mirror of
https://github.com/raysan5/raylib.git
synced 2025-09-06 03:18:14 +00:00
Merge branch 'master' into normalmap_example
This commit is contained in:
30
.github/workflows/linux.yml
vendored
30
.github/workflows/linux.yml
vendored
@@ -22,22 +22,28 @@ jobs:
|
|||||||
build:
|
build:
|
||||||
permissions:
|
permissions:
|
||||||
contents: write # for actions/upload-release-asset to upload release asset
|
contents: write # for actions/upload-release-asset to upload release asset
|
||||||
runs-on: ubuntu-latest
|
|
||||||
strategy:
|
strategy:
|
||||||
fail-fast: false
|
fail-fast: false
|
||||||
max-parallel: 1
|
max-parallel: 1
|
||||||
matrix:
|
matrix:
|
||||||
bits: [32, 64]
|
|
||||||
include:
|
include:
|
||||||
- bits: 32
|
- bits: 32
|
||||||
ARCH: "i386"
|
ARCH: "i386"
|
||||||
ARCH_NAME: "i386"
|
ARCH_NAME: "i386"
|
||||||
COMPILER_PATH: "/user/bin"
|
COMPILER_PATH: "/user/bin"
|
||||||
|
runner: "ubuntu-latest"
|
||||||
- bits: 64
|
- bits: 64
|
||||||
ARCH: "x86_64"
|
ARCH: "x86_64"
|
||||||
ARCH_NAME: "amd64"
|
ARCH_NAME: "amd64"
|
||||||
COMPILER_PATH: "/user/bin"
|
COMPILER_PATH: "/user/bin"
|
||||||
|
runner: "ubuntu-latest"
|
||||||
|
- bits: 64
|
||||||
|
ARCH: "aarch64"
|
||||||
|
ARCH_NAME: "arm64"
|
||||||
|
COMPILER_PATH: "/user/bin"
|
||||||
|
runner: "ubuntu-24.04-arm"
|
||||||
|
|
||||||
|
runs-on: ${{ matrix.runner }}
|
||||||
env:
|
env:
|
||||||
RELEASE_NAME: raylib-dev_linux_${{ matrix.ARCH_NAME }}
|
RELEASE_NAME: raylib-dev_linux_${{ matrix.ARCH_NAME }}
|
||||||
|
|
||||||
@@ -54,7 +60,6 @@ jobs:
|
|||||||
- name: Setup Environment
|
- name: Setup Environment
|
||||||
run: |
|
run: |
|
||||||
sudo apt-get update -qq
|
sudo apt-get update -qq
|
||||||
sudo apt-get install gcc-multilib
|
|
||||||
sudo apt-get install -y --no-install-recommends libglfw3 libglfw3-dev libx11-dev libxcursor-dev libxrandr-dev libxinerama-dev libxi-dev libxext-dev libxfixes-dev libwayland-dev libxkbcommon-dev
|
sudo apt-get install -y --no-install-recommends libglfw3 libglfw3-dev libx11-dev libxcursor-dev libxrandr-dev libxinerama-dev libxi-dev libxext-dev libxfixes-dev libwayland-dev libxkbcommon-dev
|
||||||
mkdir build
|
mkdir build
|
||||||
cd build
|
cd build
|
||||||
@@ -64,9 +69,14 @@ jobs:
|
|||||||
mkdir lib
|
mkdir lib
|
||||||
cd ../../../raylib
|
cd ../../../raylib
|
||||||
# ${{ matrix.ARCH }}-linux-gnu-gcc -v
|
# ${{ matrix.ARCH }}-linux-gnu-gcc -v
|
||||||
|
|
||||||
|
- name: Setup Environment (x86)
|
||||||
|
run : |
|
||||||
|
sudo apt-get install gcc-multilib
|
||||||
|
if: matrix.bits == 32 && matrix.ARCH == 'i386'
|
||||||
|
|
||||||
# TODO: Support 32bit (i386) static/shared library building
|
# TODO: Support 32bit (i386) static/shared library building
|
||||||
- name: Build Library
|
- name: Build Library (32-bit)
|
||||||
run: |
|
run: |
|
||||||
cd src
|
cd src
|
||||||
make PLATFORM=PLATFORM_DESKTOP CC=gcc RAYLIB_LIBTYPE=STATIC RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" CUSTOM_CFLAGS="-m32" -B
|
make PLATFORM=PLATFORM_DESKTOP CC=gcc RAYLIB_LIBTYPE=STATIC RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" CUSTOM_CFLAGS="-m32" -B
|
||||||
@@ -74,13 +84,21 @@ jobs:
|
|||||||
cd ..
|
cd ..
|
||||||
if: matrix.bits == 32
|
if: matrix.bits == 32
|
||||||
|
|
||||||
- name: Build Library
|
- name: Build Library (64-bit x86)
|
||||||
run: |
|
run: |
|
||||||
cd src
|
cd src
|
||||||
make PLATFORM=PLATFORM_DESKTOP CC=gcc RAYLIB_LIBTYPE=STATIC RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" -B
|
make PLATFORM=PLATFORM_DESKTOP CC=gcc RAYLIB_LIBTYPE=STATIC RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" -B
|
||||||
make PLATFORM=PLATFORM_DESKTOP CC=gcc RAYLIB_LIBTYPE=SHARED RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" -B
|
make PLATFORM=PLATFORM_DESKTOP CC=gcc RAYLIB_LIBTYPE=SHARED RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" -B
|
||||||
cd ..
|
cd ..
|
||||||
if: matrix.bits == 64
|
if: matrix.bits == 64 && matrix.ARCH == 'x86_64'
|
||||||
|
|
||||||
|
- name: Build Library (64-bit ARM)
|
||||||
|
run: |
|
||||||
|
cd src
|
||||||
|
make PLATFORM=PLATFORM_DESKTOP CC=gcc RAYLIB_LIBTYPE=STATIC RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" -B
|
||||||
|
make PLATFORM=PLATFORM_DESKTOP CC=gcc RAYLIB_LIBTYPE=SHARED RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" -B
|
||||||
|
cd ..
|
||||||
|
if: matrix.bits == 64 && matrix.ARCH == 'aarch64'
|
||||||
|
|
||||||
- name: Generate Artifacts
|
- name: Generate Artifacts
|
||||||
run: |
|
run: |
|
||||||
|
4
.github/workflows/parse.yml
vendored
4
.github/workflows/parse.yml
vendored
@@ -1,4 +1,4 @@
|
|||||||
name: Parse raylib_api
|
name: Parse raylib API
|
||||||
|
|
||||||
on:
|
on:
|
||||||
workflow_dispatch:
|
workflow_dispatch:
|
||||||
@@ -14,7 +14,7 @@ jobs:
|
|||||||
- uses: actions/checkout@v4
|
- uses: actions/checkout@v4
|
||||||
|
|
||||||
- name: Update parse files
|
- name: Update parse files
|
||||||
working-directory: parser
|
working-directory: tools/parser
|
||||||
run: |
|
run: |
|
||||||
make raylib_api
|
make raylib_api
|
||||||
mv raylib_api.* output
|
mv raylib_api.* output
|
||||||
|
1
.github/workflows/windows.yml
vendored
1
.github/workflows/windows.yml
vendored
@@ -54,7 +54,6 @@ jobs:
|
|||||||
- compiler: mingw-w64
|
- compiler: mingw-w64
|
||||||
ziptarget: winarm64 # We don't build arm64 with mingw-w64 yet
|
ziptarget: winarm64 # We don't build arm64 with mingw-w64 yet
|
||||||
|
|
||||||
|
|
||||||
env:
|
env:
|
||||||
RELEASE_NAME: raylib-dev_${{ matrix.ziptarget }}_${{ matrix.compiler }}
|
RELEASE_NAME: raylib-dev_${{ matrix.ziptarget }}_${{ matrix.compiler }}
|
||||||
GNUTARGET: default
|
GNUTARGET: default
|
||||||
|
6
.gitignore
vendored
6
.gitignore
vendored
@@ -111,5 +111,7 @@ build/
|
|||||||
build-*/
|
build-*/
|
||||||
docgen_tmp/
|
docgen_tmp/
|
||||||
|
|
||||||
# Parser stuff
|
# Tools stuff
|
||||||
parser/raylib_parser
|
tools/parser/raylib_parser
|
||||||
|
tools/rexm/VS2022
|
||||||
|
tools/rexm/rexm
|
||||||
|
@@ -145,7 +145,6 @@ These are older raylib bindings that are more than 2 versions old or have not be
|
|||||||
| [clj-raylib](https://github.com/lsevero/clj-raylib) | 3.0 | [Clojure](https://clojure.org) |
|
| [clj-raylib](https://github.com/lsevero/clj-raylib) | 3.0 | [Clojure](https://clojure.org) |
|
||||||
| [QuickJS-raylib](https://github.com/sntg-p/QuickJS-raylib) | 3.0 | [QuickJS](https://bellard.org/quickjs) |
|
| [QuickJS-raylib](https://github.com/sntg-p/QuickJS-raylib) | 3.0 | [QuickJS](https://bellard.org/quickjs) |
|
||||||
| [raylib-duktape](https://github.com/RobLoach/raylib-duktape) | 2.6 | [JavaScript (Duktape)](https://en.wikipedia.org/wiki/JavaScript) |
|
| [raylib-duktape](https://github.com/RobLoach/raylib-duktape) | 2.6 | [JavaScript (Duktape)](https://en.wikipedia.org/wiki/JavaScript) |
|
||||||
| [raylib-v7](https://github.com/Rabios/raylib-v7) | 3.5 | [JavaScript (v7)](https://en.wikipedia.org/wiki/JavaScript) |
|
|
||||||
| [raylib-chaiscript](https://github.com/RobLoach/raylib-chaiscript) | 2.6 | [ChaiScript](http://chaiscript.com) |
|
| [raylib-chaiscript](https://github.com/RobLoach/raylib-chaiscript) | 2.6 | [ChaiScript](http://chaiscript.com) |
|
||||||
| [raylib-squirrel](https://github.com/RobLoach/raylib-squirrel) | 2.5 | [Squirrel](http://www.squirrel-lang.org) |
|
| [raylib-squirrel](https://github.com/RobLoach/raylib-squirrel) | 2.5 | [Squirrel](http://www.squirrel-lang.org) |
|
||||||
| [racket-raylib-2d](https://github.com/arvyy/racket-raylib-2d) | 2.5 | [Racket](https://racket-lang.org) |
|
| [racket-raylib-2d](https://github.com/arvyy/racket-raylib-2d) | 2.5 | [Racket](https://racket-lang.org) |
|
||||||
|
31
build.zig
31
build.zig
@@ -153,18 +153,14 @@ fn compileRaylib(b: *std.Build, target: std.Build.ResolvedTarget, optimize: std.
|
|||||||
try raylib_flags_arr.appendSlice(&config_h_flags);
|
try raylib_flags_arr.appendSlice(&config_h_flags);
|
||||||
}
|
}
|
||||||
|
|
||||||
const raylib = if (options.shared)
|
const raylib = b.addLibrary(.{
|
||||||
b.addSharedLibrary(.{
|
.name = "raylib",
|
||||||
.name = "raylib",
|
.linkage = if (options.shared) .dynamic else .static,
|
||||||
|
.root_module = b.createModule(.{
|
||||||
.target = target,
|
.target = target,
|
||||||
.optimize = optimize,
|
.optimize = optimize,
|
||||||
})
|
}),
|
||||||
else
|
});
|
||||||
b.addStaticLibrary(.{
|
|
||||||
.name = "raylib",
|
|
||||||
.target = target,
|
|
||||||
.optimize = optimize,
|
|
||||||
});
|
|
||||||
raylib.linkLibC();
|
raylib.linkLibC();
|
||||||
|
|
||||||
// No GLFW required on PLATFORM_DRM
|
// No GLFW required on PLATFORM_DRM
|
||||||
@@ -550,10 +546,13 @@ fn addExamples(
|
|||||||
if (std.mem.eql(u8, "core_loading_thread", name) and target.result.os.tag == .windows) continue;
|
if (std.mem.eql(u8, "core_loading_thread", name) and target.result.os.tag == .windows) continue;
|
||||||
|
|
||||||
if (target.result.os.tag == .emscripten) {
|
if (target.result.os.tag == .emscripten) {
|
||||||
const exe_lib = b.addStaticLibrary(.{
|
const exe_lib = b.addLibrary(.{
|
||||||
.name = name,
|
.name = name,
|
||||||
.target = target,
|
.linkage = .static,
|
||||||
.optimize = optimize,
|
.root_module = b.createModule(.{
|
||||||
|
.target = target,
|
||||||
|
.optimize = optimize,
|
||||||
|
}),
|
||||||
});
|
});
|
||||||
exe_lib.addCSourceFile(.{
|
exe_lib.addCSourceFile(.{
|
||||||
.file = b.path(path),
|
.file = b.path(path),
|
||||||
@@ -633,8 +632,10 @@ fn addExamples(
|
|||||||
} else {
|
} else {
|
||||||
const exe = b.addExecutable(.{
|
const exe = b.addExecutable(.{
|
||||||
.name = name,
|
.name = name,
|
||||||
.target = target,
|
.root_module = b.createModule(.{
|
||||||
.optimize = optimize,
|
.target = target,
|
||||||
|
.optimize = optimize,
|
||||||
|
}),
|
||||||
});
|
});
|
||||||
exe.addCSourceFile(.{ .file = b.path(path), .flags = &.{} });
|
exe.addCSourceFile(.{ .file = b.path(path), .flags = &.{} });
|
||||||
exe.linkLibC();
|
exe.linkLibC();
|
||||||
|
@@ -101,10 +101,37 @@ elseif ("${PLATFORM}" MATCHES "DRM")
|
|||||||
set(LIBS_PRIVATE ${GLESV2} ${EGL} ${DRM} ${GBM} atomic pthread m dl)
|
set(LIBS_PRIVATE ${GLESV2} ${EGL} ${DRM} ${GBM} atomic pthread m dl)
|
||||||
|
|
||||||
elseif ("${PLATFORM}" MATCHES "SDL")
|
elseif ("${PLATFORM}" MATCHES "SDL")
|
||||||
find_package(SDL2 REQUIRED)
|
# First, check if SDL is included as a subdirectory
|
||||||
set(PLATFORM_CPP "PLATFORM_DESKTOP_SDL")
|
if(TARGET SDL3::SDL3)
|
||||||
set(LIBS_PRIVATE SDL2::SDL2)
|
message(STATUS "Using SDL3 from subdirectory")
|
||||||
|
set(PLATFORM_CPP "PLATFORM_DESKTOP_SDL")
|
||||||
|
set(LIBS_PRIVATE SDL3::SDL3)
|
||||||
|
add_compile_definitions(USING_SDL3_PROJECT)
|
||||||
|
elseif(TARGET SDL2::SDL2)
|
||||||
|
message(STATUS "Using SDL2 from subdirectory")
|
||||||
|
set(PLATFORM_CPP "PLATFORM_DESKTOP_SDL")
|
||||||
|
set(LIBS_PRIVATE SDL2::SDL2)
|
||||||
|
add_compile_definitions(USING_SDL2_PROJECT)
|
||||||
|
else()
|
||||||
|
# No SDL added via add_subdirectory(), try find_package()
|
||||||
|
message(STATUS "No SDL target from subdirectory, searching via find_package()...")
|
||||||
|
|
||||||
|
# First try SDL3
|
||||||
|
find_package(SDL3 QUIET)
|
||||||
|
if(SDL3_FOUND)
|
||||||
|
message(STATUS "Found SDL3 via find_package()")
|
||||||
|
set(PLATFORM_CPP "PLATFORM_DESKTOP_SDL")
|
||||||
|
set(LIBS_PRIVATE SDL3::SDL3)
|
||||||
|
add_compile_definitions(USING_SDL3_PACKAGE)
|
||||||
|
else()
|
||||||
|
# Fallback to SDL2
|
||||||
|
find_package(SDL2 REQUIRED)
|
||||||
|
message(STATUS "Found SDL2 via find_package()")
|
||||||
|
set(PLATFORM_CPP "PLATFORM_DESKTOP_SDL")
|
||||||
|
set(LIBS_PRIVATE SDL2::SDL2)
|
||||||
|
add_compile_definitions(USING_SDL2_PACKAGE)
|
||||||
|
endif()
|
||||||
|
endif()
|
||||||
endif ()
|
endif ()
|
||||||
|
|
||||||
if (NOT ${OPENGL_VERSION} MATCHES "OFF")
|
if (NOT ${OPENGL_VERSION} MATCHES "OFF")
|
||||||
|
@@ -106,6 +106,9 @@ BUILD_WEB_SHELL ?= $(RAYLIB_PATH)/src/minshell.html
|
|||||||
BUILD_WEB_HEAP_SIZE ?= 134217728
|
BUILD_WEB_HEAP_SIZE ?= 134217728
|
||||||
BUILD_WEB_RESOURCES ?= TRUE
|
BUILD_WEB_RESOURCES ?= TRUE
|
||||||
BUILD_WEB_RESOURCES_PATH ?= $(dir $<)resources@resources
|
BUILD_WEB_RESOURCES_PATH ?= $(dir $<)resources@resources
|
||||||
|
# Use WebGL2 backend (OpenGL 3.0)
|
||||||
|
# WARNING: Requires raylib compiled with GRAPHICS_API_OPENGL_ES3
|
||||||
|
BUILD_WEB_WEBGL2 ?= FALSE
|
||||||
|
|
||||||
# Determine PLATFORM_OS when required
|
# Determine PLATFORM_OS when required
|
||||||
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW PLATFORM_DESKTOP_SDL PLATFORM_DESKTOP_RGFW PLATFORM_WEB PLATFORM_WEB_RGFW))
|
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW PLATFORM_DESKTOP_SDL PLATFORM_DESKTOP_RGFW PLATFORM_WEB PLATFORM_WEB_RGFW))
|
||||||
@@ -186,7 +189,7 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
|
|||||||
endif
|
endif
|
||||||
endif
|
endif
|
||||||
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
|
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
|
||||||
# HTML5 emscripten compiler
|
# HTML5 emscripten compiler
|
||||||
# WARNING: To compile to HTML5, code must be redesigned
|
# WARNING: To compile to HTML5, code must be redesigned
|
||||||
# to use emscripten.h and emscripten_set_main_loop()
|
# to use emscripten.h and emscripten_set_main_loop()
|
||||||
CC = emcc
|
CC = emcc
|
||||||
@@ -269,8 +272,8 @@ endif
|
|||||||
# NOTE: Some external/extras libraries could be required (stb, easings...)
|
# NOTE: Some external/extras libraries could be required (stb, easings...)
|
||||||
#------------------------------------------------------------------------------------------------
|
#------------------------------------------------------------------------------------------------
|
||||||
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external $(EXTRA_INCLUDE_PATHS)
|
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external $(EXTRA_INCLUDE_PATHS)
|
||||||
# Define additional directories containing required header files
|
|
||||||
|
|
||||||
|
# Define additional directories containing required header files
|
||||||
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
|
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
|
||||||
ifeq ($(PLATFORM_OS),BSD)
|
ifeq ($(PLATFORM_OS),BSD)
|
||||||
INCLUDE_PATHS += -I$(RAYLIB_INCLUDE_PATH) -I/usr/pkg/include -I/usr/X11R7/include
|
INCLUDE_PATHS += -I$(RAYLIB_INCLUDE_PATH) -I/usr/pkg/include -I/usr/X11R7/include
|
||||||
@@ -287,11 +290,6 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
|
|||||||
INCLUDE_PATHS += -I/usr/include/libdrm
|
INCLUDE_PATHS += -I/usr/include/libdrm
|
||||||
endif
|
endif
|
||||||
|
|
||||||
# Include GLFW required for examples/others/rlgl_standalone.c
|
|
||||||
ifeq ($(USE_EXTERNAL_GLFW),FALSE)
|
|
||||||
all others: INCLUDE_PATHS += -I$(RAYLIB_PATH)/src/external/glfw/include
|
|
||||||
endif
|
|
||||||
|
|
||||||
# Define library paths containing required libs: LDFLAGS
|
# Define library paths containing required libs: LDFLAGS
|
||||||
#------------------------------------------------------------------------------------------------
|
#------------------------------------------------------------------------------------------------
|
||||||
LDFLAGS = -L. -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src
|
LDFLAGS = -L. -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src
|
||||||
@@ -340,18 +338,24 @@ ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_R
|
|||||||
# --preload-file resources # specify a resources folder for data compilation
|
# --preload-file resources # specify a resources folder for data compilation
|
||||||
# --source-map-base # allow debugging in browser with source map
|
# --source-map-base # allow debugging in browser with source map
|
||||||
# --shell-file shell.html # define a custom shell .html and output extension
|
# --shell-file shell.html # define a custom shell .html and output extension
|
||||||
LDFLAGS += -sTOTAL_MEMORY=$(BUILD_WEB_HEAP_SIZE) -sFORCE_FILESYSTEM=1 -sMINIFY_HTML=0
|
LDFLAGS += -sTOTAL_MEMORY=$(BUILD_WEB_HEAP_SIZE) -sFORCE_FILESYSTEM=1 -sEXPORTED_RUNTIME_METHODS=ccall -sMINIFY_HTML=0
|
||||||
|
|
||||||
# Using GLFW3 library (instead of RGFW)
|
# Using GLFW3 library (instead of RGFW)
|
||||||
ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
|
ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
|
||||||
LDFLAGS += -sUSE_GLFW=3
|
LDFLAGS += -sUSE_GLFW=3
|
||||||
endif
|
endif
|
||||||
|
|
||||||
# Build using asyncify
|
# Build using asyncify
|
||||||
ifeq ($(BUILD_WEB_ASYNCIFY),TRUE)
|
ifeq ($(BUILD_WEB_ASYNCIFY),TRUE)
|
||||||
LDFLAGS += -sASYNCIFY
|
LDFLAGS += -sASYNCIFY
|
||||||
endif
|
endif
|
||||||
|
|
||||||
|
# NOTE: Flags required for WebGL 2.0 (OpenGL ES 3.0)
|
||||||
|
# WARNING: Requires raylib compiled with GRAPHICS_API_OPENGL_ES3
|
||||||
|
ifeq ($(BUILD_WEB_WEBGL2),TRUE)
|
||||||
|
LDFLAGS += -sMIN_WEBGL_VERSION=2 -sMAX_WEBGL_VERSION=2
|
||||||
|
endif
|
||||||
|
|
||||||
# Add resources building if required
|
# Add resources building if required
|
||||||
ifeq ($(BUILD_WEB_RESOURCES),TRUE)
|
ifeq ($(BUILD_WEB_RESOURCES),TRUE)
|
||||||
LDFLAGS += --preload-file $(BUILD_WEB_RESOURCES_PATH)
|
LDFLAGS += --preload-file $(BUILD_WEB_RESOURCES_PATH)
|
||||||
@@ -489,8 +493,11 @@ ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_R
|
|||||||
LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.web.a
|
LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.web.a
|
||||||
endif
|
endif
|
||||||
|
|
||||||
|
CURRENT_MAKEFILE = $(lastword $(MAKEFILE_LIST))
|
||||||
|
|
||||||
# Define source code object files required
|
# Define source code object files required
|
||||||
#------------------------------------------------------------------------------------------------
|
#------------------------------------------------------------------------------------------------
|
||||||
|
#EXAMPLES_LIST_START
|
||||||
CORE = \
|
CORE = \
|
||||||
core/core_2d_camera \
|
core/core_2d_camera \
|
||||||
core/core_2d_camera_mouse_zoom \
|
core/core_2d_camera_mouse_zoom \
|
||||||
@@ -534,6 +541,8 @@ SHAPES = \
|
|||||||
shapes/shapes_bouncing_ball \
|
shapes/shapes_bouncing_ball \
|
||||||
shapes/shapes_collision_area \
|
shapes/shapes_collision_area \
|
||||||
shapes/shapes_colors_palette \
|
shapes/shapes_colors_palette \
|
||||||
|
shapes/shapes_digital_clock \
|
||||||
|
shapes/shapes_double_pendulum \
|
||||||
shapes/shapes_draw_circle_sector \
|
shapes/shapes_draw_circle_sector \
|
||||||
shapes/shapes_draw_rectangle_rounded \
|
shapes/shapes_draw_rectangle_rounded \
|
||||||
shapes/shapes_draw_ring \
|
shapes/shapes_draw_ring \
|
||||||
@@ -547,8 +556,7 @@ SHAPES = \
|
|||||||
shapes/shapes_rectangle_advanced \
|
shapes/shapes_rectangle_advanced \
|
||||||
shapes/shapes_rectangle_scaling \
|
shapes/shapes_rectangle_scaling \
|
||||||
shapes/shapes_splines_drawing \
|
shapes/shapes_splines_drawing \
|
||||||
shapes/shapes_top_down_lights \
|
shapes/shapes_top_down_lights
|
||||||
shapes/shapes_digital_clock
|
|
||||||
|
|
||||||
TEXTURES = \
|
TEXTURES = \
|
||||||
textures/textures_background_scrolling \
|
textures/textures_background_scrolling \
|
||||||
@@ -644,9 +652,9 @@ SHADERS = \
|
|||||||
shaders/shaders_texture_outline \
|
shaders/shaders_texture_outline \
|
||||||
shaders/shaders_texture_tiling \
|
shaders/shaders_texture_tiling \
|
||||||
shaders/shaders_texture_waves \
|
shaders/shaders_texture_waves \
|
||||||
|
shaders/shaders_vertex_displacement \
|
||||||
shaders/shaders_view_depth \
|
shaders/shaders_view_depth \
|
||||||
shaders/shaders_write_depth \
|
shaders/shaders_write_depth
|
||||||
shaders/shaders_vertex_displacement
|
|
||||||
|
|
||||||
AUDIO = \
|
AUDIO = \
|
||||||
audio/audio_mixed_processor \
|
audio/audio_mixed_processor \
|
||||||
@@ -663,18 +671,14 @@ OTHERS = \
|
|||||||
others/embedded_files_loading \
|
others/embedded_files_loading \
|
||||||
others/raylib_opengl_interop \
|
others/raylib_opengl_interop \
|
||||||
others/raymath_vector_angle \
|
others/raymath_vector_angle \
|
||||||
others/rlgl_compute_shader
|
others/rlgl_compute_shader \
|
||||||
|
others/rlgl_standalone
|
||||||
ifeq ($(TARGET_PLATFORM), PLATFORM_DESKTOP_GFLW)
|
#EXAMPLES_LIST_END
|
||||||
OTHERS += others/rlgl_standalone
|
|
||||||
endif
|
|
||||||
|
|
||||||
CURRENT_MAKEFILE = $(lastword $(MAKEFILE_LIST))
|
|
||||||
|
|
||||||
# Define processes to execute
|
# Define processes to execute
|
||||||
#------------------------------------------------------------------------------------------------
|
#------------------------------------------------------------------------------------------------
|
||||||
# Default target entry
|
# Default target entry
|
||||||
all: $(CORE) $(SHAPES) $(TEXT) $(TEXTURES) $(MODELS) $(SHADERS) $(AUDIO) $(OTHERS)
|
all: $(CORE) $(SHAPES) $(TEXT) $(TEXTURES) $(MODELS) $(SHADERS) $(AUDIO)
|
||||||
|
|
||||||
core: $(CORE)
|
core: $(CORE)
|
||||||
shapes: $(SHAPES)
|
shapes: $(SHAPES)
|
||||||
@@ -683,7 +687,6 @@ text: $(TEXT)
|
|||||||
models: $(MODELS)
|
models: $(MODELS)
|
||||||
shaders: $(SHADERS)
|
shaders: $(SHADERS)
|
||||||
audio: $(AUDIO)
|
audio: $(AUDIO)
|
||||||
others: $(OTHERS)
|
|
||||||
|
|
||||||
# Generic compilation pattern
|
# Generic compilation pattern
|
||||||
# NOTE: Examples must be ready for Android compilation!
|
# NOTE: Examples must be ready for Android compilation!
|
||||||
|
@@ -1,6 +1,34 @@
|
|||||||
#**************************************************************************************************
|
#**************************************************************************************************
|
||||||
#
|
#
|
||||||
# raylib makefile for Web platform
|
# raylib makefile for multiple platforms
|
||||||
|
#
|
||||||
|
# This file supports building raylib examples for the following platforms:
|
||||||
|
#
|
||||||
|
# > PLATFORM_DESKTOP
|
||||||
|
# - Defaults to PLATFORM_DESKTOP_GLFW
|
||||||
|
# > PLATFORM_DESKTOP_GFLW (GLFW backend):
|
||||||
|
# - Windows (Win32, Win64)
|
||||||
|
# - Linux (X11/Wayland desktop mode)
|
||||||
|
# - macOS/OSX (x64, arm64)
|
||||||
|
# - FreeBSD, OpenBSD, NetBSD, DragonFly (X11 desktop)
|
||||||
|
# > PLATFORM_DESKTOP_SDL (SDL backend):
|
||||||
|
# - Windows (Win32, Win64)
|
||||||
|
# - Linux (X11/Wayland desktop mode)
|
||||||
|
# - Others (not tested)
|
||||||
|
# > PLATFORM_DESKTOP_RGFW (RGFW backend):
|
||||||
|
# - Windows (Win32, Win64)
|
||||||
|
# - Linux (X11 desktop mode)
|
||||||
|
# - macOS/OSX (x64, arm64 (not tested))
|
||||||
|
# - Others (not tested)
|
||||||
|
# > PLATFORM_WEB_RGFW:
|
||||||
|
# - HTML5 (WebAssembly)
|
||||||
|
# > PLATFORM_WEB:
|
||||||
|
# - HTML5 (WebAssembly)
|
||||||
|
# > PLATFORM_DRM:
|
||||||
|
# - Raspberry Pi 0-5 (DRM/KMS)
|
||||||
|
# - Linux DRM subsystem (KMS mode)
|
||||||
|
# > PLATFORM_ANDROID:
|
||||||
|
# - Android (ARM, ARM64)
|
||||||
#
|
#
|
||||||
# Copyright (c) 2013-2025 Ramon Santamaria (@raysan5)
|
# Copyright (c) 2013-2025 Ramon Santamaria (@raysan5)
|
||||||
#
|
#
|
||||||
@@ -25,9 +53,20 @@
|
|||||||
|
|
||||||
# Define required environment variables
|
# Define required environment variables
|
||||||
#------------------------------------------------------------------------------------------------
|
#------------------------------------------------------------------------------------------------
|
||||||
# Define target platform: PLATFORM_DESKTOP, PLATFORM_DRM, PLATFORM_ANDROID, PLATFORM_WEB
|
# Define target platform: PLATFORM_DESKTOP, PLATFORM_DESKTOP_SDL, PLATFORM_DRM, PLATFORM_ANDROID, PLATFORM_WEB, PLATFORM_WEB_RGFW
|
||||||
PLATFORM ?= PLATFORM_WEB
|
PLATFORM ?= PLATFORM_WEB
|
||||||
|
|
||||||
|
ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_DESKTOP_GLFW PLATFORM_DESKTOP_SDL PLATFORM_DESKTOP_RGFW))
|
||||||
|
TARGET_PLATFORM := $(PLATFORM)
|
||||||
|
override PLATFORM = PLATFORM_DESKTOP
|
||||||
|
else
|
||||||
|
ifeq ($(PLATFORM), PLATFORM_DESKTOP)
|
||||||
|
TARGET_PLATFORM = PLATFORM_DESKTOP_GLFW
|
||||||
|
else
|
||||||
|
TARGET_PLATFORM = $(PLATFORM)
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
|
||||||
# Define required raylib variables
|
# Define required raylib variables
|
||||||
PROJECT_NAME ?= raylib_examples
|
PROJECT_NAME ?= raylib_examples
|
||||||
RAYLIB_VERSION ?= 5.5.0
|
RAYLIB_VERSION ?= 5.5.0
|
||||||
@@ -51,6 +90,12 @@ BUILD_MODE ?= RELEASE
|
|||||||
# Use external GLFW library instead of rglfw module
|
# Use external GLFW library instead of rglfw module
|
||||||
USE_EXTERNAL_GLFW ?= FALSE
|
USE_EXTERNAL_GLFW ?= FALSE
|
||||||
|
|
||||||
|
# PLATFORM_DESKTOP_SDL: It requires SDL library to be provided externally
|
||||||
|
# WARNING: Library is not included in raylib, it MUST be configured by users
|
||||||
|
SDL_INCLUDE_PATH ?= $(RAYLIB_SRC_PATH)/external/SDL2/include
|
||||||
|
SDL_LIBRARY_PATH ?= $(RAYLIB_SRC_PATH)/external/SDL2/lib
|
||||||
|
SDL_LIBRARIES ?= -lSDL2 -lSDL2main
|
||||||
|
|
||||||
# Use Wayland display server protocol on Linux desktop (by default it uses X11 windowing system)
|
# Use Wayland display server protocol on Linux desktop (by default it uses X11 windowing system)
|
||||||
# NOTE: This variable is only used for PLATFORM_OS: LINUX
|
# NOTE: This variable is only used for PLATFORM_OS: LINUX
|
||||||
USE_WAYLAND_DISPLAY ?= FALSE
|
USE_WAYLAND_DISPLAY ?= FALSE
|
||||||
@@ -59,13 +104,14 @@ USE_WAYLAND_DISPLAY ?= FALSE
|
|||||||
BUILD_WEB_ASYNCIFY ?= TRUE
|
BUILD_WEB_ASYNCIFY ?= TRUE
|
||||||
BUILD_WEB_SHELL ?= $(RAYLIB_PATH)/src/shell.html
|
BUILD_WEB_SHELL ?= $(RAYLIB_PATH)/src/shell.html
|
||||||
BUILD_WEB_HEAP_SIZE ?= 134217728
|
BUILD_WEB_HEAP_SIZE ?= 134217728
|
||||||
|
BUILD_WEB_RESOURCES ?= TRUE
|
||||||
|
BUILD_WEB_RESOURCES_PATH ?= $(dir $<)resources@resources
|
||||||
# Use WebGL2 backend (OpenGL 3.0)
|
# Use WebGL2 backend (OpenGL 3.0)
|
||||||
# WARNING: Requires raylib compiled with GRAPHICS_API_OPENGL_ES3
|
# WARNING: Requires raylib compiled with GRAPHICS_API_OPENGL_ES3
|
||||||
USE_WEBGL2 ?= FALSE
|
BUILD_WEB_WEBGL2 ?= FALSE
|
||||||
|
|
||||||
# Determine PLATFORM_OS in case PLATFORM_DESKTOP or PLATFORM_WEB selected
|
# Determine PLATFORM_OS when required
|
||||||
ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_DESKTOP PLATFORM_WEB PLATFORM_WEB_RGFW))
|
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW PLATFORM_DESKTOP_SDL PLATFORM_DESKTOP_RGFW PLATFORM_WEB PLATFORM_WEB_RGFW))
|
||||||
# No uname.exe on MinGW!, but OS=Windows_NT on Windows!
|
# No uname.exe on MinGW!, but OS=Windows_NT on Windows!
|
||||||
# ifeq ($(UNAME),Msys) -> Windows
|
# ifeq ($(UNAME),Msys) -> Windows
|
||||||
ifeq ($(OS),Windows_NT)
|
ifeq ($(OS),Windows_NT)
|
||||||
@@ -92,7 +138,7 @@ ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_DESKTOP PLATFORM_WEB PLATFORM_WE
|
|||||||
endif
|
endif
|
||||||
endif
|
endif
|
||||||
endif
|
endif
|
||||||
ifeq ($(PLATFORM),PLATFORM_DRM)
|
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
|
||||||
UNAMEOS = $(shell uname)
|
UNAMEOS = $(shell uname)
|
||||||
ifeq ($(UNAMEOS),Linux)
|
ifeq ($(UNAMEOS),Linux)
|
||||||
PLATFORM_OS = LINUX
|
PLATFORM_OS = LINUX
|
||||||
@@ -101,7 +147,7 @@ endif
|
|||||||
|
|
||||||
# RAYLIB_PATH adjustment for LINUX platform
|
# RAYLIB_PATH adjustment for LINUX platform
|
||||||
# TODO: Do we really need this?
|
# TODO: Do we really need this?
|
||||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
|
||||||
ifeq ($(PLATFORM_OS),LINUX)
|
ifeq ($(PLATFORM_OS),LINUX)
|
||||||
RAYLIB_PREFIX ?= ..
|
RAYLIB_PREFIX ?= ..
|
||||||
RAYLIB_PATH = $(realpath $(RAYLIB_PREFIX))
|
RAYLIB_PATH = $(realpath $(RAYLIB_PREFIX))
|
||||||
@@ -109,14 +155,14 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
|||||||
endif
|
endif
|
||||||
|
|
||||||
# Default path for raylib on Raspberry Pi
|
# Default path for raylib on Raspberry Pi
|
||||||
ifeq ($(PLATFORM),PLATFORM_DRM)
|
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
|
||||||
RAYLIB_PATH ?= /home/pi/raylib
|
RAYLIB_PATH ?= /home/pi/raylib
|
||||||
endif
|
endif
|
||||||
|
|
||||||
# Define raylib release directory for compiled library
|
# Define raylib release directory for compiled library
|
||||||
RAYLIB_RELEASE_PATH ?= $(RAYLIB_PATH)/src
|
RAYLIB_RELEASE_PATH ?= $(RAYLIB_PATH)/src
|
||||||
|
|
||||||
ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
|
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
|
||||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||||
# Emscripten required variables
|
# Emscripten required variables
|
||||||
EMSDK_PATH ?= C:/raylib/emsdk
|
EMSDK_PATH ?= C:/raylib/emsdk
|
||||||
@@ -132,7 +178,7 @@ endif
|
|||||||
#------------------------------------------------------------------------------------------------
|
#------------------------------------------------------------------------------------------------
|
||||||
CC = gcc
|
CC = gcc
|
||||||
|
|
||||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
|
||||||
ifeq ($(PLATFORM_OS),OSX)
|
ifeq ($(PLATFORM_OS),OSX)
|
||||||
# OSX default compiler
|
# OSX default compiler
|
||||||
CC = clang
|
CC = clang
|
||||||
@@ -142,7 +188,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
|||||||
CC = clang
|
CC = clang
|
||||||
endif
|
endif
|
||||||
endif
|
endif
|
||||||
ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
|
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
|
||||||
# HTML5 emscripten compiler
|
# HTML5 emscripten compiler
|
||||||
# WARNING: To compile to HTML5, code must be redesigned
|
# WARNING: To compile to HTML5, code must be redesigned
|
||||||
# to use emscripten.h and emscripten_set_main_loop()
|
# to use emscripten.h and emscripten_set_main_loop()
|
||||||
@@ -153,15 +199,15 @@ endif
|
|||||||
#------------------------------------------------------------------------------------------------
|
#------------------------------------------------------------------------------------------------
|
||||||
MAKE ?= make
|
MAKE ?= make
|
||||||
|
|
||||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
|
||||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||||
MAKE = mingw32-make
|
MAKE = mingw32-make
|
||||||
endif
|
endif
|
||||||
endif
|
endif
|
||||||
ifeq ($(PLATFORM),PLATFORM_ANDROID)
|
ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
|
||||||
MAKE = mingw32-make
|
MAKE = mingw32-make
|
||||||
endif
|
endif
|
||||||
ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
|
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
|
||||||
ifeq ($(OS),Windows_NT)
|
ifeq ($(OS),Windows_NT)
|
||||||
MAKE = mingw32-make
|
MAKE = mingw32-make
|
||||||
else
|
else
|
||||||
@@ -190,14 +236,14 @@ CFLAGS = -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces -Wunused-result
|
|||||||
ifeq ($(BUILD_MODE),DEBUG)
|
ifeq ($(BUILD_MODE),DEBUG)
|
||||||
CFLAGS += -g -D_DEBUG
|
CFLAGS += -g -D_DEBUG
|
||||||
else
|
else
|
||||||
ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
|
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
|
||||||
ifeq ($(BUILD_WEB_ASYNCIFY),TRUE)
|
ifeq ($(BUILD_WEB_ASYNCIFY),TRUE)
|
||||||
CFLAGS += -O3
|
CFLAGS += -O3
|
||||||
else
|
else
|
||||||
CFLAGS += -Os
|
CFLAGS += -Os
|
||||||
endif
|
endif
|
||||||
else
|
else
|
||||||
CFLAGS += -s -O2
|
CFLAGS += -O2
|
||||||
endif
|
endif
|
||||||
endif
|
endif
|
||||||
|
|
||||||
@@ -207,7 +253,7 @@ endif
|
|||||||
# -Wstrict-prototypes warn if a function is declared or defined without specifying the argument types
|
# -Wstrict-prototypes warn if a function is declared or defined without specifying the argument types
|
||||||
# -Werror=implicit-function-declaration catch function calls without prior declaration
|
# -Werror=implicit-function-declaration catch function calls without prior declaration
|
||||||
#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
|
#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
|
||||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
|
||||||
ifeq ($(PLATFORM_OS),LINUX)
|
ifeq ($(PLATFORM_OS),LINUX)
|
||||||
ifeq ($(RAYLIB_LIBTYPE),STATIC)
|
ifeq ($(RAYLIB_LIBTYPE),STATIC)
|
||||||
CFLAGS += -D_DEFAULT_SOURCE
|
CFLAGS += -D_DEFAULT_SOURCE
|
||||||
@@ -218,25 +264,29 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
|||||||
endif
|
endif
|
||||||
endif
|
endif
|
||||||
endif
|
endif
|
||||||
ifeq ($(PLATFORM),PLATFORM_DRM)
