mirror of
https://github.com/raysan5/raylib.git
synced 2025-09-05 19:08:13 +00:00
Merge branch 'master' of https://github.com/raysan5/raylib
This commit is contained in:
@@ -7,6 +7,7 @@ Some people ported raylib to other languages in the form of bindings or wrappers
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| Name | raylib Version | Language | License |
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| :--------------------------------------------------------------------------------------- | :--------------: | :------------------------------------------------------------------: | :------------------: |
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| [raylib](https://github.com/raysan5/raylib) | **5.5** | [C/C++](https://en.wikipedia.org/wiki/C_(programming_language)) | Zlib |
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| [raylib-ada](https://github.com/Fabien-Chouteau/raylib-ada) | **5.5** | [Ada](https://en.wikipedia.org/wiki/Ada_(programming_language)) | MIT |
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| [raylib-beef](https://github.com/Starpelly/raylib-beef) | **5.5** | [Beef](https://www.beeflang.org) | MIT |
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| [raybit](https://github.com/Alex-Velez/raybit) | **5.0** | [Brainfuck](https://en.wikipedia.org/wiki/Brainfuck) | MIT |
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| [raylib-c3](https://github.com/c3lang/vendor/tree/main/libraries/raylib55.c3l) | **5.5** | [C3](https://c3-lang.org) | MIT |
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@@ -30,13 +30,13 @@ void ProcessAudio(void *buffer, unsigned int frames)
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for (unsigned int frame = 0; frame < frames; frame++)
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{
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float *left = &samples[frame * 2 + 0], *right = &samples[frame * 2 + 1];
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float *left = &samples[frame*2 + 0], *right = &samples[frame*2 + 1];
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*left = powf(fabsf(*left), exponent) * ( (*left < 0.0f)? -1.0f : 1.0f );
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*right = powf(fabsf(*right), exponent) * ( (*right < 0.0f)? -1.0f : 1.0f );
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*left = powf(fabsf(*left), exponent)*( (*left < 0.0f)? -1.0f : 1.0f );
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*right = powf(fabsf(*right), exponent)*( (*right < 0.0f)? -1.0f : 1.0f );
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average += fabsf(*left) / frames; // accumulating average volume
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average += fabsf(*right) / frames;
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average += fabsf(*left)/frames; // accumulating average volume
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average += fabsf(*right)/frames;
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}
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// Moving history to the left
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@@ -99,7 +99,7 @@ int main(void)
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DrawRectangle(199, 199, 402, 34, LIGHTGRAY);
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for (int i = 0; i < 400; i++)
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{
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DrawLine(201 + i, 232 - (int)(averageVolume[i] * 32), 201 + i, 232, MAROON);
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DrawLine(201 + i, 232 - (int)(averageVolume[i]*32), 201 + i, 232, MAROON);
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}
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DrawRectangleLines(199, 199, 402, 34, GRAY);
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@@ -115,7 +115,7 @@ int main(void)
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float fp = (float)(mousePosition.y);
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frequency = 40.0f + (float)(fp);
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float pan = (float)(mousePosition.x) / (float)screenWidth;
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float pan = (float)(mousePosition.x)/(float)screenWidth;
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SetAudioStreamPan(stream, pan);
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}
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@@ -141,7 +141,7 @@ int main(void)
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}
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// Scale read cursor's position to minimize transition artifacts
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//readCursor = (int)(readCursor * ((float)waveLength / (float)oldWavelength));
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//readCursor = (int)(readCursor*((float)waveLength/(float)oldWavelength));
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oldFrequency = frequency;
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}
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@@ -148,8 +148,8 @@ int main(void)
