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Ray
2017-04-09 23:46:47 +02:00
parent 8374460c39
commit f7bebf9861
421 changed files with 103013 additions and 524979 deletions

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/*******************************************************************************************
*
* 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;
}

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/*******************************************************************************************
*
* 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;
}

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/*******************************************************************************************
*
* 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;
}

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/*******************************************************************************************
*
* raylib example - particles trail blending
*
* 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 MAX_PARTICLES 200
// Particle structure with basic data
typedef struct {
Vector2 position;
Color color;
float alpha;
float size;
float rotation;
bool active; // NOTE: Use it to activate/deactive particle
} Particle;
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - particles trail blending");
// Particles pool, reuse them!
Particle mouseTail[MAX_PARTICLES];
// Initialize particles
for (int i = 0; i < MAX_PARTICLES; i++)
{
mouseTail[i].position = (Vector2){ 0, 0 };
mouseTail[i].color = (Color){ GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 };
mouseTail[i].alpha = 1.0f;
mouseTail[i].size = (float)GetRandomValue(1, 30)/20.0f;
mouseTail[i].rotation = GetRandomValue(0, 360);
mouseTail[i].active = false;
}
float gravity = 3.0f;
Texture2D smoke = LoadTexture("resources/smoke.png");
int blending = BLEND_ALPHA;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Activate one particle every frame and Update active particles
// NOTE: Particles initial position should be mouse position when activated
// NOTE: Particles fall down with gravity and rotation... and disappear after 2 seconds (alpha = 0)
// NOTE: When a particle disappears, active = false and it can be reused.
for (int i = 0; i < MAX_PARTICLES; i++)
{
if (!mouseTail[i].active)
{
mouseTail[i].active = true;
mouseTail[i].alpha = 1.0f;
mouseTail[i].position = GetMousePosition();
i = MAX_PARTICLES;
}
}
for (int i = 0; i < MAX_PARTICLES; i++)
{
if (mouseTail[i].active)
{
mouseTail[i].position.y += gravity;
mouseTail[i].alpha -= 0.01f;
if (mouseTail[i].alpha <= 0.0f) mouseTail[i].active = false;
mouseTail[i].rotation += 5.0f;
}
}
if (IsKeyPressed(KEY_SPACE))
{
if (blending == BLEND_ALPHA) blending = BLEND_ADDITIVE;
else blending = BLEND_ALPHA;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(DARKGRAY);
BeginBlendMode(blending);
// Draw active particles
for (int i = 0; i < MAX_PARTICLES; i++)
{
if (mouseTail[i].active) DrawTexturePro(smoke, (Rectangle){ 0, 0, smoke.width, smoke.height },
(Rectangle){ mouseTail[i].position.x, mouseTail[i].position.y, smoke.width*mouseTail[i].size, smoke.height*mouseTail[i].size },
(Vector2){ smoke.width*mouseTail[i].size/2, smoke.height*mouseTail[i].size/2 }, mouseTail[i].rotation,
Fade(mouseTail[i].color, mouseTail[i].alpha));
}
EndBlendMode();
DrawText("PRESS SPACE to CHANGE BLENDING MODE", 180, 20, 20, BLACK);
if (blending == BLEND_ALPHA) DrawText("ALPHA BLENDING", 290, screenHeight - 40, 20, BLACK);
else DrawText("ADDITIVE BLENDING", 280, screenHeight - 40, 20, RAYWHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(smoke);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}