|
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
|
||||||
CFLAGS += -std=gnu99 -DEGL_NO_X11
|
CFLAGS += -std=gnu99 -DEGL_NO_X11
|
||||||
endif
|
endif
|
||||||
|
|
||||||
# Define include paths for required headers: INCLUDE_PATHS
|
# Define include paths for required headers: INCLUDE_PATHS
|
||||||
# NOTE: Some external/extras libraries could be required (stb, easings...)
|
# NOTE: Some external/extras libraries could be required (stb, easings...)
|
||||||
#------------------------------------------------------------------------------------------------
|
#------------------------------------------------------------------------------------------------
|
||||||
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
|
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external $(EXTRA_INCLUDE_PATHS)
|
||||||
|
|
||||||
# Define additional directories containing required header files
|
# Define additional directories containing required header files
|
||||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
|
||||||
ifeq ($(PLATFORM_OS),BSD)
|
ifeq ($(PLATFORM_OS),BSD)
|
||||||
INCLUDE_PATHS += -I$(RAYLIB_INCLUDE_PATH)
|
INCLUDE_PATHS += -I$(RAYLIB_INCLUDE_PATH) -I/usr/pkg/include -I/usr/X11R7/include
|
||||||
endif
|
endif
|
||||||
ifeq ($(PLATFORM_OS),LINUX)
|
ifeq ($(PLATFORM_OS),LINUX)
|
||||||
INCLUDE_PATHS += -I$(RAYLIB_INCLUDE_PATH)
|
INCLUDE_PATHS += -I$(RAYLIB_INCLUDE_PATH)
|
||||||
endif
|
endif
|
||||||
endif
|
endif
|
||||||
ifeq ($(PLATFORM),PLATFORM_DRM)
|
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_SDL)
|
||||||
|
INCLUDE_PATHS += -I$(SDL_INCLUDE_PATH)
|
||||||
|
endif
|
||||||
|
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
|
||||||
|
INCLUDE_PATHS += -I$(RAYLIB_INCLUDE_PATH)
|
||||||
INCLUDE_PATHS += -I/usr/include/libdrm
|
INCLUDE_PATHS += -I/usr/include/libdrm
|
||||||
endif
|
endif
|
||||||
|
|
||||||
@@ -244,7 +294,7 @@ endif
|
|||||||
#------------------------------------------------------------------------------------------------
|
#------------------------------------------------------------------------------------------------
|
||||||
LDFLAGS = -L. -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src
|
LDFLAGS = -L. -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src
|
||||||
|
|
||||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
|
||||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||||
# NOTE: The resource .rc file contains windows executable icon and properties
|
# NOTE: The resource .rc file contains windows executable icon and properties
|
||||||
LDFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data
|
LDFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data
|
||||||
@@ -260,7 +310,18 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
|||||||
LDFLAGS += -Lsrc -L$(RAYLIB_LIB_PATH)
|
LDFLAGS += -Lsrc -L$(RAYLIB_LIB_PATH)
|
||||||
endif
|
endif
|
||||||
endif
|
endif
|
||||||
ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
|
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_SDL)
|
||||||
|
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||||
|
# NOTE: The resource .rc file contains windows executable icon and properties
|
||||||
|
LDFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data
|
||||||
|
# -Wl,--subsystem,windows hides the console window
|
||||||
|
ifeq ($(BUILD_MODE), RELEASE)
|
||||||
|
LDFLAGS += -Wl,--subsystem,windows
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
LDFLAGS += -L$(SDL_LIBRARY_PATH)
|
||||||
|
endif
|
||||||
|
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
|
||||||
# -Os # size optimization
|
# -Os # size optimization
|
||||||
# -O2 # optimization level 2, if used, also set --memory-init-file 0
|
# -O2 # optimization level 2, if used, also set --memory-init-file 0
|
||||||
# -sUSE_GLFW=3 # Use glfw3 library (context/input management)
|
# -sUSE_GLFW=3 # Use glfw3 library (context/input management)
|
||||||
@@ -277,10 +338,10 @@ ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
|
|||||||
# --preload-file resources # specify a resources folder for data compilation
|
# --preload-file resources # specify a resources folder for data compilation
|
||||||
# --source-map-base # allow debugging in browser with source map
|
# --source-map-base # allow debugging in browser with source map
|
||||||
# --shell-file shell.html # define a custom shell .html and output extension
|
# --shell-file shell.html # define a custom shell .html and output extension
|
||||||
LDFLAGS += -sTOTAL_MEMORY=$(BUILD_WEB_HEAP_SIZE) -sFORCE_FILESYSTEM=1 -sEXPORTED_RUNTIME_METHODS=ccall -sMINIFY_HTML=0
|
LDFLAGS += -sTOTAL_MEMORY=$(BUILD_WEB_HEAP_SIZE) -sFORCE_FILESYSTEM=1 -sEXPORTED_RUNTIME_METHODS=ccall -sMINIFY_HTML=0
|
||||||
|
|
||||||
# Using GLFW3 library (instead of RGFW)
|
# Using GLFW3 library (instead of RGFW)
|
||||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
|
||||||
LDFLAGS += -sUSE_GLFW=3
|
LDFLAGS += -sUSE_GLFW=3
|
||||||
endif
|
endif
|
||||||
|
|
||||||
@@ -291,9 +352,14 @@ ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
|
|||||||
|
|
||||||
# NOTE: Flags required for WebGL 2.0 (OpenGL ES 3.0)
|
# NOTE: Flags required for WebGL 2.0 (OpenGL ES 3.0)
|
||||||
# WARNING: Requires raylib compiled with GRAPHICS_API_OPENGL_ES3
|
# WARNING: Requires raylib compiled with GRAPHICS_API_OPENGL_ES3
|
||||||
ifeq ($(USE_WEBGL2),TRUE)
|
ifeq ($(BUILD_WEB_WEBGL2),TRUE)
|
||||||
LDFLAGS += -sMIN_WEBGL_VERSION=2 -sMAX_WEBGL_VERSION=2
|
LDFLAGS += -sMIN_WEBGL_VERSION=2 -sMAX_WEBGL_VERSION=2
|
||||||
endif
|
endif
|
||||||
|
|
||||||
|
# Add resources building if required
|
||||||
|
ifeq ($(BUILD_WEB_RESOURCES),TRUE)
|
||||||
|
LDFLAGS += --preload-file $(BUILD_WEB_RESOURCES_PATH)
|
||||||
|
endif
|
||||||
|
|
||||||
# Add debug mode flags if required
|
# Add debug mode flags if required
|
||||||
ifeq ($(BUILD_MODE),DEBUG)
|
ifeq ($(BUILD_MODE),DEBUG)
|
||||||
@@ -314,7 +380,7 @@ endif
|
|||||||
# Define libraries required on linking: LDLIBS
|
# Define libraries required on linking: LDLIBS
|
||||||
# NOTE: To link libraries (lib<name>.so or lib<name>.a), use -l<name>
|
# NOTE: To link libraries (lib<name>.so or lib<name>.a), use -l<name>
|
||||||
#------------------------------------------------------------------------------------------------
|
#------------------------------------------------------------------------------------------------
|
||||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
|
||||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||||
# Libraries for Windows desktop compilation
|
# Libraries for Windows desktop compilation
|
||||||
# NOTE: WinMM library required to set high-res timer resolution
|
# NOTE: WinMM library required to set high-res timer resolution
|
||||||
@@ -361,18 +427,77 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
|||||||
LDLIBS += -lglfw
|
LDLIBS += -lglfw
|
||||||
endif
|
endif
|
||||||
endif
|
endif
|
||||||
ifeq ($(PLATFORM),PLATFORM_DRM)
|
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_SDL)
|
||||||
|
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||||
|
# Libraries for Windows desktop compilation
|
||||||
|
LDLIBS = -lraylib $(SDL_LIBRARIES) -lopengl32 -lgdi32
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM_OS),LINUX)
|
||||||
|
# Libraries for Debian GNU/Linux desktop compiling
|
||||||
|
# NOTE: Required packages: libegl1-mesa-dev
|
||||||
|
LDLIBS = -lraylib $(SDL_LIBRARIES) -lGL -lm -lpthread -ldl -lrt
|
||||||
|
|
||||||
|
# On X11 requires also below libraries
|
||||||
|
LDLIBS += -lX11
|
||||||
|
# NOTE: It seems additional libraries are not required any more, latest GLFW just dlopen them
|
||||||
|
#LDLIBS += -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
|
||||||
|
|
||||||
|
# On Wayland windowing system, additional libraries requires
|
||||||
|
ifeq ($(USE_WAYLAND_DISPLAY),TRUE)
|
||||||
|
LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon
|
||||||
|
endif
|
||||||
|
# Explicit link to libc
|
||||||
|
ifeq ($(RAYLIB_LIBTYPE),SHARED)
|
||||||
|
LDLIBS += -lc
|
||||||
|
endif
|
||||||
|
|
||||||
|
# NOTE: On ARM 32bit arch, miniaudio requires atomics library
|
||||||
|
LDLIBS += -latomic
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_RGFW)
|
||||||
|
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||||
|
# Libraries for Windows desktop compilation
|
||||||
|
LDFLAGS += -L..\src
|
||||||
|
LDLIBS = -lraylib -lgdi32 -lwinmm -lopengl32
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM_OS),LINUX)
|
||||||
|
# Libraries for Debian GNU/Linux desktop compipling
|
||||||
|
# NOTE: Required packages: libegl1-mesa-dev
|
||||||
|
LDFLAGS += -L../src
|
||||||
|
LDLIBS = -lraylib -lGL -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor -lm -lpthread -ldl -lrt
|
||||||
|
|
||||||
|
# Explicit link to libc
|
||||||
|
ifeq ($(RAYLIB_LIBTYPE),SHARED)
|
||||||
|
LDLIBS += -lc
|
||||||
|
endif
|
||||||
|
|
||||||
|
# NOTE: On ARM 32bit arch, miniaudio requires atomics library
|
||||||
|
LDLIBS += -latomic
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM_OS),OSX)
|
||||||
|
# Libraries for Debian GNU/Linux desktop compiling
|
||||||
|
# NOTE: Required packages: libegl1-mesa-dev
|
||||||
|
LDFLAGS += -L../src
|
||||||
|
LDLIBS = -lraylib -lm
|
||||||
|
LDLIBS += -framework Foundation -framework AppKit -framework IOKit -framework OpenGL -framework CoreVideo
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
|
||||||
# Libraries for DRM compiling
|
# Libraries for DRM compiling
|
||||||
# NOTE: Required packages: libasound2-dev (ALSA)
|
# NOTE: Required packages: libasound2-dev (ALSA)
|
||||||
LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lgbm -ldrm -ldl -latomic
|
LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lgbm -ldrm -ldl -latomic
|
||||||
endif
|
endif
|
||||||
ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
|
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
|
||||||
# Libraries for web (HTML5) compiling
|
# Libraries for web (HTML5) compiling
|
||||||
LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.web.a
|
LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.web.a
|
||||||
endif
|
endif
|
||||||
|
|
||||||
|
CURRENT_MAKEFILE = $(lastword $(MAKEFILE_LIST))
|
||||||
|
|
||||||
# Define source code object files required
|
# Define source code object files required
|
||||||
#------------------------------------------------------------------------------------------------
|
#------------------------------------------------------------------------------------------------
|
||||||
|
#EXAMPLES_LIST_START
|
||||||
CORE = \
|
CORE = \
|
||||||
core/core_2d_camera \
|
core/core_2d_camera \
|
||||||
core/core_2d_camera_mouse_zoom \
|
core/core_2d_camera_mouse_zoom \
|
||||||
@@ -416,6 +541,8 @@ SHAPES = \
|
|||||||
shapes/shapes_bouncing_ball \
|
shapes/shapes_bouncing_ball \
|
||||||
shapes/shapes_collision_area \
|
shapes/shapes_collision_area \
|
||||||
shapes/shapes_colors_palette \
|
shapes/shapes_colors_palette \
|
||||||
|
shapes/shapes_digital_clock \
|
||||||
|
shapes/shapes_double_pendulum \
|
||||||
shapes/shapes_draw_circle_sector \
|
shapes/shapes_draw_circle_sector \
|
||||||
shapes/shapes_draw_rectangle_rounded \
|
shapes/shapes_draw_rectangle_rounded \
|
||||||
shapes/shapes_draw_ring \
|
shapes/shapes_draw_ring \
|
||||||
@@ -429,8 +556,7 @@ SHAPES = \
|
|||||||
shapes/shapes_rectangle_advanced \
|
shapes/shapes_rectangle_advanced \
|
||||||
shapes/shapes_rectangle_scaling \
|
shapes/shapes_rectangle_scaling \
|
||||||
shapes/shapes_splines_drawing \
|
shapes/shapes_splines_drawing \
|
||||||
shapes/shapes_top_down_lights \
|
shapes/shapes_top_down_lights
|
||||||
shapes/shapes_digital_clock
|
|
||||||
|
|
||||||
TEXTURES = \
|
TEXTURES = \
|
||||||
textures/textures_background_scrolling \
|
textures/textures_background_scrolling \
|
||||||
@@ -540,18 +666,6 @@ AUDIO = \
|
|||||||
audio/audio_sound_positioning \
|
audio/audio_sound_positioning \
|
||||||
audio/audio_stream_effects
|
audio/audio_stream_effects
|
||||||
|
|
||||||
OTHERS = \
|
|
||||||
others/easings_testbed \
|
|
||||||
others/embedded_files_loading \
|
|
||||||
others/raylib_opengl_interop \
|
|
||||||
others/raymath_vector_angle \
|
|
||||||
others/rlgl_compute_shader \
|
|
||||||
others/rlgl_standalone
|
|
||||||
|
|
||||||
CURRENT_MAKEFILE = $(lastword $(MAKEFILE_LIST))
|
|
||||||
|
|
||||||
# Define processes to execute
|
|
||||||
#------------------------------------------------------------------------------------------------
|
|
||||||
# Default target entry
|
# Default target entry
|
||||||
all: $(CORE) $(SHAPES) $(TEXT) $(TEXTURES) $(MODELS) $(SHADERS) $(AUDIO)
|
all: $(CORE) $(SHAPES) $(TEXT) $(TEXTURES) $(MODELS) $(SHADERS) $(AUDIO)
|
||||||
|
|
||||||
@@ -591,7 +705,10 @@ core/core_3d_camera_split_screen: core/core_3d_camera_split_screen.c
|
|||||||
core/core_3d_picking: core/core_3d_picking.c
|
core/core_3d_picking: core/core_3d_picking.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
core/core_automation_events : core/core_automation_events.c
|
core/core_automation_events: core/core_automation_events.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
|
core/core_basic_screen_manager: core/core_basic_screen_manager.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
core/core_basic_window: core/core_basic_window.c
|
core/core_basic_window: core/core_basic_window.c
|
||||||
@@ -600,9 +717,6 @@ core/core_basic_window: core/core_basic_window.c
|
|||||||
core/core_basic_window_web: core/core_basic_window_web.c
|
core/core_basic_window_web: core/core_basic_window_web.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
core/core_basic_screen_manager: core/core_basic_screen_manager.c
|
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
|
||||||
|
|
||||||
core/core_custom_frame_control: core/core_custom_frame_control.c
|
core/core_custom_frame_control: core/core_custom_frame_control.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
@@ -610,7 +724,10 @@ core/core_custom_logging: core/core_custom_logging.c
|
|||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
core/core_drop_files: core/core_drop_files.c
|
core/core_drop_files: core/core_drop_files.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -sTOTAL_MEMORY=67108864 -sFORCE_FILESYSTEM=1
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
|
core/core_high_dpi: core/core_high_dpi.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
core/core_input_gamepad: core/core_input_gamepad.c
|
core/core_input_gamepad: core/core_input_gamepad.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
@@ -638,12 +755,8 @@ core/core_input_multitouch: core/core_input_multitouch.c
|
|||||||
core/core_input_virtual_controls: core/core_input_virtual_controls.c
|
core/core_input_virtual_controls: core/core_input_virtual_controls.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
# NOTE: To use multi-threading raylib must be compiled with multi-theading support (-sUSE_PTHREADS=1)
|
|
||||||
# WARNING: For security reasons multi-threading is not supported on browsers, it requires cross-origin isolation (Oct.2021)
|
|
||||||
# WARNING: It requires raylib to be compiled using -pthread, so atomic operations and thread-local data (if any)
|
|
||||||
# in its source were transformed to non-atomic operations and non-thread-local data
|
|
||||||
core/core_loading_thread: core/core_loading_thread.c
|
core/core_loading_thread: core/core_loading_thread.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -sUSE_PTHREADS=1
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
core/core_random_sequence: core/core_random_sequence.c
|
core/core_random_sequence: core/core_random_sequence.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
@@ -658,11 +771,11 @@ core/core_smooth_pixelperfect: core/core_smooth_pixelperfect.c
|
|||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
core/core_storage_values: core/core_storage_values.c
|
core/core_storage_values: core/core_storage_values.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -sFORCE_FILESYSTEM=1
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
core/core_vr_simulator: core/core_vr_simulator.c
|
core/core_vr_simulator: core/core_vr_simulator.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file core/resources/distortion100.fs@resources/distortion100.fs
|
--preload-file core/resources/shaders/glsl100/distortion.fs@resources/shaders/glsl100/distortion.fs
|
||||||
|
|
||||||
core/core_window_flags: core/core_window_flags.c
|
core/core_window_flags: core/core_window_flags.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
@@ -676,7 +789,6 @@ core/core_window_should_close: core/core_window_should_close.c
|
|||||||
core/core_world_screen: core/core_world_screen.c
|
core/core_world_screen: core/core_world_screen.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
|
|
||||||
# Compile SHAPES examples
|
# Compile SHAPES examples
|
||||||
shapes/shapes_basic_shapes: shapes/shapes_basic_shapes.c
|
shapes/shapes_basic_shapes: shapes/shapes_basic_shapes.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
@@ -690,6 +802,12 @@ shapes/shapes_collision_area: shapes/shapes_collision_area.c
|
|||||||
shapes/shapes_colors_palette: shapes/shapes_colors_palette.c
|
shapes/shapes_colors_palette: shapes/shapes_colors_palette.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
|
shapes/shapes_digital_clock: shapes/shapes_digital_clock.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
|
shapes/shapes_double_pendulum: shapes/shapes_double_pendulum.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
shapes/shapes_draw_circle_sector: shapes/shapes_draw_circle_sector.c
|
shapes/shapes_draw_circle_sector: shapes/shapes_draw_circle_sector.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
@@ -720,6 +838,9 @@ shapes/shapes_logo_raylib: shapes/shapes_logo_raylib.c
|
|||||||
shapes/shapes_logo_raylib_anim: shapes/shapes_logo_raylib_anim.c
|
shapes/shapes_logo_raylib_anim: shapes/shapes_logo_raylib_anim.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
|
shapes/shapes_rectangle_advanced: shapes/shapes_rectangle_advanced.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
shapes/shapes_rectangle_scaling: shapes/shapes_rectangle_scaling.c
|
shapes/shapes_rectangle_scaling: shapes/shapes_rectangle_scaling.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
@@ -729,10 +850,6 @@ shapes/shapes_splines_drawing: shapes/shapes_splines_drawing.c
|
|||||||
shapes/shapes_top_down_lights: shapes/shapes_top_down_lights.c
|
shapes/shapes_top_down_lights: shapes/shapes_top_down_lights.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
shapes/shapes_rectangle_advanced: shapes/shapes_rectangle_advanced.c
|
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
|
||||||
|
|
||||||
|
|
||||||
# Compile TEXTURES examples
|
# Compile TEXTURES examples
|
||||||
textures/textures_background_scrolling: textures/textures_background_scrolling.c
|
textures/textures_background_scrolling: textures/textures_background_scrolling.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
@@ -766,16 +883,16 @@ textures/textures_image_channel: textures/textures_image_channel.c
|
|||||||
|
|
||||||
textures/textures_image_drawing: textures/textures_image_drawing.c
|
textures/textures_image_drawing: textures/textures_image_drawing.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file textures/resources/custom_jupiter_crash.png@resources/custom_jupiter_crash.png \
|
--preload-file textures/resources/cat.png@resources/cat.png \
|
||||||
--preload-file textures/resources/parrots.png@resources/parrots.png \
|
--preload-file textures/resources/parrots.png@resources/parrots.png \
|
||||||
--preload-file textures/resources/cat.png@resources/cat.png
|
--preload-file textures/resources/custom_jupiter_crash.png@resources/custom_jupiter_crash.png
|
||||||
|
|
||||||
textures/textures_image_generation: textures/textures_image_generation.c
|
textures/textures_image_generation: textures/textures_image_generation.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -sTOTAL_MEMORY=67108864
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
textures/textures_image_kernel: textures/textures_image_kernel.c
|
textures/textures_image_kernel: textures/textures_image_kernel.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file textures/resources/cat.png@resources/cat.png
|
--preload-file textures/resources/cat.png@resources/cat.png
|
||||||
|
|
||||||
textures/textures_image_loading: textures/textures_image_loading.c
|
textures/textures_image_loading: textures/textures_image_loading.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
@@ -787,10 +904,10 @@ textures/textures_image_processing: textures/textures_image_processing.c
|
|||||||
|
|
||||||
textures/textures_image_rotate: textures/textures_image_rotate.c
|
textures/textures_image_rotate: textures/textures_image_rotate.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file textures/resources/raylib_logo.png
|
--preload-file textures/resources/raylib_logo.png@resources/raylib_logo.png
|
||||||
|
|
||||||
textures/textures_image_text: textures/textures_image_text.c
|
textures/textures_image_text: textures/textures_image_text.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -sTOTAL_MEMORY=67108864 \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file textures/resources/parrots.png@resources/parrots.png \
|
--preload-file textures/resources/parrots.png@resources/parrots.png \
|
||||||
--preload-file textures/resources/KAISG.ttf@resources/KAISG.ttf
|
--preload-file textures/resources/KAISG.ttf@resources/KAISG.ttf
|
||||||
|
|
||||||
@@ -799,7 +916,8 @@ textures/textures_logo_raylib: textures/textures_logo_raylib.c
|
|||||||
--preload-file textures/resources/raylib_logo.png@resources/raylib_logo.png
|
--preload-file textures/resources/raylib_logo.png@resources/raylib_logo.png
|
||||||
|
|
||||||
textures/textures_mouse_painting: textures/textures_mouse_painting.c
|
textures/textures_mouse_painting: textures/textures_mouse_painting.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
|
--preload-file textures/my_amazing_texture_painting.png@my_amazing_texture_painting.png
|
||||||
|
|
||||||
textures/textures_npatch_drawing: textures/textures_npatch_drawing.c
|
textures/textures_npatch_drawing: textures/textures_npatch_drawing.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
@@ -823,13 +941,13 @@ textures/textures_sprite_anim: textures/textures_sprite_anim.c
|
|||||||
|
|
||||||
textures/textures_sprite_button: textures/textures_sprite_button.c
|
textures/textures_sprite_button: textures/textures_sprite_button.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file textures/resources/button.png@resources/button.png \
|
--preload-file textures/resources/buttonfx.wav@resources/buttonfx.wav \
|
||||||
--preload-file textures/resources/buttonfx.wav@resources/buttonfx.wav
|
--preload-file textures/resources/button.png@resources/button.png
|
||||||
|
|
||||||
textures/textures_sprite_explosion: textures/textures_sprite_explosion.c
|
textures/textures_sprite_explosion: textures/textures_sprite_explosion.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file textures/resources/explosion.png@resources/explosion.png \
|
--preload-file textures/resources/boom.wav@resources/boom.wav \
|
||||||
--preload-file textures/resources/boom.wav@resources/boom.wav
|
--preload-file textures/resources/explosion.png@resources/explosion.png
|
||||||
|
|
||||||
textures/textures_srcrec_dstrec: textures/textures_srcrec_dstrec.c
|
textures/textures_srcrec_dstrec: textures/textures_srcrec_dstrec.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
@@ -843,7 +961,6 @@ textures/textures_to_image: textures/textures_to_image.c
|
|||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file textures/resources/raylib_logo.png@resources/raylib_logo.png
|
--preload-file textures/resources/raylib_logo.png@resources/raylib_logo.png
|
||||||
|
|
||||||
|
|
||||||
# Compile TEXT examples
|
# Compile TEXT examples
|
||||||
text/text_codepoints_loading: text/text_codepoints_loading.c
|
text/text_codepoints_loading: text/text_codepoints_loading.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
@@ -854,17 +971,14 @@ text/text_draw_3d: text/text_draw_3d.c
|
|||||||
--preload-file text/resources/shaders/glsl100/alpha_discard.fs@resources/shaders/glsl100/alpha_discard.fs
|
--preload-file text/resources/shaders/glsl100/alpha_discard.fs@resources/shaders/glsl100/alpha_discard.fs
|
||||||
|
|
||||||
text/text_font_filters: text/text_font_filters.c
|
text/text_font_filters: text/text_font_filters.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -sTOTAL_MEMORY=67108864 \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file text/resources/KAISG.ttf@resources/KAISG.ttf
|
--preload-file text/resources/KAISG.ttf@resources/KAISG.ttf
|
||||||
|
|
||||||
text/text_font_loading: text/text_font_loading.c
|
text/text_font_loading: text/text_font_loading.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -sTOTAL_MEMORY=67108864 \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
--preload-file text/resources/pixantiqua.fnt@resources/pixantiqua.fnt \
|
|
||||||
--preload-file text/resources/pixantiqua.png@resources/pixantiqua.png \
|
|
||||||
--preload-file text/resources/pixantiqua.ttf@resources/pixantiqua.ttf
|
|
||||||
|
|
||||||
text/text_font_sdf: text/text_font_sdf.c
|
text/text_font_sdf: text/text_font_sdf.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -sTOTAL_MEMORY=67108864 \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file text/resources/anonymous_pro_bold.ttf@resources/anonymous_pro_bold.ttf \
|
--preload-file text/resources/anonymous_pro_bold.ttf@resources/anonymous_pro_bold.ttf \
|
||||||
--preload-file text/resources/shaders/glsl100/sdf.fs@resources/shaders/glsl100/sdf.fs
|
--preload-file text/resources/shaders/glsl100/sdf.fs@resources/shaders/glsl100/sdf.fs
|
||||||
|
|
||||||
@@ -895,31 +1009,21 @@ text/text_rectangle_bounds: text/text_rectangle_bounds.c
|
|||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
text/text_unicode: text/text_unicode.c
|
text/text_unicode: text/text_unicode.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -sTOTAL_MEMORY=67108864 \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file text/resources/dejavu.fnt@resources/dejavu.fnt \
|
--preload-file text/resources/dejavu.fnt@resources/dejavu.fnt \
|
||||||
--preload-file text/resources/dejavu.png@resources/dejavu.png \
|
|
||||||
--preload-file text/resources/noto_cjk.fnt@resources/noto_cjk.fnt \
|
--preload-file text/resources/noto_cjk.fnt@resources/noto_cjk.fnt \
|
||||||
--preload-file text/resources/noto_cjk.png@resources/noto_cjk.png \
|
--preload-file text/resources/symbola.fnt@resources/symbola.fnt
|
||||||
--preload-file text/resources/symbola.fnt@resources/symbola.fnt \
|
|
||||||
--preload-file text/resources/symbola.png@resources/symbola.png
|
|
||||||
|
|
||||||
text/text_writing_anim: text/text_writing_anim.c
|
text/text_writing_anim: text/text_writing_anim.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
|
|
||||||
# Compile MODELS examples
|
# Compile MODELS examples
|
||||||
models/models_animation: models/models_animation.c
|
models/models_animation: models/models_animation.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -sTOTAL_MEMORY=67108864 \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file models/resources/models/iqm/guy.iqm@resources/models/iqm/guy.iqm \
|
--preload-file models/resources/models/iqm/guy.iqm@resources/models/iqm/guy.iqm \
|
||||||
--preload-file models/resources/models/iqm/guytex.png@resources/models/iqm/guytex.png \
|
--preload-file models/resources/models/iqm/guytex.png@resources/models/iqm/guytex.png \
|
||||||
--preload-file models/resources/models/iqm/guyanim.iqm@resources/models/iqm/guyanim.iqm
|
--preload-file models/resources/models/iqm/guyanim.iqm@resources/models/iqm/guyanim.iqm
|
||||||
|
|
||||||
models/models_gpu_skinning: models/models_gpu_skinning.c
|
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -sTOTAL_MEMORY=67108864 \
|
|
||||||
--preload-file models/resources/models/gltf/greenman.glb@resources/models/gltf/greenman.glb \
|
|
||||||
--preload-file models/resources/shaders/glsl100/skinning.vs@resources/shaders/glsl100/skinning.vs \
|
|
||||||
--preload-file models/resources/shaders/glsl100/skinning.fs@resources/shaders/glsl100/skinning.fs
|
|
||||||
|
|
||||||
models/models_billboard: models/models_billboard.c
|
models/models_billboard: models/models_billboard.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file models/resources/billboard.png@resources/billboard.png
|
--preload-file models/resources/billboard.png@resources/billboard.png
|
||||||
@@ -951,28 +1055,37 @@ models/models_first_person_maze: models/models_first_person_maze.c
|
|||||||
models/models_geometric_shapes: models/models_geometric_shapes.c
|
models/models_geometric_shapes: models/models_geometric_shapes.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
|
models/models_gpu_skinning: models/models_gpu_skinning.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
|
--preload-file models/resources/models/gltf/greenman.glb@resources/models/gltf/greenman.glb \
|
||||||
|
--preload-file models/resources/shaders/glsl100/skinning.vs@resources/shaders/glsl100/skinning.vs \
|
||||||
|
--preload-file models/resources/shaders/glsl100/skinning.fs@resources/shaders/glsl100/skinning.fs
|
||||||
|
|
||||||
models/models_heightmap: models/models_heightmap.c
|
models/models_heightmap: models/models_heightmap.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file models/resources/heightmap.png@resources/heightmap.png
|
--preload-file models/resources/heightmap.png@resources/heightmap.png
|
||||||
|
|
||||||
models/models_loading: models/models_loading.c
|
models/models_loading: models/models_loading.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -sTOTAL_MEMORY=67108864 \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file models/resources/models/obj/castle.obj@resources/models/obj/castle.obj \
|
--preload-file models/resources/models/obj/castle.obj@resources/models/obj/castle.obj \
|
||||||
--preload-file models/resources/models/obj/castle_diffuse.png@resources/models/obj/castle_diffuse.png
|
--preload-file models/resources/models/obj/castle_diffuse.png@resources/models/obj/castle_diffuse.png
|
||||||
|
|
||||||
models/models_loading_gltf: models/models_loading_gltf.c
|
models/models_loading_gltf: models/models_loading_gltf.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -sTOTAL_MEMORY=67108864 \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file models/resources/models/gltf/robot.glb@resources/models/gltf/robot.glb
|
--preload-file models/resources/models/gltf/robot.glb@resources/models/gltf/robot.glb
|
||||||
|
|
||||||
models/models_loading_m3d: models/models_loading_m3d.c
|
models/models_loading_m3d: models/models_loading_m3d.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -sTOTAL_MEMORY=67108864 \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file models/resources/models/m3d/cesium_man.m3d@resources/models/m3d/cesium_man.m3d
|
--preload-file models/resources/models/m3d/cesium_man.m3d@resources/models/m3d/cesium_man.m3d
|
||||||
|
|
||||||
models/models_loading_vox: models/models_loading_vox.c
|
models/models_loading_vox: models/models_loading_vox.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -sTOTAL_MEMORY=67108864 \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file models/resources/models/vox/chr_knight.vox@resources/models/vox/chr_knight.vox \
|
--preload-file models/resources/models/vox/chr_knight.vox@resources/models/vox/chr_knight.vox \
|
||||||
--preload-file models/resources/models/vox/chr_sword.vox@resources/models/vox/chr_sword.vox \
|
--preload-file models/resources/models/vox/chr_sword.vox@resources/models/vox/chr_sword.vox \
|
||||||
--preload-file models/resources/models/vox/monu9.vox@resources/models/vox/monu9.vox
|
--preload-file models/resources/models/vox/monu9.vox@resources/models/vox/monu9.vox \
|
||||||
|
--preload-file models/resources/models/vox/fez.vox@resources/models/vox/fez.vox \
|
||||||
|
--preload-file models/resources/shaders/glsl100/voxel_lighting.vs@resources/shaders/glsl100/voxel_lighting.vs \
|
||||||
|
--preload-file models/resources/shaders/glsl100/voxel_lighting.fs@resources/shaders/glsl100/voxel_lighting.fs
|
||||||
|
|
||||||
models/models_mesh_generation: models/models_mesh_generation.c
|
models/models_mesh_generation: models/models_mesh_generation.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
@@ -992,13 +1105,13 @@ models/models_rlgl_solar_system: models/models_rlgl_solar_system.c
|
|||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
models/models_skybox: models/models_skybox.c
|
models/models_skybox: models/models_skybox.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -sTOTAL_MEMORY=67108864 -sFORCE_FILESYSTEM=1 \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file models/resources/dresden_square_2k.hdr@resources/dresden_square_2k.hdr \
|
|
||||||
--preload-file models/resources/skybox.png@resources/skybox.png \
|
|
||||||
--preload-file models/resources/shaders/glsl100/skybox.vs@resources/shaders/glsl100/skybox.vs \
|
--preload-file models/resources/shaders/glsl100/skybox.vs@resources/shaders/glsl100/skybox.vs \
|
||||||
--preload-file models/resources/shaders/glsl100/skybox.fs@resources/shaders/glsl100/skybox.fs \
|
--preload-file models/resources/shaders/glsl100/skybox.fs@resources/shaders/glsl100/skybox.fs \
|
||||||
--preload-file models/resources/shaders/glsl100/cubemap.vs@resources/shaders/glsl100/cubemap.vs \
|
--preload-file models/resources/shaders/glsl100/cubemap.vs@resources/shaders/glsl100/cubemap.vs \
|
||||||
--preload-file models/resources/shaders/glsl100/cubemap.fs@resources/shaders/glsl100/cubemap.fs
|
--preload-file models/resources/shaders/glsl100/cubemap.fs@resources/shaders/glsl100/cubemap.fs \
|
||||||
|
--preload-file models/resources/dresden_square_2k.hdr@resources/dresden_square_2k.hdr \
|
||||||
|
--preload-file models/resources/skybox.png@resources/skybox.png
|
||||||
|
|
||||||
models/models_tesseract_view: models/models_tesseract_view.c
|
models/models_tesseract_view: models/models_tesseract_view.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
@@ -1007,26 +1120,20 @@ models/models_waving_cubes: models/models_waving_cubes.c
|
|||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
models/models_yaw_pitch_roll: models/models_yaw_pitch_roll.c
|
models/models_yaw_pitch_roll: models/models_yaw_pitch_roll.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -sTOTAL_MEMORY=67108864 \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file models/resources/models/obj/plane.obj@resources/models/obj/plane.obj \
|
--preload-file models/resources/models/obj/plane.obj@resources/models/obj/plane.obj \
|
||||||
--preload-file models/resources/models/obj/plane_diffuse.png@resources/models/obj/plane_diffuse.png
|
--preload-file models/resources/models/obj/plane_diffuse.png@resources/models/obj/plane_diffuse.png
|
||||||
|
|
||||||
|
# Compile SHADERS examples
|
||||||
# Compile SHADER examples
|
|
||||||
shaders/shaders_basic_lighting: shaders/shaders_basic_lighting.c
|
shaders/shaders_basic_lighting: shaders/shaders_basic_lighting.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file shaders/resources/texel_checker.png@resources/texel_checker.png \
|
--preload-file shaders/resources/shaders/glsl100/lighting.vs@resources/shaders/glsl100/lighting.vs \
|
||||||
--preload-file shaders/resources/shaders/glsl100/lighting.fs@resources/shaders/glsl100/lighting.fs \
|
--preload-file shaders/resources/shaders/glsl100/lighting.fs@resources/shaders/glsl100/lighting.fs
|
||||||
--preload-file shaders/resources/shaders/glsl100/lighting.vs@resources/shaders/glsl100/lighting.vs
|
|
||||||
|
|
||||||
shaders/shaders_basic_pbr: shaders/shaders_basic_pbr.c
|
shaders/shaders_basic_pbr: shaders/shaders_basic_pbr.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file shaders/resources/shaders/glsl100/pbr.vs@resources/shaders/glsl100/pbr.vs \
|
--preload-file shaders/resources/shaders/glsl100/pbr.vs@resources/shaders/glsl100/pbr.vs \
|
||||||
--preload-file shaders/resources/shaders/glsl120/pbr.vs@resources/shaders/glsl120/pbr.vs \
|
|
||||||
--preload-file shaders/resources/shaders/glsl330/pbr.vs@resources/shaders/glsl330/pbr.vs \
|
|
||||||
--preload-file shaders/resources/shaders/glsl100/pbr.fs@resources/shaders/glsl100/pbr.fs \
|
--preload-file shaders/resources/shaders/glsl100/pbr.fs@resources/shaders/glsl100/pbr.fs \
|
||||||
--preload-file shaders/resources/shaders/glsl120/pbr.fs@resources/shaders/glsl120/pbr.fs \
|
|
||||||
--preload-file shaders/resources/shaders/glsl330/pbr.fs@resources/shaders/glsl330/pbr.fs \
|
|
||||||
--preload-file shaders/resources/models/old_car_new.glb@resources/models/old_car_new.glb \
|
--preload-file shaders/resources/models/old_car_new.glb@resources/models/old_car_new.glb \
|
||||||
--preload-file shaders/resources/old_car_d.png@resources/old_car_d.png \
|
--preload-file shaders/resources/old_car_d.png@resources/old_car_d.png \
|
||||||
--preload-file shaders/resources/old_car_mra.png@resources/old_car_mra.png \
|
--preload-file shaders/resources/old_car_mra.png@resources/old_car_mra.png \
|
||||||
@@ -1038,14 +1145,13 @@ shaders/shaders_basic_pbr: shaders/shaders_basic_pbr.c
|
|||||||
--preload-file shaders/resources/road_n.png@resources/road_n.png
|
--preload-file shaders/resources/road_n.png@resources/road_n.png
|
||||||
|
|
||||||
shaders/shaders_custom_uniform: shaders/shaders_custom_uniform.c
|
shaders/shaders_custom_uniform: shaders/shaders_custom_uniform.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -sTOTAL_MEMORY=67108864 \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file shaders/resources/models/barracks.obj@resources/models/barracks.obj \
|
--preload-file shaders/resources/models/barracks.obj@resources/models/barracks.obj \
|
||||||
--preload-file shaders/resources/models/barracks_diffuse.png@resources/models/barracks_diffuse.png \
|
--preload-file shaders/resources/models/barracks_diffuse.png@resources/models/barracks_diffuse.png \
|
||||||
--preload-file shaders/resources/shaders/glsl100/swirl.fs@resources/shaders/glsl100/swirl.fs
|
--preload-file shaders/resources/shaders/glsl100/swirl.fs@resources/shaders/glsl100/swirl.fs
|
||||||
|
|
||||||
shaders/shaders_deferred_render: shaders/shaders_deferred_render.c
|
shaders/shaders_deferred_render: shaders/shaders_deferred_render.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file shaders/resources/fudesumi.png@resources/fudesumi.png \
|
|
||||||
--preload-file shaders/resources/shaders/glsl100/gbuffer.vs@resources/shaders/glsl100/gbuffer.vs \
|
--preload-file shaders/resources/shaders/glsl100/gbuffer.vs@resources/shaders/glsl100/gbuffer.vs \
|
||||||
--preload-file shaders/resources/shaders/glsl100/gbuffer.fs@resources/shaders/glsl100/gbuffer.fs \
|
--preload-file shaders/resources/shaders/glsl100/gbuffer.fs@resources/shaders/glsl100/gbuffer.fs \
|
||||||
--preload-file shaders/resources/shaders/glsl100/deferred_shading.vs@resources/shaders/glsl100/deferred_shading.vs \
|
--preload-file shaders/resources/shaders/glsl100/deferred_shading.vs@resources/shaders/glsl100/deferred_shading.vs \
|
||||||
@@ -1058,11 +1164,11 @@ shaders/shaders_eratosthenes: shaders/shaders_eratosthenes.c
|
|||||||
shaders/shaders_fog: shaders/shaders_fog.c
|
shaders/shaders_fog: shaders/shaders_fog.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file shaders/resources/texel_checker.png@resources/texel_checker.png \
|
--preload-file shaders/resources/texel_checker.png@resources/texel_checker.png \
|
||||||
--preload-file shaders/resources/shaders/glsl100/fog.fs@resources/shaders/glsl100/fog.fs \
|
--preload-file shaders/resources/shaders/glsl100/lighting.vs@resources/shaders/glsl100/lighting.vs \
|
||||||
--preload-file shaders/resources/shaders/glsl100/lighting.vs@resources/shaders/glsl100/lighting.vs
|
--preload-file shaders/resources/shaders/glsl100/fog.fs@resources/shaders/glsl100/fog.fs
|
||||||
|
|
||||||
shaders/shaders_hot_reloading: shaders/shaders_hot_reloading.c
|
shaders/shaders_hot_reloading: shaders/shaders_hot_reloading.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -sFORCE_FILESYSTEM=1 \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file shaders/resources/shaders/glsl100/reload.fs@resources/shaders/glsl100/reload.fs
|
--preload-file shaders/resources/shaders/glsl100/reload.fs@resources/shaders/glsl100/reload.fs
|
||||||
|
|
||||||
shaders/shaders_hybrid_render: shaders/shaders_hybrid_render.c
|
shaders/shaders_hybrid_render: shaders/shaders_hybrid_render.c
|
||||||
@@ -1075,7 +1181,7 @@ shaders/shaders_julia_set: shaders/shaders_julia_set.c
|
|||||||
--preload-file shaders/resources/shaders/glsl100/julia_set.fs@resources/shaders/glsl100/julia_set.fs
|
--preload-file shaders/resources/shaders/glsl100/julia_set.fs@resources/shaders/glsl100/julia_set.fs
|
||||||
|
|
||||||
shaders/shaders_lightmap: shaders/shaders_lightmap.c
|
shaders/shaders_lightmap: shaders/shaders_lightmap.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -sFORCE_FILESYSTEM=1 \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file shaders/resources/shaders/glsl100/lightmap.vs@resources/shaders/glsl100/lightmap.vs \
|
--preload-file shaders/resources/shaders/glsl100/lightmap.vs@resources/shaders/glsl100/lightmap.vs \
|
||||||
--preload-file shaders/resources/shaders/glsl100/lightmap.fs@resources/shaders/glsl100/lightmap.fs \
|
--preload-file shaders/resources/shaders/glsl100/lightmap.fs@resources/shaders/glsl100/lightmap.fs \
|
||||||
--preload-file shaders/resources/cubicmap_atlas.png@resources/cubicmap_atlas.png \
|
--preload-file shaders/resources/cubicmap_atlas.png@resources/cubicmap_atlas.png \
|
||||||
@@ -1087,7 +1193,7 @@ shaders/shaders_mesh_instancing: shaders/shaders_mesh_instancing.c
|
|||||||
--preload-file shaders/resources/shaders/glsl100/lighting.fs@resources/shaders/glsl100/lighting.fs
|
--preload-file shaders/resources/shaders/glsl100/lighting.fs@resources/shaders/glsl100/lighting.fs
|
||||||
|
|
||||||
shaders/shaders_model_shader: shaders/shaders_model_shader.c
|
shaders/shaders_model_shader: shaders/shaders_model_shader.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -sTOTAL_MEMORY=67108864 \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file shaders/resources/models/watermill.obj@resources/models/watermill.obj \
|
--preload-file shaders/resources/models/watermill.obj@resources/models/watermill.obj \
|
||||||
--preload-file shaders/resources/models/watermill_diffuse.png@resources/models/watermill_diffuse.png \
|
--preload-file shaders/resources/models/watermill_diffuse.png@resources/models/watermill_diffuse.png \
|
||||||
--preload-file shaders/resources/shaders/glsl100/grayscale.fs@resources/shaders/glsl100/grayscale.fs
|
--preload-file shaders/resources/shaders/glsl100/grayscale.fs@resources/shaders/glsl100/grayscale.fs
|
||||||
@@ -1101,34 +1207,48 @@ shaders/shaders_palette_switch: shaders/shaders_palette_switch.c
|
|||||||
--preload-file shaders/resources/shaders/glsl100/palette_switch.fs@resources/shaders/glsl100/palette_switch.fs
|
--preload-file shaders/resources/shaders/glsl100/palette_switch.fs@resources/shaders/glsl100/palette_switch.fs
|
||||||
|
|
||||||
shaders/shaders_postprocessing: shaders/shaders_postprocessing.c
|
shaders/shaders_postprocessing: shaders/shaders_postprocessing.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -sTOTAL_MEMORY=67108864 \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file shaders/resources/models/church.obj@resources/models/church.obj \
|
--preload-file shaders/resources/models/church.obj@resources/models/church.obj \
|
||||||
--preload-file shaders/resources/models/church_diffuse.png@resources/models/church_diffuse.png \
|
--preload-file shaders/resources/models/church_diffuse.png@resources/models/church_diffuse.png \
|
||||||
--preload-file shaders/resources/shaders/glsl100@resources/shaders/glsl100
|
--preload-file shaders/resources/shaders/glsl100/grayscale.fs@resources/shaders/glsl100/grayscale.fs \
|
||||||
|
--preload-file shaders/resources/shaders/glsl100/posterization.fs@resources/shaders/glsl100/posterization.fs \
|
||||||
|
--preload-file shaders/resources/shaders/glsl100/dream_vision.fs@resources/shaders/glsl100/dream_vision.fs \
|
||||||
|
--preload-file shaders/resources/shaders/glsl100/pixelizer.fs@resources/shaders/glsl100/pixelizer.fs \
|
||||||
|
--preload-file shaders/resources/shaders/glsl100/cross_hatching.fs@resources/shaders/glsl100/cross_hatching.fs \
|
||||||
|
--preload-file shaders/resources/shaders/glsl100/cross_stitching.fs@resources/shaders/glsl100/cross_stitching.fs \
|
||||||
|
--preload-file shaders/resources/shaders/glsl100/predator.fs@resources/shaders/glsl100/predator.fs \
|
||||||
|
--preload-file shaders/resources/shaders/glsl100/scanlines.fs@resources/shaders/glsl100/scanlines.fs \
|
||||||
|
--preload-file shaders/resources/shaders/glsl100/fisheye.fs@resources/shaders/glsl100/fisheye.fs \
|
||||||
|
--preload-file shaders/resources/shaders/glsl100/sobel.fs@resources/shaders/glsl100/sobel.fs \
|
||||||
|
--preload-file shaders/resources/shaders/glsl100/bloom.fs@resources/shaders/glsl100/bloom.fs \
|
||||||
|
--preload-file shaders/resources/shaders/glsl100/blur.fs@resources/shaders/glsl100/blur.fs
|
||||||
|
|
||||||
shaders/shaders_raymarching: shaders/shaders_raymarching.c
|
shaders/shaders_raymarching: shaders/shaders_raymarching.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file shaders/resources/shaders/glsl100/raymarching.fs@resources/shaders/glsl100/raymarching.fs
|
--preload-file shaders/resources/shaders/glsl100/raymarching.fs@resources/shaders/glsl100/raymarching.fs
|
||||||
|
|
||||||
|
shaders/shaders_rounded_rectangle: shaders/shaders_rounded_rectangle.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
|
--preload-file shaders/resources/shaders/glsl100/base.vs@resources/shaders/glsl100/base.vs \
|
||||||
|
--preload-file shaders/resources/shaders/glsl100/rounded_rectangle.fs@resources/shaders/glsl100/rounded_rectangle.fs
|
||||||
|
|
||||||
shaders/shaders_shadowmap: shaders/shaders_shadowmap.c
|
shaders/shaders_shadowmap: shaders/shaders_shadowmap.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file shaders/resources/shaders/glsl120/shadowmap.vs@resources/shaders/glsl120/shadowmap.vs \
|
--preload-file shaders/resources/shaders/glsl100/shadowmap.vs@resources/shaders/glsl100/shadowmap.vs \
|
||||||
--preload-file shaders/resources/shaders/glsl330/shadowmap.vs@resources/shaders/glsl330/shadowmap.vs \
|
--preload-file shaders/resources/shaders/glsl100/shadowmap.fs@resources/shaders/glsl100/shadowmap.fs \
|
||||||
--preload-file shaders/resources/shaders/glsl120/shadowmap.fs@resources/shaders/glsl120/shadowmap.fs \
|
--preload-file shaders/resources/models/robot.glb@resources/models/robot.glb \
|
||||||
--preload-file shaders/resources/shaders/glsl330/shadowmap.fs@resources/shaders/glsl330/shadowmap.fs \
|
--preload-file shaders/shaders_shadowmap.png@shaders_shadowmap.png
|
||||||
--preload-file shaders/resources/models/robot.glb@resources/models/robot.glb
|
|
||||||
|
|
||||||
shaders/shaders_shapes_textures: shaders/shaders_shapes_textures.c
|
shaders/shaders_shapes_textures: shaders/shaders_shapes_textures.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file shaders/resources/fudesumi.png@resources/fudesumi.png \
|
--preload-file shaders/resources/fudesumi.png@resources/fudesumi.png \
|
||||||
--preload-file shaders/resources/shaders/glsl100/base.vs@resources/shaders/glsl100/base.vs \
|
|
||||||
--preload-file shaders/resources/shaders/glsl100/grayscale.fs@resources/shaders/glsl100/grayscale.fs
|
--preload-file shaders/resources/shaders/glsl100/grayscale.fs@resources/shaders/glsl100/grayscale.fs
|
||||||
|
|
||||||
shaders/shaders_simple_mask: shaders/shaders_simple_mask.c
|
shaders/shaders_simple_mask: shaders/shaders_simple_mask.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
|
--preload-file shaders/resources/shaders/glsl100/mask.fs@resources/shaders/glsl100/mask.fs \
|
||||||
--preload-file shaders/resources/plasma.png@resources/plasma.png \
|
--preload-file shaders/resources/plasma.png@resources/plasma.png \
|
||||||
--preload-file shaders/resources/mask.png@resources/mask.png \
|
--preload-file shaders/resources/mask.png@resources/mask.png
|
||||||
--preload-file shaders/resources/shaders/glsl100/mask.fs@resources/shaders/glsl100/mask.fs
|
|
||||||
|
|
||||||
shaders/shaders_spotlight: shaders/shaders_spotlight.c
|
shaders/shaders_spotlight: shaders/shaders_spotlight.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
@@ -1141,51 +1261,47 @@ shaders/shaders_texture_drawing: shaders/shaders_texture_drawing.c
|
|||||||
|
|
||||||
shaders/shaders_texture_outline: shaders/shaders_texture_outline.c
|
shaders/shaders_texture_outline: shaders/shaders_texture_outline.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file shaders/resources/shaders/glsl100/outline.fs@resources/shaders/glsl100/outline.fs \
|
--preload-file shaders/resources/fudesumi.png@resources/fudesumi.png \
|
||||||
--preload-file shaders/resources/fudesumi.png@resources/fudesumi.png
|
--preload-file shaders/resources/shaders/glsl100/outline.fs@resources/shaders/glsl100/outline.fs
|
||||||
|
|
||||||
shaders/shaders_texture_tiling: shaders/shaders_texture_tiling.c
|
shaders/shaders_texture_tiling: shaders/shaders_texture_tiling.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file shaders/resources/shaders/glsl100/tiling.fs@resources/shaders/glsl100/tiling.fs \
|
--preload-file shaders/resources/cubicmap_atlas.png@resources/cubicmap_atlas.png \
|
||||||
--preload-file shaders/resources/cubicmap_atlas.png@resources/cubicmap_atlas.png
|
--preload-file shaders/resources/shaders/glsl100/tiling.fs@resources/shaders/glsl100/tiling.fs
|
||||||
|
|
||||||
shaders/shaders_texture_waves: shaders/shaders_texture_waves.c
|
shaders/shaders_texture_waves: shaders/shaders_texture_waves.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file shaders/resources/space.png@resources/space.png \
|
--preload-file shaders/resources/space.png@resources/space.png \
|
||||||
--preload-file shaders/resources/shaders/glsl100/wave.fs@resources/shaders/glsl100/wave.fs
|
--preload-file shaders/resources/shaders/glsl100/wave.fs@resources/shaders/glsl100/wave.fs
|
||||||
|
|
||||||
|
shaders/shaders_vertex_displacement: shaders/shaders_vertex_displacement.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
|
--preload-file shaders/resources/shaders/glsl100/vertex_displacement.vs@resources/shaders/glsl100/vertex_displacement.vs \
|
||||||
|
--preload-file shaders/resources/shaders/glsl100/vertex_displacement.fs@resources/shaders/glsl100/vertex_displacement.fs
|
||||||
|
|
||||||
shaders/shaders_view_depth: shaders/shaders_view_depth.c
|
shaders/shaders_view_depth: shaders/shaders_view_depth.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file shaders/resources/shaders/glsl100/write_depth.fs@resources/shaders/glsl100/write_depth.fs
|
--preload-file shaders/resources/shaders/glsl100/depth.fs@resources/shaders/glsl100/depth.fs
|
||||||
|
|
||||||
shaders/shaders_write_depth: shaders/shaders_write_depth.c
|
shaders/shaders_write_depth: shaders/shaders_write_depth.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file shaders/resources/shaders/glsl100/write_depth.fs@resources/shaders/glsl100/write_depth.fs
|
--preload-file shaders/resources/shaders/glsl100/write_depth.fs@resources/shaders/glsl100/write_depth.fs
|
||||||
|
|
||||||
shaders/shaders_vertex_displacement: shaders/shaders_vertex_displacement.c
|
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
|
||||||
--preload-file shaders/resources/shaders/glsl100/vertex_displacement.vs@resources/shaders/glsl100/vertex_displacement.vs \
|
|
||||||
--preload-file shaders/resources/shaders/glsl330/vertex_displacement.vs@resources/shaders/glsl330/vertex_displacement.vs \
|
|
||||||
--preload-file shaders/resources/shaders/glsl100/vertex_displacement.fs@resources/shaders/glsl100/vertex_displacement.fs \
|
|
||||||
--preload-file shaders/resources/shaders/glsl330/vertex_displacement.fs@resources/shaders/glsl330/vertex_displacement.fs
|
|
||||||
|
|
||||||
|
|
||||||
# Compile AUDIO examples
|
# Compile AUDIO examples
|
||||||
audio/audio_mixed_processor: audio/audio_mixed_processor.c
|
audio/audio_mixed_processor: audio/audio_mixed_processor.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -sTOTAL_MEMORY=67108864 \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file audio/resources/country.mp3@resources/country.mp3 \
|
--preload-file audio/resources/country.mp3@resources/country.mp3 \
|
||||||
--preload-file audio/resources/coin.wav@resources/coin.wav
|
--preload-file audio/resources/coin.wav@resources/coin.wav
|
||||||
|
|
||||||
audio/audio_module_playing: audio/audio_module_playing.c
|
audio/audio_module_playing: audio/audio_module_playing.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
--preload-file audio/resources/mini1111.xm@resources/mini1111.xm
|
|
||||||
|
|
||||||
audio/audio_music_stream: audio/audio_music_stream.c
|
audio/audio_music_stream: audio/audio_music_stream.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -sTOTAL_MEMORY=67108864 \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file audio/resources/country.mp3@resources/country.mp3
|
--preload-file audio/resources/country.mp3@resources/country.mp3
|
||||||
|
|
||||||
audio/audio_raw_stream: audio/audio_raw_stream.c
|
audio/audio_raw_stream: audio/audio_raw_stream.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -sTOTAL_MEMORY=67108864
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
audio/audio_sound_loading: audio/audio_sound_loading.c
|
audio/audio_sound_loading: audio/audio_sound_loading.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
@@ -1196,29 +1312,14 @@ audio/audio_sound_multi: audio/audio_sound_multi.c
|
|||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file audio/resources/sound.wav@resources/sound.wav
|
--preload-file audio/resources/sound.wav@resources/sound.wav
|
||||||
|
|
||||||
|
audio/audio_sound_positioning: audio/audio_sound_positioning.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
|
--preload-file audio/resources/coin.wav@resources/coin.wav
|
||||||
|
|
||||||
audio/audio_stream_effects: audio/audio_stream_effects.c
|
audio/audio_stream_effects: audio/audio_stream_effects.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -sTOTAL_MEMORY=67108864 \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file audio/resources/country.mp3@resources/country.mp3
|
--preload-file audio/resources/country.mp3@resources/country.mp3
|
||||||
|
#EXAMPLES_LIST_END
|
||||||
|
|
||||||
# Compile OTHERS examples
|
|
||||||
others/easings_testbed: others/easings_testbed.c
|
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
|
||||||
|
|
||||||
others/embedded_files_loading: others/embedded_files_loading.c
|
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
|
||||||
|
|
||||||
others/raylib_opengl_interop:
|
|
||||||
$(info Skipping_others_raylib_opengl_interop)
|
|
||||||
|
|
||||||
others/raymath_vector_angle: others/raymath_vector_angle.c
|
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
|
||||||
|
|
||||||
others/rlgl_compute_shader:
|
|
||||||
$(info Skipping_others_rlgl_compute_shader)
|
|
||||||
|
|
||||||
others/rlgl_standalone:
|
|
||||||
$(info Skipping_others_rlgl_standalone)
|
|
||||||
|
|
||||||
# Clean everything
|
# Clean everything
|
||||||
clean:
|
clean:
|
||||||
|
@@ -16,220 +16,222 @@ You may find it easier to use than other toolchains, especially when it comes to
|
|||||||
- `zig build [module]` to compile all examples for a module (e.g. `zig build core`)
|
- `zig build [module]` to compile all examples for a module (e.g. `zig build core`)
|
||||||
- `zig build [example]` to compile _and run_ a particular example (e.g. `zig build core_basic_window`)
|
- `zig build [example]` to compile _and run_ a particular example (e.g. `zig build core_basic_window`)
|
||||||
|
|
||||||
## EXAMPLES LIST
|
## EXAMPLES COLLECTION [TOTAL: 159]
|
||||||
|
|
||||||
### category: core
|
### category: core [36]
|
||||||
|
|
||||||
Examples using raylib core platform functionality like window creation, inputs, drawing modes and system functionality.
|
Examples using raylib[core](../src/rcore.c) platform functionality like window creation, inputs, drawing modes and system functionality.
|
||||||
|
|
||||||
| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|
| example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|
||||||
|----|----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
|
|-----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
|
||||||
| 01 | [core_basic_window](core/core_basic_window.c) | <img src="core/core_basic_window.png" alt="core_basic_window" width="80"> | ⭐️☆☆☆ | 1.0 | 1.0 | [Ray](https://github.com/raysan5) |
|
| [core_basic_window](core/core_basic_window.c) | <img src="core/core_basic_window.png" alt="core_basic_window" width="80"> | ⭐☆☆☆ | 1.0 | 1.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 02 | [core_input_keys](core/core_input_keys.c) | <img src="core/core_input_keys.png" alt="core_input_keys" width="80"> | ⭐️☆☆☆ | 1.0 | 1.0 | [Ray](https://github.com/raysan5) |
|
| [core_input_keys](core/core_input_keys.c) | <img src="core/core_input_keys.png" alt="core_input_keys" width="80"> | ⭐☆☆☆ | 1.0 | 1.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 03 | [core_input_mouse](core/core_input_mouse.c) | <img src="core/core_input_mouse.png" alt="core_input_mouse" width="80"> | ⭐️☆☆☆ | 1.0 | 5.5 | [Ray](https://github.com/raysan5) |
|
| [core_input_mouse](core/core_input_mouse.c) | <img src="core/core_input_mouse.png" alt="core_input_mouse" width="80"> | ⭐☆☆☆ | 1.0 | 5.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 04 | [core_input_mouse_wheel](core/core_input_mouse_wheel.c) | <img src="core/core_input_mouse_wheel.png" alt="core_input_mouse_wheel" width="80"> | ⭐️☆☆☆ | 1.1 | 1.3 | [Ray](https://github.com/raysan5) |
|
| [core_input_mouse_wheel](core/core_input_mouse_wheel.c) | <img src="core/core_input_mouse_wheel.png" alt="core_input_mouse_wheel" width="80"> | ⭐☆☆☆ | 1.1 | 1.3 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 05 | [core_input_gamepad](core/core_input_gamepad.c) | <img src="core/core_input_gamepad.png" alt="core_input_gamepad" width="80"> | ⭐️☆☆☆ | 1.1 | 4.2 | [Ray](https://github.com/raysan5) |
|
| [core_input_gamepad](core/core_input_gamepad.c) | <img src="core/core_input_gamepad.png" alt="core_input_gamepad" width="80"> | ⭐☆☆☆ | 1.1 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 06 | [core_input_multitouch](core/core_input_multitouch.c) | <img src="core/core_input_multitouch.png" alt="core_input_multitouch" width="80"> | ⭐️☆☆☆ | 2.1 | 2.5 | [Berni](https://github.com/Berni8k) |
|
| [core_input_multitouch](core/core_input_multitouch.c) | <img src="core/core_input_multitouch.png" alt="core_input_multitouch" width="80"> | ⭐☆☆☆ | 2.1 | 2.5 | [Berni](https://github.com/Berni8k) |
|
||||||
| 07 | [core_input_gestures](core/core_input_gestures.c) | <img src="core/core_input_gestures.png" alt="core_input_gestures" width="80"> | ⭐️⭐️☆☆ | 1.4 | 4.2 | [Ray](https://github.com/raysan5) |
|
| [core_input_gestures](core/core_input_gestures.c) | <img src="core/core_input_gestures.png" alt="core_input_gestures" width="80"> | ⭐⭐☆☆ | 1.4 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 08 | [core_input_virtual_controls](core/core_input_virtual_controls.c) | <img src="core/core_input_virtual_controls.png" alt="core_input_virtual_controls" width="80"> | ⭐️⭐️☆☆ | 5.0 | 5.0 | [oblerion](https://github.com/oblerion) |
|
| [core_input_virtual_controls](core/core_input_virtual_controls.c) | <img src="core/core_input_virtual_controls.png" alt="core_input_virtual_controls" width="80"> | ⭐⭐☆☆ | 5.0 | 5.0 | [oblerion](https://github.com/oblerion) |
|
||||||
| 09 | [core_2d_camera](core/core_2d_camera.c) | <img src="core/core_2d_camera.png" alt="core_2d_camera" width="80"> | ⭐️⭐️☆☆ | 1.5 | 3.0 | [Ray](https://github.com/raysan5) |
|
| [core_2d_camera](core/core_2d_camera.c) | <img src="core/core_2d_camera.png" alt="core_2d_camera" width="80"> | ⭐⭐☆☆ | 1.5 | 3.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 10 | [core_2d_camera_mouse_zoom](core/core_2d_camera_mouse_zoom.c) | <img src="core/core_2d_camera_mouse_zoom.png" alt="core_2d_camera_mouse_zoom" width="80"> | ⭐️⭐️☆☆ | 4.2 | 4.2 | [Jeffery Myers](https://github.com/JeffM2501) |
|
| [core_2d_camera_mouse_zoom](core/core_2d_camera_mouse_zoom.c) | <img src="core/core_2d_camera_mouse_zoom.png" alt="core_2d_camera_mouse_zoom" width="80"> | ⭐⭐☆☆ | 4.2 | 4.2 | [Jeffery Myers](https://github.com/JeffM2501) |
|
||||||
| 11 | [core_2d_camera_platformer](core/core_2d_camera_platformer.c) | <img src="core/core_2d_camera_platformer.png" alt="core_2d_camera_platformer" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 3.0 | [arvyy](https://github.com/arvyy) |
|
| [core_2d_camera_platformer](core/core_2d_camera_platformer.c) | <img src="core/core_2d_camera_platformer.png" alt="core_2d_camera_platformer" width="80"> | ⭐⭐⭐☆ | 2.5 | 3.0 | [arvyy](https://github.com/arvyy) |
|
||||||
| 12 | [core_2d_camera_split_screen](core/core_2d_camera_split_screen.c) | <img src="core/core_2d_camera_split_screen.png" alt="core_2d_camera_split_screen" width="80"> | ⭐️⭐️⭐️⭐️ | 4.5 | 4.5 | [Gabriel dos Santos Sanches](https://github.com/gabrielssanches) |
|
| [core_2d_camera_split_screen](core/core_2d_camera_split_screen.c) | <img src="core/core_2d_camera_split_screen.png" alt="core_2d_camera_split_screen" width="80"> | ⭐⭐⭐⭐️ | 4.5 | 4.5 | [Gabriel dos Santos Sanches](https://github.com/gabrielssanches) |
|
||||||
| 13 | [core_3d_camera_mode](core/core_3d_camera_mode.c) | <img src="core/core_3d_camera_mode.png" alt="core_3d_camera_mode" width="80"> | ⭐️☆☆☆ | 1.0 | 1.0 | [Ray](https://github.com/raysan5) |
|
| [core_3d_camera_mode](core/core_3d_camera_mode.c) | <img src="core/core_3d_camera_mode.png" alt="core_3d_camera_mode" width="80"> | ⭐☆☆☆ | 1.0 | 1.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 14 | [core_3d_camera_free](core/core_3d_camera_free.c) | <img src="core/core_3d_camera_free.png" alt="core_3d_camera_free" width="80"> | ⭐️☆☆☆ | 1.3 | 1.3 | [Ray](https://github.com/raysan5) |
|
| [core_3d_camera_free](core/core_3d_camera_free.c) | <img src="core/core_3d_camera_free.png" alt="core_3d_camera_free" width="80"> | ⭐☆☆☆ | 1.3 | 1.3 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 15 | [core_3d_camera_first_person](core/core_3d_camera_first_person.c) | <img src="core/core_3d_camera_first_person.png" alt="core_3d_camera_first_person" width="80"> | ⭐️⭐️☆☆ | 1.3 | 1.3 | [Ray](https://github.com/raysan5) |
|
| [core_3d_camera_first_person](core/core_3d_camera_first_person.c) | <img src="core/core_3d_camera_first_person.png" alt="core_3d_camera_first_person" width="80"> | ⭐⭐☆☆ | 1.3 | 1.3 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 16 | [core_3d_camera_split_screen](core/core_3d_camera_split_screen.c) | <img src="core/core_3d_camera_split_screen.png" alt="core_3d_camera_split_screen" width="80"> | ⭐️⭐️⭐️☆ | 3.7 | 4.0 | [Jeffery Myers](https://github.com/JeffM2501) |
|
| [core_3d_camera_split_screen](core/core_3d_camera_split_screen.c) | <img src="core/core_3d_camera_split_screen.png" alt="core_3d_camera_split_screen" width="80"> | ⭐⭐⭐☆ | 3.7 | 4.0 | [Jeffery Myers](https://github.com/JeffM2501) |
|
||||||
| 17 | [core_3d_picking](core/core_3d_picking.c) | <img src="core/core_3d_picking.png" alt="core_3d_picking" width="80"> | ⭐️⭐️☆☆ | 1.3 | 4.0 | [Ray](https://github.com/raysan5) |
|
| [core_3d_picking](core/core_3d_picking.c) | <img src="core/core_3d_picking.png" alt="core_3d_picking" width="80"> | ⭐⭐☆☆ | 1.3 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 18 | [core_world_screen](core/core_world_screen.c) | <img src="core/core_world_screen.png" alt="core_world_screen" width="80"> | ⭐️⭐️☆☆ | 1.3 | 1.4 | [Ray](https://github.com/raysan5) |
|
| [core_world_screen](core/core_world_screen.c) | <img src="core/core_world_screen.png" alt="core_world_screen" width="80"> | ⭐⭐☆☆ | 1.3 | 1.4 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 19 | [core_custom_logging](core/core_custom_logging.c) | <img src="core/core_custom_logging.png" alt="core_custom_logging" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 2.5 | [Pablo Marcos Oltra](https://github.com/pamarcos) |
|
| [core_custom_logging](core/core_custom_logging.c) | <img src="core/core_custom_logging.png" alt="core_custom_logging" width="80"> | ⭐⭐⭐☆ | 2.5 | 2.5 | [Pablo Marcos Oltra](https://github.com/pamarcos) |
|
||||||
| 20 | [core_window_flags](core/core_window_flags.c) | <img src="core/core_window_flags.png" alt="core_window_flags" width="80"> | ⭐️⭐️⭐️☆ | 3.5 | 3.5 | [Ray](https://github.com/raysan5) |
|
| [core_window_flags](core/core_window_flags.c) | <img src="core/core_window_flags.png" alt="core_window_flags" width="80"> | ⭐⭐⭐☆ | 3.5 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 21 | [core_window_letterbox](core/core_window_letterbox.c) | <img src="core/core_window_letterbox.png" alt="core_window_letterbox" width="80"> | ⭐️⭐️☆☆ | 2.5 | 4.0 | [Anata](https://github.com/anatagawa) |
|
| [core_window_letterbox](core/core_window_letterbox.c) | <img src="core/core_window_letterbox.png" alt="core_window_letterbox" width="80"> | ⭐⭐☆☆ | 2.5 | 4.0 | [Anata](https://github.com/anatagawa) |
|
||||||
| 22 | [core_window_should_close](core/core_window_should_close.c) | <img src="core/core_window_should_close.png" alt="core_window_should_close" width="80"> | ⭐️☆☆☆ | 4.2 | 4.2 | [Ray](https://github.com/raysan5) |
|
| [core_window_should_close](core/core_window_should_close.c) | <img src="core/core_window_should_close.png" alt="core_window_should_close" width="80"> | ⭐☆☆☆ | 4.2 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 23 | [core_drop_files](core/core_drop_files.c) | <img src="core/core_drop_files.png" alt="core_drop_files" width="80"> | ⭐️⭐️☆☆ | 1.3 | 4.2 | [Ray](https://github.com/raysan5) |
|
| [core_drop_files](core/core_drop_files.c) | <img src="core/core_drop_files.png" alt="core_drop_files" width="80"> | ⭐⭐☆☆ | 1.3 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 24 | [core_random_values](core/core_random_values.c) | <img src="core/core_random_values.png" alt="core_random_values" width="80"> | ⭐️☆☆☆ | 1.1 | 1.1 | [Ray](https://github.com/raysan5) |
|
| [core_random_values](core/core_random_values.c) | <img src="core/core_random_values.png" alt="core_random_values" width="80"> | ⭐☆☆☆ | 1.1 | 1.1 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 25 | [core_storage_values](core/core_storage_values.c) | <img src="core/core_storage_values.png" alt="core_storage_values" width="80"> | ⭐️⭐️☆☆ | 1.4 | 4.2 | [Ray](https://github.com/raysan5) |
|
| [core_storage_values](core/core_storage_values.c) | <img src="core/core_storage_values.png" alt="core_storage_values" width="80"> | ⭐⭐☆☆ | 1.4 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 26 | [core_vr_simulator](core/core_vr_simulator.c) | <img src="core/core_vr_simulator.png" alt="core_vr_simulator" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 4.0 | [Ray](https://github.com/raysan5) |
|
| [core_vr_simulator](core/core_vr_simulator.c) | <img src="core/core_vr_simulator.png" alt="core_vr_simulator" width="80"> | ⭐⭐⭐☆ | 2.5 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 27 | [core_loading_thread](core/core_loading_thread.c) | <img src="core/core_loading_thread.png" alt="core_loading_thread" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 3.0 | [Ray](https://github.com/raysan5) |
|
| [core_loading_thread](core/core_loading_thread.c) | <img src="core/core_loading_thread.png" alt="core_loading_thread" width="80"> | ⭐⭐⭐☆ | 2.5 | 3.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 28 | [core_scissor_test](core/core_scissor_test.c) | <img src="core/core_scissor_test.png" alt="core_scissor_test" width="80"> | ⭐️☆☆☆ | 2.5 | 3.0 | [Chris Dill](https://github.com/MysteriousSpace) |
|
| [core_scissor_test](core/core_scissor_test.c) | <img src="core/core_scissor_test.png" alt="core_scissor_test" width="80"> | ⭐☆☆☆ | 2.5 | 3.0 | [Chris Dill](https://github.com/MysteriousSpace) |
|
||||||
| 29 | [core_basic_screen_manager](core/core_basic_screen_manager.c) | <img src="core/core_basic_screen_manager.png" alt="core_basic_screen_manager" width="80"> | ⭐️☆☆☆ | 4.0 | 4.0 | [Ray](https://github.com/raysan5) |
|
| [core_basic_screen_manager](core/core_basic_screen_manager.c) | <img src="core/core_basic_screen_manager.png" alt="core_basic_screen_manager" width="80"> | ⭐☆☆☆ | 4.0 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 30 | [core_custom_frame_control](core/core_custom_frame_control.c) | <img src="core/core_custom_frame_control.png" alt="core_custom_frame_control" width="80"> | ⭐️⭐️⭐️⭐️ | 4.0 | 4.0 | [Ray](https://github.com/raysan5) |
|
| [core_custom_frame_control](core/core_custom_frame_control.c) | <img src="core/core_custom_frame_control.png" alt="core_custom_frame_control" width="80"> | ⭐⭐⭐⭐️ | 4.0 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 31 | [core_smooth_pixelperfect](core/core_smooth_pixelperfect.c) | <img src="core/core_smooth_pixelperfect.png" alt="core_smooth_pixelperfect" width="80"> | ⭐️⭐️⭐️☆ | 3.7 | 4.0 | [Giancamillo Alessandroni](https://github.com/NotManyIdeasDev) |
|
| [core_smooth_pixelperfect](core/core_smooth_pixelperfect.c) | <img src="core/core_smooth_pixelperfect.png" alt="core_smooth_pixelperfect" width="80"> | ⭐⭐⭐☆ | 3.7 | 4.0 | [Giancamillo Alessandroni](https://github.com/NotManyIdeasDev) |
|
||||||
| 32 | [core_random_sequence](core/core_random_sequence.c) | <img src="core/core_random_sequence.png" alt="core_random_sequence" width="80"> | ⭐️☆☆☆ | 5.0 | 5.0 | [Dalton Overmyer](https://github.com/REDl3east) |
|
| [core_random_sequence](core/core_random_sequence.c) | <img src="core/core_random_sequence.png" alt="core_random_sequence" width="80"> | ⭐☆☆☆ | 5.0 | 5.0 | [Dalton Overmyer](https://github.com/REDl3east) |
|
||||||
| 33 | [core_basic_window_web](core/core_basic_window_web.c) | <img src="core/core_basic_window_web.png" alt="core_basic_window_web" width="80"> | ⭐️☆☆☆ | 1.3 | 1.3 | [Ray](https://github.com/raysan5) |
|
| [core_basic_window_web](core/core_basic_window_web.c) | <img src="core/core_basic_window_web.png" alt="core_basic_window_web" width="80"> | ⭐☆☆☆ | 1.3 | 1.3 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 34 | [core_input_gestures_web](core/core_input_gestures_web.c) | <img src="core/core_input_gestures_web.png" alt="core_input_gestures_web" width="80"> | ⭐️⭐️☆☆ | 4.6-dev | 4.6-dev | [ubkp](https://github.com/ubkp) |
|
| [core_input_gestures_web](core/core_input_gestures_web.c) | <img src="core/core_input_gestures_web.png" alt="core_input_gestures_web" width="80"> | ⭐⭐☆☆ | 4.6 | 4.6 | [ubkp](https://github.com/ubkp) |
|
||||||
| 35 | [core_automation_events](core/core_automation_events.c) | <img src="core/core_automation_events.png" alt="core_automation_events" width="80"> | ⭐️⭐️⭐️☆ | 5.0 | 5.0 | [Ray](https://github.com/raysan5) |
|
| [core_automation_events](core/core_automation_events.c) | <img src="core/core_automation_events.png" alt="core_automation_events" width="80"> | ⭐⭐⭐☆ | 5.0 | 5.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 36 | [core_high_dpi](core/core_high_dpi.c) | <img src="core/core_high_dpi.png" alt="core_high_dpi" width="80"> | ⭐️☆☆☆ | 5.0 | 5.0 | [Jonathan Marler](https://github.com/marler8997) |
|
| [core_high_dpi](core/core_high_dpi.c) | <img src="core/core_high_dpi.png" alt="core_high_dpi" width="80"> | ⭐☆☆☆ | 5.0 | 5.0 | [Jonathan Marler](https://github.com/marler8997) |
|
||||||
|
|
||||||
### category: shapes
|
### category: shapes [20]
|
||||||
|
|
||||||
Examples using raylib shapes drawing functionality, provided by raylib [shapes](../src/shapes.c) module.