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static void AudioProcessEffectLPF(void *buffer, unsigned int frames)
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{
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static float low[2] = { 0.0f, 0.0f };
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static const float cutoff = 70.0f / 44100.0f; // 70 Hz lowpass filter
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const float k = cutoff / (cutoff + 0.1591549431f); // RC filter formula
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static const float cutoff = 70.0f/44100.0f; // 70 Hz lowpass filter
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const float k = cutoff/(cutoff + 0.1591549431f); // RC filter formula
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// Converts the buffer data before using it
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float *bufferData = (float *)buffer;
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@@ -158,8 +158,8 @@ static void AudioProcessEffectLPF(void *buffer, unsigned int frames)
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const float l = bufferData[i];
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const float r = bufferData[i + 1];
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low[0] += k * (l - low[0]);
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low[1] += k * (r - low[1]);
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low[0] += k*(l - low[0]);
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low[1] += k*(r - low[1]);
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bufferData[i] = low[0];
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bufferData[i + 1] = low[1];
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}
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@@ -294,7 +294,7 @@ void UpdateCameraPlayerBoundsPush(Camera2D *camera, Player *player, EnvItem *env
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Vector2 bboxWorldMin = GetScreenToWorld2D((Vector2){ (1 - bbox.x)*0.5f*width, (1 - bbox.y)*0.5f*height }, *camera);
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Vector2 bboxWorldMax = GetScreenToWorld2D((Vector2){ (1 + bbox.x)*0.5f*width, (1 + bbox.y)*0.5f*height }, *camera);
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camera->offset = (Vector2){ (1 - bbox.x)*0.5f * width, (1 - bbox.y)*0.5f*height };
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camera->offset = (Vector2){ (1 - bbox.x)*0.5f*width, (1 - bbox.y)*0.5f*height };
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if (player->position.x < bboxWorldMin.x) camera->target.x = player->position.x;
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if (player->position.y < bboxWorldMin.y) camera->target.y = player->position.y;
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@@ -100,8 +100,8 @@ int main(void)
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.projection = CAMERA_ORTHOGRAPHIC;
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camera.fovy = 20.0f; // near plane width in CAMERA_ORTHOGRAPHIC
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CameraYaw(&camera, -135 * DEG2RAD, true);
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CameraPitch(&camera, -45 * DEG2RAD, true, true, false);
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CameraYaw(&camera, -135*DEG2RAD, true);
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CameraPitch(&camera, -45*DEG2RAD, true, true, false);
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}
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else if (camera.projection == CAMERA_ORTHOGRAPHIC)
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{
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@@ -263,7 +263,7 @@ static void UpdateCameraAngle(Camera *camera)
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// Rotate view vector around right axis
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float pitchAngle = -lookRotation.y -
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lean.y;
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pitchAngle = Clamp(pitchAngle, -PI / 2 + 0.0001f, PI / 2 - 0.0001f); // Clamp angle so it doesn't go past straight up or straight down
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pitchAngle = Clamp(pitchAngle, -PI/2 + 0.0001f, PI/2 - 0.0001f); // Clamp angle so it doesn't go past straight up or straight down
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Vector3 pitch = Vector3RotateByAxisAngle(yaw, right, pitchAngle);
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// Head animation
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@@ -47,7 +47,7 @@ int main(void)
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cameraPlayer2.position.x = -3.0f;
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cameraPlayer2.position.y = 3.0f;
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RenderTexture screenPlayer2 = LoadRenderTexture(screenWidth / 2, screenHeight);
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RenderTexture screenPlayer2 = LoadRenderTexture(screenWidth/2, screenHeight);
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// Build a flipped rectangle the size of the split view to use for drawing later
