
platform.windowHandleX11 = glfwGetX11Window(platform.handle); platform.windowHandleX11 = glfwGetX11Window(platform.handle); // Type: Window (unsigned long)
return &platform.windowHandleX11; handle = &platform.windowHandleX11;
} }
#else #else
return glfwGetWaylandWindow(platform.handle); handle = (void *)glfwGetWaylandWindow(platform.handle);
#endif #endif
#elif defined(_GLFW_X11) #elif defined(_GLFW_X11)
// Store the window handle localy and return a pointer to the variable instead // Store the window handle locally and return a pointer to the variable instead
platform.windowHandleX11 = glfwGetX11Window(platform.handle); platform.windowHandleX11 = glfwGetX11Window(platform.handle);
return &platform.windowHandleX11; handle = &platform.windowHandleX11;
#endif #endif
#endif #endif
#if defined(__APPLE__) #if defined(__APPLE__)
// NOTE: Returned handle is: (objc_object *) handle = (void *)glfwGetCocoaWindow(platform.handle); // Type: NSWindow*
return (void *)glfwGetCocoaWindow(platform.handle);
#endif #endif
return NULL; return handle;
} }
// Get number of monitors // Get number of monitors
@ -839,7 +839,7 @@ int GetCurrentMonitor(void)
// this is probably an overengineered solution for a side case // this is probably an overengineered solution for a side case
// trying to match SDL behaviour // trying to match SDL behaviour
int closestDist = 0x7FFFFFFF; unsigned int closestDist = 0xFFFFFFFFu;
// Window center position // Window center position
int wcx = 0; int wcx = 0;
@ -883,7 +883,14 @@ int GetCurrentMonitor(void)
int dx = wcx - xclosest; int dx = wcx - xclosest;
int dy = wcy - yclosest; int dy = wcy - yclosest;
int dist = (dx*dx) + (dy*dy);
// Unsigned to dodge signed overflow UB; (-x)^2 == x^2 mod 2^32 so sign drops out.
// If |dx| or |dy| >= 65536, dist wraps and the wrong monitor may win.
// Not a concern for realistic monitor layouts.
unsigned int ux = (unsigned int)dx;
unsigned int uy = (unsigned int)dy;
unsigned int dist = ux*ux + uy*uy;
if (dist < closestDist) if (dist < closestDist)
{ {
index = i; index = i;
@ -1042,11 +1049,6 @@ const char *GetClipboardText(void)
return glfwGetClipboardString(platform.handle); return glfwGetClipboardString(platform.handle);
} }
#if SUPPORT_CLIPBOARD_IMAGE && defined(__linux__) && defined(_GLFW_X11)
#include <X11/Xlib.h>
#include <X11/Xatom.h>
#endif
// Get clipboard image // Get clipboard image
Image GetClipboardImage(void) Image GetClipboardImage(void)
{ {
@ -1066,32 +1068,30 @@ Image GetClipboardImage(void)
else image = LoadImageFromMemory(".bmp", (const unsigned char *)bmpData, (int)dataSize); else image = LoadImageFromMemory(".bmp", (const unsigned char *)bmpData, (int)dataSize);
#elif defined(__linux__) && defined(_GLFW_X11) #elif defined(__linux__) && defined(_GLFW_X11)
// REF: https://github.com/ColleagueRiley/Clipboard-Copy-Paste/blob/main/x11.c // REF: https://github.com/ColleagueRiley/Clipboard-Copy-Paste/blob/main/x11.c
Display *dpy = XOpenDisplay(NULL);
if (!dpy) return image;
Window root = DefaultRootWindow(dpy); static Atom clipboard = 0;
Window win = XCreateSimpleWindow( static Atom targetType = 0;
dpy, // The connection to the X Server static Atom property = 0;
root, // The 'Parent' window (usually the desktop/root)
0, 0, // X and Y position on the screen
1, 1, // Width and Height (1x1 pixel)
0, // Border width
0, // Border color
0 // Background color
);
Atom clipboard = XInternAtom(dpy, "CLIPBOARD", False); Display *display = glfwGetX11Display();
Atom targetType = XInternAtom(dpy, "image/png", False); // Ask for PNG XID window = glfwGetX11Window(platform.handle);
Atom property = XInternAtom(dpy, "RAYLIB_CLIPBOARD_MANAGER", False);
// Request the data: "Convert whatever is in CLIPBOARD to image/png and put it in RAYLIB_CLIPBOARD_MANAGER" // Lazy-load X11 atoms
XConvertSelection(dpy, clipboard, targetType, property, win, CurrentTime); if(clipboard == 0)
{
clipboard = XInternAtom(display, "CLIPBOARD", False);
targetType = XInternAtom(display, "image/png", False);
property = XInternAtom(display, "RAYLIB_CLIPBOARD_MANAGER", False);
}
XConvertSelection(display, clipboard, targetType, property, window, CurrentTime);
XSync(display, 0);
// Wait for the SelectionNotify event
XEvent ev = { 0 }; XEvent ev = { 0 };
XNextEvent(dpy, &ev);
// Keep calling until we get SelectionNotify
while (XCheckTypedEvent(display, SelectionNotify, &ev) == False);
Atom actualType = { 0 }; Atom actualType = { 0 };
int actualFormat = 0; int actualFormat = 0;
@ -1099,9 +1099,8 @@ Image GetClipboardImage(void)
unsigned long bytesAfter = 0; unsigned long bytesAfter = 0;
unsigned char *data = NULL; unsigned char *data = NULL;
// Read the data from our ghost window's property XGetWindowProperty(display, window, property, 0, ~0L, False, AnyPropertyType,
XGetWindowProperty(dpy, win, property, 0, ~0L, False, AnyPropertyType, &actualType, &actualFormat, &nitems, &bytesAfter, &data);
&actualType, &actualFormat, &nitems, &bytesAfter, &data);
if (data != NULL) if (data != NULL)
{ {
@ -1109,8 +1108,6 @@ Image GetClipboardImage(void)
XFree(data); XFree(data);
} }
XDestroyWindow(dpy, win);
XCloseDisplay(dpy);
#else #else
TRACELOG(LOG_WARNING, "GetClipboardImage() not implemented on target platform"); TRACELOG(LOG_WARNING, "GetClipboardImage() not implemented on target platform");
#endif // _WIN32 #endif // _WIN32

View file

@ -184,6 +184,9 @@ typedef struct {
i32 surfaceWidth; i32 surfaceWidth;
i32 surfaceHeight; i32 surfaceHeight;
#endif #endif
#if defined(__linux__) && defined(RGFW_X11)
Window windowHandleX11; // Underlying type: unsigned long
#endif
} PlatformData; } PlatformData;