|
Examples using raylib shapes drawing functionality, provided by raylib [shapes](../src/rshapes.c) module.
|
||||||
|
|
||||||
| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|
| example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|
||||||
|----|----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
|
|-----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
|
||||||
| 36 | [shapes_basic_shapes](shapes/shapes_basic_shapes.c) | <img src="shapes/shapes_basic_shapes.png" alt="shapes_basic_shapes" width="80"> | ⭐️☆☆☆ | 1.0 | 4.2 | [Ray](https://github.com/raysan5) |
|
| [shapes_basic_shapes](shapes/shapes_basic_shapes.c) | <img src="shapes/shapes_basic_shapes.png" alt="shapes_basic_shapes" width="80"> | ⭐☆☆☆ | 1.0 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 37 | [shapes_bouncing_ball](shapes/shapes_bouncing_ball.c) | <img src="shapes/shapes_bouncing_ball.png" alt="shapes_bouncing_ball" width="80"> | ⭐️☆☆☆ | 2.5 | 2.5 | [Ray](https://github.com/raysan5) |
|
| [shapes_bouncing_ball](shapes/shapes_bouncing_ball.c) | <img src="shapes/shapes_bouncing_ball.png" alt="shapes_bouncing_ball" width="80"> | ⭐☆☆☆ | 2.5 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 38 | [shapes_colors_palette](shapes/shapes_colors_palette.c) | <img src="shapes/shapes_colors_palette.png" alt="shapes_colors_palette" width="80"> | ⭐️⭐️☆☆ | 1.0 | 2.5 | [Ray](https://github.com/raysan5) |
|
| [shapes_colors_palette](shapes/shapes_colors_palette.c) | <img src="shapes/shapes_colors_palette.png" alt="shapes_colors_palette" width="80"> | ⭐⭐☆☆ | 1.0 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 39 | [shapes_logo_raylib](shapes/shapes_logo_raylib.c) | <img src="shapes/shapes_logo_raylib.png" alt="shapes_logo_raylib" width="80"> | ⭐️☆☆☆ | 1.0 | 1.0 | [Ray](https://github.com/raysan5) |
|
| [shapes_logo_raylib](shapes/shapes_logo_raylib.c) | <img src="shapes/shapes_logo_raylib.png" alt="shapes_logo_raylib" width="80"> | ⭐☆☆☆ | 1.0 | 1.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 40 | [shapes_logo_raylib_anim](shapes/shapes_logo_raylib_anim.c) | <img src="shapes/shapes_logo_raylib_anim.png" alt="shapes_logo_raylib_anim" width="80"> | ⭐️⭐️☆☆ | 2.5 | 4.0 | [Ray](https://github.com/raysan5) |
|
| [shapes_logo_raylib_anim](shapes/shapes_logo_raylib_anim.c) | <img src="shapes/shapes_logo_raylib_anim.png" alt="shapes_logo_raylib_anim" width="80"> | ⭐⭐☆☆ | 2.5 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 41 | [shapes_rectangle_scaling](shapes/shapes_rectangle_scaling.c) | <img src="shapes/shapes_rectangle_scaling.png" alt="shapes_rectangle_scaling" width="80"> | ⭐️⭐️☆☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
|
| [shapes_rectangle_scaling](shapes/shapes_rectangle_scaling.c) | <img src="shapes/shapes_rectangle_scaling.png" alt="shapes_rectangle_scaling" width="80"> | ⭐⭐☆☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
|
||||||
| 42 | [shapes_lines_bezier](shapes/shapes_lines_bezier.c) | <img src="shapes/shapes_lines_bezier.png" alt="shapes_lines_bezier" width="80"> | ⭐️☆☆☆ | 1.7 | 1.7 | [Ray](https://github.com/raysan5) |
|
| [shapes_lines_bezier](shapes/shapes_lines_bezier.c) | <img src="shapes/shapes_lines_bezier.png" alt="shapes_lines_bezier" width="80"> | ⭐☆☆☆ | 1.7 | 1.7 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 43 | [shapes_collision_area](shapes/shapes_collision_area.c) | <img src="shapes/shapes_collision_area.png" alt="shapes_collision_area" width="80"> | ⭐️⭐️☆☆ | 2.5 | 2.5 | [Ray](https://github.com/raysan5) |
|
| [shapes_collision_area](shapes/shapes_collision_area.c) | <img src="shapes/shapes_collision_area.png" alt="shapes_collision_area" width="80"> | ⭐⭐☆☆ | 2.5 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 44 | [shapes_following_eyes](shapes/shapes_following_eyes.c) | <img src="shapes/shapes_following_eyes.png" alt="shapes_following_eyes" width="80"> | ⭐️⭐️☆☆ | 2.5 | 2.5 | [Ray](https://github.com/raysan5) |
|
| [shapes_following_eyes](shapes/shapes_following_eyes.c) | <img src="shapes/shapes_following_eyes.png" alt="shapes_following_eyes" width="80"> | ⭐⭐☆☆ | 2.5 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 45 | [shapes_easings_ball_anim](shapes/shapes_easings_ball_anim.c) | <img src="shapes/shapes_easings_ball_anim.png" alt="shapes_easings_ball_anim" width="80"> | ⭐️⭐️☆☆ | 2.5 | 2.5 | [Ray](https://github.com/raysan5) |
|
| [shapes_easings_ball_anim](shapes/shapes_easings_ball_anim.c) | <img src="shapes/shapes_easings_ball_anim.png" alt="shapes_easings_ball_anim" width="80"> | ⭐⭐☆☆ | 2.5 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 46 | [shapes_easings_box_anim](shapes/shapes_easings_box_anim.c) | <img src="shapes/shapes_easings_box_anim.png" alt="shapes_easings_box_anim" width="80"> | ⭐️⭐️☆☆ | 2.5 | 2.5 | [Ray](https://github.com/raysan5) |
|
| [shapes_easings_box_anim](shapes/shapes_easings_box_anim.c) | <img src="shapes/shapes_easings_box_anim.png" alt="shapes_easings_box_anim" width="80"> | ⭐⭐☆☆ | 2.5 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 47 | [shapes_easings_rectangle_array](shapes/shapes_easings_rectangle_array.c) | <img src="shapes/shapes_easings_rectangle_array.png" alt="shapes_easings_rectangle_array" width="80"> | ⭐️⭐️⭐️☆ | 2.0 | 2.5 | [Ray](https://github.com/raysan5) |
|
| [shapes_easings_rectangle_array](shapes/shapes_easings_rectangle_array.c) | <img src="shapes/shapes_easings_rectangle_array.png" alt="shapes_easings_rectangle_array" width="80"> | ⭐⭐⭐☆ | 2.0 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 48 | [shapes_draw_ring](shapes/shapes_draw_ring.c) | <img src="shapes/shapes_draw_ring.png" alt="shapes_draw_ring" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
|
| [shapes_draw_ring](shapes/shapes_draw_ring.c) | <img src="shapes/shapes_draw_ring.png" alt="shapes_draw_ring" width="80"> | ⭐⭐⭐☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
|
||||||
| 49 | [shapes_draw_circle_sector](shapes/shapes_draw_circle_sector.c) | <img src="shapes/shapes_draw_circle_sector.png" alt="shapes_draw_circle_sector" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
|
| [shapes_draw_circle_sector](shapes/shapes_draw_circle_sector.c) | <img src="shapes/shapes_draw_circle_sector.png" alt="shapes_draw_circle_sector" width="80"> | ⭐⭐⭐☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
|
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| 50 | [shapes_draw_rectangle_rounded](shapes/shapes_draw_rectangle_rounded.c) | <img src="shapes/shapes_draw_rectangle_rounded.png" alt="shapes_draw_rectangle_rounded" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
|
| [shapes_draw_rectangle_rounded](shapes/shapes_draw_rectangle_rounded.c) | <img src="shapes/shapes_draw_rectangle_rounded.png" alt="shapes_draw_rectangle_rounded" width="80"> | ⭐⭐⭐☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
|
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| 51 | [shapes_top_down_lights](shapes/shapes_top_down_lights.c) | <img src="shapes/shapes_top_down_lights.png" alt="shapes_top_down_lights" width="80"> | ⭐️⭐️⭐️⭐️ | 4.2 | 4.2 | [Jeffery Myers](https://github.com/JeffM2501) |
|
| [shapes_top_down_lights](shapes/shapes_top_down_lights.c) | <img src="shapes/shapes_top_down_lights.png" alt="shapes_top_down_lights" width="80"> | ⭐⭐⭐⭐️ | 4.2 | 4.2 | [Jeffery Myers](https://github.com/JeffM2501) |
|
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| 52 | [shapes_rectangle_advanced](shapes/shapes_rectangle_advanced.c) | <img src="shapes/shapes_rectangle_advanced.png" alt="shapes_rectangle_advanced" width="80"> | ⭐️⭐️⭐️⭐️ | 5.5 | 5.5 | [Everton Jr.](https://github.com/evertonse) |
|
| [shapes_rectangle_advanced](shapes/shapes_rectangle_advanced.c) | <img src="shapes/shapes_rectangle_advanced.png" alt="shapes_rectangle_advanced" width="80"> | ⭐⭐⭐⭐️ | 5.5 | 5.5 | [Everton Jr.](https://github.com/evertonse) |
|
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| 53 | [shapes_splines_drawing](shapes/shapes_splines_drawing.c) | <img src="shapes/shapes_splines_drawing.png" alt="shapes_splines_drawing" width="80"> | ⭐️⭐️⭐️☆ | 5.0 | 5.0 | [Ray](https://github.com/raysan5) |
|
| [shapes_splines_drawing](shapes/shapes_splines_drawing.c) | <img src="shapes/shapes_splines_drawing.png" alt="shapes_splines_drawing" width="80"> | ⭐⭐⭐☆ | 5.0 | 5.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
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| 54 | [shapes_digital_clock](shapes/shapes_digital_clock.c) | <img src="shapes/shapes_digital_clock.png" alt="shapes_digital_clock" width="80"> | ⭐️⭐️☆☆ | 5.5 | 5.5 | [Hamza RAHAL](https://github.com/rhmz-rhl) |
|
| [shapes_digital_clock](shapes/shapes_digital_clock.c) | <img src="shapes/shapes_digital_clock.png" alt="shapes_digital_clock" width="80"> | ⭐⭐☆☆ | 5.5 | 5.5 | [Hamza RAHAL](https://github.com/rhmz-rhl) |
|
||||||
### category: textures
|
| [shapes_double_pendulum](shapes/shapes_double_pendulum.c) | <img src="shapes/shapes_double_pendulum.png" alt="shapes_double_pendulum" width="80"> | ⭐⭐☆☆ | 5.5 | 5.5 | [JoeCheong](https://github.com/Joecheong2006) |
|
||||||
|
|
||||||
Examples using raylib textures functionality, including image/textures loading/generation and drawing, provided by raylib [textures](../src/textures.c) modul
|
### category: textures [26]
|
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|
|
||||||
| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|
Examples using raylib textures functionality, including image/textures loading/generation and drawing, provided by raylib [textures](../src/rtextures.c) module.
|
||||||
|----|----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
|
|
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| 55 | [textures_logo_raylib](textures/textures_logo_raylib.c) | <img src="textures/textures_logo_raylib.png" alt="textures_logo_raylib" width="80"> | ⭐️☆☆☆ | 1.0 | 1.0 | [Ray](https://github.com/raysan5) |
|
|
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| 56 | [textures_srcrec_dstrec](textures/textures_srcrec_dstrec.c) | <img src="textures/textures_srcrec_dstrec.png" alt="textures_srcrec_dstrec" width="80"> | ⭐️⭐️⭐️☆ | 1.3 | 1.3 | [Ray](https://github.com/raysan5) |
|
|
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| 57 | [textures_image_drawing](textures/textures_image_drawing.c) | <img src="textures/textures_image_drawing.png" alt="textures_image_drawing" width="80"> | ⭐️⭐️☆☆ | 1.4 | 1.4 | [Ray](https://github.com/raysan5) |
|
|
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| 58 | [textures_image_generation](textures/textures_image_generation.c) | <img src="textures/textures_image_generation.png" alt="textures_image_generation" width="80"> | ⭐️⭐️☆☆ | 1.8 | 1.8 | [Wilhem Barbier](https://github.com/nounoursheureux) |
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| 59 | [textures_image_loading](textures/textures_image_loading.c) | <img src="textures/textures_image_loading.png" alt="textures_image_loading" width="80"> | ⭐️☆☆☆ | 1.3 | 1.3 | [Ray](https://github.com/raysan5) |
|
|
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| 60 | [textures_image_processing](textures/textures_image_processing.c) | <img src="textures/textures_image_processing.png" alt="textures_image_processing" width="80"> | ⭐️⭐️⭐️☆ | 1.4 | 3.5 | [Ray](https://github.com/raysan5) |
|
|
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| 61 | [textures_image_text](textures/textures_image_text.c) | <img src="textures/textures_image_text.png" alt="textures_image_text" width="80"> | ⭐️⭐️☆☆ | 1.8 | 4.0 | [Ray](https://github.com/raysan5) |
|
|
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| 62 | [textures_to_image](textures/textures_to_image.c) | <img src="textures/textures_to_image.png" alt="textures_to_image" width="80"> | ⭐️☆☆☆ | 1.3 | 4.0 | [Ray](https://github.com/raysan5) |
|
|
||||||
| 63 | [textures_raw_data](textures/textures_raw_data.c) | <img src="textures/textures_raw_data.png" alt="textures_raw_data" width="80"> | ⭐️⭐️⭐️☆ | 1.3 | 3.5 | [Ray](https://github.com/raysan5) |
|
|
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| 64 | [textures_particles_blending](textures/textures_particles_blending.c) | <img src="textures/textures_particles_blending.png" alt="textures_particles_blending" width="80"> | ⭐️☆☆☆ | 1.7 | 3.5 | [Ray](https://github.com/raysan5) |
|
|
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| 65 | [textures_npatch_drawing](textures/textures_npatch_drawing.c) | <img src="textures/textures_npatch_drawing.png" alt="textures_npatch_drawing" width="80"> | ⭐️⭐️⭐️☆ | 2.0 | 2.5 | [Jorge A. Gomes](https://github.com/overdev) |
|
|
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| 66 | [textures_background_scrolling](textures/textures_background_scrolling.c) | <img src="textures/textures_background_scrolling.png" alt="textures_background_scrolling" width="80"> | ⭐️☆☆☆ | 2.0 | 2.5 | [Ray](https://github.com/raysan5) |
|
|
||||||
| 67 | [textures_sprite_anim](textures/textures_sprite_anim.c) | <img src="textures/textures_sprite_anim.png" alt="textures_sprite_anim" width="80"> | ⭐️⭐️☆☆ | 1.3 | 1.3 | [Ray](https://github.com/raysan5) |
|
|
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| 68 | [textures_sprite_button](textures/textures_sprite_button.c) | <img src="textures/textures_sprite_button.png" alt="textures_sprite_button" width="80"> | ⭐️⭐️☆☆ | 2.5 | 2.5 | [Ray](https://github.com/raysan5) |
|
|
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| 69 | [textures_sprite_explosion](textures/textures_sprite_explosion.c) | <img src="textures/textures_sprite_explosion.png" alt="textures_sprite_explosion" width="80"> | ⭐️⭐️☆☆ | 2.5 | 3.5 | [Ray](https://github.com/raysan5) |
|
|
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| 70 | [textures_bunnymark](textures/textures_bunnymark.c) | <img src="textures/textures_bunnymark.png" alt="textures_bunnymark" width="80"> | ⭐️⭐️⭐️☆ | 1.6 | 2.5 | [Ray](https://github.com/raysan5) |
|
|
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| 71 | [textures_mouse_painting](textures/textures_mouse_painting.c) | <img src="textures/textures_mouse_painting.png" alt="textures_mouse_painting" width="80"> | ⭐️⭐️⭐️☆ | 3.0 | 3.0 | [Chris Dill](https://github.com/MysteriousSpace) |
|
|
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| 72 | [textures_blend_modes](textures/textures_blend_modes.c) | <img src="textures/textures_blend_modes.png" alt="textures_blend_modes" width="80"> | ⭐️☆☆☆ | 3.5 | 3.5 | [Karlo Licudine](https://github.com/accidentalrebel) |
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|
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| 73 | [textures_draw_tiled](textures/textures_draw_tiled.c) | <img src="textures/textures_draw_tiled.png" alt="textures_draw_tiled" width="80"> | ⭐️⭐️⭐️☆ | 3.0 | 4.2 | [Vlad Adrian](https://github.com/demizdor) |
|
|
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| 74 | [textures_polygon](textures/textures_polygon.c) | <img src="textures/textures_polygon.png" alt="textures_polygon" width="80"> | ⭐️☆☆☆ | 3.7 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) |
|
|
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| 75 | [textures_fog_of_war](textures/textures_fog_of_war.c) | <img src="textures/textures_fog_of_war.png" alt="textures_fog_of_war" width="80"> | ⭐️⭐️⭐️☆ | 4.2 | 4.2 | [Ray](https://github.com/raysan5) |
|
|
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| 76 | [textures_gif_player](textures/textures_gif_player.c) | <img src="textures/textures_gif_player.png" alt="textures_gif_player" width="80"> | ⭐️⭐️⭐️☆ | 4.2 | 4.2 | [Ray](https://github.com/raysan5) |
|
|
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| 77 | [textures_image_kernel](textures/textures_image_kernel.c) | <img src="textures/textures_image_kernel.png" alt="textures_image_kernel" width="80"> | ⭐️⭐️⭐️⭐️ | 1.3 | 1.3 | [Karim Salem](https://github.com/kimo-s) |
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|
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| 78 | [textures_image_channel](textures/textures_image_channel.c) | <img src="textures/textures_image_channel.png" alt="textures_image_channel" width="80"> | ⭐️⭐️☆☆ | 5.1-dev | 5.1-dev | [Bruno Cabral](https://github.com/brccabral) |
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|
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| 79 | [textures_image_rotate](textures/textures_image_rotate.c) | <img src="textures/textures_image_rotate.png" alt="textures_image_rotate" width="80"> | ⭐️⭐️☆☆ | 1.0 | 1.0 | [Ray](https://github.com/raysan5) |
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|
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| 80 | [textures_textured_curve](textures/textures_textured_curve.c) | <img src="textures/textures_textured_curve.png" alt="textures_textured_curve" width="80"> | ⭐️⭐️⭐️☆ | 4.5 | 4.5 | [Jeffery Myers](https://github.com/JeffM2501) |
|
|
||||||
|
|
||||||
### category: text
|
| example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|
||||||
|
|-----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
|
||||||
|
| [textures_logo_raylib](textures/textures_logo_raylib.c) | <img src="textures/textures_logo_raylib.png" alt="textures_logo_raylib" width="80"> | ⭐☆☆☆ | 1.0 | 1.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
|
| [textures_srcrec_dstrec](textures/textures_srcrec_dstrec.c) | <img src="textures/textures_srcrec_dstrec.png" alt="textures_srcrec_dstrec" width="80"> | ⭐⭐⭐☆ | 1.3 | 1.3 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
|
| [textures_image_drawing](textures/textures_image_drawing.c) | <img src="textures/textures_image_drawing.png" alt="textures_image_drawing" width="80"> | ⭐⭐☆☆ | 1.4 | 1.4 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
|
| [textures_image_generation](textures/textures_image_generation.c) | <img src="textures/textures_image_generation.png" alt="textures_image_generation" width="80"> | ⭐⭐☆☆ | 1.8 | 1.8 | [Wilhem Barbier](https://github.com/nounoursheureux) |
|
||||||
|
| [textures_image_loading](textures/textures_image_loading.c) | <img src="textures/textures_image_loading.png" alt="textures_image_loading" width="80"> | ⭐☆☆☆ | 1.3 | 1.3 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
|
| [textures_image_processing](textures/textures_image_processing.c) | <img src="textures/textures_image_processing.png" alt="textures_image_processing" width="80"> | ⭐⭐⭐☆ | 1.4 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
|
| [textures_image_text](textures/textures_image_text.c) | <img src="textures/textures_image_text.png" alt="textures_image_text" width="80"> | ⭐⭐☆☆ | 1.8 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
|
| [textures_to_image](textures/textures_to_image.c) | <img src="textures/textures_to_image.png" alt="textures_to_image" width="80"> | ⭐☆☆☆ | 1.3 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
|
| [textures_raw_data](textures/textures_raw_data.c) | <img src="textures/textures_raw_data.png" alt="textures_raw_data" width="80"> | ⭐⭐⭐☆ | 1.3 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
|
| [textures_particles_blending](textures/textures_particles_blending.c) | <img src="textures/textures_particles_blending.png" alt="textures_particles_blending" width="80"> | ⭐☆☆☆ | 1.7 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
|
| [textures_npatch_drawing](textures/textures_npatch_drawing.c) | <img src="textures/textures_npatch_drawing.png" alt="textures_npatch_drawing" width="80"> | ⭐⭐⭐☆ | 2.0 | 2.5 | [Jorge A. Gomes](https://github.com/overdev) |
|
||||||
|
| [textures_background_scrolling](textures/textures_background_scrolling.c) | <img src="textures/textures_background_scrolling.png" alt="textures_background_scrolling" width="80"> | ⭐☆☆☆ | 2.0 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
|
| [textures_sprite_anim](textures/textures_sprite_anim.c) | <img src="textures/textures_sprite_anim.png" alt="textures_sprite_anim" width="80"> | ⭐⭐☆☆ | 1.3 | 1.3 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
|
| [textures_sprite_button](textures/textures_sprite_button.c) | <img src="textures/textures_sprite_button.png" alt="textures_sprite_button" width="80"> | ⭐⭐☆☆ | 2.5 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
|
| [textures_sprite_explosion](textures/textures_sprite_explosion.c) | <img src="textures/textures_sprite_explosion.png" alt="textures_sprite_explosion" width="80"> | ⭐⭐☆☆ | 2.5 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
|
| [textures_bunnymark](textures/textures_bunnymark.c) | <img src="textures/textures_bunnymark.png" alt="textures_bunnymark" width="80"> | ⭐⭐⭐☆ | 1.6 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
|
| [textures_mouse_painting](textures/textures_mouse_painting.c) | <img src="textures/textures_mouse_painting.png" alt="textures_mouse_painting" width="80"> | ⭐⭐⭐☆ | 3.0 | 3.0 | [Chris Dill](https://github.com/MysteriousSpace) |
|
||||||
|
| [textures_blend_modes](textures/textures_blend_modes.c) | <img src="textures/textures_blend_modes.png" alt="textures_blend_modes" width="80"> | ⭐☆☆☆ | 3.5 | 3.5 | [Karlo Licudine](https://github.com/accidentalrebel) |
|
||||||
|
| [textures_draw_tiled](textures/textures_draw_tiled.c) | <img src="textures/textures_draw_tiled.png" alt="textures_draw_tiled" width="80"> | ⭐⭐⭐☆ | 3.0 | 4.2 | [Vlad Adrian](https://github.com/demizdor) |
|
||||||
|
| [textures_polygon](textures/textures_polygon.c) | <img src="textures/textures_polygon.png" alt="textures_polygon" width="80"> | ⭐☆☆☆ | 3.7 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) |
|
||||||
|
| [textures_fog_of_war](textures/textures_fog_of_war.c) | <img src="textures/textures_fog_of_war.png" alt="textures_fog_of_war" width="80"> | ⭐⭐⭐☆ | 4.2 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
|
| [textures_gif_player](textures/textures_gif_player.c) | <img src="textures/textures_gif_player.png" alt="textures_gif_player" width="80"> | ⭐⭐⭐☆ | 4.2 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
|
| [textures_image_kernel](textures/textures_image_kernel.c) | <img src="textures/textures_image_kernel.png" alt="textures_image_kernel" width="80"> | ⭐⭐⭐⭐️ | 1.3 | 1.3 | [Karim Salem](https://github.com/kimo-s) |
|
||||||
|
| [textures_image_channel](textures/textures_image_channel.c) | <img src="textures/textures_image_channel.png" alt="textures_image_channel" width="80"> | ⭐⭐☆☆ | 5.1 | 5.1 | [Bruno Cabral](https://github.com/brccabral) |
|
||||||
|
| [textures_image_rotate](textures/textures_image_rotate.c) | <img src="textures/textures_image_rotate.png" alt="textures_image_rotate" width="80"> | ⭐⭐☆☆ | 1.0 | 1.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
|
| [textures_textured_curve](textures/textures_textured_curve.c) | <img src="textures/textures_textured_curve.png" alt="textures_textured_curve" width="80"> | ⭐⭐⭐☆ | 4.5 | 4.5 | [Jeffery Myers](https://github.com/JeffM2501) |
|
||||||
|
|
||||||
Examples using raylib text functionality, including sprite fonts loading/generation and text drawing, provided by raylib [text](../src/text.c) module.
|
### category: text [12]
|
||||||
|
|
||||||
| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|
Examples using raylib text functionality, including sprite fonts loading/generation and text drawing, provided by raylib [text](../src/rtext.c) module.
|
||||||
|----|----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
|
|
||||||
| 81 | [text_raylib_fonts](text/text_raylib_fonts.c) | <img src="text/text_raylib_fonts.png" alt="text_raylib_fonts" width="80"> | ⭐️☆☆☆ | 1.7 | 3.7 | [Ray](https://github.com/raysan5) |
|
|
||||||
| 82 | [text_font_spritefont](text/text_font_spritefont.c) | <img src="text/text_font_spritefont.png" alt="text_font_spritefont" width="80"> | ⭐️☆☆☆ | 1.0 | 1.0 | [Ray](https://github.com/raysan5) |
|
|
||||||
| 83 | [text_font_filters](text/text_font_filters.c) | <img src="text/text_font_filters.png" alt="text_font_filters" width="80"> | ⭐️⭐️☆☆ | 1.3 | 4.2 | [Ray](https://github.com/raysan5) |
|
|
||||||
| 84 | [text_font_loading](text/text_font_loading.c) | <img src="text/text_font_loading.png" alt="text_font_loading" width="80"> | ⭐️☆☆☆ | 1.4 | 3.0 | [Ray](https://github.com/raysan5) |
|
|
||||||
| 85 | [text_font_sdf](text/text_font_sdf.c) | <img src="text/text_font_sdf.png" alt="text_font_sdf" width="80"> | ⭐️⭐️⭐️☆ | 1.3 | 4.0 | [Ray](https://github.com/raysan5) |
|
|
||||||
| 86 | [text_format_text](text/text_format_text.c) | <img src="text/text_format_text.png" alt="text_format_text" width="80"> | ⭐️☆☆☆ | 1.1 | 3.0 | [Ray](https://github.com/raysan5) |
|
|
||||||
| 87 | [text_input_box](text/text_input_box.c) | <img src="text/text_input_box.png" alt="text_input_box" width="80"> | ⭐️⭐️☆☆ | 1.7 | 3.5 | [Ray](https://github.com/raysan5) |
|
|
||||||
| 88 | [text_writing_anim](text/text_writing_anim.c) | <img src="text/text_writing_anim.png" alt="text_writing_anim" width="80"> | ⭐️⭐️☆☆ | 1.4 | 1.4 | [Ray](https://github.com/raysan5) |
|
|
||||||
| 89 | [text_rectangle_bounds](text/text_rectangle_bounds.c) | <img src="text/text_rectangle_bounds.png" alt="text_rectangle_bounds" width="80"> | ⭐️⭐️⭐️⭐️ | 2.5 | 4.0 | [Vlad Adrian](https://github.com/demizdor) |
|
|
||||||
| 90 | [text_unicode](text/text_unicode.c) | <img src="text/text_unicode.png" alt="text_unicode" width="80"> | ⭐️⭐️⭐️⭐️ | 2.5 | 4.0 | [Vlad Adrian](https://github.com/demizdor) |
|
|
||||||
| 91 | [text_draw_3d](text/text_draw_3d.c) | <img src="text/text_draw_3d.png" alt="text_draw_3d" width="80"> | ⭐️⭐️⭐️⭐️ | 3.5 | 4.0 | [Vlad Adrian](https://github.com/demizdor) |
|
|
||||||
| 92 | [text_codepoints_loading](text/text_codepoints_loading.c) | <img src="text/text_codepoints_loading.png" alt="text_codepoints_loading" width="80"> | ⭐️⭐️⭐️☆ | 4.2 | 4.2 | [Ray](https://github.com/raysan5) |
|
|
||||||
|
|
||||||
### category: models
|
| example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|
||||||
|
|-----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
|
||||||
|
| [text_raylib_fonts](text/text_raylib_fonts.c) | <img src="text/text_raylib_fonts.png" alt="text_raylib_fonts" width="80"> | ⭐☆☆☆ | 1.7 | 3.7 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
|
| [text_font_spritefont](text/text_font_spritefont.c) | <img src="text/text_font_spritefont.png" alt="text_font_spritefont" width="80"> | ⭐☆☆☆ | 1.0 | 1.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
|
| [text_font_filters](text/text_font_filters.c) | <img src="text/text_font_filters.png" alt="text_font_filters" width="80"> | ⭐⭐☆☆ | 1.3 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
|
| [text_font_loading](text/text_font_loading.c) | <img src="text/text_font_loading.png" alt="text_font_loading" width="80"> | ⭐☆☆☆ | 1.4 | 3.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
|
| [text_font_sdf](text/text_font_sdf.c) | <img src="text/text_font_sdf.png" alt="text_font_sdf" width="80"> | ⭐⭐⭐☆ | 1.3 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
|
| [text_format_text](text/text_format_text.c) | <img src="text/text_format_text.png" alt="text_format_text" width="80"> | ⭐☆☆☆ | 1.1 | 3.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
|
| [text_input_box](text/text_input_box.c) | <img src="text/text_input_box.png" alt="text_input_box" width="80"> | ⭐⭐☆☆ | 1.7 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
|
| [text_writing_anim](text/text_writing_anim.c) | <img src="text/text_writing_anim.png" alt="text_writing_anim" width="80"> | ⭐⭐☆☆ | 1.4 | 1.4 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
|
| [text_rectangle_bounds](text/text_rectangle_bounds.c) | <img src="text/text_rectangle_bounds.png" alt="text_rectangle_bounds" width="80"> | ⭐⭐⭐⭐️ | 2.5 | 4.0 | [Vlad Adrian](https://github.com/demizdor) |
|
||||||
|
| [text_unicode](text/text_unicode.c) | <img src="text/text_unicode.png" alt="text_unicode" width="80"> | ⭐⭐⭐⭐️ | 2.5 | 4.0 | [Vlad Adrian](https://github.com/demizdor) |
|
||||||
|
| [text_draw_3d](text/text_draw_3d.c) | <img src="text/text_draw_3d.png" alt="text_draw_3d" width="80"> | ⭐⭐⭐⭐️ | 3.5 | 4.0 | [Vlad Adrian](https://github.com/demizdor) |
|
||||||
|
| [text_codepoints_loading](text/text_codepoints_loading.c) | <img src="text/text_codepoints_loading.png" alt="text_codepoints_loading" width="80"> | ⭐⭐⭐☆ | 4.2 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
|
|
||||||
Examples using raylib models functionality, including models loading/generation and drawing, provided by raylib [models](../src/models.c) module.
|
### category: models [23]
|
||||||
|
|
||||||
| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|
Examples using raylib models functionality, including models loading/generation and drawing, provided by raylib [models](../src/rmodels.c) module.
|
||||||
|----|----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
|
|
||||||
| 93 | [models_animation](models/models_animation.c) | <img src="models/models_animation.png" alt="models_animation" width="80"> | ⭐️⭐️☆☆ | 2.5 | 3.5 | [Culacant](https://github.com/culacant) |
|
|
||||||
| 94 | [models_billboard](models/models_billboard.c) | <img src="models/models_billboard.png" alt="models_billboard" width="80"> | ⭐️⭐️⭐️☆ | 1.3 | 3.5 | [Ray](https://github.com/raysan5) |
|
|
||||||
| 95 | [models_box_collisions](models/models_box_collisions.c) | <img src="models/models_box_collisions.png" alt="models_box_collisions" width="80"> | ⭐️☆☆☆ | 1.3 | 3.5 | [Ray](https://github.com/raysan5) |
|
|
||||||
| 96 | [models_cubicmap](models/models_cubicmap.c) | <img src="models/models_cubicmap.png" alt="models_cubicmap" width="80"> | ⭐️⭐️☆☆ | 1.8 | 3.5 | [Ray](https://github.com/raysan5) |
|
|
||||||
| 97 | [models_first_person_maze](models/models_first_person_maze.c) | <img src="models/models_first_person_maze.png" alt="models_first_person_maze" width="80"> | ⭐️⭐️☆☆ | 2.5 | 3.5 | [Ray](https://github.com/raysan5) |
|
|
||||||
| 98 | [models_geometric_shapes](models/models_geometric_shapes.c) | <img src="models/models_geometric_shapes.png" alt="models_geometric_shapes" width="80"> | ⭐️☆☆☆ | 1.0 | 3.5 | [Ray](https://github.com/raysan5) |
|
|
||||||
| 99 | [models_mesh_generation](models/models_mesh_generation.c) | <img src="models/models_mesh_generation.png" alt="models_mesh_generation" width="80"> | ⭐️⭐️☆☆ | 1.8 | 4.0 | [Ray](https://github.com/raysan5) |
|
|
||||||
| 100 | [models_mesh_picking](models/models_mesh_picking.c) | <img src="models/models_mesh_picking.png" alt="models_mesh_picking" width="80"> | ⭐️⭐️⭐️☆ | 1.7 | 4.0 | [Joel Davis](https://github.com/joeld42) |
|
|
||||||
| 101 | [models_loading](models/models_loading.c) | <img src="models/models_loading.png" alt="models_loading" width="80"> | ⭐️☆☆☆ | 2.0 | 4.2 | [Ray](https://github.com/raysan5) |
|
|
||||||
| 102 | [models_loading_gltf](models/models_loading_gltf.c) | <img src="models/models_loading_gltf.png" alt="models_loading_gltf" width="80"> | ⭐️☆☆☆ | 3.7 | 4.2 | [Ray](https://github.com/raysan5) |
|
|
||||||
| 103 | [models_loading_vox](models/models_loading_vox.c) | <img src="models/models_loading_vox.png" alt="models_loading_vox" width="80"> | ⭐️☆☆☆ | 4.0 | 4.0 | [Johann Nadalutti](https://github.com/procfxgen) |
|
|
||||||
| 104 | [models_loading_m3d](models/models_loading_m3d.c) | <img src="models/models_loading_m3d.png" alt="models_loading_m3d" width="80"> | ⭐️⭐️☆☆ | 4.5 | 4.5 | [bzt](https://bztsrc.gitlab.io/model3d) |
|
|
||||||
| 105 | [models_orthographic_projection](models/models_orthographic_projection.c) | <img src="models/models_orthographic_projection.png" alt="models_orthographic_projection" width="80"> | ⭐️☆☆☆ | 2.0 | 3.7 | [Max Danielsson](https://github.com/autious) |
|
|
||||||
| 106 | [models_point_rendering](models/models_point_rendering.c) | <img src="models/models_point_rendering.png" alt="models_point_rendering" width="80"> | ⭐️⭐️⭐️☆ | 5.0 | 5.0 | [Reese Gallagher](https://github.com/satchelfrost) |
|
|
||||||
| 107 | [models_rlgl_solar_system](models/models_rlgl_solar_system.c) | <img src="models/models_rlgl_solar_system.png" alt="models_rlgl_solar_system" width="80"> | ⭐️⭐️⭐️⭐️ | 2.5 | 4.0 | [Ray](https://github.com/raysan5) |
|
|
||||||
| 108 | [models_yaw_pitch_roll](models/models_yaw_pitch_roll.c) | <img src="models/models_yaw_pitch_roll.png" alt="models_yaw_pitch_roll" width="80"> | ⭐️⭐️☆☆ | 1.8 | 4.0 | [Berni](https://github.com/Berni8k) |
|
|
||||||
| 109 | [models_waving_cubes](models/models_waving_cubes.c) | <img src="models/models_waving_cubes.png" alt="models_waving_cubes" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 3.7 | [Codecat](https://github.com/codecat) |
|
|
||||||
| 110 | [models_heightmap](models/models_heightmap.c) | <img src="models/models_heightmap.png" alt="models_heightmap" width="80"> | ⭐️☆☆☆ | 1.8 | 3.5 | [Ray](https://github.com/raysan5) |
|
|
||||||
| 111 | [models_skybox](models/models_skybox.c) | <img src="models/models_skybox.png" alt="models_skybox" width="80"> | ⭐️⭐️☆☆ | 1.8 | 4.0 | [Ray](https://github.com/raysan5) |
|
|
||||||
| 112 | [models_draw_cube_texture](models/models_draw_cube_texture.c) | <img src="models/models_draw_cube_texture.png" alt="models_draw_cube_texture" width="80"> | ⭐️⭐️☆☆ | 4.5 | 4.5 | [Ray](https://github.com/raysan5) |
|
|
||||||
| 113 | [models_gpu_skinning](models/models_gpu_skinning.c) | <img src="models/models_gpu_skinning.png" alt="models_gpu_skinning" width="80"> | ⭐️⭐️⭐️☆ | 4.5 | 4.5 | [Daniel Holden](https://github.com/orangeduck) |
|
|
||||||
| 114 | [models_bone_socket](models/models_bone_socket.c) | <img src="models/models_bone_socket.png" alt="models_bone_socket" width="80"> | ⭐️⭐️⭐️⭐️ | 4.5 | 4.5 | [iP](https://github.com/ipzaur) |
|
|
||||||
| 115 | [models_tesseract_view](models/models_tesseract_view.c) | <img src="models/models_tesseract_view.png" alt="models_tesseract_view" width="80"> | ⭐️⭐️☆☆ | 5.6-dev | 5.6-dev | [Timothy van der Valk](https://github.com/arceryz) |
|
|
||||||
|
|
||||||
### category: shaders
|
| example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|
||||||
|
|-----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
|
||||||
|
| [models_animation](models/models_animation.c) | <img src="models/models_animation.png" alt="models_animation" width="80"> | ⭐⭐☆☆ | 2.5 | 3.5 | [Culacant](https://github.com/culacant) |
|
||||||
|
| [models_billboard](models/models_billboard.c) | <img src="models/models_billboard.png" alt="models_billboard" width="80"> | ⭐⭐⭐☆ | 1.3 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
|
| [models_box_collisions](models/models_box_collisions.c) | <img src="models/models_box_collisions.png" alt="models_box_collisions" width="80"> | ⭐☆☆☆ | 1.3 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
|
| [models_cubicmap](models/models_cubicmap.c) | <img src="models/models_cubicmap.png" alt="models_cubicmap" width="80"> | ⭐⭐☆☆ | 1.8 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
|
| [models_first_person_maze](models/models_first_person_maze.c) | <img src="models/models_first_person_maze.png" alt="models_first_person_maze" width="80"> | ⭐⭐☆☆ | 2.5 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
|
| [models_geometric_shapes](models/models_geometric_shapes.c) | <img src="models/models_geometric_shapes.png" alt="models_geometric_shapes" width="80"> | ⭐☆☆☆ | 1.0 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
|
| [models_mesh_generation](models/models_mesh_generation.c) | <img src="models/models_mesh_generation.png" alt="models_mesh_generation" width="80"> | ⭐⭐☆☆ | 1.8 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
|
| [models_mesh_picking](models/models_mesh_picking.c) | <img src="models/models_mesh_picking.png" alt="models_mesh_picking" width="80"> | ⭐⭐⭐☆ | 1.7 | 4.0 | [Joel Davis](https://github.com/joeld42) |
|
||||||
|
| [models_loading](models/models_loading.c) | <img src="models/models_loading.png" alt="models_loading" width="80"> | ⭐☆☆☆ | 2.0 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
|
| [models_loading_gltf](models/models_loading_gltf.c) | <img src="models/models_loading_gltf.png" alt="models_loading_gltf" width="80"> | ⭐☆☆☆ | 3.7 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
|
| [models_loading_vox](models/models_loading_vox.c) | <img src="models/models_loading_vox.png" alt="models_loading_vox" width="80"> | ⭐☆☆☆ | 4.0 | 4.0 | [Johann Nadalutti](https://github.com/procfxgen) |
|
||||||
|
| [models_loading_m3d](models/models_loading_m3d.c) | <img src="models/models_loading_m3d.png" alt="models_loading_m3d" width="80"> | ⭐⭐☆☆ | 4.5 | 4.5 | [bzt](https://github.com/model3d) |
|
||||||
|
| [models_orthographic_projection](models/models_orthographic_projection.c) | <img src="models/models_orthographic_projection.png" alt="models_orthographic_projection" width="80"> | ⭐☆☆☆ | 2.0 | 3.7 | [Max Danielsson](https://github.com/autious) |
|
||||||
|
| [models_point_rendering](models/models_point_rendering.c) | <img src="models/models_point_rendering.png" alt="models_point_rendering" width="80"> | ⭐⭐⭐☆ | 5.0 | 5.0 | [Reese Gallagher](https://github.com/satchelfrost) |
|
||||||
|
| [models_rlgl_solar_system](models/models_rlgl_solar_system.c) | <img src="models/models_rlgl_solar_system.png" alt="models_rlgl_solar_system" width="80"> | ⭐⭐⭐⭐️ | 2.5 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
|
| [models_yaw_pitch_roll](models/models_yaw_pitch_roll.c) | <img src="models/models_yaw_pitch_roll.png" alt="models_yaw_pitch_roll" width="80"> | ⭐⭐☆☆ | 1.8 | 4.0 | [Berni](https://github.com/Berni8k) |
|
||||||
|
| [models_waving_cubes](models/models_waving_cubes.c) | <img src="models/models_waving_cubes.png" alt="models_waving_cubes" width="80"> | ⭐⭐⭐☆ | 2.5 | 3.7 | [Codecat](https://github.com/codecat) |
|
||||||
|
| [models_heightmap](models/models_heightmap.c) | <img src="models/models_heightmap.png" alt="models_heightmap" width="80"> | ⭐☆☆☆ | 1.8 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
|
| [models_skybox](models/models_skybox.c) | <img src="models/models_skybox.png" alt="models_skybox" width="80"> | ⭐⭐☆☆ | 1.8 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
|
| [models_draw_cube_texture](models/models_draw_cube_texture.c) | <img src="models/models_draw_cube_texture.png" alt="models_draw_cube_texture" width="80"> | ⭐⭐☆☆ | 4.5 | 4.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
|
| [models_gpu_skinning](models/models_gpu_skinning.c) | <img src="models/models_gpu_skinning.png" alt="models_gpu_skinning" width="80"> | ⭐⭐⭐☆ | 4.5 | 4.5 | [Daniel Holden](https://github.com/orangeduck) |
|
||||||
|
| [models_bone_socket](models/models_bone_socket.c) | <img src="models/models_bone_socket.png" alt="models_bone_socket" width="80"> | ⭐⭐⭐⭐️ | 4.5 | 4.5 | [iP](https://github.com/ipzaur) |
|
||||||
|
| [models_tesseract_view](models/models_tesseract_view.c) | <img src="models/models_tesseract_view.png" alt="models_tesseract_view" width="80"> | ⭐⭐☆☆ | 5.6 | 5.6 | [Timothy van der Valk](https://github.com/arceryz) |
|
||||||
|
|
||||||
|
### category: shaders [28]
|
||||||
|
|
||||||
Examples using raylib shaders functionality, including shaders loading, parameters configuration and drawing using them (model shaders and postprocessing shaders). This functionality is directly provided by raylib [rlgl](../src/rlgl.c) module.
|
Examples using raylib shaders functionality, including shaders loading, parameters configuration and drawing using them (model shaders and postprocessing shaders). This functionality is directly provided by raylib [rlgl](../src/rlgl.c) module.