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Rectangle splitScreenRect = { 0.0f, 0.0f, (float)screenPlayer1.texture.width, (float)-screenPlayer1.texture.height };
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@@ -101,7 +101,7 @@ int main(void)
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DrawText("Try clicking on the box with your mouse!", 240, 10, 20, DARKGRAY);
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if (collision.hit) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30)) / 2, (int)(screenHeight * 0.1f), 30, GREEN);
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if (collision.hit) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30))/2, (int)(screenHeight*0.1f), 30, GREEN);
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DrawText("Right click mouse to toggle camera controls", 10, 430, 10, GRAY);
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@@ -91,7 +91,7 @@ int main(void)
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int x = (int)(((float)i)/dpiScale.x);
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if (odd) DrawRectangle(x, pixelGridTop, (int)cellSizePx, pixelGridBottom - pixelGridTop, CLITERAL(Color){ 0, 121, 241, 100 });
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DrawLine(x, pixelGridTop, (int)(((float)i) / dpiScale.x), pixelGridLabelY - 10, GRAY);
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DrawLine(x, pixelGridTop, (int)(((float)i)/dpiScale.x), pixelGridLabelY - 10, GRAY);
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if ((x - lastTextX) >= minTextSpace)
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{
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@@ -175,7 +175,6 @@ static void DrawTextCenterKeyHelp(const char *key, const char *text, int posX, i
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int spaceSize = MeasureText(" ", fontSize);
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int pressSize = MeasureText("Press", fontSize);
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int keySize = MeasureText(key, fontSize);
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int textSize = MeasureText(text, fontSize);
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int textSizeCurrent = 0;
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DrawText("Press", posX, posY, fontSize, color);
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@@ -184,4 +183,4 @@ static void DrawTextCenterKeyHelp(const char *key, const char *text, int posX, i
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DrawRectangle(posX + textSizeCurrent, posY + fontSize, keySize, 3, RED);
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textSizeCurrent += keySize + 2*spaceSize;
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DrawText(text, posX + textSizeCurrent, posY, fontSize, color);
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}
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}
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@@ -46,7 +46,7 @@ int main(void)
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//SetConfigFlags(FLAG_VSYNC_HINT | FLAG_MSAA_4X_HINT | FLAG_WINDOW_HIGHDPI);
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InitWindow(screenWidth, screenHeight, "raylib [core] example - window flags");
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Vector2 ballPosition = { GetScreenWidth() / 2.0f, GetScreenHeight() / 2.0f };
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Vector2 ballPosition = { GetScreenWidth()/2.0f, GetScreenHeight()/2.0f };
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Vector2 ballSpeed = { 5.0f, 4.0f };
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float ballRadius = 20;
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@@ -69,7 +69,7 @@ int main(void)
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EndMode3D();
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DrawText("Enemy: 100 / 100", (int)cubeScreenPosition.x - MeasureText("Enemy: 100/100", 20)/2, (int)cubeScreenPosition.y, 20, BLACK);
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DrawText("Enemy: 100/100", (int)cubeScreenPosition.x - MeasureText("Enemy: 100/100", 20)/2, (int)cubeScreenPosition.y, 20, BLACK);
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DrawText(TextFormat("Cube position in screen space coordinates: [%i, %i]", (int)cubeScreenPosition.x, (int)cubeScreenPosition.y), 10, 10, 20, LIME);
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DrawText("Text 2d should be always on top of the cube", 10, 40, 20, GRAY);
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@@ -84,4 +84,4 @@ int main(void)
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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@@ -127,8 +127,8 @@ int main(void)
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if (IsMouseButtonDown(MOUSE_BUTTON_MIDDLE))
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{
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const Vector2 mouseDelta = GetMouseDelta();
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camerarot.x = mouseDelta.x * 0.05f;
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camerarot.y = mouseDelta.y * 0.05f;
