This commit is contained in:
victorfisac
2017-07-15 16:05:00 +02:00
1052 changed files with 2357443 additions and 2376073 deletions

40
.gitignore vendored
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@@ -3,6 +3,8 @@
# Ignore VIM's backup generated files
*.swp
*.swo
*~
# Ignore Android generated files and folders
src_android/obj/
@@ -40,6 +42,7 @@ Thumbs.db
*.sbr
*.sdf
obj/
# [Rr]elease/
[Rr]elease.win32/
_ReSharper*/
[Tt]est[Rr]esult*
@@ -62,6 +65,17 @@ examples/*
# Unignore examples Makefile
!examples/Makefile
# Ignore all games files
games/*
# Unignore all games dirs
!games/*/
# Unignore all games files with extension
!games/*.c
!games/*.lua
!games/*.png
# Unignore games makefile
!games/Makefile
# Ignore files build by xcode
*.mode*v*
*.pbxuser
@@ -76,14 +90,10 @@ xcschememanagement.plist
xcuserdata/
DerivedData/
*.dll
src/libraylib.a
src/libraylib.bc
# external libraries DLLs
!src/external/glfw3/lib/win32/glfw3.dll
!src/external/openal_soft/lib/win32/OpenAL32.dll
!src/external/OculusSDK/LibOVR/LibOVRRT32_1.dll
!src/external/pthread/lib/pthreadGC2.dll
# Visual Studio project
project/vs2015/*.db
@@ -96,3 +106,25 @@ project/vs2015/*.opendb
!project/vs2015/external/openal_soft/lib/win64/OpenAL32.dll
!project/vs2015/external/lua/lib/win32/lua53.dll
# Web examples
docs/examples/web/*.html
docs/examples/web/*/*.html
!docs/examples/web/loader.html
!docs/examples/web/core/loader.html
!docs/examples/web/shapes/loader.html
!docs/examples/web/text/loader.html
!docs/examples/web/textures/loader.html
!docs/examples/web/audio/loader.html
!docs/examples/web/physac/loader.html
!docs/examples/web/shaders/loader.html
!docs/examples/web/models/loader.html
# raylib release libs
src/libraylib.a
src/libraylib.bc
!release/android/armeabi-v7a/libraylib.a
!release/android/armeabi-v7a/libraylib.so
!release/linux/libraylib.a
!release/linux/libraylib.so
!release/rpi/libraylib.a

104
CHANGELOG
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@@ -1,7 +1,103 @@
changelog
---------
Current Release: raylib 1.6.0 (20 November 2016)
Current Release: raylib 1.7.0 (20 May 2017)
-----------------------------------------------
Release: raylib 1.7.0 (20 May 2017)
-----------------------------------------------
NOTE:
In this new raylib release, multiple parts of the library have been reviewed for consistency and simplification.
It exposes almost 300 functions, around 30 new functions in comparison with previous version and, again,
it sets a stepping stone towards raylib future.
BIG changes:
- More than 30 new functions added to the library, check list below.
- Support of configuration flags on every raylib module, to customize library build.
- Improved build system for all supported platforms with a unique Makefile to compile sources.
- Complete review of examples and sample games, added new sample material.
- Support automatic GIF recording of current window, just pressing Ctrl+F12
- Improved library consistency and organization in general.
other changes:
[core] Added function: SetWindowIcon(), to setup icon by code
[core] Added function: SetWindowMonitor(), to set current display monitor
[core] Added function: SetWindowMinSize(), to set minimum resize size
[core] Added function: TakeScreenshot(), made public to API (also launched internally with F12)
[core] Added function: GetDirectoryPath(), get directory for a given fileName (with path)
[core] Added function: GetWorkingDirectory(), get current working directory
[core] Added function: ChangeDirectory(), change working directory
[core] Added function: TraceLog(), made public to API
[core] Improved timming system to avoid busy wait loop on frame sync: Wait()
[core] Added support for gamepad on HTML5 platform
[core] Support mouse lock, useful for camera system
[core] Review functions description comments
[rlgl] Removed function: GetStandardShader(), removed internal standard shader
[rlgl] Removed function: CreateLight(), removed internal lighting system
[rlgl] Removed function: DestroyLight(), removed internal lighting system
[rlgl] Removed function: InitVrDevice(), removed VR device render, using simulator
[rlgl] Removed function: CloseVrDevice(), removed VR device render, using simulator
[rlgl] Removed function: IsVrDeviceReady(), removed VR device render, using simulator
[rlgl] Removed function: IsVrSimulator(), removed VR device render, using simulator
[rlgl] Added function: InitVrSimulator(), init VR simulator for selected device
[rlgl] Added function: CloseVrSimulator(), close VR simulator for current device
[rlgl] Added function: IsVrSimulatorReady(), detect if VR device is ready
[rlgl] Added function: BeginVrDrawing(), begin VR simulator stereo rendering
[rlgl] Added function: EndVrDrawing(), end VR simulator stereo rendering
[rlgl] Renamed function: ReadTextFile() to LoadText() and exposed to API
[rlgl] Removed internal lighting system and standard shader, moved to example
[rlgl] Removed Oculus Rift support, moved to oculus_rift example
[rlgl] Removed VR device support and replaced by VR simulator
[shapes] Added function: DrawLineEx(), draw line with QUADS, supports custom line thick
[shapes] Added function: DrawLineBezier(), draw a line using cubic-bezier curves in-out
[shapes] Added function: DrawRectanglePro(), draw a color-filled rectangle with pro parameters
[textures] Removed function: LoadImageFromRES(), redesigning custom RRES fileformat
[textures] Removed function: LoadTextureFromRES(), redesigning custom RRES fileformat
[textures] Removed function: LoadTextureEx(), use instead Image -> LoadImagePro(), LoadImageEx()
[textures] Added function: LoadImagePro()), load image from raw data with parameters
[textures] Review TraceLog() message when image file not found
[text] Renamed function: LoadSpriteFontTTF() to LoadSpriteFontEx(), for consistency
[text] Removed rBMF fileformat support, replaced by .png
[text] Refactor SpriteFont struct (better for rres custom fileformat)
[text] Renamed some variables for consistency
[models] Added function: LoadMesh(), load mesh from file
[models] Added function: LoadMeshEx(), load mesh from vertex data
[models] Added function: UnloadMesh(), unload mesh from memory (RAM and/or VRAM)
[models] Added function: GetCollisionRayMesh(), get collision info between ray and mesh
[models] Added function: GetCollisionRayTriangle(), get collision info between ray and triangle
[models] Added function: GetCollisionRayGround(), get collision info between ray and ground plane
[models] Renamed function: LoadModelEx() to LoadModelFromMesh()
[models] Removed function: DrawLight(), removed internal lighting system
[models] Renamed function: LoadModelEx() to LoadModelFromMesh() for consistency
[models] Removed function: LoadStandardMaterial(), removed internal standard shader
[models] Removed function: LoadModelFromRES(), redesigning custom RRES fileformat
[models] Renamed multiple variables for consistency
[audio] Added function: SetMasterVolume(), define listener volume
[audio] Added function: ResumeSound(), resume a paused sound
[audio] Added function: SetMusicLoopCount(), set number of repeats for a music
[audio] Added function: LoadWaveEx(), load wave from raw audio data
[audio] Added function: WaveCrop(), crop wave audio data
[audio] Added function: WaveFormat(), format audio data
[audio] Removed function: LoadSoundFromRES(), redesigning custom RRES fileformat
[audio] Added support for 32bit audio samples
[audio] Preliminary support for multichannel, limited to mono and stereo
[audio] Make sure buffers are ready for update: UpdateMusicStream()
[utils] Replaced function: GetExtension() by IsFileExtension() and made public to API
[utils] Unified function: TraceLog() between Android and other platforms
[utils] Removed internal function: GetNextPOT(), simplified implementation
[raymath] Added function: QuaternionToEuler(), to work with Euler angles
[raymath] Added function: QuaternionFromEuler(), to work with Euler angles
[raymath] Added multiple Vector2 math functions
[build] Integrate Android source building into Makefile
[example] Added example: shapes_lines_bezier
[example] Added example: text_input_box
[github] Moved gh-pages branch to master/docs
[github] Moved rlua.h and Lua examples to own repo: raylib-lua
[games] Reviewed full games collection
[games] New game added to collection: Koala Seasons
[*] Reviewed and improved examples collection (new assets)
[*] Reorganized library functions, structs, enums
[*] Updated STB libraries to latest version
-----------------------------------------------
Release: raylib 1.6.0 (20 November 2016)
@@ -15,7 +111,7 @@ HUGE changes:
[audio] COMPLETE REDESIGN: Improved music support and also raw audio data processing and playing, +20 new functions added.
[physac] COMPLETE REWRITE: Improved performance, functionality and simplified usage, moved to own repository and added multiple examples!
Other changes:
other changes:
[core] Corrected issue on OSX with HighDPI display
[core] Added flag to allow resizable window
@@ -166,6 +262,7 @@ BIG changes:
[physac] NEW MODULE: Basic 2D physics support, use colliders and rigidbodies; apply forces to physic objects.
other changes:
[rlgl] Removed GLEW library dependency, now using GLAD
[rlgl] Implemented alternative to glGetTexImage() on OpenGL ES
[rlgl] Using depth data on batch drawing
@@ -204,7 +301,8 @@ BIG changes:
[gestures] NEW MODULE: Gestures system for Android and HTML5 platforms
[raygui] NEW MODULE: Set of IMGUI elements for tools development (experimental)
smaller changes:
other changes:
[rlgl] Added check for OpenGL supported extensions
[rlgl] Added function SetBlenMode() to select some predefined blending modes
[core] Added support for drop&drag of external files into running program

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@@ -34,4 +34,4 @@ contact
* Twitch: [http://www.twitch.tv/raysan5](http://www.twitch.tv/raysan5)
* Patreon: [https://www.patreon.com/raysan5](https://www.patreon.com/raysan5)
[raysan5]: mailto:raysan5@gmail.com "Ramon Santamaria - Ray San"
[raysan5]: mailto:ray@raylib.com "Ramon Santamaria - Ray San"