|
||||||
|
|
||||||
| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|
| example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|
||||||
|----|----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
|
|-----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
|
||||||
| 116 | [shaders_basic_lighting](shaders/shaders_basic_lighting.c) | <img src="shaders/shaders_basic_lighting.png" alt="shaders_basic_lighting" width="80"> | ⭐️⭐️⭐️⭐️ | 3.0 | 4.2 | [Chris Camacho](https://github.com/chriscamacho) |
|
| [shaders_basic_lighting](shaders/shaders_basic_lighting.c) | <img src="shaders/shaders_basic_lighting.png" alt="shaders_basic_lighting" width="80"> | ⭐⭐⭐⭐️ | 3.0 | 4.2 | [Chris Camacho](https://github.com/chriscamacho) |
|
||||||
| 117 | [shaders_model_shader](shaders/shaders_model_shader.c) | <img src="shaders/shaders_model_shader.png" alt="shaders_model_shader" width="80"> | ⭐️⭐️☆☆ | 1.3 | 3.7 | [Ray](https://github.com/raysan5) |
|
| [shaders_model_shader](shaders/shaders_model_shader.c) | <img src="shaders/shaders_model_shader.png" alt="shaders_model_shader" width="80"> | ⭐⭐☆☆ | 1.3 | 3.7 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 118 | [shaders_shapes_textures](shaders/shaders_shapes_textures.c) | <img src="shaders/shaders_shapes_textures.png" alt="shaders_shapes_textures" width="80"> | ⭐️⭐️☆☆ | 1.7 | 3.7 | [Ray](https://github.com/raysan5) |
|
| [shaders_shapes_textures](shaders/shaders_shapes_textures.c) | <img src="shaders/shaders_shapes_textures.png" alt="shaders_shapes_textures" width="80"> | ⭐⭐☆☆ | 1.7 | 3.7 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 119 | [shaders_custom_uniform](shaders/shaders_custom_uniform.c) | <img src="shaders/shaders_custom_uniform.png" alt="shaders_custom_uniform" width="80"> | ⭐️⭐️☆☆ | 1.3 | 4.0 | [Ray](https://github.com/raysan5) |
|
| [shaders_custom_uniform](shaders/shaders_custom_uniform.c) | <img src="shaders/shaders_custom_uniform.png" alt="shaders_custom_uniform" width="80"> | ⭐⭐☆☆ | 1.3 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 120 | [shaders_postprocessing](shaders/shaders_postprocessing.c) | <img src="shaders/shaders_postprocessing.png" alt="shaders_postprocessing" width="80"> | ⭐️⭐️⭐️☆ | 1.3 | 4.0 | [Ray](https://github.com/raysan5) |
|
| [shaders_postprocessing](shaders/shaders_postprocessing.c) | <img src="shaders/shaders_postprocessing.png" alt="shaders_postprocessing" width="80"> | ⭐⭐⭐☆ | 1.3 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 121 | [shaders_palette_switch](shaders/shaders_palette_switch.c) | <img src="shaders/shaders_palette_switch.png" alt="shaders_palette_switch" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 3.7 | [Marco Lizza](https://github.com/MarcoLizza) |
|
| [shaders_palette_switch](shaders/shaders_palette_switch.c) | <img src="shaders/shaders_palette_switch.png" alt="shaders_palette_switch" width="80"> | ⭐⭐⭐☆ | 2.5 | 3.7 | [Marco Lizza](https://github.com/MarcoLizza) |
|
||||||
| 122 | [shaders_raymarching](shaders/shaders_raymarching.c) | <img src="shaders/shaders_raymarching.png" alt="shaders_raymarching" width="80"> | ⭐️⭐️⭐️⭐️ | 2.0 | 4.2 | [Ray](https://github.com/raysan5) |
|
| [shaders_raymarching](shaders/shaders_raymarching.c) | <img src="shaders/shaders_raymarching.png" alt="shaders_raymarching" width="80"> | ⭐⭐⭐⭐️ | 2.0 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 123 | [shaders_texture_drawing](shaders/shaders_texture_drawing.c) | <img src="shaders/shaders_texture_drawing.png" alt="shaders_texture_drawing" width="80"> | ⭐️⭐️☆☆ | 2.0 | 3.7 | [Michał Ciesielski](https://github.com/ciessielski) |
|
| [shaders_texture_drawing](shaders/shaders_texture_drawing.c) | <img src="shaders/shaders_texture_drawing.png" alt="shaders_texture_drawing" width="80"> | ⭐⭐☆☆ | 2.0 | 3.7 | [Michał Ciesielski](https://github.com/ciessielski) |
|
||||||
| 124 | [shaders_texture_outline](shaders/shaders_texture_outline.c) | <img src="shaders/shaders_texture_outline.png" alt="shaders_texture_outline" width="80"> | ⭐️⭐️⭐️☆ | 4.0 | 4.0 | [Samuel Skiff](https://github.com/GoldenThumbs) |
|
| [shaders_texture_outline](shaders/shaders_texture_outline.c) | <img src="shaders/shaders_texture_outline.png" alt="shaders_texture_outline" width="80"> | ⭐⭐⭐☆ | 4.0 | 4.0 | [Samuel Skiff](https://github.com/GoldenThumbs) |
|
||||||
| 125 | [shaders_texture_waves](shaders/shaders_texture_waves.c) | <img src="shaders/shaders_texture_waves.png" alt="shaders_texture_waves" width="80"> | ⭐️⭐️☆☆ | 2.5 | 3.7 | [Anata](https://github.com/anatagawa) |
|
| [shaders_texture_waves](shaders/shaders_texture_waves.c) | <img src="shaders/shaders_texture_waves.png" alt="shaders_texture_waves" width="80"> | ⭐⭐☆☆ | 2.5 | 3.7 | [Anata](https://github.com/anatagawa) |
|
||||||
| 126 | [shaders_julia_set](shaders/shaders_julia_set.c) | <img src="shaders/shaders_julia_set.png" alt="shaders_julia_set" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 4.0 | [Josh Colclough](https://github.com/joshcol9232) |
|
| [shaders_julia_set](shaders/shaders_julia_set.c) | <img src="shaders/shaders_julia_set.png" alt="shaders_julia_set" width="80"> | ⭐⭐⭐☆ | 2.5 | 4.0 | [Josh Colclough](https://github.com/joshcol9232) |
|
||||||
| 127 | [shaders_eratosthenes](shaders/shaders_eratosthenes.c) | <img src="shaders/shaders_eratosthenes.png" alt="shaders_eratosthenes" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 4.0 | [ProfJski](https://github.com/ProfJski) |
|
| [shaders_eratosthenes](shaders/shaders_eratosthenes.c) | <img src="shaders/shaders_eratosthenes.png" alt="shaders_eratosthenes" width="80"> | ⭐⭐⭐☆ | 2.5 | 4.0 | [ProfJski](https://github.com/ProfJski) |
|
||||||
| 128 | [shaders_fog](shaders/shaders_fog.c) | <img src="shaders/shaders_fog.png" alt="shaders_fog" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) |
|
| [shaders_fog](shaders/shaders_fog.c) | <img src="shaders/shaders_fog.png" alt="shaders_fog" width="80"> | ⭐⭐⭐☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) |
|
||||||
| 129 | [shaders_simple_mask](shaders/shaders_simple_mask.c) | <img src="shaders/shaders_simple_mask.png" alt="shaders_simple_mask" width="80"> | ⭐️⭐️☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) |
|
| [shaders_simple_mask](shaders/shaders_simple_mask.c) | <img src="shaders/shaders_simple_mask.png" alt="shaders_simple_mask" width="80"> | ⭐⭐☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) |
|
||||||
| 130 | [shaders_hot_reloading](shaders/shaders_hot_reloading.c) | <img src="shaders/shaders_hot_reloading.png" alt="shaders_hot_reloading" width="80"> | ⭐️⭐️⭐️☆ | 3.0 | 3.5 | [Ray](https://github.com/raysan5) |
|
| [shaders_hot_reloading](shaders/shaders_hot_reloading.c) | <img src="shaders/shaders_hot_reloading.png" alt="shaders_hot_reloading" width="80"> | ⭐⭐⭐☆ | 3.0 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 131 | [shaders_mesh_instancing](shaders/shaders_mesh_instancing.c) | <img src="shaders/shaders_mesh_instancing.png" alt="shaders_mesh_instancing" width="80"> | ⭐️⭐️⭐️⭐️ | 3.7 | 4.2 | [seanpringle](https://github.com/seanpringle) |
|
| [shaders_mesh_instancing](shaders/shaders_mesh_instancing.c) | <img src="shaders/shaders_mesh_instancing.png" alt="shaders_mesh_instancing" width="80"> | ⭐⭐⭐⭐️ | 3.7 | 4.2 | [seanpringle](https://github.com/seanpringle) |
|
||||||
| 132 | [shaders_multi_sample2d](shaders/shaders_multi_sample2d.c) | <img src="shaders/shaders_multi_sample2d.png" alt="shaders_multi_sample2d" width="80"> | ⭐️⭐️☆☆ | 3.5 | 3.5 | [Ray](https://github.com/raysan5) |
|
| [shaders_multi_sample2d](shaders/shaders_multi_sample2d.c) | <img src="shaders/shaders_multi_sample2d.png" alt="shaders_multi_sample2d" width="80"> | ⭐⭐☆☆ | 3.5 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 133 | [shaders_spotlight](shaders/shaders_spotlight.c) | <img src="shaders/shaders_spotlight.png" alt="shaders_spotlight" width="80"> | ⭐️⭐️☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) |
|
| [shaders_spotlight](shaders/shaders_spotlight.c) | <img src="shaders/shaders_spotlight.png" alt="shaders_spotlight" width="80"> | ⭐⭐☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) |
|
||||||
| 134 | [shaders_deferred_render](shaders/shaders_deferred_render.c) | <img src="shaders/shaders_deferred_render.png" alt="shaders_deferred_render" width="80"> | ⭐️⭐️⭐️⭐️ | 4.5 | 4.5 | [Justin Andreas Lacoste](https://github.com/27justin) |
|
| [shaders_deferred_render](shaders/shaders_deferred_render.c) | <img src="shaders/shaders_deferred_render.png" alt="shaders_deferred_render" width="80"> | ⭐⭐⭐⭐️ | 4.5 | 4.5 | [Justin Andreas Lacoste](https://github.com/27justin) |
|
||||||
| 135 | [shaders_hybrid_render](shaders/shaders_hybrid_render.c) | <img src="shaders/shaders_hybrid_render.png" alt="shaders_hybrid_render" width="80"> | ⭐️⭐️⭐️⭐️ | 4.2 | 4.2 | [Buğra Alptekin Sarı](https://github.com/BugraAlptekinSari) |
|
| [shaders_hybrid_render](shaders/shaders_hybrid_render.c) | <img src="shaders/shaders_hybrid_render.png" alt="shaders_hybrid_render" width="80"> | ⭐⭐⭐⭐️ | 4.2 | 4.2 | [Buğra Alptekin Sarı](https://github.com/BugraAlptekinSari) |
|
||||||
| 136 | [shaders_texture_tiling](shaders/shaders_texture_tiling.c) | <img src="shaders/shaders_texture_tiling.png" alt="shaders_texture_tiling" width="80"> | ⭐️⭐️☆☆ | 4.5 | 4.5 | [Luis Almeida](https://github.com/luis605) |
|
| [shaders_texture_tiling](shaders/shaders_texture_tiling.c) | <img src="shaders/shaders_texture_tiling.png" alt="shaders_texture_tiling" width="80"> | ⭐⭐☆☆ | 4.5 | 4.5 | [Luis Almeida](https://github.com/luis605) |
|
||||||
| 137 | [shaders_shadowmap](shaders/shaders_shadowmap.c) | <img src="shaders/shaders_shadowmap.png" alt="shaders_shadowmap" width="80"> | ⭐️⭐️⭐️⭐️ | 5.0 | 5.0 | [TheManTheMythTheGameDev](https://github.com/TheManTheMythTheGameDev) |
|
| [shaders_shadowmap](shaders/shaders_shadowmap.c) | <img src="shaders/shaders_shadowmap.png" alt="shaders_shadowmap" width="80"> | ⭐⭐⭐⭐️ | 5.0 | 5.0 | [TheManTheMythTheGameDev](https://github.com/TheManTheMythTheGameDev) |
|
||||||
| 138 | [shaders_vertex_displacement](shaders/shaders_vertex_displacement.c) | <img src="shaders/shaders_vertex_displacement.png" alt="shaders_vertex_displacement" width="80"> | ⭐️⭐️⭐️☆ | 5.0 | 4.5 | [Alex ZH](https://github.com/ZzzhHe) |
|
| [shaders_vertex_displacement](shaders/shaders_vertex_displacement.c) | <img src="shaders/shaders_vertex_displacement.png" alt="shaders_vertex_displacement" width="80"> | ⭐⭐⭐☆ | 5.0 | 4.5 | [Alex ZH](https://github.com/ZzzhHe) |
|
||||||
| 139 | [shaders_write_depth](shaders/shaders_write_depth.c) | <img src="shaders/shaders_write_depth.png" alt="shaders_write_depth" width="80"> | ⭐️⭐️☆☆ | 4.2 | 4.2 | [Buğra Alptekin Sarı](https://github.com/BugraAlptekinSari) |
|
| [shaders_write_depth](shaders/shaders_write_depth.c) | <img src="shaders/shaders_write_depth.png" alt="shaders_write_depth" width="80"> | ⭐⭐☆☆ | 4.2 | 4.2 | [Buğra Alptekin Sarı](https://github.com/BugraAlptekinSari) |
|
||||||
| 140 | [shaders_basic_pbr](shaders/shaders_basic_pbr.c) | <img src="shaders/shaders_basic_pbr.png" alt="shaders_basic_pbr" width="80"> | ⭐️⭐️⭐️⭐️ | 5.0 | 5.1-dev | [Afan OLOVCIC](https://github.com/_DevDad) |
|
| [shaders_basic_pbr](shaders/shaders_basic_pbr.c) | <img src="shaders/shaders_basic_pbr.png" alt="shaders_basic_pbr" width="80"> | ⭐⭐⭐⭐️ | 5.0 | 5.1 | [Afan OLOVCIC](https://github.com/_DevDad) |
|
||||||
| 141 | [shaders_lightmap](shaders/shaders_lightmap.c) | <img src="shaders/shaders_lightmap.png" alt="shaders_lightmap" width="80"> | ⭐️⭐️⭐️☆ | 4.5 | 4.5 | [Jussi Viitala](https://github.com/nullstare) |
|
| [shaders_lightmap](shaders/shaders_lightmap.c) | <img src="shaders/shaders_lightmap.png" alt="shaders_lightmap" width="80"> | ⭐⭐⭐☆ | 4.5 | 4.5 | [Jussi Viitala](https://github.com/nullstare) |
|
||||||
| 142 | [shaders_rounded_rectangle](shaders/shaders_rounded_rectangle.c) | <img src="shaders/shaders_rounded_rectangle.png" alt="shaders_rounded_rectangle" width=80> | ⭐️⭐️⭐️☆ | 5.5 | 5.5 | [Anstro Pleuton](https://github.com/anstropleuton) |
|
| [shaders_rounded_rectangle](shaders/shaders_rounded_rectangle.c) | <img src="shaders/shaders_rounded_rectangle.png" alt="shaders_rounded_rectangle" width="80"> | ⭐⭐⭐☆ | 5.5 | 5.5 | [Anstro Pleuton](https://github.com/anstropleuton) |
|
||||||
| 143 | [shaders_view_depth](shaders/shaders_view_depth.c) | <img src="shaders/shaders_view_depth.png" alt="shaders_view_depth" width="80"> | ⭐️⭐️⭐️☆ | 5.6-dev | 5.6-dev | [Luís Almeida](https://github.com/luis605) |
|
| [shaders_view_depth](shaders/shaders_view_depth.c) | <img src="shaders/shaders_view_depth.png" alt="shaders_view_depth" width="80"> | ⭐⭐⭐☆ | 5.6 | 5.6 | [Luís Almeida](https://github.com/luis605) |
|
||||||
| 144 | [shaders_normalmap](shaders/shaders_normalmap.c) | <img src="shaders/shaders_normalmap.png" alt="shaders_normalmap" width="80"> | ⭐️⭐️⭐️⭐️ | 5.6-dev | 5.6-dev | [Jeremy Montgomery](https://github.com/Sir-Irk) |
|
|
||||||
|
|
||||||
### category: audio
|
### category: audio [8]
|
||||||
|
|
||||||
Examples using raylib audio functionality, including sound/music loading and playing. This functionality is provided by raylib [raudio](../src/raudio.c) module. Note this module can be used standalone independently of raylib, check [raudio_standalone](others/raudio_standalone.c) example.
|
Examples using raylib audio functionality, including sound/music loading and playing. This functionality is provided by raylib [raudio](../src/raudio.c) module. Note this module can be used standalone independently of raylib.
|
||||||
|
|
||||||
| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|
| example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|
||||||
|----|----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
|
|-----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
|
||||||
| 145 | [audio_module_playing](audio/audio_module_playing.c) | <img src="audio/audio_module_playing.png" alt="audio_module_playing" width="80"> | ⭐️☆☆☆ | 1.5 | 3.5 | [Ray](https://github.com/raysan5) |
|
| [audio_module_playing](audio/audio_module_playing.c) | <img src="audio/audio_module_playing.png" alt="audio_module_playing" width="80"> | ⭐☆☆☆ | 1.5 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 146 | [audio_music_stream](audio/audio_music_stream.c) | <img src="audio/audio_music_stream.png" alt="audio_music_stream" width="80"> | ⭐️☆☆☆ | 1.3 | 4.2 | [Ray](https://github.com/raysan5) |
|
| [audio_music_stream](audio/audio_music_stream.c) | <img src="audio/audio_music_stream.png" alt="audio_music_stream" width="80"> | ⭐☆☆☆ | 1.3 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 147 | [audio_raw_stream](audio/audio_raw_stream.c) | <img src="audio/audio_raw_stream.png" alt="audio_raw_stream" width="80"> | ⭐️⭐️⭐️☆ | 1.6 | 4.2 | [Ray](https://github.com/raysan5) |
|
| [audio_raw_stream](audio/audio_raw_stream.c) | <img src="audio/audio_raw_stream.png" alt="audio_raw_stream" width="80"> | ⭐⭐⭐☆ | 1.6 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 148 | [audio_sound_loading](audio/audio_sound_loading.c) | <img src="audio/audio_sound_loading.png" alt="audio_sound_loading" width="80"> | ⭐️☆☆☆ | 1.1 | 3.5 | [Ray](https://github.com/raysan5) |
|
| [audio_sound_loading](audio/audio_sound_loading.c) | <img src="audio/audio_sound_loading.png" alt="audio_sound_loading" width="80"> | ⭐☆☆☆ | 1.1 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 149 | [audio_mixed_processor](audio/audio_mixed_processor.c) | <img src="audio/audio_mixed_processor.png" alt="audio_mixed_processor" width="80"> | ⭐️⭐️⭐️⭐️ | 4.2 | 4.2 | [hkc](https://github.com/hatkidchan) |
|
| [audio_mixed_processor](audio/audio_mixed_processor.c) | <img src="audio/audio_mixed_processor.png" alt="audio_mixed_processor" width="80"> | ⭐⭐⭐⭐️ | 4.2 | 4.2 | [hkc](https://github.com/hatkidchan) |
|
||||||
| 150 | [audio_stream_effects](audio/audio_stream_effects.c) | <img src="audio/audio_stream_effects.png" alt="audio_stream_effects" width="80"> | ⭐️⭐️⭐️⭐️ | 4.2 | 5.0 | [Ray](https://github.com/raysan5) |
|
| [audio_stream_effects](audio/audio_stream_effects.c) | <img src="audio/audio_stream_effects.png" alt="audio_stream_effects" width="80"> | ⭐⭐⭐⭐️ | 4.2 | 5.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 151 | [audio_sound_multi](audio/audio_sound_multi.c) | <img src="audio/audio_sound_multi.png" alt="audio_sound_multi" width="80"> | ⭐️⭐️☆☆ | 4.6 | 4.6 | [Jeffery Myers](https://github.com/JeffM2501) |
|
| [audio_sound_multi](audio/audio_sound_multi.c) | <img src="audio/audio_sound_multi.png" alt="audio_sound_multi" width="80"> | ⭐⭐☆☆ | 4.6 | 4.6 | [Jeffery Myers](https://github.com/JeffM2501) |
|
||||||
| 152 | [audio_sound_positioning](audio/audio_sound_positioning.c) | <img src="audio/audio_sound_positioning.png" alt="audio_sound_positioning" width="80"> | ⭐️⭐️☆☆ | 5.5 | 5.5 | [Le Juez Victor](https://github.com/Bigfoot71) |
|
| [audio_sound_positioning](audio/audio_sound_positioning.c) | <img src="audio/audio_sound_positioning.png" alt="audio_sound_positioning" width="80"> | ⭐⭐☆☆ | 5.5 | 5.5 | [Le Juez Victor](https://github.com/Bigfoot71) |
|
||||||
|
|
||||||
### category: others
|
### category: others [6]
|
||||||
|
|
||||||
Ex150amples showing raylib misc functionality that does not fit in other categories, like standalone modules usage or examples integrating external libraries.
|
Examples showing raylib misc functionality that does not fit in other categories, like standalone modules usage or examples integrating external libraries.
|
||||||
|
|
||||||
| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|
| example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|
||||||
|----|----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
|
|-----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
|
||||||
| 153 | [rlgl_standalone](others/rlgl_standalone.c) | <img src="others/rlgl_standalone.png" alt="rlgl_standalone" width="80"> | ⭐️⭐️⭐️⭐️ | 1.6 | 4.0 | [Ray](https://github.com/raysan5) |
|
| [rlgl_standalone](others/rlgl_standalone.c) | <img src="others/rlgl_standalone.png" alt="rlgl_standalone" width="80"> | ⭐⭐⭐⭐️ | 1.6 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| 154 | [rlgl_compute_shader](others/rlgl_compute_shader.c) | <img src="others/rlgl_compute_shader.png" alt="rlgl_compute_shader" width="80"> | ⭐️⭐️⭐️⭐️ | 4.0 | 4.0 | [Teddy Astie](https://github.com/tsnake41) |
|
| [rlgl_compute_shader](others/rlgl_compute_shader.c) | <img src="others/rlgl_compute_shader.png" alt="rlgl_compute_shader" width="80"> | ⭐⭐⭐⭐️ | 4.0 | 4.0 | [Teddy Astie](https://github.com/tsnake41) |
|
||||||
| 155 | [easings_testbed](others/easings_testbed.c) | <img src="others/easings_testbed.png" alt="easings_testbed" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 3.0 | [Juan Miguel López](https://github.com/flashback-fx) |
|
| [easings_testbed](others/easings_testbed.c) | <img src="others/easings_testbed.png" alt="easings_testbed" width="80"> | ⭐⭐⭐☆ | 2.5 | 3.0 | [Juan Miguel López](https://github.com/flashback-fx) |
|
||||||
| 156 | [raylib_opengl_interop](others/raylib_opengl_interop.c) | <img src="others/raylib_opengl_interop.png" alt="raylib_opengl_interop" width="80"> | ⭐️⭐️⭐️⭐️ | 3.8 | 4.0 | [Stephan Soller](https://github.com/arkanis) |
|
| [raylib_opengl_interop](others/raylib_opengl_interop.c) | <img src="others/raylib_opengl_interop.png" alt="raylib_opengl_interop" width="80"> | ⭐⭐⭐⭐️ | 3.8 | 4.0 | [Stephan Soller](https://github.com/arkanis) |
|
||||||
| 157 | [embedded_files_loading](others/embedded_files_loading.c) | <img src="others/embedded_files_loading.png" alt="embedded_files_loading" width="80"> | ⭐️⭐️☆☆ | 3.0 | 3.5 | [Kristian Holmgren](https://github.com/defutura) |
|
| [embedded_files_loading](others/embedded_files_loading.c) | <img src="others/embedded_files_loading.png" alt="embedded_files_loading" width="80"> | ⭐⭐☆☆ | 3.0 | 3.5 | [Kristian Holmgren](https://github.com/defutura) |
|
||||||
| 158 | [raymath_vector_angle](others/raymath_vector_angle.c) | <img src="others/raymath_vector_angle.png" alt="raymath_vector_angle" width="80"> | ⭐️⭐️☆☆ | 1.0 | 4.6 | [Ray](https://github.com/raysan5) |
|
| [raymath_vector_angle](others/raymath_vector_angle.c) | <img src="others/raymath_vector_angle.png" alt="raymath_vector_angle" width="80"> | ⭐⭐☆☆ | 1.0 | 4.6 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
|
|
||||||
As always contributions are welcome, feel free to send new examples! Here is an [examples template](examples_template.c) to start with!
|
Some example missing? As always, contributions are welcome, feel free to send new examples!
|
||||||
|
Here is an[examples template](examples_template.c) with instructions to start with!
|
||||||
|
@@ -1,6 +1,6 @@
|
|||||||
/*******************************************************************************************
|
/*******************************************************************************************
|
||||||
*
|
*
|
||||||
* raylib [audio] example - Mixed audio processing
|
* raylib [audio] example - mixed audio processing
|
||||||
*
|
*
|
||||||
* Example complexity rating: [★★★★] 4/4
|
* Example complexity rating: [★★★★] 4/4
|
||||||
*
|
*
|
||||||
|
@@ -45,7 +45,7 @@ int main(void)
|
|||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
UpdateMusicStream(music); // Update music buffer with new stream data
|
UpdateMusicStream(music); // Update music buffer with new stream data
|
||||||
|
|
||||||
// Restart music playing (stop and play)
|
// Restart music playing (stop and play)
|
||||||
if (IsKeyPressed(KEY_SPACE))
|
if (IsKeyPressed(KEY_SPACE))
|
||||||
{
|
{
|
||||||
|
@@ -1,6 +1,6 @@
|
|||||||
/*******************************************************************************************
|
/*******************************************************************************************
|
||||||
*
|
*
|
||||||
* raylib [audio] example - Playing sound multiple times
|
* raylib [audio] example - sound alias
|
||||||
*
|
*
|
||||||
* Example complexity rating: [★★☆☆] 2/4
|
* Example complexity rating: [★★☆☆] 2/4
|
||||||
*
|
*
|
||||||
@@ -31,18 +31,18 @@ int main(void)
|
|||||||
const int screenWidth = 800;
|
const int screenWidth = 800;
|
||||||
const int screenHeight = 450;
|
const int screenHeight = 450;
|
||||||
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [audio] example - playing sound multiple times");
|
InitWindow(screenWidth, screenHeight, "raylib [audio] example - sound alias");
|
||||||
|
|
||||||
InitAudioDevice(); // Initialize audio device
|
InitAudioDevice(); // Initialize audio device
|
||||||
|
|
||||||
// load the sound list
|
// Load audio file into the first slot as the 'source' sound,
|
||||||
soundArray[0] = LoadSound("resources/sound.wav"); // Load WAV audio file into the first slot as the 'source' sound
|
// this sound owns the sample data
|
||||||
// this sound owns the sample data
|
soundArray[0] = LoadSound("resources/sound.wav");
|
||||||
for (int i = 1; i < MAX_SOUNDS; i++)
|
|
||||||
{
|
// Load an alias of the sound into slots 1-9. These do not own the sound data, but can be played
|
||||||
soundArray[i] = LoadSoundAlias(soundArray[0]); // Load an alias of the sound into slots 1-9. These do not own the sound data, but can be played
|
for (int i = 1; i < MAX_SOUNDS; i++) soundArray[i] = LoadSoundAlias(soundArray[0]);
|
||||||
}
|
|
||||||
currentSound = 0; // set the sound list to the start
|
currentSound = 0; // Set the sound list to the start
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
@@ -54,14 +54,15 @@ int main(void)
|
|||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
if (IsKeyPressed(KEY_SPACE))
|
if (IsKeyPressed(KEY_SPACE))
|
||||||
{
|
{
|
||||||
PlaySound(soundArray[currentSound]); // play the next open sound slot
|
PlaySound(soundArray[currentSound]); // Play the next open sound slot
|
||||||
currentSound++; // increment the sound slot
|
currentSound++; // Increment the sound slot
|
||||||
if (currentSound >= MAX_SOUNDS) // if the sound slot is out of bounds, go back to 0
|
|
||||||
currentSound = 0;
|
|
||||||
|
|
||||||
// Note: a better way would be to look at the list for the first sound that is not playing and use that slot
|
// If the sound slot is out of bounds, go back to 0
|
||||||
|
if (currentSound >= MAX_SOUNDS) currentSound = 0;
|
||||||
|
|
||||||
|
// NOTE: Another approach would be to look at the list for the first sound
|
||||||
|
// that is not playing and use that slot
|
||||||
}
|
}
|
||||||
|
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
@@ -78,9 +79,8 @@ int main(void)
|
|||||||
|
|
||||||
// De-Initialization
|
// De-Initialization
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
for (int i = 1; i < MAX_SOUNDS; i++)
|
for (int i = 1; i < MAX_SOUNDS; i++) UnloadSoundAlias(soundArray[i]); // Unload sound aliases
|
||||||
UnloadSoundAlias(soundArray[i]); // Unload sound aliases
|
UnloadSound(soundArray[0]); // Unload source sound data
|
||||||
UnloadSound(soundArray[0]); // Unload source sound data
|
|
||||||
|
|
||||||
CloseAudioDevice(); // Close audio device
|
CloseAudioDevice(); // Close audio device
|
||||||
|
|
||||||
|
@@ -1,6 +1,6 @@
|
|||||||
/*******************************************************************************************
|
/*******************************************************************************************
|
||||||
*
|
*
|
||||||
* raylib [audio] example - Playing spatialized 3D sound
|
* raylib [audio] example - spatialized 3D sound
|
||||||
*
|
*
|
||||||
* Example complexity rating: [★★☆☆] 2/4
|
* Example complexity rating: [★★☆☆] 2/4
|
||||||
*
|
*
|
||||||
@@ -31,9 +31,9 @@ int main(void)
|
|||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
const int screenWidth = 800;
|
const int screenWidth = 800;
|
||||||
const int screenHeight = 450;
|
const int screenHeight = 450;
|
||||||
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [audio] example - Playing spatialized 3D sound");
|
InitWindow(screenWidth, screenHeight, "raylib [audio] example - spatialized 3D sound");
|
||||||
|
|
||||||
InitAudioDevice();
|
InitAudioDevice();
|
||||||
|
|
||||||
Sound sound = LoadSound("resources/coin.wav");
|
Sound sound = LoadSound("resources/coin.wav");
|
||||||
@@ -45,9 +45,9 @@ int main(void)
|
|||||||
.fovy = 60,
|
.fovy = 60,
|
||||||
.projection = CAMERA_PERSPECTIVE
|
.projection = CAMERA_PERSPECTIVE
|
||||||
};
|
};
|
||||||
|
|
||||||
DisableCursor();
|
DisableCursor();
|
||||||
|
|
||||||
SetTargetFPS(60);
|
SetTargetFPS(60);
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
@@ -89,7 +89,7 @@ int main(void)
|
|||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
UnloadSound(sound);
|
UnloadSound(sound);
|
||||||
CloseAudioDevice(); // Close audio device
|
CloseAudioDevice(); // Close audio device
|
||||||
|
|
||||||
CloseWindow(); // Close window and OpenGL context
|
CloseWindow(); // Close window and OpenGL context
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
}
|
}
|
||||||
@@ -100,23 +100,23 @@ static void SetSoundPosition(Camera listener, Sound sound, Vector3 position, flo
|
|||||||
// Calculate direction vector and distance between listener and sound source
|
// Calculate direction vector and distance between listener and sound source
|
||||||
Vector3 direction = Vector3Subtract(position, listener.position);
|
Vector3 direction = Vector3Subtract(position, listener.position);
|
||||||
float distance = Vector3Length(direction);
|
float distance = Vector3Length(direction);
|
||||||
|
|
||||||
// Apply logarithmic distance attenuation and clamp between 0-1
|
// Apply logarithmic distance attenuation and clamp between 0-1
|
||||||
float attenuation = 1.0f/(1.0f + (distance/maxDist));
|
float attenuation = 1.0f/(1.0f + (distance/maxDist));
|
||||||
attenuation = Clamp(attenuation, 0.0f, 1.0f);
|
attenuation = Clamp(attenuation, 0.0f, 1.0f);
|
||||||
|
|
||||||
// Calculate normalized vectors for spatial positioning
|
// Calculate normalized vectors for spatial positioning
|
||||||
Vector3 normalizedDirection = Vector3Normalize(direction);
|
Vector3 normalizedDirection = Vector3Normalize(direction);
|
||||||
Vector3 forward = Vector3Normalize(Vector3Subtract(listener.target, listener.position));
|
Vector3 forward = Vector3Normalize(Vector3Subtract(listener.target, listener.position));
|
||||||
Vector3 right = Vector3Normalize(Vector3CrossProduct(listener.up, forward));
|
Vector3 right = Vector3Normalize(Vector3CrossProduct(listener.up, forward));
|
||||||
|
|
||||||
// Reduce volume for sounds behind the listener
|
// Reduce volume for sounds behind the listener
|
||||||
float dotProduct = Vector3DotProduct(forward, normalizedDirection);
|
float dotProduct = Vector3DotProduct(forward, normalizedDirection);
|
||||||
if (dotProduct < 0.0f) attenuation *= (1.0f + dotProduct*0.5f);
|
if (dotProduct < 0.0f) attenuation *= (1.0f + dotProduct*0.5f);
|
||||||
|
|
||||||
// Set stereo panning based on sound position relative to listener
|
// Set stereo panning based on sound position relative to listener
|
||||||
float pan = 0.5f + 0.5f*Vector3DotProduct(normalizedDirection, right);
|
float pan = 0.5f + 0.5f*Vector3DotProduct(normalizedDirection, right);
|
||||||
|
|
||||||
// Apply final sound properties
|
// Apply final sound properties
|
||||||
SetSoundVolume(sound, attenuation);
|
SetSoundVolume(sound, attenuation);
|
||||||
SetSoundPan(sound, pan);
|
SetSoundPan(sound, pan);
|
||||||
|
@@ -53,7 +53,7 @@ int main(void)
|
|||||||
|
|
||||||
float timePlayed = 0.0f; // Time played normalized [0.0f..1.0f]
|
float timePlayed = 0.0f; // Time played normalized [0.0f..1.0f]
|
||||||
bool pause = false; // Music playing paused
|
bool pause = false; // Music playing paused
|
||||||
|
|
||||||
bool enableEffectLPF = false; // Enable effect low-pass-filter
|
bool enableEffectLPF = false; // Enable effect low-pass-filter
|
||||||
bool enableEffectDelay = false; // Enable effect delay (1 second)
|
bool enableEffectDelay = false; // Enable effect delay (1 second)
|
||||||
|
|
||||||
@@ -98,7 +98,7 @@ int main(void)
|
|||||||
if (enableEffectDelay) AttachAudioStreamProcessor(music.stream, AudioProcessEffectDelay);
|
if (enableEffectDelay) AttachAudioStreamProcessor(music.stream, AudioProcessEffectDelay);
|
||||||
else DetachAudioStreamProcessor(music.stream, AudioProcessEffectDelay);
|
else DetachAudioStreamProcessor(music.stream, AudioProcessEffectDelay);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Get normalized time played for current music stream
|
// Get normalized time played for current music stream
|
||||||
timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music);
|
timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music);
|
||||||
|
|
||||||
@@ -119,7 +119,7 @@ int main(void)
|
|||||||
|
|
||||||
DrawText("PRESS SPACE TO RESTART MUSIC", 215, 230, 20, LIGHTGRAY);
|
DrawText("PRESS SPACE TO RESTART MUSIC", 215, 230, 20, LIGHTGRAY);
|
||||||
DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 260, 20, LIGHTGRAY);
|
DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 260, 20, LIGHTGRAY);
|
||||||
|
|
||||||
DrawText(TextFormat("PRESS F TO TOGGLE LPF EFFECT: %s", enableEffectLPF? "ON" : "OFF"), 200, 320, 20, GRAY);
|
DrawText(TextFormat("PRESS F TO TOGGLE LPF EFFECT: %s", enableEffectLPF? "ON" : "OFF"), 200, 320, 20, GRAY);
|
||||||
DrawText(TextFormat("PRESS D TO TOGGLE DELAY EFFECT: %s", enableEffectDelay? "ON" : "OFF"), 180, 350, 20, GRAY);
|
DrawText(TextFormat("PRESS D TO TOGGLE DELAY EFFECT: %s", enableEffectDelay? "ON" : "OFF"), 180, 350, 20, GRAY);
|
||||||
|
|
||||||
|
43
examples/build_example_web.bat
Normal file
43
examples/build_example_web.bat
Normal file
@@ -0,0 +1,43 @@
|
|||||||
|
::@echo off
|
||||||
|
:: .
|
||||||
|
:: Compile your examples for web using: build_example_web.bat <example_category>/<example_name>
|
||||||
|
:: .
|
||||||
|
set "INPUT_FILE=%1"
|
||||||
|
:: Change delimiter for the FOR loop
|
||||||
|
for /f "tokens=1-10 delims=/" %%a in ("%INPUT_FILE%") do (
|
||||||
|
set CATEGORY=%%a
|
||||||
|
set FILENAME=%%b
|
||||||
|
)
|
||||||
|
:: > Setup required Environment
|
||||||
|
:: -------------------------------------
|
||||||
|
set RAYLIB_PATH=C:\GitHub\raylib
|
||||||
|
set EMSDK_PATH=C:\raylib\emsdk
|
||||||
|
echo
|
||||||
|
:: Set required web compilation options
|
||||||
|
:: -------------------------------------
|
||||||
|
set CC=%EMSDK_PATH%\upstream\emscripten\emcc
|
||||||
|
set CFLAGS=-Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces -Wunused-result -O3 -I. -Iexternal -I%RAYLIB_PATH%\src -I%RAYLIB_PATH%\external -DPLATFORM_WEB
|
||||||
|
set LDFLAGS=-L. -L$(RAYLIB_PATH)\src -sUSE_GLFW=3 -sEXPORTED_RUNTIME_METHODS=ccall -sASYNCIFY --shell-file %RAYLIB_PATH%\src\shell.html
|
||||||
|
set LDLIBS=%RAYLIB_PATH%\src\libraylib.web.a
|
||||||
|
:: TODO: If using some resources/assets, set the directory path as shown in the commented line!
|
||||||
|
set RESOURCES=
|
||||||
|
::set RESOURCES=--preload-file $(RESOURCES_PATH)
|
||||||
|
cd %RAYLIB_PATH%\examples\%CATEGORY%
|
||||||
|
echo
|
||||||
|
:: Clean latest build
|
||||||
|
:: ------------------------
|
||||||
|
cmd /c if exist %FILENAME%.html del /F %FILENAME%.html
|
||||||
|
cmd /c if exist %FILENAME%.wasm del /F %FILENAME%.wasm
|
||||||
|
cmd /c if exist %FILENAME%.js del /F %FILENAME%.js
|
||||||
|
cmd /c if exist %FILENAME%.data del /F %FILENAME%.data
|
||||||
|
echo
|
||||||
|
:: Setup emsdk environment
|
||||||
|
:: --------------------------
|
||||||
|
call %EMSDK_PATH%\emsdk_env.bat
|
||||||
|
echo on
|
||||||
|
:: Compile program
|
||||||
|
:: -----------------------
|
||||||
|
C:
|
||||||
|
%CC% -o %FILENAME%.html %FILENAME%.c %CFLAGS% %LDFLAGS% %LDLIBS% %RESOURCES%
|
||||||
|
cd ..
|
||||||
|
echo
|
@@ -47,7 +47,7 @@ int main ()
|
|||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
if (IsKeyPressed(KEY_ONE)) zoomMode = 0;
|
if (IsKeyPressed(KEY_ONE)) zoomMode = 0;
|
||||||
else if (IsKeyPressed(KEY_TWO)) zoomMode = 1;
|
else if (IsKeyPressed(KEY_TWO)) zoomMode = 1;
|
||||||
|
|
||||||
// Translate based on mouse right click
|
// Translate based on mouse right click
|
||||||
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT))
|
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT))
|
||||||
{
|
{
|
||||||
@@ -68,7 +68,7 @@ int main ()
|
|||||||
// Set the offset to where the mouse is
|
// Set the offset to where the mouse is
|
||||||
camera.offset = GetMousePosition();
|
camera.offset = GetMousePosition();
|
||||||
|
|
||||||
// Set the target to match, so that the camera maps the world space point
|
// Set the target to match, so that the camera maps the world space point
|
||||||
// under the cursor to the screen space point under the cursor at any zoom
|
// under the cursor to the screen space point under the cursor at any zoom
|
||||||
camera.target = mouseWorldPos;
|
camera.target = mouseWorldPos;
|
||||||
|
|
||||||
@@ -89,7 +89,7 @@ int main ()
|
|||||||
// Set the offset to where the mouse is
|
// Set the offset to where the mouse is
|
||||||
camera.offset = GetMousePosition();
|
camera.offset = GetMousePosition();
|
||||||
|
|
||||||
// Set the target to match, so that the camera maps the world space point
|
// Set the target to match, so that the camera maps the world space point
|
||||||
// under the cursor to the screen space point under the cursor at any zoom
|
// under the cursor to the screen space point under the cursor at any zoom
|
||||||
camera.target = mouseWorldPos;
|
camera.target = mouseWorldPos;
|
||||||
}
|
}
|
||||||
@@ -111,7 +111,7 @@ int main ()
|
|||||||
|
|
||||||
BeginMode2D(camera);
|
BeginMode2D(camera);
|
||||||
|
|
||||||
// Draw the 3d grid, rotated 90 degrees and centered around 0,0
|
// Draw the 3d grid, rotated 90 degrees and centered around 0,0
|
||||||
// just so we have something in the XY plane
|
// just so we have something in the XY plane
|
||||||
rlPushMatrix();
|
rlPushMatrix();
|
||||||
rlTranslatef(0, 25*50, 0);
|
rlTranslatef(0, 25*50, 0);
|
||||||
@@ -121,19 +121,19 @@ int main ()
|
|||||||
|
|
||||||
// Draw a reference circle
|
// Draw a reference circle
|
||||||
DrawCircle(GetScreenWidth()/2, GetScreenHeight()/2, 50, MAROON);
|
DrawCircle(GetScreenWidth()/2, GetScreenHeight()/2, 50, MAROON);
|
||||||
|
|
||||||
EndMode2D();
|
EndMode2D();
|
||||||
|
|
||||||
// Draw mouse reference
|
// Draw mouse reference
|
||||||
//Vector2 mousePos = GetWorldToScreen2D(GetMousePosition(), camera)
|
//Vector2 mousePos = GetWorldToScreen2D(GetMousePosition(), camera)
|
||||||
DrawCircleV(GetMousePosition(), 4, DARKGRAY);
|
DrawCircleV(GetMousePosition(), 4, DARKGRAY);
|
||||||
DrawTextEx(GetFontDefault(), TextFormat("[%i, %i]", GetMouseX(), GetMouseY()),
|
DrawTextEx(GetFontDefault(), TextFormat("[%i, %i]", GetMouseX(), GetMouseY()),
|
||||||
Vector2Add(GetMousePosition(), (Vector2){ -44, -24 }), 20, 2, BLACK);
|
Vector2Add(GetMousePosition(), (Vector2){ -44, -24 }), 20, 2, BLACK);
|
||||||
|
|
||||||
DrawText("[1][2] Select mouse zoom mode (Wheel or Move)", 20, 20, 20, DARKGRAY);
|
DrawText("[1][2] Select mouse zoom mode (Wheel or Move)", 20, 20, 20, DARKGRAY);
|
||||||
if (zoomMode == 0) DrawText("Mouse left button drag to move, mouse wheel to zoom", 20, 50, 20, DARKGRAY);
|
if (zoomMode == 0) DrawText("Mouse left button drag to move, mouse wheel to zoom", 20, 50, 20, DARKGRAY);
|
||||||
else DrawText("Mouse left button drag to move, mouse press and move to zoom", 20, 50, 20, DARKGRAY);
|
else DrawText("Mouse left button drag to move, mouse press and move to zoom", 20, 50, 20, DARKGRAY);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
}
|
}
|
||||||
|
@@ -137,7 +137,7 @@ int main(void)
|
|||||||
|
|
||||||
Rectangle playerRect = { player.position.x - 20, player.position.y - 40, 40.0f, 40.0f };
|
Rectangle playerRect = { player.position.x - 20, player.position.y - 40, 40.0f, 40.0f };
|
||||||
DrawRectangleRec(playerRect, RED);
|
DrawRectangleRec(playerRect, RED);
|
||||||
|
|
||||||
DrawCircleV(player.position, 5.0f, GOLD);
|
DrawCircleV(player.position, 5.0f, GOLD);
|
||||||
|
|
||||||
EndMode2D();
|
EndMode2D();
|
||||||
|
@@ -4,7 +4,7 @@
|
|||||||
*
|
*
|
||||||
* Example complexity rating: [★★★★] 4/4
|
* Example complexity rating: [★★★★] 4/4
|
||||||
*
|
*
|
||||||
* Addapted from the core_3d_camera_split_screen example:
|
* Addapted from the core_3d_camera_split_screen example:
|
||||||
* https://github.com/raysan5/raylib/blob/master/examples/core/core_3d_camera_split_screen.c
|
* https://github.com/raysan5/raylib/blob/master/examples/core/core_3d_camera_split_screen.c
|
||||||
*
|
*
|
||||||
* Example originally created with raylib 4.5, last time updated with raylib 4.5
|
* Example originally created with raylib 4.5, last time updated with raylib 4.5
|
||||||
@@ -81,9 +81,9 @@ int main(void)
|
|||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
BeginTextureMode(screenCamera1);
|
BeginTextureMode(screenCamera1);
|
||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
BeginMode2D(camera1);
|
BeginMode2D(camera1);
|
||||||
|
|
||||||
// Draw full scene with first camera
|
// Draw full scene with first camera
|
||||||
for (int i = 0; i < screenWidth/PLAYER_SIZE + 1; i++)
|
for (int i = 0; i < screenWidth/PLAYER_SIZE + 1; i++)
|
||||||
{
|
{
|
||||||
@@ -106,17 +106,17 @@ int main(void)
|
|||||||
DrawRectangleRec(player1, RED);
|
DrawRectangleRec(player1, RED);
|
||||||
DrawRectangleRec(player2, BLUE);
|
DrawRectangleRec(player2, BLUE);
|
||||||
EndMode2D();
|
EndMode2D();
|
||||||
|
|
||||||
DrawRectangle(0, 0, GetScreenWidth()/2, 30, Fade(RAYWHITE, 0.6f));
|
DrawRectangle(0, 0, GetScreenWidth()/2, 30, Fade(RAYWHITE, 0.6f));
|
||||||
DrawText("PLAYER1: W/S/A/D to move", 10, 10, 10, MAROON);
|
DrawText("PLAYER1: W/S/A/D to move", 10, 10, 10, MAROON);
|
||||||
|
|
||||||
EndTextureMode();
|
EndTextureMode();
|
||||||
|
|
||||||
BeginTextureMode(screenCamera2);
|
BeginTextureMode(screenCamera2);
|
||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
BeginMode2D(camera2);
|
BeginMode2D(camera2);
|
||||||
|
|
||||||
// Draw full scene with second camera
|
// Draw full scene with second camera
|
||||||
for (int i = 0; i < screenWidth/PLAYER_SIZE + 1; i++)
|
for (int i = 0; i < screenWidth/PLAYER_SIZE + 1; i++)
|
||||||
{
|
{
|
||||||
@@ -138,21 +138,21 @@ int main(void)
|
|||||||
|
|
||||||
DrawRectangleRec(player1, RED);
|
DrawRectangleRec(player1, RED);
|
||||||
DrawRectangleRec(player2, BLUE);
|
DrawRectangleRec(player2, BLUE);
|
||||||
|
|
||||||
EndMode2D();
|
EndMode2D();
|
||||||
|
|
||||||
DrawRectangle(0, 0, GetScreenWidth()/2, 30, Fade(RAYWHITE, 0.6f));
|
DrawRectangle(0, 0, GetScreenWidth()/2, 30, Fade(RAYWHITE, 0.6f));
|
||||||
DrawText("PLAYER2: UP/DOWN/LEFT/RIGHT to move", 10, 10, 10, DARKBLUE);
|
DrawText("PLAYER2: UP/DOWN/LEFT/RIGHT to move", 10, 10, 10, DARKBLUE);
|
||||||
|
|
||||||
EndTextureMode();
|
EndTextureMode();
|
||||||
|
|
||||||
// Draw both views render textures to the screen side by side
|
// Draw both views render textures to the screen side by side
|
||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
ClearBackground(BLACK);
|
ClearBackground(BLACK);
|
||||||
|
|
||||||
DrawTextureRec(screenCamera1.texture, splitScreenRect, (Vector2){ 0, 0 }, WHITE);
|
DrawTextureRec(screenCamera1.texture, splitScreenRect, (Vector2){ 0, 0 }, WHITE);
|
||||||
DrawTextureRec(screenCamera2.texture, splitScreenRect, (Vector2){ screenWidth/2.0f, 0 }, WHITE);
|
DrawTextureRec(screenCamera2.texture, splitScreenRect, (Vector2){ screenWidth/2.0f, 0 }, WHITE);
|
||||||
|
|
||||||
DrawRectangle(GetScreenWidth()/2 - 2, 0, 4, GetScreenHeight(), LIGHTGRAY);
|
DrawRectangle(GetScreenWidth()/2 - 2, 0, 4, GetScreenHeight(), LIGHTGRAY);
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
}
|
}
|
||||||
|
@@ -127,7 +127,7 @@ int main(void)
|
|||||||
UpdateCameraPro(&camera,
|
UpdateCameraPro(&camera,
|
||||||
(Vector3){
|
(Vector3){
|
||||||
(IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))*0.1f - // Move forward-backward
|
(IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))*0.1f - // Move forward-backward
|
||||||
(IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))*0.1f,
|
(IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))*0.1f,
|
||||||
(IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT))*0.1f - // Move right-left
|
(IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT))*0.1f - // Move right-left
|
||||||
(IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))*0.1f,
|
(IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))*0.1f,
|
||||||
0.0f // Move up-down
|
0.0f // Move up-down
|
||||||
|
@@ -51,7 +51,7 @@ int main(void)
|
|||||||
|
|
||||||
// Build a flipped rectangle the size of the split view to use for drawing later
|
// Build a flipped rectangle the size of the split view to use for drawing later
|
||||||
Rectangle splitScreenRect = { 0.0f, 0.0f, (float)screenPlayer1.texture.width, (float)-screenPlayer1.texture.height };
|
Rectangle splitScreenRect = { 0.0f, 0.0f, (float)screenPlayer1.texture.width, (float)-screenPlayer1.texture.height };
|
||||||
|
|
||||||
// Grid data
|
// Grid data
|
||||||
int count = 5;
|
int count = 5;
|
||||||
float spacing = 4;
|
float spacing = 4;
|
||||||
@@ -98,9 +98,9 @@ int main(void)
|
|||||||
// Draw Player1 view to the render texture
|
// Draw Player1 view to the render texture
|
||||||
BeginTextureMode(screenPlayer1);
|
BeginTextureMode(screenPlayer1);
|
||||||
ClearBackground(SKYBLUE);
|
ClearBackground(SKYBLUE);
|
||||||
|
|
||||||
BeginMode3D(cameraPlayer1);
|
BeginMode3D(cameraPlayer1);
|
||||||
|
|
||||||
// Draw scene: grid of cube trees on a plane to make a "world"
|
// Draw scene: grid of cube trees on a plane to make a "world"
|
||||||
DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 50, 50 }, BEIGE); // Simple world plane
|
DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 50, 50 }, BEIGE); // Simple world plane
|
||||||
|
|
||||||
@@ -116,20 +116,20 @@ int main(void)
|
|||||||
// Draw a cube at each player's position
|
// Draw a cube at each player's position
|
||||||
DrawCube(cameraPlayer1.position, 1, 1, 1, RED);
|
DrawCube(cameraPlayer1.position, 1, 1, 1, RED);
|
||||||
DrawCube(cameraPlayer2.position, 1, 1, 1, BLUE);
|
DrawCube(cameraPlayer2.position, 1, 1, 1, BLUE);
|
||||||
|
|
||||||
EndMode3D();
|
EndMode3D();
|
||||||
|
|
||||||
DrawRectangle(0, 0, GetScreenWidth()/2, 40, Fade(RAYWHITE, 0.8f));
|
DrawRectangle(0, 0, GetScreenWidth()/2, 40, Fade(RAYWHITE, 0.8f));
|
||||||
DrawText("PLAYER1: W/S to move", 10, 10, 20, MAROON);
|
DrawText("PLAYER1: W/S to move", 10, 10, 20, MAROON);
|
||||||
|
|
||||||
EndTextureMode();
|
EndTextureMode();
|
||||||
|
|
||||||
// Draw Player2 view to the render texture
|
// Draw Player2 view to the render texture
|
||||||
BeginTextureMode(screenPlayer2);
|
BeginTextureMode(screenPlayer2);
|
||||||
ClearBackground(SKYBLUE);
|
ClearBackground(SKYBLUE);
|
||||||
|
|
||||||
BeginMode3D(cameraPlayer2);
|
BeginMode3D(cameraPlayer2);
|
||||||
|
|
||||||
// Draw scene: grid of cube trees on a plane to make a "world"
|
// Draw scene: grid of cube trees on a plane to make a "world"
|
||||||
DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 50, 50 }, BEIGE); // Simple world plane
|
DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 50, 50 }, BEIGE); // Simple world plane
|
||||||
|
|
||||||
@@ -145,21 +145,21 @@ int main(void)
|
|||||||
// Draw a cube at each player's position
|
// Draw a cube at each player's position
|
||||||
DrawCube(cameraPlayer1.position, 1, 1, 1, RED);
|
DrawCube(cameraPlayer1.position, 1, 1, 1, RED);
|
||||||
DrawCube(cameraPlayer2.position, 1, 1, 1, BLUE);
|
DrawCube(cameraPlayer2.position, 1, 1, 1, BLUE);
|
||||||
|
|
||||||
EndMode3D();
|
EndMode3D();
|
||||||
|
|
||||||
DrawRectangle(0, 0, GetScreenWidth()/2, 40, Fade(RAYWHITE, 0.8f));
|
DrawRectangle(0, 0, GetScreenWidth()/2, 40, Fade(RAYWHITE, 0.8f));
|
||||||
DrawText("PLAYER2: UP/DOWN to move", 10, 10, 20, DARKBLUE);
|
DrawText("PLAYER2: UP/DOWN to move", 10, 10, 20, DARKBLUE);
|
||||||
|
|
||||||
EndTextureMode();
|
EndTextureMode();
|
||||||
|
|
||||||
// Draw both views render textures to the screen side by side
|
// Draw both views render textures to the screen side by side
|
||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
ClearBackground(BLACK);
|
ClearBackground(BLACK);
|
||||||
|
|
||||||
DrawTextureRec(screenPlayer1.texture, splitScreenRect, (Vector2){ 0, 0 }, WHITE);
|
DrawTextureRec(screenPlayer1.texture, splitScreenRect, (Vector2){ 0, 0 }, WHITE);
|
||||||
DrawTextureRec(screenPlayer2.texture, splitScreenRect, (Vector2){ screenWidth/2.0f, 0 }, WHITE);
|
DrawTextureRec(screenPlayer2.texture, splitScreenRect, (Vector2){ screenWidth/2.0f, 0 }, WHITE);
|
||||||
|
|
||||||
DrawRectangle(GetScreenWidth()/2 - 2, 0, 4, GetScreenHeight(), LIGHTGRAY);
|
DrawRectangle(GetScreenWidth()/2 - 2, 0, 4, GetScreenHeight(), LIGHTGRAY);
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
}
|
}
|
||||||
|
@@ -54,7 +54,7 @@ int main(void)
|
|||||||
player.position = (Vector2){ 400, 280 };
|
player.position = (Vector2){ 400, 280 };
|
||||||
player.speed = 0;
|
player.speed = 0;
|
||||||
player.canJump = false;
|
player.canJump = false;
|
||||||
|
|
||||||
// Define environment elements (platforms)
|
// Define environment elements (platforms)
|
||||||
EnvElement envElements[MAX_ENVIRONMENT_ELEMENTS] = {
|
EnvElement envElements[MAX_ENVIRONMENT_ELEMENTS] = {
|
||||||
{{ 0, 0, 1000, 400 }, 0, LIGHTGRAY },
|
{{ 0, 0, 1000, 400 }, 0, LIGHTGRAY },
|
||||||
@@ -70,13 +70,13 @@ int main(void)
|
|||||||
camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
|
camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
|
||||||
camera.rotation = 0.0f;
|
camera.rotation = 0.0f;
|
||||||
camera.zoom = 1.0f;
|
camera.zoom = 1.0f;
|
||||||
|
|
||||||
// Automation events
|
// Automation events
|
||||||
AutomationEventList aelist = LoadAutomationEventList(0); // Initialize list of automation events to record new events
|
AutomationEventList aelist = LoadAutomationEventList(0); // Initialize list of automation events to record new events
|
||||||
SetAutomationEventList(&aelist);
|
SetAutomationEventList(&aelist);
|
||||||
bool eventRecording = false;
|
bool eventRecording = false;
|
||||||
bool eventPlaying = false;
|
bool eventPlaying = false;
|
||||||
|
|
||||||
unsigned int frameCounter = 0;
|
unsigned int frameCounter = 0;
|
||||||
unsigned int playFrameCounter = 0;
|
unsigned int playFrameCounter = 0;
|
||||||
unsigned int currentPlayFrame = 0;
|
unsigned int currentPlayFrame = 0;
|
||||||
@@ -90,7 +90,7 @@ int main(void)
|
|||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
float deltaTime = 0.015f;//GetFrameTime();
|
float deltaTime = 0.015f;//GetFrameTime();
|
||||||
|
|
||||||
// Dropped files logic
|
// Dropped files logic
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
if (IsFileDropped())
|
if (IsFileDropped())
|
||||||
@@ -102,14 +102,14 @@ int main(void)
|
|||||||
{
|
{
|
||||||
UnloadAutomationEventList(aelist);
|
UnloadAutomationEventList(aelist);
|
||||||
aelist = LoadAutomationEventList(droppedFiles.paths[0]);
|
aelist = LoadAutomationEventList(droppedFiles.paths[0]);
|
||||||
|
|
||||||
eventRecording = false;
|
eventRecording = false;
|
||||||
|
|
||||||
// Reset scene state to play
|
// Reset scene state to play
|
||||||
eventPlaying = true;
|
eventPlaying = true;
|
||||||
playFrameCounter = 0;
|
playFrameCounter = 0;
|
||||||
currentPlayFrame = 0;
|
currentPlayFrame = 0;
|
||||||
|
|
||||||
player.position = (Vector2){ 400, 280 };
|
player.position = (Vector2){ 400, 280 };
|
||||||
player.speed = 0;
|
player.speed = 0;
|
||||||
player.canJump = false;
|
player.canJump = false;
|
||||||
@@ -174,7 +174,7 @@ int main(void)
|
|||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Events playing
|
// Events playing
|
||||||
// NOTE: Logic must be before Camera update because it depends on mouse-wheel value,
|
// NOTE: Logic must be before Camera update because it depends on mouse-wheel value,
|
||||||
// that can be set by the played event... but some other inputs could be affected
|
// that can be set by the played event... but some other inputs could be affected
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
if (eventPlaying)
|
if (eventPlaying)
|
||||||
@@ -228,7 +228,7 @@ int main(void)
|
|||||||
if (min.x > 0) camera.offset.x = screenWidth/2 - min.x;
|
if (min.x > 0) camera.offset.x = screenWidth/2 - min.x;
|
||||||
if (min.y > 0) camera.offset.y = screenHeight/2 - min.y;
|
if (min.y > 0) camera.offset.y = screenHeight/2 - min.y;
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Events management
|
// Events management
|
||||||
if (IsKeyPressed(KEY_S)) // Toggle events recording
|
if (IsKeyPressed(KEY_S)) // Toggle events recording
|
||||||
{
|
{
|
||||||
@@ -238,12 +238,12 @@ int main(void)
|
|||||||
{
|
{
|
||||||
StopAutomationEventRecording();
|
StopAutomationEventRecording();
|
||||||
eventRecording = false;
|
eventRecording = false;
|
||||||
|
|
||||||
ExportAutomationEventList(aelist, "automation.rae");
|
ExportAutomationEventList(aelist, "automation.rae");
|
||||||
|
|
||||||
TraceLog(LOG_INFO, "RECORDED FRAMES: %i", aelist.count);
|
TraceLog(LOG_INFO, "RECORDED FRAMES: %i", aelist.count);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
SetAutomationEventBaseFrame(180);
|
SetAutomationEventBaseFrame(180);
|
||||||
StartAutomationEventRecording();
|
StartAutomationEventRecording();
|
||||||
@@ -293,7 +293,7 @@ int main(void)
|
|||||||
DrawRectangleRec((Rectangle){ player.position.x - 20, player.position.y - 40, 40, 40 }, RED);
|
DrawRectangleRec((Rectangle){ player.position.x - 20, player.position.y - 40, 40, 40 }, RED);
|
||||||
|
|
||||||
EndMode2D();
|
EndMode2D();
|
||||||
|
|
||||||
// Draw game controls
|
// Draw game controls
|
||||||
DrawRectangle(10, 10, 290, 145, Fade(SKYBLUE, 0.5f));
|
DrawRectangle(10, 10, 290, 145, Fade(SKYBLUE, 0.5f));
|
||||||
DrawRectangleLines(10, 10, 290, 145, Fade(BLUE, 0.8f));
|
DrawRectangleLines(10, 10, 290, 145, Fade(BLUE, 0.8f));
|
||||||
@@ -323,7 +323,7 @@ int main(void)
|
|||||||
|
|
||||||
if (((frameCounter/15)%2) == 1) DrawText(TextFormat("PLAYING RECORDED EVENTS... [%i]", currentPlayFrame), 50, 170, 10, DARKGREEN);
|
if (((frameCounter/15)%2) == 1) DrawText(TextFormat("PLAYING RECORDED EVENTS... [%i]", currentPlayFrame), 50, 170, 10, DARKGREEN);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
BIN
examples/core/core_basic_window_web.png
Normal file
BIN
examples/core/core_basic_window_web.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 15 KiB |
@@ -39,7 +39,7 @@ int main(void)
|
|||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
const int screenWidth = 800;
|
const int screenWidth = 800;
|
||||||
const int screenHeight = 450;
|
const int screenHeight = 450;
|
||||||
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - custom frame control");
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - custom frame control");
|
||||||
|
|
||||||
// Custom timming variables
|
// Custom timming variables
|
||||||
@@ -48,11 +48,11 @@ int main(void)
|
|||||||
double updateDrawTime = 0.0; // Update + Draw time
|
double updateDrawTime = 0.0; // Update + Draw time
|
||||||
double waitTime = 0.0; // Wait time (if target fps required)
|
double waitTime = 0.0; // Wait time (if target fps required)
|
||||||
float deltaTime = 0.0f; // Frame time (Update + Draw + Wait time)
|
float deltaTime = 0.0f; // Frame time (Update + Draw + Wait time)
|
||||||
|
|
||||||
float timeCounter = 0.0f; // Accumulative time counter (seconds)
|
float timeCounter = 0.0f; // Accumulative time counter (seconds)
|
||||||
float position = 0.0f; // Circle position
|
float position = 0.0f; // Circle position
|
||||||
bool pause = false; // Pause control flag
|
bool pause = false; // Pause control flag
|
||||||
|
|
||||||
int targetFPS = 60; // Our initial target fps
|
int targetFPS = 60; // Our initial target fps
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
@@ -61,13 +61,15 @@ int main(void)
|
|||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
PollInputEvents(); // Poll input events (SUPPORT_CUSTOM_FRAME_CONTROL)
|
#ifndef PLATFORM_WEB // NOTE: On non web platforms the PollInputEvents just works before the inputs checks
|
||||||
|
PollInputEvents(); // Poll input events (SUPPORT_CUSTOM_FRAME_CONTROL)
|
||||||
|
#endif
|
||||||
|
|
||||||
if (IsKeyPressed(KEY_SPACE)) pause = !pause;
|
if (IsKeyPressed(KEY_SPACE)) pause = !pause;
|
||||||
|
|
||||||
if (IsKeyPressed(KEY_UP)) targetFPS += 20;
|
if (IsKeyPressed(KEY_UP)) targetFPS += 20;
|
||||||
else if (IsKeyPressed(KEY_DOWN)) targetFPS -= 20;
|
else if (IsKeyPressed(KEY_DOWN)) targetFPS -= 20;
|
||||||
|
|
||||||
if (targetFPS < 0) targetFPS = 0;
|
if (targetFPS < 0) targetFPS = 0;
|
||||||
|
|
||||||
if (!pause)
|
if (!pause)
|
||||||
@@ -76,6 +78,10 @@ int main(void)
|
|||||||
if (position >= GetScreenWidth()) position = 0;
|
if (position >= GetScreenWidth()) position = 0;
|
||||||
timeCounter += deltaTime; // We count time (seconds)
|
timeCounter += deltaTime; // We count time (seconds)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#ifdef PLATFORM_WEB // NOTE: On web platform for some reason the PollInputEvents only works after the inputs check, so just call it after check all your inputs (on web)
|
||||||
|
PollInputEvents(); // Poll input events (SUPPORT_CUSTOM_FRAME_CONTROL)
|
||||||
|
#endif
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
@@ -85,12 +91,12 @@ int main(void)
|
|||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
for (int i = 0; i < GetScreenWidth()/200; i++) DrawRectangle(200*i, 0, 1, GetScreenHeight(), SKYBLUE);
|
for (int i = 0; i < GetScreenWidth()/200; i++) DrawRectangle(200*i, 0, 1, GetScreenHeight(), SKYBLUE);
|
||||||
|
|
||||||
DrawCircle((int)position, GetScreenHeight()/2 - 25, 50, RED);
|
DrawCircle((int)position, GetScreenHeight()/2 - 25, 50, RED);
|
||||||
|
|
||||||
DrawText(TextFormat("%03.0f ms", timeCounter*1000.0f), (int)position - 40, GetScreenHeight()/2 - 100, 20, MAROON);
|
DrawText(TextFormat("%03.0f ms", timeCounter*1000.0f), (int)position - 40, GetScreenHeight()/2 - 100, 20, MAROON);
|
||||||
DrawText(TextFormat("PosX: %03.0f", position), (int)position - 50, GetScreenHeight()/2 + 40, 20, BLACK);
|
DrawText(TextFormat("PosX: %03.0f", position), (int)position - 50, GetScreenHeight()/2 + 40, 20, BLACK);
|
||||||
|
|
||||||
DrawText("Circle is moving at a constant 200 pixels/sec,\nindependently of the frame rate.", 10, 10, 20, DARKGRAY);
|
DrawText("Circle is moving at a constant 200 pixels/sec,\nindependently of the frame rate.", 10, 10, 20, DARKGRAY);
|
||||||
DrawText("PRESS SPACE to PAUSE MOVEMENT", 10, GetScreenHeight() - 60, 20, GRAY);
|
DrawText("PRESS SPACE to PAUSE MOVEMENT", 10, GetScreenHeight() - 60, 20, GRAY);
|
||||||
DrawText("PRESS UP | DOWN to CHANGE TARGET FPS", 10, GetScreenHeight() - 30, 20, GRAY);
|
DrawText("PRESS UP | DOWN to CHANGE TARGET FPS", 10, GetScreenHeight() - 30, 20, GRAY);
|
||||||
@@ -102,18 +108,18 @@ int main(void)
|
|||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
|
|
||||||
// NOTE: In case raylib is configured to SUPPORT_CUSTOM_FRAME_CONTROL,
|
// NOTE: In case raylib is configured to SUPPORT_CUSTOM_FRAME_CONTROL,
|
||||||
// Events polling, screen buffer swap and frame time control must be managed by the user
|
// Events polling, screen buffer swap and frame time control must be managed by the user
|
||||||
|
|
||||||
SwapScreenBuffer(); // Flip the back buffer to screen (front buffer)
|
SwapScreenBuffer(); // Flip the back buffer to screen (front buffer)
|
||||||
|
|
||||||
currentTime = GetTime();
|
currentTime = GetTime();
|
||||||
updateDrawTime = currentTime - previousTime;
|
updateDrawTime = currentTime - previousTime;
|
||||||
|
|
||||||
if (targetFPS > 0) // We want a fixed frame rate
|
if (targetFPS > 0) // We want a fixed frame rate
|
||||||
{
|
{
|
||||||
waitTime = (1.0f/(float)targetFPS) - updateDrawTime;
|
waitTime = (1.0f/(float)targetFPS) - updateDrawTime;
|
||||||
if (waitTime > 0.0)
|
if (waitTime > 0.0)
|
||||||
{
|
{
|
||||||
WaitTime((float)waitTime);
|
WaitTime((float)waitTime);
|
||||||
currentTime = GetTime();
|
currentTime = GetTime();
|
||||||
|
@@ -13,12 +13,10 @@
|
|||||||
|
|
||||||
#include "raylib.h"
|
#include "raylib.h"
|
||||||
|
|
||||||
static void DrawTextCenter(const char *text, int x, int y, int fontSize, Color color)
|
//------------------------------------------------------------------------------------
|
||||||
{
|
// Module functions declaration
|
||||||
Vector2 size = MeasureTextEx(GetFontDefault(), text, (float)fontSize, 3);
|
//------------------------------------------------------------------------------------
|
||||||
Vector2 pos = (Vector2){x - size.x/2, y - size.y/2 };
|
static void DrawTextCenter(const char *text, int x, int y, int fontSize, Color color);
|
||||||
DrawTextEx(GetFontDefault(), text, pos, (float)fontSize, 3, color);
|
|
||||||
}
|
|
||||||
|
|
||||||
//------------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------------
|
||||||
// Program main entry point
|
// Program main entry point
|
||||||
@@ -31,10 +29,20 @@ int main(void)
|
|||||||
const int screenHeight = 450;
|
const int screenHeight = 450;
|
||||||
|
|
||||||
SetConfigFlags(FLAG_WINDOW_HIGHDPI | FLAG_WINDOW_RESIZABLE);
|
SetConfigFlags(FLAG_WINDOW_HIGHDPI | FLAG_WINDOW_RESIZABLE);
|
||||||
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - highdpi");
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - highdpi");
|
||||||
SetWindowMinSize(450, 450);
|
SetWindowMinSize(450, 450);
|
||||||
|
|
||||||
|
int logicalGridDescY = 120;
|
||||||
|
int logicalGridLabelY = logicalGridDescY + 30;
|
||||||
|
int logicalGridTop = logicalGridLabelY + 30;
|
||||||
|
int logicalGridBottom = logicalGridTop + 80;
|
||||||
|
int pixelGridTop = logicalGridBottom - 20;
|
||||||
|
int pixelGridBottom = pixelGridTop + 80;
|
||||||
|
int pixelGridLabelY = pixelGridBottom + 30;
|
||||||
|
int pixelGridDescY = pixelGridLabelY + 30;
|
||||||
|
int cellSize = 50;
|
||||||
|
float cellSizePx = (float)cellSize;
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
@@ -44,67 +52,60 @@ int main(void)
|
|||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
int monitorCount = GetMonitorCount();
|
int monitorCount = GetMonitorCount();
|
||||||
if (monitorCount > 1 && IsKeyPressed(KEY_N)) {
|
|
||||||
SetWindowMonitor((GetCurrentMonitor() + 1) % monitorCount);
|
if ((monitorCount > 1) && IsKeyPressed(KEY_N))
|
||||||
|
{
|
||||||
|
SetWindowMonitor((GetCurrentMonitor() + 1)%monitorCount);
|
||||||
}
|
}
|
||||||
|
|
||||||
int currentMonitor = GetCurrentMonitor();
|
int currentMonitor = GetCurrentMonitor();
|
||||||
|
Vector2 dpiScale = GetWindowScaleDPI();
|
||||||
|
cellSizePx = ((float)cellSize)/dpiScale.x;
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
|
|
||||||
Vector2 dpiScale = GetWindowScaleDPI();
|
|
||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
int windowCenter = GetScreenWidth() / 2;
|
int windowCenter = GetScreenWidth()/2;
|
||||||
DrawTextCenter(TextFormat("Dpi Scale: %f", dpiScale.x), windowCenter, 30, 40, DARKGRAY);
|
DrawTextCenter(TextFormat("Dpi Scale: %f", dpiScale.x), windowCenter, 30, 40, DARKGRAY);
|
||||||
DrawTextCenter(TextFormat("Monitor: %d/%d ([N] next monitor)", currentMonitor+1, monitorCount), windowCenter, 70, 16, LIGHTGRAY);
|
DrawTextCenter(TextFormat("Monitor: %d/%d ([N] next monitor)", currentMonitor+1, monitorCount), windowCenter, 70, 20, LIGHTGRAY);
|
||||||
|
|
||||||
const int logicalGridDescY = 120;
|
|
||||||
const int logicalGridLabelY = logicalGridDescY + 30;
|
|
||||||
const int logicalGridTop = logicalGridLabelY + 30;
|
|
||||||
const int logicalGridBottom = logicalGridTop + 80;
|
|
||||||
const int pixelGridTop = logicalGridBottom - 20;
|
|
||||||
const int pixelGridBottom = pixelGridTop + 80;
|
|
||||||
const int pixelGridLabelY = pixelGridBottom + 30;
|
|
||||||
const int pixelGridDescY = pixelGridLabelY + 30;
|
|
||||||
|
|
||||||
const int cellSize = 50;
|
|
||||||
const float cellSizePx = ((float)cellSize) / dpiScale.x;
|
|
||||||
|
|
||||||
DrawTextCenter(TextFormat("Window is %d \"logical points\" wide", GetScreenWidth()), windowCenter, logicalGridDescY, 20, ORANGE);
|
DrawTextCenter(TextFormat("Window is %d \"logical points\" wide", GetScreenWidth()), windowCenter, logicalGridDescY, 20, ORANGE);
|
||||||
|
|
||||||
bool odd = true;
|
bool odd = true;
|
||||||
for (int i = cellSize; i < GetScreenWidth(); i += cellSize, odd = !odd) {
|
for (int i = cellSize; i < GetScreenWidth(); i += cellSize, odd = !odd)
|
||||||
if (odd) {
|
{
|
||||||
DrawRectangle(i, logicalGridTop, cellSize, logicalGridBottom-logicalGridTop, ORANGE);
|
if (odd) DrawRectangle(i, logicalGridTop, cellSize, logicalGridBottom-logicalGridTop, ORANGE);
|
||||||
}
|
|
||||||
DrawTextCenter(TextFormat("%d", i), i, logicalGridLabelY, 12, LIGHTGRAY);
|
DrawTextCenter(TextFormat("%d", i), i, logicalGridLabelY, 10, LIGHTGRAY);
|
||||||
DrawLine(i, logicalGridLabelY + 10, i, logicalGridBottom, GRAY);
|
DrawLine(i, logicalGridLabelY + 10, i, logicalGridBottom, GRAY);
|
||||||
}
|
}
|
||||||
|
|
||||||
odd = true;
|
odd = true;
|
||||||
const int minTextSpace = 30;
|
const int minTextSpace = 30;
|
||||||
int last_text_x = -minTextSpace;
|
int lastTextX = -minTextSpace;
|
||||||
for (int i = cellSize; i < GetRenderWidth(); i += cellSize, odd = !odd) {
|
for (int i = cellSize; i < GetRenderWidth(); i += cellSize, odd = !odd)
|
||||||
int x = (int)(((float)i) / dpiScale.x);
|
{
|
||||||
if (odd) {
|
int x = (int)(((float)i)/dpiScale.x);
|
||||||
DrawRectangle(x, pixelGridTop, (int)cellSizePx, pixelGridBottom-pixelGridTop, CLITERAL(Color){ 0, 121, 241, 100 });
|
if (odd) DrawRectangle(x, pixelGridTop, (int)cellSizePx, pixelGridBottom - pixelGridTop, CLITERAL(Color){ 0, 121, 241, 100 });
|
||||||
}
|
|
||||||
DrawLine(x, pixelGridTop, (int)(((float)i) / dpiScale.x), pixelGridLabelY - 10, GRAY);
|
DrawLine(x, pixelGridTop, (int)(((float)i) / dpiScale.x), pixelGridLabelY - 10, GRAY);
|
||||||
if (x - last_text_x >= minTextSpace) {
|
|
||||||
DrawTextCenter(TextFormat("%d", i), x, pixelGridLabelY, 12, LIGHTGRAY);
|
if ((x - lastTextX) >= minTextSpace)
|
||||||
last_text_x = x;
|
{
|
||||||
|
DrawTextCenter(TextFormat("%d", i), x, pixelGridLabelY, 10, LIGHTGRAY);
|
||||||
|
lastTextX = x;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
DrawTextCenter(TextFormat("Window is %d \"physical pixels\" wide", GetRenderWidth()), windowCenter, pixelGridDescY, 20, BLUE);
|
DrawTextCenter(TextFormat("Window is %d \"physical pixels\" wide", GetRenderWidth()), windowCenter, pixelGridDescY, 20, BLUE);
|
||||||
|
|
||||||
{
|
const char *text = "Can you see this?";
|
||||||
const char *text = "Can you see this?";
|
Vector2 size = MeasureTextEx(GetFontDefault(), text, 20, 3);
|
||||||
Vector2 size = MeasureTextEx(GetFontDefault(), text, 16, 3);
|
Vector2 pos = (Vector2){ GetScreenWidth() - size.x - 5, GetScreenHeight() - size.y - 5 };
|
||||||
Vector2 pos = (Vector2){GetScreenWidth() - size.x - 5, GetScreenHeight() - size.y - 5};
|
DrawTextEx(GetFontDefault(), text, pos, 20, 3, LIGHTGRAY);
|
||||||
DrawTextEx(GetFontDefault(), text, pos, 16, 3, LIGHTGRAY);
|
|
||||||
}
|
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
@@ -117,3 +118,13 @@ int main(void)
|
|||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Module functions definition
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
static void DrawTextCenter(const char *text, int x, int y, int fontSize, Color color)
|
||||||
|
{
|
||||||
|
Vector2 size = MeasureTextEx(GetFontDefault(), text, (float)fontSize, 3);
|
||||||
|
Vector2 pos = (Vector2){ x - size.x/2, y - size.y/2 };
|
||||||
|
DrawTextEx(GetFontDefault(), text, pos, (float)fontSize, 3, color);
|
||||||
|
}
|
||||||
|
@@ -256,11 +256,11 @@ int main(void)
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
DrawText(TextFormat("DETECTED AXIS [%i]:", GetGamepadAxisCount(0)), 10, 50, 10, MAROON);
|
DrawText(TextFormat("DETECTED AXIS [%i]:", GetGamepadAxisCount(gamepad)), 10, 50, 10, MAROON);
|
||||||
|
|
||||||
for (int i = 0; i < GetGamepadAxisCount(0); i++)
|
for (int i = 0; i < GetGamepadAxisCount(gamepad); i++)
|
||||||
{
|
{
|
||||||
DrawText(TextFormat("AXIS %i: %.02f", i, GetGamepadAxisMovement(0, i)), 20, 70 + 20*i, 10, DARKGRAY);
|
DrawText(TextFormat("AXIS %i: %.02f", i, GetGamepadAxisMovement(gamepad, i)), 20, 70 + 20*i, 10, DARKGRAY);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (GetGamepadButtonPressed() != GAMEPAD_BUTTON_UNKNOWN) DrawText(TextFormat("DETECTED BUTTON: %i", GetGamepadButtonPressed()), 10, 430, 10, RED);
|
if (GetGamepadButtonPressed() != GAMEPAD_BUTTON_UNKNOWN) DrawText(TextFormat("DETECTED BUTTON: %i", GetGamepadButtonPressed()), 10, 430, 10, RED);
|
||||||
|
@@ -52,7 +52,7 @@ int main(void)
|
|||||||
isCursorHidden = 0;
|
isCursorHidden = 0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
ballPosition = GetMousePosition();
|
ballPosition = GetMousePosition();
|
||||||
|
|
||||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) ballColor = MAROON;
|
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) ballColor = MAROON;
|
||||||
|
@@ -54,7 +54,7 @@ int main(void)
|
|||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
|
|
||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
for (int i = 0; i < tCount; ++i)
|
for (int i = 0; i < tCount; ++i)
|
||||||
{
|
{
|
||||||
// Make sure point is not (0, 0) as this means there is no touch for it
|
// Make sure point is not (0, 0) as this means there is no touch for it
|
||||||
|
@@ -7,7 +7,7 @@
|
|||||||
* Example originally created with raylib 5.0, last time updated with raylib 5.0
|
* Example originally created with raylib 5.0, last time updated with raylib 5.0
|
||||||
*
|
*
|
||||||
* Example create by GreenSnakeLinux (@GreenSnakeLinux),
|
* Example create by GreenSnakeLinux (@GreenSnakeLinux),
|
||||||
* lighter by oblerion (@oblerion) and
|
* lighter by oblerion (@oblerion) and
|
||||||
* reviewed by Ramon Santamaria (@raysan5) and
|
* reviewed by Ramon Santamaria (@raysan5) and
|
||||||
* improved by danilwhale (@danilwhale)
|
* improved by danilwhale (@danilwhale)
|
||||||
*
|
*
|
||||||
|
@@ -4,7 +4,7 @@
|
|||||||
*
|
*
|
||||||
* Example complexity rating: [★★★☆] 3/4
|
* Example complexity rating: [★★★☆] 3/4
|
||||||
*
|
*
|
||||||
* NOTE: This example requires linking with pthreads library on MinGW,
|
* NOTE: This example requires linking with pthreads library on MinGW,
|
||||||
* it can be accomplished passing -static parameter to compiler
|
* it can be accomplished passing -static parameter to compiler
|
||||||
*
|
*
|
||||||
* Example originally created with raylib 2.5, last time updated with raylib 3.0
|
* Example originally created with raylib 2.5, last time updated with raylib 3.0
|
||||||
|
@@ -1,6 +1,6 @@
|
|||||||
/*******************************************************************************************
|
/*******************************************************************************************
|
||||||
*
|
*
|
||||||
* raylib [core] example - Generates a random sequence
|
* raylib [core] example - generate random sequence
|
||||||
*
|
*
|
||||||
* Example complexity rating: [★☆☆☆] 1/4
|
* Example complexity rating: [★☆☆☆] 1/4
|
||||||
*
|
*
|
||||||
@@ -43,7 +43,7 @@ int main(void)
|
|||||||
const int screenWidth = 800;
|
const int screenWidth = 800;
|
||||||
const int screenHeight = 450;
|
const int screenHeight = 450;
|
||||||
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - Generates a random sequence");
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - generate random sequence");
|
||||||
|
|
||||||
int rectCount = 20;
|
int rectCount = 20;
|
||||||
float rectSize = (float)screenWidth/rectCount;
|
float rectSize = (float)screenWidth/rectCount;
|
||||||
@@ -118,8 +118,8 @@ int main(void)
|
|||||||
//------------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------------
|
||||||
static Color GenerateRandomColor()
|
static Color GenerateRandomColor()
|
||||||
{
|
{
|
||||||
Color color = {
|
Color color = {
|
||||||
GetRandomValue(0, 255),
|
GetRandomValue(0, 255),
|
||||||
GetRandomValue(0, 255),
|
GetRandomValue(0, 255),
|
||||||
GetRandomValue(0, 255),
|
GetRandomValue(0, 255),
|
||||||
255
|
255
|
||||||
@@ -138,20 +138,20 @@ static ColorRect *GenerateRandomColorRectSequence(float rectCount, float rectWid
|
|||||||
for (int i = 0; i < rectCount; i++)
|
for (int i = 0; i < rectCount; i++)
|
||||||
{
|
{
|
||||||
int rectHeight = (int)Remap((float)seq[i], 0, rectCount - 1, 0, screenHeight);
|
int rectHeight = (int)Remap((float)seq[i], 0, rectCount - 1, 0, screenHeight);
|
||||||
|
|
||||||
rectangles[i].c = GenerateRandomColor();
|
rectangles[i].c = GenerateRandomColor();
|
||||||
rectangles[i].r = CLITERAL(Rectangle){ startX + i*rectWidth, screenHeight - rectHeight, rectWidth, (float)rectHeight };
|
rectangles[i].r = CLITERAL(Rectangle){ startX + i*rectWidth, screenHeight - rectHeight, rectWidth, (float)rectHeight };
|
||||||
}
|
}
|
||||||
|
|
||||||
UnloadRandomSequence(seq);
|
UnloadRandomSequence(seq);
|
||||||
|
|
||||||
return rectangles;
|
return rectangles;
|
||||||
}
|
}
|
||||||
|
|
||||||
static void ShuffleColorRectSequence(ColorRect *rectangles, int rectCount)
|
static void ShuffleColorRectSequence(ColorRect *rectangles, int rectCount)
|
||||||
{
|
{
|
||||||
int *seq = LoadRandomSequence(rectCount, 0, rectCount - 1);
|
int *seq = LoadRandomSequence(rectCount, 0, rectCount - 1);
|
||||||
|
|
||||||
for (int i1 = 0; i1 < rectCount; i1++)
|
for (int i1 = 0; i1 < rectCount; i1++)
|
||||||
{
|
{
|
||||||
ColorRect *r1 = &rectangles[i1];
|
ColorRect *r1 = &rectangles[i1];
|
||||||
@@ -166,16 +166,16 @@ static void ShuffleColorRectSequence(ColorRect *rectangles, int rectCount)
|
|||||||
r2->r.height = tmp.r.height;
|
r2->r.height = tmp.r.height;
|
||||||
r2->r.y = tmp.r.y;
|
r2->r.y = tmp.r.y;
|
||||||
}
|
}
|
||||||
|
|
||||||
UnloadRandomSequence(seq);
|
UnloadRandomSequence(seq);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void DrawTextCenterKeyHelp(const char *key, const char *text, int posX, int posY, int fontSize, Color color)
|
static void DrawTextCenterKeyHelp(const char *key, const char *text, int posX, int posY, int fontSize, Color color)
|
||||||
{
|
{
|
||||||
int spaceSize = MeasureText(" ", fontSize);
|
int spaceSize = MeasureText(" ", fontSize);
|
||||||
int pressSize = MeasureText("Press", fontSize);
|
int pressSize = MeasureText("Press", fontSize);
|
||||||
int keySize = MeasureText(key, fontSize);
|
int keySize = MeasureText(key, fontSize);
|
||||||
int textSize = MeasureText(text, fontSize);
|
int textSize = MeasureText(text, fontSize);
|
||||||
int textSizeCurrent = 0;
|
int textSizeCurrent = 0;
|
||||||
|
|
||||||
DrawText("Press", posX, posY, fontSize, color);
|
DrawText("Press", posX, posY, fontSize, color);
|
||||||
|
@@ -30,9 +30,9 @@ int main(void)
|
|||||||
// SetRandomSeed(0xaabbccff); // Set a custom random seed if desired, by default: "time(NULL)"
|
// SetRandomSeed(0xaabbccff); // Set a custom random seed if desired, by default: "time(NULL)"
|
||||||
|
|
||||||
int randValue = GetRandomValue(-8, 5); // Get a random integer number between -8 and 5 (both included)
|
int randValue = GetRandomValue(-8, 5); // Get a random integer number between -8 and 5 (both included)
|
||||||
|
|
||||||
unsigned int framesCounter = 0; // Variable used to count frames
|
unsigned int framesCounter = 0; // Variable used to count frames
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
@@ -5,7 +5,7 @@
|
|||||||
* Example complexity rating: [★★★☆] 3/4
|
* Example complexity rating: [★★★☆] 3/4
|
||||||
*
|
*
|
||||||
* Example originally created with raylib 3.7, last time updated with raylib 4.0
|
* Example originally created with raylib 3.7, last time updated with raylib 4.0
|
||||||
*
|
*
|
||||||
* Example contributed by Giancamillo Alessandroni (@NotManyIdeasDev) and
|
* Example contributed by Giancamillo Alessandroni (@NotManyIdeasDev) and
|
||||||
* reviewed by Ramon Santamaria (@raysan5)
|
* reviewed by Ramon Santamaria (@raysan5)
|
||||||
*
|
*
|
||||||
|
@@ -61,7 +61,7 @@ int main(void)
|
|||||||
VrStereoConfig config = LoadVrStereoConfig(device);
|
VrStereoConfig config = LoadVrStereoConfig(device);
|
||||||
|
|
||||||
// Distortion shader (uses device lens distortion and chroma)
|
// Distortion shader (uses device lens distortion and chroma)
|
||||||
Shader distortion = LoadShader(0, TextFormat("resources/distortion%i.fs", GLSL_VERSION));
|
Shader distortion = LoadShader(0, TextFormat("resources/shaders/glsl%i/distortion.fs", GLSL_VERSION));
|
||||||
|
|
||||||
// Update distortion shader with lens and distortion-scale parameters
|
// Update distortion shader with lens and distortion-scale parameters
|
||||||
SetShaderValue(distortion, GetShaderLocation(distortion, "leftLensCenter"),
|
SetShaderValue(distortion, GetShaderLocation(distortion, "leftLensCenter"),
|
||||||
@@ -127,7 +127,7 @@ int main(void)
|
|||||||
EndMode3D();
|
EndMode3D();
|
||||||
EndVrStereoMode();
|
EndVrStereoMode();
|
||||||
EndTextureMode();
|
EndTextureMode();
|
||||||
|
|
||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
BeginShaderMode(distortion);
|
BeginShaderMode(distortion);
|
||||||
|
@@ -86,7 +86,7 @@ int main(void)
|
|||||||
DrawText(TextFormat("Default Mouse: [%i , %i]", (int)mouse.x, (int)mouse.y), 350, 25, 20, GREEN);
|
DrawText(TextFormat("Default Mouse: [%i , %i]", (int)mouse.x, (int)mouse.y), 350, 25, 20, GREEN);
|
||||||
DrawText(TextFormat("Virtual Mouse: [%i , %i]", (int)virtualMouse.x, (int)virtualMouse.y), 350, 55, 20, YELLOW);
|
DrawText(TextFormat("Virtual Mouse: [%i , %i]", (int)virtualMouse.x, (int)virtualMouse.y), 350, 55, 20, YELLOW);
|
||||||
EndTextureMode();
|
EndTextureMode();
|
||||||
|
|
||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
ClearBackground(BLACK); // Clear screen background
|
ClearBackground(BLACK); // Clear screen background
|
||||||
|
|
||||||
|
@@ -26,9 +26,9 @@ int main()
|
|||||||
const int screenHeight = 450;
|
const int screenHeight = 450;
|
||||||
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - window should close");
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - window should close");
|
||||||
|
|
||||||
SetExitKey(KEY_NULL); // Disable KEY_ESCAPE to close window, X-button still works
|
SetExitKey(KEY_NULL); // Disable KEY_ESCAPE to close window, X-button still works
|
||||||
|
|
||||||
bool exitWindowRequested = false; // Flag to request window to exit
|
bool exitWindowRequested = false; // Flag to request window to exit
|
||||||
bool exitWindow = false; // Flag to set window to exit
|
bool exitWindow = false; // Flag to set window to exit
|
||||||
|
|
||||||
@@ -42,12 +42,12 @@ int main()
|
|||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
// Detect if X-button or KEY_ESCAPE have been pressed to close window
|
// Detect if X-button or KEY_ESCAPE have been pressed to close window
|
||||||
if (WindowShouldClose() || IsKeyPressed(KEY_ESCAPE)) exitWindowRequested = true;
|
if (WindowShouldClose() || IsKeyPressed(KEY_ESCAPE)) exitWindowRequested = true;
|
||||||
|
|
||||||
if (exitWindowRequested)
|
if (exitWindowRequested)
|
||||||
{
|
{
|
||||||
// A request for close window has been issued, we can save data before closing
|
// A request for close window has been issued, we can save data before closing
|
||||||
// or just show a message asking for confirmation
|
// or just show a message asking for confirmation
|
||||||
|
|
||||||
if (IsKeyPressed(KEY_Y)) exitWindow = true;
|
if (IsKeyPressed(KEY_Y)) exitWindow = true;
|
||||||
else if (IsKeyPressed(KEY_N)) exitWindowRequested = false;
|
else if (IsKeyPressed(KEY_N)) exitWindowRequested = false;
|
||||||
}
|
}
|
||||||
|
@@ -70,7 +70,7 @@ int main(void)
|
|||||||
EndMode3D();
|
EndMode3D();
|
||||||
|
|
||||||
DrawText("Enemy: 100 / 100", (int)cubeScreenPosition.x - MeasureText("Enemy: 100/100", 20)/2, (int)cubeScreenPosition.y, 20, BLACK);
|
DrawText("Enemy: 100 / 100", (int)cubeScreenPosition.x - MeasureText("Enemy: 100/100", 20)/2, (int)cubeScreenPosition.y, 20, BLACK);
|
||||||
|
|
||||||
DrawText(TextFormat("Cube position in screen space coordinates: [%i, %i]", (int)cubeScreenPosition.x, (int)cubeScreenPosition.y), 10, 10, 20, LIME);
|
DrawText(TextFormat("Cube position in screen space coordinates: [%i, %i]", (int)cubeScreenPosition.x, (int)cubeScreenPosition.y), 10, 10, 20, LIME);
|
||||||
DrawText("Text 2d should be always on top of the cube", 10, 40, 20, GRAY);
|
DrawText("Text 2d should be always on top of the cube", 10, 40, 20, GRAY);
|
||||||
|
|
||||||
|
50
examples/core/resources/shaders/glsl120/distortion.fs
Normal file
50
examples/core/resources/shaders/glsl120/distortion.fs
Normal file
@@ -0,0 +1,50 @@
|
|||||||
|
#version 120
|
||||||
|
|
||||||
|
// Input vertex attributes (from vertex shader)
|
||||||
|
varying vec2 fragTexCoord;
|
||||||
|
varying vec4 fragColor;
|
||||||
|
|
||||||
|
// Input uniform values
|
||||||
|
uniform sampler2D texture0;
|
||||||
|
uniform vec4 colDiffuse;
|
||||||
|
|
||||||
|
// NOTE: Add your custom variables here
|
||||||
|
uniform vec2 leftLensCenter;
|
||||||
|
uniform vec2 rightLensCenter;
|
||||||
|
uniform vec2 leftScreenCenter;
|
||||||
|
uniform vec2 rightScreenCenter;
|
||||||
|
uniform vec2 scale;
|
||||||
|
uniform vec2 scaleIn;
|
||||||
|
uniform vec4 deviceWarpParam;
|
||||||
|
uniform vec4 chromaAbParam;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// Compute lens distortion
|
||||||
|
vec2 lensCenter = fragTexCoord.x < 0.5? leftLensCenter : rightLensCenter;
|
||||||
|
vec2 screenCenter = fragTexCoord.x < 0.5? leftScreenCenter : rightScreenCenter;
|
||||||
|
vec2 theta = (fragTexCoord - lensCenter)*scaleIn;
|
||||||
|
float rSq = theta.x*theta.x + theta.y*theta.y;
|
||||||
|
vec2 theta1 = theta*(deviceWarpParam.x + deviceWarpParam.y*rSq + deviceWarpParam.z*rSq*rSq + deviceWarpParam.w*rSq*rSq*rSq);
|
||||||
|
vec2 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq);
|
||||||
|
vec2 tcBlue = lensCenter + scale*thetaBlue;
|
||||||
|
|
||||||
|
if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue)))
|
||||||
|
{
|
||||||
|
// Set black fragment for everything outside the lens border
|
||||||
|
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Compute color chroma aberration
|
||||||
|
float blue = texture2D(texture0, tcBlue).b;
|
||||||
|
vec2 tcGreen = lensCenter + scale*theta1;
|
||||||
|
float green = texture2D(texture0, tcGreen).g;
|
||||||
|
|
||||||
|
vec2 thetaRed = theta1*(chromaAbParam.x + chromaAbParam.y*rSq);
|
||||||
|
vec2 tcRed = lensCenter + scale*thetaRed;
|
||||||
|
|
||||||
|
float red = texture2D(texture0, tcRed).r;
|
||||||
|
gl_FragColor = vec4(red, green, blue, 1.0);
|
||||||
|
}
|
||||||
|
}
|
168
examples/examples_list.txt
Normal file
168
examples/examples_list.txt
Normal file
@@ -0,0 +1,168 @@
|
|||||||
|
#
|
||||||
|
# raylib examples list used to generate/update collection
|
||||||
|
# examples must be provided as: <example_category>;<example_name>;<example_stars>;<raylib_created_version>;<raylib_last_update_version>;"<example_author_name>";<author_github_user>
|
||||||
|
#
|
||||||
|
# This list is used as the main reference by [rexm] tool for examples collection validation and management
|
||||||
|
# New examples must be added to this list and any possible rename must be made on this list first
|
||||||
|
#
|
||||||
|
# WARNING: List is not ordered by example name but by the display order on web
|
||||||
|
#
|
||||||
|
core;core_basic_window;⭐️☆☆☆;1.0;1.0;"Ramon Santamaria";@raysan5
|
||||||
|
core;core_input_keys;⭐️☆☆☆;1.0;1.0;"Ramon Santamaria";@raysan5
|
||||||
|
core;core_input_mouse;⭐️☆☆☆;1.0;5.5;"Ramon Santamaria";@raysan5
|
||||||
|
core;core_input_mouse_wheel;⭐️☆☆☆;1.1;1.3;"Ramon Santamaria";@raysan5
|
||||||
|
core;core_input_gamepad;⭐️☆☆☆;1.1;4.2;"Ramon Santamaria";@raysan5
|
||||||
|
core;core_input_multitouch;⭐️☆☆☆;2.1;2.5;"Berni";@Berni8k
|
||||||
|
core;core_input_gestures;⭐️⭐️☆☆;1.4;4.2;"Ramon Santamaria";@raysan5
|
||||||
|
core;core_input_virtual_controls;⭐️⭐️☆☆;5.0;5.0;"oblerion";@oblerion
|
||||||
|
core;core_2d_camera;⭐️⭐️☆☆;1.5;3.0;"Ramon Santamaria";@raysan5
|
||||||
|
core;core_2d_camera_mouse_zoom;⭐️⭐️☆☆;4.2;4.2;"Jeffery Myers";@JeffM2501
|
||||||
|
core;core_2d_camera_platformer;⭐️⭐️⭐️☆;2.5;3.0;"arvyy";@arvyy
|
||||||
|
core;core_2d_camera_split_screen;⭐️⭐️⭐️⭐️;4.5;4.5;"Gabriel dos Santos Sanches";@gabrielssanches
|
||||||
|
core;core_3d_camera_mode;⭐️☆☆☆;1.0;1.0;"Ramon Santamaria";@raysan5
|
||||||
|
core;core_3d_camera_free;⭐️☆☆☆;1.3;1.3;"Ramon Santamaria";@raysan5
|
||||||
|
core;core_3d_camera_first_person;⭐️⭐️☆☆;1.3;1.3;"Ramon Santamaria";@raysan5
|
||||||
|
core;core_3d_camera_split_screen;⭐️⭐️⭐️☆;3.7;4.0;"Jeffery Myers";@JeffM2501
|
||||||
|
core;core_3d_picking;⭐️⭐️☆☆;1.3;4.0;"Ramon Santamaria";@raysan5
|
||||||
|
core;core_world_screen;⭐️⭐️☆☆;1.3;1.4;"Ramon Santamaria";@raysan5
|
||||||
|
core;core_custom_logging;⭐️⭐️⭐️☆;2.5;2.5;"Pablo Marcos Oltra";@pamarcos
|
||||||
|
core;core_window_flags;⭐️⭐️⭐️☆;3.5;3.5;"Ramon Santamaria";@raysan5
|
||||||
|
core;core_window_letterbox;⭐️⭐️☆☆;2.5;4.0;"Anata";@anatagawa
|
||||||
|
core;core_window_should_close;⭐️☆☆☆;4.2;4.2;"Ramon Santamaria";@raysan5
|
||||||
|
core;core_drop_files;⭐️⭐️☆☆;1.3;4.2;"Ramon Santamaria";@raysan5
|
||||||
|
core;core_random_values;⭐️☆☆☆;1.1;1.1;"Ramon Santamaria";@raysan5
|
||||||
|
core;core_storage_values;⭐️⭐️☆☆;1.4;4.2;"Ramon Santamaria";@raysan5
|
||||||
|
core;core_vr_simulator;⭐️⭐️⭐️☆;2.5;4.0;"Ramon Santamaria";@raysan5
|
||||||
|
core;core_loading_thread;⭐️⭐️⭐️☆;2.5;3.0;"Ramon Santamaria";@raysan5
|
||||||
|
core;core_scissor_test;⭐️☆☆☆;2.5;3.0;"Chris Dill";@MysteriousSpace
|
||||||
|
core;core_basic_screen_manager;⭐️☆☆☆;4.0;4.0;"Ramon Santamaria";@raysan5
|
||||||
|
core;core_custom_frame_control;⭐️⭐️⭐️⭐️;4.0;4.0;"Ramon Santamaria";@raysan5
|
||||||
|
core;core_smooth_pixelperfect;⭐️⭐️⭐️☆;3.7;4.0;"Giancamillo Alessandroni";@NotManyIdeasDev
|
||||||
|
core;core_random_sequence;⭐️☆☆☆;5.0;5.0;"Dalton Overmyer";@REDl3east
|
||||||
|
core;core_basic_window_web;⭐️☆☆☆;1.3;1.3;"Ramon Santamaria";@raysan5
|
||||||
|
core;core_input_gestures_web;⭐️⭐️☆☆;4.6-dev;4.6-dev;"ubkp";@ubkp
|
||||||
|
core;core_automation_events;⭐️⭐️⭐️☆;5.0;5.0;"Ramon Santamaria";@raysan5
|
||||||
|
core;core_high_dpi;⭐️☆☆☆;5.0;5.0;"Jonathan Marler";@marler8997
|
||||||
|
shapes;shapes_basic_shapes;⭐️☆☆☆;1.0;4.2;"Ramon Santamaria";@raysan5
|
||||||
|
shapes;shapes_bouncing_ball;⭐️☆☆☆;2.5;2.5;"Ramon Santamaria";@raysan5
|
||||||
|
shapes;shapes_colors_palette;⭐️⭐️☆☆;1.0;2.5;"Ramon Santamaria";@raysan5
|
||||||
|
shapes;shapes_logo_raylib;⭐️☆☆☆;1.0;1.0;"Ramon Santamaria";@raysan5
|
||||||
|
shapes;shapes_logo_raylib_anim;⭐️⭐️☆☆;2.5;4.0;"Ramon Santamaria";@raysan5
|
||||||
|
shapes;shapes_rectangle_scaling;⭐️⭐️☆☆;2.5;2.5;"Vlad Adrian";@demizdor
|
||||||
|
shapes;shapes_lines_bezier;⭐️☆☆☆;1.7;1.7;"Ramon Santamaria";@raysan5
|
||||||
|
shapes;shapes_collision_area;⭐️⭐️☆☆;2.5;2.5;"Ramon Santamaria";@raysan5
|
||||||
|
shapes;shapes_following_eyes;⭐️⭐️☆☆;2.5;2.5;"Ramon Santamaria";@raysan5
|
||||||
|
shapes;shapes_easings_ball_anim;⭐️⭐️☆☆;2.5;2.5;"Ramon Santamaria";@raysan5
|
||||||
|
shapes;shapes_easings_box_anim;⭐️⭐️☆☆;2.5;2.5;"Ramon Santamaria";@raysan5
|
||||||
|
shapes;shapes_easings_rectangle_array;⭐️⭐️⭐️☆;2.0;2.5;"Ramon Santamaria";@raysan5
|
||||||
|
shapes;shapes_draw_ring;⭐️⭐️⭐️☆;2.5;2.5;"Vlad Adrian";@demizdor
|
||||||
|
shapes;shapes_draw_circle_sector;⭐️⭐️⭐️☆;2.5;2.5;"Vlad Adrian";@demizdor
|
||||||
|
shapes;shapes_draw_rectangle_rounded;⭐️⭐️⭐️☆;2.5;2.5;"Vlad Adrian";@demizdor
|
||||||
|
shapes;shapes_top_down_lights;⭐️⭐️⭐️⭐️;4.2;4.2;"Jeffery Myers";@JeffM2501
|
||||||
|
shapes;shapes_rectangle_advanced;⭐️⭐️⭐️⭐️;5.5;5.5;"Everton Jr.";@evertonse
|
||||||
|
shapes;shapes_splines_drawing;⭐️⭐️⭐️☆;5.0;5.0;"Ramon Santamaria";@raysan5
|
||||||
|
shapes;shapes_digital_clock;⭐️⭐️☆☆;5.5;5.5;"Hamza RAHAL";@rhmz-rhl
|
||||||
|
shapes;shapes_double_pendulum;⭐️⭐️☆☆;5.5;5.5;"JoeCheong";@Joecheong2006
|
||||||
|
textures;textures_logo_raylib;⭐️☆☆☆;1.0;1.0;"Ramon Santamaria";@raysan5
|
||||||
|
textures;textures_srcrec_dstrec;⭐️⭐️⭐️☆;1.3;1.3;"Ramon Santamaria";@raysan5
|
||||||
|
textures;textures_image_drawing;⭐️⭐️☆☆;1.4;1.4;"Ramon Santamaria";@raysan5
|
||||||
|
textures;textures_image_generation;⭐️⭐️☆☆;1.8;1.8;"Wilhem Barbier";@nounoursheureux
|
||||||
|
textures;textures_image_loading;⭐️☆☆☆;1.3;1.3;"Ramon Santamaria";@raysan5
|
||||||
|
textures;textures_image_processing;⭐️⭐️⭐️☆;1.4;3.5;"Ramon Santamaria";@raysan5
|
||||||
|
textures;textures_image_text;⭐️⭐️☆☆;1.8;4.0;"Ramon Santamaria";@raysan5
|
||||||
|
textures;textures_to_image;⭐️☆☆☆;1.3;4.0;"Ramon Santamaria";@raysan5
|
||||||
|
textures;textures_raw_data;⭐️⭐️⭐️☆;1.3;3.5;"Ramon Santamaria";@raysan5
|
||||||
|
textures;textures_particles_blending;⭐️☆☆☆;1.7;3.5;"Ramon Santamaria";@raysan5
|
||||||
|
textures;textures_npatch_drawing;⭐️⭐️⭐️☆;2.0;2.5;"Jorge A. Gomes";@overdev
|
||||||
|
textures;textures_background_scrolling;⭐️☆☆☆;2.0;2.5;"Ramon Santamaria";@raysan5
|
||||||
|
textures;textures_sprite_anim;⭐️⭐️☆☆;1.3;1.3;"Ramon Santamaria";@raysan5
|
||||||
|
textures;textures_sprite_button;⭐️⭐️☆☆;2.5;2.5;"Ramon Santamaria";@raysan5
|
||||||
|
textures;textures_sprite_explosion;⭐️⭐️☆☆;2.5;3.5;"Ramon Santamaria";@raysan5
|
||||||
|
textures;textures_bunnymark;⭐️⭐️⭐️☆;1.6;2.5;"Ramon Santamaria";@raysan5
|
||||||
|
textures;textures_mouse_painting;⭐️⭐️⭐️☆;3.0;3.0;"Chris Dill";@MysteriousSpace
|
||||||
|
textures;textures_blend_modes;⭐️☆☆☆;3.5;3.5;"Karlo Licudine";@accidentalrebel
|
||||||
|
textures;textures_draw_tiled;⭐️⭐️⭐️☆;3.0;4.2;"Vlad Adrian";@demizdor
|
||||||
|
textures;textures_polygon;⭐️☆☆☆;3.7;3.7;"Chris Camacho";@chriscamacho
|
||||||
|
textures;textures_fog_of_war;⭐️⭐️⭐️☆;4.2;4.2;"Ramon Santamaria";@raysan5
|
||||||
|
textures;textures_gif_player;⭐️⭐️⭐️☆;4.2;4.2;"Ramon Santamaria";@raysan5
|
||||||
|
textures;textures_image_kernel;⭐️⭐️⭐️⭐️;1.3;1.3;"Karim Salem";@kimo-s
|
||||||
|
textures;textures_image_channel;⭐️⭐️☆☆;5.1-dev;5.1-dev;"Bruno Cabral";@brccabral
|
||||||
|
textures;textures_image_rotate;⭐️⭐️☆☆;1.0;1.0;"Ramon Santamaria";@raysan5
|
||||||
|
textures;textures_textured_curve;⭐️⭐️⭐️☆;4.5;4.5;"Jeffery Myers";@JeffM2501
|
||||||
|
text;text_raylib_fonts;⭐️☆☆☆;1.7;3.7;"Ramon Santamaria";@raysan5
|
||||||
|
text;text_font_spritefont;⭐️☆☆☆;1.0;1.0;"Ramon Santamaria";@raysan5
|
||||||
|
text;text_font_filters;⭐️⭐️☆☆;1.3;4.2;"Ramon Santamaria";@raysan5
|
||||||
|
text;text_font_loading;⭐️☆☆☆;1.4;3.0;"Ramon Santamaria";@raysan5
|
||||||
|
text;text_font_sdf;⭐️⭐️⭐️☆;1.3;4.0;"Ramon Santamaria";@raysan5
|
||||||
|
text;text_format_text;⭐️☆☆☆;1.1;3.0;"Ramon Santamaria";@raysan5
|
||||||
|
text;text_input_box;⭐️⭐️☆☆;1.7;3.5;"Ramon Santamaria";@raysan5
|
||||||
|
text;text_writing_anim;⭐️⭐️☆☆;1.4;1.4;"Ramon Santamaria";@raysan5
|
||||||
|
text;text_rectangle_bounds;⭐️⭐️⭐️⭐️;2.5;4.0;"Vlad Adrian";@demizdor
|
||||||
|
text;text_unicode;⭐️⭐️⭐️⭐️;2.5;4.0;"Vlad Adrian";@demizdor
|
||||||
|
text;text_draw_3d;⭐️⭐️⭐️⭐️;3.5;4.0;"Vlad Adrian";@demizdor
|
||||||
|
text;text_codepoints_loading;⭐️⭐️⭐️☆;4.2;4.2;"Ramon Santamaria";@raysan5
|
||||||
|
models;models_animation;⭐️⭐️☆☆;2.5;3.5;"Culacant";@culacant
|
||||||
|
models;models_billboard;⭐️⭐️⭐️☆;1.3;3.5;"Ramon Santamaria";@raysan5
|
||||||
|
models;models_box_collisions;⭐️☆☆☆;1.3;3.5;"Ramon Santamaria";@raysan5
|
||||||
|
models;models_cubicmap;⭐️⭐️☆☆;1.8;3.5;"Ramon Santamaria";@raysan5
|
||||||
|
models;models_first_person_maze;⭐️⭐️☆☆;2.5;3.5;"Ramon Santamaria";@raysan5
|
||||||
|
models;models_geometric_shapes;⭐️☆☆☆;1.0;3.5;"Ramon Santamaria";@raysan5
|
||||||
|
models;models_mesh_generation;⭐️⭐️☆☆;1.8;4.0;"Ramon Santamaria";@raysan5
|
||||||
|
models;models_mesh_picking;⭐️⭐️⭐️☆;1.7;4.0;"Joel Davis";@joeld42
|
||||||
|
models;models_loading;⭐️☆☆☆;2.0;4.2;"Ramon Santamaria";@raysan5
|
||||||
|
models;models_loading_gltf;⭐️☆☆☆;3.7;4.2;"Ramon Santamaria";@raysan5
|
||||||
|
models;models_loading_vox;⭐️☆☆☆;4.0;4.0;"Johann Nadalutti";@procfxgen
|
||||||
|
models;models_loading_m3d;⭐️⭐️☆☆;4.5;4.5;"bzt";@model3d
|
||||||
|
models;models_orthographic_projection;⭐️☆☆☆;2.0;3.7;"Max Danielsson";@autious
|
||||||
|
models;models_point_rendering;⭐️⭐️⭐️☆;5.0;5.0;"Reese Gallagher";@satchelfrost
|
||||||
|
models;models_rlgl_solar_system;⭐️⭐️⭐️⭐️;2.5;4.0;"Ramon Santamaria";@raysan5
|
||||||
|
models;models_yaw_pitch_roll;⭐️⭐️☆☆;1.8;4.0;"Berni";@Berni8k
|
||||||
|
models;models_waving_cubes;⭐️⭐️⭐️☆;2.5;3.7;"Codecat";@codecat
|
||||||
|
models;models_heightmap;⭐️☆☆☆;1.8;3.5;"Ramon Santamaria";@raysan5
|
||||||
|
models;models_skybox;⭐️⭐️☆☆;1.8;4.0;"Ramon Santamaria";@raysan5
|
||||||
|
models;models_draw_cube_texture;⭐️⭐️☆☆;4.5;4.5;"Ramon Santamaria";@raysan5
|
||||||
|
models;models_gpu_skinning;⭐️⭐️⭐️☆;4.5;4.5;"Daniel Holden";@orangeduck
|
||||||
|
models;models_bone_socket;⭐️⭐️⭐️⭐️;4.5;4.5;"iP";@ipzaur
|
||||||
|
models;models_tesseract_view;⭐️⭐️☆☆;5.6-dev;5.6-dev;"Timothy van der Valk";@arceryz
|
||||||
|
shaders;shaders_basic_lighting;⭐️⭐️⭐️⭐️;3.0;4.2;"Chris Camacho";@chriscamacho
|
||||||
|
shaders;shaders_model_shader;⭐️⭐️☆☆;1.3;3.7;"Ramon Santamaria";@raysan5
|
||||||
|
shaders;shaders_shapes_textures;⭐️⭐️☆☆;1.7;3.7;"Ramon Santamaria";@raysan5
|
||||||
|
shaders;shaders_custom_uniform;⭐️⭐️☆☆;1.3;4.0;"Ramon Santamaria";@raysan5
|
||||||
|
shaders;shaders_postprocessing;⭐️⭐️⭐️☆;1.3;4.0;"Ramon Santamaria";@raysan5
|
||||||
|
shaders;shaders_palette_switch;⭐️⭐️⭐️☆;2.5;3.7;"Marco Lizza";@MarcoLizza
|
||||||
|
shaders;shaders_raymarching;⭐️⭐️⭐️⭐️;2.0;4.2;"Ramon Santamaria";@raysan5
|
||||||
|
shaders;shaders_texture_drawing;⭐️⭐️☆☆;2.0;3.7;"Michał Ciesielski";@ciessielski
|
||||||
|
shaders;shaders_texture_outline;⭐️⭐️⭐️☆;4.0;4.0;"Samuel Skiff";@GoldenThumbs
|
||||||
|
shaders;shaders_texture_waves;⭐️⭐️☆☆;2.5;3.7;"Anata";@anatagawa
|
||||||
|
shaders;shaders_julia_set;⭐️⭐️⭐️☆;2.5;4.0;"Josh Colclough";@joshcol9232
|
||||||
|
shaders;shaders_eratosthenes;⭐️⭐️⭐️☆;2.5;4.0;"ProfJski";@ProfJski
|
||||||
|
shaders;shaders_fog;⭐️⭐️⭐️☆;2.5;3.7;"Chris Camacho";@chriscamacho
|
||||||
|
shaders;shaders_simple_mask;⭐️⭐️☆☆;2.5;3.7;"Chris Camacho";@chriscamacho
|
||||||
|
shaders;shaders_hot_reloading;⭐️⭐️⭐️☆;3.0;3.5;"Ramon Santamaria";@raysan5
|
||||||
|
shaders;shaders_mesh_instancing;⭐️⭐️⭐️⭐️;3.7;4.2;"seanpringle";@seanpringle
|
||||||
|
shaders;shaders_multi_sample2d;⭐️⭐️☆☆;3.5;3.5;"Ramon Santamaria";@raysan5
|
||||||
|
shaders;shaders_spotlight;⭐️⭐️☆☆;2.5;3.7;"Chris Camacho";@chriscamacho
|
||||||
|
shaders;shaders_deferred_render;⭐️⭐️⭐️⭐️;4.5;4.5;"Justin Andreas Lacoste";@27justin
|
||||||
|
shaders;shaders_hybrid_render;⭐️⭐️⭐️⭐️;4.2;4.2;"Buğra Alptekin Sarı";@BugraAlptekinSari
|
||||||
|
shaders;shaders_texture_tiling;⭐️⭐️☆☆;4.5;4.5;"Luis Almeida";@luis605
|
||||||
|
shaders;shaders_shadowmap;⭐️⭐️⭐️⭐️;5.0;5.0;"TheManTheMythTheGameDev";@TheManTheMythTheGameDev
|
||||||
|
shaders;shaders_vertex_displacement;⭐️⭐️⭐️☆;5.0;4.5;"Alex ZH";@ZzzhHe
|
||||||
|
shaders;shaders_write_depth;⭐️⭐️☆☆;4.2;4.2;"Buğra Alptekin Sarı";@BugraAlptekinSari
|
||||||
|
shaders;shaders_basic_pbr;⭐️⭐️⭐️⭐️;5.0;5.1-dev;"Afan OLOVCIC";@_DevDad
|
||||||
|
shaders;shaders_lightmap;⭐️⭐️⭐️☆;4.5;4.5;"Jussi Viitala";@nullstare
|
||||||
|
shaders;shaders_rounded_rectangle;⭐️⭐️⭐️☆;5.5;5.5;"Anstro Pleuton";@anstropleuton
|
||||||
|
shaders;shaders_view_depth;⭐️⭐️⭐️☆;5.6-dev;5.6-dev;"Luís Almeida";@luis605
|
||||||
|
audio;audio_module_playing;⭐️☆☆☆;1.5;3.5;"Ramon Santamaria";@raysan5
|
||||||
|
audio;audio_music_stream;⭐️☆☆☆;1.3;4.2;"Ramon Santamaria";@raysan5
|
||||||
|
audio;audio_raw_stream;⭐️⭐️⭐️☆;1.6;4.2;"Ramon Santamaria";@raysan5
|
||||||
|
audio;audio_sound_loading;⭐️☆☆☆;1.1;3.5;"Ramon Santamaria";@raysan5
|
||||||
|
audio;audio_mixed_processor;⭐️⭐️⭐️⭐️;4.2;4.2;"hkc";@hatkidchan
|
||||||
|
audio;audio_stream_effects;⭐️⭐️⭐️⭐️;4.2;5.0;"Ramon Santamaria";@raysan5
|
||||||
|
audio;audio_sound_multi;⭐️⭐️☆☆;4.6;4.6;"Jeffery Myers";@JeffM2501
|
||||||
|
audio;audio_sound_positioning;⭐️⭐️☆☆;5.5;5.5;"Le Juez Victor";@Bigfoot71
|
||||||
|
others;rlgl_standalone;⭐️⭐️⭐️⭐️;1.6;4.0;"Ramon Santamaria";@raysan5
|
||||||
|
others;rlgl_compute_shader;⭐️⭐️⭐️⭐️;4.0;4.0;"Teddy Astie";@tsnake41
|
||||||
|
others;easings_testbed;⭐️⭐️⭐️☆;2.5;3.0;"Juan Miguel López";@flashback-fx
|
||||||
|
others;raylib_opengl_interop;⭐️⭐️⭐️⭐️;3.8;4.0;"Stephan Soller";@arkanis
|
||||||
|
others;embedded_files_loading;⭐️⭐️☆☆;3.0;3.5;"Kristian Holmgren";@defutura
|
||||||
|
others;raymath_vector_angle;⭐️⭐️☆☆;1.0;4.6;"Ramon Santamaria";@raysan5
|
@@ -41,7 +41,7 @@
|
|||||||
|
|
||||||
- raylib/examples/<category>/<category>_example_name.c
|
- raylib/examples/<category>/<category>_example_name.c
|
||||||
- raylib/examples/<category>/<category>_example_name.png
|
- raylib/examples/<category>/<category>_example_name.png
|
||||||
- raylib/examples/<category>/resources/*.*
|
- raylib/examples/<category>/resources/..