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camerarot.x = mouseDelta.x*0.05f;
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camerarot.y = mouseDelta.y*0.05f;
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}
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else
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{
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@@ -138,14 +138,14 @@ int main(void)
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UpdateCameraPro(&camera,
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(Vector3) {
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(IsKeyDown(KEY_W) || IsKeyDown(KEY_UP)) * 0.1f - // Move forward-backward
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(IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN)) * 0.1f,
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(IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT)) * 0.1f - // Move right-left
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(IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT)) * 0.1f,
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(IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))*0.1f - // Move forward-backward
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(IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))*0.1f,
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(IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT))*0.1f - // Move right-left
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(IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))*0.1f,
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0.0f // Move up-down
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},
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camerarot,
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GetMouseWheelMove() * -2.0f); // Move to target (zoom)
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GetMouseWheelMove()*-2.0f); // Move to target (zoom)
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// Cycle between models on mouse click
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if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) currentModel = (currentModel + 1) % MAX_VOX_FILES;
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@@ -18,6 +18,7 @@
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#include "raylib.h"
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#include "raymath.h"
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#undef FLT_MAX
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#define FLT_MAX 340282346638528859811704183484516925440.0f // Maximum value of a float, from bit pattern 01111111011111111111111111111111
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//------------------------------------------------------------------------------------
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@@ -245,4 +246,4 @@ int main(void)
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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|
@@ -161,9 +161,9 @@ static Mesh GenMeshPoints(int numPoints)
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// https://en.wikipedia.org/wiki/Spherical_coordinate_system
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for (int i = 0; i < numPoints; i++)
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{
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float theta = ((float)PI*rand())/RAND_MAX;
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float phi = (2.0f*PI*rand())/RAND_MAX;
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float r = (10.0f*rand())/RAND_MAX;
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float theta = ((float)PI*rand())/((float)RAND_MAX);
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float phi = (2.0f*PI*rand())/((float)RAND_MAX);
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float r = (10.0f*rand())/((float)RAND_MAX);
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mesh.vertices[i*3 + 0] = r*sinf(theta)*cosf(phi);
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mesh.vertices[i*3 + 1] = r*sinf(theta)*sinf(phi);
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|
@@ -79,9 +79,9 @@ int main(void)
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// Projection from XYZW to XYZ from perspective point (0, 0, 0, 3)
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// NOTE: Trace a ray from (0, 0, 0, 3) > p and continue until W = 0
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float c = 3.0f/(3.0f - p.w);
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p.x = c * p.x;
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p.y = c * p.y;
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p.z = c * p.z;
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p.x = c*p.x;
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p.y = c*p.y;
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p.z = c*p.z;
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// Split XYZ coordinate and W values later for drawing
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transformed[i] = (Vector3){ p.x, p.y, p.z };