184
HISTORY.md Normal file
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@@ -0,0 +1,184 @@
<img src="https://github.com/raysan5/raylib/blob/master/logo/logo256x256.png" width=256>
history
-------
I've developed videogames for some years and 4 years ago I started teaching videogames development
to young people with artistic profile, most of them had never written a single line of code.
I started with C language basis and, after searching for the most simple and easy-to-use library to teach
videogames programming, I found WinBGI; it was great and it worked very well with students, in just a
couple of weeks that people that had never written a single line of code were able to program (and understand)
a simple PONG and some of them even a BREAKOUT!
But WinBGI was not the clearer and most organized lib. There were a lot of things I found useless and
confusing and some function names were not clear enough for most of the students; not to mention points
like no transparencies support or no hardware acceleration.
So, I decided to create my own lib, hardware accelerated, clear function names, quite organized, well structured,
plain C coding and, the most important, primarily intended to LEARN videogames programming.
I've coded quite a lot in C# and XNA and I really love it (in fact, my students learn C# after C),
so, I decided to use C# language notation and XNA naming conventions. That way, students can jump from
raylib to XNA, MonoGame or similar libs extremely easily.
raylib started as a weekend project and after three months of hard work, raylib 1.0 was published on November 2013.
Enjoy it.
notes on raylib 1.1
-------------------
On April 2014, after 6 month of first raylib release, raylib 1.1 has been released. This new version presents a
complete internal redesign of the library to support OpenGL 1.1, OpenGL 3.3+ and OpenGL ES 2.0.
A new module named [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h) has been added to the library. This new module translates raylib-OpenGL-style
immediate mode functions (i.e. rlVertex3f(), rlBegin(), ...) to different versions of OpenGL (1.1, 3.3+, ES2), selectable by one define.
[rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h) also comes with a second new module named [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.h), which includes
a bunch of useful functions for 3d-math with vectors, matrices and quaternions.
Some other big changes of this new version have been the support for OGG files loading and stream playing, and the
support of DDS texture files (compressed and uncompressed) along with mipmaps support.
Lots of code changes and lot of testing have concluded in this amazing new raylib 1.1.
notes on raylib 1.2
-------------------
On September 2014, after 5 month of raylib 1.1 release, it comes raylib 1.2. Again, this version presents a
complete internal redesign of [core](https://github.com/raysan5/raylib/blob/master/src/core.c) module to support two new platforms: [Android](http://www.android.com/) and [Raspberry Pi](http://www.raspberrypi.org/).
It's been some month of really hard work to accomodate raylib to those new platforms while keeping it easy for the user.
On Android, raylib manages internally the activity cicle, as well as the inputs; on Raspberry Pi, a complete raw input
system has been written from scratch.
A new display initialization system has been created to support multiple resolutions, adding black bars if required;
user only defines desired screen size and it gets properly displayed.
Now raylib can easily deploy games to Android devices and Raspberry Pi (console mode).
Lots of code changes and lot of testing have concluded in this amazing new raylib 1.2.
In December 2014, new raylib 1.2.2 was published with support to compile directly for web (html5) using [emscripten](http://kripken.github.io/emscripten-site/) and [asm.js](http://asmjs.org/).
notes on raylib 1.3
-------------------
On September 2015, after 1 year of raylib 1.2 release, arrives raylib 1.3. This version adds shaders functionality,
improves tremendously textures module and also provides some new modules (camera system, gestures system, IMGUI).
Shaders support is the biggest addition to raylib 1.3, with support for easy shaders loading and use. Loaded shaders can be
attached to 3d models or used as fullscreen postrocessing effects. A bunch of postprocessing shaders are also included
in this release, check raylib/shaders folder.
Textures module has grown to support most of the internal texture formats available in OpenGL (RGB565, RGB888, RGBA5551, RGBA4444, etc.), including compressed texture formats (DXT, ETC1, ETC2, ASTC, PVRT); raylib 1.3 can load .dds, .pkm, .ktx, .astc and .pvr files.
A brand new [camera](https://github.com/raysan5/raylib/blob/develop/src/camera.c) module offers to the user multiple preconfigured ready-to-use camera systems (free camera, 1st person, 3rd person).
Camera modes are very easy to use, just check examples: [core_3d_camera_free.c](https://github.com/raysan5/raylib/blob/develop/examples/core_3d_camera_free.c) and [core_3d_camera_first_person.c](https://github.com/raysan5/raylib/blob/develop/examples/core_3d_camera_first_person.c).
New [gestures](https://github.com/raysan5/raylib/blob/develop/src/gestures.h) module simplifies gestures detection on Android and HTML5 programs.
[raygui](https://github.com/raysan5/raylib/blob/develop/src/raygui.h), the new IMGUI (Immediate Mode GUI) module offers a set of functions to create simple user interfaces,
primary intended for tools development. It's still in experimental state but already fully functional.
Most of the examples have been completely rewritten and +10 new examples have been added to show the new raylib features.
Lots of code changes and lot of testing have concluded in this amazing new raylib 1.3.
notes on raylib 1.4
-------------------
On February 2016, after 4 months of raylib 1.3 release, it comes raylib 1.4. For this new version,
lots of parts of the library have been reviewed, lots of bugs have been solved and some interesting features have been added.
First big addition is a set of [Image manipulation functions](https://github.com/raysan5/raylib/blob/develop/src/raylib.h#L673) have been added to crop, resize, colorize, flip, dither and even draw image-to-image or text-to-image.
Now a basic image processing can be done before converting the image to texture for usage.
SpriteFonts system has been improved, adding support for AngelCode fonts (.fnt) and TrueType Fonts (using [stb_truetype](https://github.com/nothings/stb/blob/master/stb_truetype.h) helper library).
Now raylib can read standard .fnt font data and also generate at loading a SpriteFont from a TTF file.
New [physac](https://github.com/raysan5/raylib/blob/develop/src/physac.h) physics module for basic 2D physics support. Still in development but already functional.
Module comes with some usage examples for basic jump and level interaction and also force-based physic movements.
[raymath](https://github.com/raysan5/raylib/blob/develop/src/raymath.h) module has been reviewed; some bugs have been solved and the module has been converted to a header-only file for easier portability, optionally, functions can also be used as inline.
[gestures](https://github.com/raysan5/raylib/blob/develop/src/gestures.c) module has redesigned and simplified, now it can process touch events from any source, including mouse.
This way, gestures system can be used on any platform providing an unified way to work with inputs and allowing the user to create multiplatform games with only one source code.
Raspberry Pi input system has been redesigned to better read raw inputs using generic Linux event handlers (keyboard:`stdin`, mouse:`/dev/input/mouse0`, gamepad:`/dev/input/js0`).
Gamepad support has also been added (experimental).
Other important improvements are the functional raycast system for 3D picking, including some ray collision-detection functions,
and the addition of two simple functions for persistent data storage. Now raylib user can save and load game data in a file (only some platforms supported).
A simple [easings](https://github.com/raysan5/raylib/blob/develop/src/easings.h) module has also been added for values animation.
Up to 8 new code examples have been added to show the new raylib features and +10 complete game samples have been provided to learn
how to create some classic games like Arkanoid, Asteroids, Missile Commander, Snake or Tetris.
Lots of code changes and lots of hours of hard work have concluded in this amazing new raylib 1.4.
notes on raylib 1.5
-------------------
On July 2016, after 5 months of raylib 1.4 release, arrives raylib 1.5. This new version is the biggest boost of the library until now, lots of parts of the library have been redesigned, lots of bugs have been solved and some **AMAZING** new features have been added.
VR support: raylib supports **Oculus Rift CV1**, one of the most anticipated VR devices in the market. Additionally, raylib supports simulated VR stereo rendering, independent of the VR device; it means, raylib can generate stereo renders with custom head-mounted-display device parameteres, that way, any VR device in the market can be **simulated in any platform** just configuring device parameters (and consequently, lens distortion). To enable VR is [extremely easy](https://github.com/raysan5/raylib/blob/develop/examples/core_oculus_rift.c).
New materials system: now raylib supports standard material properties for 3D models, including diffuse-ambient-specular colors and diffuse-normal-specular textures. Just assign values to standard material and everything is processed internally.
New lighting system: added support for up to 8 configurable lights and 3 light types: **point**, **directional** and **spot** lights. Just create a light, configure its parameters and raylib manages render internally for every 3d object using standard material.
Complete gamepad support on Raspberry Pi: Gamepad system has been completely redesigned. Now multiple gamepads can be easily configured and used; gamepad data is read and processed in raw mode in a second thread.
Redesigned physics module: [physac](https://github.com/raysan5/raylib/blob/develop/src/physac.h) module has been converted to header only and usage [has been simplified](https://github.com/raysan5/raylib/blob/develop/examples/physics_basic_rigidbody.c). Performance has also been singnificantly improved, now physic objects are managed internally in a second thread.
Audio chiptunese support and mixing channels: Added support for module audio music (.xm, .mod) loading and playing. Multiple mixing channels are now also supported. All this features thanks to the amazing work of @kd7tck.
Other additions include a [2D camera system](https://github.com/raysan5/raylib/blob/develop/examples/core_2d_camera.c), render textures for offline render (and most comprehensive [postprocessing](https://github.com/raysan5/raylib/blob/develop/examples/shaders_postprocessing.c)) or support for legacy OpenGL 2.1 on desktop platforms.
This new version is so massive that is difficult to list all the improvements, most of raylib modules have been reviewed and [rlgl](https://github.com/raysan5/raylib/blob/develop/src/rlgl.c) module has been completely redesigned to accomodate to new material-lighting systems and stereo rendering. You can check [CHANGELOG](https://github.com/raysan5/raylib/blob/develop/CHANGELOG) file for a more detailed list of changes.
Up to 8 new code examples have been added to show the new raylib features and also some samples to show the usage of [rlgl](https://github.com/raysan5/raylib/blob/develop/examples/rlgl_standalone.c) and [audio](https://github.com/raysan5/raylib/blob/develop/examples/audio_standalone.c) raylib modules as standalone libraries.
Lots of code changes (+400 commits) and lots of hours of hard work have concluded in this amazing new raylib 1.5.
notes on raylib 1.6
-------------------
On November 2016, only 4 months after raylib 1.5, arrives raylib 1.6. This new version represents another big review of the library and includes some interesting additions. This version conmmemorates raylib 3rd anniversary (raylib 1.0 was published on November 2013) and it is a stepping stone for raylib future. raylib roadmap has been reviewed and redefined to focus on its primary objective: create a simple and easy-to-use library to learn videogames programming. Some of the new features:
Complete [raylib Lua binding](https://github.com/raysan5/raylib-lua). All raylib functions plus the +60 code examples have been ported to Lua, now Lua users can enjoy coding videogames in Lua while using all the internal power of raylib. This addition also open the doors to Lua scripting support for a future raylib-based engine, being able to move game logic (Init, Update, Draw, De-Init) to Lua scripts while keep using raylib functionality.
Completely redesigned [audio module](https://github.com/raysan5/raylib/blob/develop/src/audio.c). Based on the new direction taken in raylib 1.5, it has been further improved and more functionality added (+20 new functions) to allow raw audio processing and streaming. [FLAC file format support](https://github.com/raysan5/raylib/blob/develop/src/external/dr_flac.h) has also been added. In the same line, [OpenAL Soft](https://github.com/kcat/openal-soft) backend is now provided as a static library in Windows to allow static linking and get ride of OpenAL32.dll. Now raylib Windows games are completey self-contained, no external libraries required any more!
[Physac](https://github.com/victorfisac/Physac) module has been moved to its own repository and it has been improved A LOT, actually, library has been completely rewritten from scratch by [@victorfisac](https://github.com/victorfisac), multiple samples have been added together with countless new features to match current standard 2D physic libraries. Results are amazing!
Camera and gestures modules have been reviewed, highly simplified and ported to single-file header-only libraries for easier portability and usage flexibility. Consequently, camera system usage has been simplified in all examples.
Improved Gamepad support on Windows and Raspberry Pi with the addition of new functions for custom gamepad configurations but supporting by default PS3 and Xbox-based gamepads.
Improved textures and text functionality, adding new functions for texture filtering control and better TTF/AngelCode fonts loading and generation support.
Build system improvement. Added support for raylib dynamic library generation (raylib.dll) for users that prefer dynamic library linking. Also thinking on advance users, it has been added pre-configured [Visual Studio C++ 2015 solution](https://github.com/raysan5/raylib/tree/master/project/vs2015) with raylib project and C/C++ examples for users that prefer that professional IDE and compiler.
New examples, new functions, complete code-base review, multiple bugs corrected... this is raylib 1.6. Enjoy making games.
notes on raylib 1.7
-------------------
On May 2017, around 6 month after raylib 1.6, comes another raylib instalment, raylib 1.7. This time library has been improved a lot in terms of consistency and cleanness. As stated in [this patreon article](https://www.patreon.com/posts/raylib-future-7501034), this new raylib version has focused efforts in becoming more simple and easy-to-use to learn videogames programming. Some highlights of this new version are:
More than 30 new functions added to the library, functions to control Window, utils to work with filenames and extensions, functions to draw lines with custom thick, mesh loading, functions for 3d ray collisions detailed detection, funtions for VR simulation and much more... Just check [CHANGELOG](CHANGELOG) for a detailed list of additions!
Support of [configuration flags](https://github.com/raysan5/raylib/issues/200) on every raylib module. Advance users can customize raylib just choosing desired features, defining some configuration flags on modules compilation. That way users can control library size and available functionality.
Improved [build system](https://github.com/raysan5/raylib/blob/master/src/Makefile) for all supported platforms (Windows, Linux, OSX, RPI, Android, HTML5) with a unique Makefile to compile sources. Added support for Android compilation with a custom standalone toolchain and also multiple build compliation flags.
New [examples](http://www.raylib.com/examples.html) and [sample games](http://www.raylib.com/games.html) added. All samples material has been reviewed, removing useless examples and adding more comprehensive ones; all material has been ported to latest raylib version and tested in multiple platforms. Examples folder structure has been improved and also build systems.
Improved library consistency and organization in general. Functions and parameters have been renamed, some parts of the library have been cleaned and simplyfied, some functions has been moved to examples (lighting, Oculus Rift CV1 support) towards a more generic library implementation. Lots of hours have been invested in this process...
Some other features: Gamepad support on HTML5, RPI touch screen support, 32bit audio support, frames timming improvements, public log system, rres file format support, automatic GIF recording...
And here it is another version of **raylib, a simple and easy-to-use library to learn videogames programming**. Enjoy it.

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@@ -27,7 +27,7 @@ applications, and to alter it and redistribute it freely, subject to the followi
fonts
------
All rBMF fonts provided with raylib are free to use (freeware) and have been designed by the following people:
The following fonts [provided with raylib](https://github.com/raysan5/raylib/tree/develop/examples/text/resources/fonts) are free to use (freeware) and have been designed by the following people:
* Alpha Beta - Brian Kent (AEnigma)
* Setback - Brian Kent (AEnigma)
@@ -37,345 +37,13 @@ All rBMF fonts provided with raylib are free to use (freeware) and have been des
* Mecha - Captain Falcon
* PixelPlay - Aleksander Shevchuk
* PixAntiqua - Gerhard Großmann
2d art
------
[scarfy spritesheet](https://github.com/raysan5/raylib/blob/develop/examples/textures/resources/scarfy.png) and [fudesumi image](https://github.com/raysan5/raylib/blob/develop/examples/textures/resources/fudesumi.png) have been created by [Eiden Marsal](https://www.artstation.com/artist/marshall_z) and licensed as [Creative Commons Attribution-NonCommercial 3.0](https://creativecommons.org/licenses/by-nc/3.0/legalcode)
3d models
---------
dwarf 3d model used in examples is created by David Moreno and licensed as Creative Commons Attribution-NonCommercial 3.0
Full license provided below:
Creative Commons Legal Code
Attribution-NonCommercial 3.0 Unported
CREATIVE COMMONS CORPORATION IS NOT A LAW FIRM AND DOES NOT PROVIDE
LEGAL SERVICES. DISTRIBUTION OF THIS LICENSE DOES NOT CREATE AN
ATTORNEY-CLIENT RELATIONSHIP. CREATIVE COMMONS PROVIDES THIS
INFORMATION ON AN "AS-IS" BASIS. CREATIVE COMMONS MAKES NO WARRANTIES
REGARDING THE INFORMATION PROVIDED, AND DISCLAIMS LIABILITY FOR
DAMAGES RESULTING FROM ITS USE.
License
THE WORK (AS DEFINED BELOW) IS PROVIDED UNDER THE TERMS OF THIS CREATIVE
COMMONS PUBLIC LICENSE ("CCPL" OR "LICENSE"). THE WORK IS PROTECTED BY
COPYRIGHT AND/OR OTHER APPLICABLE LAW. ANY USE OF THE WORK OTHER THAN AS
AUTHORIZED UNDER THIS LICENSE OR COPYRIGHT LAW IS PROHIBITED.
BY EXERCISING ANY RIGHTS TO THE WORK PROVIDED HERE, YOU ACCEPT AND AGREE
TO BE BOUND BY THE TERMS OF THIS LICENSE. TO THE EXTENT THIS LICENSE MAY
BE CONSIDERED TO BE A CONTRACT, THE LICENSOR GRANTS YOU THE RIGHTS
CONTAINED HERE IN CONSIDERATION OF YOUR ACCEPTANCE OF SUCH TERMS AND
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232
README.md
View File