|
||||||
- raylib/examples/Makefile
|
- raylib/examples/Makefile
|
||||||
- raylib/examples/Makefile.Web
|
- raylib/examples/Makefile.Web
|
||||||
- raylib/examples/README.md
|
- raylib/examples/README.md
|
||||||
@@ -56,18 +56,18 @@
|
|||||||
|
|
||||||
/*******************************************************************************************
|
/*******************************************************************************************
|
||||||
*
|
*
|
||||||
* raylib [<module>] example - <name>
|
* raylib [<module>] example - <name/short description>
|
||||||
*
|
*
|
||||||
* Example complexity rating: [★☆??] ?/4
|
* Example complexity rating: [★☆☆☆] 1/4
|
||||||
*
|
*
|
||||||
* Example originally created with raylib 5.5, last time updated with raylib 5.5
|
* Example originally created with raylib 5.5, last time updated with raylib 5.6
|
||||||
*
|
*
|
||||||
* Example contributed by <user_name> (@<user_github>) and reviewed by Ramon Santamaria (@raysan5)
|
* Example contributed by <author_name> (@<user_github>) and reviewed by Ramon Santamaria (@raysan5)
|
||||||
*
|
*
|
||||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||||
* BSD-like license that allows static linking with closed source software
|
* BSD-like license that allows static linking with closed source software
|
||||||
*
|
*
|
||||||
* Copyright (c) <year_created>-<year_updated> <user_name> (@<user_github>)
|
* Copyright (c) <year_created>-<year_updated> <author_name> (@<user_github>)
|
||||||
*
|
*
|
||||||
********************************************************************************************/
|
********************************************************************************************/
|
||||||
|
|
||||||
@@ -104,9 +104,11 @@ int main(void)
|
|||||||
|
|
||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
// TODO: Draw everything that requires to be drawn at this point:
|
// TODO: Draw everything that requires to be drawn at this point
|
||||||
|
|
||||||
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY); // Example
|
DrawLineEx((Vector2){ 0, 0 }, (Vector2){ screenWidth, screenHeight }, 2.0f, RED);
|
||||||
|
DrawLineEx((Vector2){ 0, screenHeight }, (Vector2){ screenWidth, 0 }, 2.0f, RED);
|
||||||
|
DrawText("example base code template", 260, 400, 20, LIGHTGRAY);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
BIN
examples/examples_template.png
Normal file
BIN
examples/examples_template.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 17 KiB |
@@ -15,8 +15,8 @@
|
|||||||
*
|
*
|
||||||
********************************************************************************************
|
********************************************************************************************
|
||||||
*
|
*
|
||||||
* NOTE: To export a model from blender, make sure it is not posed, the vertices need to be
|
* NOTE: To export a model from blender, make sure it is not posed, the vertices need to be
|
||||||
* in the same position as they would be in edit mode and the scale of your models is
|
* in the same position as they would be in edit mode and the scale of your models is
|
||||||
* set to 0. Scaling can be done from the export menu.
|
* set to 0. Scaling can be done from the export menu.
|
||||||
*
|
*
|
||||||
********************************************************************************************/
|
********************************************************************************************/
|
||||||
|
@@ -85,17 +85,17 @@ int main(void)
|
|||||||
DrawGrid(10, 1.0f); // Draw a grid
|
DrawGrid(10, 1.0f); // Draw a grid
|
||||||
|
|
||||||
// Draw order matters!
|
// Draw order matters!
|
||||||
if (distanceStatic > distanceRotating)
|
if (distanceStatic > distanceRotating)
|
||||||
{
|
{
|
||||||
DrawBillboard(camera, bill, billPositionStatic, 2.0f, WHITE);
|
DrawBillboard(camera, bill, billPositionStatic, 2.0f, WHITE);
|
||||||
DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, size, origin, rotation, WHITE);
|
DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, size, origin, rotation, WHITE);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, size, origin, rotation, WHITE);
|
DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, size, origin, rotation, WHITE);
|
||||||
DrawBillboard(camera, bill, billPositionStatic, 2.0f, WHITE);
|
DrawBillboard(camera, bill, billPositionStatic, 2.0f, WHITE);
|
||||||
}
|
}
|
||||||
|
|
||||||
EndMode3D();
|
EndMode3D();
|
||||||
|
|
||||||
DrawFPS(10, 10);
|
DrawFPS(10, 10);
|
||||||
|
@@ -3,7 +3,7 @@
|
|||||||
* raylib [core] example - Using bones as socket for calculating the positioning of something
|
* raylib [core] example - Using bones as socket for calculating the positioning of something
|
||||||
*
|
*
|
||||||
* Example complexity rating: [★★★★] 4/4
|
* Example complexity rating: [★★★★] 4/4
|
||||||
*
|
*
|
||||||
* Example originally created with raylib 4.5, last time updated with raylib 4.5
|
* Example originally created with raylib 4.5, last time updated with raylib 4.5
|
||||||
*
|
*
|
||||||
* Example contributed by iP (@ipzaur) and reviewed by Ramon Santamaria (@raysan5)
|
* Example contributed by iP (@ipzaur) and reviewed by Ramon Santamaria (@raysan5)
|
||||||
@@ -51,7 +51,7 @@ int main(void)
|
|||||||
LoadModel("resources/models/gltf/greenman_sword.glb"), // Index for the sword model is the same as BONE_SOCKET_HAND_R
|
LoadModel("resources/models/gltf/greenman_sword.glb"), // Index for the sword model is the same as BONE_SOCKET_HAND_R
|
||||||
LoadModel("resources/models/gltf/greenman_shield.glb") // Index for the shield model is the same as BONE_SOCKET_HAND_L
|
LoadModel("resources/models/gltf/greenman_shield.glb") // Index for the shield model is the same as BONE_SOCKET_HAND_L
|
||||||
};
|
};
|
||||||
|
|
||||||
bool showEquip[3] = { true, true, true }; // Toggle on/off equip
|
bool showEquip[3] = { true, true, true }; // Toggle on/off equip
|
||||||
|
|
||||||
// Load gltf model animations
|
// Load gltf model animations
|
||||||
@@ -63,7 +63,7 @@ int main(void)
|
|||||||
// indices of bones for sockets
|
// indices of bones for sockets
|
||||||
int boneSocketIndex[BONE_SOCKETS] = { -1, -1, -1 };
|
int boneSocketIndex[BONE_SOCKETS] = { -1, -1, -1 };
|
||||||
|
|
||||||
// search bones for sockets
|
// search bones for sockets
|
||||||
for (int i = 0; i < characterModel.boneCount; i++)
|
for (int i = 0; i < characterModel.boneCount; i++)
|
||||||
{
|
{
|
||||||
if (TextIsEqual(characterModel.bones[i].name, "socket_hat"))
|
if (TextIsEqual(characterModel.bones[i].name, "socket_hat"))
|
||||||
@@ -71,13 +71,13 @@ int main(void)
|
|||||||
boneSocketIndex[BONE_SOCKET_HAT] = i;
|
boneSocketIndex[BONE_SOCKET_HAT] = i;
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (TextIsEqual(characterModel.bones[i].name, "socket_hand_R"))
|
if (TextIsEqual(characterModel.bones[i].name, "socket_hand_R"))
|
||||||
{
|
{
|
||||||
boneSocketIndex[BONE_SOCKET_HAND_R] = i;
|
boneSocketIndex[BONE_SOCKET_HAND_R] = i;
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (TextIsEqual(characterModel.bones[i].name, "socket_hand_L"))
|
if (TextIsEqual(characterModel.bones[i].name, "socket_hand_L"))
|
||||||
{
|
{
|
||||||
boneSocketIndex[BONE_SOCKET_HAND_L] = i;
|
boneSocketIndex[BONE_SOCKET_HAND_L] = i;
|
||||||
@@ -99,7 +99,7 @@ int main(void)
|
|||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
UpdateCamera(&camera, CAMERA_THIRD_PERSON);
|
UpdateCamera(&camera, CAMERA_THIRD_PERSON);
|
||||||
|
|
||||||
// Rotate character
|
// Rotate character
|
||||||
if (IsKeyDown(KEY_F)) angle = (angle + 1)%360;
|
if (IsKeyDown(KEY_F)) angle = (angle + 1)%360;
|
||||||
else if (IsKeyDown(KEY_H)) angle = (360 + angle - 1)%360;
|
else if (IsKeyDown(KEY_H)) angle = (360 + angle - 1)%360;
|
||||||
@@ -112,7 +112,7 @@ int main(void)
|
|||||||
if (IsKeyPressed(KEY_ONE)) showEquip[BONE_SOCKET_HAT] = !showEquip[BONE_SOCKET_HAT];
|
if (IsKeyPressed(KEY_ONE)) showEquip[BONE_SOCKET_HAT] = !showEquip[BONE_SOCKET_HAT];
|
||||||
if (IsKeyPressed(KEY_TWO)) showEquip[BONE_SOCKET_HAND_R] = !showEquip[BONE_SOCKET_HAND_R];
|
if (IsKeyPressed(KEY_TWO)) showEquip[BONE_SOCKET_HAND_R] = !showEquip[BONE_SOCKET_HAND_R];
|
||||||
if (IsKeyPressed(KEY_THREE)) showEquip[BONE_SOCKET_HAND_L] = !showEquip[BONE_SOCKET_HAND_L];
|
if (IsKeyPressed(KEY_THREE)) showEquip[BONE_SOCKET_HAND_L] = !showEquip[BONE_SOCKET_HAND_L];
|
||||||
|
|
||||||
// Update model animation
|
// Update model animation
|
||||||
ModelAnimation anim = modelAnimations[animIndex];
|
ModelAnimation anim = modelAnimations[animIndex];
|
||||||
animCurrentFrame = (animCurrentFrame + 1)%anim.frameCount;
|
animCurrentFrame = (animCurrentFrame + 1)%anim.frameCount;
|
||||||
@@ -140,7 +140,7 @@ int main(void)
|
|||||||
Transform *transform = &anim.framePoses[animCurrentFrame][boneSocketIndex[i]];
|
Transform *transform = &anim.framePoses[animCurrentFrame][boneSocketIndex[i]];
|
||||||
Quaternion inRotation = characterModel.bindPose[boneSocketIndex[i]].rotation;
|
Quaternion inRotation = characterModel.bindPose[boneSocketIndex[i]].rotation;
|
||||||
Quaternion outRotation = transform->rotation;
|
Quaternion outRotation = transform->rotation;
|
||||||
|
|
||||||
// Calculate socket rotation (angle between bone in initial pose and same bone in current animation frame)
|
// Calculate socket rotation (angle between bone in initial pose and same bone in current animation frame)
|
||||||
Quaternion rotate = QuaternionMultiply(outRotation, QuaternionInvert(inRotation));
|
Quaternion rotate = QuaternionMultiply(outRotation, QuaternionInvert(inRotation));
|
||||||
Matrix matrixTransform = QuaternionToMatrix(rotate);
|
Matrix matrixTransform = QuaternionToMatrix(rotate);
|
||||||
@@ -148,7 +148,7 @@ int main(void)
|
|||||||
matrixTransform = MatrixMultiply(matrixTransform, MatrixTranslate(transform->translation.x, transform->translation.y, transform->translation.z));
|
matrixTransform = MatrixMultiply(matrixTransform, MatrixTranslate(transform->translation.x, transform->translation.y, transform->translation.z));
|
||||||
// Transform the socket using the transform of the character (angle and translate)
|
// Transform the socket using the transform of the character (angle and translate)
|
||||||
matrixTransform = MatrixMultiply(matrixTransform, characterModel.transform);
|
matrixTransform = MatrixMultiply(matrixTransform, characterModel.transform);
|
||||||
|
|
||||||
// Draw mesh at socket position with socket angle rotation
|
// Draw mesh at socket position with socket angle rotation
|
||||||
DrawMesh(equipModel[i].meshes[0], equipModel[i].materials[1], matrixTransform);
|
DrawMesh(equipModel[i].meshes[0], equipModel[i].materials[1], matrixTransform);
|
||||||
}
|
}
|
||||||
@@ -168,7 +168,7 @@ int main(void)
|
|||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
UnloadModelAnimations(modelAnimations, animsCount);
|
UnloadModelAnimations(modelAnimations, animsCount);
|
||||||
UnloadModel(characterModel); // Unload character model and meshes/material
|
UnloadModel(characterModel); // Unload character model and meshes/material
|
||||||
|
|
||||||
// Unload equipment model and meshes/material
|
// Unload equipment model and meshes/material
|
||||||
for (int i = 0; i < BONE_SOCKETS; i++) UnloadModel(equipModel[i]);
|
for (int i = 0; i < BONE_SOCKETS; i++) UnloadModel(equipModel[i]);
|
||||||
|
|
||||||
|
@@ -42,7 +42,7 @@ int main(void)
|
|||||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||||
camera.fovy = 45.0f;
|
camera.fovy = 45.0f;
|
||||||
camera.projection = CAMERA_PERSPECTIVE;
|
camera.projection = CAMERA_PERSPECTIVE;
|
||||||
|
|
||||||
// Load texture to be applied to the cubes sides
|
// Load texture to be applied to the cubes sides
|
||||||
Texture2D texture = LoadTexture("resources/cubicmap_atlas.png");
|
Texture2D texture = LoadTexture("resources/cubicmap_atlas.png");
|
||||||
|
|
||||||
@@ -69,7 +69,7 @@ int main(void)
|
|||||||
DrawCubeTexture(texture, (Vector3){ -2.0f, 2.0f, 0.0f }, 2.0f, 4.0f, 2.0f, WHITE);
|
DrawCubeTexture(texture, (Vector3){ -2.0f, 2.0f, 0.0f }, 2.0f, 4.0f, 2.0f, WHITE);
|
||||||
|
|
||||||
// Draw cube with an applied texture, but only a defined rectangle piece of the texture
|
// Draw cube with an applied texture, but only a defined rectangle piece of the texture
|
||||||
DrawCubeTextureRec(texture, (Rectangle){ 0.0f, texture.height/2.0f, texture.width/2.0f, texture.height/2.0f },
|
DrawCubeTextureRec(texture, (Rectangle){ 0.0f, texture.height/2.0f, texture.width/2.0f, texture.height/2.0f },
|
||||||
(Vector3){ 2.0f, 1.0f, 0.0f }, 2.0f, 2.0f, 2.0f, WHITE);
|
(Vector3){ 2.0f, 1.0f, 0.0f }, 2.0f, 2.0f, 2.0f, WHITE);
|
||||||
|
|
||||||
DrawGrid(10, 1.0f); // Draw a grid
|
DrawGrid(10, 1.0f); // Draw a grid
|
||||||
@@ -85,7 +85,7 @@ int main(void)
|
|||||||
// De-Initialization
|
// De-Initialization
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
UnloadTexture(texture); // Unload texture
|
UnloadTexture(texture); // Unload texture
|
||||||
|
|
||||||
CloseWindow(); // Close window and OpenGL context
|
CloseWindow(); // Close window and OpenGL context
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
@@ -171,7 +171,7 @@ void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, f
|
|||||||
rlSetTexture(texture.id);
|
rlSetTexture(texture.id);
|
||||||
|
|
||||||
// We calculate the normalized texture coordinates for the desired texture-source-rectangle
|
// We calculate the normalized texture coordinates for the desired texture-source-rectangle
|
||||||
// It means converting from (tex.width, tex.height) coordinates to [0.0f, 1.0f] equivalent
|
// It means converting from (tex.width, tex.height) coordinates to [0.0f, 1.0f] equivalent
|
||||||
rlBegin(RL_QUADS);
|
rlBegin(RL_QUADS);
|
||||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||||
|
|
||||||
|
@@ -3,7 +3,7 @@
|
|||||||
* raylib [core] example - Doing skinning on the gpu using a vertex shader
|
* raylib [core] example - Doing skinning on the gpu using a vertex shader
|
||||||
*
|
*
|
||||||
* Example complexity rating: [★★★☆] 3/4
|
* Example complexity rating: [★★★☆] 3/4
|
||||||
*
|
*
|
||||||
* Example originally created with raylib 4.5, last time updated with raylib 4.5
|
* Example originally created with raylib 4.5, last time updated with raylib 4.5
|
||||||
*
|
*
|
||||||
* Example contributed by Daniel Holden (@orangeduck) and reviewed by Ramon Santamaria (@raysan5)
|
* Example contributed by Daniel Holden (@orangeduck) and reviewed by Ramon Santamaria (@raysan5)
|
||||||
@@ -12,7 +12,7 @@
|
|||||||
* BSD-like license that allows static linking with closed source software
|
* BSD-like license that allows static linking with closed source software
|
||||||
*
|
*
|
||||||
* Copyright (c) 2024-2025 Daniel Holden (@orangeduck)
|
* Copyright (c) 2024-2025 Daniel Holden (@orangeduck)
|
||||||
*
|
*
|
||||||
* Note: Due to limitations in the Apple OpenGL driver, this feature does not work on MacOS
|
* Note: Due to limitations in the Apple OpenGL driver, this feature does not work on MacOS
|
||||||
*
|
*
|
||||||
********************************************************************************************/
|
********************************************************************************************/
|
||||||
@@ -49,13 +49,13 @@ int main(void)
|
|||||||
|
|
||||||
// Load gltf model
|
// Load gltf model
|
||||||
Model characterModel = LoadModel("resources/models/gltf/greenman.glb"); // Load character model
|
Model characterModel = LoadModel("resources/models/gltf/greenman.glb"); // Load character model
|
||||||
|
|
||||||
// Load skinning shader
|
// Load skinning shader
|
||||||
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));
|
||||||
|
|
||||||
characterModel.materials[1].shader = skinningShader;
|
characterModel.materials[1].shader = skinningShader;
|
||||||
|
|
||||||
// Load gltf model animations
|
// Load gltf model animations
|
||||||
int animsCount = 0;
|
int animsCount = 0;
|
||||||
unsigned int animIndex = 0;
|
unsigned int animIndex = 0;
|
||||||
@@ -75,7 +75,7 @@ int main(void)
|
|||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
UpdateCamera(&camera, CAMERA_THIRD_PERSON);
|
UpdateCamera(&camera, CAMERA_THIRD_PERSON);
|
||||||
|
|
||||||
// Select current animation
|
// Select current animation
|
||||||
if (IsKeyPressed(KEY_T)) animIndex = (animIndex + 1)%animsCount;
|
if (IsKeyPressed(KEY_T)) animIndex = (animIndex + 1)%animsCount;
|
||||||
else if (IsKeyPressed(KEY_G)) animIndex = (animIndex + animsCount - 1)%animsCount;
|
else if (IsKeyPressed(KEY_G)) animIndex = (animIndex + animsCount - 1)%animsCount;
|
||||||
@@ -94,12 +94,12 @@ int main(void)
|
|||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
BeginMode3D(camera);
|
BeginMode3D(camera);
|
||||||
|
|
||||||
// Draw character mesh, pose calculation is done in shader (GPU skinning)
|
// Draw character mesh, pose calculation is done in shader (GPU skinning)
|
||||||
DrawMesh(characterModel.meshes[0], characterModel.materials[1], characterModel.transform);
|
DrawMesh(characterModel.meshes[0], characterModel.materials[1], characterModel.transform);
|
||||||
|
|
||||||
DrawGrid(10, 1.0f);
|
DrawGrid(10, 1.0f);
|
||||||
|
|
||||||
EndMode3D();
|
EndMode3D();
|
||||||
|
|
||||||
DrawText("Use the T/G to switch animation", 10, 10, 20, GRAY);
|
DrawText("Use the T/G to switch animation", 10, 10, 20, GRAY);
|
||||||
@@ -113,7 +113,7 @@ int main(void)
|
|||||||
UnloadModelAnimations(modelAnimations, animsCount); // Unload model animation
|
UnloadModelAnimations(modelAnimations, animsCount); // Unload model animation
|
||||||
UnloadModel(characterModel); // Unload model and meshes/material
|
UnloadModel(characterModel); // Unload model and meshes/material
|
||||||
UnloadShader(skinningShader); // Unload GPU skinning shader
|
UnloadShader(skinningShader); // Unload GPU skinning shader
|
||||||
|
|
||||||
CloseWindow(); // Close window and OpenGL context
|
CloseWindow(); // Close window and OpenGL context
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
@@ -45,7 +45,7 @@ int main(void)
|
|||||||
// Load gltf model
|
// Load gltf model
|
||||||
Model model = LoadModel("resources/models/gltf/robot.glb");
|
Model model = LoadModel("resources/models/gltf/robot.glb");
|
||||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||||
|
|
||||||
// Load gltf model animations
|
// Load gltf model animations
|
||||||
int animsCount = 0;
|
int animsCount = 0;
|
||||||
unsigned int animIndex = 0;
|
unsigned int animIndex = 0;
|
||||||
|
@@ -40,7 +40,7 @@ int main(void)
|
|||||||
const int screenWidth = 800;
|
const int screenWidth = 800;
|
||||||
const int screenHeight = 450;
|
const int screenHeight = 450;
|
||||||
|
|
||||||
const char* voxFileNames[] = {
|
const char *voxFileNames[] = {
|
||||||
"resources/models/vox/chr_knight.vox",
|
"resources/models/vox/chr_knight.vox",
|
||||||
"resources/models/vox/chr_sword.vox",
|
"resources/models/vox/chr_sword.vox",
|
||||||
"resources/models/vox/monu9.vox",
|
"resources/models/vox/monu9.vox",
|
||||||
@@ -57,24 +57,23 @@ int main(void)
|
|||||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||||
|
|
||||||
//--------------------------------------------------------------------------------------
|
|
||||||
// Load MagicaVoxel files
|
// Load MagicaVoxel files
|
||||||
Model models[MAX_VOX_FILES] = { 0 };
|
Model models[MAX_VOX_FILES] = { 0 };
|
||||||
|
|
||||||
for (int i = 0; i < MAX_VOX_FILES; i++)
|
for (int i = 0; i < MAX_VOX_FILES; i++)
|
||||||
{
|
{
|
||||||
// Load VOX file and measure time
|
// Load VOX file and measure time
|
||||||
double t0 = GetTime() * 1000.0;
|
double t0 = GetTime()*1000.0;
|
||||||
models[i] = LoadModel(voxFileNames[i]);
|
models[i] = LoadModel(voxFileNames[i]);
|
||||||
double t1 = GetTime() * 1000.0;
|
double t1 = GetTime()*1000.0;
|
||||||
|
|
||||||
TraceLog(LOG_WARNING, TextFormat("[%s] File loaded in %.3f ms", voxFileNames[i], t1 - t0));
|
TraceLog(LOG_WARNING, TextFormat("[%s] File loaded in %.3f ms", voxFileNames[i], t1 - t0));
|
||||||
|
|
||||||
// Compute model translation matrix to center model on draw position (0, 0 , 0)
|
// Compute model translation matrix to center model on draw position (0, 0 , 0)
|
||||||
BoundingBox bb = GetModelBoundingBox(models[i]);
|
BoundingBox bb = GetModelBoundingBox(models[i]);
|
||||||
Vector3 center = { 0 };
|
Vector3 center = { 0 };
|
||||||
center.x = bb.min.x + (((bb.max.x - bb.min.x) / 2));
|
center.x = bb.min.x + (((bb.max.x - bb.min.x)/2));
|
||||||
center.z = bb.min.z + (((bb.max.z - bb.min.z) / 2));
|
center.z = bb.min.z + (((bb.max.z - bb.min.z)/2));
|
||||||
|
|
||||||
Matrix matTranslate = MatrixTranslate(-center.x, 0, -center.z);
|
Matrix matTranslate = MatrixTranslate(-center.x, 0, -center.z);
|
||||||
models[i].transform = matTranslate;
|
models[i].transform = matTranslate;
|
||||||
@@ -82,14 +81,13 @@ int main(void)
|
|||||||
|
|
||||||
int currentModel = 0;
|
int currentModel = 0;
|
||||||
|
|
||||||
//--------------------------------------------------------------------------------------
|
|
||||||
// Load voxel shader
|
// Load voxel shader
|
||||||
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/voxel_lighting.vs", GLSL_VERSION),
|
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/voxel_lighting.vs", GLSL_VERSION),
|
||||||
TextFormat("resources/shaders/glsl%i/voxel_lighting.fs", GLSL_VERSION));
|
TextFormat("resources/shaders/glsl%i/voxel_lighting.fs", GLSL_VERSION));
|
||||||
|
|
||||||
// Get some required shader locations
|
// Get some required shader locations
|
||||||
shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
|
shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
|
||||||
// NOTE: "matModel" location name is automatically assigned on shader loading,
|
// NOTE: "matModel" location name is automatically assigned on shader loading,
|
||||||
// no need to get the location again if using that uniform name
|
// no need to get the location again if using that uniform name
|
||||||
//shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
|
//shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
|
||||||
|
|
||||||
|
@@ -47,17 +47,8 @@ int main(void)
|
|||||||
models[6] = LoadModelFromMesh(GenMeshKnot(1.0f, 2.0f, 16, 128));
|
models[6] = LoadModelFromMesh(GenMeshKnot(1.0f, 2.0f, 16, 128));
|
||||||
models[7] = LoadModelFromMesh(GenMeshPoly(5, 2.0f));
|
models[7] = LoadModelFromMesh(GenMeshPoly(5, 2.0f));
|
||||||
models[8] = LoadModelFromMesh(GenMeshCustom());
|
models[8] = LoadModelFromMesh(GenMeshCustom());
|
||||||
|
|
||||||
// Generated meshes could be exported as .obj files
|
// NOTE: Generated meshes could be exported using ExportMesh()
|
||||||
//ExportMesh(models[0].meshes[0], "plane.obj");
|
|
||||||
//ExportMesh(models[1].meshes[0], "cube.obj");
|
|
||||||
//ExportMesh(models[2].meshes[0], "sphere.obj");
|
|
||||||
//ExportMesh(models[3].meshes[0], "hemisphere.obj");
|
|
||||||
//ExportMesh(models[4].meshes[0], "cylinder.obj");
|
|
||||||
//ExportMesh(models[5].meshes[0], "torus.obj");
|
|
||||||
//ExportMesh(models[6].meshes[0], "knot.obj");
|
|
||||||
//ExportMesh(models[7].meshes[0], "poly.obj");
|
|
||||||
//ExportMesh(models[8].meshes[0], "custom.obj");
|
|
||||||
|
|
||||||
// Set checked texture as default diffuse component for all models material
|
// Set checked texture as default diffuse component for all models material
|
||||||
for (int i = 0; i < NUM_MODELS; i++) models[i].materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
|
for (int i = 0; i < NUM_MODELS; i++) models[i].materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
|
||||||
|
@@ -137,7 +137,7 @@ int main(void)
|
|||||||
RayCollision meshHitInfo = { 0 };
|
RayCollision meshHitInfo = { 0 };
|
||||||
for (int m = 0; m < tower.meshCount; m++)
|
for (int m = 0; m < tower.meshCount; m++)
|
||||||
{
|
{
|
||||||
// NOTE: We consider the model.transform for the collision check but
|
// NOTE: We consider the model.transform for the collision check but
|
||||||
// it can be checked against any transform Matrix, used when checking against same
|
// it can be checked against any transform Matrix, used when checking against same
|
||||||
// model drawn multiple times with multiple transforms
|
// model drawn multiple times with multiple transforms
|
||||||
meshHitInfo = GetRayCollisionMesh(ray, tower.meshes[m], tower.transform);
|
meshHitInfo = GetRayCollisionMesh(ray, tower.meshes[m], tower.transform);
|
||||||
@@ -145,7 +145,7 @@ int main(void)
|
|||||||
{
|
{
|
||||||
// Save the closest hit mesh
|
// Save the closest hit mesh
|
||||||
if ((!collision.hit) || (collision.distance > meshHitInfo.distance)) collision = meshHitInfo;
|
if ((!collision.hit) || (collision.distance > meshHitInfo.distance)) collision = meshHitInfo;
|
||||||
|
|
||||||
break; // Stop once one mesh collision is detected, the colliding mesh is m
|
break; // Stop once one mesh collision is detected, the colliding mesh is m
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@@ -35,7 +35,7 @@ int main()
|
|||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
const int screenWidth = 800;
|
const int screenWidth = 800;
|
||||||
const int screenHeight = 450;
|
const int screenHeight = 450;
|
||||||
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - point rendering");
|
InitWindow(screenWidth, screenHeight, "raylib [models] example - point rendering");
|
||||||
|
|
||||||
Camera camera = {
|
Camera camera = {
|
||||||
@@ -50,10 +50,10 @@ int main()
|
|||||||
bool useDrawModelPoints = true;
|
bool useDrawModelPoints = true;
|
||||||
bool numPointsChanged = false;
|
bool numPointsChanged = false;
|
||||||
int numPoints = 1000;
|
int numPoints = 1000;
|
||||||
|
|
||||||
Mesh mesh = GenMeshPoints(numPoints);
|
Mesh mesh = GenMeshPoints(numPoints);
|
||||||
Model model = LoadModelFromMesh(mesh);
|
Model model = LoadModelFromMesh(mesh);
|
||||||
|
|
||||||
//SetTargetFPS(60);
|
//SetTargetFPS(60);
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
@@ -114,14 +114,14 @@ int main()
|
|||||||
.b = mesh.colors[i*4 + 2],
|
.b = mesh.colors[i*4 + 2],
|
||||||
.a = mesh.colors[i*4 + 3],
|
.a = mesh.colors[i*4 + 3],
|
||||||
};
|
};
|
||||||
|
|
||||||
DrawPoint3D(pos, color);
|
DrawPoint3D(pos, color);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Draw a unit sphere for reference
|
// Draw a unit sphere for reference
|
||||||
DrawSphereWires(position, 1.0f, 10, 10, YELLOW);
|
DrawSphereWires(position, 1.0f, 10, 10, YELLOW);
|
||||||
|
|
||||||
EndMode3D();
|
EndMode3D();
|
||||||
|
|
||||||
// Draw UI text
|
// Draw UI text
|
||||||
@@ -129,12 +129,12 @@ int main()
|
|||||||
DrawText("Up - increase points", 20, 70, 20, WHITE);
|
DrawText("Up - increase points", 20, 70, 20, WHITE);
|
||||||
DrawText("Down - decrease points", 20, 100, 20, WHITE);
|
DrawText("Down - decrease points", 20, 100, 20, WHITE);
|
||||||
DrawText("Space - drawing function", 20, 130, 20, WHITE);
|
DrawText("Space - drawing function", 20, 130, 20, WHITE);
|
||||||
|
|
||||||
if (useDrawModelPoints) DrawText("Using: DrawModelPoints()", 20, 160, 20, GREEN);
|
if (useDrawModelPoints) DrawText("Using: DrawModelPoints()", 20, 160, 20, GREEN);
|
||||||
else DrawText("Using: DrawPoint3D()", 20, 160, 20, RED);
|
else DrawText("Using: DrawPoint3D()", 20, 160, 20, RED);
|
||||||
|
|
||||||
DrawFPS(10, 10);
|
DrawFPS(10, 10);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
}
|
}
|
||||||
@@ -151,7 +151,7 @@ int main()
|
|||||||
// Generate a spherical point cloud
|
// Generate a spherical point cloud
|
||||||
static Mesh GenMeshPoints(int numPoints)
|
static Mesh GenMeshPoints(int numPoints)
|
||||||
{
|
{
|
||||||
Mesh mesh = {
|
Mesh mesh = {
|
||||||
.triangleCount = 1,
|
.triangleCount = 1,
|
||||||
.vertexCount = numPoints,
|
.vertexCount = numPoints,
|
||||||
.vertices = (float *)MemAlloc(numPoints*3*sizeof(float)),
|
.vertices = (float *)MemAlloc(numPoints*3*sizeof(float)),
|
||||||
@@ -164,13 +164,13 @@ static Mesh GenMeshPoints(int numPoints)
|
|||||||
float theta = ((float)PI*rand())/RAND_MAX;
|
float theta = ((float)PI*rand())/RAND_MAX;
|
||||||
float phi = (2.0f*PI*rand())/RAND_MAX;
|
float phi = (2.0f*PI*rand())/RAND_MAX;
|
||||||
float r = (10.0f*rand())/RAND_MAX;
|
float r = (10.0f*rand())/RAND_MAX;
|
||||||
|
|
||||||
mesh.vertices[i*3 + 0] = r*sinf(theta)*cosf(phi);
|
mesh.vertices[i*3 + 0] = r*sinf(theta)*cosf(phi);
|
||||||
mesh.vertices[i*3 + 1] = r*sinf(theta)*sinf(phi);
|
mesh.vertices[i*3 + 1] = r*sinf(theta)*sinf(phi);
|
||||||
mesh.vertices[i*3 + 2] = r*cosf(theta);
|
mesh.vertices[i*3 + 2] = r*cosf(theta);
|
||||||
|
|
||||||
Color color = ColorFromHSV(r*360.0f, 1.0f, 1.0f);
|
Color color = ColorFromHSV(r*360.0f, 1.0f, 1.0f);
|
||||||
|
|
||||||
mesh.colors[i*4 + 0] = color.r;
|
mesh.colors[i*4 + 0] = color.r;
|
||||||
mesh.colors[i*4 + 1] = color.g;
|
mesh.colors[i*4 + 1] = color.g;
|
||||||
mesh.colors[i*4 + 2] = color.b;
|
mesh.colors[i*4 + 2] = color.b;
|
||||||
@@ -179,6 +179,6 @@ static Mesh GenMeshPoints(int numPoints)
|
|||||||
|
|
||||||
// Upload mesh data from CPU (RAM) to GPU (VRAM) memory
|
// Upload mesh data from CPU (RAM) to GPU (VRAM) memory
|
||||||
UploadMesh(&mesh, false);
|
UploadMesh(&mesh, false);
|
||||||
|
|
||||||
return mesh;
|
return mesh;
|
||||||
}
|
}
|
||||||
|
@@ -1,6 +1,6 @@
|
|||||||
/*******************************************************************************************
|
/*******************************************************************************************
|
||||||
*
|
*
|
||||||
* raylib [models] example - rlgl module usage with push/pop matrix transformations
|
* raylib [models] example - rlgl solar system
|
||||||
*
|
*
|
||||||
* Example complexity rating: [★★★★] 4/4
|
* Example complexity rating: [★★★★] 4/4
|
||||||
*
|
*
|
||||||
@@ -41,7 +41,7 @@ int main(void)
|
|||||||
const float moonRadius = 0.16f;
|
const float moonRadius = 0.16f;
|
||||||
const float moonOrbitRadius = 1.5f;
|
const float moonOrbitRadius = 1.5f;
|
||||||
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - rlgl module usage with push/pop matrix transformations");
|
InitWindow(screenWidth, screenHeight, "raylib [models] example - rlgl solar system");
|
||||||
|
|
||||||
// Define the camera to look into our 3d world
|
// Define the camera to look into our 3d world
|
||||||
Camera camera = { 0 };
|
Camera camera = { 0 };
|
||||||
|
@@ -70,7 +70,7 @@ int main(void)
|
|||||||
SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
|
SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
|
||||||
|
|
||||||
char skyboxFileName[256] = { 0 };
|
char skyboxFileName[256] = { 0 };
|
||||||
|
|
||||||
if (useHDR)
|
if (useHDR)
|
||||||
{
|
{
|
||||||
TextCopy(skyboxFileName, "resources/dresden_square_2k.hdr");
|
TextCopy(skyboxFileName, "resources/dresden_square_2k.hdr");
|
||||||
@@ -116,7 +116,7 @@ int main(void)
|
|||||||
{
|
{
|
||||||
// Unload current cubemap texture to load new one
|
// Unload current cubemap texture to load new one
|
||||||
UnloadTexture(skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture);
|
UnloadTexture(skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture);
|
||||||
|
|
||||||
if (useHDR)
|
if (useHDR)
|
||||||
{
|
{
|
||||||
// Load HDR panorama (sphere) texture
|
// Load HDR panorama (sphere) texture
|
||||||
@@ -124,7 +124,7 @@ int main(void)
|
|||||||
|
|
||||||
// Generate cubemap from panorama texture
|
// Generate cubemap from panorama texture
|
||||||
skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
|
skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
|
||||||
|
|
||||||
UnloadTexture(panorama); // Texture not required anymore, cubemap already generated
|
UnloadTexture(panorama); // Texture not required anymore, cubemap already generated
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
@@ -223,7 +223,7 @@ static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int s
|
|||||||
};
|
};
|
||||||
|
|
||||||
rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions
|
rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions
|
||||||
|
|
||||||
// Activate and enable texture for drawing to cubemap faces
|
// Activate and enable texture for drawing to cubemap faces
|
||||||
rlActiveTextureSlot(0);
|
rlActiveTextureSlot(0);
|
||||||
rlEnableTexture(panorama.id);
|
rlEnableTexture(panorama.id);
|
||||||
@@ -232,7 +232,7 @@ static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int s
|
|||||||
{
|
{
|
||||||
// Set the view matrix for the current cube face
|
// Set the view matrix for the current cube face
|
||||||
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
|
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
|
||||||
|
|
||||||
// Select the current cubemap face attachment for the fbo
|
// Select the current cubemap face attachment for the fbo
|
||||||
// WARNING: This function by default enables->attach->disables fbo!!!
|
// WARNING: This function by default enables->attach->disables fbo!!!
|
||||||
rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, 0);
|
rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, 0);
|
||||||
|
@@ -32,7 +32,7 @@ int main(void)
|
|||||||
const int screenHeight = 450;
|
const int screenHeight = 450;
|
||||||
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - tesseract view");
|
InitWindow(screenWidth, screenHeight, "raylib [models] example - tesseract view");
|
||||||
|
|
||||||
// Define the camera to look into our 3d world
|
// Define the camera to look into our 3d world
|
||||||
Camera camera = { 0 };
|
Camera camera = { 0 };
|
||||||
camera.position = (Vector3){ 4.0f, 4.0f, 4.0f }; // Camera position
|
camera.position = (Vector3){ 4.0f, 4.0f, 4.0f }; // Camera position
|
||||||
@@ -43,16 +43,16 @@ int main(void)
|
|||||||
|
|
||||||
// Find the coordinates by setting XYZW to +-1
|
// Find the coordinates by setting XYZW to +-1
|
||||||
Vector4 tesseract[16] = {
|
Vector4 tesseract[16] = {
|
||||||
{ 1, 1, 1, 1 }, { 1, 1, 1, -1 },
|
{ 1, 1, 1, 1 }, { 1, 1, 1, -1 },
|
||||||
{ 1, 1, -1, 1 }, { 1, 1, -1, -1 },
|
{ 1, 1, -1, 1 }, { 1, 1, -1, -1 },
|
||||||
{ 1, -1, 1, 1 }, { 1, -1, 1, -1 },
|
{ 1, -1, 1, 1 }, { 1, -1, 1, -1 },
|
||||||
{ 1, -1, -1, 1 }, { 1, -1, -1, -1 },
|
{ 1, -1, -1, 1 }, { 1, -1, -1, -1 },
|
||||||
{ -1, 1, 1, 1 }, { -1, 1, 1, -1 },
|
{ -1, 1, 1, 1 }, { -1, 1, 1, -1 },
|
||||||
{ -1, 1, -1, 1 }, { -1, 1, -1, -1 },
|
{ -1, 1, -1, 1 }, { -1, 1, -1, -1 },
|
||||||
{ -1, -1, 1, 1 }, { -1, -1, 1, -1 },
|
{ -1, -1, 1, 1 }, { -1, -1, 1, -1 },
|
||||||
{ -1, -1, -1, 1 }, { -1, -1, -1, -1 },
|
{ -1, -1, -1, 1 }, { -1, -1, -1, -1 },
|
||||||
};
|
};
|
||||||
|
|
||||||
float rotation = 0.0f;
|
float rotation = 0.0f;
|
||||||
Vector3 transformed[16] = { 0 };
|
Vector3 transformed[16] = { 0 };
|
||||||
float wValues[16] = { 0 };
|
float wValues[16] = { 0 };
|
||||||
@@ -66,7 +66,7 @@ int main(void)
|
|||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
rotation = DEG2RAD*45.0f*GetTime();
|
rotation = DEG2RAD*45.0f*GetTime();
|
||||||
|
|
||||||
for (int i = 0; i < 16; i++)
|
for (int i = 0; i < 16; i++)
|
||||||
{
|
{
|
||||||
Vector4 p = tesseract[i];
|
Vector4 p = tesseract[i];
|
||||||
@@ -92,9 +92,9 @@ int main(void)
|
|||||||
// Draw
|
// Draw
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
|
|
||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
BeginMode3D(camera);
|
BeginMode3D(camera);
|
||||||
for (int i = 0; i < 16; i++)
|
for (int i = 0; i < 16; i++)
|
||||||
{
|
{
|
||||||
@@ -114,7 +114,7 @@ int main(void)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
EndMode3D();
|
EndMode3D();
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
}
|
}
|
||||||
|
@@ -91,7 +91,7 @@ int main()
|
|||||||
};
|
};
|
||||||
|
|
||||||
// Pick a color with a hue depending on cube position for the rainbow color effect
|
// Pick a color with a hue depending on cube position for the rainbow color effect
|
||||||
// NOTE: This function is quite costly to be done per cube and frame,
|
// NOTE: This function is quite costly to be done per cube and frame,
|
||||||
// pre-catching the results into a separate array could improve performance
|
// pre-catching the results into a separate array could improve performance
|
||||||
Color cubeColor = ColorFromHSV((float)(((x + y + z)*18)%360), 0.75f, 0.9f);
|
Color cubeColor = ColorFromHSV((float)(((x + y + z)*18)%360), 0.75f, 0.9f);
|
||||||
|
|
||||||
|
27
examples/models/resources/shaders/glsl120/cubemap.fs
Normal file
27
examples/models/resources/shaders/glsl120/cubemap.fs
Normal file
@@ -0,0 +1,27 @@
|
|||||||
|
#version 120
|
||||||
|
|
||||||
|
// Input vertex attributes (from vertex shader)
|
||||||
|
varying vec3 fragPosition;
|
||||||
|
|
||||||
|
// Input uniform values
|
||||||
|
uniform sampler2D equirectangularMap;
|
||||||
|
|
||||||
|
vec2 SampleSphericalMap(vec3 v)
|
||||||
|
{
|
||||||
|
vec2 uv = vec2(atan(v.z, v.x), asin(v.y));
|
||||||
|
uv *= vec2(0.1591, 0.3183);
|
||||||
|
uv += 0.5;
|
||||||
|
return uv;
|
||||||
|
}
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// Normalize local position
|
||||||
|
vec2 uv = SampleSphericalMap(normalize(fragPosition));
|
||||||
|
|
||||||
|
// Fetch color from texture map
|
||||||
|
vec3 color = texture2D(equirectangularMap, uv).rgb;
|
||||||
|
|
||||||
|
// Calculate final fragment color
|
||||||
|
gl_FragColor = vec4(color, 1.0);
|
||||||
|
}
|
20
examples/models/resources/shaders/glsl120/cubemap.vs
Normal file
20
examples/models/resources/shaders/glsl120/cubemap.vs
Normal file
@@ -0,0 +1,20 @@
|
|||||||
|
#version 120
|
||||||
|
|
||||||
|
// Input vertex attributes
|
||||||
|
attribute vec3 vertexPosition;
|
||||||
|
|
||||||
|
// Input uniform values
|
||||||
|
uniform mat4 matProjection;
|
||||||
|
uniform mat4 matView;
|
||||||
|
|
||||||
|
// Output vertex attributes (to fragment shader)
|
||||||
|
varying vec3 fragPosition;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// Calculate fragment position based on model transformations
|
||||||
|
fragPosition = vertexPosition;
|
||||||
|
|
||||||
|
// Calculate final vertex position
|
||||||
|
gl_Position = matProjection*matView*vec4(vertexPosition, 1.0);
|
||||||
|
}
|
18
examples/models/resources/shaders/glsl120/skinning.fs
Normal file
18
examples/models/resources/shaders/glsl120/skinning.fs
Normal file
@@ -0,0 +1,18 @@
|
|||||||
|
#version 120
|
||||||
|
|
||||||
|
// Input vertex attributes (from vertex shader)
|
||||||
|
varying vec2 fragTexCoord;
|
||||||
|
varying vec4 fragColor;
|
||||||
|
|
||||||
|
// Input uniform values
|
||||||
|
uniform sampler2D texture0;
|
||||||
|
uniform vec4 colDiffuse;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// Fetch color from texture sampler
|
||||||
|
vec4 texelColor = texture2D(texture0, fragTexCoord);
|
||||||
|
|
||||||
|
// Calculate final fragment color
|
||||||
|
gl_FragColor = texelColor*colDiffuse*fragColor;
|
||||||
|
}
|
59
examples/models/resources/shaders/glsl120/skinning.vs
Normal file
59
examples/models/resources/shaders/glsl120/skinning.vs
Normal file
@@ -0,0 +1,59 @@
|
|||||||
|
#version 120
|
||||||
|
|
||||||
|
#define MAX_BONE_NUM 64
|
||||||
|
|
||||||
|
// Input vertex attributes
|
||||||
|
attribute vec3 vertexPosition;
|
||||||
|
attribute vec2 vertexTexCoord;
|
||||||
|
attribute vec4 vertexColor;
|
||||||
|
attribute vec4 vertexBoneIds;
|
||||||
|
attribute vec4 vertexBoneWeights;
|
||||||
|
|
||||||
|
// Input uniform values
|
||||||
|
uniform mat4 mvp;
|
||||||
|
uniform mat4 boneMatrices[MAX_BONE_NUM];
|
||||||
|
|
||||||
|
// Output vertex attributes (to fragment shader)
|
||||||
|
varying vec2 fragTexCoord;
|
||||||
|
varying vec4 fragColor;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
int boneIndex0 = int(vertexBoneIds.x);
|
||||||
|
int boneIndex1 = int(vertexBoneIds.y);
|
||||||
|
int boneIndex2 = int(vertexBoneIds.z);
|
||||||
|
int boneIndex3 = int(vertexBoneIds.w);
|
||||||
|
|
||||||
|
// WARNING: OpenGL ES 2.0 does not support automatic matrix transposing, neither transpose() function
|
||||||
|
mat4 boneMatrixTransposed0 = mat4(
|
||||||
|
vec4(boneMatrices[boneIndex0][0].x, boneMatrices[boneIndex0][1].x, boneMatrices[boneIndex0][2].x, boneMatrices[boneIndex0][3].x),
|
||||||
|
vec4(boneMatrices[boneIndex0][0].y, boneMatrices[boneIndex0][1].y, boneMatrices[boneIndex0][2].y, boneMatrices[boneIndex0][3].y),
|
||||||
|
vec4(boneMatrices[boneIndex0][0].z, boneMatrices[boneIndex0][1].z, boneMatrices[boneIndex0][2].z, boneMatrices[boneIndex0][3].z),
|
||||||
|
vec4(boneMatrices[boneIndex0][0].w, boneMatrices[boneIndex0][1].w, boneMatrices[boneIndex0][2].w, boneMatrices[boneIndex0][3].w));
|
||||||
|
mat4 boneMatrixTransposed1 = mat4(
|
||||||
|
vec4(boneMatrices[boneIndex1][0].x, boneMatrices[boneIndex1][1].x, boneMatrices[boneIndex1][2].x, boneMatrices[boneIndex1][3].x),
|
||||||
|
vec4(boneMatrices[boneIndex1][0].y, boneMatrices[boneIndex1][1].y, boneMatrices[boneIndex1][2].y, boneMatrices[boneIndex1][3].y),
|
||||||
|
vec4(boneMatrices[boneIndex1][0].z, boneMatrices[boneIndex1][1].z, boneMatrices[boneIndex1][2].z, boneMatrices[boneIndex1][3].z),
|
||||||
|
vec4(boneMatrices[boneIndex1][0].w, boneMatrices[boneIndex1][1].w, boneMatrices[boneIndex1][2].w, boneMatrices[boneIndex1][3].w));
|
||||||
|
mat4 boneMatrixTransposed2 = mat4(
|
||||||
|
vec4(boneMatrices[boneIndex2][0].x, boneMatrices[boneIndex2][1].x, boneMatrices[boneIndex2][2].x, boneMatrices[boneIndex2][3].x),
|
||||||
|
vec4(boneMatrices[boneIndex2][0].y, boneMatrices[boneIndex2][1].y, boneMatrices[boneIndex2][2].y, boneMatrices[boneIndex2][3].y),
|
||||||
|
vec4(boneMatrices[boneIndex2][0].z, boneMatrices[boneIndex2][1].z, boneMatrices[boneIndex2][2].z, boneMatrices[boneIndex2][3].z),
|
||||||
|
vec4(boneMatrices[boneIndex2][0].w, boneMatrices[boneIndex2][1].w, boneMatrices[boneIndex2][2].w, boneMatrices[boneIndex2][3].w));
|
||||||
|
mat4 boneMatrixTransposed3 = mat4(
|
||||||
|
vec4(boneMatrices[boneIndex3][0].x, boneMatrices[boneIndex3][1].x, boneMatrices[boneIndex3][2].x, boneMatrices[boneIndex3][3].x),
|
||||||
|
vec4(boneMatrices[boneIndex3][0].y, boneMatrices[boneIndex3][1].y, boneMatrices[boneIndex3][2].y, boneMatrices[boneIndex3][3].y),
|
||||||
|
vec4(boneMatrices[boneIndex3][0].z, boneMatrices[boneIndex3][1].z, boneMatrices[boneIndex3][2].z, boneMatrices[boneIndex3][3].z),
|
||||||
|
vec4(boneMatrices[boneIndex3][0].w, boneMatrices[boneIndex3][1].w, boneMatrices[boneIndex3][2].w, boneMatrices[boneIndex3][3].w));
|
||||||
|
|
||||||
|
vec4 skinnedPosition =
|
||||||
|
vertexBoneWeights.x*(boneMatrixTransposed0*vec4(vertexPosition, 1.0)) +
|
||||||
|
vertexBoneWeights.y*(boneMatrixTransposed1*vec4(vertexPosition, 1.0)) +
|
||||||
|
vertexBoneWeights.z*(boneMatrixTransposed2*vec4(vertexPosition, 1.0)) +
|
||||||
|
vertexBoneWeights.w*(boneMatrixTransposed3*vec4(vertexPosition, 1.0));
|
||||||
|
|
||||||
|
fragTexCoord = vertexTexCoord;
|
||||||
|
fragColor = vertexColor;
|
||||||
|
|
||||||
|
gl_Position = mvp*skinnedPosition;
|
||||||
|
}
|
29
examples/models/resources/shaders/glsl120/skybox.fs
Normal file
29
examples/models/resources/shaders/glsl120/skybox.fs
Normal file
@@ -0,0 +1,29 @@
|
|||||||
|
#version 120
|
||||||
|
|
||||||
|
// Input vertex attributes (from vertex shader)
|
||||||
|
varying vec3 fragPosition;
|
||||||
|
|
||||||
|
// Input uniform values
|
||||||
|
uniform samplerCube environmentMap;
|
||||||
|
uniform bool vflipped;
|
||||||
|
uniform bool doGamma;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// Fetch color from texture map
|
||||||
|
vec4 texelColor = vec4(0.0);
|
||||||
|
|
||||||
|
if (vflipped) texelColor = textureCube(environmentMap, vec3(fragPosition.x, -fragPosition.y, fragPosition.z));
|
||||||
|
else texelColor = textureCube(environmentMap, fragPosition);
|
||||||
|
|
||||||
|
vec3 color = vec3(texelColor.x, texelColor.y, texelColor.z);
|
||||||
|
|
||||||
|
if (doGamma) // Apply gamma correction
|
||||||
|
{
|
||||||
|
color = color/(color + vec3(1.0));
|
||||||
|
color = pow(color, vec3(1.0/2.2));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Calculate final fragment color
|
||||||
|
gl_FragColor = vec4(color, 1.0);
|
||||||
|
}
|
24
examples/models/resources/shaders/glsl120/skybox.vs
Normal file
24
examples/models/resources/shaders/glsl120/skybox.vs
Normal file
@@ -0,0 +1,24 @@
|
|||||||
|
#version 120
|
||||||
|
|
||||||
|
// Input vertex attributes
|
||||||
|
attribute vec3 vertexPosition;
|
||||||
|
|
||||||
|
// Input uniform values
|
||||||
|
uniform mat4 matProjection;
|
||||||
|
uniform mat4 matView;
|
||||||
|
|
||||||
|
// Output vertex attributes (to fragment shader)
|
||||||
|
varying vec3 fragPosition;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// Calculate fragment position based on model transformations
|
||||||
|
fragPosition = vertexPosition;
|
||||||
|
|
||||||
|
// Remove translation from the view matrix
|
||||||
|
mat4 rotView = mat4(mat3(matView));
|
||||||
|
vec4 clipPos = matProjection*rotView*vec4(vertexPosition, 1.0);
|
||||||
|
|
||||||
|
// Calculate final vertex position
|
||||||
|
gl_Position = clipPos;
|
||||||
|
}
|
@@ -30,18 +30,18 @@
|
|||||||
|
|
||||||
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_DESKTOP_SDL)
|
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_DESKTOP_SDL)
|
||||||
#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
|
||||||
#define glBindVertexArray glBindVertexArrayOES
|
#define glBindVertexArray glBindVertexArrayOES
|
||||||
#define glDeleteVertexArrays glDeleteVertexArraysOES
|
#define glDeleteVertexArrays glDeleteVertexArraysOES
|
||||||
#define GLSL_VERSION 100
|
#define GLSL_VERSION 100
|
||||||
#else
|
#else
|
||||||
#if defined(__APPLE__)
|
#if defined(__APPLE__)
|
||||||
#define GL_SILENCE_DEPRECATION // Silence Opengl API deprecation warnings
|
#define GL_SILENCE_DEPRECATION // Silence Opengl API deprecation warnings
|
||||||
#include <OpenGL/gl3.h> // OpenGL 3 library for OSX
|
#include <OpenGL/gl3.h> // OpenGL 3 library for OSX
|
||||||
#include <OpenGL/gl3ext.h> // OpenGL 3 extensions library for OSX
|
#include <OpenGL/gl3ext.h> // OpenGL 3 extensions library for OSX
|
||||||
#else
|
#else
|
||||||
#include "glad.h" // Required for: OpenGL functionality
|
#include "glad.h" // Required for: OpenGL functionality
|
||||||
#endif
|
#endif
|
||||||
#define GLSL_VERSION 330
|
#define GLSL_VERSION 330
|
||||||
#endif
|
#endif
|
||||||
@@ -71,7 +71,7 @@ int main(void)
|
|||||||
const int screenWidth = 800;
|
const int screenWidth = 800;
|
||||||
const int screenHeight = 450;
|
const int screenHeight = 450;
|
||||||
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib - point particles");
|
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - point particles");
|
||||||
|
|
||||||
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/point_particle.vs", GLSL_VERSION),
|
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/point_particle.vs", GLSL_VERSION),
|
||||||
TextFormat("resources/shaders/glsl%i/point_particle.fs", GLSL_VERSION));
|
TextFormat("resources/shaders/glsl%i/point_particle.fs", GLSL_VERSION));
|
||||||
@@ -86,13 +86,13 @@ int main(void)
|
|||||||
{
|
{
|
||||||
particles[i].x = (float)GetRandomValue(20, screenWidth - 20);
|
particles[i].x = (float)GetRandomValue(20, screenWidth - 20);
|
||||||
particles[i].y = (float)GetRandomValue(50, screenHeight - 20);
|
particles[i].y = (float)GetRandomValue(50, screenHeight - 20);
|
||||||
|
|
||||||
// Give each particle a slightly different period. But don't spread it to much.