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@@ -125,4 +125,4 @@ int main(void)
|
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//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
@@ -46,7 +46,7 @@ void main()
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||||
light = normalize(lights[i].position - fragPosition);
|
||||
|
||||
float NdotL = max(dot(normal, light), 0.0);
|
||||
lightDot += lights[i].color.rgb * NdotL;
|
||||
lightDot += lights[i].color.rgb*NdotL;
|
||||
|
||||
if (NdotL > 0.0)
|
||||
{
|
||||
@@ -56,8 +56,8 @@ void main()
|
||||
}
|
||||
}
|
||||
|
||||
vec4 finalColor = (fragColor * ((colDiffuse + vec4(specular, 1.0)) * vec4(lightDot, 1.0)));
|
||||
finalColor += fragColor * (ambient / 10.0) * colDiffuse;
|
||||
vec4 finalColor = (fragColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
|
||||
finalColor += fragColor*(ambient/10.0)*colDiffuse;
|
||||
|
||||
finalColor = pow(finalColor, vec4(1.0/2.2)); // gamma correction
|
||||
|
||||
|
@@ -20,9 +20,9 @@ varying vec3 fragNormal;
|
||||
|
||||
void main()
|
||||
{
|
||||
fragPosition = vec3(matModel * vec4(vertexPosition, 1.0));
|
||||
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
|
||||
fragColor = vertexColor;
|
||||
fragNormal = normalize(vec3(matNormal * vec4(vertexNormal, 1.0)));
|
||||
fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
|
||||
|
||||
gl_Position = mvp * vec4(vertexPosition, 1.0);
|
||||
gl_Position = mvp*vec4(vertexPosition, 1.0);
|
||||
}
|
||||
|
@@ -43,7 +43,7 @@ void main()
|
||||
light = normalize(lights[i].position - fragPosition);
|
||||
|
||||
float NdotL = max(dot(normal, light), 0.0);
|
||||
lightDot += lights[i].color.rgb * NdotL;
|
||||
lightDot += lights[i].color.rgb*NdotL;
|
||||
|
||||
if (NdotL > 0.0)
|
||||
{
|
||||
@@ -53,8 +53,8 @@ void main()
|
||||
}
|
||||
}
|
||||
|
||||
vec4 finalColor = (fragColor * ((colDiffuse + vec4(specular, 1.0)) * vec4(lightDot, 1.0)));
|
||||
finalColor += fragColor * (ambient / 10.0) * colDiffuse;
|
||||
vec4 finalColor = (fragColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
|
||||
finalColor += fragColor*(ambient/10.0)*colDiffuse;
|
||||
|
||||
finalColor = pow(finalColor, vec4(1.0/2.2)); // gamma correction
|
||||
|
||||
|
@@ -16,9 +16,9 @@ varying vec3 fragNormal;
|
||||
|
||||
void main()
|
||||
{
|
||||
fragPosition = vec3(matModel * vec4(vertexPosition, 1.0));
|
||||
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
|
||||
fragColor = vertexColor;
|
||||
fragNormal = normalize(vec3(matNormal * vec4(vertexNormal, 1.0)));
|
||||
fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
|
||||
|
||||
gl_Position = mvp * vec4(vertexPosition, 1.0);
|
||||
gl_Position = mvp*vec4(vertexPosition, 1.0);
|
||||
}
|
||||
|
@@ -297,7 +297,7 @@ static void DrawRectangleV(Vector2 position, Vector2 size, Color color)
|
||||
// Draw a grid centered at (0, 0, 0)
|
||||
static void DrawGrid(int slices, float spacing)
|
||||
{
|
||||
int halfSlices = slices / 2;
|
||||
int halfSlices = slices/2;
|
||||
|
||||
rlBegin(RL_LINES);
|
||||
for (int i = -halfSlices; i <= halfSlices; i++)
|
||||
|
@@ -1,22 +1,22 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - normal map
|
||||
*
|
||||
* Example complexity rating: [★★★★] 4/4
|
||||
*
|
||||
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
|
||||
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
|
||||
*
|
||||
* Example originally created with raylib 5.6, last time updated with raylib 5.6
|
||||
*
|
||||
* Example contributed by Jeremy Montgomery (@Sir_Irk) 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) 2025-2025 Jeremy Montgomery (@Sir_Irk) and Ramon Santamaria (@raysan5)
|
||||
*k
|
||||
********************************************************************************************/
|
||||
*
|
||||
* raylib [shaders] example - normal map
|
||||
*
|
||||
* Example complexity rating: [★★★★] 4/4
|
||||
*
|
||||
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
|
||||
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
|
||||
*
|
||||
* Example originally created with raylib 5.6, last time updated with raylib 5.6
|
||||
*
|
||||
* Example contributed by Jeremy Montgomery (@Sir_Irk) 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) 2025-2025 Jeremy Montgomery (@Sir_Irk) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include <raylib.h>
|
||||
|
||||
|
@@ -115,22 +115,22 @@ int main(void)
|
||||
if (IsKeyDown(KEY_LEFT))
|
||||
{
|
||||
if (lightDir.x < 0.6f)
|
||||
lightDir.x += cameraSpeed * 60.0f * dt;
|
||||
lightDir.x += cameraSpeed*60.0f*dt;
|
||||
}
|
||||
if (IsKeyDown(KEY_RIGHT))
|
||||
{
|
||||
if (lightDir.x > -0.6f)
|
||||
lightDir.x -= cameraSpeed * 60.0f * dt;
|
||||
lightDir.x -= cameraSpeed*60.0f*dt;
|
||||
}
|
||||
if (IsKeyDown(KEY_UP))
|
||||
{
|
||||
if (lightDir.z < 0.6f)
|
||||
lightDir.z += cameraSpeed * 60.0f * dt;
|
||||
lightDir.z += cameraSpeed*60.0f*dt;
|
||||
}
|
||||
if (IsKeyDown(KEY_DOWN))
|
||||
{
|
||||
if (lightDir.z > -0.6f)
|
||||
lightDir.z -= cameraSpeed * 60.0f * dt;
|
||||
lightDir.z -= cameraSpeed*60.0f*dt;
|
||||
}
|
||||
lightDir = Vector3Normalize(lightDir);
|
||||
lightCam.position = Vector3Scale(lightDir, -15.0f);
|
||||
|
@@ -130,12 +130,12 @@ int main(void)
|
||||
|
||||
