mirror of
https://github.com/raysan5/raylib.git
synced 2025-09-04 02:18:13 +00:00
REVIEWED: Examples section comments, for better organization and consistency
This commit is contained in:
@@ -24,6 +24,9 @@
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#define MAX_ENVIRONMENT_ELEMENTS 5
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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typedef struct Player {
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Vector2 position;
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float speed;
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@@ -36,7 +39,6 @@ typedef struct EnvElement {
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Color color;
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} EnvElement;
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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@@ -31,7 +31,7 @@ typedef struct ColorRect {
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//------------------------------------------------------------------------------------
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// Module Functions Declaration
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//------------------------------------------------------------------------------------
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static Color GenerateRandomColor();
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static Color GenerateRandomColor(void);
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static ColorRect *GenerateRandomColorRectSequence(float rectCount, float rectWidth, float screenWidth, float screenHeight);
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static void ShuffleColorRectSequence(ColorRect *rectangles, int rectCount);
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@@ -122,7 +122,7 @@ int main(void)
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//------------------------------------------------------------------------------------
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// Module Functions Definition
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//------------------------------------------------------------------------------------
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static Color GenerateRandomColor()
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static Color GenerateRandomColor(void)
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{
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Color color = {
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GetRandomValue(0, 255),
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@@ -25,7 +25,9 @@ typedef enum {
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STORAGE_POSITION_HISCORE = 1
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} StorageData;
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// Persistent storage functions
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//------------------------------------------------------------------------------------
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// Module Functions Declaration
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//------------------------------------------------------------------------------------
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static bool SaveStorageValue(unsigned int position, int value);
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static int LoadStorageValue(unsigned int position);
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@@ -101,6 +103,9 @@ int main(void)
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return 0;
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}
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//------------------------------------------------------------------------------------
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// Module Functions Declaration
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//------------------------------------------------------------------------------------
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// Save integer value to storage file (to defined position)
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// NOTE: Storage positions is directly related to file memory layout (4 bytes each integer)
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bool SaveStorageValue(unsigned int position, int value)
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@@ -17,6 +17,9 @@
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#define NUM_MODELS 9 // Parametric 3d shapes to generate
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//------------------------------------------------------------------------------------
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// Module Functions Declaration
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//------------------------------------------------------------------------------------
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static Mesh GenMeshCustom(void); // Generate a simple triangle mesh from code
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//------------------------------------------------------------------------------------
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@@ -136,6 +139,9 @@ int main(void)
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return 0;
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}
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//------------------------------------------------------------------------------------
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// Module Functions Definition
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//------------------------------------------------------------------------------------
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// Generate a simple triangle mesh from code
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static Mesh GenMeshCustom(void)
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{
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@@ -18,11 +18,14 @@
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#include "raylib.h"
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#include <stdlib.h> // Required for: rand()