|
// Give each particle a slightly different period. But don't spread it to much.
|
||||||
// This way the particles line up every so often and you get a glimps of what is going on.
|
// This way the particles line up every so often and you get a glimps of what is going on.
|
||||||
particles[i].period = (float)GetRandomValue(10, 30)/10.0f;
|
particles[i].period = (float)GetRandomValue(10, 30)/10.0f;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Create a plain OpenGL vertex buffer with the data and an vertex array object
|
// Create a plain OpenGL vertex buffer with the data and an vertex array object
|
||||||
// that feeds the data from the buffer into the vertexPosition shader attribute.
|
// that feeds the data from the buffer into the vertexPosition shader attribute.
|
||||||
GLuint vao = 0;
|
GLuint vao = 0;
|
||||||
GLuint vbo = 0;
|
GLuint vbo = 0;
|
||||||
@@ -125,13 +125,13 @@ int main(void)
|
|||||||
|
|
||||||
DrawRectangle(10, 10, 210, 30, MAROON);
|
DrawRectangle(10, 10, 210, 30, MAROON);
|
||||||
DrawText(TextFormat("%zu particles in one vertex buffer", MAX_PARTICLES), 20, 20, 10, RAYWHITE);
|
DrawText(TextFormat("%zu particles in one vertex buffer", MAX_PARTICLES), 20, 20, 10, RAYWHITE);
|
||||||
|
|
||||||
rlDrawRenderBatchActive(); // Draw iternal buffers data (previous draw calls)
|
rlDrawRenderBatchActive(); // Draw iternal buffers data (previous draw calls)
|
||||||
|
|
||||||
// Switch to plain OpenGL
|
// Switch to plain OpenGL
|
||||||
//------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------
|
||||||
glUseProgram(shader.id);
|
glUseProgram(shader.id);
|
||||||
|
|
||||||
glUniform1f(currentTimeLoc, GetTime());
|
glUniform1f(currentTimeLoc, GetTime());
|
||||||
|
|
||||||
Vector4 color = ColorNormalize((Color){ 255, 0, 0, 128 });
|
Vector4 color = ColorNormalize((Color){ 255, 0, 0, 128 });
|
||||||
@@ -139,18 +139,18 @@ int main(void)
|
|||||||
|
|
||||||
// Get the current modelview and projection matrix so the particle system is displayed and transformed
|
// Get the current modelview and projection matrix so the particle system is displayed and transformed
|
||||||
Matrix modelViewProjection = MatrixMultiply(rlGetMatrixModelview(), rlGetMatrixProjection());
|
Matrix modelViewProjection = MatrixMultiply(rlGetMatrixModelview(), rlGetMatrixProjection());
|
||||||
|
|
||||||
glUniformMatrix4fv(shader.locs[SHADER_LOC_MATRIX_MVP], 1, false, MatrixToFloat(modelViewProjection));
|
glUniformMatrix4fv(shader.locs[SHADER_LOC_MATRIX_MVP], 1, false, MatrixToFloat(modelViewProjection));
|
||||||
|
|
||||||
glBindVertexArray(vao);
|
glBindVertexArray(vao);
|
||||||
glDrawArrays(GL_POINTS, 0, MAX_PARTICLES);
|
glDrawArrays(GL_POINTS, 0, MAX_PARTICLES);
|
||||||
glBindVertexArray(0);
|
glBindVertexArray(0);
|
||||||
|
|
||||||
glUseProgram(0);
|
glUseProgram(0);
|
||||||
//------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------
|
||||||
|
|
||||||
DrawFPS(screenWidth - 100, 10);
|
DrawFPS(screenWidth - 100, 10);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
}
|
}
|
||||||
|
@@ -12,7 +12,7 @@
|
|||||||
* Copyright (c) 2023-2025 Ramon Santamaria (@raysan5)
|
* Copyright (c) 2023-2025 Ramon Santamaria (@raysan5)
|
||||||
*
|
*
|
||||||
********************************************************************************************/
|
********************************************************************************************/
|
||||||
|
|
||||||
#include "raylib.h"
|
#include "raylib.h"
|
||||||
|
|
||||||
#include "raymath.h"
|
#include "raymath.h"
|
||||||
@@ -32,7 +32,7 @@ int main(void)
|
|||||||
Vector2 v0 = { screenWidth/2, screenHeight/2 };
|
Vector2 v0 = { screenWidth/2, screenHeight/2 };
|
||||||
Vector2 v1 = Vector2Add(v0, (Vector2){ 100.0f, 80.0f });
|
Vector2 v1 = Vector2Add(v0, (Vector2){ 100.0f, 80.0f });
|
||||||
Vector2 v2 = { 0 }; // Updated with mouse position
|
Vector2 v2 = { 0 }; // Updated with mouse position
|
||||||
|
|
||||||
float angle = 0.0f; // Angle in degrees
|
float angle = 0.0f; // Angle in degrees
|
||||||
int angleMode = 0; // 0-Vector2Angle(), 1-Vector2LineAngle()
|
int angleMode = 0; // 0-Vector2Angle(), 1-Vector2LineAngle()
|
||||||
|
|
||||||
@@ -47,12 +47,12 @@ int main(void)
|
|||||||
float startangle = 0.0f;
|
float startangle = 0.0f;
|
||||||
|
|
||||||
if (angleMode == 0) startangle = -Vector2LineAngle(v0, v1)*RAD2DEG;
|
if (angleMode == 0) startangle = -Vector2LineAngle(v0, v1)*RAD2DEG;
|
||||||
if (angleMode == 1) startangle = 0.0f;
|
if (angleMode == 1) startangle = 0.0f;
|
||||||
|
|
||||||
v2 = GetMousePosition();
|
v2 = GetMousePosition();
|
||||||
|
|
||||||
if (IsKeyPressed(KEY_SPACE)) angleMode = !angleMode;
|
if (IsKeyPressed(KEY_SPACE)) angleMode = !angleMode;
|
||||||
|
|
||||||
if ((angleMode == 0) && IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) v1 = GetMousePosition();
|
if ((angleMode == 0) && IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) v1 = GetMousePosition();
|
||||||
|
|
||||||
if (angleMode == 0)
|
if (angleMode == 0)
|
||||||
@@ -75,12 +75,12 @@ int main(void)
|
|||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
|
|
||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
if (angleMode == 0)
|
if (angleMode == 0)
|
||||||
{
|
{
|
||||||
DrawText("MODE 0: Angle between V1 and V2", 10, 10, 20, BLACK);
|
DrawText("MODE 0: Angle between V1 and V2", 10, 10, 20, BLACK);
|
||||||
DrawText("Right Click to Move V2", 10, 30, 20, DARKGRAY);
|
DrawText("Right Click to Move V2", 10, 30, 20, DARKGRAY);
|
||||||
|
|
||||||
DrawLineEx(v0, v1, 2.0f, BLACK);
|
DrawLineEx(v0, v1, 2.0f, BLACK);
|
||||||
DrawLineEx(v0, v2, 2.0f, RED);
|
DrawLineEx(v0, v2, 2.0f, RED);
|
||||||
|
|
||||||
@@ -89,13 +89,13 @@ int main(void)
|
|||||||
else if (angleMode == 1)
|
else if (angleMode == 1)
|
||||||
{
|
{
|
||||||
DrawText("MODE 1: Angle formed by line V1 to V2", 10, 10, 20, BLACK);
|
DrawText("MODE 1: Angle formed by line V1 to V2", 10, 10, 20, BLACK);
|
||||||
|
|
||||||
DrawLine(0, screenHeight/2, screenWidth, screenHeight/2, LIGHTGRAY);
|
DrawLine(0, screenHeight/2, screenWidth, screenHeight/2, LIGHTGRAY);
|
||||||
DrawLineEx(v0, v2, 2.0f, RED);
|
DrawLineEx(v0, v2, 2.0f, RED);
|
||||||
|
|
||||||
DrawCircleSector(v0, 40.0f, startangle, startangle - angle, 32, Fade(GREEN, 0.6f));
|
DrawCircleSector(v0, 40.0f, startangle, startangle - angle, 32, Fade(GREEN, 0.6f));
|
||||||
}
|
}
|
||||||
|
|
||||||
DrawText("v0", v0.x, v0.y, 10, DARKGRAY);
|
DrawText("v0", v0.x, v0.y, 10, DARKGRAY);
|
||||||
|
|
||||||
// If the line from v0 to v1 would overlap the text, move it's position up 10
|
// If the line from v0 to v1 would overlap the text, move it's position up 10
|
||||||
@@ -110,7 +110,7 @@ int main(void)
|
|||||||
|
|
||||||
DrawText("Press SPACE to change MODE", 460, 10, 20, DARKGRAY);
|
DrawText("Press SPACE to change MODE", 460, 10, 20, DARKGRAY);
|
||||||
DrawText(TextFormat("ANGLE: %2.2f", angle), 10, 70, 20, LIME);
|
DrawText(TextFormat("ANGLE: %2.2f", angle), 10, 70, 20, LIME);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
}
|
}
|
||||||
|
@@ -51,9 +51,12 @@ int main(void)
|
|||||||
{
|
{
|
||||||
// Initialization
|
// Initialization
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
InitWindow(GOL_WIDTH, GOL_WIDTH, "raylib [rlgl] example - compute shader - game of life");
|
const int screenWidth = GOL_WIDTH;
|
||||||
|
const int screenHeight = GOL_WIDTH;
|
||||||
|
|
||||||
const Vector2 resolution = { GOL_WIDTH, GOL_WIDTH };
|
InitWindow(screenWidth, screenHeight, "raylib [rlgl] example - compute shader - game of life");
|
||||||
|
|
||||||
|
const Vector2 resolution = { screenWidth, screenHeight };
|
||||||
unsigned int brushSize = 8;
|
unsigned int brushSize = 8;
|
||||||
|
|
||||||
// Game of Life logic compute shader
|
// Game of Life logic compute shader
|
||||||
|
@@ -137,7 +137,7 @@ int main(void)
|
|||||||
|
|
||||||
glfwWindowHint(GLFW_SAMPLES, 4);
|
glfwWindowHint(GLFW_SAMPLES, 4);
|
||||||
glfwWindowHint(GLFW_DEPTH_BITS, 16);
|
glfwWindowHint(GLFW_DEPTH_BITS, 16);
|
||||||
|
|
||||||
// WARNING: OpenGL 3.3 Core profile only
|
// WARNING: OpenGL 3.3 Core profile only
|
||||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||||
|
28
examples/shaders/resources/shaders/glsl120/depth.fs
Normal file
28
examples/shaders/resources/shaders/glsl120/depth.fs
Normal file
@@ -0,0 +1,28 @@
|
|||||||
|
#version 120
|
||||||
|
|
||||||
|
// Input vertex attributes (from vertex shader)
|
||||||
|
varying vec2 fragTexCoord;
|
||||||
|
|
||||||
|
// Input uniform values
|
||||||
|
uniform sampler2D depthTexture;
|
||||||
|
uniform bool flipY;
|
||||||
|
|
||||||
|
float nearPlane = 0.1;
|
||||||
|
float farPlane = 100.0;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// Handle potential Y-flipping
|
||||||
|
vec2 texCoord = fragTexCoord;
|
||||||
|
if (flipY)
|
||||||
|
texCoord.y = 1.0 - texCoord.y;
|
||||||
|
|
||||||
|
// Sample depth texture
|
||||||
|
float depth = texture2D(depthTexture, texCoord).r;
|
||||||
|
|
||||||
|
// Linearize depth
|
||||||
|
float linearDepth = (2.0*nearPlane)/(farPlane + nearPlane - depth*(farPlane - nearPlane));
|
||||||
|
|
||||||
|
// Output final color
|
||||||
|
gl_FragColor = vec4(vec3(linearDepth), 1.0);
|
||||||
|
}
|
@@ -59,10 +59,10 @@ int main(void)
|
|||||||
TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
|
TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
|
||||||
// Get some required shader locations
|
// Get some required shader locations
|
||||||
shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
|
shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
|
||||||
// NOTE: "matModel" location name is automatically assigned on shader loading,
|
// NOTE: "matModel" location name is automatically assigned on shader loading,
|
||||||
// no need to get the location again if using that uniform name
|
// no need to get the location again if using that uniform name
|
||||||
//shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
|
//shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
|
||||||
|
|
||||||
// Ambient light level (some basic lighting)
|
// Ambient light level (some basic lighting)
|
||||||
int ambientLoc = GetShaderLocation(shader, "ambient");
|
int ambientLoc = GetShaderLocation(shader, "ambient");
|
||||||
SetShaderValue(shader, ambientLoc, (float[4]){ 0.1f, 0.1f, 0.1f, 1.0f }, SHADER_UNIFORM_VEC4);
|
SetShaderValue(shader, ambientLoc, (float[4]){ 0.1f, 0.1f, 0.1f, 1.0f }, SHADER_UNIFORM_VEC4);
|
||||||
@@ -87,13 +87,13 @@ int main(void)
|
|||||||
// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
|
// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
|
||||||
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
|
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
|
||||||
SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
|
SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
|
||||||
|
|
||||||
// Check key inputs to enable/disable lights
|
// Check key inputs to enable/disable lights
|
||||||
if (IsKeyPressed(KEY_Y)) { lights[0].enabled = !lights[0].enabled; }
|
if (IsKeyPressed(KEY_Y)) { lights[0].enabled = !lights[0].enabled; }
|
||||||
if (IsKeyPressed(KEY_R)) { lights[1].enabled = !lights[1].enabled; }
|
if (IsKeyPressed(KEY_R)) { lights[1].enabled = !lights[1].enabled; }
|
||||||
if (IsKeyPressed(KEY_G)) { lights[2].enabled = !lights[2].enabled; }
|
if (IsKeyPressed(KEY_G)) { lights[2].enabled = !lights[2].enabled; }
|
||||||
if (IsKeyPressed(KEY_B)) { lights[3].enabled = !lights[3].enabled; }
|
if (IsKeyPressed(KEY_B)) { lights[3].enabled = !lights[3].enabled; }
|
||||||
|
|
||||||
// Update light values (actually, only enable/disable them)
|
// Update light values (actually, only enable/disable them)
|
||||||
for (int i = 0; i < MAX_LIGHTS; i++) UpdateLightValues(shader, lights[i]);
|
for (int i = 0; i < MAX_LIGHTS; i++) UpdateLightValues(shader, lights[i]);
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
@@ -13,8 +13,8 @@
|
|||||||
*
|
*
|
||||||
* Copyright (c) 2023-2025 Afan OLOVCIC (@_DevDad)
|
* Copyright (c) 2023-2025 Afan OLOVCIC (@_DevDad)
|
||||||
*
|
*
|
||||||
* Model: "Old Rusty Car" (https://skfb.ly/LxRy) by Renafox,
|
* Model: "Old Rusty Car" (https://skfb.ly/LxRy) by Renafox,
|
||||||
* licensed under Creative Commons Attribution-NonCommercial
|
* licensed under Creative Commons Attribution-NonCommercial
|
||||||
* (http://creativecommons.org/licenses/by-nc/4.0/)
|
* (http://creativecommons.org/licenses/by-nc/4.0/)
|
||||||
*
|
*
|
||||||
********************************************************************************************/
|
********************************************************************************************/
|
||||||
@@ -105,7 +105,7 @@ int main()
|
|||||||
// shader already takes care of it accordingly
|
// shader already takes care of it accordingly
|
||||||
shader.locs[SHADER_LOC_MAP_METALNESS] = GetShaderLocation(shader, "mraMap");
|
shader.locs[SHADER_LOC_MAP_METALNESS] = GetShaderLocation(shader, "mraMap");
|
||||||
shader.locs[SHADER_LOC_MAP_NORMAL] = GetShaderLocation(shader, "normalMap");
|
shader.locs[SHADER_LOC_MAP_NORMAL] = GetShaderLocation(shader, "normalMap");
|
||||||
// WARNING: Similar to the MRA map, the emissive map packs different information
|
// WARNING: Similar to the MRA map, the emissive map packs different information
|
||||||
// into a single texture: it stores height and emission data
|
// into a single texture: it stores height and emission data
|
||||||
// It is binded to SHADER_LOC_MAP_EMISSION location an properly processed on shader
|
// It is binded to SHADER_LOC_MAP_EMISSION location an properly processed on shader
|
||||||
shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(shader, "emissiveMap");
|
shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(shader, "emissiveMap");
|
||||||
@@ -153,7 +153,7 @@ int main()
|
|||||||
car.materials[0].maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("resources/old_car_mra.png");
|
car.materials[0].maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("resources/old_car_mra.png");
|
||||||
car.materials[0].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/old_car_n.png");
|
car.materials[0].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/old_car_n.png");
|
||||||
car.materials[0].maps[MATERIAL_MAP_EMISSION].texture = LoadTexture("resources/old_car_e.png");
|
car.materials[0].maps[MATERIAL_MAP_EMISSION].texture = LoadTexture("resources/old_car_e.png");
|
||||||
|
|
||||||
// Load floor model mesh and assign material parameters
|
// Load floor model mesh and assign material parameters
|
||||||
// NOTE: A basic plane shape can be generated instead of being loaded from a model file
|
// NOTE: A basic plane shape can be generated instead of being loaded from a model file
|
||||||
Model floor = LoadModel("resources/models/plane.glb");
|
Model floor = LoadModel("resources/models/plane.glb");
|
||||||
@@ -161,9 +161,9 @@ int main()
|
|||||||
//GenMeshTangents(&floorMesh); // TODO: Review tangents generation
|
//GenMeshTangents(&floorMesh); // TODO: Review tangents generation
|
||||||
//Model floor = LoadModelFromMesh(floorMesh);
|
//Model floor = LoadModelFromMesh(floorMesh);
|
||||||
|
|
||||||
// Assign material shader for our floor model, same PBR shader
|
// Assign material shader for our floor model, same PBR shader
|
||||||
floor.materials[0].shader = shader;
|
floor.materials[0].shader = shader;
|
||||||
|
|
||||||
floor.materials[0].maps[MATERIAL_MAP_ALBEDO].color = WHITE;
|
floor.materials[0].maps[MATERIAL_MAP_ALBEDO].color = WHITE;
|
||||||
floor.materials[0].maps[MATERIAL_MAP_METALNESS].value = 0.8f;
|
floor.materials[0].maps[MATERIAL_MAP_METALNESS].value = 0.8f;
|
||||||
floor.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value = 0.1f;
|
floor.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value = 0.1f;
|
||||||
@@ -193,7 +193,7 @@ int main()
|
|||||||
SetShaderValue(shader, GetShaderLocation(shader, "useTexNormal"), &usage, SHADER_UNIFORM_INT);
|
SetShaderValue(shader, GetShaderLocation(shader, "useTexNormal"), &usage, SHADER_UNIFORM_INT);
|
||||||
SetShaderValue(shader, GetShaderLocation(shader, "useTexMRA"), &usage, SHADER_UNIFORM_INT);
|
SetShaderValue(shader, GetShaderLocation(shader, "useTexMRA"), &usage, SHADER_UNIFORM_INT);
|
||||||
SetShaderValue(shader, GetShaderLocation(shader, "useTexEmissive"), &usage, SHADER_UNIFORM_INT);
|
SetShaderValue(shader, GetShaderLocation(shader, "useTexEmissive"), &usage, SHADER_UNIFORM_INT);
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//---------------------------------------------------------------------------------------
|
//---------------------------------------------------------------------------------------
|
||||||
|
|
||||||
@@ -221,11 +221,11 @@ int main()
|
|||||||
// Draw
|
// Draw
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
|
|
||||||
ClearBackground(BLACK);
|
ClearBackground(BLACK);
|
||||||
|
|
||||||
BeginMode3D(camera);
|
BeginMode3D(camera);
|
||||||
|
|
||||||
// Set floor model texture tiling and emissive color parameters on shader
|
// Set floor model texture tiling and emissive color parameters on shader
|
||||||
SetShaderValue(shader, textureTilingLoc, &floorTextureTiling, SHADER_UNIFORM_VEC2);
|
SetShaderValue(shader, textureTilingLoc, &floorTextureTiling, SHADER_UNIFORM_VEC2);
|
||||||
Vector4 floorEmissiveColor = ColorNormalize(floor.materials[0].maps[MATERIAL_MAP_EMISSION].color);
|
Vector4 floorEmissiveColor = ColorNormalize(floor.materials[0].maps[MATERIAL_MAP_EMISSION].color);
|
||||||
@@ -234,7 +234,7 @@ int main()
|
|||||||
// Set floor metallic and roughness values
|
// Set floor metallic and roughness values
|
||||||
SetShaderValue(shader, metallicValueLoc, &floor.materials[0].maps[MATERIAL_MAP_METALNESS].value, SHADER_UNIFORM_FLOAT);
|
SetShaderValue(shader, metallicValueLoc, &floor.materials[0].maps[MATERIAL_MAP_METALNESS].value, SHADER_UNIFORM_FLOAT);
|
||||||
SetShaderValue(shader, roughnessValueLoc, &floor.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value, SHADER_UNIFORM_FLOAT);
|
SetShaderValue(shader, roughnessValueLoc, &floor.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value, SHADER_UNIFORM_FLOAT);
|
||||||
|
|
||||||
DrawModel(floor, (Vector3){ 0.0f, 0.0f, 0.0f }, 5.0f, WHITE); // Draw floor model
|
DrawModel(floor, (Vector3){ 0.0f, 0.0f, 0.0f }, 5.0f, WHITE); // Draw floor model
|
||||||
|
|
||||||
// Set old car model texture tiling, emissive color and emissive intensity parameters on shader
|
// Set old car model texture tiling, emissive color and emissive intensity parameters on shader
|
||||||
@@ -247,24 +247,24 @@ int main()
|
|||||||
// Set old car metallic and roughness values
|
// Set old car metallic and roughness values
|
||||||
SetShaderValue(shader, metallicValueLoc, &car.materials[0].maps[MATERIAL_MAP_METALNESS].value, SHADER_UNIFORM_FLOAT);
|
SetShaderValue(shader, metallicValueLoc, &car.materials[0].maps[MATERIAL_MAP_METALNESS].value, SHADER_UNIFORM_FLOAT);
|
||||||
SetShaderValue(shader, roughnessValueLoc, &car.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value, SHADER_UNIFORM_FLOAT);
|
SetShaderValue(shader, roughnessValueLoc, &car.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value, SHADER_UNIFORM_FLOAT);
|
||||||
|
|
||||||
DrawModel(car, (Vector3){ 0.0f, 0.0f, 0.0f }, 0.25f, WHITE); // Draw car model
|
DrawModel(car, (Vector3){ 0.0f, 0.0f, 0.0f }, 0.25f, WHITE); // Draw car model
|
||||||
|
|
||||||
// Draw spheres to show the lights positions
|
// Draw spheres to show the lights positions
|
||||||
for (int i = 0; i < MAX_LIGHTS; i++)
|
for (int i = 0; i < MAX_LIGHTS; i++)
|
||||||
{
|
{
|
||||||
Color lightColor = (Color){ lights[i].color[0]*255, lights[i].color[1]*255, lights[i].color[2]*255, lights[i].color[3]*255 };
|
Color lightColor = (Color){ lights[i].color[0]*255, lights[i].color[1]*255, lights[i].color[2]*255, lights[i].color[3]*255 };
|
||||||
|
|
||||||
if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, lightColor);
|
if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, lightColor);
|
||||||
else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(lightColor, 0.3f));
|
else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(lightColor, 0.3f));
|
||||||
}
|
}
|
||||||
|
|
||||||
EndMode3D();
|
EndMode3D();
|
||||||
|
|
||||||
DrawText("Toggle lights: [1][2][3][4]", 10, 40, 20, LIGHTGRAY);
|
DrawText("Toggle lights: [1][2][3][4]", 10, 40, 20, LIGHTGRAY);
|
||||||
|
|
||||||
DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", screenWidth - 320, screenHeight - 20, 10, LIGHTGRAY);
|
DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", screenWidth - 320, screenHeight - 20, 10, LIGHTGRAY);
|
||||||
|
|
||||||
DrawFPS(10, 10);
|
DrawFPS(10, 10);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
@@ -273,20 +273,20 @@ int main()
|
|||||||
|
|
||||||
// De-Initialization
|
// De-Initialization
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
// Unbind (disconnect) shader from car.material[0]
|
// Unbind (disconnect) shader from car.material[0]
|
||||||
// to avoid UnloadMaterial() trying to unload it automatically
|
// to avoid UnloadMaterial() trying to unload it automatically
|
||||||
car.materials[0].shader = (Shader){ 0 };
|
car.materials[0].shader = (Shader){ 0 };
|
||||||
UnloadMaterial(car.materials[0]);
|
UnloadMaterial(car.materials[0]);
|
||||||
car.materials[0].maps = NULL;
|
car.materials[0].maps = NULL;
|
||||||
UnloadModel(car);
|
UnloadModel(car);
|
||||||
|
|
||||||
floor.materials[0].shader = (Shader){ 0 };
|
floor.materials[0].shader = (Shader){ 0 };
|
||||||
UnloadMaterial(floor.materials[0]);
|
UnloadMaterial(floor.materials[0]);
|
||||||
floor.materials[0].maps = NULL;
|
floor.materials[0].maps = NULL;
|
||||||
UnloadModel(floor);
|
UnloadModel(floor);
|
||||||
|
|
||||||
UnloadShader(shader); // Unload Shader
|
UnloadShader(shader); // Unload Shader
|
||||||
|
|
||||||
CloseWindow(); // Close window and OpenGL context
|
CloseWindow(); // Close window and OpenGL context
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
@@ -310,7 +310,7 @@ static Light CreateLight(int type, Vector3 position, Vector3 target, Color color
|
|||||||
light.color[2] = (float)color.b/255.0f;
|
light.color[2] = (float)color.b/255.0f;
|
||||||
light.color[3] = (float)color.a/255.0f;
|
light.color[3] = (float)color.a/255.0f;
|
||||||
light.intensity = intensity;
|
light.intensity = intensity;
|
||||||
|
|
||||||
// NOTE: Shader parameters names for lights must match the requested ones
|
// NOTE: Shader parameters names for lights must match the requested ones
|
||||||
light.enabledLoc = GetShaderLocation(shader, TextFormat("lights[%i].enabled", lightCount));
|
light.enabledLoc = GetShaderLocation(shader, TextFormat("lights[%i].enabled", lightCount));
|
||||||
light.typeLoc = GetShaderLocation(shader, TextFormat("lights[%i].type", lightCount));
|
light.typeLoc = GetShaderLocation(shader, TextFormat("lights[%i].type", lightCount));
|
||||||
@@ -318,7 +318,7 @@ static Light CreateLight(int type, Vector3 position, Vector3 target, Color color
|
|||||||
light.targetLoc = GetShaderLocation(shader, TextFormat("lights[%i].target", lightCount));
|
light.targetLoc = GetShaderLocation(shader, TextFormat("lights[%i].target", lightCount));
|
||||||
light.colorLoc = GetShaderLocation(shader, TextFormat("lights[%i].color", lightCount));
|
light.colorLoc = GetShaderLocation(shader, TextFormat("lights[%i].color", lightCount));
|
||||||
light.intensityLoc = GetShaderLocation(shader, TextFormat("lights[%i].intensity", lightCount));
|
light.intensityLoc = GetShaderLocation(shader, TextFormat("lights[%i].intensity", lightCount));
|
||||||
|
|
||||||
UpdateLight(shader, light);
|
UpdateLight(shader, light);
|
||||||
|
|
||||||
lightCount++;
|
lightCount++;
|
||||||
@@ -333,7 +333,7 @@ static void UpdateLight(Shader shader, Light light)
|
|||||||
{
|
{
|
||||||
SetShaderValue(shader, light.enabledLoc, &light.enabled, SHADER_UNIFORM_INT);
|
SetShaderValue(shader, light.enabledLoc, &light.enabled, SHADER_UNIFORM_INT);
|
||||||
SetShaderValue(shader, light.typeLoc, &light.type, SHADER_UNIFORM_INT);
|
SetShaderValue(shader, light.typeLoc, &light.type, SHADER_UNIFORM_INT);
|
||||||
|
|
||||||
// Send to shader light position values
|
// Send to shader light position values
|
||||||
float position[3] = { light.position.x, light.position.y, light.position.z };
|
float position[3] = { light.position.x, light.position.y, light.position.z };
|
||||||
SetShaderValue(shader, light.positionLoc, position, SHADER_UNIFORM_VEC3);
|
SetShaderValue(shader, light.positionLoc, position, SHADER_UNIFORM_VEC3);
|
||||||
|
@@ -78,7 +78,7 @@ int main(void)
|
|||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
UpdateCamera(&camera, CAMERA_ORBITAL);
|
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||||
|
|
||||||
Vector2 mousePosition = GetMousePosition();
|
Vector2 mousePosition = GetMousePosition();
|
||||||
|
|
||||||
swirlCenter[0] = mousePosition.x;
|
swirlCenter[0] = mousePosition.x;
|
||||||
|
@@ -42,7 +42,7 @@ typedef struct GBuffer {
|
|||||||
unsigned int positionTexture;
|
unsigned int positionTexture;
|
||||||
unsigned int normalTexture;
|
unsigned int normalTexture;
|
||||||
unsigned int albedoSpecTexture;
|
unsigned int albedoSpecTexture;
|
||||||
|
|
||||||
unsigned int depthRenderbuffer;
|
unsigned int depthRenderbuffer;
|
||||||
} GBuffer;
|
} GBuffer;
|
||||||
|
|
||||||
@@ -94,14 +94,14 @@ int main(void)
|
|||||||
TraceLog(LOG_WARNING, "Failed to create framebuffer");
|
TraceLog(LOG_WARNING, "Failed to create framebuffer");
|
||||||
exit(1);
|
exit(1);
|
||||||
}
|
}
|
||||||
|
|
||||||
rlEnableFramebuffer(gBuffer.framebuffer);
|
rlEnableFramebuffer(gBuffer.framebuffer);
|
||||||
|
|
||||||
// NOTE: Vertex positions are stored in a texture for simplicity. A better approach would use a depth texture
|
// NOTE: Vertex positions are stored in a texture for simplicity. A better approach would use a depth texture
|
||||||
// (instead of a detph renderbuffer) to reconstruct world positions in the final render shader via clip-space position,
|
// (instead of a detph renderbuffer) to reconstruct world positions in the final render shader via clip-space position,
|
||||||
// depth, and the inverse view/projection matrices.
|
// depth, and the inverse view/projection matrices.
|
||||||
|
|
||||||
// 16-bit precision ensures OpenGL ES 3 compatibility, though it may lack precision for real scenarios.
|
// 16-bit precision ensures OpenGL ES 3 compatibility, though it may lack precision for real scenarios.
|
||||||
// But as mentioned above, the positions could be reconstructed instead of stored. If not targeting OpenGL ES
|
// But as mentioned above, the positions could be reconstructed instead of stored. If not targeting OpenGL ES
|
||||||
// and you wish to maintain this approach, consider using `RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32`.
|
// and you wish to maintain this approach, consider using `RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32`.
|
||||||
gBuffer.positionTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, 1);
|
gBuffer.positionTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, 1);
|
||||||
@@ -161,7 +161,7 @@ int main(void)
|
|||||||
const float CUBE_SCALE = 0.25;
|
const float CUBE_SCALE = 0.25;
|
||||||
Vector3 cubePositions[MAX_CUBES] = { 0 };
|
Vector3 cubePositions[MAX_CUBES] = { 0 };
|
||||||
float cubeRotations[MAX_CUBES] = { 0 };
|
float cubeRotations[MAX_CUBES] = { 0 };
|
||||||
|
|
||||||
for (int i = 0; i < MAX_CUBES; i++)
|
for (int i = 0; i < MAX_CUBES; i++)
|
||||||
{
|
{
|
||||||
cubePositions[i] = (Vector3){
|
cubePositions[i] = (Vector3){
|
||||||
@@ -169,7 +169,7 @@ int main(void)
|
|||||||
.y = (float)(rand()%5),
|
.y = (float)(rand()%5),
|
||||||
.z = (float)(rand()%10) - 5,
|
.z = (float)(rand()%10) - 5,
|
||||||
};
|
};
|
||||||
|
|
||||||
cubeRotations[i] = (float)(rand()%360);
|
cubeRotations[i] = (float)(rand()%360);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -190,7 +190,7 @@ int main(void)
|
|||||||
// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
|
// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
|
||||||
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
|
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
|
||||||
SetShaderValue(deferredShader, deferredShader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
|
SetShaderValue(deferredShader, deferredShader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
|
||||||
|
|
||||||
// Check key inputs to enable/disable lights
|
// Check key inputs to enable/disable lights
|
||||||
if (IsKeyPressed(KEY_Y)) { lights[0].enabled = !lights[0].enabled; }
|
if (IsKeyPressed(KEY_Y)) { lights[0].enabled = !lights[0].enabled; }
|
||||||
if (IsKeyPressed(KEY_R)) { lights[1].enabled = !lights[1].enabled; }
|
if (IsKeyPressed(KEY_R)) { lights[1].enabled = !lights[1].enabled; }
|
||||||
@@ -215,7 +215,7 @@ int main(void)
|
|||||||
rlEnableFramebuffer(gBuffer.framebuffer);
|
rlEnableFramebuffer(gBuffer.framebuffer);
|
||||||
rlClearColor(0, 0, 0, 0);
|
rlClearColor(0, 0, 0, 0);
|
||||||
rlClearScreenBuffers(); // Clear color and depth buffer
|
rlClearScreenBuffers(); // Clear color and depth buffer
|
||||||
|
|
||||||
rlDisableColorBlend();
|
rlDisableColorBlend();
|
||||||
BeginMode3D(camera);
|
BeginMode3D(camera);
|
||||||
// NOTE: We have to use rlEnableShader here. `BeginShaderMode` or thus `rlSetShader`
|
// NOTE: We have to use rlEnableShader here. `BeginShaderMode` or thus `rlSetShader`
|
||||||
@@ -281,7 +281,7 @@ int main(void)
|
|||||||
}
|
}
|
||||||
rlDisableShader();
|
rlDisableShader();
|
||||||
EndMode3D();
|
EndMode3D();
|
||||||
|
|
||||||
DrawText("FINAL RESULT", 10, screenHeight - 30, 20, DARKGREEN);
|
DrawText("FINAL RESULT", 10, screenHeight - 30, 20, DARKGREEN);
|
||||||
} break;
|
} break;
|
||||||
case DEFERRED_POSITION:
|
case DEFERRED_POSITION:
|
||||||
@@ -291,7 +291,7 @@ int main(void)
|
|||||||
.width = screenWidth,
|
.width = screenWidth,
|
||||||
.height = screenHeight,
|
.height = screenHeight,
|
||||||
}, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, Vector2Zero(), RAYWHITE);
|
}, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, Vector2Zero(), RAYWHITE);
|
||||||
|
|
||||||
DrawText("POSITION TEXTURE", 10, screenHeight - 30, 20, DARKGREEN);
|
DrawText("POSITION TEXTURE", 10, screenHeight - 30, 20, DARKGREEN);
|
||||||
} break;
|
} break;
|
||||||
case DEFERRED_NORMAL:
|
case DEFERRED_NORMAL:
|
||||||
@@ -301,7 +301,7 @@ int main(void)
|
|||||||
.width = screenWidth,
|
.width = screenWidth,
|
||||||
.height = screenHeight,
|
.height = screenHeight,
|
||||||
}, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, Vector2Zero(), RAYWHITE);
|
}, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, Vector2Zero(), RAYWHITE);
|
||||||
|
|
||||||
DrawText("NORMAL TEXTURE", 10, screenHeight - 30, 20, DARKGREEN);
|
DrawText("NORMAL TEXTURE", 10, screenHeight - 30, 20, DARKGREEN);
|
||||||
} break;
|
} break;
|
||||||
case DEFERRED_ALBEDO:
|
case DEFERRED_ALBEDO:
|
||||||
@@ -311,7 +311,7 @@ int main(void)
|
|||||||
.width = screenWidth,
|
.width = screenWidth,
|
||||||
.height = screenHeight,
|
.height = screenHeight,
|
||||||
}, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, Vector2Zero(), RAYWHITE);
|
}, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, Vector2Zero(), RAYWHITE);
|
||||||
|
|
||||||
DrawText("ALBEDO TEXTURE", 10, screenHeight - 30, 20, DARKGREEN);
|
DrawText("ALBEDO TEXTURE", 10, screenHeight - 30, 20, DARKGREEN);
|
||||||
} break;
|
} break;
|
||||||
default: break;
|
default: break;
|
||||||
@@ -321,7 +321,7 @@ int main(void)
|
|||||||
DrawText("Switch G-buffer textures: [1][2][3][4]", 10, 70, 20, DARKGRAY);
|
DrawText("Switch G-buffer textures: [1][2][3][4]", 10, 70, 20, DARKGRAY);
|
||||||
|
|
||||||
DrawFPS(10, 10);
|
DrawFPS(10, 10);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
// -----------------------------------------------------------------------------
|
// -----------------------------------------------------------------------------
|
||||||
}
|
}
|
||||||
|
@@ -1,6 +1,6 @@
|
|||||||
/*******************************************************************************************
|
/*******************************************************************************************
|
||||||
*
|
*
|
||||||
* raylib [shaders] example - Sieve of Eratosthenes
|
* raylib [shaders] example - sieve of Eratosthenes
|
||||||
*
|
*
|
||||||
* Example complexity rating: [★★★☆] 3/4
|
* Example complexity rating: [★★★☆] 3/4
|
||||||
*
|
*
|
||||||
@@ -45,7 +45,7 @@ int main(void)
|
|||||||
const int screenWidth = 800;
|
const int screenWidth = 800;
|
||||||
const int screenHeight = 450;
|
const int screenHeight = 450;
|
||||||
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Sieve of Eratosthenes");
|
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - sieve of Eratosthenes");
|
||||||
|
|
||||||
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
|
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
|
||||||
|
|
||||||
|
@@ -1,6 +1,6 @@
|
|||||||
/*******************************************************************************************
|
/*******************************************************************************************
|
||||||
*
|
*
|
||||||
* raylib [shaders] example - Hot reloading
|
* raylib [shaders] example - hot reloading
|
||||||
*
|
*
|
||||||
* Example complexity rating: [★★★☆] 3/4
|
* Example complexity rating: [★★★☆] 3/4
|
||||||
*
|
*
|
||||||
|
@@ -1,6 +1,6 @@
|
|||||||
/*******************************************************************************************
|
/*******************************************************************************************
|
||||||
*
|
*
|
||||||
* raylib [shaders] example - Hybrid Rendering
|
* raylib [shaders] example - hybrid rendering
|
||||||
*
|
*
|
||||||
* Example complexity rating: [★★★★] 4/4
|
* Example complexity rating: [★★★★] 4/4
|
||||||
*
|
*
|
||||||
@@ -69,7 +69,7 @@ int main(void)
|
|||||||
marchLocs.camDir = GetShaderLocation(shdrRaymarch, "camDir");
|
marchLocs.camDir = GetShaderLocation(shdrRaymarch, "camDir");
|
||||||
marchLocs.screenCenter = GetShaderLocation(shdrRaymarch, "screenCenter");
|
marchLocs.screenCenter = GetShaderLocation(shdrRaymarch, "screenCenter");
|
||||||
|
|
||||||
// Transfer screenCenter position to shader. Which is used to calculate ray direction.
|
// Transfer screenCenter position to shader. Which is used to calculate ray direction.
|
||||||
Vector2 screenCenter = {.x = screenWidth/2.0f, .y = screenHeight/2.0f};
|
Vector2 screenCenter = {.x = screenWidth/2.0f, .y = screenHeight/2.0f};
|
||||||
SetShaderValue(shdrRaymarch, marchLocs.screenCenter , &screenCenter , SHADER_UNIFORM_VEC2);
|
SetShaderValue(shdrRaymarch, marchLocs.screenCenter , &screenCenter , SHADER_UNIFORM_VEC2);
|
||||||
|
|
||||||
@@ -84,10 +84,10 @@ int main(void)
|
|||||||
.fovy = 45.0f, // Camera field-of-view Y
|
.fovy = 45.0f, // Camera field-of-view Y
|
||||||
.projection = CAMERA_PERSPECTIVE // Camera projection type
|
.projection = CAMERA_PERSPECTIVE // Camera projection type
|
||||||
};
|
};
|
||||||
|
|
||||||
// Camera FOV is pre-calculated in the camera Distance.
|
// Camera FOV is pre-calculated in the camera Distance.
|
||||||
float camDist = 1.0f/(tanf(camera.fovy*0.5f*DEG2RAD));
|
float camDist = 1.0f/(tanf(camera.fovy*0.5f*DEG2RAD));
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
@@ -100,12 +100,12 @@ int main(void)
|
|||||||
|
|
||||||
// Update Camera Postion in the ray march shader.
|
// Update Camera Postion in the ray march shader.
|
||||||
SetShaderValue(shdrRaymarch, marchLocs.camPos, &(camera.position), RL_SHADER_UNIFORM_VEC3);
|
SetShaderValue(shdrRaymarch, marchLocs.camPos, &(camera.position), RL_SHADER_UNIFORM_VEC3);
|
||||||
|
|
||||||
// Update Camera Looking Vector. Vector length determines FOV.
|
// Update Camera Looking Vector. Vector length determines FOV.
