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21
.gitignore
vendored
@@ -1,17 +1,11 @@
|
|||||||
# Ignore generated files
|
# Ignore generated files
|
||||||
# ...
|
# ...
|
||||||
|
|
||||||
# Ignore compiled binaries
|
# Ignore Android generated files and folders
|
||||||
src/core.o
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src_android/obj/
|
||||||
src/shapes.o
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templates/android_project/bin/
|
||||||
src/textures.o
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templates/android_project/obj/
|
||||||
src/text.o
|
templates/android_project/libs/
|
||||||
src/models.o
|
|
||||||
src/audio.o
|
|
||||||
src/vector3.o
|
|
||||||
src/stb_image.o
|
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||||||
src/*.exe
|
|
||||||
examples/*.o
|
|
||||||
|
|
||||||
# Ignore thumbnails created by windows
|
# Ignore thumbnails created by windows
|
||||||
Thumbs.db
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Thumbs.db
|
||||||
@@ -48,6 +42,11 @@ _ReSharper*/
|
|||||||
ipch/
|
ipch/
|
||||||
*.opensdf
|
*.opensdf
|
||||||
|
|
||||||
|
# Ignore compiled binaries
|
||||||
|
*.o
|
||||||
|
*.exe
|
||||||
|
!tools/rrem.exe
|
||||||
|
|
||||||
# Ignore files build by xcode
|
# Ignore files build by xcode
|
||||||
*.mode*v*
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*.mode*v*
|
||||||
*.pbxuser
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*.pbxuser
|
||||||
|
166
CHANGELOG
@@ -1,11 +1,173 @@
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|||||||
changelog
|
changelog
|
||||||
---------
|
---------
|
||||||
|
|
||||||
Current Release: raylib 1.0.6 (March 2014)
|
Current Release: raylib 1.3.0 (03 September 2015)
|
||||||
|
|
||||||
NOTE: Only versions marked as 'Release' are available on release folder, updates are only available as source.
|
NOTE: Only versions marked as 'Release' are available in installer, updates are only available as source.
|
||||||
NOTE: Current Release includes all previous updates.
|
NOTE: Current Release includes all previous updates.
|
||||||
|
|
||||||
|
-----------------------------------------------
|
||||||
|
Release: raylib 1.3.0 (01 September 2015)
|
||||||
|
-----------------------------------------------
|
||||||
|
NOTE:
|
||||||
|
This version supposed a big boost for raylib, new modules have been added with lots of features.
|
||||||
|
Most of the modules have been completely reviewed to accomodate to the new features.
|
||||||
|
Over 50 new functions have been added to previous raylib version.
|
||||||
|
Most of the examples have been redone and +10 new advanced examples have been added.
|
||||||
|
|
||||||
|
BIG changes:
|
||||||
|
[rlgl] SHADERS: Support for model shaders and postprocessing shaders (multiple functions)
|
||||||
|
[textures] FORMATS: Support for multiple internal formats, including compressed formats
|
||||||
|
[camera] NEW MODULE: Set of cameras for 3d view: Free, Orbital, 1st person, 3rd person
|
||||||
|
[gestures] NEW MODULE: Gestures system for Android and HTML5 platforms
|
||||||
|
[raygui] NEW MODULE: Set of IMGUI elements for tools development (experimental)
|
||||||
|
|
||||||
|
smaller 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
|
||||||
|
[core] Added functions ShowCursor(), HideCursor(), IsCursorHidden()
|
||||||
|
[core] Renamed function SetFlags() to SetConfigFlags()
|
||||||
|
[shapes] Simplified some functions to improve performance
|
||||||
|
[textures] Review of Image struct to support multiple data formats
|
||||||
|
[textures] Added function LoadImageEx()
|
||||||
|
[textures] Added function LoadImageRaw()
|
||||||
|
[textures] Added function LoadTextureEx()
|
||||||
|
[textures] Simplified function parameters LoadTextureFromImage()
|
||||||
|
[textures] Added function GetImageData()
|
||||||
|
[textures] Added function GetTextureData()
|
||||||
|
[textures] Renamed function ConvertToPOT() to ImageConvertToPOT()
|
||||||
|
[textures] Added function ImageConvertFormat()
|
||||||
|
[textures] Added function GenTextureMipmaps()
|
||||||
|
[text] Added support for Latin-1 Extended characters for default font
|
||||||
|
[text] Redesigned SpriteFont struct, replaced Character struct by Rectangle
|
||||||
|
[text] Removed function GetFontBaseSize(), use directly spriteFont.size
|
||||||
|
[models] Review of struct: Model (added shaders support)
|
||||||
|
[models] Added 3d collision functions (sphere vs sphere vs box vs box)
|
||||||
|
[models] Added function DrawCubeTexture()
|
||||||
|
[models] Added function DrawQuad()
|
||||||
|
[models] Added function DrawRay()
|
||||||
|
[models] Simplified funtion DrawPlane()
|
||||||
|
[models] Removed function DrawPlaneEx()
|
||||||
|
[models] Simplified funtion DrawGizmo()
|
||||||
|
[models] Removed function DrawGizmoEx()
|
||||||
|
[models] Added function LoadModelEx()
|
||||||
|
[models] Review of function LoadCubicMap()
|
||||||
|
[models] Added function ResolveCollisionCubicmap()
|
||||||
|
[audio] Decopupled from raylib, now this module can be used as standalone
|
||||||
|
[audio] Added function UpdateMusicStream()
|
||||||
|
[raymath] Complete review of the module
|
||||||
|
[stb] Updated to latest headers versions
|
||||||
|
[*] Lots of tweaks around
|
||||||
|
|
||||||
|
-----------------------------------------------
|
||||||
|
Release: raylib 1.2.2 (31 December 2014)
|
||||||
|
-----------------------------------------------
|
||||||
|
[*] Added support for HTML5 compiling (emscripten, asm.js)
|
||||||
|
[core] Corrected bug on input handling (keyboard and mouse)
|
||||||
|
[textures] Renamed function CreateTexture() to LoadTextureFromImage()
|
||||||
|
[textures] Added function ConvertToPOT()
|
||||||
|
[rlgl] Added support for color tint on models on GL 3.3+ and ES2
|
||||||
|
[rlgl] Added support for normals on models
|
||||||
|
[models] Corrected bug on DrawBillboard()
|
||||||
|
[models] Corrected bug on DrawHeightmap()
|
||||||
|
[models] Renamed LoadCubesmap() to LoadCubicmap()
|
||||||
|
[audio] Added function LoadSoundFromWave()
|
||||||
|
[makefile] Added support for Linux and OSX compiling
|
||||||
|
[stb] Updated to latest headers versions
|
||||||
|
[*] Lots of tweaks around
|
||||||
|
|
||||||
|
---------------------------------------------------------------
|
||||||
|
Update: raylib 1.2.1 (17 October 2014) (Small Fixes Update)
|
||||||
|
---------------------------------------------------------------
|
||||||
|
[core] Added function SetupFlags() to preconfigure raylib Window
|
||||||
|
[core] Corrected bug on fullscreen mode
|
||||||
|
[rlgl] rlglDrawmodel() - Added rotation on Y axis
|
||||||
|
[text] MeasureTextEx() - Corrected bug on measures for default font
|
||||||
|
|
||||||
|
-----------------------------------------------
|
||||||
|
Release: raylib 1.2 (16 September 2014)
|
||||||
|
-----------------------------------------------
|
||||||
|
NOTE:
|
||||||
|
This version supposed a complete redesign of the [core] module to support Android and Raspberry Pi.