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#include <math.h> // Required for: cos(), sin()
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#include <math.h> // Required for: cosf(), sinf()
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#define MAX_POINTS 10000000 // 10 million
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#define MIN_POINTS 1000 // 1 thousand
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//------------------------------------------------------------------------------------
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// Module Functions Declaration
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//------------------------------------------------------------------------------------
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// Generate mesh using points
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static Mesh GenMeshPoints(int numPoints);
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@@ -148,6 +151,9 @@ int main()
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return 0;
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}
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//------------------------------------------------------------------------------------
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// Module Functions Definition
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//------------------------------------------------------------------------------------
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// Generate a spherical point cloud
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static Mesh GenMeshPoints(int numPoints)
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{
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@@ -158,7 +164,7 @@ static Mesh GenMeshPoints(int numPoints)
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.colors = (unsigned char*)MemAlloc(numPoints*4*sizeof(unsigned char)),
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};
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// https://en.wikipedia.org/wiki/Spherical_coordinate_system
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// REF: 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())/((float)RAND_MAX);
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@@ -24,6 +24,9 @@
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#define GLSL_VERSION 100
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#endif
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//------------------------------------------------------------------------------------
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// Module Functions Declaration
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//------------------------------------------------------------------------------------
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// Generate cubemap (6 faces) from equirectangular (panorama) texture
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static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format);
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@@ -183,6 +186,9 @@ int main(void)
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return 0;
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}
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//------------------------------------------------------------------------------------
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// Module Functions Definition
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//------------------------------------------------------------------------------------
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// Generate cubemap texture from HDR texture
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static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format)
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{
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@@ -54,6 +54,9 @@
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#define MAX_PARTICLES 1000
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//------------------------------------------------------------------------------------
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// Module Functions Declaration
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//------------------------------------------------------------------------------------
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// Particle type
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typedef struct Particle {
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float x;
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@@ -30,6 +30,9 @@
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// Maximum amount of queued draw commands (squares draw from mouse down events)
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#define MAX_BUFFERED_TRANSFERTS 48
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// Game Of Life Update Command
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typedef struct GolUpdateCmd {
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unsigned int x; // x coordinate of the gol command
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@@ -35,6 +35,9 @@
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#define MAX_CUBES 30
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// GBuffer data
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typedef struct GBuffer {
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unsigned int framebuffer;
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@@ -34,6 +34,9 @@
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#define COLORS_PER_PALETTE 8
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#define VALUES_PER_COLOR 3
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//------------------------------------------------------------------------------------
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// Global Variables Definition
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//------------------------------------------------------------------------------------
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static const int palettes[MAX_PALETTES][COLORS_PER_PALETTE*VALUES_PER_COLOR] = {
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{ // 3-BIT RGB