while ((fabs(spots[i].speed.x) + fabs(spots[i].speed.y)) < 2)
|
||||
{
|
||||
spots[i].speed.x = GetRandomValue(-400, 40) / 10.0f;
|
||||
spots[i].speed.y = GetRandomValue(-400, 40) / 10.0f;
|
||||
spots[i].speed.x = GetRandomValue(-400, 40)/10.0f;
|
||||
spots[i].speed.y = GetRandomValue(-400, 40)/10.0f;
|
||||
}
|
||||
|
||||
spots[i].inner = 28.0f * (i + 1);
|
||||
spots[i].radius = 48.0f * (i + 1);
|
||||
spots[i].inner = 28.0f*(i + 1);
|
||||
spots[i].radius = 48.0f*(i + 1);
|
||||
|
||||
SetShaderValue(shdrSpot, spots[i].positionLoc, &spots[i].position.x, SHADER_UNIFORM_VEC2);
|
||||
SetShaderValue(shdrSpot, spots[i].innerLoc, &spots[i].inner, SHADER_UNIFORM_FLOAT);
|
||||
|
@@ -133,7 +133,7 @@ int main(void)
|
||||
static void UpdateClock(Clock *clock)
|
||||
{
|
||||
time_t rawtime;
|
||||
struct tm * timeinfo;
|
||||
struct tm *timeinfo;
|
||||
|
||||
time(&rawtime);
|
||||
timeinfo = localtime(&rawtime);
|
||||
@@ -164,7 +164,7 @@ static void DrawClock(Clock clock, Vector2 centerPosition)
|
||||
|
||||
DrawText(TextFormat("%i", clock.second.value), centerPosition.x + (clock.second.length - 10)*cosf(clock.second.angle*(float)(PI/180)) - DIGIT_SIZE/2, centerPosition.y + clock.second.length*sinf(clock.second.angle*(float)(PI/180)) - DIGIT_SIZE/2, DIGIT_SIZE, GRAY);
|
||||
|
||||
DrawText(TextFormat("%i", clock.minute.value), clock.minute.origin.x + clock.minute.length*cosf(clock.minute.angle*(float)(PI/180)) - DIGIT_SIZE/2, centerPosition.y + clock.minute.length*sinf(clock.minute.angle*(float)(PI/180)) - DIGIT_SIZE/2, DIGIT_SIZE, RED);
|
||||
DrawText(TextFormat("%i", clock.minute.value), centerPosition.x + clock.minute.length*cosf(clock.minute.angle*(float)(PI/180)) - DIGIT_SIZE/2, centerPosition.y + clock.minute.length*sinf(clock.minute.angle*(float)(PI/180)) - DIGIT_SIZE/2, DIGIT_SIZE, RED);
|
||||
|
||||
DrawText(TextFormat("%i", clock.hour.value), centerPosition.x + clock.hour.length*cosf(clock.hour.angle*(float)(PI/180)) - DIGIT_SIZE/2, centerPosition.y + clock.hour.length*sinf(clock.hour.angle*(float)(PI/180)) - DIGIT_SIZE/2, DIGIT_SIZE, GOLD);
|
||||
}
|
||||
|
@@ -46,8 +46,8 @@ int main(void)
|
||||
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 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;
|
||||
|
||||
@@ -56,8 +56,8 @@ int main(void)
|
||||
previousPosition.y += (screenHeight/2 - 100);
|
||||
|
||||
// Scale length
|
||||
float L1 = l1 * lengthScaler;
|
||||
float L2 = l2 * lengthScaler;
|
||||
float L1 = l1*lengthScaler;
|
||||
float L2 = l2*lengthScaler;
|
||||
|
||||
// Draw parameters
|
||||
int lineThick = 20, trailThick = 2;
|
||||
@@ -76,26 +76,26 @@ int main(void)
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
float dt = GetFrameTime();
|
||||
float step = dt / SIMULATION_STEPS, step2 = step * step;
|
||||
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;
|
||||
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));
|
||||
/(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));
|
||||
/(L2*(2*m1 + m2 - m2*cos2D));
|
||||
|
||||
// Update thetas
|
||||
theta1 += w1*step + 0.5f*a1*step2;
|
||||
@@ -118,7 +118,7 @@ int main(void)
|
||||
|
||||
// Draw trail
|
||||
DrawCircleV(previousPosition, trailThick, RED);
|
||||
DrawLineEx(previousPosition, currentPosition, trailThick * 2, RED);
|
||||
DrawLineEx(previousPosition, currentPosition, trailThick*2, RED);
|
||||
EndTextureMode();
|
||||
|
||||
// Update previous position
|
||||
@@ -135,12 +135,12 @@ int main(void)
|
||||
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);
|
||||
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);
|
||||
DrawRectanglePro((Rectangle){ screenWidth/2 + endpoint1.x, screenHeight/2 - 100 + endpoint1.y, 10*l2, lineThick },
|
||||
(Vector2){0, lineThick*0.5}, 90 - RAD2DEG*theta2, RAYWHITE);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
@@ -159,7 +159,7 @@ int main(void)
|
||||
// Calculate Pendulum End Point
|
||||
static Vector2 CalculatePendulumEndPoint(float l, float theta)
|
||||
{
|
||||
return (Vector2){ 10 * l * sin(theta), 10 * l * cos(theta) };
|
||||
return (Vector2){ 10*l*sin(theta), 10*l*cos(theta) };
|
||||
}
|
||||
|
||||
// Calculate Double Pendulum End Point
|
||||
|
@@ -72,7 +72,7 @@ int main(void)
|
||||
GuiSliderBar((Rectangle){ 600, 170, 120, 20}, "Segments", TextFormat("%.2f", segments), &segments, 0, 100);
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
minSegments = truncf(ceilf((endAngle - startAngle) / 90));
|
||||
minSegments = truncf(ceilf((endAngle - startAngle)/90));
|
||||
DrawText(TextFormat("MODE: %s", (segments >= minSegments)? "MANUAL" : "AUTO"), 600, 200, 10, (segments >= minSegments)? MAROON : DARKGRAY);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
@@ -87,4 +87,4 @@ int main(void)
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
@@ -46,8 +46,8 @@ int main(void)
|
||||
//----------------------------------------------------------------------------------
|
||||
float width = GetScreenWidth()/2.0f, height = GetScreenHeight()/6.0f;
|
||||
Rectangle rec = {
|
||||
GetScreenWidth() / 2.0f - width/2,
|
||||
GetScreenHeight() / 2.0f - 5*(height/2),
|
||||
GetScreenWidth()/2.0f - width/2,
|
||||
GetScreenHeight()/2.0f - 5*(height/2),
|
||||
width, height
|
||||
};