|
||||||
|
Multiples modules have also been tweaked to accomodate to the new platforms, specially [rlgl]
|
||||||
|
|
||||||
|
[core] Added multiple platforms support: Android and Raspberry Pi
|
||||||
|
[core] InitWindow() - Complete rewrite and split for Android
|
||||||
|
[core] InitDisplay() - Internal function added to calculate proper display size
|
||||||
|
[core] InitGraphics() - Internal function where OpenGL graphics are initialized
|
||||||
|
[core] Complete refactoring of input functions to accomodate to new platforms
|
||||||
|
[core] Mouse and Keyboard raw data reading functions added for Raspberry Pi
|
||||||
|
[core] GetTouchX(), GetTouchY() - Added for Android
|
||||||
|
[core] Added Android callbacks to process inputs and Android activity commands
|
||||||
|
[rlgl] Adjusted buffers depending on platform
|
||||||
|
[rlgl] Added security check in case deployed vertex excess buffer size
|
||||||
|
[rlgl] Adjusted indices type depending on GL version (int or short)
|
||||||
|
[rlgl] Fallback to VBOs only usage if VAOs not supported on ES2
|
||||||
|
[rlgl] rlglLoadModel() stores vbo ids on new Model struct
|
||||||
|
[textures] Added support for PKM files (ETC1, ETC2 compression support)
|
||||||
|
[shapes] DrawRectangleV() - Modified, depending on OGL version uses TRIANGLES or QUADS
|
||||||
|
[text] LoadSpriteFont() - Modified to use LoadImage()
|
||||||
|
[models] Minor changes on models loading to accomodate to new Model struct
|
||||||
|
[audio] PauseMusicStream(), ResumeMusicStream() - Added
|
||||||
|
[audio] Reduced music buffer size to avoid stalls on Raspberry Pi
|
||||||
|
[src] Added makefile for Windows and RPI
|
||||||
|
[src] Added resources file (raylib icon and executable info)
|
||||||
|
[examples] Added makefile for Windows and RPI
|
||||||
|
[examples] Renamed and merged with test examples for coherence with module names
|
||||||
|
[templates] Added multiple templates to be use as a base-code for games
|
||||||
|
|
||||||
|
-----------------------------------------------
|
||||||
|
Release: raylib 1.1.1 (22 July 2014)
|
||||||
|
-----------------------------------------------
|
||||||
|
[core] ShowLogo() - To enable raylib logo animation at startup
|
||||||
|
[core] Corrected bug with window resizing
|
||||||
|
[rlgl] Redefined colors arrays to use byte instead of float
|
||||||
|
[rlgl] Removed double buffer system (no performance improvement)
|
||||||
|
[rlgl] rlglDraw() - Reorganized buffers drawing order
|
||||||
|
[rlgl] Corrected bug on screen resizing
|
||||||
|
[shapes] DrawRectangle() - Use QUADS instead of TRIANGLES
|
||||||
|
[models] DrawSphereWires() - Corrected some issues
|
||||||
|
[models] LoadOBJ() - Redesigned to support multiple meshes
|
||||||
|
[models] LoadCubesMap() - Loading a map as cubes (by pixel color)
|
||||||
|
[textures] Added security check if file doesn't exist
|
||||||
|
[text] Corrected bug on SpriteFont loading
|
||||||
|
[examples] Corrected some 3d examples
|
||||||
|
[test] Added cubesmap loading test
|
||||||
|
|
||||||
|
-----------------------------------------------
|
||||||
|
Release: raylib 1.1.0 (19 April 2014)
|
||||||
|
-----------------------------------------------
|
||||||
|
NOTE:
|
||||||
|
This version supposed a complete internal redesign of the library to support OpenGL 3.3+ and OpenGL ES 2.0.
|
||||||
|
New module [rlgl] has been added to 'translate' immediate mode style functions (i.e. rlVertex3f()) to GL 1.1, 3.3+ or ES2.
|
||||||
|
Another new module [raymath] has also been added with lot of useful 3D math vector-matrix-quaternion functions.
|
||||||
|
|
||||||
|
[rlgl] New module, abstracts OpenGL rendering (multiple versions support)
|
||||||
|
[raymath] New module, useful 3D math vector-matrix-quaternion functions
|
||||||
|
[core] Adapt all OpenGL code (initialization, drawing) to use [rlgl]
|
||||||
|
[shapes] Rewrite all shapes drawing functions to use [rlgl]
|
||||||
|
[textures] Adapt texture GPU loading to use [rlgl]
|
||||||
|
[textures] Added support for DDS images (compressed and uncompressed)
|
||||||
|
[textures] CreateTexture() - Redesigned to add mipmap automatic generation
|
||||||
|
[textures] DrawTexturePro() - Redesigned and corrected bugs
|
||||||
|
[models] Rewrite all 3d-shapes drawing functions to use [rlgl]
|
||||||
|
[models] Adapt model loading and drawing to use [rlgl]
|
||||||
|
[models] Model struct updated to include texture id
|
||||||
|
[models] SetModelTexture() - Added, link a texture to a model
|
||||||
|
[models] DrawModelEx() - Redesigned with extended parameters
|
||||||
|
[audio] Added music streaming support (OGG files)
|
||||||
|
[audio] Added support for OGG files as Sound
|
||||||
|
[audio] PlayMusicStream() - Added, open a new music stream and play it
|
||||||
|
[audio] StopMusicStream() - Added, stop music stream playing and close stream
|
||||||
|
[audio] PauseMusicStream() - Added, pause music stream playing
|
||||||
|
[audio] MusicIsPlaying() - Added, to check if music is playing
|
||||||
|
[audio] SetMusicVolume() - Added, set volume for music
|
||||||
|
[audio] GetMusicTimeLength() - Added, get current music time length (in seconds)
|
||||||
|
[audio] GetMusicTimePlayed() - Added, get current music time played (in seconds)
|
||||||
|
[utils] Added log tracing functionality - TraceLog(), TraceLogOpen(), TraceLogClose()
|
||||||
|
[*] Log tracing messages all around the code
|
||||||
|
|
||||||
-----------------------------------------------
|
-----------------------------------------------
|
||||||
Release: raylib 1.0.6 (16 March 2014)
|
Release: raylib 1.0.6 (16 March 2014)
|
||||||
-----------------------------------------------
|
-----------------------------------------------
|
||||||
|
@@ -10,7 +10,7 @@ The following help is highly appreciated:
|
|||||||
- Translators / Localizators - Can you translate raylib to another language?
|
- Translators / Localizators - Can you translate raylib to another language?
|
||||||
- Documentation / Tutorials / Example writters - Can you write some tutorial / example?
|
- Documentation / Tutorials / Example writters - Can you write some tutorial / example?
|
||||||
- Web Development - Can you help with the web? Can you setup a forum?
|
- Web Development - Can you help with the web? Can you setup a forum?
|
||||||
- Porting to Linux and OSX - Can you compile and test raylib on another OS?
|
- Porting to Linux, OSX... - Can you compile and test raylib on another OS?
|
||||||
- Testers of current features and multiple systems - Can you find some bug on raylib?
|
- Testers of current features and multiple systems - Can you find some bug on raylib?
|
||||||
|
|
||||||
If you can not help on any of the above points but you still want to contribute in some way... please, consider helping
|
If you can not help on any of the above points but you still want to contribute in some way... please, consider helping
|
||||||
@@ -19,7 +19,7 @@ with a small [donation](http://www.raylib.com/helpme.htm) (just some euros...).
|
|||||||
raylib philosophy
|
raylib philosophy
|
||||||
------------------
|
------------------
|
||||||
|
|
||||||
* raylib is a tool to LEARN videogames programming, every single function in raylib should be a tutorial on itself.
|
* raylib is a tool to LEARN videogames programming, every single function in raylib should be a tutorial on itself (clear code).
|
||||||
* raylib is SIMPLE and EASY-TO-USE, I tried to keep it compact with a small set of functions, if a function is too complex or
|
* raylib is SIMPLE and EASY-TO-USE, I tried to keep it compact with a small set of functions, if a function is too complex or
|
||||||
has not a clear usefulness, better not to include it.
|
has not a clear usefulness, better not to include it.
|
||||||
* raylib is open source and free; educators and institutions can use this tool to TEACH videogames programming completely by free.
|
* raylib is open source and free; educators and institutions can use this tool to TEACH videogames programming completely by free.