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0, 0, 0,
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@@ -46,6 +46,9 @@ typedef enum {
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//FX_FXAA
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} PostproShader;
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//------------------------------------------------------------------------------------
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// Global Variables Definition
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//------------------------------------------------------------------------------------
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static const char *postproShaderText[] = {
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"GRAYSCALE",
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"POSTERIZATION",
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@@ -22,6 +22,9 @@
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#define MAX_SPLINE_POINTS 32
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// Cubic Bezier spline control points
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// NOTE: Every segment has two control points
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typedef struct {
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@@ -20,14 +20,17 @@
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#include "rlgl.h"
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// Custom Blend Modes
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#define RLGL_SRC_ALPHA 0x0302
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#define RLGL_MIN 0x8007
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#define RLGL_MAX 0x8008
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#define RLGL_SRC_ALPHA 0x0302
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#define RLGL_MIN 0x8007
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#define RLGL_MAX 0x8008
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#define MAX_BOXES 20
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#define MAX_SHADOWS MAX_BOXES*3 // MAX_BOXES *3. Each box can cast up to two shadow volumes for the edges it is away from, and one for the box itself
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#define MAX_LIGHTS 16
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#define MAX_BOXES 20
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#define MAX_SHADOWS MAX_BOXES*3 // MAX_BOXES*3 - Each box can cast up to two shadow volumes for the edges it is away from, and one for the box itself
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#define MAX_LIGHTS 16
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// Shadow geometry type
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typedef struct ShadowGeometry {
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Vector2 vertices[4];
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@@ -48,167 +51,26 @@ typedef struct LightInfo {
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int shadowCount;
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} LightInfo;
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//------------------------------------------------------------------------------------
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// Global Variables Definition
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//------------------------------------------------------------------------------------
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static LightInfo lights[MAX_LIGHTS] = { 0 };
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LightInfo lights[MAX_LIGHTS] = { 0 };
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//------------------------------------------------------------------------------------
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// Module Functions Declaration
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//------------------------------------------------------------------------------------
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// Move a light and mark it as dirty so that we update it's mask next frame
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void MoveLight(int slot, float x, float y)
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{
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lights[slot].dirty = true;
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lights[slot].position.x = x;
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lights[slot].position.y = y;
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// update the cached bounds
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lights[slot].bounds.x = x - lights[slot].outerRadius;
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lights[slot].bounds.y = y - lights[slot].outerRadius;
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}
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static void MoveLight(int slot, float x, float y);
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// Compute a shadow volume for the edge
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// It takes the edge and projects it back by the light radius and turns it into a quad
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void ComputeShadowVolumeForEdge(int slot, Vector2 sp, Vector2 ep)
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{
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if (lights[slot].shadowCount >= MAX_SHADOWS) return;
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float extension = lights[slot].outerRadius*2;
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Vector2 spVector = Vector2Normalize(Vector2Subtract(sp, lights[slot].position));
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Vector2 spProjection = Vector2Add(sp, Vector2Scale(spVector, extension));
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Vector2 epVector = Vector2Normalize(Vector2Subtract(ep, lights[slot].position));
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Vector2 epProjection = Vector2Add(ep, Vector2Scale(epVector, extension));
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lights[slot].shadows[lights[slot].shadowCount].vertices[0] = sp;