@@ -11,229 +11,47 @@ NOTE for ADVENTURERS: raylib is a programming library to learn videogames progra
no fancy interface, no visual helpers, no auto-debugging... just coding in the most
pure spartan-programmers way. Are you ready to learn? Jump to [code examples!](http://www.raylib.com/examples.html)
history
-------
I've developed videogames for some years and 4 years ago I started teaching videogames development
to young people with artistic profile, most of them had never written a single line of code.
I started with C language basis and, after searching for the most simple and easy-to-use library to teach
videogames programming, I found WinBGI; it was great and it worked very well with students, in just a
couple of weeks that people that had never written a single line of code were able to program (and understand)
a simple PONG and some of them even a BREAKOUT!
But WinBGI was not the clearer and most organized lib. There were a lot of things I found useless and
confusing and some function names were not clear enough for most of the students; not to mention points
like no transparencies support or no hardware acceleration.
So, I decided to create my own lib, hardware accelerated, clear function names, quite organized, well structured,
plain C coding and, the most important, primarily intended to LEARN videogames programming.
I've coded quite a lot in C# and XNA and I really love it (in fact, my students learn C# after C),
so, I decided to use C# language notation and XNA naming conventions. That way, students can jump from
raylib to XNA, MonoGame or similar libs extremely easily.
raylib started as a weekend project and after three months of hard work, raylib 1.0 was published on November 2013.
Enjoy it.
notes on raylib 1.1
-------------------
On April 2014, after 6 month of first raylib release, raylib 1.1 has been released. This new version presents a
complete internal redesign of the library to support OpenGL 1.1, OpenGL 3.3+ and OpenGL ES 2.0.
A new module named [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h) has been added to the library. This new module translates raylib-OpenGL-style
immediate mode functions (i.e. rlVertex3f(), rlBegin(), ...) to different versions of OpenGL (1.1, 3.3+, ES2), selectable by one define.
[rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h) also comes with a second new module named [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.h), which includes
a bunch of useful functions for 3d-math with vectors, matrices and quaternions.
Some other big changes of this new version have been the support for OGG files loading and stream playing, and the
support of DDS texture files (compressed and uncompressed) along with mipmaps support.
Lots of code changes and lot of testing have concluded in this amazing new raylib 1.1.
notes on raylib 1.2
-------------------
On September 2014, after 5 month of raylib 1.1 release, it comes raylib 1.2. Again, this version presents a
complete internal redesign of [core](https://github.com/raysan5/raylib/blob/master/src/core.c) module to support two new platforms: [Android](http://www.android.com/) and [Raspberry Pi](http://www.raspberrypi.org/).
It's been some month of really hard work to accomodate raylib to those new platforms while keeping it easy for the user.
On Android, raylib manages internally the activity cicle, as well as the inputs; on Raspberry Pi, a complete raw input
system has been written from scratch.
A new display initialization system has been created to support multiple resolutions, adding black bars if required;
user only defines desired screen size and it gets properly displayed.
Now raylib can easily deploy games to Android devices and Raspberry Pi (console mode).
Lots of code changes and lot of testing have concluded in this amazing new raylib 1.2.
In December 2014, new raylib 1.2.2 was published with support to compile directly for web (html5) using [emscripten](http://kripken.github.io/emscripten-site/) and [asm.js](http://asmjs.org/).
notes on raylib 1.3
-------------------
On September 2015, after 1 year of raylib 1.2 release, arrives raylib 1.3. This version adds shaders functionality,
improves tremendously textures module and also provides some new modules (camera system, gestures system, IMGUI).
Shaders support is the biggest addition to raylib 1.3, with support for easy shaders loading and use. Loaded shaders can be
attached to 3d models or used as fullscreen postrocessing effects. A bunch of postprocessing shaders are also included
in this release, check raylib/shaders folder.
Textures module has grown to support most of the internal texture formats available in OpenGL (RGB565, RGB888, RGBA5551, RGBA4444, etc.), including compressed texture formats (DXT, ETC1, ETC2, ASTC, PVRT); raylib 1.3 can load .dds, .pkm, .ktx, .astc and .pvr files.
A brand new [camera](https://github.com/raysan5/raylib/blob/develop/src/camera.c) module offers to the user multiple preconfigured ready-to-use camera systems (free camera, 1st person, 3rd person).
Camera modes are very easy to use, just check examples: [core_3d_camera_free.c](https://github.com/raysan5/raylib/blob/develop/examples/core_3d_camera_free.c) and [core_3d_camera_first_person.c](https://github.com/raysan5/raylib/blob/develop/examples/core_3d_camera_first_person.c).
New [gestures](https://github.com/raysan5/raylib/blob/develop/src/gestures.h) module simplifies gestures detection on Android and HTML5 programs.
[raygui](https://github.com/raysan5/raylib/blob/develop/src/raygui.h), the new IMGUI (Immediate Mode GUI) module offers a set of functions to create simple user interfaces,
primary intended for tools development. It's still in experimental state but already fully functional.
Most of the examples have been completely rewritten and +10 new examples have been added to show the new raylib features.
Lots of code changes and lot of testing have concluded in this amazing new raylib 1.3.
notes on raylib 1.4
-------------------
On February 2016, after 4 months of raylib 1.3 release, it comes raylib 1.4. For this new version,
lots of parts of the library have been reviewed, lots of bugs have been solved and some interesting features have been added.
First big addition is a set of [Image manipulation functions](https://github.com/raysan5/raylib/blob/develop/src/raylib.h#L673) have been added to crop, resize, colorize, flip, dither and even draw image-to-image or text-to-image.
Now a basic image processing can be done before converting the image to texture for usage.
SpriteFonts system has been improved, adding support for AngelCode fonts (.fnt) and TrueType Fonts (using [stb_truetype](https://github.com/nothings/stb/blob/master/stb_truetype.h) helper library).
Now raylib can read standard .fnt font data and also generate at loading a SpriteFont from a TTF file.
New [physac](https://github.com/raysan5/raylib/blob/develop/src/physac.h) physics module for basic 2D physics support. Still in development but already functional.
Module comes with some usage examples for basic jump and level interaction and also force-based physic movements.
[raymath](https://github.com/raysan5/raylib/blob/develop/src/raymath.h) module has been reviewed; some bugs have been solved and the module has been converted to a header-only file for easier portability, optionally, functions can also be used as inline.
[gestures](https://github.com/raysan5/raylib/blob/develop/src/gestures.c) module has redesigned and simplified, now it can process touch events from any source, including mouse.
This way, gestures system can be used on any platform providing an unified way to work with inputs and allowing the user to create multiplatform games with only one source code.
Raspberry Pi input system has been redesigned to better read raw inputs using generic Linux event handlers (keyboard:`stdin`, mouse:`/dev/input/mouse0`, gamepad:`/dev/input/js0`).
Gamepad support has also been added (experimental).
Other important improvements are the functional raycast system for 3D picking, including some ray collision-detection functions,
and the addition of two simple functions for persistent data storage. Now raylib user can save and load game data in a file (only some platforms supported).
A simple [easings](https://github.com/raysan5/raylib/blob/develop/src/easings.h) module has also been added for values animation.
Up to 8 new code examples have been added to show the new raylib features and +10 complete game samples have been provided to learn
how to create some classic games like Arkanoid, Asteroids, Missile Commander, Snake or Tetris.
Lots of code changes and lots of hours of hard work have concluded in this amazing new raylib 1.4.
notes on raylib 1.5
-------------------
On July 2016, after 5 months of raylib 1.4 release, arrives raylib 1.5. This new version is the biggest boost of the library until now, lots of parts of the library have been redesigned, lots of bugs have been solved and some **AMAZING** new features have been added.
VR support: raylib supports **Oculus Rift CV1**, one of the most anticipated VR devices in the market. Additionally, raylib supports simulated VR stereo rendering, independent of the VR device; it means, raylib can generate stereo renders with custom head-mounted-display device parameteres, that way, any VR device in the market can be **simulated in any platform** just configuring device parameters (and consequently, lens distortion). To enable VR is [extremely easy](https://github.com/raysan5/raylib/blob/develop/examples/core_oculus_rift.c).
New materials system: now raylib supports standard material properties for 3D models, including diffuse-ambient-specular colors and diffuse-normal-specular textures. Just assign values to standard material and everything is processed internally.
New lighting system: added support for up to 8 configurable lights and 3 light types: **point**, **directional** and **spot** lights. Just create a light, configure its parameters and raylib manages render internally for every 3d object using standard material.
Complete gamepad support on Raspberry Pi: Gamepad system has been completely redesigned. Now multiple gamepads can be easily configured and used; gamepad data is read and processed in raw mode in a second thread.
Redesigned physics module: [physac](https://github.com/raysan5/raylib/blob/develop/src/physac.h) module has been converted to header only and usage [has been simplified](https://github.com/raysan5/raylib/blob/develop/examples/physics_basic_rigidbody.c). Performance has also been singnificantly improved, now physic objects are managed internally in a second thread.
Audio chiptunese support and mixing channels: Added support for module audio music (.xm, .mod) loading and playing. Multiple mixing channels are now also supported. All this features thanks to the amazing work of @kd7tck.
Other additions include a [2D camera system](https://github.com/raysan5/raylib/blob/develop/examples/core_2d_camera.c), render textures for offline render (and most comprehensive [postprocessing](https://github.com/raysan5/raylib/blob/develop/examples/shaders_postprocessing.c)) or support for legacy OpenGL 2.1 on desktop platforms.
This new version is so massive that is difficult to list all the improvements, most of raylib modules have been reviewed and [rlgl](https://github.com/raysan5/raylib/blob/develop/src/rlgl.c) module has been completely redesigned to accomodate to new material-lighting systems and stereo rendering. You can check [CHANGELOG](https://github.com/raysan5/raylib/blob/develop/CHANGELOG) file for a more detailed list of changes.
Up to 8 new code examples have been added to show the new raylib features and also some samples to show the usage of [rlgl](https://github.com/raysan5/raylib/blob/develop/examples/rlgl_standalone.c) and [audio](https://github.com/raysan5/raylib/blob/develop/examples/audio_standalone.c) raylib modules as standalone libraries.
Lots of code changes (+400 commits) and lots of hours of hard work have concluded in this amazing new raylib 1.5.
notes on raylib 1.6
-------------------
On November 2016, only 4 months after raylib 1.5, arrives raylib 1.6. This new version represents another big review of the library and includes some interesting additions. This version conmmemorates raylib 3rd anniversary (raylib 1.0 was published on November 2013) and it is a stepping stone for raylib future. raylib roadmap has been reviewed and redefined to focus on its primary objective: create a simple and easy-to-use library to learn videogames programming. Some of the new features:
Complete raylib Lua binding. All raylib functions plus the +60 code examples have been ported to Lua, now Lua users can enjoy coding videogames in Lua while using all the internal power of raylib. This addition also open the doors to Lua scripting support for a future raylib-based engine, being able to move game logic (Init, Update, Draw, De-Init) to Lua scripts while keep using raylib functionality.
Completely redesigned audio module. Based on the new direction taken in raylib 1.5, it has been further improved and more functionality added (+20 new functions) to allow raw audio processing and streaming. FLAC file format support has also been added. In the same line, OpenAL Soft backend is now provided as a static library in Windows to allow static linking and get ride of OpenAL32.dll. Now raylib Windows games are completey self-contained, no external libraries required any more!
Physac module has been moved to its own repository and it has been improved A LOT, actually, library has been completely rewritten from scratch by @victorfisac, multiple samples have been added together with countless new features to match current standard 2D physic libraries. Results are amazing!
Camera and gestures modules have been reviewed, highly simplified and ported to single-file header-only libraries for easier portability and usage flexibility. Consequently, camera system usage has been simplified in all examples.
Improved Gamepad support on Windows and Raspberry Pi with the addition of new functions for custom gamepad configurations but supporting by default PS3 and Xbox-based gamepads.
Improved textures and text functionality, adding new functions for texture filtering control and better TTF/AngelCode fonts loading and generation support.
Build system improvement. Added support for raylib dynamic library generation (raylib.dll) for users that prefer dynamic library linking. Also thinking on advance users, it has been added pre-configured Visual Studio C++ 2015 solution with raylib project and C/C++ examples for users that prefer that professional IDE and compiler.
New examples, new functions, complete code-base review, multiple bugs corrected... this is raylib 1.6. Enjoy making games.
features
--------
* Written in plain C code (C99)
* Uses PascalCase/camelCase notation
* Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2)
* Unique OpenGL abstraction layer (usable as standalone module): [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.c)
* Powerful fonts module with multiple SpriteFonts formats support (XNA bitmap fonts, AngelCode fonts, TTF)
* Unique OpenGL abstraction layer (usable as standalone module): [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.c)
* Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF)
* Outstanding texture formats support, including compressed formats (DXT, ETC, PVRT, ASTC)
* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
* Materials (diffuse, normal, specular) and Lighting (point, directional, spot) support
* Basic 3d support for Geometrics, Models, Billboards, Heightmaps and Cubicmaps
* Flexible Materials system, supporting by default diffuse, normal and specular maps
* Shaders support, including Model shaders and Postprocessing shaders
* Powerful math module for Vector and Matrix operations: [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.c)
* Audio loading and playing with streaming support and mixing channels (WAV, OGG, FLAC, XM, MOD)
* Powerful math module for Vector, Matrix and Quaternion operations: [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.c)
* Audio loading and playing with streaming support (WAV, OGG, FLAC, XM, MOD)
* Multiple platforms support: Windows, Linux, Mac, **Android**, **Raspberry Pi** and **HTML5**
* VR stereo rendering support with configurable HMD device parameters
* Multiple platforms support: Windows, Linux, Mac, **Android**, **Raspberry Pi**, **HTML5** and **Oculus Rift CV1**
* Custom color palette for fancy visuals on raywhite background
* Minimal external dependencies (GLFW3, OpenGL, OpenAL)
* Complete binding to LUA
* Complete bindings to LUA ([raylib-lua](https://github.com/raysan5/raylib-lua)) and Go ([raylib-go](https://github.com/gen2brain/raylib-go))
raylib uses on its core module the outstanding [GLFW3](http://www.glfw.org/) library. The best option by far I found for
multiplatform (Windows, Linux, Mac) window/context and input management (clean, focused, great license, well documented, modern, ...).
raylib uses on its core module the outstanding [GLFW3](http://www.glfw.org/) library. The best option I found for
multiplatform (Windows, Linux, Mac) window/context and input management (clean, focused, great license, well documented, modern, maintained, ...).
raylib uses on its [audio](https://github.com/raysan5/raylib/blob/master/src/audio.c) module, [OpenAL Soft](http://kcat.strangesoft.net/openal.html) audio library, in multiple flavours,
to accomodate to Android, Raspberry Pi and HTML5.
On Android, raylib uses `native_app_glue module` (provided by Android NDK) and native Android libraries to manage window/context, inputs and activity cycle.
*On Android, `native_app_glue module` (provided by Android NDK) and native Android libraries are used to manage window/context, inputs and activity life cycle.*
On Raspberry Pi, raylib uses Videocore API and EGL for window/context management and raw inputs reading.
*On Raspberry Pi, Videocore API and EGL libraries are used for window/context management and raw inputs reading.*
On Oculus Rift CV1, raylib uses Oculus PC SDK libraries but only the core C library ([LibOVR](https://github.com/raysan5/raylib/tree/develop/src/external/OculusSDK/LibOVR)); runtime library (LibOVRRT32_1.dll) must be linked at compilation time.
building
--------
raylib is licensed under a zlib/libpng license. View [LICENSE](https://github.com/raysan5/raylib/blob/master/LICENSE.md).
tools requirements
------------------
For detailed building instructions, check [raylib Wiki](https://github.com/raysan5/raylib/wiki).
raylib has been developed using exclusively two tools:
* Notepad++ (text editor) - [http://notepad-plus-plus.org/](http://notepad-plus-plus.org/)
* MinGW (GCC compiler) - [http://www.mingw.org/](http://www.mingw.org/)
Those are the tools I recommend to develop with raylib, in fact, those are the tools my students use.
I believe those are the best tools to train spartan-programmers.
Someone could argue about debugging. raylib is a library intended for learning and I think C it's a clear enough language
to allow writing small-mid size programs with a printf-based debugging. All raylib examples have also been written this way.
Since raylib v1.1, you can download a Windows Installer package for easy installation and configuration. Check [raylib Webpage](http://www.raylib.com/)
building source (generate libraylib.a)
--------------------------------------
Check raylib wiki page: [Compile for...](https://github.com/raysan5/raylib/wiki)
building examples
-----------------
Check raylib wiki page: [Compile for...](https://github.com/raysan5/raylib/wiki)
Those are the tools recommended to develop with raylib, in fact, those are the tools my students use.
contact
-------
@@ -264,7 +82,7 @@ contributing (in some way or another) to make raylib project better. Huge thanks
- Marc Agüera for testing and using raylib on a real product ([Koala Seasons](http://www.koalaseasons.com))
- Daniel Moreno for testing and using raylib on a real product ([Koala Seasons](http://www.koalaseasons.com))
- Daniel Gomez for testing and using raylib on a real product ([Koala Seasons](http://www.koalaseasons.com))
- Sergio Martinez for helping on raygui development and tools development (raygui_styler).
- [Sergio Martinez](https://github.com/anidealgift) for helping on raygui development and tools development (raygui_styler).
- [Victor Fisac](https://github.com/victorfisac) for developing physics raylib module (physac) and implementing materials and lighting systems... among multiple other improvements and multiple tools and games.
- Albert Martos for helping on raygui and porting examples and game-templates to Android and HTML5.
- Ian Eito for helping on raygui and porting examples and game-templates to Android and HTML5.
@@ -272,10 +90,22 @@ contributing (in some way or another) to make raylib project better. Huge thanks
- [Chris Hemingway](https://github.com/cHemingway) for improving raylib on OSX build system.
- [Emanuele Petriglia](https://github.com/LelixSuper) for working on multiple GNU/Linux improvements and developing [TicTacToe](https://github.com/LelixSuper/TicTacToe) raylib game.
- [Joshua Reisenauer](https://github.com/kd7tck) for adding audio modules support (XM, MOD) and reviewing audio system.
- Marcelo Paez (paezao) for his help on OSX to solve High DPI display issue. Thanks Marcelo!
- [Marcelo Paez](https://github.com/paezao) for his help on OSX to solve High DPI display issue. Thanks Marcelo!
- [Ghassan Al-Mashareqa](https://github.com/ghassanpl) for his amazing contribution with raylib Lua module, I just work over his code to implement [rlua](https://github.com/raysan5/raylib/blob/master/src/rlua.h)
- [Teodor Stoenescu](https://github.com/teodor-stoenescu) for his improvements on OBJ object loading.
- [RDR8](https://github.com/RDR8) for helping with Linux build improvements
- [Saggi Mizrahi](https://github.com/ficoos) for multiple fixes on Linux and audio system
- [Daniel Lemos](https://github.com/xspager) for fixing issues on Linux games building
- [Joel Davis](https://github.com/joeld42) for adding raycast picking utilities and a [great example](https://github.com/raysan5/raylib/blob/master/examples/models/models_mesh_picking.c)
- [Richard Goodwin](https://github.com/AudioMorphology) for adding RPI touchscreen support
- [Milan Nikolic](https://github.com/gen2brain) for adding Android build support with custom standalone toolchain
Please, if I forget someone in this list, excuse me and write me an email to remind me to add you!
[raysan5]: mailto:raysan5@gmail.com "Ramon Santamaria - Ray San"
license
-------
raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, BSD-like license that allows static linking with closed source software. Check [LICENSE](LICENSE.md) for further details.
[raysan5]: mailto:ray@raylib.com "Ramon Santamaria - Ray San"