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -810,8 +813,8 @@ void SetWindowSize(int width, int height)
RGFW_monitor* currentMonitor = RGFW_window_getMonitor(platform.window); RGFW_monitor* currentMonitor = RGFW_window_getMonitor(platform.window);
CORE.Window.screenScale = MatrixScale(currentMonitor->pixelRatio, currentMonitor->pixelRatio, 1.0f); CORE.Window.screenScale = MatrixScale(currentMonitor->pixelRatio, currentMonitor->pixelRatio, 1.0f);
CORE.Window.render.width = CORE.Window.screen.width * currentMonitor->pixelRatio; CORE.Window.render.width = CORE.Window.screen.width*currentMonitor->pixelRatio;
CORE.Window.render.height = CORE.Window.screen.height * currentMonitor->pixelRatio; CORE.Window.render.height = CORE.Window.screen.height*currentMonitor->pixelRatio;
CORE.Window.currentFbo.width = CORE.Window.render.width; CORE.Window.currentFbo.width = CORE.Window.render.width;
CORE.Window.currentFbo.height = CORE.Window.render.height; CORE.Window.currentFbo.height = CORE.Window.render.height;
#else #else
@ -851,15 +854,25 @@ void SetWindowFocused(void)
// Get native window handle // Get native window handle
void *GetWindowHandle(void) void *GetWindowHandle(void)
{ {
if (platform.window == NULL) return NULL; void *handle = NULL;
#if defined(RGFW_WASM) if (platform.window != NULL)
return (void *)&platform.window->src.ctx; {
#elif defined(RGFW_WAYLAND) #if defined(_WIN32)
return (void *)platform.window->src.surface; handle = (void *)platform.window->src.window; // Type: HWND
#else #elif defined(__linux__)
return (void *)platform.window->src.window; #if defined(RGFW_X11)
platform.windowHandleX11 = platform.window->src.window; // Type: Window (unsigned long)
handle = &platform.window->src.window;
#elif defined(RGFW_WAYLAND)
handle = (void *)platform.window->src.surface; // Type: struct wl_surface*
#endif
#elif defined(__APPLE__)
handle = (void *)platform.window->src.window; // Type: id, NSWindow*
#endif #endif
}
return handle;
} }
// Get number of monitors // Get number of monitors
@ -1132,16 +1145,16 @@ void SwapScreenBuffer(void)
{ {
if (platform.surface) if (platform.surface)
{ {
// copy rlsw pixel data to the surface framebuffer // Copy rlsw pixel data to the surface framebuffer
swReadPixels(0, 0, platform.surfaceWidth, platform.surfaceHeight, SW_RGBA, SW_UNSIGNED_BYTE, platform.surfacePixels); rlCopyFramebuffer(0, 0, platform.surfaceWidth, platform.surfaceHeight, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, platform.surfacePixels);
// Mac wants a different pixel order. I cant seem to get this to work any other way // Mac wants a different pixel order. I cant seem to get this to work any other way
#if defined(__APPLE__) #if defined(__APPLE__)
unsigned char temp = 0; unsigned char temp = 0;
unsigned char *p = NULL; unsigned char *p = NULL;
for (int i = 0; i < (platform.surfaceWidth * platform.surfaceHeight); i += 1) for (int i = 0; i < (platform.surfaceWidth*platform.surfaceHeight); i += 1)
{ {
p = platform.surfacePixels + (i * 4); p = platform.surfacePixels + (i*4);
temp = p[0]; temp = p[0];
p[0] = p[2]; p[0] = p[2];
p[2] = temp; p[2] = temp;
@ -1357,13 +1370,13 @@ void PollInputEvents(void)
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI)) if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI))
{ {
RGFW_monitor* currentMonitor = RGFW_window_getMonitor(platform.window); RGFW_monitor* currentMonitor = RGFW_window_getMonitor(platform.window);
SetupViewport(platform.window->w * currentMonitor->pixelRatio, platform.window->h * currentMonitor->pixelRatio); SetupViewport(platform.window->w*currentMonitor->pixelRatio, platform.window->h*currentMonitor->pixelRatio);
CORE.Window.screenScale = MatrixScale(currentMonitor->pixelRatio, currentMonitor->pixelRatio, 1.0f); CORE.Window.screenScale = MatrixScale(currentMonitor->pixelRatio, currentMonitor->pixelRatio, 1.0f);
CORE.Window.screen.width = platform.window->w; CORE.Window.screen.width = platform.window->w;
CORE.Window.screen.height = platform.window->h; CORE.Window.screen.height = platform.window->h;
CORE.Window.render.width = CORE.Window.screen.width * currentMonitor->pixelRatio; CORE.Window.render.width = CORE.Window.screen.width*currentMonitor->pixelRatio;
CORE.Window.render.height = CORE.Window.screen.height * currentMonitor->pixelRatio; CORE.Window.render.height = CORE.Window.screen.height*currentMonitor->pixelRatio;
} }
else else
{ {
@ -1406,10 +1419,10 @@ void PollInputEvents(void)
#if defined(__APPLE__) #if defined(__APPLE__)
RGFW_monitor* currentMonitor = RGFW_window_getMonitor(platform.window); RGFW_monitor* currentMonitor = RGFW_window_getMonitor(platform.window);
CORE.Window.screenScale = MatrixScale(currentMonitor->pixelRatio, currentMonitor->pixelRatio, 1.0f); CORE.Window.screenScale = MatrixScale(currentMonitor->pixelRatio, currentMonitor->pixelRatio, 1.0f);
SetupViewport(platform.window->w * currentMonitor->pixelRatio, platform.window->h * currentMonitor->pixelRatio); SetupViewport(platform.window->w*currentMonitor->pixelRatio, platform.window->h*currentMonitor->pixelRatio);
CORE.Window.render.width = CORE.Window.screen.width * currentMonitor->pixelRatio; CORE.Window.render.width = CORE.Window.screen.width*currentMonitor->pixelRatio;
CORE.Window.render.height = CORE.Window.screen.height * currentMonitor->pixelRatio; CORE.Window.render.height = CORE.Window.screen.height*currentMonitor->pixelRatio;
CORE.Window.currentFbo.width = CORE.Window.render.width; CORE.Window.currentFbo.width = CORE.Window.render.width;
CORE.Window.currentFbo.height = CORE.Window.render.height; CORE.Window.currentFbo.height = CORE.Window.render.height;
#endif #endif
@ -1427,7 +1440,7 @@ void PollInputEvents(void)