|
||||||
Vector3 camDir = Vector3Scale( Vector3Normalize( Vector3Subtract(camera.target, camera.position)) , camDist);
|
Vector3 camDir = Vector3Scale( Vector3Normalize( Vector3Subtract(camera.target, camera.position)) , camDist);
|
||||||
SetShaderValue(shdrRaymarch, marchLocs.camDir, &(camDir), RL_SHADER_UNIFORM_VEC3);
|
SetShaderValue(shdrRaymarch, marchLocs.camDir, &(camDir), RL_SHADER_UNIFORM_VEC3);
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
// Draw into our custom render texture (framebuffer)
|
// Draw into our custom render texture (framebuffer)
|
||||||
@@ -117,7 +117,7 @@ int main(void)
|
|||||||
BeginShaderMode(shdrRaymarch);
|
BeginShaderMode(shdrRaymarch);
|
||||||
DrawRectangleRec((Rectangle){0,0, (float)screenWidth, (float)screenHeight},WHITE);
|
DrawRectangleRec((Rectangle){0,0, (float)screenWidth, (float)screenHeight},WHITE);
|
||||||
EndShaderMode();
|
EndShaderMode();
|
||||||
|
|
||||||
// Rasterize Scene
|
// Rasterize Scene
|
||||||
BeginMode3D(camera);
|
BeginMode3D(camera);
|
||||||
BeginShaderMode(shdrRaster);
|
BeginShaderMode(shdrRaster);
|
||||||
@@ -130,10 +130,10 @@ int main(void)
|
|||||||
EndMode3D();
|
EndMode3D();
|
||||||
EndTextureMode();
|
EndTextureMode();
|
||||||
|
|
||||||
// Draw into screen our custom render texture
|
// Draw into screen our custom render texture
|
||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
|
DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
|
||||||
DrawFPS(10, 10);
|
DrawFPS(10, 10);
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
|
@@ -167,7 +167,7 @@ int main(void)
|
|||||||
// do not represent full screen coordinates (space where want to apply shader)
|
// do not represent full screen coordinates (space where want to apply shader)
|
||||||
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
|
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
|
||||||
EndTextureMode();
|
EndTextureMode();
|
||||||
|
|
||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
ClearBackground(BLACK); // Clear screen background
|
ClearBackground(BLACK); // Clear screen background
|
||||||
|
|
||||||
|
@@ -70,7 +70,7 @@ int main(void)
|
|||||||
// Load a new texcoords2 attributes buffer
|
// Load a new texcoords2 attributes buffer
|
||||||
mesh.vboId[SHADER_LOC_VERTEX_TEXCOORD02] = rlLoadVertexBuffer(mesh.texcoords2, mesh.vertexCount*2*sizeof(float), false);
|
mesh.vboId[SHADER_LOC_VERTEX_TEXCOORD02] = rlLoadVertexBuffer(mesh.texcoords2, mesh.vertexCount*2*sizeof(float), false);
|
||||||
rlEnableVertexArray(mesh.vaoId);
|
rlEnableVertexArray(mesh.vaoId);
|
||||||
|
|
||||||
// Index 5 is for texcoords2
|
// Index 5 is for texcoords2
|
||||||
rlSetVertexAttribute(5, 2, RL_FLOAT, 0, 0, 0);
|
rlSetVertexAttribute(5, 2, RL_FLOAT, 0, 0, 0);
|
||||||
rlEnableVertexAttribute(5);
|
rlEnableVertexAttribute(5);
|
||||||
@@ -156,10 +156,10 @@ int main(void)
|
|||||||
(Vector2){ 0.0, 0.0 },
|
(Vector2){ 0.0, 0.0 },
|
||||||
0.0,
|
0.0,
|
||||||
WHITE);
|
WHITE);
|
||||||
|
|
||||||
DrawText("lightmap", GetRenderWidth() - 66, 16 + MAP_SIZE*8, 10, GRAY);
|
DrawText("lightmap", GetRenderWidth() - 66, 16 + MAP_SIZE*8, 10, GRAY);
|
||||||
DrawText("10x10 pixels", GetRenderWidth() - 76, 30 + MAP_SIZE*8, 10, GRAY);
|
DrawText("10x10 pixels", GetRenderWidth() - 76, 30 + MAP_SIZE*8, 10, GRAY);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
}
|
}
|
||||||
|
@@ -64,7 +64,7 @@ int main(void)
|
|||||||
Vector3 axis = Vector3Normalize((Vector3){ (float)GetRandomValue(0, 360), (float)GetRandomValue(0, 360), (float)GetRandomValue(0, 360) });
|
Vector3 axis = Vector3Normalize((Vector3){ (float)GetRandomValue(0, 360), (float)GetRandomValue(0, 360), (float)GetRandomValue(0, 360) });
|
||||||
float angle = (float)GetRandomValue(0, 180)*DEG2RAD;
|
float angle = (float)GetRandomValue(0, 180)*DEG2RAD;
|
||||||
Matrix rotation = MatrixRotate(axis, angle);
|
Matrix rotation = MatrixRotate(axis, angle);
|
||||||
|
|
||||||
transforms[i] = MatrixMultiply(rotation, translation);
|
transforms[i] = MatrixMultiply(rotation, translation);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@@ -1,6 +1,6 @@
|
|||||||
/*******************************************************************************************
|
/*******************************************************************************************
|
||||||
*
|
*
|
||||||
* raylib [shaders] example - Multiple sample2D with default batch system
|
* raylib [shaders] example - multi sample2D
|
||||||
*
|
*
|
||||||
* Example complexity rating: [★★☆☆] 2/4
|
* Example complexity rating: [★★☆☆] 2/4
|
||||||
*
|
*
|
||||||
@@ -38,7 +38,7 @@ int main(void)
|
|||||||
const int screenWidth = 800;
|
const int screenWidth = 800;
|
||||||
const int screenHeight = 450;
|
const int screenHeight = 450;
|
||||||
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib - multiple sample2D");
|
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - multi sample2D");
|
||||||
|
|
||||||
Image imRed = GenImageColor(800, 450, (Color){ 255, 0, 0, 255 });
|
Image imRed = GenImageColor(800, 450, (Color){ 255, 0, 0, 255 });
|
||||||
Texture texRed = LoadTextureFromImage(imRed);
|
Texture texRed = LoadTextureFromImage(imRed);
|
||||||
@@ -82,16 +82,18 @@ int main(void)
|
|||||||
|
|
||||||
BeginShaderMode(shader);
|
BeginShaderMode(shader);
|
||||||
|
|
||||||
// WARNING: Additional samplers are enabled for all draw calls in the batch,
|
// WARNING: Additional textures (sampler2D) are enabled for ALL draw calls in the batch,
|
||||||
// EndShaderMode() forces batch drawing and consequently resets active textures
|
// but EndShaderMode() forces batch drawing and resets active textures, this way
|
||||||
// to let other sampler2D to be activated on consequent drawings (if required)
|
// other textures (sampler2D) can be activated on consequent drawings (if required)
|
||||||
|
// The downside of this approach is that SetShaderValue() must be called inside the loop,
|
||||||
|
// to be set again after every EndShaderMode() reset
|
||||||
SetShaderValueTexture(shader, texBlueLoc, texBlue);
|
SetShaderValueTexture(shader, texBlueLoc, texBlue);
|
||||||
|
|
||||||
// We are drawing texRed using default sampler2D texture0 but
|
// We are drawing texRed using default [sampler2D texture0] but
|
||||||
// an additional texture units is enabled for texBlue (sampler2D texture1)
|
// an additional texture units is enabled for texBlue [sampler2D texture1]
|
||||||
DrawTexture(texRed, 0, 0, WHITE);
|
DrawTexture(texRed, 0, 0, WHITE);
|
||||||
|
|
||||||
EndShaderMode();
|
EndShaderMode(); // Texture sampler2D is reseted, needs to be set again for next frame
|
||||||
|
|
||||||
DrawText("Use KEY_LEFT/KEY_RIGHT to move texture mixing in shader!", 80, GetScreenHeight() - 40, 20, RAYWHITE);
|
DrawText("Use KEY_LEFT/KEY_RIGHT to move texture mixing in shader!", 80, GetScreenHeight() - 40, 20, RAYWHITE);
|
||||||
|
|
||||||
|
@@ -141,7 +141,7 @@ int main(void)
|
|||||||
DrawGrid(10, 1.0f); // Draw a grid
|
DrawGrid(10, 1.0f); // Draw a grid
|
||||||
EndMode3D(); // End 3d mode drawing, returns to orthographic 2d mode
|
EndMode3D(); // End 3d mode drawing, returns to orthographic 2d mode
|
||||||
EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
|
EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
|
||||||
|
|
||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
ClearBackground(RAYWHITE); // Clear screen background
|
ClearBackground(RAYWHITE); // Clear screen background
|
||||||
|
|
||||||
|
@@ -1,6 +1,6 @@
|
|||||||
/*******************************************************************************************
|
/*******************************************************************************************
|
||||||
*
|
*
|
||||||
* raylib [shaders] example - Rounded Rectangle
|
* raylib [shaders] example - rounded rectangle
|
||||||
*
|
*
|
||||||
* Example complexity rating: [★★★☆] 3/4
|
* Example complexity rating: [★★★☆] 3/4
|
||||||
*
|
*
|
||||||
@@ -24,9 +24,8 @@
|
|||||||
#endif
|
#endif
|
||||||
|
|
||||||
//------------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------------
|
||||||
// Declare custom Structs
|
// Structs definition
|
||||||
//------------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Rounded rectangle data
|
// Rounded rectangle data
|
||||||
typedef struct {
|
typedef struct {
|
||||||
Vector4 cornerRadius; // Individual corner radius (top-left, top-right, bottom-left, bottom-right)
|
Vector4 cornerRadius; // Individual corner radius (top-left, top-right, bottom-left, bottom-right)
|
||||||
@@ -54,7 +53,6 @@ typedef struct {
|
|||||||
//------------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------------
|
||||||
// Module Functions Declaration
|
// Module Functions Declaration
|
||||||
//------------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Create a rounded rectangle and set uniform locations
|
// Create a rounded rectangle and set uniform locations
|
||||||
static RoundedRectangle CreateRoundedRectangle(Vector4 cornerRadius, float shadowRadius, Vector2 shadowOffset, float shadowScale, float borderThickness, Shader shader);
|
static RoundedRectangle CreateRoundedRectangle(Vector4 cornerRadius, float shadowRadius, Vector2 shadowOffset, float shadowScale, float borderThickness, Shader shader);
|
||||||
|
|
||||||
@@ -71,11 +69,7 @@ int main(void)
|
|||||||
const int screenWidth = 800;
|
const int screenWidth = 800;
|
||||||
const int screenHeight = 450;
|
const int screenHeight = 450;
|
||||||
|
|
||||||
const Color rectangleColor = BLUE;
|
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - rounded rectangle");
|
||||||
const Color shadowColor = DARKBLUE;
|
|
||||||
const Color borderColor = SKYBLUE;
|
|
||||||
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Rounded Rectangle");
|
|
||||||
|
|
||||||
// Load the shader
|
// Load the shader
|
||||||
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base.vs", GLSL_VERSION),
|
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base.vs", GLSL_VERSION),
|
||||||
@@ -94,6 +88,10 @@ int main(void)
|
|||||||
// Update shader uniforms
|
// Update shader uniforms
|
||||||
UpdateRoundedRectangle(roundedRectangle, shader);
|
UpdateRoundedRectangle(roundedRectangle, shader);
|
||||||
|
|
||||||
|
const Color rectangleColor = BLUE;
|
||||||
|
const Color shadowColor = DARKBLUE;
|
||||||
|
const Color borderColor = SKYBLUE;
|
||||||
|
|
||||||
SetTargetFPS(60);
|
SetTargetFPS(60);
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
@@ -124,8 +122,6 @@ int main(void)
|
|||||||
DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
|
DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
|
||||||
EndShaderMode();
|
EndShaderMode();
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
// Draw rectangle shadow using shader
|
// Draw rectangle shadow using shader
|
||||||
rec = (Rectangle){ 50, 200, 110, 60 };
|
rec = (Rectangle){ 50, 200, 110, 60 };
|
||||||
DrawRectangleLines((int)rec.x - 20, (int)rec.y - 20, (int)rec.width + 40, (int)rec.height + 40, DARKGRAY);
|
DrawRectangleLines((int)rec.x - 20, (int)rec.y - 20, (int)rec.width + 40, (int)rec.height + 40, DARKGRAY);
|
||||||
@@ -143,8 +139,6 @@ int main(void)
|
|||||||
DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
|
DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
|
||||||
EndShaderMode();
|
EndShaderMode();
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
// Draw rectangle's border using shader
|
// Draw rectangle's border using shader
|
||||||
rec = (Rectangle){ 50, 330, 110, 60 };
|
rec = (Rectangle){ 50, 330, 110, 60 };
|
||||||
DrawRectangleLines((int)rec.x - 20, (int)rec.y - 20, (int)rec.width + 40, (int)rec.height + 40, DARKGRAY);
|
DrawRectangleLines((int)rec.x - 20, (int)rec.y - 20, (int)rec.width + 40, (int)rec.height + 40, DARKGRAY);
|
||||||
@@ -162,8 +156,6 @@ int main(void)
|
|||||||
DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
|
DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
|
||||||
EndShaderMode();
|
EndShaderMode();
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
// Draw one more rectangle with all three colors
|
// Draw one more rectangle with all three colors
|
||||||
rec = (Rectangle){ 240, 80, 500, 300 };
|
rec = (Rectangle){ 240, 80, 500, 300 };
|
||||||
DrawRectangleLines((int)rec.x - 30, (int)rec.y - 30, (int)rec.width + 60, (int)rec.height + 60, DARKGRAY);
|
DrawRectangleLines((int)rec.x - 30, (int)rec.y - 30, (int)rec.width + 60, (int)rec.height + 60, DARKGRAY);
|
||||||
|
@@ -173,7 +173,7 @@ int main(void)
|
|||||||
|
|
||||||
// Draw the same exact things as we drew in the shadowmap!
|
// Draw the same exact things as we drew in the shadowmap!
|
||||||
DrawScene(cube, robot);
|
DrawScene(cube, robot);
|
||||||
|
|
||||||
EndMode3D();
|
EndMode3D();
|
||||||
|
|
||||||
DrawText("Shadows in raylib using the shadowmapping algorithm!", screenWidth - 320, screenHeight - 20, 10, GRAY);
|
DrawText("Shadows in raylib using the shadowmapping algorithm!", screenWidth - 320, screenHeight - 20, 10, GRAY);
|
||||||
|
@@ -97,7 +97,7 @@ int main(void)
|
|||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
|
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
|
||||||
|
|
||||||
framesCounter++;
|
framesCounter++;
|
||||||
rotation.x += 0.01f;
|
rotation.x += 0.01f;
|
||||||
rotation.y += 0.005f;
|
rotation.y += 0.005f;
|
||||||
|
@@ -1,6 +1,6 @@
|
|||||||
/*******************************************************************************************
|
/*******************************************************************************************
|
||||||
*
|
*
|
||||||
* raylib [shaders] example - Apply an shdrOutline to a texture
|
* raylib [shaders] example - texture outline
|
||||||
*
|
*
|
||||||
* Example complexity rating: [★★★☆] 3/4
|
* Example complexity rating: [★★★☆] 3/4
|
||||||
*
|
*
|
||||||
@@ -36,7 +36,7 @@ int main(void)
|
|||||||
const int screenWidth = 800;
|
const int screenWidth = 800;
|
||||||
const int screenHeight = 450;
|
const int screenHeight = 450;
|
||||||
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Apply an outline to a texture");
|
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture outline");
|
||||||
|
|
||||||
Texture2D texture = LoadTexture("resources/fudesumi.png");
|
Texture2D texture = LoadTexture("resources/fudesumi.png");
|
||||||
|
|
||||||
|
@@ -48,7 +48,7 @@ int main(void)
|
|||||||
// Load a cube model
|
// Load a cube model
|
||||||
Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
|
Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
|
||||||
Model model = LoadModelFromMesh(cube);
|
Model model = LoadModelFromMesh(cube);
|
||||||
|
|
||||||
// Load a texture and assign to cube model
|
// Load a texture and assign to cube model
|
||||||
Texture2D texture = LoadTexture("resources/cubicmap_atlas.png");
|
Texture2D texture = LoadTexture("resources/cubicmap_atlas.png");
|
||||||
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
|
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
|
||||||
@@ -77,17 +77,17 @@ int main(void)
|
|||||||
// Draw
|
// Draw
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
|
|
||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
BeginMode3D(camera);
|
BeginMode3D(camera);
|
||||||
|
|
||||||
BeginShaderMode(shader);
|
BeginShaderMode(shader);
|
||||||
DrawModel(model, (Vector3){ 0.0f, 0.0f, 0.0f }, 2.0f, WHITE);
|
DrawModel(model, (Vector3){ 0.0f, 0.0f, 0.0f }, 2.0f, WHITE);
|
||||||
EndShaderMode();
|
EndShaderMode();
|
||||||
|
|
||||||
DrawGrid(10, 1.0f);
|
DrawGrid(10, 1.0f);
|
||||||
|
|
||||||
EndMode3D();
|
EndMode3D();
|
||||||
|
|
||||||
DrawText("Use mouse to rotate the camera", 10, 10, 20, DARKGRAY);
|
DrawText("Use mouse to rotate the camera", 10, 10, 20, DARKGRAY);
|
||||||
@@ -104,6 +104,6 @@ int main(void)
|
|||||||
|
|
||||||
CloseWindow(); // Close window and OpenGL context
|
CloseWindow(); // Close window and OpenGL context
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
@@ -52,7 +52,7 @@ int main(void)
|
|||||||
Shader shader = LoadShader(
|
Shader shader = LoadShader(
|
||||||
TextFormat("resources/shaders/glsl%i/vertex_displacement.vs", GLSL_VERSION),
|
TextFormat("resources/shaders/glsl%i/vertex_displacement.vs", GLSL_VERSION),
|
||||||
TextFormat("resources/shaders/glsl%i/vertex_displacement.fs", GLSL_VERSION));
|
TextFormat("resources/shaders/glsl%i/vertex_displacement.fs", GLSL_VERSION));
|
||||||
|
|
||||||
// Load perlin noise texture
|
// Load perlin noise texture
|
||||||
Image perlinNoiseImage = GenImagePerlinNoise(512, 512, 0, 0, 1.0f);
|
Image perlinNoiseImage = GenImagePerlinNoise(512, 512, 0, 0, 1.0f);
|
||||||
Texture perlinNoiseMap = LoadTextureFromImage(perlinNoiseImage);
|
Texture perlinNoiseMap = LoadTextureFromImage(perlinNoiseImage);
|
||||||
@@ -64,7 +64,7 @@ int main(void)
|
|||||||
rlActiveTextureSlot(1);
|
rlActiveTextureSlot(1);
|
||||||
rlEnableTexture(perlinNoiseMap.id);
|
rlEnableTexture(perlinNoiseMap.id);
|
||||||
rlSetUniformSampler(perlinNoiseMapLoc, 1);
|
rlSetUniformSampler(perlinNoiseMapLoc, 1);
|
||||||
|
|
||||||
// Create a plane mesh and model
|
// Create a plane mesh and model
|
||||||
Mesh planeMesh = GenMeshPlane(50, 50, 50, 50);
|
Mesh planeMesh = GenMeshPlane(50, 50, 50, 50);
|
||||||
Model planeModel = LoadModelFromMesh(planeMesh);
|
Model planeModel = LoadModelFromMesh(planeMesh);
|
||||||
|
@@ -1,6 +1,6 @@
|
|||||||
/*******************************************************************************************
|
/*******************************************************************************************
|
||||||
*
|
*
|
||||||
* raylib [shader] example - render depth texture
|
* raylib [shaders] example - render depth texture
|
||||||
*
|
*
|
||||||
* Example complexity rating: [★★★☆] 3/4
|
* Example complexity rating: [★★★☆] 3/4
|
||||||
*
|
*
|
||||||
@@ -36,7 +36,7 @@ int main(void)
|
|||||||
const int screenWidth = 800;
|
const int screenWidth = 800;
|
||||||
const int screenHeight = 450;
|
const int screenHeight = 450;
|
||||||
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [shader] example - render depth texture");
|
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - render depth texture");
|
||||||
|
|
||||||
// Init camera
|
// Init camera
|
||||||
Camera camera = { 0 };
|
Camera camera = { 0 };
|
||||||
@@ -76,7 +76,7 @@ int main(void)
|
|||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
BeginTextureMode(target);
|
BeginTextureMode(target);
|
||||||
ClearBackground(WHITE);
|
ClearBackground(WHITE);
|
||||||
|
|
||||||
BeginMode3D(camera);
|
BeginMode3D(camera);
|
||||||
DrawModel(cube, (Vector3){ 0.0f, 0.0f, 0.0f }, 3.0f, YELLOW);
|
DrawModel(cube, (Vector3){ 0.0f, 0.0f, 0.0f }, 3.0f, YELLOW);
|
||||||
DrawModel(floor, (Vector3){ 10.0f, 0.0f, 2.0f }, 2.0f, RED);
|
DrawModel(floor, (Vector3){ 10.0f, 0.0f, 2.0f }, 2.0f, RED);
|
||||||
|
@@ -1,6 +1,6 @@
|
|||||||
/*******************************************************************************************
|
/*******************************************************************************************
|
||||||
*
|
*
|
||||||
* raylib [shaders] example - Depth buffer writing
|
* raylib [shaders] example - depth buffer writing
|
||||||
*
|
*
|
||||||
* Example complexity rating: [★★☆☆] 2/4
|
* Example complexity rating: [★★☆☆] 2/4
|
||||||
*
|
*
|
||||||
@@ -60,7 +60,7 @@ int main(void)
|
|||||||
.fovy = 45.0f, // Camera field-of-view Y
|
.fovy = 45.0f, // Camera field-of-view Y
|
||||||
.projection = CAMERA_PERSPECTIVE // Camera projection type
|
.projection = CAMERA_PERSPECTIVE // Camera projection type
|
||||||
};
|
};
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
@@ -71,13 +71,13 @@ int main(void)
|
|||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
UpdateCamera(&camera, CAMERA_ORBITAL);
|
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
// Draw into our custom render texture (framebuffer)
|
// Draw into our custom render texture (framebuffer)
|
||||||
BeginTextureMode(target);
|
BeginTextureMode(target);
|
||||||
ClearBackground(WHITE);
|
ClearBackground(WHITE);
|
||||||
|
|
||||||
BeginMode3D(camera);
|
BeginMode3D(camera);
|
||||||
BeginShaderMode(shader);
|
BeginShaderMode(shader);
|
||||||
DrawCubeWiresV((Vector3){ 0.0f, 0.5f, 1.0f }, (Vector3){ 1.0f, 1.0f, 1.0f }, RED);
|
DrawCubeWiresV((Vector3){ 0.0f, 0.5f, 1.0f }, (Vector3){ 1.0f, 1.0f, 1.0f }, RED);
|
||||||
@@ -89,7 +89,7 @@ int main(void)
|
|||||||
EndMode3D();
|
EndMode3D();
|
||||||
EndTextureMode();
|
EndTextureMode();
|
||||||
|
|
||||||
// Draw into screen our custom render texture
|
// Draw into screen our custom render texture
|
||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
|
DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
|
||||||
|
171
examples/shapes/shapes_double_pendulum.c
Normal file
171
examples/shapes/shapes_double_pendulum.c
Normal file
@@ -0,0 +1,171 @@
|
|||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [shapes] example - Double Pendulum
|
||||||
|
*
|
||||||
|
* Example complexity rating: [★★☆☆] 2/4
|
||||||
|
*
|
||||||
|
* Example originally created with raylib 5.5, last time updated with raylib 5.5
|
||||||
|
*
|
||||||
|
* Example contributed by JoeCheong (@Joecheong2006) and reviewed by Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||||
|
* BSD-like license that allows static linking with closed source software
|
||||||
|
*
|
||||||
|
* Copyright (c) 2025 JoeCheong (@Joecheong2006)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
|
#include <math.h> // Required for: sin(), cos(), PI
|
||||||
|
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
// Macro Helpers
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
// Constant for Simulation
|
||||||
|
#define SIMULATION_STEPS 30
|
||||||
|
#define G 9.81
|
||||||
|
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
// Module Functions Declaration
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
static Vector2 CalculatePendulumEndPoint(float l, float theta);
|
||||||
|
static Vector2 CalculateDoublePendulumEndPoint(float l1, float theta1, float l2, float theta2);
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Program main entry point
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
int main(void)
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
const int screenWidth = 800;
|
||||||
|
const int screenHeight = 450;
|
||||||
|
|
||||||
|
SetConfigFlags(FLAG_WINDOW_HIGHDPI);
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - double pendulum");
|
||||||
|
|
||||||
|
// Simulation Paramters
|
||||||
|
float l1 = 15, m1 = 0.2, theta1 = DEG2RAD * 170, w1 = 0;
|
||||||
|
float l2 = 15, m2 = 0.1, theta2 = DEG2RAD * 0, w2 = 0;
|
||||||
|
float lengthScaler = 0.1;
|
||||||
|
float totalM = m1 + m2;
|
||||||
|
|
||||||
|
Vector2 previousPosition = CalculateDoublePendulumEndPoint(l1, theta1, l2, theta2);
|
||||||
|
previousPosition.x += (screenWidth/2);
|
||||||
|
previousPosition.y += (screenHeight/2 - 100);
|
||||||
|
|
||||||
|
// Scale length
|
||||||
|
float L1 = l1 * lengthScaler;
|
||||||
|
float L2 = l2 * lengthScaler;
|
||||||
|
|
||||||
|
// Draw parameters
|
||||||
|
int lineThick = 20, trailThick = 2;
|
||||||
|
float fateAlpha = 0.01;
|
||||||
|
|
||||||
|
// Create framebuffer
|
||||||
|
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
|
||||||
|
SetTextureFilter(target.texture, TEXTURE_FILTER_BILINEAR);
|
||||||
|
|
||||||
|
SetTargetFPS(60);
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Main game loop
|
||||||
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
|
{
|
||||||
|
// Update
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
float dt = GetFrameTime();
|
||||||
|
float step = dt / SIMULATION_STEPS, step2 = step * step;
|
||||||
|
|
||||||
|
// Update Physics - larger steps = better approximation
|
||||||
|
for (int i = 0; i < SIMULATION_STEPS; ++i)
|
||||||
|
{
|
||||||
|
float delta = theta1 - theta2;
|
||||||
|
float sinD = sinf(delta), cosD = cosf(delta), cos2D = cosf(2*delta);
|
||||||
|
float ww1 = w1 * w1, ww2 = w2 * w2;
|
||||||
|
|
||||||
|
// Calculate a1
|
||||||
|
float a1 = (-G*(2*m1 + m2)*sinf(theta1)
|
||||||
|
- m2*G*sinf(theta1 - 2*theta2)
|
||||||
|
- 2*sinD*m2*(ww2*L2 + ww1*L1*cosD))
|
||||||
|
/ (L1*(2*m1 + m2 - m2*cos2D));
|
||||||
|
|
||||||
|
// Calculate a2
|
||||||
|
float a2 = (2*sinD*(ww1*L1*totalM
|
||||||
|
+ G*totalM*cosf(theta1)
|
||||||
|
+ ww2*L2*m2*cosD))
|
||||||
|
/ (L2*(2*m1 + m2 - m2*cos2D));
|
||||||
|
|
||||||
|
// Update thetas
|
||||||
|
theta1 += w1*step + 0.5f*a1*step2;
|
||||||
|
theta2 += w2*step + 0.5f*a2*step2;
|
||||||
|
|
||||||
|
// Update omegas
|
||||||
|
w1 += a1*step;
|
||||||
|
w2 += a2*step;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Calculate position
|
||||||
|
Vector2 currentPosition = CalculateDoublePendulumEndPoint(l1, theta1, l2, theta2);
|
||||||
|
currentPosition.x += screenWidth/2;
|
||||||
|
currentPosition.y += screenHeight/2 - 100;
|
||||||
|
|
||||||
|
// Draw to render texture
|
||||||
|
BeginTextureMode(target);
|
||||||
|
// Draw a transparent rectangle - smaller alpha = longer trails
|
||||||
|
DrawRectangle(0, 0, screenWidth, screenHeight, Fade(BLACK, fateAlpha));
|
||||||
|
|
||||||
|
// Draw trail
|
||||||
|
DrawCircleV(previousPosition, trailThick, RED);
|
||||||
|
DrawLineEx(previousPosition, currentPosition, trailThick * 2, RED);
|
||||||
|
EndTextureMode();
|
||||||
|
|
||||||
|
// Update previous position
|
||||||
|
previousPosition = currentPosition;
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(BLACK);
|
||||||
|
|
||||||
|
// Draw trails texture
|
||||||
|
DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
|
||||||
|
|
||||||
|
// Draw double pendulum
|
||||||
|
DrawRectanglePro((Rectangle){ screenWidth/2, screenHeight/2 - 100, 10 * l1, lineThick },
|
||||||
|
(Vector2){0, lineThick * 0.5}, 90 - RAD2DEG * theta1, RAYWHITE);
|
||||||
|
|
||||||
|
Vector2 endpoint1 = CalculatePendulumEndPoint(l1, theta1);
|
||||||
|
DrawRectanglePro((Rectangle){ screenWidth/2 + endpoint1.x, screenHeight/2 - 100 + endpoint1.y, 10 * l2, lineThick },
|
||||||
|
(Vector2){0, lineThick * 0.5}, 90 - RAD2DEG * theta2, RAYWHITE);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
UnloadRenderTexture(target);
|
||||||
|
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Calculate Pendulum End Point
|
||||||
|
static Vector2 CalculatePendulumEndPoint(float l, float theta)
|
||||||
|
{
|
||||||
|
return (Vector2){ 10 * l * sin(theta), 10 * l * cos(theta) };
|
||||||
|
}
|
||||||
|
|
||||||
|
// Calculate Double Pendulum End Point
|
||||||
|
static Vector2 CalculateDoublePendulumEndPoint(float l1, float theta1, float l2, float theta2)
|
||||||
|
{
|
||||||
|
Vector2 endpoint1 = CalculatePendulumEndPoint(l1, theta1);
|
||||||
|
Vector2 endpoint2 = CalculatePendulumEndPoint(l2, theta2);
|
||||||
|
return (Vector2){ endpoint1.x + endpoint2.x, endpoint1.y + endpoint2.y };
|
||||||
|
}
|
BIN
examples/shapes/shapes_double_pendulum.png
Normal file
BIN
examples/shapes/shapes_double_pendulum.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 285 KiB |
@@ -69,7 +69,7 @@ int main(void)
|
|||||||
|
|
||||||
// Draw line Cubic Bezier, in-out interpolation (easing), no control points
|
// Draw line Cubic Bezier, in-out interpolation (easing), no control points
|
||||||
DrawLineBezier(startPoint, endPoint, 4.0f, BLUE);
|
DrawLineBezier(startPoint, endPoint, 4.0f, BLUE);
|
||||||
|
|
||||||
// Draw start-end spline circles with some details
|
// Draw start-end spline circles with some details
|
||||||
DrawCircleV(startPoint, CheckCollisionPointCircle(mouse, startPoint, 10.0f)? 14.0f : 8.0f, moveStartPoint? RED : BLUE);
|
DrawCircleV(startPoint, CheckCollisionPointCircle(mouse, startPoint, 10.0f)? 14.0f : 8.0f, moveStartPoint? RED : BLUE);
|
||||||
DrawCircleV(endPoint, CheckCollisionPointCircle(mouse, endPoint, 10.0f)? 14.0f : 8.0f, moveEndPoint? RED : BLUE);
|
DrawCircleV(endPoint, CheckCollisionPointCircle(mouse, endPoint, 10.0f)? 14.0f : 8.0f, moveEndPoint? RED : BLUE);
|
||||||
|
@@ -1,6 +1,6 @@
|
|||||||
/*******************************************************************************************
|
/*******************************************************************************************
|
||||||
*
|
*
|
||||||
* raylib [shapes] example - Draw raylib logo using basic shapes
|
* raylib [shapes] example - draw raylib logo using basic shapes
|
||||||
*
|
*
|
||||||
* Example complexity rating: [★☆☆☆] 1/4
|
* Example complexity rating: [★☆☆☆] 1/4
|
||||||
*
|
*
|
||||||
|
@@ -1,6 +1,6 @@
|
|||||||
/*******************************************************************************************
|
/*******************************************************************************************
|
||||||
*
|
*
|
||||||
* raylib [shapes] example - Rectangle advanced
|
* raylib [shapes] example - advanced rectangle drawing
|
||||||
*
|
*
|
||||||
* Example complexity rating: [★★★★] 4/4
|
* Example complexity rating: [★★★★] 4/4
|
||||||
*
|
*
|
||||||
@@ -33,9 +33,9 @@ int main(void)
|
|||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
const int screenWidth = 800;
|
const int screenWidth = 800;
|
||||||
const int screenHeight = 450;
|
const int screenHeight = 450;
|
||||||
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - rectangle avanced");
|
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - rectangle avanced");
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
@@ -195,7 +195,7 @@ static void DrawRectangleRoundedGradientH(Rectangle rec, float roundnessLeft, fl
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Here we use the 'Diagram' to guide ourselves to which point receives what color
|
// Here we use the 'Diagram' to guide ourselves to which point receives what color
|
||||||
// By choosing the color correctly associated with a pointe the gradient effect
|
// By choosing the color correctly associated with a pointe the gradient effect
|
||||||
// will naturally come from OpenGL interpolation
|
// will naturally come from OpenGL interpolation
|
||||||
|
|
||||||
// [2] Upper Rectangle
|
// [2] Upper Rectangle
|
||||||
@@ -266,7 +266,7 @@ static void DrawRectangleRoundedGradientH(Rectangle rec, float roundnessLeft, fl
|
|||||||
#else
|
#else
|
||||||
|
|
||||||
// Here we use the 'Diagram' to guide ourselves to which point receives what color.
|
// Here we use the 'Diagram' to guide ourselves to which point receives what color.
|
||||||
// By choosing the color correctly associated with a pointe the gradient effect
|
// By choosing the color correctly associated with a pointe the gradient effect
|
||||||
// will naturally come from OpenGL interpolation.
|
// will naturally come from OpenGL interpolation.
|
||||||
// But this time instead of Quad, we think in triangles.
|
// But this time instead of Quad, we think in triangles.
|
||||||
|
|
||||||
@@ -280,10 +280,10 @@ static void DrawRectangleRoundedGradientH(Rectangle rec, float roundnessLeft, fl
|
|||||||
if (k == 1) color = right, radius = radiusRight; // [3] Upper Right Corner
|
if (k == 1) color = right, radius = radiusRight; // [3] Upper Right Corner
|
||||||
if (k == 2) color = right, radius = radiusRight; // [5] Lower Right Corner
|
if (k == 2) color = right, radius = radiusRight; // [5] Lower Right Corner
|
||||||
if (k == 3) color = left, radius = radiusLeft; // [7] Lower Left Corner
|
if (k == 3) color = left, radius = radiusLeft; // [7] Lower Left Corner
|
||||||
|
|
||||||
float angle = angles[k];
|
float angle = angles[k];
|
||||||
const Vector2 center = centers[k];
|
const Vector2 center = centers[k];
|
||||||
|
|
||||||
for (int i = 0; i < segments; i++)
|
for (int i = 0; i < segments; i++)
|
||||||
{
|
{
|
||||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||||
|
@@ -65,7 +65,7 @@ int main(void)
|
|||||||
// Check minimum rec size
|
// Check minimum rec size
|
||||||
if (rec.width < MOUSE_SCALE_MARK_SIZE) rec.width = MOUSE_SCALE_MARK_SIZE;
|
if (rec.width < MOUSE_SCALE_MARK_SIZE) rec.width = MOUSE_SCALE_MARK_SIZE;
|
||||||
if (rec.height < MOUSE_SCALE_MARK_SIZE) rec.height = MOUSE_SCALE_MARK_SIZE;
|
if (rec.height < MOUSE_SCALE_MARK_SIZE) rec.height = MOUSE_SCALE_MARK_SIZE;
|
||||||
|
|
||||||
// Check maximum rec size
|
// Check maximum rec size
|
||||||
if (rec.width > (GetScreenWidth() - rec.x)) rec.width = GetScreenWidth() - rec.x;
|
if (rec.width > (GetScreenWidth() - rec.x)) rec.width = GetScreenWidth() - rec.x;
|
||||||
if (rec.height > (GetScreenHeight() - rec.y)) rec.height = GetScreenHeight() - rec.y;
|
if (rec.height > (GetScreenHeight() - rec.y)) rec.height = GetScreenHeight() - rec.y;
|
||||||
|
@@ -23,7 +23,7 @@
|
|||||||
#define MAX_SPLINE_POINTS 32
|
#define MAX_SPLINE_POINTS 32
|
||||||
|
|
||||||
// Cubic Bezier spline control points
|
// Cubic Bezier spline control points
|
||||||
// NOTE: Every segment has two control points
|
// NOTE: Every segment has two control points
|
||||||
typedef struct {
|
typedef struct {
|
||||||
Vector2 start;
|
Vector2 start;
|
||||||
Vector2 end;
|
Vector2 end;
|
||||||
@@ -57,17 +57,17 @@ int main(void)
|
|||||||
{ 520.0f, 60.0f },
|
{ 520.0f, 60.0f },
|
||||||
{ 710.0f, 260.0f },
|
{ 710.0f, 260.0f },
|
||||||
};
|
};
|
||||||
|
|
||||||
// Array required for spline bezier-cubic,
|
// Array required for spline bezier-cubic,
|
||||||
// including control points interleaved with start-end segment points
|
// including control points interleaved with start-end segment points
|
||||||
Vector2 pointsInterleaved[3*(MAX_SPLINE_POINTS - 1) + 1] = { 0 };
|
Vector2 pointsInterleaved[3*(MAX_SPLINE_POINTS - 1) + 1] = { 0 };
|
||||||
|
|
||||||
int pointCount = 5;
|
int pointCount = 5;
|
||||||
int selectedPoint = -1;
|
int selectedPoint = -1;
|
||||||
int focusedPoint = -1;
|
int focusedPoint = -1;
|
||||||
Vector2 *selectedControlPoint = NULL;
|
Vector2 *selectedControlPoint = NULL;
|
||||||
Vector2 *focusedControlPoint = NULL;
|
Vector2 *focusedControlPoint = NULL;
|
||||||
|
|
||||||
// Cubic Bezier control points initialization
|
// Cubic Bezier control points initialization
|
||||||
ControlPoint control[MAX_SPLINE_POINTS-1] = { 0 };
|
ControlPoint control[MAX_SPLINE_POINTS-1] = { 0 };
|
||||||
for (int i = 0; i < pointCount - 1; i++)
|
for (int i = 0; i < pointCount - 1; i++)
|
||||||
@@ -79,9 +79,9 @@ int main(void)
|
|||||||
// Spline config variables
|
// Spline config variables
|
||||||
float splineThickness = 8.0f;
|
float splineThickness = 8.0f;
|
||||||
int splineTypeActive = SPLINE_LINEAR; // 0-Linear, 1-BSpline, 2-CatmullRom, 3-Bezier
|
int splineTypeActive = SPLINE_LINEAR; // 0-Linear, 1-BSpline, 2-CatmullRom, 3-Bezier
|
||||||
bool splineTypeEditMode = false;
|
bool splineTypeEditMode = false;
|
||||||
bool splineHelpersActive = true;
|
bool splineHelpersActive = true;
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
@@ -114,14 +114,14 @@ int main(void)
|
|||||||
}
|
}
|
||||||
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) selectedPoint = focusedPoint;
|
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) selectedPoint = focusedPoint;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Spline point movement logic
|
// Spline point movement logic
|
||||||
if (selectedPoint >= 0)
|
if (selectedPoint >= 0)
|
||||||
{
|
{
|
||||||
points[selectedPoint] = GetMousePosition();
|
points[selectedPoint] = GetMousePosition();
|
||||||
if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) selectedPoint = -1;
|
if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) selectedPoint = -1;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Cubic Bezier spline control points logic
|
// Cubic Bezier spline control points logic
|
||||||
if ((splineTypeActive == SPLINE_BEZIER) && (focusedPoint == -1))
|
if ((splineTypeActive == SPLINE_BEZIER) && (focusedPoint == -1))
|
||||||
{
|
{
|
||||||
@@ -144,7 +144,7 @@ int main(void)
|
|||||||
}
|
}
|
||||||
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) selectedControlPoint = focusedControlPoint;
|
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) selectedControlPoint = focusedControlPoint;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Spline control point movement logic
|
// Spline control point movement logic
|
||||||
if (selectedControlPoint != NULL)
|
if (selectedControlPoint != NULL)
|
||||||
{
|
{
|
||||||
@@ -152,7 +152,7 @@ int main(void)
|
|||||||
if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) selectedControlPoint = NULL;
|
if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) selectedControlPoint = NULL;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Spline selection logic
|
// Spline selection logic
|
||||||
if (IsKeyPressed(KEY_ONE)) splineTypeActive = 0;
|
if (IsKeyPressed(KEY_ONE)) splineTypeActive = 0;
|
||||||
else if (IsKeyPressed(KEY_TWO)) splineTypeActive = 1;
|
else if (IsKeyPressed(KEY_TWO)) splineTypeActive = 1;
|
||||||
@@ -168,7 +168,7 @@ int main(void)
|
|||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
|
|
||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
if (splineTypeActive == SPLINE_LINEAR)
|
if (splineTypeActive == SPLINE_LINEAR)
|
||||||
{
|
{
|
||||||
// Draw spline: linear
|
// Draw spline: linear
|
||||||
@@ -191,7 +191,7 @@ int main(void)
|
|||||||
{
|
{
|
||||||
// Draw spline: catmull-rom
|
// Draw spline: catmull-rom
|
||||||
DrawSplineCatmullRom(points, pointCount, splineThickness, RED); // Provide connected points array
|
DrawSplineCatmullRom(points, pointCount, splineThickness, RED); // Provide connected points array
|
||||||
|
|
||||||
/*
|
/*
|
||||||
for (int i = 0; i < (pointCount - 3); i++)
|
for (int i = 0; i < (pointCount - 3); i++)
|
||||||
{
|
{
|
||||||
@@ -202,20 +202,20 @@ int main(void)
|
|||||||
}
|
}
|
||||||
else if (splineTypeActive == SPLINE_BEZIER)
|
else if (splineTypeActive == SPLINE_BEZIER)
|
||||||
{
|
{
|
||||||
// NOTE: Cubic-bezier spline requires the 2 control points of each segnment to be
|
// NOTE: Cubic-bezier spline requires the 2 control points of each segnment to be
|
||||||
// provided interleaved with the start and end point of every segment
|
// provided interleaved with the start and end point of every segment
|
||||||
for (int i = 0; i < (pointCount - 1); i++)
|
for (int i = 0; i < (pointCount - 1); i++)
|
||||||
{
|
{
|
||||||
pointsInterleaved[3*i] = points[i];
|
pointsInterleaved[3*i] = points[i];
|
||||||
pointsInterleaved[3*i + 1] = control[i].start;
|
pointsInterleaved[3*i + 1] = control[i].start;
|
||||||
pointsInterleaved[3*i + 2] = control[i].end;
|
pointsInterleaved[3*i + 2] = control[i].end;
|
||||||
}
|
}
|
||||||
|
|
||||||
pointsInterleaved[3*(pointCount - 1)] = points[pointCount - 1];
|
pointsInterleaved[3*(pointCount - 1)] = points[pointCount - 1];
|
||||||
|
|
||||||
// Draw spline: cubic-bezier (with control points)
|
// Draw spline: cubic-bezier (with control points)
|
||||||
DrawSplineBezierCubic(pointsInterleaved, 3*(pointCount - 1) + 1, splineThickness, RED);
|
DrawSplineBezierCubic(pointsInterleaved, 3*(pointCount - 1) + 1, splineThickness, RED);
|
||||||
|
|
||||||
/*
|
/*
|
||||||
for (int i = 0; i < 3*(pointCount - 1); i += 3)
|
for (int i = 0; i < 3*(pointCount - 1); i += 3)
|
||||||
{
|
{
|
||||||
@@ -234,7 +234,7 @@ int main(void)
|
|||||||
else if (focusedControlPoint == &control[i].end) DrawCircleV(control[i].end, 8, GREEN);
|
else if (focusedControlPoint == &control[i].end) DrawCircleV(control[i].end, 8, GREEN);
|
||||||
DrawLineEx(points[i], control[i].start, 1.0f, LIGHTGRAY);
|
DrawLineEx(points[i], control[i].start, 1.0f, LIGHTGRAY);
|
||||||
DrawLineEx(points[i + 1], control[i].end, 1.0f, LIGHTGRAY);
|
DrawLineEx(points[i + 1], control[i].end, 1.0f, LIGHTGRAY);
|
||||||
|
|
||||||
// Draw spline control lines
|
// Draw spline control lines
|
||||||
DrawLineV(points[i], control[i].start, GRAY);
|
DrawLineV(points[i], control[i].start, GRAY);
|
||||||
//DrawLineV(control[i].start, control[i].end, LIGHTGRAY);
|
//DrawLineV(control[i].start, control[i].end, LIGHTGRAY);
|
||||||
@@ -258,7 +258,7 @@ int main(void)
|
|||||||
|
|
||||||
// Check all possible UI states that require controls lock
|
// Check all possible UI states that require controls lock
|
||||||
if (splineTypeEditMode || (selectedPoint != -1) || (selectedControlPoint != NULL)) GuiLock();
|
if (splineTypeEditMode || (selectedPoint != -1) || (selectedControlPoint != NULL)) GuiLock();
|
||||||
|
|
||||||
// Draw spline config
|
// Draw spline config
|
||||||
GuiLabel((Rectangle){ 12, 62, 140, 24 }, TextFormat("Spline thickness: %i", (int)splineThickness));
|
GuiLabel((Rectangle){ 12, 62, 140, 24 }, TextFormat("Spline thickness: %i", (int)splineThickness));
|
||||||
GuiSliderBar((Rectangle){ 12, 60 + 24, 140, 16 }, NULL, NULL, &splineThickness, 1.0f, 40.0f);
|
GuiSliderBar((Rectangle){ 12, 60 + 24, 140, 16 }, NULL, NULL, &splineThickness, 1.0f, 40.0f);
|
||||||
@@ -269,7 +269,7 @@ int main(void)
|
|||||||
|
|
||||||
GuiLabel((Rectangle){ 12, 10, 140, 24 }, "Spline type:");
|
GuiLabel((Rectangle){ 12, 10, 140, 24 }, "Spline type:");
|
||||||
if (GuiDropdownBox((Rectangle){ 12, 8 + 24, 140, 28 }, "LINEAR;BSPLINE;CATMULLROM;BEZIER", &splineTypeActive, splineTypeEditMode)) splineTypeEditMode = !splineTypeEditMode;
|
if (GuiDropdownBox((Rectangle){ 12, 8 + 24, 140, 28 }, "LINEAR;BSPLINE;CATMULLROM;BEZIER", &splineTypeActive, splineTypeEditMode)) splineTypeEditMode = !splineTypeEditMode;
|
||||||
|
|
||||||
GuiUnlock();
|
GuiUnlock();
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
|
@@ -55,7 +55,7 @@ LightInfo lights[MAX_LIGHTS] = { 0 };
|
|||||||
void MoveLight(int slot, float x, float y)
|
void MoveLight(int slot, float x, float y)
|
||||||
{
|
{
|
||||||
lights[slot].dirty = true;
|
lights[slot].dirty = true;
|
||||||
lights[slot].position.x = x;
|
lights[slot].position.x = x;
|
||||||
lights[slot].position.y = y;
|
lights[slot].position.y = y;
|
||||||
|
|
||||||
// update the cached bounds
|
// update the cached bounds
|
||||||
@@ -99,7 +99,7 @@ void DrawLightMask(int slot)
|
|||||||
|
|
||||||
// If we are valid, then draw the light radius to the alpha mask
|
// If we are valid, then draw the light radius to the alpha mask
|
||||||
if (lights[slot].valid) DrawCircleGradient((int)lights[slot].position.x, (int)lights[slot].position.y, lights[slot].outerRadius, ColorAlpha(WHITE, 0), WHITE);
|
if (lights[slot].valid) DrawCircleGradient((int)lights[slot].position.x, (int)lights[slot].position.y, lights[slot].outerRadius, ColorAlpha(WHITE, 0), WHITE);
|
||||||
|
|
||||||
rlDrawRenderBatchActive();
|
rlDrawRenderBatchActive();
|
||||||
|
|
||||||
// Cut out the shadows from the light radius by forcing the alpha to maximum
|
// Cut out the shadows from the light radius by forcing the alpha to maximum
|
||||||
@@ -114,7 +114,7 @@ void DrawLightMask(int slot)
|
|||||||
}
|
}
|
||||||
|
|
||||||
rlDrawRenderBatchActive();
|
rlDrawRenderBatchActive();
|
||||||
|
|
||||||
// Go back to normal blend mode
|
// Go back to normal blend mode
|
||||||
rlSetBlendMode(BLEND_ALPHA);
|
rlSetBlendMode(BLEND_ALPHA);
|
||||||
|
|
||||||
@@ -156,7 +156,7 @@ bool UpdateLight(int slot, Rectangle* boxes, int count)
|
|||||||
if (!CheckCollisionRecs(lights[slot].bounds, boxes[i])) continue;
|
if (!CheckCollisionRecs(lights[slot].bounds, boxes[i])) continue;
|
||||||
|
|
||||||
// Check the edges that are on the same side we are, and cast shadow volumes out from them
|
// Check the edges that are on the same side we are, and cast shadow volumes out from them
|
||||||
|
|
||||||
// Top
|
// Top
|
||||||
Vector2 sp = (Vector2){ boxes[i].x, boxes[i].y };
|
Vector2 sp = (Vector2){ boxes[i].x, boxes[i].y };
|
||||||
Vector2 ep = (Vector2){ boxes[i].x + boxes[i].width, boxes[i].y };
|
Vector2 ep = (Vector2){ boxes[i].x + boxes[i].width, boxes[i].y };
|
||||||
@@ -219,7 +219,7 @@ int main(void)
|
|||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
const int screenWidth = 800;
|
const int screenWidth = 800;
|
||||||
const int screenHeight = 450;
|
const int screenHeight = 450;
|
||||||
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - top down lights");
|
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - top down lights");
|
||||||
|
|
||||||
// Initialize our 'world' of boxes
|
// Initialize our 'world' of boxes
|
||||||
@@ -274,7 +274,7 @@ int main(void)
|
|||||||
{
|
{
|
||||||
// Build up the light mask
|
// Build up the light mask
|
||||||
BeginTextureMode(lightMask);
|
BeginTextureMode(lightMask);
|
||||||
|
|
||||||
ClearBackground(BLACK);
|
ClearBackground(BLACK);
|
||||||
|
|
||||||
// Force the blend mode to only set the alpha of the destination
|
// Force the blend mode to only set the alpha of the destination
|
||||||
@@ -300,10 +300,10 @@ int main(void)
|
|||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
|
|
||||||
ClearBackground(BLACK);
|
ClearBackground(BLACK);
|
||||||
|
|
||||||
// Draw the tile background
|
// Draw the tile background
|
||||||
DrawTextureRec(backgroundTexture, (Rectangle){ 0, 0, (float)GetScreenWidth(), (float)GetScreenHeight() }, Vector2Zero(), WHITE);
|
DrawTextureRec(backgroundTexture, (Rectangle){ 0, 0, (float)GetScreenWidth(), (float)GetScreenHeight() }, Vector2Zero(), WHITE);
|
||||||
|
|
||||||
// Overlay the shadows from all the lights
|
// Overlay the shadows from all the lights
|
||||||
DrawTextureRec(lightMask.texture, (Rectangle){ 0, 0, (float)GetScreenWidth(), -(float)GetScreenHeight() }, Vector2Zero(), ColorAlpha(WHITE, showLines? 0.75f : 1.0f));
|
DrawTextureRec(lightMask.texture, (Rectangle){ 0, 0, (float)GetScreenWidth(), -(float)GetScreenHeight() }, Vector2Zero(), ColorAlpha(WHITE, showLines? 0.75f : 1.0f));
|
||||||
|
|
||||||
|
@@ -1,6 +1,6 @@
|
|||||||
/*******************************************************************************************
|
/*******************************************************************************************
|
||||||
*
|
*
|
||||||
* raylib [text] example - Codepoints loading
|
* raylib [text] example - text codepoints loading
|
||||||
*
|
*
|
||||||
* Example complexity rating: [★★★☆] 3/4
|
* Example complexity rating: [★★★☆] 3/4
|
||||||
*
|
*
|
||||||
@@ -108,7 +108,7 @@ int main(void)
|
|||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// Draw provided text with laoded font, containing all required codepoint glyphs
|
// Draw provided text with loaded font, containing all required codepoint glyphs
|
||||||
DrawTextEx(font, text, (Vector2) { 160, 110 }, 48, 5, BLACK);
|
DrawTextEx(font, text, (Vector2) { 160, 110 }, 48, 5, BLACK);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@@ -1,6 +1,6 @@
|
|||||||
/*******************************************************************************************
|
/*******************************************************************************************
|
||||||
*
|
*
|
||||||
* raylib [text] example - Draw 3d
|
* raylib [text] example - drawing 3d text
|
||||||
*
|
*
|
||||||
* Example complexity rating: [★★★★] 4/4
|
* Example complexity rating: [★★★★] 4/4
|
||||||
*
|
*
|
||||||
@@ -12,7 +12,7 @@
|
|||||||
* map that texture to a plane and render that, or maybe a shader but my method allows more
|
* map that texture to a plane and render that, or maybe a shader but my method allows more
|
||||||
* flexibility...for example to change position of each letter individually to make somethink
|
* flexibility...for example to change position of each letter individually to make somethink
|
||||||
* like a wavy text effect.
|
* like a wavy text effect.
|
||||||
*
|
*
|
||||||
* Special thanks to:
|
* Special thanks to:
|
||||||
* @Nighten for the DrawTextStyle() code https://github.com/NightenDushi/Raylib_DrawTextStyle
|
* @Nighten for the DrawTextStyle() code https://github.com/NightenDushi/Raylib_DrawTextStyle
|
||||||
* Chris Camacho (codifies - http://bedroomcoders.co.uk/) for the alpha discard shader
|
* Chris Camacho (codifies - http://bedroomcoders.co.uk/) for the alpha discard shader
|
||||||
@@ -34,8 +34,11 @@
|
|||||||
#include <stddef.h> // Required for: NULL
|
#include <stddef.h> // Required for: NULL
|
||||||
#include <math.h> // Required for: sinf()
|
#include <math.h> // Required for: sinf()
|
||||||
|
|
||||||
// To make it work with the older RLGL module just comment the line below
|
#if defined(PLATFORM_DESKTOP)
|
||||||
#define RAYLIB_NEW_RLGL
|
#define GLSL_VERSION 330
|
||||||
|
#else // PLATFORM_ANDROID, PLATFORM_WEB
|
||||||
|
#define GLSL_VERSION 100
|
||||||
|
#endif
|
||||||
|
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
// Globals
|
// Globals
|
||||||
@@ -50,7 +53,6 @@ bool SHOW_TEXT_BOUNDRY = false;
|
|||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
// Data Types definition
|
// Data Types definition
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Configuration structure for waving the text
|
// Configuration structure for waving the text
|
||||||
typedef struct WaveTextConfig {
|
typedef struct WaveTextConfig {
|
||||||
Vector3 waveRange;
|
Vector3 waveRange;
|
||||||
@@ -66,7 +68,7 @@ static void DrawTextCodepoint3D(Font font, int codepoint, Vector3 position, floa
|
|||||||
// Draw a 2D text in 3D space
|
// Draw a 2D text in 3D space
|
||||||
static void DrawText3D(Font font, const char *text, Vector3 position, float fontSize, float fontSpacing, float lineSpacing, bool backface, Color tint);
|
static void DrawText3D(Font font, const char *text, Vector3 position, float fontSize, float fontSpacing, float lineSpacing, bool backface, Color tint);
|
||||||
|
|
||||||
// Draw a 2D text in 3D space and wave the parts that start with `~~` and end with `~~`.
|
// Draw a 2D text in 3D space and wave the parts that start with '~~' and end with '~~'
|
||||||
// This is a modified version of the original code by @Nighten found here https://github.com/NightenDushi/Raylib_DrawTextStyle
|
// This is a modified version of the original code by @Nighten found here https://github.com/NightenDushi/Raylib_DrawTextStyle
|
||||||
static void DrawTextWave3D(Font font, const char *text, Vector3 position, float fontSize, float fontSpacing, float lineSpacing, bool backface, WaveTextConfig *config, float time, Color tint);
|
static void DrawTextWave3D(Font font, const char *text, Vector3 position, float fontSize, float fontSpacing, float lineSpacing, bool backface, WaveTextConfig *config, float time, Color tint);
|
||||||
// Measure a text in 3D ignoring the `~~` chars.
|
// Measure a text in 3D ignoring the `~~` chars.
|
||||||
@@ -128,7 +130,7 @@ int main(void)
|
|||||||
Color dark = RED;
|
Color dark = RED;
|
||||||
|
|
||||||
// Load the alpha discard shader
|
// Load the alpha discard shader
|
||||||
Shader alphaDiscard = LoadShader(NULL, "resources/shaders/glsl330/alpha_discard.fs");
|
Shader alphaDiscard = LoadShader(NULL, TextFormat("resources/shaders/glsl%i/alpha_discard.fs", GLSL_VERSION));
|
||||||
|
|
||||||
// Array filled with multiple random colors (when multicolor mode is set)
|
// Array filled with multiple random colors (when multicolor mode is set)
|
||||||
Color multi[TEXT_MAX_LAYERS] = {0};
|
Color multi[TEXT_MAX_LAYERS] = {0};
|
||||||
@@ -144,7 +146,7 @@ int main(void)
|
|||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
UpdateCamera(&camera, camera_mode);
|
UpdateCamera(&camera, camera_mode);
|
||||||
|
|
||||||
// Handle font files dropped
|
// Handle font files dropped
|
||||||
if (IsFileDropped())
|
if (IsFileDropped())
|
||||||
{
|
{
|
||||||
@@ -162,7 +164,7 @@ int main(void)
|
|||||||
font = LoadFont(droppedFiles.paths[0]);
|
font = LoadFont(droppedFiles.paths[0]);
|
||||||
fontSize = (float)font.baseSize;
|
fontSize = (float)font.baseSize;
|
||||||
}
|
}
|
||||||
|
|
||||||
UnloadDroppedFiles(droppedFiles); // Unload filepaths from memory
|
UnloadDroppedFiles(droppedFiles); // Unload filepaths from memory
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@@ -1,6 +1,6 @@
|
|||||||
/*******************************************************************************************
|
/*******************************************************************************************
|
||||||
*
|
*
|
||||||
* raylib [text] example - Font filters
|
* raylib [text] example - font texture filters
|
||||||
*
|
*
|
||||||
* Example complexity rating: [★★☆☆] 2/4
|
* Example complexity rating: [★★☆☆] 2/4
|
||||||
*
|
*
|
||||||
@@ -94,7 +94,7 @@ int main(void)
|
|||||||
UnloadFont(font);
|
UnloadFont(font);
|
||||||
font = LoadFontEx(droppedFiles.paths[0], (int)fontSize, 0, 0);
|
font = LoadFontEx(droppedFiles.paths[0], (int)fontSize, 0, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
UnloadDroppedFiles(droppedFiles); // Unload filepaths from memory
|
UnloadDroppedFiles(droppedFiles); // Unload filepaths from memory
|
||||||
}
|
}
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
@@ -1,6 +1,6 @@
|
|||||||
/*******************************************************************************************
|
/*******************************************************************************************
|
||||||
*
|
*
|
||||||
* raylib [text] example - Font SDF loading
|
* raylib [text] example - font SDF loading
|
||||||
*
|
*
|
||||||
* Example complexity rating: [★★★☆] 3/4
|
* Example complexity rating: [★★★☆] 3/4
|
||||||
*
|
*
|
||||||
|
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user