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@@ -1,48 +1,49 @@
roadmap
-------
Current version of raylib is quite complete and functional but there is still a lot of things to add and improve.
Here it is a wish list of features I would like to add and functions to improve.
Current version of raylib is complete and functional but there is still a lot of room for improvement.
Here it is a wish-list with features and ideas to improve the library.
Note raylib source code has multiple TODO points with pending things to review and improve. Check [GitHub Issues](https://github.com/raysan5/raylib/issues) for further details!
Note that [raylib source code](https://github.com/raysan5/raylib/tree/develop/src) has some *TODO* marks around code with pending things to review and improve. Check [GitHub Issues](https://github.com/raysan5/raylib/issues) for further details!
raylib 1.x
**raylib 1.x**
- [ ] Improved Materials system with PBR support
- [ ] Basic GPU stats sytem (memory, draws, time...)
- [ ] Improved custom file-format (.rres) and packaging tool
- [ ] Procedural image generation functions (spot, gradient, noise...)
- [ ] Procedural mesh generation functions (cube, cone, sphere...)
- [ ] Touch-based camera controls for Android
Basic GPU stats sytem (memory, draws, time...)
Improved custom file-format (.rres) and packaging tool
Procedural image generation functions (spot, gradient, noise...)
Procedural mesh generation functions (cube, cone, sphere...)
Touch-based camera controls for Android
Gamepad support on HTML5
**raylib 1.7**
- [x] Support configuration flags
- [x] Improved build system for Android
- [x] Gamepad support on HTML5
raylib 1.6
**raylib 1.6**
- [x] Lua scripting support (raylib Lua wrapper)
- [x] Redesigned audio module
- [x] Support FLAC file format
[DONE] Lua scripting support (raylib Lua wrapper)
[DONE] Redesigned audio module
**raylib 1.5**
- [x] Support Oculus Rift CV1 and VR stereo rendering (simulator)
- [x] Redesign Shaders/Textures system -> New Materials system
- [x] Support lighting: Omni, Directional and Spot lights
- [x] Redesign physics module (physac)
- [x] Chiptunes audio modules support
raylib 1.5
[DONE] Support Oculus Rift CV1 and VR stereo rendering (simulator)
[DONE] Redesign Shaders/Textures system -> New Materials system
[DONE] Support lighting: Omni, Directional and Spot lights
[DONE] Redesign physics module (physac)
[DONE] Chiptunes audio modules support
raylib 1.4
[DONE] TTF fonts support (using stb_truetype)
[DONE] Raycast system for 3D picking (including collisions detection)
[DONE] Floyd-Steinberg dithering on 16bit image format conversion
[DONE] Basic image manipulation functions (crop, resize, draw...)
[DONE] Storage load/save data functionality
[DONE] Add Physics module (physac)
[DONE] Remove GLEW dependency -> Replaced by GLAD
[DONE] Redesign Raspberry PI inputs system
[DONE] Redesign gestures module to be multiplatform
[DONE] Module raymath as header-only and functions inline
[DONE] Add Easings module (easings.h)
**raylib 1.4**
- [x] TTF fonts support (using stb_truetype)
- [x] Raycast system for 3D picking (including collisions detection)
- [x] Floyd-Steinberg dithering on 16bit image format conversion
- [x] Basic image manipulation functions (crop, resize, draw...)
- [x] Storage load/save data functionality
- [x] Add Physics module (physac)
- [x] Remove GLEW dependency -> Replaced by GLAD
- [x] Redesign Raspberry PI inputs system
- [x] Redesign gestures module to be multiplatform
- [x] Module raymath as header-only and functions inline
- [x] Add Easings module (easings.h)
Any feature missing? Do you have a request? [Let me know!][raysan5]
[raysan5]: mailto:raysan5@gmail.com "Ramon Santamaria - Ray San"
[isssues]: https://github.com/raysan5/raylib/issues
[raysan5]: mailto:ray@raylib.com "Ramon Santamaria - Ray San"

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@@ -127,7 +127,7 @@
<a id="logo" href="http://www.raylib.com/index.html"></a>
<p id="title">[simple and easy-to-use library to learn videogames programming]</p>
<p id="plinks">[<a href="http://www.facebook.com/raylibgames" target="_blank">www.facebook.com/raylibgames</a>][<a href="https://github.com/raysan5/raylib">github.com/raysan5/raylib</a>]</p>
<p id="version">v1.6.0 quick reference card</p>
<p id="version">v1.7.0 quick reference card</p>
</div>
<br>
<div id="fulldata">
@@ -154,7 +154,7 @@
<p id="pcolors">colors</p>
<div id="colors"><pre><code class="cpp"></code></pre></div>
</div>
<p id="copyright">raylib quick reference card - Copyright (c) 2013-2016 Ramon Santamaria (<a href="http://www.twitter.com/raysan5">@raysan5</a>)</p>
<p id="copyright">raylib quick reference card - Copyright (c) 2013-2017 Ramon Santamaria (<a href="http://www.twitter.com/raysan5">@raysan5</a>)</p>
</div>

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@@ -3,6 +3,7 @@
void InitAudioDevice(void); // Initialize audio device and context
void CloseAudioDevice(void); // Close the audio device and context (and music stream)
bool IsAudioDeviceReady(void); // Check if audio device is ready
void SetMasterVolume(float volume); // Set master volume (listener)
// Wave/Sound loading/unloading functions
Wave LoadWave(const char *fileName); // Load wave data from file into RAM
@@ -10,7 +11,6 @@
int sampleSize, int channels); // Load wave data from float array data (32bit)
Sound LoadSound(const char *fileName); // Load sound to memory
Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource)
void UpdateSound(Sound sound, void *data, int numSamples); // Update sound buffer with new data
void UnloadWave(Wave wave); // Unload wave data
void UnloadSound(Sound sound); // Unload sound
@@ -39,6 +39,7 @@
bool IsMusicPlaying(Music music); // Check if music is playing
void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
void SetMusicLoopCount(Music music, float count); // Set music loop count (loop repeats)
float GetMusicTimeLength(Music music); // Get music time length (in seconds)
float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)

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@@ -1,62 +1,72 @@
// Window-related functions
void InitWindow(int width, int height, char* title); // Initialize Window and Graphics Context (OpenGL)
void CloseWindow(void); // Close Window and Terminate Context
bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed
bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus)
void ToggleFullscreen(void); // Fullscreen toggle (by default F11)
void CloseWindow(void); // Close window and unload OpenGL context
bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed
bool IsWindowMinimized(void); // Check if window has been minimized (or lost focus)
void ToggleFullscreen(void); // Toggle fullscreen mode (only PLATFORM_DESKTOP)
void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP)
void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode)
void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
int GetScreenWidth(void); // Get current screen width
int GetScreenHeight(void); // Get current screen height
// Cursor-related functions
void ShowCursor(void); // Shows cursor
void HideCursor(void); // Hides cursor
bool IsCursorHidden(void); // Returns true if cursor is not visible
void EnableCursor(void); // Enables cursor
void DisableCursor(void); // Disables cursor
bool IsCursorHidden(void); // Check if cursor is not visible
void EnableCursor(void); // Enables cursor (unlock cursor)
void DisableCursor(void); // Disables cursor (lock cursor)
// Drawing-related functions
void ClearBackground(Color color); // Sets Background Color
void BeginDrawing(void); // Setup drawing canvas to start drawing
void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering)
void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera
void End2dMode(void); // Ends 2D mode custom camera usage
void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup)
void ClearBackground(Color color); // Set background color (framebuffer clear color)
void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing
void EndDrawing(void); // End canvas drawing and swap buffers (double buffering)
void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera (2D)
void End2dMode(void); // Ends 2D mode with custom camera
void Begin3dMode(Camera camera); // Initializes 3D mode with custom camera (3D)
void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
void EndTextureMode(void); // Ends drawing to render texture
// Screen-space-related functions
Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position
Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
// Timming-related functions
void SetTargetFPS(int fps); // Set target FPS (maximum)
float GetFPS(void); // Returns current FPS
float GetFrameTime(void); // Returns time in seconds for one frame
int GetFPS(void); // Returns current FPS
float GetFrameTime(void); // Returns time in seconds for last frame drawn
// Color-related functions
Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
int GetHexValue(Color color); // Returns hexadecimal value for a Color
Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
float *ColorToFloat(Color color); // Converts Color to float array and normalizes
float *VectorToFloat(Vector3 vec); // Converts Vector3 to float array
float *MatrixToFloat(Matrix mat); // Converts Matrix to float array
// Misc. functions
void ShowLogo(void); // Activate raylib logo at startup (can be done with flags)
void SetConfigFlags(char flags); // Setup window configuration flags (view FLAGS)
void TraceLog(int logType, const char *text, ...); // Show trace log messages (INFO, WARNING, ERROR, DEBUG)
void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (saved a .png)
int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0 to 1.0
void SetConfigFlags(char flags); // Setup some window configuration flags
void ShowLogo(void); // Activates raylib logo at startup (can be done with flags)
// Drag-and-drop files functions
bool IsFileDropped(void); // Check if a file have been dropped into window
char **GetDroppedFiles(int *count); // Retrieve dropped files into window
// Files management functions
bool IsFileExtension(const char *fileName, const char *ext); // Check file extension
const char *GetDirectoryPath(const char *fileName); // Get directory for a given fileName (with path)
const char *GetWorkingDirectory(void); // Get current working directory
bool ChangeDirectory(const char *dir); // Change working directory, returns true if success
bool IsFileDropped(void); // Check if a file has been dropped into window
char **GetDroppedFiles(int *count); // Get dropped files names
void ClearDroppedFiles(void); // Clear dropped files paths buffer
// Persistent storage management
void StorageSaveValue(int position, int value); // Storage save integer value (to defined position)
int StorageLoadValue(int position); // Storage load integer value (from defined position)
void StorageSaveValue(int position, int value); // Save integer value to storage file (to defined position)
int StorageLoadValue(int position); // Load integer value from storage file (from defined position)
// Input-related functions: keyboard
bool IsKeyPressed(int key); // Detect if a key has been pressed once

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@@ -19,20 +19,20 @@
void DrawRay(Ray ray, Color color); // Draw a ray line
void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
void DrawGizmo(Vector3 position); // Draw simple gizmo
void DrawLight(Light light); // Draw light in 3D world
// Model loading/unloading functions
Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
Model LoadModelEx(Mesh data, bool dynamic); // Load a 3d model (from mesh data)
Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d model from rRES file (raylib Resource)
Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
void UnloadModel(Model model); // Unload 3d model from memory
Mesh LoadMesh(const char *fileName); // Load mesh from file
Mesh LoadMeshEx(int numVertex, float *vData, float *vtData, float *vnData, Color *cData); // Load mesh from vertex data
Model LoadModel(const char *fileName); // Load model from file
Model LoadModelFromMesh(Mesh data, bool dynamic); // Load model from mesh data
Model LoadHeightmap(Image heightmap, Vector3 size); // Load heightmap model from image data
Model LoadCubicmap(Image cubicmap); // Load cubes-based map model from image data
void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM)
void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM)
// Material loading/unloading functions
Material LoadMaterial(const char *fileName); // Load material data (from file)
Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader)
void UnloadMaterial(Material material); // Unload material textures from VRAM
// Model drawing functions
@@ -55,4 +55,7 @@
bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere ex.
bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox); // Detect collision between ray and box
BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits
RayHitInfo GetCollisionRayMesh(Ray ray, Mesh *mesh); // Get collision info between ray and mesh
RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane)

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@@ -1,9 +1,10 @@
// Shader loading/unloading functions
char *LoadText(const char *fileName); // Load chars array from text file
Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
void UnloadShader(Shader shader); // Unload a custom shader from memory
Shader GetDefaultShader(void); // Get default shader
Shader GetStandardShader(void); // Get standard shader
Texture2D GetDefaultTexture(void); // Get default texture
// Shader access functions
@@ -19,16 +20,13 @@
void EndShaderMode(void); // End custom shader drawing (use default shader)
void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
// Light creation/destruction functions
Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
void DestroyLight(Light light); // Destroy a light and take it out of the list
// VR control functions
void InitVrDevice(int vrDevice); // Init VR device
void CloseVrDevice(void); // Close VR device
bool IsVrDeviceReady(void); // Detect if VR device is ready
bool IsVrSimulator(void); // Detect if VR simulator is running
void InitVrSimulator(int vrDevice); // Init VR simulator for selected device
void CloseVrSimulator(void); // Close VR simulator for current device
bool IsVrSimulatorReady(void); // Detect if VR simulator is ready
void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
void ToggleVrMode(void); // Enable/Disable VR experience
void BeginVrDrawing(void); // Begin VR simulator stereo rendering
void EndVrDrawing(void); // End VR simulator stereo rendering

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@@ -4,12 +4,15 @@
void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle
void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline

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@@ -20,6 +20,7 @@
struct Light; // Light type, defines light properties
struct Model; // Basic 3d Model type
struct Ray; // Ray type (useful for raycast)
struct RayHitInfo; // Raycast hit information
struct Wave; // Wave type, defines audio wave data
struct Sound; // Basic Sound source and buffer

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@@ -2,14 +2,14 @@
// SpriteFont loading/unloading functions
SpriteFont GetDefaultFont(void); // Get the default SpriteFont
SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory
SpriteFont LoadSpriteFontTTF(const char *fileName, int fontSize, int numChars, int *fontChars); // Load a SpriteFont from TTF font with parameters
SpriteFont LoadSpriteFontEx(const char *fileName, int fontSize, int numChars, int *fontChars); // Load a SpriteFont from TTF font with parameters
void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory
// Text drawing functions
void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner
void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters
int fontSize, int spacing, Color tint);
void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner
// Text misc. functions
int MeasureText(const char *text, int fontSize); // Measure string width for default font

View File

@@ -2,11 +2,9 @@
// Image/Texture2D data loading/unloading functions
Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM)
Image LoadImageEx(Color *pixels, int width, int height); // Load image data from Color array data (RGBA - 32bit)
Image LoadImagePro(void *data, int width, int height, int format); // Load image from raw data with parameters
Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file
Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource)
Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory
Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat, int mipmapCount); // Load a texture from raw data into GPU memory
Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
Texture2D LoadTextureFromImage(Image image); // Load a texture from image data
RenderTexture2D LoadRenderTexture(int width, int height); // Load a texture to be used for rendering
void UnloadImage(Image image); // Unload image from CPU memory (RAM)
@@ -19,6 +17,7 @@
// Image manipulation functions
void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle

View File

@@ -20,109 +20,54 @@ $(document).ready(function() {
'core_3d_camera_first_person',
'core_2d_camera',
'core_world_screen',
'core_oculus_rift',
'core_vr_simulator',
'shapes_logo_raylib',
'shapes_basic_shapes',
'shapes_colors_palette',
'shapes_logo_raylib_anim',
'shapes_lines_bezier',
'textures_logo_raylib',
'textures_image_loading',
'textures_rectangle',
'textures_srcrec_dstrec',
'textures_to_image',
'textures_raw_data',
'textures_formats_loading',
'textures_particles_trail_blending',
'textures_image_processing',
'textures_image_drawing',
'text_sprite_fonts',
'text_bmfont_ttf',
'text_rbmf_fonts',
'text_raylib_fonts',
'text_format_text',
'text_font_select',
'text_writing_anim',
'text_ttf_loading',
'text_bmfont_unordered',
'text_input_box',
'models_geometric_shapes',
'models_box_collisions',
'models_billboard',
'models_obj_loading',
'models_heightmap',
'models_cubicmap',
'models_mesh_picking',
'shaders_model_shader',
'shaders_shapes_textures',
'shaders_custom_uniform',
'shaders_postprocessing',
'shaders_standard_lighting',
'audio_sound_loading',
'audio_music_stream',
'audio_module_playing',
'audio_raw_stream'];
var exampleDesc = [
'basic window',
'input keys',
'input mouse',
'mouse wheel',
'input gamepad',
'random values',
'color select',
'drop files',
'storage values',
'gestures detection',
'3d mode',
'3d picking',
'3d camera free',
'3d camera first person',
'2d camera',
'world screen',
'oculus rift',
'logo raylib shapes',
'basic shapes',
'colors palette',
'logo raylib anim',
'logo raylib texture',
'image loading',
'texture rectangle',
'src-dest. rectangles',
'texture to image',
'raw data loading',
'textures formats loading',
'particles trail blending',
'image processing',
'image drawing',
'sprite fonts',
'bmfonts ttf',
'rbmf fonts',
'text formatting',
'font selection',
'writing animation',
'ttf loading',
'bmfont unordered',
'geometric shapes',
'box collisions',
'billboard drawing',
'obj loading',
'heightmap loading',
'cubesmap loading',
'model shader',
'shapes textures shader',
'custom uniform in shaders',
'postprocessing shaders',
'standard lighting',
'sound loading',
'music streaming',
'module playing',
'raw stream'];
for (var i = 0; i < exampleName.length; i++)
{
var filterType = exampleName[i].substring(0, exampleName[i].indexOf("_"));
var exampleBase = exampleName[i].slice(exampleName[i].indexOf('_') + 1);
var exampleDesc = exampleBase.replace('_', ' ');
$('#container').append(
'<div class="mix f' + filterType + '">' +
'<a class="fancybox fancybox.iframe" href="examples/web/loader.html?name=' + exampleName[i] + '" title="' + exampleDesc[i] + '">' +
'<img width="400" height="225" src="../examples/img/' + exampleName[i] + '.png"><div class="extext"><p>' + exampleDesc[i] + '</p></div></a>' +
'<a class="fancybox fancybox.iframe" href="examples/web/' + filterType + '/' + 'loader.html?name=' + exampleName[i] + '" title="' + exampleDesc + '">' +
'<img width="400" height="225" src="../examples/web/' + filterType + '/' + exampleName[i] + '.png"><div class="extext"><p>' + exampleDesc + '</p></div></a>' +
'</div>');
$('#container a .extext').hide();