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lights[slot].shadows[lights[slot].shadowCount].vertices[1] = ep;
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lights[slot].shadows[lights[slot].shadowCount].vertices[2] = epProjection;
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lights[slot].shadows[lights[slot].shadowCount].vertices[3] = spProjection;
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lights[slot].shadowCount++;
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}
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static void ComputeShadowVolumeForEdge(int slot, Vector2 sp, Vector2 ep);
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// Draw the light and shadows to the mask for a light
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void DrawLightMask(int slot)
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{
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// Use the light mask
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BeginTextureMode(lights[slot].mask);
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ClearBackground(WHITE);
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// Force the blend mode to only set the alpha of the destination
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rlSetBlendFactors(RLGL_SRC_ALPHA, RLGL_SRC_ALPHA, RLGL_MIN);
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rlSetBlendMode(BLEND_CUSTOM);
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// If we are valid, then draw the light radius to the alpha mask
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if (lights[slot].valid) DrawCircleGradient((int)lights[slot].position.x, (int)lights[slot].position.y, lights[slot].outerRadius, ColorAlpha(WHITE, 0), WHITE);
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rlDrawRenderBatchActive();
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// Cut out the shadows from the light radius by forcing the alpha to maximum
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rlSetBlendMode(BLEND_ALPHA);
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rlSetBlendFactors(RLGL_SRC_ALPHA, RLGL_SRC_ALPHA, RLGL_MAX);
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rlSetBlendMode(BLEND_CUSTOM);
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// Draw the shadows to the alpha mask
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for (int i = 0; i < lights[slot].shadowCount; i++)
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{
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DrawTriangleFan(lights[slot].shadows[i].vertices, 4, WHITE);
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}
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rlDrawRenderBatchActive();
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// Go back to normal blend mode
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rlSetBlendMode(BLEND_ALPHA);
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EndTextureMode();
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}
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static void DrawLightMask(int slot);
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// Setup a light
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void SetupLight(int slot, float x, float y, float radius)
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{
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lights[slot].active = true;
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lights[slot].valid = false; // The light must prove it is valid
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lights[slot].mask = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
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lights[slot].outerRadius = radius;
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lights[slot].bounds.width = radius*2;
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lights[slot].bounds.height = radius*2;
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MoveLight(slot, x, y);
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// Force the render texture to have something in it
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DrawLightMask(slot);
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}
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static void SetupLight(int slot, float x, float y, float radius);
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// See if a light needs to update it's mask
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bool UpdateLight(int slot, Rectangle* boxes, int count)
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{
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if (!lights[slot].active || !lights[slot].dirty) return false;
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lights[slot].dirty = false;
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lights[slot].shadowCount = 0;
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lights[slot].valid = false;
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for (int i = 0; i < count; i++)
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{
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// Are we in a box? if so we are not valid
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if (CheckCollisionPointRec(lights[slot].position, boxes[i])) return false;
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// If this box is outside our bounds, we can skip it
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if (!CheckCollisionRecs(lights[slot].bounds, boxes[i])) continue;
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// Check the edges that are on the same side we are, and cast shadow volumes out from them
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// Top
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Vector2 sp = (Vector2){ boxes[i].x, boxes[i].y };
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Vector2 ep = (Vector2){ boxes[i].x + boxes[i].width, boxes[i].y };
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if (lights[slot].position.y > ep.y) ComputeShadowVolumeForEdge(slot, sp, ep);
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// Right
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sp = ep;
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ep.y += boxes[i].height;