|
||||||
|
342
LICENSE.md
@@ -37,3 +37,345 @@ All rBMF fonts provided with raylib are free to use (freeware) and have been des
|
|||||||
* Mecha - Captain Falcon
|
* Mecha - Captain Falcon
|
||||||
* PixelPlay - Aleksander Shevchuk
|
* PixelPlay - Aleksander Shevchuk
|
||||||
* PixAntiqua - Gerhard Großmann
|
* PixAntiqua - Gerhard Großmann
|
||||||
|
|
||||||
|
3d models
|
||||||
|
---------
|
||||||
|
|
||||||
|
dwarf 3d model used in examples is created by Daniel Moreno and licensed as Creative Commons Attribution-NonCommercial 3.0
|
||||||
|
|
||||||
|
Full license provided below:
|
||||||
|
|
||||||
|
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|
||||||
|
|
||||||
|
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|
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|
||||||
|
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||||||
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|
||||||
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|
||||||
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|
||||||
|
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|
||||||
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|
||||||
|
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|
||||||
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|
||||||
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|
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||||||
|
ARISING OUT OF THIS LICENSE OR THE USE OF THE WORK, EVEN IF LICENSOR HAS
|
||||||
|
BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
|
||||||
|
|
||||||
|
7. Termination
|
||||||
|
|
||||||
|
a. This License and the rights granted hereunder will terminate
|
||||||
|
automatically upon any breach by You of the terms of this License.
|
||||||
|
Individuals or entities who have received Adaptations or Collections
|
||||||
|
from You under this License, however, will not have their licenses
|
||||||
|
terminated provided such individuals or entities remain in full
|
||||||
|
compliance with those licenses. Sections 1, 2, 5, 6, 7, and 8 will
|
||||||
|
survive any termination of this License.
|
||||||
|
b. Subject to the above terms and conditions, the license granted here is
|
||||||
|
perpetual (for the duration of the applicable copyright in the Work).
|
||||||
|
Notwithstanding the above, Licensor reserves the right to release the
|
||||||
|
Work under different license terms or to stop distributing the Work at
|
||||||
|
any time; provided, however that any such election will not serve to
|
||||||
|
withdraw this License (or any other license that has been, or is
|
||||||
|
required to be, granted under the terms of this License), and this
|
||||||
|
License will continue in full force and effect unless terminated as
|
||||||
|
stated above.
|
||||||
|
|
||||||
|
8. Miscellaneous
|
||||||
|
|
||||||
|
a. Each time You Distribute or Publicly Perform the Work or a Collection,
|
||||||
|
the Licensor offers to the recipient a license to the Work on the same
|
||||||
|
terms and conditions as the license granted to You under this License.
|
||||||
|
b. Each time You Distribute or Publicly Perform an Adaptation, Licensor
|
||||||
|
offers to the recipient a license to the original Work on the same
|
||||||
|
terms and conditions as the license granted to You under this License.
|
||||||
|
c. If any provision of this License is invalid or unenforceable under
|
||||||
|
applicable law, it shall not affect the validity or enforceability of
|
||||||
|
the remainder of the terms of this License, and without further action
|
||||||
|
by the parties to this agreement, such provision shall be reformed to
|
||||||
|
the minimum extent necessary to make such provision valid and
|
||||||
|
enforceable.
|
||||||
|
d. No term or provision of this License shall be deemed waived and no
|
||||||
|
breach consented to unless such waiver or consent shall be in writing
|
||||||
|
and signed by the party to be charged with such waiver or consent.
|
||||||
|
e. This License constitutes the entire agreement between the parties with
|
||||||
|
respect to the Work licensed here. There are no understandings,
|
||||||
|
agreements or representations with respect to the Work not specified
|
||||||
|
here. Licensor shall not be bound by any additional provisions that
|
||||||
|
may appear in any communication from You. This License may not be
|
||||||
|
modified without the mutual written agreement of the Licensor and You.
|
||||||
|
f. The rights granted under, and the subject matter referenced, in this
|
||||||
|
License were drafted utilizing the terminology of the Berne Convention
|
||||||
|
for the Protection of Literary and Artistic Works (as amended on
|
||||||
|
September 28, 1979), the Rome Convention of 1961, the WIPO Copyright
|
||||||
|
Treaty of 1996, the WIPO Performances and Phonograms Treaty of 1996
|
||||||
|
and the Universal Copyright Convention (as revised on July 24, 1971).
|
||||||
|
These rights and subject matter take effect in the relevant
|
||||||
|
jurisdiction in which the License terms are sought to be enforced
|
||||||
|
according to the corresponding provisions of the implementation of
|
||||||
|
those treaty provisions in the applicable national law. If the
|
||||||
|
standard suite of rights granted under applicable copyright law
|
||||||
|
includes additional rights not granted under this License, such
|
||||||
|
additional rights are deemed to be included in the License; this
|
||||||
|
License is not intended to restrict the license of any rights under
|
||||||
|
applicable law.
|
||||||
|
|
||||||
|
|
||||||
|
Creative Commons Notice
|
||||||
|
|
||||||
|
Creative Commons is not a party to this License, and makes no warranty
|
||||||
|
whatsoever in connection with the Work. Creative Commons will not be
|
||||||
|
liable to You or any party on any legal theory for any damages
|
||||||
|
whatsoever, including without limitation any general, special,
|
||||||
|
incidental or consequential damages arising in connection to this
|
||||||
|
license. Notwithstanding the foregoing two (2) sentences, if Creative
|
||||||
|
Commons has expressly identified itself as the Licensor hereunder, it
|
||||||
|
shall have all rights and obligations of Licensor.
|
||||||
|
|
||||||
|
Except for the limited purpose of indicating to the public that the
|
||||||
|
Work is licensed under the CCPL, Creative Commons does not authorize
|
||||||
|
the use by either party of the trademark "Creative Commons" or any
|
||||||
|
related trademark or logo of Creative Commons without the prior
|
||||||
|
written consent of Creative Commons. Any permitted use will be in
|
||||||
|
compliance with Creative Commons' then-current trademark usage
|
||||||
|
guidelines, as may be published on its website or otherwise made
|
||||||
|
available upon request from time to time. For the avoidance of doubt,
|
||||||
|
this trademark restriction does not form part of the License.
|
||||||
|
|
||||||
|
Creative Commons may be contacted at https://creativecommons.org/.
|
265
README.md
@@ -5,10 +5,12 @@ about
|
|||||||
|
|
||||||
raylib is a simple and easy-to-use library to learn videogames programming.
|
raylib is a simple and easy-to-use library to learn videogames programming.
|
||||||
|
|
||||||
raylib is highly inspired by Borland BGI graphics lib (more specifically WinBGI) and by XNA framework.
|
raylib is highly inspired by Borland BGI graphics lib and by XNA framework.
|
||||||
Allegro and SDL have also been analyzed for reference.
|
Allegro and SDL have also been analyzed for reference.
|
||||||
|
|
||||||
Want to see how easy is making games with raylib? Jump to [code examples!] (http://www.raylib.com/examples.htm)
|
NOTE for ADVENTURERS: raylib is a programming library to learn videogames programming;
|
||||||
|
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.htm)
|
||||||
|
|
||||||
history
|
history
|
||||||
-------
|
-------
|
||||||
@@ -23,36 +25,108 @@ 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
|
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
|
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.
|
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,
|
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.
|
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# with XNA after C),
|
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
|
so, I decided to use C# language notation and XNA naming conventions. That way, students can jump from
|
||||||
raylib to XNA (or MonoGame) extremely easily.
|
raylib to XNA, MonoGame or similar libs extremely easily.
|
||||||
|
|
||||||
raylib started as a weekend project and after three months of hard work, here it is the first version.
|
raylib started as a weekend project and after three months of hard work, first version was published.
|
||||||
|
|
||||||
Enjoy it.
|
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 translate 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.
|
||||||
|
|
||||||
features
|
features
|
||||||
--------
|
--------
|
||||||
|
|
||||||
|
* Written in plain C code (C99)
|
||||||
|
* Uses C# PascalCase/camelCase notation
|
||||||
|
* Hardware accelerated with OpenGL (1.1, 3.3 or ES2)
|
||||||
|
* Unique OpenGL abstraction layer: [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.c)
|
||||||
|
* Powerful fonts module with SpriteFonts support
|
||||||
|
* Outstanding texture formats support, including compressed formats
|
||||||
|
* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
|
||||||
|
* 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 (WAV and OGG)
|
||||||
|
* Custom color palette for fancy visuals on raywhite background
|
||||||
|
* Multiple platforms support: Windows, Linux, Mac, **Android**, **Raspberry Pi** and **HTML5**
|
||||||
|
|
||||||
* Written in plain C code (C99)
|
raylib uses on its core module the outstanding [GLFW3](http://www.glfw.org/) library. The best option by far I found for
|
||||||
* Uses C# PascalCase/camelCase notation
|
multiplatform (Windows, Linux, Mac) window/context and input management (clean, focused, great license, well documented, modern, ...).