View File

@@ -14,14 +14,12 @@ $(document).ready(function() {
'sample_space_invaders',
'sample_floppy',
'sample_tetris',
'sample_gold_fever',
'sample_doom',
'game_raylib_features',
'game_drturtle',
'game_just_do',
'game_skully_escape',
'game_koala_seasons',
'game_light_my_ritual',
'game_wave_collector',
'user_raymario',
'user_crazyball',
'user_tictactoe',
@@ -40,14 +38,12 @@ $(document).ready(function() {
'space invaders',
'floppy',
'tetris',
'gold fever',
'doom',
'raylib Features DEMO',
'Dr Turtle & Mr Gamera',
'JUST DO',
'Skully Escape',
'Koala Seasons',
'LIGHT MY RITUAL',
'Wave Collector',
'RayMario (Victor Fisac)',
'CrazyBall (Victor Fisac)',
'Tic-Tac-Toe (LelixSuper)',
@@ -83,8 +79,6 @@ $(document).ready(function() {
*/
}
if (exampleName[i] == 'game_koala_seasons') linkTag = '<a target="_blank" href="http://www.koalaseasons.com" title="' + exampleDesc[i] + '">';
$('#container').append(
'<div class="mix f' + filterType + '">' + linkTag +
'<img width="400" height="225" src="../games/img/' + exampleName[i] + '.png"><div class="extext"><p>' + exampleDesc[i] + '</p></div></a>' +

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@@ -52,7 +52,7 @@ int main()
circles[i].color = colors[GetRandomValue(0, 13)];
}
Music xm = LoadMusicStream("resources/audio/mini1111.xm");
Music xm = LoadMusicStream("resources/mini1111.xm");
PlayMusicStream(xm);

View File

@@ -24,7 +24,7 @@ int main()
InitAudioDevice(); // Initialize audio device
Music music = LoadMusicStream("resources/audio/guitar_noodling.ogg");
Music music = LoadMusicStream("resources/guitar_noodling.ogg");
PlayMusicStream(music);

View File

@@ -24,8 +24,8 @@ int main()
InitAudioDevice(); // Initialize audio device
Sound fxWav = LoadSound("resources/audio/sound.wav"); // Load WAV audio file
Sound fxOgg = LoadSound("resources/audio/tanatana.ogg"); // Load OGG audio file
Sound fxWav = LoadSound("resources/sound.wav"); // Load WAV audio file
Sound fxOgg = LoadSound("resources/tanatana.ogg"); // Load OGG audio file
SetTargetFPS(60);
//--------------------------------------------------------------------------------------

View File

@@ -4,8 +4,8 @@
*
* NOTE: This example requires a Gamepad connected to the system
* raylib is configured to work with the following gamepads:
* Xbox 360 Controller (Xbox 360, Xbox One)
* PLAYSTATION(R)3 Controller
* - Xbox 360 Controller (Xbox 360, Xbox One)
* - PLAYSTATION(R)3 Controller
* Check raylib.h for buttons configuration
*
* This example has been created using raylib 1.6 (www.raylib.com)

View File

@@ -1,14 +1,11 @@
/*******************************************************************************************
*
* raylib [core] example - Oculus Rift CV1
* raylib [core] example - VR Simulator (Oculus Rift CV1 parameters)
*
* Compile example using:
* gcc -o $(NAME_PART).exe $(FILE_NAME) -L. -L..\src\external\OculusSDK\LibOVR -lLibOVRRT32_1 -lraylib -lglfw3 -lopengl32 -lgdi32 -std=c99
*
* This example has been created using raylib 1.5 (www.raylib.com)
* This example has been created using raylib 1.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
* Copyright (c) 2017 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@@ -23,10 +20,9 @@ int main()
// NOTE: screenWidth/screenHeight should match VR device aspect ratio
InitWindow(screenWidth, screenHeight, "raylib [core] example - oculus rift");
// NOTE: If device is not available, it fallbacks to default device (simulator)
InitVrDevice(HMD_OCULUS_RIFT_CV1); // Init VR device (Oculus Rift CV1)
InitWindow(screenWidth, screenHeight, "raylib [core] example - vr simulator");
InitVrSimulator(HMD_OCULUS_RIFT_CV1); // Init VR simulator (Oculus Rift CV1 parameters)
// Define the camera to look into our 3d world
Camera camera;
@@ -47,10 +43,9 @@ int main()
{
// Update
//----------------------------------------------------------------------------------
if (IsVrSimulator()) UpdateCamera(&camera); // Update camera (simulator mode)
else if (IsVrDeviceReady()) UpdateVrTracking(&camera); // Update camera with device tracking data
if (IsKeyPressed(KEY_SPACE)) ToggleVrMode(); // Toggle VR mode
UpdateCamera(&camera); // Update camera (simulator mode)
if (IsKeyPressed(KEY_SPACE)) ToggleVrMode(); // Toggle VR mode
//----------------------------------------------------------------------------------
// Draw
@@ -58,15 +53,19 @@ int main()
BeginDrawing();
ClearBackground(RAYWHITE);
BeginVrDrawing();
Begin3dMode(camera);
Begin3dMode(camera);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
DrawGrid(40, 1.0f);
DrawGrid(40, 1.0f);
End3dMode();
End3dMode();
EndVrDrawing();
DrawFPS(10, 10);
@@ -76,10 +75,10 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
CloseVrDevice(); // Close VR device
CloseVrSimulator(); // Close VR simulator
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}

View File

@@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [models] example - Ray picking in 3d mode, ground plane, triangle, mesh
* raylib [models] example - Mesh picking in 3d mode, ground plane, triangle, mesh
*
* This example has been created using raylib 1.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
@@ -11,11 +11,9 @@
********************************************************************************************/
#include "raylib.h"
#include "../src/raymath.h"
#include <stdio.h>
#include <float.h>
#include "raymath.h"
#define FLT_MAX 3.40282347E+38F // Maximum value of a float, defined in <float.h>
int main()
{
@@ -24,26 +22,23 @@ int main()
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - 3d ray picking");
InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh picking");
// Define the camera to look into our 3d world
Camera camera;
camera.position = (Vector3){ 10.0f, 8.0f, 10.0f }; // Camera position
camera.position = (Vector3){ 10.0f, 8.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 2.3f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.6f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
Ray ray; // Picking ray
Ray ray; // Picking line ray
Model tower = LoadModel("resources/tower.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/tower.png"); // Load model texture
tower.material.texDiffuse = texture; // Set model diffuse texture
Model tower = LoadModel("resources/model/lowpoly-tower.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/lowpoly-tower.png"); // Load model texture
tower.material.texDiffuse = texture; // Set model diffuse texture
Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position
BoundingBox towerBBox = CalculateBoundingBox( tower.mesh );
Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position
BoundingBox towerBBox = CalculateBoundingBox(tower.mesh);
bool hitMeshBBox = false;
bool hitTriangle = false;
@@ -94,7 +89,7 @@ int main()
cursorColor = PURPLE;
hitObjectName = "Triangle";
bary = Barycenter(nearestHit.hitPosition, ta, tb, tc);
bary = VectorBarycenter(nearestHit.hitPosition, ta, tb, tc);
hitTriangle = true;
}
else hitTriangle = false;
@@ -141,15 +136,15 @@ int main()
// If we hit something, draw the cursor at the hit point
if (nearestHit.hit)
{
DrawCube(nearestHit.hitPosition, 0.5, 0.5, 0.5, cursorColor);
DrawCubeWires(nearestHit.hitPosition, 0.5, 0.5, 0.5, YELLOW);
DrawCube(nearestHit.hitPosition, 0.3, 0.3, 0.3, cursorColor);
DrawCubeWires(nearestHit.hitPosition, 0.3, 0.3, 0.3, RED);
Vector3 normalEnd;
normalEnd.x = nearestHit.hitPosition.x + nearestHit.hitNormal.x;
normalEnd.y = nearestHit.hitPosition.y + nearestHit.hitNormal.y;
normalEnd.z = nearestHit.hitPosition.z + nearestHit.hitNormal.z;
DrawLine3D(nearestHit.hitPosition, normalEnd, YELLOW);
DrawLine3D(nearestHit.hitPosition, normalEnd, RED);
}
DrawRay(ray, MAROON);
@@ -190,7 +185,10 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
UnloadModel(tower); // Unload model
UnloadTexture(texture); // Unload texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View File

@@ -2,17 +2,22 @@
*
* Physac - Physics demo
*
* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
* The file pthreadGC2.dll is required to run the program; you can find it in 'src\external'
* NOTE 1: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
* NOTE 2: Physac requires static C library linkage to avoid dependency on MinGW DLL (-static -lpthread)
*
* Copyright (c) 2016 Victor Fisac
* Use the following line to compile:
*
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread
* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
*
* Copyright (c) 2017 Victor Fisac
*
********************************************************************************************/
#include "raylib.h"
#define PHYSAC_IMPLEMENTATION
#include "..\src\physac.h"
#include "physac.h"
int main()
{
@@ -114,9 +119,10 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
ClosePhysics(); // Unitialize physics
ClosePhysics(); // Uninitialize physics
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

View File

@@ -2,17 +2,22 @@
*
* Physac - Physics friction
*
* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
* The file pthreadGC2.dll is required to run the program; you can find it in 'src\external'
* NOTE 1: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
* NOTE 2: Physac requires static C library linkage to avoid dependency on MinGW DLL (-static -lpthread)
*
* Copyright (c) 2016 Victor Fisac
* Use the following line to compile:
*
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread
* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
*
* Copyright (c) 2017 Victor Fisac
*
********************************************************************************************/
#include "raylib.h"
#define PHYSAC_IMPLEMENTATION
#include "..\src\physac.h"
#include "physac.h"
int main()
{
@@ -128,9 +133,11 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
ClosePhysics(); // Unitialize physics
ClosePhysics(); // Uninitialize physics
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

View File

@@ -2,19 +2,24 @@
*
* Physac - Physics movement
*
* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
* The file pthreadGC2.dll is required to run the program; you can find it in 'src\external'
* NOTE 1: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
* NOTE 2: Physac requires static C library linkage to avoid dependency on MinGW DLL (-static -lpthread)
*
* Copyright (c) 2016 Victor Fisac
* Use the following line to compile:
*
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread
* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
*
* Copyright (c) 2017 Victor Fisac
*
********************************************************************************************/
#include "raylib.h"
#define PHYSAC_IMPLEMENTATION
#include "../src/physac.h"
#include "physac.h"
#define VELOCITY 0.5f
#define VELOCITY 0.5f
int main()
{
@@ -114,9 +119,11 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
ClosePhysics(); // Unitialize physics
ClosePhysics(); // Uninitialize physics
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

View File

@@ -2,17 +2,22 @@
*
* Physac - Physics restitution
*
* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
* The file pthreadGC2.dll is required to run the program; you can find it in 'src\external'
* NOTE 1: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
* NOTE 2: Physac requires static C library linkage to avoid dependency on MinGW DLL (-static -lpthread)
*
* Copyright (c) 2016 Victor Fisac
* Use the following line to compile:
*
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread
* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
*
* Copyright (c) 2017 Victor Fisac
*
********************************************************************************************/
#include "raylib.h"
#define PHYSAC_IMPLEMENTATION
#include "..\src\physac.h"
#include "physac.h"
int main()
{
@@ -107,9 +112,11 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
ClosePhysics(); // Unitialize physics
ClosePhysics(); // Uninitialize physics
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

View File

@@ -2,17 +2,22 @@
*
* Physac - Body shatter
*
* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
* The file pthreadGC2.dll is required to run the program; you can find it in 'src\external'
* NOTE 1: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
* NOTE 2: Physac requires static C library linkage to avoid dependency on MinGW DLL (-static -lpthread)
*
* Copyright (c) 2016 Victor Fisac
* Use the following line to compile:
*
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread
* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
*
* Copyright (c) 2017 Victor Fisac
*
********************************************************************************************/
#include "raylib.h"
#define PHYSAC_IMPLEMENTATION
#include "..\src\physac.h"
#include "physac.h"
int main()
{
@@ -99,9 +104,11 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
ClosePhysics(); // Unitialize physics
ClosePhysics(); // Uninitialize physics
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

View File

@@ -18,6 +18,48 @@
#include "raylib.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#define DEFAULT_VERTEX_SHADER "resources/shaders/glsl330/base.vs"
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#define DEFAULT_VERTEX_SHADER "resources/shaders/glsl100/base.vs"
#endif
#define MAX_POSTPRO_SHADERS 12
typedef enum {
FX_GRAYSCALE = 0,
FX_POSTERIZATION,
FX_DREAM_VISION,
FX_PIXELIZER,
FX_CROSS_HATCHING,
FX_CROSS_STITCHING,
FX_PREDATOR_VIEW,
FX_SCANLINES,
FX_FISHEYE,
FX_SOBEL,
FX_BLOOM,
FX_BLUR,
//FX_FXAA
} PostproShader;
static const char *postproShaderText[] = {
"GRAYSCALE",
"POSTERIZATION",
"DREAM_VISION",
"PIXELIZER",
"CROSS_HATCHING",
"CROSS_STITCHING",
"PREDATOR_VIEW",
"SCANLINES",
"FISHEYE",
"SOBEL",
"BLOOM",
"BLUR",
//"FXAA"
};
int main()
{
// Initialization
@@ -38,8 +80,25 @@ int main()
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
"resources/shaders/glsl330/bloom.fs"); // Load postpro shader
// Load all postpro shaders
// NOTE 1: All postpro shader use the base vertex shader (DEFAULT_VERTEX_SHADER)
// NOTE 2: We load the correct shader depending on GLSL version
Shader shaders[MAX_POSTPRO_SHADERS];
shaders[FX_GRAYSCALE] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
shaders[FX_POSTERIZATION] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/posterization.fs", GLSL_VERSION));
shaders[FX_DREAM_VISION] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/dream_vision.fs", GLSL_VERSION));
shaders[FX_PIXELIZER] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/pixelizer.fs", GLSL_VERSION));
shaders[FX_CROSS_HATCHING] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/cross_hatching.fs", GLSL_VERSION));
shaders[FX_CROSS_STITCHING] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/cross_stitching.fs", GLSL_VERSION));
shaders[FX_PREDATOR_VIEW] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/predator.fs", GLSL_VERSION));
shaders[FX_SCANLINES] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/scanlines.fs", GLSL_VERSION));
shaders[FX_FISHEYE] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/fisheye.fs", GLSL_VERSION));
shaders[FX_SOBEL] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/sobel.fs", GLSL_VERSION));
shaders[FX_BLOOM] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/bloom.fs", GLSL_VERSION));
shaders[FX_BLUR] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/blur.fs", GLSL_VERSION));
int currentShader = FX_GRAYSCALE;
// Create a RenderTexture2D to be used for render to texture
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
@@ -56,6 +115,12 @@ int main()
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
if (IsKeyPressed(KEY_RIGHT)) currentShader++;
else if (IsKeyPressed(KEY_LEFT)) currentShader--;
if (currentShader >= MAX_POSTPRO_SHADERS) currentShader = 0;
else if (currentShader < 0) currentShader = MAX_POSTPRO_SHADERS - 1;
//----------------------------------------------------------------------------------
// Draw
@@ -73,21 +138,26 @@ int main()
DrawGrid(10, 1.0f); // Draw a grid
End3dMode();
DrawText("HELLO POSTPROCESSING!", 70, 190, 50, RED);
EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
BeginShaderMode(shader);
// Render previously generated texture using selected postpro shader
BeginShaderMode(shaders[currentShader]);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
EndShaderMode();
DrawRectangle(0, 9, 580, 30, Fade(LIGHTGRAY, 0.7f));
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, DARKGRAY);
DrawFPS(10, 10);
DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, BLACK);
DrawText(postproShaderText[currentShader], 330, 15, 20, RED);
DrawText("< >", 540, 10, 30, DARKBLUE);
DrawFPS(700, 15);
EndDrawing();
//----------------------------------------------------------------------------------
@@ -95,7 +165,10 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
// Unload all postpro shaders
for (int i = 0; i < MAX_POSTPRO_SHADERS; i++) UnloadShader(shaders[i]);
UnloadTexture(texture); // Unload texture
UnloadModel(dwarf); // Unload model
UnloadRenderTexture(target); // Unload render texture