if (platform.surfacePixels != NULL) if (platform.surfacePixels != NULL)
{ {
RL_FREE(platform.surfacePixels); RL_FREE(platform.surfacePixels);
platform.surfacePixels = RL_MALLOC(platform.surfaceWidth * platform.surfaceHeight * 4); platform.surfacePixels = RL_MALLOC(platform.surfaceWidth*platform.surfaceHeight*4);
} }
if (platform.surface != NULL) if (platform.surface != NULL)
@ -1743,8 +1756,8 @@ int InitPlatform(void)
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI)) if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI))
{ {
#if !defined(__APPLE__) #if !defined(__APPLE__)
CORE.Window.screen.width = CORE.Window.screen.width * GetWindowScaleDPI().x; CORE.Window.screen.width = CORE.Window.screen.width*GetWindowScaleDPI().x;
CORE.Window.screen.height = CORE.Window.screen.height * GetWindowScaleDPI().y; CORE.Window.screen.height = CORE.Window.screen.height*GetWindowScaleDPI().y;
#endif #endif
} }
@ -1828,8 +1841,8 @@ int InitPlatform(void)
RGFW_monitor* currentMonitor = RGFW_window_getMonitor(platform.window); RGFW_monitor* currentMonitor = RGFW_window_getMonitor(platform.window);
CORE.Window.screenScale = MatrixScale(currentMonitor->pixelRatio, currentMonitor->pixelRatio, 1.0f); CORE.Window.screenScale = MatrixScale(currentMonitor->pixelRatio, currentMonitor->pixelRatio, 1.0f);
CORE.Window.render.width = CORE.Window.screen.width * currentMonitor->pixelRatio; CORE.Window.render.width = CORE.Window.screen.width*currentMonitor->pixelRatio;
CORE.Window.render.height = CORE.Window.screen.height * currentMonitor->pixelRatio; CORE.Window.render.height = CORE.Window.screen.height*currentMonitor->pixelRatio;
CORE.Window.currentFbo.width = CORE.Window.render.width; CORE.Window.currentFbo.width = CORE.Window.render.width;
CORE.Window.currentFbo.height = CORE.Window.render.height; CORE.Window.currentFbo.height = CORE.Window.render.height;
#else #else
@ -1846,8 +1859,8 @@ int InitPlatform(void)
RGFW_monitor* currentMonitor = RGFW_window_getMonitor(platform.window); RGFW_monitor* currentMonitor = RGFW_window_getMonitor(platform.window);
CORE.Window.screenScale = MatrixScale(currentMonitor->pixelRatio, currentMonitor->pixelRatio, 1.0f); CORE.Window.screenScale = MatrixScale(currentMonitor->pixelRatio, currentMonitor->pixelRatio, 1.0f);
CORE.Window.render.width = CORE.Window.screen.width * currentMonitor->pixelRatio; CORE.Window.render.width = CORE.Window.screen.width*currentMonitor->pixelRatio;
CORE.Window.render.height = CORE.Window.screen.height * currentMonitor->pixelRatio; CORE.Window.render.height = CORE.Window.screen.height*currentMonitor->pixelRatio;
CORE.Window.currentFbo.width = CORE.Window.render.width; CORE.Window.currentFbo.width = CORE.Window.render.width;
CORE.Window.currentFbo.height = CORE.Window.render.height; CORE.Window.currentFbo.height = CORE.Window.render.height;
#endif #endif
@ -1855,7 +1868,7 @@ int InitPlatform(void)
platform.surfaceWidth = CORE.Window.currentFbo.width; platform.surfaceWidth = CORE.Window.currentFbo.width;
platform.surfaceHeight = CORE.Window.currentFbo.height; platform.surfaceHeight = CORE.Window.currentFbo.height;
platform.surfacePixels = RL_MALLOC(platform.surfaceWidth * platform.surfaceHeight * 4); platform.surfacePixels = RL_MALLOC(platform.surfaceWidth*platform.surfaceHeight*4);
if (platform.surfacePixels == NULL) if (platform.surfacePixels == NULL)
{ {
TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize software pixel buffer"); TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize software pixel buffer");

View file

@ -56,6 +56,7 @@
#include "SDL3/SDL.h" #include "SDL3/SDL.h"
#elif defined(USING_SDL2_PROJECT) #elif defined(USING_SDL2_PROJECT)
#include "SDL2/SDL.h" #include "SDL2/SDL.h"
#include "SDL2/SDL_syswm.h" // Required to get window handlers
#else #else
#include "SDL.h" #include "SDL.h"
#endif #endif
@ -101,6 +102,13 @@ typedef struct {
SDL_GameController *gamepad[MAX_GAMEPADS]; SDL_GameController *gamepad[MAX_GAMEPADS];
SDL_JoystickID gamepadId[MAX_GAMEPADS]; // Joystick instance ids, they do not start from 0 SDL_JoystickID gamepadId[MAX_GAMEPADS]; // Joystick instance ids, they do not start from 0
SDL_Cursor *cursor; SDL_Cursor *cursor;
#if defined(__linux__)
// Local storage for the window handle (X11)
// NOTE: On SDL is not possible to know windowing backend at compile time, so,
// just in case, avoiding X11 specific types here
unsigned long windowHandleX11; // Underlying type for: XID, Window
#endif
} PlatformData; } PlatformData;
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -920,9 +928,60 @@ void SetWindowFocused(void)
} }
// Get native window handle // Get native window handle
// NOTE: Handle type depends on OS and windowing system
void *GetWindowHandle(void) void *GetWindowHandle(void)
{ {
return (void *)platform.window; void *handle = NULL;
#if defined(USING_SDL3_PROJECT)
// REF: https://github.com/libsdl-org/SDL/blob/main/include/SDL3/SDL_video.h#L1590
SDL_PropertiesID props = SDL_GetWindowProperties(platform.window);
#if defined(_WIN32)
handle = (void *)SDL_GetPointerProperty(props, SDL_PROP_WINDOW_WIN32_HWND_POINTER, NULL); // Type: HWND
#elif defined(__linux__)
unsigned long windowId = (unsigned long)SDL_GetNumberProperty(props, SDL_PROP_WINDOW_X11_WINDOW_NUMBER, 0); // Type: unsigned long (XID, Window)
if (windowId != 0)
{
// X11 window ID
platform.windowHandleX11 = windowId;
handle = &platform.windowHandleX11;
}
else
{
// Wayland, get display surface pointer
// NOTE: Alternative SDL_PROP_WINDOW_WAYLAND_DISPLAY_POINTER
handle = (void *)SDL_GetPointerProperty(props, SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER, NULL); // Type: struct wl_surface*