|
||||||
* Hardware accelerated using OpenGL 1.1
|
|
||||||
* Transparencies support (RGBA Colors)
|
|
||||||
* Custom color palette for better use on white background
|
|
||||||
* Basic 3D Support (camera, basic models, OBJ models, etc)
|
|
||||||
* Powerful Text module with SpriteFonts support
|
|
||||||
|
|
||||||
raylib uses on its core module the outstanding [GLFW3] (http://www.glfw.org/) library. The best option by far I found for
|
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,
|
||||||
window/context and input management (clean, focused, great license, well documented, modern, ...).
|
to accomodate to Android, Raspberry Pi and HTML5.
|
||||||
|
|
||||||
raylib is licensed under a zlib/libpng license like GLFW3. View [LICENSE] (https://github.com/raysan5/raylib/blob/master/LICENSE.md).
|
On Android, raylib uses `native_app_glue module` (provided on Android NDK) and native Android libraries to manage window/context, inputs and activity cycle.
|
||||||
|
|
||||||
tool requirements
|
On Raspberry Pi, raylib uses Videocore API and EGL for window/context management and raw inputs reading.
|
||||||
|
|
||||||
|
raylib is licensed under a zlib/libpng license. View [LICENSE](https://github.com/raysan5/raylib/blob/master/LICENSE.md).
|
||||||
|
|
||||||
|
tools requirements
|
||||||
------------------
|
------------------
|
||||||
|
|
||||||
raylib has been developed using exclusively two tools:
|
raylib has been developed using exclusively two tools:
|
||||||
@@ -66,28 +140,131 @@ 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
|
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.
|
to allow writing small-mid size programs with a printf-based debugging. All raylib examples have also been written this way.
|
||||||
|
|
||||||
building
|
Since raylib v1.1, you can download a Windows Installer package for easy installation and configuration. Check [raylib Webpage](http://www.raylib.com/)
|
||||||
--------
|
|
||||||
|
|
||||||
raylib could be build with the following command lines (Using GCC compiler):
|
building source (generate libraylib.a)
|
||||||
|
--------------------------------------
|
||||||
|
|
||||||
cd raylib/src
|
**Building raylib sources on desktop platforms:**
|
||||||
gcc -c core.c -std=c99 -Wall
|
|
||||||
gcc -c shapes.c -std=c99 -Wall
|
|
||||||
gcc -c textures.c -std=c99 -Wall
|
|
||||||
gcc -c stb_image.c -std=c99 -Wall
|
|
||||||
gcc -c text.c -std=c99 -Wall
|
|
||||||
gcc -c models.c -std=c99 -Wall
|
|
||||||
gcc -c vector3.c -std=c99 -Wall
|
|
||||||
gcc -c audio.c -std=c99 -Wall
|
|
||||||
gcc -c utils.c -std=c99 -Wall
|
|
||||||
ar rcs raylib.a core.o shapes.o textures.o stb_image.o text.o models.o vector3.o utils.o audio.o
|
|
||||||
|
|
||||||
To compile examples, make sure raylib.h is placed in include path and libraries raylib (libraylib.a) and glfw3 (libglfw3.a)
|
_Step 1:_ Using MinGW make tool, just navigate from command line to `raylib/src/` folder and type:
|
||||||
are placed in the libraries path. It's also recommended to link with file icon.o for fancy raylib icon usage.
|
|
||||||
|
|
||||||
cd raylib/examples
|
mingw32-make PLATFORM=PLATFORM_DESKTOP
|
||||||
gcc -o test_code.exe test_code.c icon.o -lraylib -lglfw3 -lopengl32 -lgdi32 -std=c99 -Wl,--subsystem,windows
|
|
||||||
|
NOTE: By default raylib compiles using OpenGL 1.1 to maximize compatibility; to use OpenGL 3.3 just type:
|
||||||
|
|
||||||
|
mingw32-make PLATFORM=PLATFORM_DESKTOP GRAPHICS=GRAPHICS_API_OPENGL_33
|
||||||
|
|
||||||
|
**Building raylib sources on Raspberry Pi:**
|
||||||
|
|
||||||
|
_Step 1._ Make sure you have installed in your Raspberry Pi OpenAL Soft library for audio:
|
||||||
|
|
||||||
|
sudo apt-get install openal1
|
||||||
|
|
||||||
|
_Step 2._ Navigate from command line to `raylib/src/` folder and type:
|
||||||
|
|
||||||
|
make
|
||||||
|
|
||||||
|
**Building raylib sources for Android:**
|
||||||
|
|
||||||
|
_Step 1._ Make sure you have installed Android SDK, Android NDK and Apache Ant tools:
|
||||||
|
|
||||||
|
> Download and decompress on C: [Android SDK r23](http://dl.google.com/android/android-sdk_r23.0.2-windows.zip)
|
||||||
|
|
||||||
|
> Download and decompress on C: [Android NDK r10b](http://dl.google.com/android/ndk/android-ndk32-r10b-windows-x86.zip)
|
||||||
|
|
||||||
|
> Download and decompress on C: [Apache Ant 1.9.4](http://ftp.cixug.es/apache//ant/binaries/apache-ant-1.9.4-bin.zip)
|
||||||
|
|
||||||
|
_Step 2._ Create the following environment variables with the correct paths:
|
||||||
|
|
||||||
|
ANDROID_SDK_TOOLS = C:\android-sdk\platform-tools
|
||||||
|
ANDROID_NDK_ROOT = C:\android-ndk-r10b
|
||||||
|
ANT_HOME = C:\apache-ant-1.9.4
|
||||||
|
|
||||||
|
_Step 3._ Navigate from command line to folder `raylib/template_android/` and type:
|
||||||
|
|
||||||
|
%ANDROID_NDK_ROOT%\ndk-build
|
||||||
|
|
||||||
|
NOTE: libraylib.a will be generated in folder `raylib/src_android/obj/local/armeabi/`, it must be copied
|
||||||
|
to Android project; if using `raylib/template_android` project, copy it to `raylib/template_android/jni/libs/`.
|
||||||
|
|
||||||
|
**Building raylib sources for Web (HTML5)**
|
||||||
|
|
||||||
|
_Step 1._ Make sure you have installed emscripten SDK:
|
||||||
|
|
||||||
|
> Download latest version from [here](http://kripken.github.io/emscripten-site/docs/getting_started/downloads.html). I recommend downloading the [Portable Emscripten SDK for Windows](https://s3.amazonaws.com/mozilla-games/emscripten/releases/emsdk-1.25.0-portable-64bit.zip) and decompress it in `C:\emsdk-1.25.0` folder. After that, follow the portable version installation instructions.
|
||||||
|
|
||||||
|
_Step 2._ Open `raylib/src/makefile` on Notepad++ and run the script named `raylib_makefile_emscripten`
|
||||||
|
|
||||||
|
building examples
|
||||||
|
-----------------
|
||||||
|
|
||||||
|
**Building raylib examples on desktop platforms:**
|
||||||
|
|
||||||
|
_Step 1:_ Using MinGW make tool, just navigate from command line to `raylib/examples/` folder and type:
|
||||||
|
|
||||||
|
mingw32-make PLATFORM=PLATFORM_DESKTOP
|
||||||
|
|
||||||
|
NOTE: Make sure the following libs (and their headers) are placed on their respectibe MinGW folders:
|
||||||
|
|
||||||
|
libglfw3.a - GLFW3 (static version)
|
||||||
|
libglew32.a - GLEW, OpenGL extension loading, only required if using OpenGL 3.3+ or ES2
|
||||||
|
libopenal32.a - OpenAL Soft, audio device management
|
||||||
|
|
||||||
|
**Building raylib examples on Raspberry Pi:**
|
||||||
|
|
||||||
|
_Step 1._ Make sure you have installed in your Raspberry Pi OpenAL Soft library for audio:
|
||||||
|
|
||||||
|
sudo apt-get install openal1
|
||||||
|
|
||||||
|
_Step 2._ Navigate from command line to `raylib/examples/` folder and type:
|
||||||
|
|
||||||
|
make
|
||||||
|
|
||||||
|
**Building raylib examples for HTML5 (emscripten):**
|
||||||
|
|
||||||
|
_Step 1._ Make sure you have installed emscripten SDK:
|
||||||
|
|
||||||
|
> Download latest version from [here](http://kripken.github.io/emscripten-site/docs/getting_started/downloads.html). I recommend downloading the [Portable Emscripten SDK for Windows](https://s3.amazonaws.com/mozilla-games/emscripten/releases/emsdk-1.25.0-portable-64bit.zip) and decompress it in `C:\emsdk-1.25.0` folder. After that, follow the portable version installation instructions.