View File

@@ -9,7 +9,7 @@
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
* raylib comes with shaders ready for both versions, check raylib/shaders install folder
*
* This example has been created using raylib 1.3 (www.raylib.com)
* This example has been created using raylib 1.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
@@ -18,9 +18,6 @@
#include "raylib.h"
#include <stdio.h>
#include <stdlib.h>
int main()
{
// Initialization
@@ -30,14 +27,12 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes and texture shaders");
Texture2D sonic = LoadTexture("resources/texture_formats/sonic.png");
Texture2D fudesumi = LoadTexture("resources/fudesumi.png");
// NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
"resources/shaders/glsl330/grayscale.fs");
// Shader usage is also different than models/postprocessing, shader is just activated when required
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
@@ -91,21 +86,23 @@ int main()
// Activate our custom shader to be applied on next shapes/textures drawings
BeginShaderMode(shader);
DrawTexture(sonic, 380, -10, WHITE); // Using custom shader
DrawTexture(fudesumi, 500, -30, WHITE); // Using custom shader
// Activate our default shader for next drawings
EndShaderMode();
DrawText("(c) Fudesumi sprite by Eiden Marsal", 380, screenHeight - 20, 10, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
UnloadTexture(sonic); // Unload texture
UnloadShader(shader); // Unload shader
UnloadTexture(fudesumi); // Unload texture
CloseWindow(); // Close window and OpenGL context
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View File

@@ -1,120 +0,0 @@
/*******************************************************************************************
*
* raylib [shaders] example - Standard lighting (materials and lights)
*
* 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.
*
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
* raylib comes with shaders ready for both versions, check raylib/shaders install folder
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
// Define the camera to look into our 3d world
Camera camera = {{ 4.0f, 4.0f, 4.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Material material = LoadStandardMaterial();
material.texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model diffuse texture
material.texNormal = LoadTexture("resources/model/dwarf_normal.png"); // Load model normal texture
material.texSpecular = LoadTexture("resources/model/dwarf_specular.png"); // Load model specular texture
material.colDiffuse = WHITE;
material.colAmbient = (Color){0, 0, 10, 255};
material.colSpecular = WHITE;
material.glossiness = 50.0f;
dwarf.material = material; // Apply material to model
Light spotLight = CreateLight(LIGHT_SPOT, (Vector3){3.0f, 5.0f, 2.0f}, (Color){255, 255, 255, 255});
spotLight->target = (Vector3){0.0f, 0.0f, 0.0f};
spotLight->intensity = 2.0f;
spotLight->diffuse = (Color){255, 100, 100, 255};
spotLight->coneAngle = 60.0f;
Light dirLight = CreateLight(LIGHT_DIRECTIONAL, (Vector3){0.0f, -3.0f, -3.0f}, (Color){255, 255, 255, 255});
dirLight->target = (Vector3){1.0f, -2.0f, -2.0f};
dirLight->intensity = 2.0f;
dirLight->diffuse = (Color){100, 255, 100, 255};
Light pointLight = CreateLight(LIGHT_POINT, (Vector3){0.0f, 4.0f, 5.0f}, (Color){255, 255, 255, 255});
pointLight->intensity = 2.0f;
pointLight->diffuse = (Color){100, 100, 255, 255};
pointLight->radius = 3.0f;
// Setup orbital camera
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
DrawLight(spotLight); // Draw spot light
DrawLight(dirLight); // Draw directional light
DrawLight(pointLight); // Draw point light
DrawGrid(10, 1.0f); // Draw a grid
End3dMode();
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadMaterial(material); // Unload material and assigned textures
UnloadModel(dwarf); // Unload model
// Destroy all created lights
DestroyLight(pointLight);
DestroyLight(dirLight);
DestroyLight(spotLight);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

View File

@@ -0,0 +1,59 @@
/*******************************************************************************************
*
* raylib [shapes] example - Cubic-bezier lines
*
* This example has been created using raylib 1.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2017 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - cubic-bezier lines");
Vector2 start = { 0, 0 };
Vector2 end = { screenWidth, screenHeight };
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) start = GetMousePosition();
else if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) end = GetMousePosition();
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("USE MOUSE LEFT-RIGHT CLICK to DEFINE LINE START and END POINTS", 15, 20, 20, GRAY);
DrawLineBezier(start, end, 2.0f, RED);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

View File

@@ -24,8 +24,8 @@ int main()
const char msgTtf[64] = "THIS SPRITE FONT has been GENERATED from a TTF";
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
SpriteFont fontBm = LoadSpriteFont("resources/fonts/bmfont.fnt"); // BMFont (AngelCode)
SpriteFont fontTtf = LoadSpriteFont("resources/fonts/pixantiqua.ttf"); // TTF font
SpriteFont fontBm = LoadSpriteFont("resources/bmfont.fnt"); // BMFont (AngelCode)
SpriteFont fontTtf = LoadSpriteFont("resources/pixantiqua.ttf"); // TTF font
Vector2 fontPosition;

View File

@@ -25,7 +25,7 @@ int main()
const char msg[256] = "ASCII extended characters:\n¡¢£¤¥¦§¨©ª«¬®¯°±²³´µ¶·¸¹º»¼½¾¿ÀÁÂÃÄÅÆ\nÇÈÉÊËÌÍÎÏÐÑÒÓÔÕÖרÙÚÛÜÝÞßàáâãäåæ\nçèéêëìíîïðñòóôõö÷øùúûüýþÿ";
// NOTE: Loaded font has an unordered list of characters (chars in the range 32..255)
SpriteFont font = LoadSpriteFont("resources/fonts/pixantiqua.fnt"); // BMFont (AngelCode)
SpriteFont font = LoadSpriteFont("resources/pixantiqua.fnt"); // BMFont (AngelCode)
SetTargetFPS(60);
//--------------------------------------------------------------------------------------

View File

@@ -0,0 +1,116 @@
/*******************************************************************************************
*
* raylib [text] example - Input Box
*
* This example has been created using raylib 1.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2017 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define MAX_INPUT_CHARS 9
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [text] example - input box");
char name[MAX_INPUT_CHARS + 1] = "\0"; // NOTE: One extra space required for line ending char '\0'
int letterCount = 0;
Rectangle textBox = { screenWidth/2 - 100, 180, 225, 50 };
bool mouseOnText = false;
int framesCounter = 0;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (CheckCollisionPointRec(GetMousePosition(), textBox)) mouseOnText = true;
else mouseOnText = false;
if (mouseOnText)
{
int key = GetKeyPressed();
// NOTE: Only allow keys in range [32..125]
if ((key >= 32) && (key <= 125) && (letterCount < MAX_INPUT_CHARS))
{
name[letterCount] = (char)key;
letterCount++;
}
if (key == KEY_BACKSPACE)
{
letterCount--;
name[letterCount] = '\0';
if (letterCount < 0) letterCount = 0;
}
}
if (mouseOnText) framesCounter++;
else framesCounter = 0;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("PLACE MOUSE OVER INPUT BOX!", 240, 140, 20, GRAY);
DrawRectangleRec(textBox, LIGHTGRAY);
if (mouseOnText) DrawRectangleLines(textBox.x, textBox.y, textBox.width, textBox.height, RED);
else DrawRectangleLines(textBox.x, textBox.y, textBox.width, textBox.height, DARKGRAY);
DrawText(name, textBox.x + 5, textBox.y + 8, 40, MAROON);
DrawText(FormatText("INPUT CHARS: %i/%i", letterCount, MAX_INPUT_CHARS), 315, 250, 20, DARKGRAY);
if (mouseOnText)
{
if (letterCount < MAX_INPUT_CHARS)
{
// Draw blinking underscore char
if (((framesCounter/20)%2) == 0) DrawText("_", textBox.x + 8 + MeasureText(name, 40), textBox.y + 12, 40, MAROON);
}
else DrawText("Press BACKSPACE to delete chars...", 230, 300, 20, GRAY);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
// Check if any key is pressed
// NOTE: We limit keys check to keys between 32 (KEY_SPACE) and 126
bool IsAnyKeyPressed()
{
bool keyPressed = false;
int key = GetKeyPressed();
if ((key >= 32) && (key <= 126)) keyPressed = true;
return keyPressed;
}

View File

@@ -1,19 +1,21 @@
/*******************************************************************************************
*
* raylib [text] example - raylib bitmap font (rbmf) loading and usage
* raylib [text] example - raylib font loading and usage
*
* NOTE: raylib is distributed with some free to use fonts (even for commercial pourposes!)
* To view details and credits for those fonts, check raylib license file
*
* This example has been created using raylib 1.3 (www.raylib.com)
* This example has been created using raylib 1.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
* Copyright (c) 2017 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define MAX_FONTS 8
int main()
{
// Initialization
@@ -21,21 +23,21 @@ int main()
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [text] example - rBMF fonts");
InitWindow(screenWidth, screenHeight, "raylib [text] example - raylib fonts");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
SpriteFont fonts[8];
SpriteFont fonts[MAX_FONTS];
fonts[0] = LoadSpriteFont("resources/fonts/alagard.rbmf"); // rBMF font loading
fonts[1] = LoadSpriteFont("resources/fonts/pixelplay.rbmf"); // rBMF font loading
fonts[2] = LoadSpriteFont("resources/fonts/mecha.rbmf"); // rBMF font loading
fonts[3] = LoadSpriteFont("resources/fonts/setback.rbmf"); // rBMF font loading
fonts[4] = LoadSpriteFont("resources/fonts/romulus.rbmf"); // rBMF font loading
fonts[5] = LoadSpriteFont("resources/fonts/pixantiqua.rbmf"); // rBMF font loading
fonts[6] = LoadSpriteFont("resources/fonts/alpha_beta.rbmf"); // rBMF font loading
fonts[7] = LoadSpriteFont("resources/fonts/jupiter_crash.rbmf"); // rBMF font loading
fonts[0] = LoadSpriteFont("resources/fonts/alagard.png");
fonts[1] = LoadSpriteFont("resources/fonts/pixelplay.png");
fonts[2] = LoadSpriteFont("resources/fonts/mecha.png");
fonts[3] = LoadSpriteFont("resources/fonts/setback.png");
fonts[4] = LoadSpriteFont("resources/fonts/romulus.png");
fonts[5] = LoadSpriteFont("resources/fonts/pixantiqua.png");
fonts[6] = LoadSpriteFont("resources/fonts/alpha_beta.png");
fonts[7] = LoadSpriteFont("resources/fonts/jupiter_crash.png");
const char *messages[8] = { "ALAGARD FONT designed by Hewett Tsoi",
const char *messages[MAX_FONTS] = { "ALAGARD FONT designed by Hewett Tsoi",
"PIXELPLAY FONT designed by Aleksander Shevchuk",
"MECHA FONT designed by Captain Falcon",
"SETBACK FONT designed by Brian Kent (AEnigma)",
@@ -44,17 +46,22 @@ int main()
"ALPHA_BETA FONT designed by Brian Kent (AEnigma)",
"JUPITER_CRASH FONT designed by Brian Kent (AEnigma)" };
const int spacings[8] = { 2, 4, 8, 4, 3, 4, 4, 1 };
const int spacings[MAX_FONTS] = { 2, 4, 8, 4, 3, 4, 4, 1 };
Vector2 positions[8];
Vector2 positions[MAX_FONTS];
for (int i = 0; i < 8; i++)
for (int i = 0; i < MAX_FONTS; i++)
{
positions[i].x = screenWidth/2 - MeasureTextEx(fonts[i], messages[i], fonts[i].baseSize*2, spacings[i]).x/2;
positions[i].y = 60 + fonts[i].baseSize + 50*i;
positions[i].y = 60 + fonts[i].baseSize + 45*i;
}
Color colors[8] = { MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, LIME, GOLD };
// Small Y position corrections
positions[3].y += 8;
positions[4].y += 2;
positions[7].y -= 8;
Color colors[MAX_FONTS] = { MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, LIME, GOLD, RED };
//--------------------------------------------------------------------------------------
// Main game loop
@@ -74,7 +81,7 @@ int main()
DrawText("free fonts included with raylib", 250, 20, 20, DARKGRAY);
DrawLine(220, 50, 590, 50, DARKGRAY);
for (int i = 0; i < 8; i++)
for (int i = 0; i < MAX_FONTS; i++)
{
DrawTextEx(fonts[i], messages[i], positions[i], fonts[i].baseSize*2, spacings[i], colors[i]);
}
@@ -85,10 +92,9 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
for (int i = 0; i < 8; i++)
{
UnloadSpriteFont(fonts[i]); // SpriteFont unloading
}
// SpriteFonts unloading
for (int i = 0; i < MAX_FONTS; i++) UnloadSpriteFont(fonts[i]);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

View File

@@ -25,9 +25,9 @@ int main()
const char msg3[50] = "...and a THIRD one! GREAT! :D";
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
SpriteFont font1 = LoadSpriteFont("resources/fonts/custom_mecha.png"); // SpriteFont loading
SpriteFont font2 = LoadSpriteFont("resources/fonts/custom_alagard.png"); // SpriteFont loading
SpriteFont font3 = LoadSpriteFont("resources/fonts/custom_jupiter_crash.png"); // SpriteFont loading
SpriteFont font1 = LoadSpriteFont("resources/custom_mecha.png"); // SpriteFont loading
SpriteFont font2 = LoadSpriteFont("resources/custom_alagard.png"); // SpriteFont loading
SpriteFont font3 = LoadSpriteFont("resources/custom_jupiter_crash.png"); // SpriteFont loading
Vector2 fontPosition1, fontPosition2, fontPosition3;

View File

@@ -5,7 +5,7 @@
* This example has been created using raylib 1.3.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (Ray San - raysan@raysanweb.com)
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@@ -25,7 +25,7 @@ int main()
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
// TTF SpriteFont loading with custom generation parameters
SpriteFont font = LoadSpriteFontTTF("resources/fonts/KAISG.ttf", 96, 0, 0);
SpriteFont font = LoadSpriteFontEx("resources/KAISG.ttf", 96, 0, 0);
// Generate mipmap levels to use trilinear filtering
// NOTE: On 2D drawing it won't be noticeable, it looks like FILTER_BILINEAR
@@ -82,7 +82,7 @@ int main()
if (count == 1) // Only support one ttf file dropped
{
UnloadSpriteFont(font);
font = LoadSpriteFontTTF(droppedFiles[0], fontSize, 0, 0);
font = LoadSpriteFontEx(droppedFiles[0], fontSize, 0, 0);
ClearDroppedFiles();
}
}