}
#elif defined(__APPLE__)
handle = (void *)SDL_GetPointerProperty(props, SDL_PROP_WINDOW_COCOA_WINDOW_POINTER, NULL); // Type: NSWindow*
#endif
#elif defined(USING_SDL2_PROJECT)
SDL_SysWMinfo wmInfo = { 0 };
SDL_VERSION(&wmInfo.version);
if (SDL_GetWindowWMInfo(platform.window, &wmInfo))
{
#if defined(_WIN32)
handle = (void *)wmInfo.info.win.window; // Type: HWND
#elif defined(__linux__)
if (wmInfo.subsystem == SDL_SYSWM_X11)
{
// X11, get window ID (unsigned long)
platform.windowHandleX11 = (unsigned long)wmInfo.info.x11.window;
handle = &platform.windowHandleX11;
}
else if (wmInfo.subsystem == SDL_SYSWM_WAYLAND)
{
// Wayland, get display surface pointer
// NOTE: Alternative: wmInfo.info.wl.display
handle = (void *)wmInfo.info.wl.surface; // Type: struct wl_surface*
}
#elif defined(__APPLE__)
handle = (void *)wmInfo.info.cocoa.window; // Type: NSWindow*
#endif
}
#endif
return handle;
} }
// Get number of monitors // Get number of monitors

View file

@ -1023,7 +1023,7 @@ void SetWindowFocused(void)
// Get native window handle // Get native window handle
void *GetWindowHandle(void) void *GetWindowHandle(void)
{ {
return platform.hwnd; return (void *)platform.hwnd;
} }
int GetMonitorCount(void) int GetMonitorCount(void)
@ -1257,8 +1257,9 @@ void OpenURL(const char *url)
if (strchr(url, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided URL could be potentially malicious, avoid [\'] character"); if (strchr(url, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided URL could be potentially malicious, avoid [\'] character");
else else
{ {
char *cmd = (char *)RL_CALLOC(strlen(url) + 32, sizeof(char)); int len = strlen(url) + 32;
sprintf(cmd, "explorer \"%s\"", url); char *cmd = (char *)RL_CALLOC(len, sizeof(char));
snprintf(cmd, len, "explorer \"%s\"", url);
int result = system(cmd); int result = system(cmd);
if (result == -1) TRACELOG(LOG_WARNING, "OpenURL() child process could not be created"); if (result == -1) TRACELOG(LOG_WARNING, "OpenURL() child process could not be created");
RL_FREE(cmd); RL_FREE(cmd);
@ -2052,8 +2053,11 @@ static void HandleMouseButton(int button, char state)
static void HandleRawInput(LPARAM lparam) static void HandleRawInput(LPARAM lparam)
{ {
RAWINPUT input = { 0 }; RAWINPUT input = { 0 };
UINT inputSize = 0;
if (GetRawInputData((HRAWINPUT)lparam, RID_INPUT, NULL, &inputSize, sizeof(RAWINPUTHEADER)) != 0) return;
if (inputSize > sizeof(input)) return;
UINT inputSize = sizeof(input);
UINT size = GetRawInputData((HRAWINPUT)lparam, RID_INPUT, &input, &inputSize, sizeof(RAWINPUTHEADER)); UINT size = GetRawInputData((HRAWINPUT)lparam, RID_INPUT, &input, &inputSize, sizeof(RAWINPUTHEADER));
if (size == (UINT)-1) TRACELOG(LOG_ERROR, "WIN32: Failed to get raw input data [ERROR: %lu]", GetLastError()); if (size == (UINT)-1) TRACELOG(LOG_ERROR, "WIN32: Failed to get raw input data [ERROR: %lu]", GetLastError());

View file

@ -91,7 +91,7 @@ bool InitGraphicsDevice(void); // Initialize graphics device
// Module Internal Functions Declaration // Module Internal Functions Declaration
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
#if !defined(_WIN32) #if !defined(_WIN32)
static int kbhit(void); // Check if a key has been pressed static int kbhit(void); // Check if key has been pressed
static char getch(void) { return getchar(); } // Get pressed character static char getch(void) { return getchar(); } // Get pressed character
#endif #endif
@ -374,6 +374,8 @@ double GetTime(void)
unsigned long long nanoSeconds = (unsigned long long)ts.tv_sec*1000000000LLU + (unsigned long long)ts.tv_nsec; unsigned long long nanoSeconds = (unsigned long long)ts.tv_sec*1000000000LLU + (unsigned long long)ts.tv_nsec;
time = (double)(nanoSeconds - CORE.Time.base)*1e-9; // Elapsed time since InitTimer() time = (double)(nanoSeconds - CORE.Time.base)*1e-9; // Elapsed time since InitTimer()
#elif defined(PICO_RP2350)
time = (double)to_ms_since_boot(get_absolute_time())/1000.0;
#endif #endif
return time; return time;
} }
@ -560,7 +562,7 @@ void ClosePlatform(void)
// Module Internal Functions Definition // Module Internal Functions Definition
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
#if !defined(_WIN32) #if !defined(_WIN32)
// Check if a key has been pressed // Check if key has been pressed
static int kbhit(void) static int kbhit(void)
{ {
struct termios oldt = { 0 }; struct termios oldt = { 0 };

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@ -1013,7 +1013,7 @@ Sound LoadSoundAlias(Sound source)
return sound; return sound;
} }
// Check if a sound is valid (data loaded and buffers initialized) // Check if sound is valid (data loaded and buffers initialized)
bool IsSoundValid(Sound sound) bool IsSoundValid(Sound sound)
{ {
bool result = false; bool result = false;
@ -1215,7 +1215,7 @@ void StopSound(Sound sound)
StopAudioBuffer(sound.stream.buffer); StopAudioBuffer(sound.stream.buffer);
} }
// Check if a sound is playing // Check if sound is playing
bool IsSoundPlaying(Sound sound) bool IsSoundPlaying(Sound sound)
{ {
bool result = false; bool result = false;
@ -1751,7 +1751,7 @@ Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data,
return music; return music;
} }
// Check if a music stream is valid (context and buffers initialized) // Check if music stream is valid (context and buffers initialized)
bool IsMusicValid(Music music) bool IsMusicValid(Music music)
{ {
return ((music.ctxData != NULL) && // Validate context loaded return ((music.ctxData != NULL) && // Validate context loaded

View file

@ -1070,7 +1070,7 @@ RLAPI void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR s