|
||||||
|
|
||||||
|
_Step 2._ Open `raylib/examples/makefile` on Notepad++ and run the script named `raylib_makefile_emscripten`
|
||||||
|
|
||||||
|
NOTE: At this moment, raylib examples are not ready to directly compile for HTML5, code needs to be reorganized due to the way web browsers work. To see how code should be refactored to fit compilation for web, check [core_basic_window_web.c](https://github.com/raysan5/raylib/blob/master/examples/core_basic_window_web.c) example.
|
||||||
|
|
||||||
|
**Building raylib project for Android (using template):**
|
||||||
|
|
||||||
|
_Step 1._ Make sure you have installed Android SDK, Android NDK and Apache Ant tools:
|
||||||
|
|
||||||
|
> Download and decompress on C: [Android SDK r23] (http://dl.google.com/android/android-sdk_r23.0.2-windows.zip)
|
||||||
|
|
||||||
|
> Download and decompress on C: [Android NDK r10b] (http://dl.google.com/android/ndk/android-ndk32-r10b-windows-x86.zip)
|
||||||
|
|
||||||
|
> Download and decompress on C: [Apache Ant 1.9.4] (http://ftp.cixug.es/apache//ant/binaries/apache-ant-1.9.4-bin.zip)
|
||||||
|
|
||||||
|
_Step 2._ Create the following environment variables with the correct paths:
|
||||||
|
|
||||||
|
ANDROID_SDK_TOOLS = C:\android-sdk\platform-tools
|
||||||
|
ANDROID_NDK_ROOT = C:\android-ndk-r10b
|
||||||
|
ANT_HOME = C:\apache-ant-1.9.4
|
||||||
|
|
||||||
|
_Step 3._ To compile project, navigate from command line to folder `raylib/template_android/` and type:
|
||||||
|
|
||||||
|
%ANDROID_NDK_ROOT%\ndk-build
|
||||||
|
|
||||||
|
_Step 4._ To generate APK, navigate to folder `raylib/template_android/` and type:
|
||||||
|
|
||||||
|
%ANT_HOME%\bin\ant debug
|
||||||
|
|
||||||
|
_Step 5:_ To install APK into connected device (previously intalled drivers and activated USB debug mode on device):
|
||||||
|
|
||||||
|
%ANT_HOME%\bin\ant installd
|
||||||
|
|
||||||
|
_Step 6:_ To view log output from device:
|
||||||
|
|
||||||
|
%ANDROID_SDK_TOOLS%\adb logcat -c
|
||||||
|
%ANDROID_SDK_TOOLS%\adb -d logcat raylib:V *:S
|
||||||
|
|
||||||
|
**If you have any doubt, [just let me know][raysan5].**
|
||||||
|
|
||||||
contact
|
contact
|
||||||
-------
|
-------
|
||||||
@@ -98,15 +275,23 @@ contact
|
|||||||
|
|
||||||
If you are using raylib and you enjoy it, please, [let me know][raysan5].
|
If you are using raylib and you enjoy it, please, [let me know][raysan5].
|
||||||
|
|
||||||
If you feel you can help, then, [helpme!] (http://www.raylib.com/helpme.htm)
|
If you feel you can help, then, [helpme!](http://www.raylib.com/helpme.htm)
|
||||||
|
|
||||||
acknowledgments
|
acknowledgements
|
||||||
---------------
|
---------------
|
||||||
|
|
||||||
The following people have contributed in some way to make raylib project a reality. Big thanks to them!
|
The following people have contributed in some way to make raylib project a reality. Big thanks to them!
|
||||||
|
|
||||||
- [Zopokx](https://github.com/Zopokx)
|
- [Zopokx](https://github.com/Zopokx) for testing the web.
|
||||||
- [Elendow](http://www.elendow.com)
|
- [Elendow](http://www.elendow.com) for testing and helping on web development.
|
||||||
|
- Victor Dual for implementating and testing of 3D shapes functions.
|
||||||
|
- Marc Palau for implementating and testing of 3D shapes functions and helping on development of camera and getures modules.
|
||||||
|
- Kevin Gato for improving texture internal formats support and helping on raygui development.
|
||||||
|
- Daniel Nicolas for improving texture internal formats support and helping on raygui development.
|
||||||
|
- 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.
|
||||||
|
|
||||||
|
|
||||||
[raysan5]: mailto:raysan@raysanweb.com "Ramon Santamaria - Ray San"
|
[raysan5]: mailto:raysan@raysanweb.com "Ramon Santamaria - Ray San"
|
||||||
|
25
ROADMAP.md
@@ -1,22 +1,25 @@
|
|||||||
roadmap
|
roadmap
|
||||||
-------
|
-------
|
||||||
|
|
||||||
First version of raylib is quite complete and functional but there is still a lot of things I would like to improve.
|
Current version of raylib is quite complete and functional but there is still a lot of things I would like to improve.
|
||||||
Here it is a list of features I would like to add and functions to improve.
|
Here it is a list of features I would like to add and functions to improve.
|
||||||
|
|
||||||
Around the source code there are some TODO points with pending revisions/bugs and here it is a list of features I would like to add.
|
Around the source code there are multiple TODO points with pending revisions/bugs and here it is a list of desired features.
|
||||||
|
|
||||||
raylib v1.x
|
raylib v1.4
|
||||||
|
|
||||||
- Review Billboard Drawing functions
|
- TTF fonts support (using stb_truetype)
|
||||||
- Review Heightmap Loading and Drawing functions - Load Heightmap directly as a Model
|
- Raycast system for 3D picking (including collisions detection)
|
||||||
- Lighting support (only 3d mode) - CreateLight()
|
- Remove GLEW dependency (use another solution... glad?)
|
||||||
- [DONE] Simple Collision Detection functions
|
- Floyd-Steinberg dithering on 16bit image format conversion
|
||||||
- Default scene Camera controls (zoom, pan, rotate)
|
- Basic image manipulation functions (crop, resize, draw...)
|
||||||
- Basic Procedural Texture / Image generation (Gradient, Checked, Spot, Noise, Cellular)
|
- Basic image procedural generation (spot, gradient, noise...)
|
||||||
- Software mipmapping generation and POT conversion (custom implementation)
|
- Basic GPU stats sytem (memory, draws, time...)
|
||||||
- Comments / Functions translation (?)
|
- LUA scripting support (wrapper to lua lib)
|
||||||
|
|
||||||
|
Check [GITHUB ISSUES][issues] for further details on implementation status for this features!