View File

@@ -1,158 +0,0 @@
/*******************************************************************************************
*
* raylib [text] example - Font selector
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [text] example - font selector");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
SpriteFont fonts[8]; // SpriteFont array
fonts[0] = LoadSpriteFont("resources/fonts/alagard.rbmf"); // SpriteFont loading
fonts[1] = LoadSpriteFont("resources/fonts/pixelplay.rbmf"); // SpriteFont loading
fonts[2] = LoadSpriteFont("resources/fonts/mecha.rbmf"); // SpriteFont loading
fonts[3] = LoadSpriteFont("resources/fonts/setback.rbmf"); // SpriteFont loading
fonts[4] = LoadSpriteFont("resources/fonts/romulus.rbmf"); // SpriteFont loading
fonts[5] = LoadSpriteFont("resources/fonts/pixantiqua.rbmf"); // SpriteFont loading
fonts[6] = LoadSpriteFont("resources/fonts/alpha_beta.rbmf"); // SpriteFont loading
fonts[7] = LoadSpriteFont("resources/fonts/jupiter_crash.rbmf"); // SpriteFont loading
int currentFont = 0; // Selected font
Color colors[8] = { MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, LIME, GOLD, RED };
const char fontNames[8][20] = { "[0] Alagard", "[1] PixelPlay", "[2] MECHA", "[3] Setback",
"[4] Romulus", "[5] PixAntiqua", "[6] Alpha Beta", "[7] Jupiter Crash" };
const char text[50] = "THIS is THE FONT you SELECTED!"; // Main text
Vector2 textSize = MeasureTextEx(fonts[currentFont], text, fonts[currentFont].size*3, 1);
Vector2 mousePoint;
Color btnNextOutColor = DARKBLUE; // Button color (outside line)
Color btnNextInColor = SKYBLUE; // Button color (inside)
int framesCounter = 0; // Useful to count frames button is 'active' = clicked
int positionY = 180; // Text selector and button Y position
Rectangle btnNextRec = { 673, positionY, 109, 44 }; // Button rectangle (useful for collision)
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Keyboard-based font selection (easy)
if (IsKeyPressed(KEY_RIGHT))
{
if (currentFont < 7) currentFont++;
}
if (IsKeyPressed(KEY_LEFT))
{
if (currentFont > 0) currentFont--;
}
if (IsKeyPressed('0')) currentFont = 0;
else if (IsKeyPressed('1')) currentFont = 1;
else if (IsKeyPressed('2')) currentFont = 2;
else if (IsKeyPressed('3')) currentFont = 3;
else if (IsKeyPressed('4')) currentFont = 4;
else if (IsKeyPressed('5')) currentFont = 5;
else if (IsKeyPressed('6')) currentFont = 6;
else if (IsKeyPressed('7')) currentFont = 7;
// Mouse-based font selection (NEXT button logic)
mousePoint = GetMousePosition();
if (CheckCollisionPointRec(mousePoint, btnNextRec))
{
// Mouse hover button logic
if (framesCounter == 0)
{
btnNextOutColor = DARKPURPLE;
btnNextInColor = PURPLE;
}
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
{
framesCounter = 20; // Frames button is 'active'
btnNextOutColor = MAROON;
btnNextInColor = RED;
}
}
else
{
// Mouse not hover button
btnNextOutColor = DARKBLUE;
btnNextInColor = SKYBLUE;
}
if (framesCounter > 0) framesCounter--;
if (framesCounter == 1) // We change font on frame 1
{
currentFont++;
if (currentFont > 7) currentFont = 0;
}
// Text measurement for better positioning on screen
textSize = MeasureTextEx(fonts[currentFont], text, fonts[currentFont].size*3, 1);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("font selector - use arroys, button or numbers", 160, 80, 20, DARKGRAY);
DrawLine(120, 120, 680, 120, DARKGRAY);
DrawRectangle(18, positionY, 644, 44, DARKGRAY);
DrawRectangle(20, positionY + 2, 640, 40, LIGHTGRAY);
DrawText(fontNames[currentFont], 30, positionY + 13, 20, BLACK);
DrawText("< >", 610, positionY + 8, 30, BLACK);
DrawRectangleRec(btnNextRec, btnNextOutColor);
DrawRectangle(675, positionY + 2, 105, 40, btnNextInColor);
DrawText("NEXT", 700, positionY + 13, 20, btnNextOutColor);
DrawTextEx(fonts[currentFont], text, (Vector2){ screenWidth/2 - textSize.x/2,
260 + (70 - textSize.y)/2 }, fonts[currentFont].size*3,
1, colors[currentFont]);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
for (int i = 0; i < 8; i++) UnloadSpriteFont(fonts[i]); // SpriteFont(s) unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

View File

@@ -1,11 +1,11 @@
/*******************************************************************************************
*
* raylib example - particles trail blending
* raylib example - particles blending
*
* This example has been created using raylib 1.3 (www.raylib.com)
* This example has been created using raylib 1.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
* Copyright (c) 2017 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@@ -30,7 +30,7 @@ int main()
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - particles trail blending");
InitWindow(screenWidth, screenHeight, "raylib [textures] example - particles blending");
// Particles pool, reuse them!
Particle mouseTail[MAX_PARTICLES];

View File

@@ -27,9 +27,9 @@ int main()
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
// Load RAW image data (512x512, 32bit RGBA, no file header)
Image sonicRaw = LoadImageRaw("resources/texture_formats/sonic_R8G8B8A8.raw", 512, 512, UNCOMPRESSED_R8G8B8A8, 0);
Texture2D sonic = LoadTextureFromImage(sonicRaw); // Upload CPU (RAM) image to GPU (VRAM)
UnloadImage(sonicRaw); // Unload CPU (RAM) image data
Image fudesumiRaw = LoadImageRaw("resources/fudesumi.raw", 384, 512, UNCOMPRESSED_R8G8B8A8, 0);
Texture2D fudesumi = LoadTextureFromImage(fudesumiRaw); // Upload CPU (RAM) image to GPU (VRAM)
UnloadImage(fudesumiRaw); // Unload CPU (RAM) image data
// Generate a checked texture by code (1024x1024 pixels)
int width = 1024;
@@ -42,8 +42,8 @@ int main()
{
for (int x = 0; x < width; x++)
{
if (((x/32+y/32)/1)%2 == 0) pixels[y*height + x] = DARKBLUE;
else pixels[y*height + x] = SKYBLUE;
if (((x/32+y/32)/1)%2 == 0) pixels[y*height + x] = ORANGE;
else pixels[y*height + x] = GOLD;
}
}
@@ -70,12 +70,14 @@ int main()
ClearBackground(RAYWHITE);
DrawTexture(checked, screenWidth/2 - checked.width/2, screenHeight/2 - checked.height/2, Fade(WHITE, 0.3f));
DrawTexture(sonic, 330, -20, WHITE);
DrawTexture(checked, screenWidth/2 - checked.width/2, screenHeight/2 - checked.height/2, Fade(WHITE, 0.5f));
DrawTexture(fudesumi, 430, -30, WHITE);
DrawText("CHECKED TEXTURE ", 84, 100, 30, DARKBLUE);
DrawText("GENERATED by CODE", 72, 164, 30, DARKBLUE);
DrawText("and RAW IMAGE LOADING", 46, 226, 30, DARKBLUE);
DrawText("CHECKED TEXTURE ", 84, 100, 30, BROWN);
DrawText("GENERATED by CODE", 72, 164, 30, BROWN);
DrawText("and RAW IMAGE LOADING", 46, 226, 30, BROWN);
DrawText("(c) Fudesumi sprite by Eiden Marsal", 310, screenHeight - 20, 10, BROWN);
EndDrawing();
//----------------------------------------------------------------------------------
@@ -83,7 +85,7 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(sonic); // Texture unloading
UnloadTexture(fudesumi); // Texture unloading
UnloadTexture(checked); // Texture unloading
CloseWindow(); // Close window and OpenGL context

View File

@@ -11,6 +11,9 @@
#include "raylib.h"
#define MAX_FRAME_SPEED 15
#define MIN_FRAME_SPEED 1
int main()
{
// Initialization
@@ -21,11 +24,16 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [texture] example - texture rectangle");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Texture2D guybrush = LoadTexture("resources/guybrush.png"); // Texture loading
Texture2D scarfy = LoadTexture("resources/scarfy.png"); // Texture loading
Vector2 position = { 350.0f, 240.0f };
Rectangle frameRec = { 0, 0, guybrush.width/7, guybrush.height };
Vector2 position = { 350.0f, 280.0f };
Rectangle frameRec = { 0, 0, scarfy.width/6, scarfy.height };
int currentFrame = 0;
int framesCounter = 0;
int framesSpeed = 8; // Number of spritesheet frames shown by second
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
@@ -33,14 +41,23 @@ int main()
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_RIGHT))
framesCounter++;
if (framesCounter >= (60/framesSpeed))
{
framesCounter = 0;
currentFrame++;
if (currentFrame > 6) currentFrame = 0;
if (currentFrame > 5) currentFrame = 0;
frameRec.x = currentFrame*guybrush.width/7;
frameRec.x = currentFrame*scarfy.width/6;
}
if (IsKeyPressed(KEY_RIGHT)) framesSpeed++;
else if (IsKeyPressed(KEY_LEFT)) framesSpeed--;
if (framesSpeed > MAX_FRAME_SPEED) framesSpeed = MAX_FRAME_SPEED;
else if (framesSpeed < MIN_FRAME_SPEED) framesSpeed = MIN_FRAME_SPEED;
//----------------------------------------------------------------------------------
// Draw
@@ -49,19 +66,23 @@ int main()
ClearBackground(RAYWHITE);
DrawTexture(guybrush, 35, 40, WHITE);
DrawRectangleLines(35, 40, guybrush.width, guybrush.height, LIME);
DrawTexture(scarfy, 15, 40, WHITE);
DrawRectangleLines(15, 40, scarfy.width, scarfy.height, LIME);
DrawRectangleLines(15 + frameRec.x, 40 + frameRec.y, frameRec.width, frameRec.height, RED);
DrawTextureRec(guybrush, frameRec, position, WHITE); // Draw part of the texture
DrawText("FRAME SPEED: ", 165, 210, 10, DARKGRAY);
DrawText(FormatText("%02i FPS", framesSpeed), 575, 210, 10, DARKGRAY);
DrawText("PRESS RIGHT/LEFT KEYS to CHANGE SPEED!", 290, 240, 10, DARKGRAY);
DrawRectangleLines(35 + frameRec.x, 40 + frameRec.y, frameRec.width, frameRec.height, RED);
for (int i = 0; i < MAX_FRAME_SPEED; i++)
{
if (i < framesSpeed) DrawRectangle(250 + 21*i, 205, 20, 20, RED);
DrawRectangleLines(250 + 21*i, 205, 20, 20, MAROON);
}
DrawText("PRESS RIGHT KEY to", 540, 310, 10, GRAY);
DrawText("CHANGE DRAWING RECTANGLE", 520, 330, 10, GRAY);
DrawText("Guybrush Ulysses Threepwood,", 100, 300, 10, GRAY);
DrawText("main character of the Monkey Island series", 80, 320, 10, GRAY);
DrawText("of computer adventure games by LucasArts.", 80, 340, 10, GRAY);
DrawTextureRec(scarfy, frameRec, position, WHITE); // Draw part of the texture
DrawText("(c) Scarfy sprite by Eiden Marsal", screenWidth - 200, screenHeight - 20, 10, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
@@ -69,7 +90,7 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(guybrush); // Texture unloading
UnloadTexture(scarfy); // Texture unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

View File

@@ -21,10 +21,10 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [textures] examples - texture source and destination rectangles");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Texture2D guybrush = LoadTexture("resources/guybrush.png"); // Texture loading
Texture2D scarfy = LoadTexture("resources/scarfy.png"); // Texture loading
int frameWidth = guybrush.width/7;
int frameHeight = guybrush.height;
int frameWidth = scarfy.width/6;
int frameHeight = scarfy.height;
// NOTE: Source rectangle (part of the texture to use for drawing)
Rectangle sourceRec = { 0, 0, frameWidth, frameHeight };
@@ -59,10 +59,12 @@ int main()
// destRec defines the rectangle where our texture part will fit (scaling it to fit)
// origin defines the point of the texture used as reference for rotation and scaling
// rotation defines the texture rotation (using origin as rotation point)
DrawTexturePro(guybrush, sourceRec, destRec, origin, rotation, WHITE);
DrawTexturePro(scarfy, sourceRec, destRec, origin, rotation, WHITE);
DrawLine(destRec.x, 0, destRec.x, screenHeight, GRAY);
DrawLine(0, destRec.y, screenWidth, destRec.y, GRAY);
DrawText("(c) Scarfy sprite by Eiden Marsal", screenWidth - 200, screenHeight - 20, 10, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
@@ -70,7 +72,7 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(guybrush); // Texture unloading
UnloadTexture(scarfy); // Texture unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