// NOTE: Shader functionality is not available on OpenGL 1.1 // NOTE: Shader functionality is not available on OpenGL 1.1
RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
RLAPI bool IsShaderValid(Shader shader); // Check if a shader is valid (loaded on GPU) RLAPI bool IsShaderValid(Shader shader); // Check if shader is valid (loaded on GPU)
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
@ -1141,14 +1141,14 @@ RLAPI void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custo
RLAPI void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader RLAPI void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader
RLAPI void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver RLAPI void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver
RLAPI int FileRename(const char *fileName, const char *fileRename); // Rename file (if exists) RLAPI int FileRename(const char *fileName, const char *fileRename); // Rename file (if exists), returns 0 on success
RLAPI int FileRemove(const char *fileName); // Remove file (if exists) RLAPI int FileRemove(const char *fileName); // Remove file (if exists), returns 0 on success
RLAPI int FileCopy(const char *srcPath, const char *dstPath); // Copy file from one path to another, dstPath created if it doesn't exist RLAPI int FileCopy(const char *srcPath, const char *dstPath); // Copy file from one path to another, dstPath created if it doesn't exist, returns 0 on success
RLAPI int FileMove(const char *srcPath, const char *dstPath); // Move file from one directory to another, dstPath created if it doesn't exist RLAPI int FileMove(const char *srcPath, const char *dstPath); // Move file from one directory to another, dstPath created if it doesn't exist, returns 0 on success
RLAPI int FileTextReplace(const char *fileName, const char *search, const char *replacement); // Replace text in an existing file RLAPI int FileTextReplace(const char *fileName, const char *search, const char *replacement); // Replace text in an existing file, returns 0 on success
RLAPI int FileTextFindIndex(const char *fileName, const char *search); // Find text in existing file RLAPI int FileTextFindIndex(const char *fileName, const char *search); // Find text in existing file, returns -1 if index not found or index otherwise
RLAPI bool FileExists(const char *fileName); // Check if file exists RLAPI bool FileExists(const char *fileName); // Check if file exists
RLAPI bool DirectoryExists(const char *dirPath); // Check if a directory path exists RLAPI bool DirectoryExists(const char *dirPath); // Check if directory path exists
RLAPI bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (recommended include point: .png, .wav) RLAPI bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (recommended include point: .png, .wav)
RLAPI int GetFileLength(const char *fileName); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h) RLAPI int GetFileLength(const char *fileName); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
RLAPI long GetFileModTime(const char *fileName); // Get file modification time (last write time) RLAPI long GetFileModTime(const char *fileName); // Get file modification time (last write time)
@ -1160,13 +1160,13 @@ RLAPI const char *GetPrevDirectoryPath(const char *dirPath); // Get previ
RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string) RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string)
RLAPI const char *GetApplicationDirectory(void); // Get the directory of the running application (uses static string) RLAPI const char *GetApplicationDirectory(void); // Get the directory of the running application (uses static string)
RLAPI int MakeDirectory(const char *dirPath); // Create directories (including full path requested), returns 0 on success RLAPI int MakeDirectory(const char *dirPath); // Create directories (including full path requested), returns 0 on success
RLAPI bool ChangeDirectory(const char *dirPath); // Change working directory, return true on success RLAPI int ChangeDirectory(const char *dirPath); // Change working directory, returns 0 on success
RLAPI bool IsPathFile(const char *path); // Check if a given path is a file or a directory RLAPI bool IsPathFile(const char *path); // Check if given path is a file or a directory
RLAPI bool IsFileNameValid(const char *fileName); // Check if fileName is valid for the platform/OS RLAPI bool IsFileNameValid(const char *fileName); // Check if fileName is valid for the platform/OS
RLAPI FilePathList LoadDirectoryFiles(const char *dirPath); // Load directory filepaths, files and directories, no subdirs scan RLAPI FilePathList LoadDirectoryFiles(const char *dirPath); // Load directory filepaths, files and directories, no subdirs scan
RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and subdir scan; some filters available: `*.*`,`FILES*`,`DIRS*` RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and subdir scan; some filters available: '*.*','FILES*','DIRS*'
RLAPI void UnloadDirectoryFiles(FilePathList files); // Unload filepaths RLAPI void UnloadDirectoryFiles(FilePathList files); // Unload filepaths
RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window RLAPI bool IsFileDropped(void); // Check if file has been dropped into window
RLAPI FilePathList LoadDroppedFiles(void); // Load dropped filepaths RLAPI FilePathList LoadDroppedFiles(void); // Load dropped filepaths
RLAPI void UnloadDroppedFiles(FilePathList files); // Unload dropped filepaths RLAPI void UnloadDroppedFiles(FilePathList files); // Unload dropped filepaths
RLAPI unsigned int GetDirectoryFileCount(const char *dirPath); // Get the file count in a directory RLAPI unsigned int GetDirectoryFileCount(const char *dirPath); // Get the file count in a directory