|
||||||
|
|
||||||
Any feature missing? Do you have a request? [Let me know!][raysan5]
|
Any feature missing? Do you have a request? [Let me know!][raysan5]
|
||||||
|
|
||||||
[raysan5]: mailto:raysan@raysanweb.com "Ramon Santamaria - Ray San"
|
[raysan5]: mailto:raysan@raysanweb.com "Ramon Santamaria - Ray San"
|
||||||
|
[isssues]: https://github.com/raysan5/raylib/issues
|
||||||
|
92
examples/audio_music_stream.c
Normal file
@@ -0,0 +1,92 @@
|
|||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [audio] example - Music playing (streaming)
|
||||||
|
*
|
||||||
|
* NOTE: This example requires OpenAL Soft library installed
|
||||||
|
*
|
||||||
|
* 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 [audio] example - music playing (streaming)");
|
||||||
|
|
||||||
|
InitAudioDevice(); // Initialize audio device
|
||||||
|
|
||||||
|
PlayMusicStream("resources/audio/guitar_noodling.ogg"); // Play music stream
|
||||||
|
|
||||||
|
int framesCounter = 0;
|
||||||
|
float timePlayed = 0;
|
||||||
|
//float volume = 1.0;
|
||||||
|
|
||||||
|
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
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
framesCounter++;
|
||||||
|
|
||||||
|
// 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("resources/audio/another_file.ogg");
|
||||||
|
}
|
||||||
|
|
||||||
|
SetMusicVolume(volume);
|
||||||
|
}
|
||||||
|
*/
|
||||||
|
if (IsWindowMinimized()) PauseMusicStream();
|
||||||
|
else ResumeMusicStream();
|
||||||
|
|
||||||
|
timePlayed = GetMusicTimePlayed()/GetMusicTimeLength()*100*4; // We scale by 4 to fit 400 pixels
|
||||||
|
|
||||||
|
UpdateMusicStream(); // Update music buffer with new stream data
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
DrawText("MUSIC SHOULD BE PLAYING!", 255, 200, 20, LIGHTGRAY);
|
||||||
|
|
||||||
|
DrawRectangle(200, 250, 400, 12, LIGHTGRAY);
|
||||||
|
DrawRectangle(200, 250, (int)timePlayed, 12, MAROON);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
|
||||||
|
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
BIN
examples/audio_music_stream.png
Normal file
After Width: | Height: | Size: 15 KiB |
@@ -1,13 +1,13 @@
|
|||||||
/*******************************************************************************************
|
/*******************************************************************************************
|
||||||
*
|
*
|
||||||
* raylib example 08 - Audio loading and playing
|
* raylib [audio] example - Sound loading and playing
|
||||||
*
|
*
|
||||||
* NOTE: This example requires OpenAL32 dll installed (or in the same folder)
|
* NOTE: This example requires OpenAL Soft library installed
|
||||||
*
|
*
|
||||||
* This example has been created using raylib 1.0 (www.raylib.com)
|
* This example has been created using raylib 1.0 (www.raylib.com)
|
||||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||||
*
|
*
|
||||||
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
|
||||||
*
|
*
|
||||||
********************************************************************************************/
|
********************************************************************************************/
|
||||||
|
|
||||||
@@ -19,42 +19,48 @@ int main()
|
|||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
int screenWidth = 800;
|
int screenWidth = 800;
|
||||||
int screenHeight = 450;
|
int screenHeight = 450;
|
||||||
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib example 08 - audio loading and playing");
|
InitWindow(screenWidth, screenHeight, "raylib [audio] example - sound loading and playing");
|
||||||
|
|
||||||
InitAudioDevice(); // Initialize audio device
|
InitAudioDevice(); // Initialize audio device
|
||||||
|
|
||||||
Sound fx = LoadSound("resources/audio/weird.wav"); // Load WAV audio file
|
Sound fxWav = LoadSound("resources/audio/weird.wav"); // Load WAV audio file
|
||||||
|
Sound fxOgg = LoadSound("resources/audio/tanatana.ogg"); // Load OGG audio file
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Main game loop
|
// Main game loop
|
||||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
if (IsKeyPressed(KEY_SPACE)) PlaySound(fx); // Play the sound!
|
if (IsKeyPressed(KEY_SPACE)) PlaySound(fxWav); // Play WAV sound
|
||||||
|
|
||||||
|
if (IsKeyPressed(KEY_ENTER)) PlaySound(fxOgg); // Play OGG sound
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
|
|
||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
DrawText("Press SPACE to PLAY the SOUND!", 240, 200, 20, LIGHTGRAY);
|
DrawText("Press SPACE to PLAY the WAV sound!", 200, 180, 20, LIGHTGRAY);
|
||||||
|
|
||||||
|
DrawText("Press ENTER to PLAY the OGG sound!", 200, 220, 20, LIGHTGRAY);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
}
|
}
|
||||||
|
|
||||||
// De-Initialization
|
// De-Initialization
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
UnloadSound(fx); // Unload sound data
|
UnloadSound(fxWav); // Unload sound data
|
||||||
|
UnloadSound(fxOgg); // Unload sound data
|
||||||
|
|
||||||
CloseAudioDevice(); // Close audio device
|
CloseAudioDevice(); // Close audio device
|
||||||
|
|
||||||
CloseWindow(); // Close window and OpenGL context
|
CloseWindow(); // Close window and OpenGL context
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
BIN
examples/audio_sound_loading.png
Normal file
After Width: | Height: | Size: 15 KiB |
91
examples/core_3d_camera_first_person.c
Normal file
@@ -0,0 +1,91 @@
|
|||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [core] example - 3d camera first person
|
||||||
|
*
|
||||||
|
* 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_COLUMNS 20
|
||||||
|
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
int screenWidth = 800;
|
||||||
|
int screenHeight = 450;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person");
|
||||||
|
|
||||||
|
// Define the camera to look into our 3d world
|
||||||
|
Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
|
||||||
|
|
||||||
|
// Generates some random columns
|
||||||
|
float heights[MAX_COLUMNS];
|
||||||
|
Vector3 positions[MAX_COLUMNS];
|
||||||
|
Color colors[MAX_COLUMNS];
|
||||||
|
|
||||||
|
for (int i = 0; i < MAX_COLUMNS; i++)
|
||||||
|
{
|
||||||
|
heights[i] = (float)GetRandomValue(1, 12);
|
||||||
|
positions[i] = (Vector3){ GetRandomValue(-15, 15), heights[i]/2, GetRandomValue(-15, 15) };
|
||||||
|
colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
|
||||||
|
}
|
||||||
|
|
||||||
|
Vector3 playerPosition = { 4, 2, 4 }; // Define player position
|
||||||
|
|
||||||
|
SetCameraMode(CAMERA_FIRST_PERSON); // Set a first person 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
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
UpdateCameraPlayer(&camera, &playerPosition); // Update camera and player position
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
Begin3dMode(camera);
|
||||||
|
|
||||||
|
DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 32, 32 }, LIGHTGRAY); // Draw ground
|
||||||
|
DrawCube((Vector3){ -16, 2.5, 0 }, 1, 5, 32, BLUE); // Draw a blue wall
|
||||||
|
DrawCube((Vector3){ 16, 2.5, 0 }, 1, 5, 32, LIME); // Draw a green wall
|
||||||
|
DrawCube((Vector3){ 0, 2.5, 16 }, 32, 5, 1, GOLD); // Draw a yellow wall
|
||||||
|
|
||||||
|
// Draw some cubes around
|
||||||
|
for (int i = 0; i < MAX_COLUMNS; i++)
|
||||||
|
{
|
||||||
|
DrawCube(positions[i], 2, heights[i], 2, colors[i]);
|
||||||
|
DrawCubeWires(positions[i], 2, heights[i], 2, MAROON);
|
||||||
|
}
|
||||||
|
|
||||||
|
End3dMode();
|
||||||
|
|
||||||
|
DrawText("First person camera default controls:", 20, 20, 10, GRAY);
|
||||||
|
DrawText("- Move with keys: W, A, S, D", 40, 50, 10, DARKGRAY);
|
||||||
|
DrawText("- Mouse move to look around", 40, 70, 10, DARKGRAY);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
BIN
examples/core_3d_camera_first_person.png
Normal file
After Width: | Height: | Size: 18 KiB |
75
examples/core_3d_camera_free.c
Normal file
@@ -0,0 +1,75 @@
|
|||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [core] example - Initialize 3d camera free
|
||||||
|
*
|
||||||
|
* 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 [core] example - 3d camera free");
|
||||||
|
|
||||||
|
// Define the camera to look into our 3d world
|
||||||
|
Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
|
||||||
|
|
||||||
|
Vector3 cubePosition = { 0.0, 0.0, 0.0 };
|
||||||
|
|
||||||
|
SetCameraMode(CAMERA_FREE); // Set a free camera mode
|