View File

@@ -1,244 +0,0 @@
/*******************************************************************************************
*
* raylib [textures] example - texture formats loading (compressed and uncompressed)
*
* NOTE: This example requires raylib OpenGL 3.3+ or ES2 versions for compressed textures,
* OpenGL 1.1 does not support compressed textures, only uncompressed ones.
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define NUM_TEXTURES 24
typedef enum {
PNG_R8G8B8A8 = 0,
PVR_GRAYSCALE,
PVR_GRAY_ALPHA,
PVR_R5G6B5,
PVR_R5G5B5A1,
PVR_R4G4B4A4,
DDS_R5G6B5,
DDS_R5G5B5A1,
DDS_R4G4B4A4,
DDS_R8G8B8A8,
DDS_DXT1_RGB,
DDS_DXT1_RGBA,
DDS_DXT3_RGBA,
DDS_DXT5_RGBA,
PKM_ETC1_RGB,
PKM_ETC2_RGB,
PKM_ETC2_EAC_RGBA,
KTX_ETC1_RGB,
KTX_ETC2_RGB,
KTX_ETC2_EAC_RGBA,
ASTC_4x4_LDR,
ASTC_8x8_LDR,
PVR_PVRT_RGB,
PVR_PVRT_RGBA
} TextureFormats;
static const char *formatText[] = {
"PNG_R8G8B8A8",
"PVR_GRAYSCALE",
"PVR_GRAY_ALPHA",
"PVR_R5G6B5",
"PVR_R5G5B5A1",
"PVR_R4G4B4A4",
"DDS_R5G6B5",
"DDS_R5G5B5A1",
"DDS_R4G4B4A4",
"DDS_R8G8B8A8",
"DDS_DXT1_RGB",
"DDS_DXT1_RGBA",
"DDS_DXT3_RGBA",
"DDS_DXT5_RGBA",
"PKM_ETC1_RGB",
"PKM_ETC2_RGB",
"PKM_ETC2_EAC_RGBA",
"KTX_ETC1_RGB",
"KTX_ETC2_RGB",
"KTX_ETC2_EAC_RGBA",
"ASTC_4x4_LDR",
"ASTC_8x8_LDR",
"PVR_PVRT_RGB",
"PVR_PVRT_RGBA"
};
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture formats loading");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Texture2D sonic[NUM_TEXTURES];
sonic[PNG_R8G8B8A8] = LoadTexture("resources/texture_formats/sonic.png");
// Load UNCOMPRESSED PVR texture data
sonic[PVR_GRAYSCALE] = LoadTexture("resources/texture_formats/sonic_GRAYSCALE.pvr");
sonic[PVR_GRAY_ALPHA] = LoadTexture("resources/texture_formats/sonic_L8A8.pvr");
sonic[PVR_R5G6B5] = LoadTexture("resources/texture_formats/sonic_R5G6B5.pvr");
sonic[PVR_R5G5B5A1] = LoadTexture("resources/texture_formats/sonic_R5G5B5A1.pvr");
sonic[PVR_R4G4B4A4] = LoadTexture("resources/texture_formats/sonic_R4G4B4A4.pvr");
// Load UNCOMPRESSED DDS texture data
sonic[DDS_R5G6B5] = LoadTexture("resources/texture_formats/sonic_R5G6B5.dds");
sonic[DDS_R5G5B5A1] = LoadTexture("resources/texture_formats/sonic_A1R5G5B5.dds");
sonic[DDS_R4G4B4A4] = LoadTexture("resources/texture_formats/sonic_A4R4G4B4.dds");
sonic[DDS_R8G8B8A8] = LoadTexture("resources/texture_formats/sonic_A8R8G8B8.dds");
// Load COMPRESSED DXT DDS texture data (if supported)
sonic[DDS_DXT1_RGB] = LoadTexture("resources/texture_formats/sonic_DXT1_RGB.dds");
sonic[DDS_DXT1_RGBA] = LoadTexture("resources/texture_formats/sonic_DXT1_RGBA.dds");
sonic[DDS_DXT3_RGBA] = LoadTexture("resources/texture_formats/sonic_DXT3_RGBA.dds");
sonic[DDS_DXT5_RGBA] = LoadTexture("resources/texture_formats/sonic_DXT5_RGBA.dds");
// Load COMPRESSED ETC texture data (if supported)
sonic[PKM_ETC1_RGB] = LoadTexture("resources/texture_formats/sonic_ETC1_RGB.pkm");
sonic[PKM_ETC2_RGB] = LoadTexture("resources/texture_formats/sonic_ETC2_RGB.pkm");
sonic[PKM_ETC2_EAC_RGBA] = LoadTexture("resources/texture_formats/sonic_ETC2_EAC_RGBA.pkm");
sonic[KTX_ETC1_RGB] = LoadTexture("resources/texture_formats/sonic_ETC1_RGB.ktx");
sonic[KTX_ETC2_RGB] = LoadTexture("resources/texture_formats/sonic_ETC2_RGB.ktx");
sonic[KTX_ETC2_EAC_RGBA] = LoadTexture("resources/texture_formats/sonic_ETC2_EAC_RGBA.ktx");
// Load COMPRESSED ASTC texture data (if supported)
sonic[ASTC_4x4_LDR] = LoadTexture("resources/texture_formats/sonic_ASTC_4x4_ldr.astc");
sonic[ASTC_8x8_LDR] = LoadTexture("resources/texture_formats/sonic_ASTC_8x8_ldr.astc");
// Load COMPRESSED PVR texture data (if supported)
sonic[PVR_PVRT_RGB] = LoadTexture("resources/texture_formats/sonic_PVRT_RGB.pvr");
sonic[PVR_PVRT_RGBA] = LoadTexture("resources/texture_formats/sonic_PVRT_RGBA.pvr");
int selectedFormat = PNG_R8G8B8A8;
Rectangle selectRecs[NUM_TEXTURES];
for (int i = 0; i < NUM_TEXTURES; i++)
{
if (i < NUM_TEXTURES/2) selectRecs[i] = (Rectangle){ 40, 30 + 32*i, 150, 30 };
else selectRecs[i] = (Rectangle){ 40 + 152, 30 + 32*(i - NUM_TEXTURES/2), 150, 30 };
}
// Texture sizes in KB
float textureSizes[NUM_TEXTURES] = {
512*512*32/8/1024, //PNG_R8G8B8A8 (32 bpp)
512*512*8/8/1024, //PVR_GRAYSCALE (8 bpp)
512*512*16/8/1024, //PVR_GRAY_ALPHA (16 bpp)
512*512*16/8/1024, //PVR_R5G6B5 (16 bpp)
512*512*16/8/1024, //PVR_R5G5B5A1 (16 bpp)
512*512*16/8/1024, //PVR_R4G4B4A4 (16 bpp)
512*512*16/8/1024, //DDS_R5G6B5 (16 bpp)
512*512*16/8/1024, //DDS_R5G5B5A1 (16 bpp)
512*512*16/8/1024, //DDS_R4G4B4A4 (16 bpp)
512*512*32/8/1024, //DDS_R8G8B8A8 (32 bpp)
512*512*4/8/1024, //DDS_DXT1_RGB (4 bpp) -Compressed-
512*512*4/8/1024, //DDS_DXT1_RGBA (4 bpp) -Compressed-
512*512*8/8/1024, //DDS_DXT3_RGBA (8 bpp) -Compressed-
512*512*8/8/1024, //DDS_DXT5_RGBA (8 bpp) -Compressed-
512*512*4/8/1024, //PKM_ETC1_RGB (4 bpp) -Compressed-
512*512*4/8/1024, //PKM_ETC2_RGB (4 bpp) -Compressed-
512*512*8/8/1024, //PKM_ETC2_EAC_RGBA (8 bpp) -Compressed-
512*512*4/8/1024, //KTX_ETC1_RGB (4 bpp) -Compressed-
512*512*4/8/1024, //KTX_ETC2_RGB (4 bpp) -Compressed-
512*512*8/8/1024, //KTX_ETC2_EAC_RGBA (8 bpp) -Compressed-
512*512*8/8/1024, //ASTC_4x4_LDR (8 bpp) -Compressed-
512*512*2/8/1024, //ASTC_8x8_LDR (2 bpp) -Compressed-
512*512*4/8/1024, //PVR_PVRT_RGB (4 bpp) -Compressed-
512*512*4/8/1024, //PVR_PVRT_RGBA (4 bpp) -Compressed-
};
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//---------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_DOWN))
{
selectedFormat++;
if (selectedFormat >= NUM_TEXTURES) selectedFormat = 0;
}
else if (IsKeyPressed(KEY_UP))
{
selectedFormat--;
if (selectedFormat < 0) selectedFormat = NUM_TEXTURES - 1;
}
else if (IsKeyPressed(KEY_RIGHT))
{
if (selectedFormat < NUM_TEXTURES/2) selectedFormat += NUM_TEXTURES/2;
}
else if (IsKeyPressed(KEY_LEFT))
{
if (selectedFormat >= NUM_TEXTURES/2) selectedFormat -= NUM_TEXTURES/2;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Draw rectangles
for (int i = 0; i < NUM_TEXTURES; i++)
{
if (i == selectedFormat)
{
DrawRectangleRec(selectRecs[i], SKYBLUE);
DrawRectangleLines(selectRecs[i].x, selectRecs[i].y, selectRecs[i].width, selectRecs[i].height, BLUE);
DrawText(formatText[i], selectRecs[i].x + selectRecs[i].width/2 - MeasureText(formatText[i], 10)/2, selectRecs[i].y + 11, 10, DARKBLUE);
}
else
{
DrawRectangleRec(selectRecs[i], LIGHTGRAY);
DrawRectangleLines(selectRecs[i].x, selectRecs[i].y, selectRecs[i].width, selectRecs[i].height, GRAY);
DrawText(formatText[i], selectRecs[i].x + selectRecs[i].width/2 - MeasureText(formatText[i], 10)/2, selectRecs[i].y + 11, 10, DARKGRAY);
}
}
// Draw selected texture
if (sonic[selectedFormat].id != 0)
{
DrawTexture(sonic[selectedFormat], 350, -10, WHITE);
}
else
{
DrawRectangleLines(488, 165, 200, 110, DARKGRAY);
DrawText("FORMAT", 550, 180, 20, MAROON);
DrawText("NOT SUPPORTED", 500, 210, 20, MAROON);
DrawText("ON YOUR GPU", 520, 240, 20, MAROON);
}
DrawText("Select texture format (use cursor keys):", 40, 10, 10, DARKGRAY);
DrawText("Required GPU memory size (VRAM):", 40, 427, 10, DARKGRAY);
DrawText(FormatText("%4.0f KB", textureSizes[selectedFormat]), 240, 420, 20, DARKBLUE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
for (int i = 0; i < NUM_TEXTURES; i++) UnloadTexture(sonic[i]);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

View File

@@ -36,16 +36,16 @@ typedef struct {
int screenWidth = 800;
int screenHeight = 450;
float timePlayed = 0.0f;
Color colors[14] = { ORANGE, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK,
YELLOW, GREEN, SKYBLUE, PURPLE, BEIGE };
// Creates ome circles for visual effect
CircleWave circles[MAX_CIRCLES];
Shader shader;
RenderTexture2D target;
Music xm;
float timePlayed = 0.0f;
static bool pause = false;
//----------------------------------------------------------------------------------
// Module Functions Declaration
@@ -72,20 +72,15 @@ int main()
circles[i].speed = (float)GetRandomValue(1, 100)/20000.0f;
circles[i].color = colors[GetRandomValue(0, 13)];
}
xm = LoadMusicStream("resources/mini1111.xm");
// Load postprocessing bloom shader
shader = LoadShader("resources/shaders/glsl100/base.vs",
"resources/shaders/glsl100/bloom.fs");
// Create a RenderTexture2D to be used for render to texture
target = LoadRenderTexture(screenWidth, screenHeight);
PlayMusicStream(0, "resources/audio/2t2m_spa.xm"); // Play module stream
PlayMusicStream(xm); // Play module stream
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#else
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
@@ -97,12 +92,11 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
UnloadRenderTexture(target); // Unload render texture
UnloadMusicStream(xm); // Unload music stream buffers from RAM
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
CloseWindow(); // Close window and OpenGL context
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
@@ -115,6 +109,27 @@ void UpdateDrawFrame(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateMusicStream(xm); // Update music buffer with new stream data
// Restart music playing (stop and play)
if (IsKeyPressed(KEY_SPACE))
{
StopMusicStream(xm);
PlayMusicStream(xm);
}
// Pause/Resume music playing
if (IsKeyPressed(KEY_P))
{
pause = !pause;
if (pause) PauseMusicStream(xm);
else ResumeMusicStream(xm);
}
// Get timePlayed scaled to bar dimensions
timePlayed = GetMusicTimePlayed(xm)/GetMusicTimeLength(xm)*(screenWidth - 40);
for (int i = MAX_CIRCLES - 1; i >= 0; i--)
{
circles[i].alpha += circles[i].speed;
@@ -132,39 +147,23 @@ void UpdateDrawFrame(void)
circles[i].speed = (float)GetRandomValue(1, 100)/20000.0f;
}
}
// Get timePlayed scaled to bar dimensions
timePlayed = (GetMusicTimePlayed(0)/GetMusicTimeLength(0)*(screenWidth - 40))*2;
UpdateMusicStream(0); // Update music buffer with new stream data
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(BLACK);
ClearBackground(RAYWHITE);
BeginTextureMode(target); // Enable drawing to texture
for (int i = MAX_CIRCLES - 1; i >= 0; i--)
{
DrawCircleV(circles[i].position, circles[i].radius, Fade(circles[i].color, circles[i].alpha));
}
EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
for (int i = MAX_CIRCLES - 1; i >= 0; i--)
{
DrawCircleV(circles[i].position, circles[i].radius, Fade(circles[i].color, circles[i].alpha));
}
BeginShaderMode(shader);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
EndShaderMode();
// Draw time bar
DrawRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY);
DrawRectangle(20, screenHeight - 20 - 12, (int)timePlayed, 12, MAROON);
DrawRectangleLines(20, screenHeight - 20 - 12, screenWidth - 40, 12, WHITE);
DrawRectangleLines(20, screenHeight - 20 - 12, screenWidth - 40, 12, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------

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@@ -4,7 +4,7 @@
*
* NOTE: This example requires OpenAL Soft library installed
*
* This example has been created using raylib 1.3 (www.raylib.com)
* This example has been created using raylib 1.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
@@ -25,6 +25,9 @@ int screenHeight = 450;
int framesCounter = 0;
float timePlayed = 0.0f;
static bool pause = false;
Music music;
//----------------------------------------------------------------------------------
// Module Functions Declaration
@@ -42,7 +45,9 @@ int main()
InitAudioDevice(); // Initialize audio device
PlayMusicStream(0, "resources/audio/guitar_noodling.ogg"); // Play music stream
music = LoadMusicStream("resources/guitar_noodling.ogg");
PlayMusicStream(music);
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
@@ -59,6 +64,8 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadMusicStream(music); // Unload music stream buffers from RAM
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
@@ -73,33 +80,26 @@ void UpdateDrawFrame(void)
{
// Update
//----------------------------------------------------------------------------------
framesCounter++;
UpdateMusicStream(music); // Update music buffer with new stream data
// Testing music fading from one file to another
/*
if (framesCounter > 600) // Wait for 10 seconds (600 frames)
{
volume -= 0.01; // Decrement music volume level
// When music volume level equal or lower than 0,
// restore volume level and init another music file
if (volume <= 0)
{
volume = 1.0;
framesCounter = 0;
PlayMusicStream(1, "resources/audio/another_file.ogg");
}
SetMusicVolume(volume);
}
*/
// Restart music playing (stop and play)
if (IsKeyPressed(KEY_SPACE))
{
StopMusicStream(music);
PlayMusicStream(music);
}
if (IsWindowMinimized()) PauseMusicStream(0);
else ResumeMusicStream(0);
timePlayed = GetMusicTimePlayed(0)/GetMusicTimeLength(0)*100*4; // We scale by 4 to fit 400 pixels
// Pause/Resume music playing
if (IsKeyPressed(KEY_P))
{
pause = !pause;
if (pause) PauseMusicStream(music);
else ResumeMusicStream(music);
}
UpdateMusicStream(0); // Update music buffer with new stream data
// Get timePlayed scaled to bar dimensions (400 pixels)
timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music)*400;
//----------------------------------------------------------------------------------
// Draw
@@ -108,11 +108,14 @@ void UpdateDrawFrame(void)
ClearBackground(RAYWHITE);
DrawText("MUSIC SHOULD BE PLAYING!", 255, 200, 20, LIGHTGRAY);
DrawText("MUSIC SHOULD BE PLAYING!", 255, 150, 20, LIGHTGRAY);
DrawRectangle(200, 250, 400, 12, LIGHTGRAY);
DrawRectangle(200, 250, (int)timePlayed, 12, MAROON);
DrawRectangle(200, 200, 400, 12, LIGHTGRAY);
DrawRectangle(200, 200, (int)timePlayed, 12, MAROON);
DrawRectangleLines(200, 200, 400, 12, GRAY);
DrawText("PRESS SPACE TO RESTART MUSIC", 215, 250, 20, LIGHTGRAY);
DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 280, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------

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@@ -0,0 +1,144 @@
/*******************************************************************************************
*
* raylib [audio] example - Raw audio streaming
*
* NOTE: This example requires OpenAL Soft library installed
*
* This example has been created using raylib 1.6 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
#include <stdlib.h> // Required for: malloc(), free()
#include <math.h> // Required for: sinf()
#define MAX_SAMPLES 22050
#define MAX_SAMPLES_PER_UPDATE 4096
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
AudioStream stream;
short *data;
int totalSamples = MAX_SAMPLES;
int samplesLeft = MAX_SAMPLES;
Vector2 position = { 0, 0 };
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
void UpdateDrawFrame(void); // Update and Draw one frame
//----------------------------------------------------------------------------------
// Main Enry Point
//----------------------------------------------------------------------------------
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw audio streaming");
InitAudioDevice(); // Initialize audio device
// Init raw audio stream (sample rate: 22050, sample size: 16bit-short, channels: 1-mono)
stream = InitAudioStream(22050, 16, 1);
// Generate samples data from sine wave
data = (short *)malloc(sizeof(short)*MAX_SAMPLES);
// TODO: Review data generation, it seems data is discontinued for loop,
// for that reason, there is a clip everytime audio stream is looped...
for (int i = 0; i < MAX_SAMPLES; i++)
{
data[i] = (short)(sinf(((2*PI*(float)i)/2)*DEG2RAD)*32000);
}
PlayAudioStream(stream); // Start processing stream buffer (no data loaded currently)
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#else
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
UpdateDrawFrame();
}
#endif
// De-Initialization
//--------------------------------------------------------------------------------------
free(data); // Unload sine wave data
CloseAudioStream(stream); // Close raw audio stream and delete buffers from RAM
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
void UpdateDrawFrame(void)
{
// Update
//----------------------------------------------------------------------------------
// Refill audio stream if required
// NOTE: Every update we check if stream data has been already consumed and we update
// buffer with new data from the generated samples, we upload data at a rate (MAX_SAMPLES_PER_UPDATE),
// but notice that at some point we update < MAX_SAMPLES_PER_UPDATE data...
if (IsAudioBufferProcessed(stream))
{
int numSamples = 0;
if (samplesLeft >= MAX_SAMPLES_PER_UPDATE) numSamples = MAX_SAMPLES_PER_UPDATE;
else numSamples = samplesLeft;
UpdateAudioStream(stream, data + (totalSamples - samplesLeft), numSamples);
samplesLeft -= numSamples;
// Reset samples feeding (loop audio)
if (samplesLeft <= 0) samplesLeft = totalSamples;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("SINE WAVE SHOULD BE PLAYING!", 240, 140, 20, LIGHTGRAY);
// NOTE: Draw a part of the sine wave (only screen width, proportional values)
for (int i = 0; i < GetScreenWidth(); i++)
{
position.x = i;
position.y = 250 + 50*data[i]/32000;
DrawPixelV(position, RED);
}
EndDrawing();
//----------------------------------------------------------------------------------
}

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