@ -1197,23 +1197,23 @@ RLAPI void PlayAutomationEvent(AutomationEvent event); // Play a reco
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
// Input-related functions: keyboard // Input-related functions: keyboard
RLAPI bool IsKeyPressed(int key); // Check if a key has been pressed once RLAPI bool IsKeyPressed(int key); // Check if key has been pressed once
RLAPI bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again RLAPI bool IsKeyPressedRepeat(int key); // Check if key has been pressed again
RLAPI bool IsKeyDown(int key); // Check if a key is being pressed RLAPI bool IsKeyDown(int key); // Check if key is being pressed
RLAPI bool IsKeyReleased(int key); // Check if a key has been released once RLAPI bool IsKeyReleased(int key); // Check if key has been released once
RLAPI bool IsKeyUp(int key); // Check if a key is NOT being pressed RLAPI bool IsKeyUp(int key); // Check if key is NOT being pressed
RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
RLAPI const char *GetKeyName(int key); // Get name of a QWERTY key on the current keyboard layout (eg returns string 'q' for KEY_A on an AZERTY keyboard) RLAPI const char *GetKeyName(int key); // Get name of a QWERTY key on the current keyboard layout (eg returns string 'q' for KEY_A on an AZERTY keyboard)
RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC) RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
// Input-related functions: gamepads // Input-related functions: gamepads
RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available RLAPI bool IsGamepadAvailable(int gamepad); // Check if gamepad is available
RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id
RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if gamepad button has been pressed once
RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if gamepad button is being pressed
RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if gamepad button has been released once
RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if gamepad button is NOT being pressed
RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
RLAPI int GetGamepadAxisCount(int gamepad); // Get axis count for a gamepad RLAPI int GetGamepadAxisCount(int gamepad); // Get axis count for a gamepad
RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get movement value for a gamepad axis RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get movement value for a gamepad axis
@ -1221,10 +1221,10 @@ RLAPI int SetGamepadMappings(const char *mappings); // Set internal ga
RLAPI void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration); // Set gamepad vibration for both motors (duration in seconds) RLAPI void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration); // Set gamepad vibration for both motors (duration in seconds)
// Input-related functions: mouse // Input-related functions: mouse
RLAPI bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once RLAPI bool IsMouseButtonPressed(int button); // Check if mouse button has been pressed once
RLAPI bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed RLAPI bool IsMouseButtonDown(int button); // Check if mouse button is being pressed
RLAPI bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once RLAPI bool IsMouseButtonReleased(int button); // Check if mouse button has been released once
RLAPI bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed RLAPI bool IsMouseButtonUp(int button); // Check if mouse button is NOT being pressed
RLAPI int GetMouseX(void); // Get mouse position X RLAPI int GetMouseX(void); // Get mouse position X
RLAPI int GetMouseY(void); // Get mouse position Y RLAPI int GetMouseY(void); // Get mouse position Y
RLAPI Vector2 GetMousePosition(void); // Get mouse position XY RLAPI Vector2 GetMousePosition(void); // Get mouse position XY
@ -1247,7 +1247,7 @@ RLAPI int GetTouchPointCount(void); // Get number of t
// Gestures and Touch Handling Functions (Module: rgestures) // Gestures and Touch Handling Functions (Module: rgestures)
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
RLAPI void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags RLAPI void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags
RLAPI bool IsGestureDetected(unsigned int gesture); // Check if a gesture has been detected RLAPI bool IsGestureDetected(unsigned int gesture); // Check if gesture has been detected
RLAPI int GetGestureDetected(void); // Get latest detected gesture RLAPI int GetGestureDetected(void); // Get latest detected gesture
RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in seconds RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in seconds
RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector
@ -1267,7 +1267,7 @@ RLAPI void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, f
// Set texture and rectangle to be used on shapes drawing // Set texture and rectangle to be used on shapes drawing
// NOTE: It can be useful when using basic shapes and one single font, // NOTE: It can be useful when using basic shapes and one single font,
// defining a font char white rectangle would allow drawing everything in a single draw call // defining a font char white rectangle would allow drawing everything in a single draw call
RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing RLAPI void SetShapesTexture(Texture2D texture, Rectangle rec); // Set texture and rectangle to be used on shapes drawing
RLAPI Texture2D GetShapesTexture(void); // Get texture that is used for shapes drawing RLAPI Texture2D GetShapesTexture(void); // Get texture that is used for shapes drawing