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if (lights[slot].position.x < ep.x) ComputeShadowVolumeForEdge(slot, sp, ep);
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// Bottom
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sp = ep;
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ep.x -= boxes[i].width;
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if (lights[slot].position.y < ep.y) ComputeShadowVolumeForEdge(slot, sp, ep);
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// Left
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sp = ep;
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ep.y -= boxes[i].height;
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if (lights[slot].position.x > ep.x) ComputeShadowVolumeForEdge(slot, sp, ep);
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// The box itself
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lights[slot].shadows[lights[slot].shadowCount].vertices[0] = (Vector2){ boxes[i].x, boxes[i].y };
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lights[slot].shadows[lights[slot].shadowCount].vertices[1] = (Vector2){ boxes[i].x, boxes[i].y + boxes[i].height };
|
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lights[slot].shadows[lights[slot].shadowCount].vertices[2] = (Vector2){ boxes[i].x + boxes[i].width, boxes[i].y + boxes[i].height };
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lights[slot].shadows[lights[slot].shadowCount].vertices[3] = (Vector2){ boxes[i].x + boxes[i].width, boxes[i].y };
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lights[slot].shadowCount++;
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}
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lights[slot].valid = true;
|
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DrawLightMask(slot);
|
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|
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return true;
|
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}
|
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|
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static bool UpdateLight(int slot, Rectangle* boxes, int count);
|
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// Set up some boxes
|
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void SetupBoxes(Rectangle *boxes, int *count)
|
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{
|
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boxes[0] = (Rectangle){ 150,80, 40, 40 };
|
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boxes[1] = (Rectangle){ 1200, 700, 40, 40 };
|
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boxes[2] = (Rectangle){ 200, 600, 40, 40 };
|
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boxes[3] = (Rectangle){ 1000, 50, 40, 40 };
|
||||
boxes[4] = (Rectangle){ 500, 350, 40, 40 };
|
||||
|
||||
for (int i = 5; i < MAX_BOXES; i++)
|
||||
{
|
||||
boxes[i] = (Rectangle){(float)GetRandomValue(0,GetScreenWidth()), (float)GetRandomValue(0,GetScreenHeight()), (float)GetRandomValue(10,100), (float)GetRandomValue(10,100) };
|
||||
}
|
||||
|
||||
*count = MAX_BOXES;
|
||||
}
|
||||
static void SetupBoxes(Rectangle *boxes, int *count);
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
@@ -356,3 +218,165 @@ int main(void)
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module Functions Definition
|
||||
//------------------------------------------------------------------------------------
|
||||
// Move a light and mark it as dirty so that we update it's mask next frame
|
||||
static void MoveLight(int slot, float x, float y)
|
||||
{
|
||||
lights[slot].dirty = true;
|
||||
lights[slot].position.x = x;
|
||||
lights[slot].position.y = y;
|
||||
|
||||
// update the cached bounds
|
||||
lights[slot].bounds.x = x - lights[slot].outerRadius;
|
||||
lights[slot].bounds.y = y - lights[slot].outerRadius;
|
||||
}
|
||||
|
||||
// Compute a shadow volume for the edge
|
||||
// It takes the edge and projects it back by the light radius and turns it into a quad
|
||||
static void ComputeShadowVolumeForEdge(int slot, Vector2 sp, Vector2 ep)
|
||||
{
|
||||
if (lights[slot].shadowCount >= MAX_SHADOWS) return;
|
||||
|
||||
float extension = lights[slot].outerRadius*2;
|
||||
|
||||
Vector2 spVector = Vector2Normalize(Vector2Subtract(sp, lights[slot].position));
|
||||
Vector2 spProjection = Vector2Add(sp, Vector2Scale(spVector, extension));
|
||||
|
||||
Vector2 epVector = Vector2Normalize(Vector2Subtract(ep, lights[slot].position));
|
||||
Vector2 epProjection = Vector2Add(ep, Vector2Scale(epVector, extension));
|
||||
|
||||
lights[slot].shadows[lights[slot].shadowCount].vertices[0] = sp;
|
||||
lights[slot].shadows[lights[slot].shadowCount].vertices[1] = ep;
|
||||
lights[slot].shadows[lights[slot].shadowCount].vertices[2] = epProjection;
|
||||
lights[slot].shadows[lights[slot].shadowCount].vertices[3] = spProjection;
|
||||
|
||||
lights[slot].shadowCount++;
|
||||
}
|
||||
|
||||
// Setup a light
|
||||
static void SetupLight(int slot, float x, float y, float radius)
|
||||
{
|
||||
lights[slot].active = true;
|
||||
lights[slot].valid = false; // The light must prove it is valid
|
||||
lights[slot].mask = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
|
||||
lights[slot].outerRadius = radius;
|
||||
|
||||
lights[slot].bounds.width = radius*2;
|
||||
lights[slot].bounds.height = radius*2;
|
||||
|
||||
MoveLight(slot, x, y);
|
||||
|
||||
// Force the render texture to have something in it
|
||||
DrawLightMask(slot);
|
||||
}
|
||||
|
||||
// See if a light needs to update it's mask
|
||||
static bool UpdateLight(int slot, Rectangle* boxes, int count)
|
||||
{
|
||||
if (!lights[slot].active || !lights[slot].dirty) return false;
|
||||
|
||||
lights[slot].dirty = false;
|
||||
lights[slot].shadowCount = 0;
|
||||
lights[slot].valid = false;
|
||||
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
// Are we in a box? if so we are not valid
|
||||
if (CheckCollisionPointRec(lights[slot].position, boxes[i])) return false;
|
||||
|
||||
// If this box is outside our bounds, we can skip it
|
||||
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
|
||||
|
||||
// Top
|
||||
Vector2 sp = (Vector2){ boxes[i].x, boxes[i].y };
|
||||
Vector2 ep = (Vector2){ boxes[i].x + boxes[i].width, boxes[i].y };
|
||||
|