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
@@ -129,8 +129,8 @@ void SetupLight(int slot, float x, float y, float radius)
|
||||
lights[slot].mask = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
|
||||
lights[slot].outerRadius = radius;
|
||||
|
||||
lights[slot].bounds.width = radius * 2;
|
||||
lights[slot].bounds.height = radius * 2;
|
||||
lights[slot].bounds.width = radius*2;
|
||||
lights[slot].bounds.height = radius*2;
|
||||
|
||||
MoveLight(slot, x, y);
|
||||
|
||||
@@ -355,4 +355,4 @@ int main(void)
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
@@ -248,7 +248,7 @@ int main(void)
|
||||
if (sz.x > 300) { sz.y *= sz.x/300; sz.x = 300; }
|
||||
else if (sz.x < 160) sz.x = 160;
|
||||
|
||||
Rectangle msgRect = { selectedPos.x - 38.8f, selectedPos.y, 2 * horizontalPadding + sz.x, 2 * verticalPadding + sz.y };
|
||||
Rectangle msgRect = { selectedPos.x - 38.8f, selectedPos.y, 2*horizontalPadding + sz.x, 2*verticalPadding + sz.y };
|
||||
msgRect.y -= msgRect.height;
|
||||
|
||||
// Coordinates for the chat bubble triangle
|
||||
|
@@ -78,10 +78,10 @@ int main(void)
|
||||
|
||||
switch (blendMode)
|
||||
{
|
||||
case BLEND_ALPHA: DrawText("Current: BLEND_ALPHA", (screenWidth / 2) - 60, 370, 10, GRAY); break;
|
||||
case BLEND_ADDITIVE: DrawText("Current: BLEND_ADDITIVE", (screenWidth / 2) - 60, 370, 10, GRAY); break;
|
||||
case BLEND_MULTIPLIED: DrawText("Current: BLEND_MULTIPLIED", (screenWidth / 2) - 60, 370, 10, GRAY); break;
|
||||
case BLEND_ADD_COLORS: DrawText("Current: BLEND_ADD_COLORS", (screenWidth / 2) - 60, 370, 10, GRAY); break;
|
||||
case BLEND_ALPHA: DrawText("Current: BLEND_ALPHA", (screenWidth/2) - 60, 370, 10, GRAY); break;
|
||||
case BLEND_ADDITIVE: DrawText("Current: BLEND_ADDITIVE", (screenWidth/2) - 60, 370, 10, GRAY); break;
|
||||
case BLEND_MULTIPLIED: DrawText("Current: BLEND_MULTIPLIED", (screenWidth/2) - 60, 370, 10, GRAY); break;
|
||||
case BLEND_ADD_COLORS: DrawText("Current: BLEND_ADD_COLORS", (screenWidth/2) - 60, 370, 10, GRAY); break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
|
@@ -64,10 +64,10 @@ int main(void)
|
||||
Rectangle fudesumiRec = {0, 0, fudesumiImage.width, fudesumiImage.height};
|
||||
|
||||
Rectangle fudesumiPos = {50, 10, fudesumiImage.width*0.8f, fudesumiImage.height*0.8f};
|
||||
Rectangle redPos = { 410, 10, fudesumiPos.width / 2, fudesumiPos.height / 2 };
|
||||
Rectangle greenPos = { 600, 10, fudesumiPos.width / 2, fudesumiPos.height / 2 };
|
||||
Rectangle bluePos = { 410, 230, fudesumiPos.width / 2, fudesumiPos.height / 2 };
|
||||
Rectangle alphaPos = { 600, 230, fudesumiPos.width / 2, fudesumiPos.height / 2 };
|
||||
Rectangle redPos = { 410, 10, fudesumiPos.width/2, fudesumiPos.height/2 };
|
||||
Rectangle greenPos = { 600, 10, fudesumiPos.width/2, fudesumiPos.height/2 };
|
||||
Rectangle bluePos = { 410, 230, fudesumiPos.width/2, fudesumiPos.height/2 };
|
||||
Rectangle alphaPos = { 600, 230, fudesumiPos.width/2, fudesumiPos.height/2 };
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
@@ -18,8 +18,8 @@ int main() {
|
||||
SetTargetFPS(60);
|
||||
|
||||
while (!WindowShouldClose()) {
|
||||
cam.position.x = sin(GetTime()) * 10.0f;
|
||||
cam.position.z = cos(GetTime()) * 10.0f;
|
||||
cam.position.x = sin(GetTime())*10.0f;
|
||||
cam.position.z = cos(GetTime())*10.0f;
|
||||
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
@@ -35,4 +35,4 @@ int main() {
|
||||
|
||||
CloseWindow();
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
2
src/external/fix_win32_compatibility.h
vendored
2
src/external/fix_win32_compatibility.h
vendored
@@ -42,7 +42,7 @@
|
||||
#define DrawTextW DrawTextWin32
|
||||
#define DrawTextExA DrawTextExAWin32
|
||||
#define DrawTextExW DrawTextExWin32
|
||||
#define PlaySoundA PlaySoundAWin32\
|
||||
#define PlaySoundA PlaySoundAWin32
|
||||
// include windows
|
||||
#define WIN32_LEAN_AND_MEAN
|
||||
#include <windows.h>
|
||||
|
14
src/external/rl_gputex.h
vendored
14
src/external/rl_gputex.h
vendored
@@ -288,7 +288,7 @@ void *rl_load_dds_from_memory(const unsigned char *file_data, unsigned int file_
|
||||
if (header->ddspf.flags == 0x40) // No alpha channel
|
||||
{
|
||||
int data_size = image_pixel_size*sizeof(unsigned short);
|
||||
if (header->mipmap_count > 1) data_size = data_size + data_size / 3;
|
||||
if (header->mipmap_count > 1) data_size = data_size + data_size/3;
|
||||
image_data = RL_GPUTEX_MALLOC(data_size);
|
||||
|
||||
RL_GPUTEX_MEMCPY(image_data, file_data_ptr, data_size);
|
||||
@@ -300,7 +300,7 @@ void *rl_load_dds_from_memory(const unsigned char *file_data, unsigned int file_
|
||||
if (header->ddspf.a_bit_mask == 0x8000) // 1bit alpha
|
||||
{
|
||||
int data_size = image_pixel_size*sizeof(unsigned short);
|
||||
if (header->mipmap_count > 1) data_size = data_size + data_size / 3;
|
||||
if (header->mipmap_count > 1) data_size = data_size + data_size/3;
|
||||
image_data = RL_GPUTEX_MALLOC(data_size);
|
||||
|
||||
RL_GPUTEX_MEMCPY(image_data, file_data_ptr, data_size);
|
||||
@@ -320,7 +320,7 @@ void *rl_load_dds_from_memory(const unsigned char *file_data, unsigned int file_
|
||||
else if (header->ddspf.a_bit_mask == 0xf000) // 4bit alpha
|
||||
{
|
||||
int data_size = image_pixel_size*sizeof(unsigned short);