RLAPI Rectangle GetShapesTextureRectangle(void); // Get texture source rectangle that is used for shapes drawing RLAPI Rectangle GetShapesTextureRectangle(void); // Get texture source rectangle that is used for shapes drawing
@ -1446,9 +1446,9 @@ RLAPI Texture2D LoadTexture(const char *fileName);
RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data
RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer) RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
RLAPI bool IsTextureValid(Texture2D texture); // Check if a texture is valid (loaded in GPU) RLAPI bool IsTextureValid(Texture2D texture); // Check if texture is valid (loaded in GPU)
RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
RLAPI bool IsRenderTextureValid(RenderTexture2D target); // Check if a render texture is valid (loaded in GPU) RLAPI bool IsRenderTextureValid(RenderTexture2D target); // Check if render texture is valid (loaded in GPU)
RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data (pixels should be able to fill texture) RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data (pixels should be able to fill texture)
RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data (pixels and rec should fit in texture) RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data (pixels and rec should fit in texture)
@ -1462,9 +1462,9 @@ RLAPI void SetTextureWrap(Texture2D texture, int wrap);
RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2 RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle RLAPI void DrawTextureRec(Texture2D texture, Rectangle rec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters RLAPI void DrawTexturePro(Texture2D texture, Rectangle srcrec, Rectangle dstrec, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a source rectangle to destination rectangle, with scaling and rotation
RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a texture (or part of it) that stretches or shrinks nicely RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dstrec, Vector2 origin, float rotation, Color tint); // Draw a texture (or part of it) that stretches or shrinks nicely
// Color/pixel related functions // Color/pixel related functions
RLAPI bool ColorIsEqual(Color col1, Color col2); // Check if two colors are equal RLAPI bool ColorIsEqual(Color col1, Color col2); // Check if two colors are equal
@ -1481,7 +1481,7 @@ RLAPI Color ColorAlpha(Color color, float alpha); // G
RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint
RLAPI Color ColorLerp(Color color1, Color color2, float factor); // Get color lerp interpolation between two colors, factor [0.0f..1.0f] RLAPI Color ColorLerp(Color color1, Color color2, float factor); // Get color lerp interpolation between two colors, factor [0.0f..1.0f]
RLAPI Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value RLAPI Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value
RLAPI Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format RLAPI Color GetPixelColor(const void *srcPtr, int format); // Get Color from a source pixel pointer of certain format
RLAPI void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer RLAPI void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format
@ -1495,7 +1495,7 @@ RLAPI Font LoadFont(const char *fileName);
RLAPI Font LoadFontEx(const char *fileName, int fontSize, const int *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set, font size is provided in pixels height RLAPI Font LoadFontEx(const char *fileName, int fontSize, const int *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set, font size is provided in pixels height
RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style) RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, const int *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf' RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, const int *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
RLAPI bool IsFontValid(Font font); // Check if a font is valid (font data loaded, WARNING: GPU texture not checked) RLAPI bool IsFontValid(Font font); // Check if font is valid (font data loaded, WARNING: GPU texture not checked)
RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, const int *codepoints, int codepointCount, int type, int *glyphCount); // Load font data for further use RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, const int *codepoints, int codepointCount, int type, int *glyphCount); // Load font data for further use
RLAPI Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info RLAPI Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
RLAPI void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM) RLAPI void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM)
@ -1577,10 +1577,10 @@ RLAPI void DrawCubeWiresV(Vector3 position, Vector3 size, Color color);
RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int sides, Color color); // Draw a cylinder/cone
RLAPI void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos RLAPI void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos
RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int sides, Color color); // Draw a cylinder/cone wires
RLAPI void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int slices, Color color); // Draw a cylinder wires with base at startPos and top at endPos RLAPI void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos
RLAPI void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int rings, int slices, Color color); // Draw a capsule with the center of its sphere caps at startPos and endPos RLAPI void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int rings, int slices, Color color); // Draw a capsule with the center of its sphere caps at startPos and endPos