||||||
|
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
|
||||||
|
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
|
||||||
|
|
||||||
|
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 internal camera and our camera
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(WHITE);
|
||||||
|
|
||||||
|
Begin3dMode(camera);
|
||||||
|
|
||||||
|
DrawCube(cubePosition, 2, 2, 2, RED);
|
||||||
|
DrawCubeWires(cubePosition, 2, 2, 2, MAROON);
|
||||||
|
|
||||||
|
DrawGrid(10.0, 1.0);
|
||||||
|
|
||||||
|
End3dMode();
|
||||||
|
|
||||||
|
DrawText("Free camera default controls:", 20, 20, 10, GRAY);
|
||||||
|
DrawText("- Mouse Wheel to Zoom in-out", 40, 50, 10, DARKGRAY);
|
||||||
|
DrawText("- Mouse Wheel Pressed to Pan", 40, 70, 10, DARKGRAY);
|
||||||
|
DrawText("- Alt + Mouse Wheel Pressed to Rotate", 40, 90, 10, DARKGRAY);
|
||||||
|
DrawText("- Alt + Ctrl + Mouse Wheel Pressed for Smooth Zoom", 40, 110, 10, DARKGRAY);
|
||||||
|
DrawText("- Z to zoom to (0, 0, 0)", 40, 130, 10, DARKGRAY);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
BIN
examples/core_3d_camera_free.png
Normal file
After Width: | Height: | Size: 24 KiB |
@@ -1,11 +1,11 @@
|
|||||||
/*******************************************************************************************
|
/*******************************************************************************************
|
||||||
*
|
*
|
||||||
* raylib example 07a - Initialize 3d mode
|
* raylib [core] example - Initialize 3d mode
|
||||||
*
|
*
|
||||||
* This example has been created using raylib 1.0 (www.raylib.com)
|
* This example has been created using raylib 1.0 (www.raylib.com)
|
||||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||||
*
|
*
|
||||||
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
|
||||||
*
|
*
|
||||||
********************************************************************************************/
|
********************************************************************************************/
|
||||||
|
|
||||||
@@ -18,13 +18,16 @@ int main()
|
|||||||
int screenWidth = 800;
|
int screenWidth = 800;
|
||||||
int screenHeight = 450;
|
int screenHeight = 450;
|
||||||
|
|
||||||
Vector3 position = { 0.0, 0.0, 0.0 };
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d mode");
|
||||||
|
|
||||||
|
// Define the camera to look into our 3d world
|
||||||
Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
|
Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
|
||||||
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib example 07a - 3d mode");
|
Vector3 cubePosition = { 0.0, 0.0, 0.0 };
|
||||||
|
|
||||||
|
//SetTargetFPS(60); // Set our game to run at 60 frames-per-second, but not now...
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Main game loop
|
// Main game loop
|
||||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
{
|
{
|
||||||
@@ -32,25 +35,26 @@ int main()
|
|||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
// TODO: Update your variables here
|
// TODO: Update your variables here
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
|
|
||||||
ClearBackground(WHITE);
|
ClearBackground(WHITE);
|
||||||
|
|
||||||
Begin3dMode(camera);
|
Begin3dMode(camera);
|
||||||
|
|
||||||
DrawCube(position, 2, 2, 2, RED);
|
DrawCube(cubePosition, 2, 2, 2, RED);
|
||||||
|
DrawCubeWires(cubePosition, 2, 2, 2, MAROON);
|
||||||
|
|
||||||
DrawGrid(10.0, 1.0);
|
DrawGrid(10.0, 1.0);
|
||||||
|
|
||||||
End3dMode();
|
End3dMode();
|
||||||
|
|
||||||
DrawText("Welcome to the third dimension!", 10, 40, 20, DARKGRAY);
|
DrawText("Welcome to the third dimension!", 10, 40, 20, DARKGRAY);
|
||||||
|
|
||||||
DrawFPS(10, 10);
|
DrawFPS(10, 10);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
}
|
}
|
||||||
@@ -59,6 +63,6 @@ int main()
|
|||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
CloseWindow(); // Close window and OpenGL context
|
CloseWindow(); // Close window and OpenGL context
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
Before Width: | Height: | Size: 8.3 KiB After Width: | Height: | Size: 8.3 KiB |
@@ -1,11 +1,11 @@
|
|||||||
/*******************************************************************************************
|
/*******************************************************************************************
|
||||||
*
|
*
|
||||||
* raylib test - Testing DrawBillboard() and DrawBillboardRec()
|
* raylib [core] example - Picking in 3d mode
|
||||||
*
|
*
|
||||||
* This example has been created using raylib 1.0 (www.raylib.com)
|
* 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)
|
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||||
*
|
*
|
||||||
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||||
*
|
*
|
||||||
********************************************************************************************/
|
********************************************************************************************/
|
||||||
|
|
||||||
@@ -18,60 +18,66 @@ int main()
|
|||||||
int screenWidth = 800;
|
int screenWidth = 800;
|
||||||
int screenHeight = 450;
|
int screenHeight = 450;
|
||||||
|
|
||||||
Vector3 position = { 0.0, 0.0, 0.0 };
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d picking");
|
||||||
|
|
||||||
// Define the camera to look into our 3d world
|
// Define the camera to look into our 3d world
|
||||||
Camera camera = {{ 10.0, 8.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
|
Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
|
||||||
|
|
||||||
|
Vector3 cubePosition = { 0.0, 1.0, 0.0 };
|
||||||
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib test - Billboards");
|
Ray ray; // Picking line ray
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetCameraMode(CAMERA_FREE); // Set a free camera mode
|
||||||
|
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
|
||||||
Texture2D texture = LoadTexture("resources/raylib_logo.png");
|
|
||||||
Texture2D lena = LoadTexture("resources/lena.png");
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
|
|
||||||
Rectangle eyesRec = { 225, 240, 155, 50 };
|
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Main game loop
|
// Main game loop
|
||||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
if (IsKeyDown(KEY_LEFT)) camera.position.x -= 0.2;
|
UpdateCamera(&camera); // Update internal camera and our camera
|
||||||
if (IsKeyDown(KEY_RIGHT)) camera.position.x += 0.2;
|
|
||||||
if (IsKeyDown(KEY_UP)) camera.position.y -= 0.2;
|
|
||||||
if (IsKeyDown(KEY_DOWN)) camera.position.y += 0.2;
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
|
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
|
||||||
|
{
|
||||||
|
// NOTE: This function is NOT WORKING properly!
|
||||||
|
ray = GetMouseRay(GetMousePosition(), camera);
|
||||||
|
|
||||||
|
// TODO: Check collision between ray and box
|
||||||
|
}
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
|
|
||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
Begin3dMode(camera);
|
Begin3dMode(camera);
|
||||||
|
|
||||||
//DrawBillboard(camera, texture, position, 2.0, WHITE);
|
DrawCube(cubePosition, 2, 2, 2, GRAY);
|
||||||
DrawBillboardRec(camera, lena, eyesRec, position, 4.0, WHITE);
|
DrawCubeWires(cubePosition, 2, 2, 2, DARKGRAY);
|
||||||
|
|
||||||
DrawGrid(10.0, 1.0); // Draw a grid
|
DrawGrid(10.0, 1.0);
|
||||||
|
|
||||||
|
DrawRay(ray, MAROON);
|
||||||
|
|
||||||
End3dMode();
|
End3dMode();
|
||||||
|
|
||||||
|
DrawText("Try selecting the box with mouse!", 240, 10, 20, GRAY);
|
||||||
|
|
||||||
DrawFPS(10, 10);
|
DrawFPS(10, 10);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
}
|
}
|
||||||
|
|
||||||
// De-Initialization
|
// De-Initialization
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
UnloadTexture(texture); // Unload texture
|
CloseWindow(); // Close window and OpenGL context
|
||||||
UnloadTexture(lena); // Unload texture
|
|
||||||
|
|
||||||
CloseWindow(); // Close window and OpenGL context
|
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
BIN
examples/core_3d_picking.png
Normal file
After Width: | Height: | Size: 23 KiB |
@@ -1,11 +1,21 @@
|
|||||||
/*******************************************************************************************
|
/*******************************************************************************************
|
||||||
*
|
*
|
||||||
* raylib example 01 - Basic Window
|
* raylib [core] example - Basic window
|
||||||
|
*
|
||||||
|
* Welcome to raylib!