|
||||
if (header->mipmap_count > 1) data_size = data_size + data_size / 3;
|
||||
if (header->mipmap_count > 1) data_size = data_size + data_size/3;
|
||||
image_data = RL_GPUTEX_MALLOC(data_size);
|
||||
|
||||
RL_GPUTEX_MEMCPY(image_data, file_data_ptr, data_size);
|
||||
@@ -342,7 +342,7 @@ void *rl_load_dds_from_memory(const unsigned char *file_data, unsigned int file_
|
||||
else if ((header->ddspf.flags == 0x40) && (header->ddspf.rgb_bit_count == 24)) // DDS_RGB, no compressed
|
||||
{
|
||||
int data_size = image_pixel_size*3*sizeof(unsigned char);
|
||||
if (header->mipmap_count > 1) data_size = data_size + data_size / 3;
|
||||
if (header->mipmap_count > 1) data_size = data_size + data_size/3;
|
||||
image_data = RL_GPUTEX_MALLOC(data_size);
|
||||
|
||||
RL_GPUTEX_MEMCPY(image_data, file_data_ptr, data_size);
|
||||
@@ -352,7 +352,7 @@ void *rl_load_dds_from_memory(const unsigned char *file_data, unsigned int file_
|
||||
else if ((header->ddspf.flags == 0x41) && (header->ddspf.rgb_bit_count == 32)) // DDS_RGBA, no compressed
|
||||
{
|
||||
int data_size = image_pixel_size*4*sizeof(unsigned char);
|
||||
if (header->mipmap_count > 1) data_size = data_size + data_size / 3;
|
||||
if (header->mipmap_count > 1) data_size = data_size + data_size/3;
|
||||
image_data = RL_GPUTEX_MALLOC(data_size);
|
||||
|
||||
RL_GPUTEX_MEMCPY(image_data, file_data_ptr, data_size);
|
||||
@@ -376,7 +376,7 @@ void *rl_load_dds_from_memory(const unsigned char *file_data, unsigned int file_
|
||||
int data_size = 0;
|
||||
|
||||
// Calculate data size, including all mipmaps
|
||||
if (header->mipmap_count > 1) data_size = header->pitch_or_linear_size + header->pitch_or_linear_size / 3;
|
||||
if (header->mipmap_count > 1) data_size = header->pitch_or_linear_size + header->pitch_or_linear_size/3;
|
||||
else data_size = header->pitch_or_linear_size;
|
||||
|
||||
image_data = RL_GPUTEX_MALLOC(data_size*sizeof(unsigned char));
|
||||
@@ -1547,4 +1547,4 @@ typedef enum VkFormat {
|
||||
// Provided by VK_KHR_maintenance5
|
||||
VK_FORMAT_A8_UNORM_KHR = VK_FORMAT_A8_UNORM,
|
||||
} VkFormat;
|
||||
*/
|
||||
*/
|
||||
|
@@ -1041,8 +1041,8 @@ void PollInputEvents(void)
|
||||
// if we are doing automatic DPI scaling, then the "screen" size is divided by the window scale
|
||||
if (IsWindowState(FLAG_WINDOW_HIGHDPI))
|
||||
{
|
||||
CORE.Window.screen.width = (int)(platform.window->r.w / GetWindowScaleDPI().x);
|
||||
CORE.Window.screen.height = (int)(platform.window->r.h / GetWindowScaleDPI().y);
|
||||
CORE.Window.screen.width = (int)(platform.window->r.w/GetWindowScaleDPI().x);
|
||||
CORE.Window.screen.height = (int)(platform.window->r.h/GetWindowScaleDPI().y);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -1207,13 +1207,13 @@ void PollInputEvents(void)
|
||||
{
|
||||
case 0:
|
||||
{
|
||||
CORE.Input.Gamepad.axisState[event->gamepad][GAMEPAD_AXIS_LEFT_X] = event->axis[0].x / 100.0f;
|
||||
CORE.Input.Gamepad.axisState[event->gamepad][GAMEPAD_AXIS_LEFT_Y] = event->axis[0].y / 100.0f;
|
||||
CORE.Input.Gamepad.axisState[event->gamepad][GAMEPAD_AXIS_LEFT_X] = event->axis[0].x/100.0f;
|
||||
CORE.Input.Gamepad.axisState[event->gamepad][GAMEPAD_AXIS_LEFT_Y] = event->axis[0].y/100.0f;
|
||||
} break;
|
||||
case 1:
|
||||
{
|
||||
CORE.Input.Gamepad.axisState[event->gamepad][GAMEPAD_AXIS_RIGHT_X] = event->axis[1].x / 100.0f;
|
||||
CORE.Input.Gamepad.axisState[event->gamepad][GAMEPAD_AXIS_RIGHT_Y] = event->axis[1].y / 100.0f;
|
||||
CORE.Input.Gamepad.axisState[event->gamepad][GAMEPAD_AXIS_RIGHT_X] = event->axis[1].x/100.0f;
|
||||
CORE.Input.Gamepad.axisState[event->gamepad][GAMEPAD_AXIS_RIGHT_Y] = event->axis[1].y/100.0f;
|
||||
} break;
|
||||
case 2: axis = GAMEPAD_AXIS_LEFT_TRIGGER;
|
||||
case 3:
|
||||
|
@@ -1485,8 +1485,8 @@ void PollInputEvents(void)
|
||||
// if we are doing automatic DPI scaling, then the "screen" size is divided by the window scale
|
||||
if (IsWindowState(FLAG_WINDOW_HIGHDPI))
|
||||
{
|
||||
CORE.Window.screen.width = (int)(width / GetWindowScaleDPI().x);
|
||||
CORE.Window.screen.height = (int)(height / GetWindowScaleDPI().y);
|
||||
CORE.Window.screen.width = (int)(width/GetWindowScaleDPI().x);
|
||||
CORE.Window.screen.height = (int)(height/GetWindowScaleDPI().y);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@@ -3243,6 +3243,7 @@ unsigned int rlLoadTexture(const void *data, int width, int height, int format,
|
||||
int mipWidth = width;
|
||||
int mipHeight = height;
|
||||
int mipOffset = 0; // Mipmap data offset, only used for tracelog
|
||||
(void)mipOffset; // Used to avoid gcc warnings about unused variable
|
||||
|
||||
// NOTE: Added pointer math separately from function to avoid UBSAN complaining
|
||||
unsigned char *dataPtr = NULL;
|
||||
|
@@ -3722,7 +3722,7 @@ void GenMeshTangents(Mesh *mesh)
|
||||
}
|
||||
|
||||
// Gram-Schmidt orthogonalization to make tangent orthogonal to normal
|
||||
// T_prime = T - N * dot(N, T)
|
||||
// T_prime = T - N*dot(N, T)
|
||||
Vector3 orthogonalized = Vector3Subtract(tangent, Vector3Scale(normal, Vector3DotProduct(normal, tangent)));
|
||||
|
||||
// Handle cases where orthogonalized vector is too small
|
||||
|
Reference in New Issue
Block a user