RLAPI void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int rings, int slices, Color color); // Draw capsule wireframe with the center of its sphere caps at startPos and endPos RLAPI void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int rings, int slices, Color color); // Draw capsule wireframe with the center of its sphere caps at startPos and endPos
RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
@ -1594,7 +1594,7 @@ RLAPI void DrawGrid(int slices, float spacing);
// Model management functions // Model management functions
RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials) RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material) RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
RLAPI bool IsModelValid(Model model); // Check if a model is valid (loaded in GPU, VAO/VBOs) RLAPI bool IsModelValid(Model model); // Check if model is valid (loaded in GPU, VAO/VBOs)
RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM) RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes) RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
@ -1605,8 +1605,8 @@ RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint
RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float scale, Color tint); // Draw a billboard texture RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float scale, Color tint); // Draw a billboard texture
RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle rec, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by rectangle
RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle rec, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source rectangle with scaling and rotation
// Mesh management functions // Mesh management functions
RLAPI void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids RLAPI void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids
@ -1635,7 +1635,7 @@ RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
// Material loading/unloading functions // Material loading/unloading functions
RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
RLAPI bool IsMaterialValid(Material material); // Check if a material is valid (shader assigned, map textures loaded in GPU) RLAPI bool IsMaterialValid(Material material); // Check if material is valid (shader assigned, map textures loaded in GPU)
RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...) RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
@ -1676,7 +1676,7 @@ RLAPI bool IsWaveValid(Wave wave); // Check i
RLAPI Sound LoadSound(const char *fileName); // Load sound from file RLAPI Sound LoadSound(const char *fileName); // Load sound from file
RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
RLAPI Sound LoadSoundAlias(Sound source); // Load sound alias, new sound that shares the same sample data as the source sound, does not own the sound data RLAPI Sound LoadSoundAlias(Sound source); // Load sound alias, new sound that shares the same sample data as the source sound, does not own the sound data
RLAPI bool IsSoundValid(Sound sound); // Check if a sound is valid (data loaded and buffers initialized) RLAPI bool IsSoundValid(Sound sound); // Check if sound is valid (data loaded and buffers initialized)
RLAPI void UpdateSound(Sound sound, const void *data, int frameCount); // Update sound buffer with new data (default data format: 32 bit float, stereo) RLAPI void UpdateSound(Sound sound, const void *data, int frameCount); // Update sound buffer with new data (default data format: 32 bit float, stereo)
RLAPI void UnloadWave(Wave wave); // Unload wave data RLAPI void UnloadWave(Wave wave); // Unload wave data
RLAPI void UnloadSound(Sound sound); // Unload sound RLAPI void UnloadSound(Sound sound); // Unload sound
@ -1689,7 +1689,7 @@ RLAPI void PlaySound(Sound sound); // Play a
RLAPI void StopSound(Sound sound); // Stop playing a sound RLAPI void StopSound(Sound sound); // Stop playing a sound
RLAPI void PauseSound(Sound sound); // Pause a sound RLAPI void PauseSound(Sound sound); // Pause a sound
RLAPI void ResumeSound(Sound sound); // Resume a paused sound RLAPI void ResumeSound(Sound sound); // Resume a paused sound
RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing RLAPI bool IsSoundPlaying(Sound sound); // Check if sound is currently playing
RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
RLAPI void SetSoundPan(Sound sound, float pan); // Set pan for a sound (-1.0 left, 0.0 center, 1.0 right) RLAPI void SetSoundPan(Sound sound, float pan); // Set pan for a sound (-1.0 left, 0.0 center, 1.0 right)
@ -1702,7 +1702,7 @@ RLAPI void UnloadWaveSamples(float *samples); // Unload
// Music management functions // Music management functions
RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
RLAPI Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data RLAPI Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data
RLAPI bool IsMusicValid(Music music); // Check if a music stream is valid (context and buffers initialized) RLAPI bool IsMusicValid(Music music); // Check if music stream is valid (context and buffers initialized)
RLAPI void UnloadMusicStream(Music music); // Unload music stream RLAPI void UnloadMusicStream(Music music); // Unload music stream
RLAPI void PlayMusicStream(Music music); // Start music playing RLAPI void PlayMusicStream(Music music); // Start music playing
RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is playing RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is playing

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