||||
if (lights[slot].position.y > ep.y) ComputeShadowVolumeForEdge(slot, sp, ep);
|
||||
|
||||
// Right
|
||||
sp = ep;
|
||||
ep.y += boxes[i].height;
|
||||
if (lights[slot].position.x < ep.x) ComputeShadowVolumeForEdge(slot, sp, ep);
|
||||
|
||||
// Bottom
|
||||
sp = ep;
|
||||
ep.x -= boxes[i].width;
|
||||
if (lights[slot].position.y < ep.y) ComputeShadowVolumeForEdge(slot, sp, ep);
|
||||
|
||||
// Left
|
||||
sp = ep;
|
||||
ep.y -= boxes[i].height;
|
||||
if (lights[slot].position.x > ep.x) ComputeShadowVolumeForEdge(slot, sp, ep);
|
||||
|
||||
// The box itself
|
||||
lights[slot].shadows[lights[slot].shadowCount].vertices[0] = (Vector2){ boxes[i].x, boxes[i].y };
|
||||
lights[slot].shadows[lights[slot].shadowCount].vertices[1] = (Vector2){ boxes[i].x, boxes[i].y + boxes[i].height };
|
||||
lights[slot].shadows[lights[slot].shadowCount].vertices[2] = (Vector2){ boxes[i].x + boxes[i].width, boxes[i].y + boxes[i].height };
|
||||
lights[slot].shadows[lights[slot].shadowCount].vertices[3] = (Vector2){ boxes[i].x + boxes[i].width, boxes[i].y };
|
||||
lights[slot].shadowCount++;
|
||||
}
|
||||
|
||||
lights[slot].valid = true;
|
||||
|
||||
DrawLightMask(slot);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// Draw the light and shadows to the mask for a light
|
||||
static void DrawLightMask(int slot)
|
||||
{
|
||||
// Use the light mask
|
||||
BeginTextureMode(lights[slot].mask);
|
||||
|
||||
ClearBackground(WHITE);
|
||||
|
||||
// Force the blend mode to only set the alpha of the destination
|
||||
rlSetBlendFactors(RLGL_SRC_ALPHA, RLGL_SRC_ALPHA, RLGL_MIN);
|
||||
rlSetBlendMode(BLEND_CUSTOM);
|
||||
|
||||
// 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);
|
||||
|
||||
rlDrawRenderBatchActive();
|
||||
|
||||
// Cut out the shadows from the light radius by forcing the alpha to maximum
|
||||
rlSetBlendMode(BLEND_ALPHA);
|
||||
rlSetBlendFactors(RLGL_SRC_ALPHA, RLGL_SRC_ALPHA, RLGL_MAX);
|
||||
rlSetBlendMode(BLEND_CUSTOM);
|
||||
|
||||
// Draw the shadows to the alpha mask
|
||||
for (int i = 0; i < lights[slot].shadowCount; i++)
|
||||
{
|
||||
DrawTriangleFan(lights[slot].shadows[i].vertices, 4, WHITE);
|
||||
}
|
||||
|
||||
rlDrawRenderBatchActive();
|
||||
|
||||
// Go back to normal blend mode
|
||||
rlSetBlendMode(BLEND_ALPHA);
|
||||
|
||||
EndTextureMode();
|
||||
}
|
||||
|
||||
// Set up some boxes
|
||||
static void SetupBoxes(Rectangle *boxes, int *count)
|
||||
{
|
||||
boxes[0] = (Rectangle){ 150,80, 40, 40 };
|
||||
boxes[1] = (Rectangle){ 1200, 700, 40, 40 };
|
||||
boxes[2] = (Rectangle){ 200, 600, 40, 40 };
|
||||
boxes[3] = (Rectangle){ 1000, 50, 40, 40 };
|
||||
boxes[4] = (Rectangle){ 500, 350, 40, 40 };
|
||||
|
||||
for (int i = 5; i < MAX_BOXES; i++)
|
||||
{
|
||||
boxes[i] = (Rectangle){(float)GetRandomValue(0,GetScreenWidth()), (float)GetRandomValue(0,GetScreenHeight()), (float)GetRandomValue(10,100), (float)GetRandomValue(10,100) };
|
||||
}
|
||||
|
||||
*count = MAX_BOXES;
|
||||
}
|
||||
|
@@ -23,6 +23,9 @@
|
||||
// this text will be scanned to get all the required codepoints
|
||||
static char *text = "いろはにほへと ちりぬるを\nわかよたれそ つねならむ\nうゐのおくやま けふこえて\nあさきゆめみし ゑひもせす";
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module Functions Declaration
|
||||
//------------------------------------------------------------------------------------
|
||||
// Remove codepoint duplicates if requested
|
||||
static int *CodepointRemoveDuplicates(int *codepoints, int codepointCount, int *codepointResultCount);
|
||||
|
||||
@@ -128,6 +131,9 @@ int main(void)
|
||||
return 0;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module Functions Definition
|
||||
//------------------------------------------------------------------------------------
|
||||
// Remove codepoint duplicates if requested
|
||||
// WARNING: This process could be a bit slow if there text to process is very long
|
||||
static int *CodepointRemoveDuplicates(int *codepoints, int codepointCount, int *codepointsResultCount)
|
||||
|
@@ -25,7 +25,7 @@
|
||||
#define EMOJI_PER_HEIGHT 4
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Global variables
|
||||
// Global Variables Definition
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Arrays that holds the random emojis
|
||||
struct {
|
||||
@@ -34,7 +34,8 @@ struct {
|
||||
Color color; // Emoji color
|
||||
} emoji[EMOJI_PER_WIDTH*EMOJI_PER_HEIGHT] = { 0 };
|
||||
|
||||
static int hovered = -1, selected = -1;
|
||||
static int hovered = -1;
|
||||
static int selected = -1;
|
||||
|
||||
// String containing 180 emoji codepoints separated by a '\0' char
|
||||
const char *const emojiCodepoints = "\xF0\x9F\x8C\x80\x00\xF0\x9F\x98\x80\x00\xF0\x9F\x98\x82\x00\xF0\x9F\xA4\xA3\x00\xF0\x9F\x98\x83\x00\xF0\x9F\x98\x86\x00\xF0\x9F\x98\x89\x00"
|
||||
|
@@ -149,7 +149,7 @@ int main(void)
|
||||
(Rectangle){ 400, 16, font.texture.width*atlasScale, font.texture.height*atlasScale }, (Vector2){ 0, 0 }, 0.0f, WHITE);
|
||||
DrawRectangleLines(400, 16, 380, 380, RED);
|
||||
|
||||
DrawText(TextFormat("ATLAS SIZE: %ix%i px (x%02.1f)", font.texture.width, font.texture.height, atlasScale), 20, 380, 20, BLUE);
|
||||
DrawText(TextFormat("ATLAS SIZE: %ix%i px (x%02.2f)", font.texture.width, font.texture.height, atlasScale), 20, 380, 20, BLUE);
|
||||
|
||||
// Display font attribution
|
||||
DrawText("Font: Noto Sans TC. License: SIL Open Font License 1.1", screenWidth - 300, screenHeight - 20, 10, GRAY);
|
||||
|
@@ -23,6 +23,9 @@
|
||||
// NOTE: This value is defined in [rlgl] module and can be changed there
|
||||
#define MAX_BATCH_ELEMENTS 8192
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
typedef struct Bunny {
|
||||
Vector2 position;
|
||||
Vector2 speed;
|
||||
|
@@ -21,6 +21,9 @@
|
||||
#define PLAYER_SIZE 16 // Player size
|
||||
#define PLAYER_TILE_VISIBILITY 2 // Player can see 2 tiles around its position
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
// Map data type
|
||||
typedef struct Map {
|
||||
unsigned int tilesX; // Number of tiles in X axis
|
||||
|
@@ -17,7 +17,10 @@
|
||||
|
||||
#define MAX_PARTICLES 200
|
||||
|
||||
// Particle structure with basic data
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
// Particle structure
|
||||
typedef struct {
|
||||
Vector2 position;
|
||||
Color color;
|
||||
|
Reference in New Issue
Block a user