|
||||||
|
*
|
||||||
|
* To test examples, just press F6 and execute raylib_compile_execute script
|
||||||
|
* Note that compiled executable is placed in the same folder as .c file
|
||||||
|
*
|
||||||
|
* You can find all basic examples on C:\raylib\raylib\examples folder or
|
||||||
|
* raylib official webpage: www.raylib.com
|
||||||
|
*
|
||||||
|
* Enjoy using raylib. :)
|
||||||
*
|
*
|
||||||
* This example has been created using raylib 1.0 (www.raylib.com)
|
* This example has been created using raylib 1.0 (www.raylib.com)
|
||||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||||
*
|
*
|
||||||
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
|
||||||
*
|
*
|
||||||
********************************************************************************************/
|
********************************************************************************************/
|
||||||
|
|
||||||
@@ -17,10 +27,10 @@ int main()
|
|||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
int screenWidth = 800;
|
int screenWidth = 800;
|
||||||
int screenHeight = 450;
|
int screenHeight = 450;
|
||||||
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib example 01a - basic window");
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Main game loop
|
// Main game loop
|
||||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
{
|
{
|
||||||
@@ -28,23 +38,23 @@ int main()
|
|||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
// TODO: Update your variables here
|
// TODO: Update your variables here
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
|
|
||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
|
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
}
|
}
|
||||||
|
|
||||||
// De-Initialization
|
// De-Initialization
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
CloseWindow(); // Close window and OpenGL context
|
CloseWindow(); // Close window and OpenGL context
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
Before Width: | Height: | Size: 10 KiB After Width: | Height: | Size: 10 KiB |
85
examples/core_basic_window_web.c
Normal file
@@ -0,0 +1,85 @@
|
|||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [core] example - Basic window (adapted for HTML5 platform)
|
||||||
|
*
|
||||||
|
* This example is prepared to compile for PLATFORM_WEB, PLATFORM_DESKTOP and PLATFORM_RPI
|
||||||
|
* As you will notice, code structure is slightly diferent to the other examples...
|
||||||
|
* To compile it for PLATFORM_WEB just uncomment #define PLATFORM_WEB at beginning
|
||||||
|
*
|
||||||
|
* 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 PLATFORM_WEB
|
||||||
|
|
||||||
|
#if defined(PLATFORM_WEB)
|
||||||
|
#include <emscripten/emscripten.h>
|
||||||
|
#endif
|
||||||
|
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
// Global Variables Definition
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
int screenWidth = 800;
|
||||||
|
int screenHeight = 450;
|
||||||
|
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
// Module Functions Declaration
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
void UpdateDrawFrame(void); // Update and Draw one frame
|
||||||
|
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
// Main Enry Point
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
|
||||||
|
|
||||||
|
#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
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
// Module Functions Definition
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
void UpdateDrawFrame(void)
|
||||||
|
{
|
||||||
|
// Update
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
// TODO: Update your variables here
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
@@ -1,11 +1,11 @@
|
|||||||
/*******************************************************************************************
|
/*******************************************************************************************
|
||||||
*
|
*
|
||||||
* raylib example 06a - Color selection by mouse (collision detection)
|
* raylib [core] example - Color selection by mouse (collision detection)
|
||||||
*
|
*
|
||||||
* This example has been created using raylib 1.0 (www.raylib.com)
|
* This example has been created using raylib 1.0 (www.raylib.com)
|
||||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||||
*
|
*
|
||||||
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
|
||||||
*
|
*
|
||||||
********************************************************************************************/
|
********************************************************************************************/
|
||||||
|
|
||||||
@@ -17,78 +17,78 @@ int main()
|
|||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
int screenWidth = 800;
|
int screenWidth = 800;
|
||||||
int screenHeight = 400;
|
int screenHeight = 400;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - color selection (collision detection)");
|
||||||
|
|
||||||
Color colors[21] = { DARKGRAY, MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, DARKBROWN,
|
Color colors[21] = { DARKGRAY, MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, DARKBROWN,
|
||||||
GRAY, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK, YELLOW,
|
GRAY, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK, YELLOW,
|
||||||
GREEN, SKYBLUE, PURPLE, BEIGE };
|
GREEN, SKYBLUE, PURPLE, BEIGE };
|
||||||
|
|
||||||
Rectangle recs[21]; // Rectangles array
|
Rectangle colorsRecs[21]; // Rectangles array
|
||||||
|
|
||||||
// Fills recs data (for every rectangle)
|
// Fills colorsRecs data (for every rectangle)
|
||||||
for (int i = 0; i < 21; i++)
|
for (int i = 0; i < 21; i++)
|
||||||
{
|
{
|
||||||
recs[i].x = 20 + 100*(i%7) + 10*(i%7);
|
colorsRecs[i].x = 20 + 100*(i%7) + 10*(i%7);
|
||||||
recs[i].y = 40 + 100*(i/7) + 10*(i/7);
|
colorsRecs[i].y = 40 + 100*(i/7) + 10*(i/7);
|
||||||
recs[i].width = 100;
|
colorsRecs[i].width = 100;
|
||||||
recs[i].height = 100;
|
colorsRecs[i].height = 100;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool selected[21] = { false }; // Selected rectangles indicator
|
bool selected[21] = { false }; // Selected rectangles indicator
|
||||||
|
|
||||||
Vector2 mousePoint;
|
Vector2 mousePoint;
|
||||||
|
|
||||||
InitWindowEx(screenWidth, screenHeight, "raylib example 06a - color selection", false, "resources/mouse.png");
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
|
|
||||||
SetTargetFPS(60);
|
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Main game loop
|
// Main game loop
|
||||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
mousePoint = GetMousePosition();
|
mousePoint = GetMousePosition();
|
||||||
|
|
||||||
for (int i = 0; i < 21; i++) // Iterate along all the rectangles
|
for (int i = 0; i < 21; i++) // Iterate along all the rectangles
|
||||||
{
|
{
|
||||||
if (CheckCollisionPointRec(mousePoint, recs[i]))
|
if (CheckCollisionPointRec(mousePoint, colorsRecs[i]))
|
||||||
{
|
{
|
||||||
colors[i].a = 120;
|
colors[i].a = 120;
|
||||||
|
|
||||||
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) selected[i] = !selected[i];
|
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) selected[i] = !selected[i];
|
||||||
}
|
}
|
||||||
else colors[i].a = 255;
|
else colors[i].a = 255;
|
||||||
}
|
}
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
|
|
||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
for (int i = 0; i < 21; i++) // Draw all rectangles
|
for (int i = 0; i < 21; i++) // Draw all rectangles
|
||||||
{
|
{
|
||||||
DrawRectangleRec(recs[i], colors[i]);
|
DrawRectangleRec(colorsRecs[i], colors[i]);
|
||||||
|
|
||||||
// Draw four rectangles around selected rectangle
|
// Draw four rectangles around selected rectangle
|
||||||
if (selected[i])
|
if (selected[i])
|
||||||
{
|
{
|
||||||
DrawRectangle(recs[i].x, recs[i].y, 100, 10, RAYWHITE); // Square top rectangle
|
DrawRectangle(colorsRecs[i].x, colorsRecs[i].y, 100, 10, RAYWHITE); // Square top rectangle
|
||||||
DrawRectangle(recs[i].x, recs[i].y, 10, 100, RAYWHITE); // Square left rectangle
|
DrawRectangle(colorsRecs[i].x, colorsRecs[i].y, 10, 100, RAYWHITE); // Square left rectangle
|
||||||
DrawRectangle(recs[i].x + 90, recs[i].y, 10, 100, RAYWHITE); // Square right rectangle
|
DrawRectangle(colorsRecs[i].x + 90, colorsRecs[i].y, 10, 100, RAYWHITE); // Square right rectangle
|
||||||
DrawRectangle(recs[i].x, recs[i].y + 90, 100, 10, RAYWHITE); // Square bottom rectangle
|
DrawRectangle(colorsRecs[i].x, colorsRecs[i].y + 90, 100, 10, RAYWHITE); // Square bottom rectangle
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
}
|
}
|
||||||
|
|
||||||
// De-Initialization
|
// De-Initialization
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
CloseWindow(); // Close window and OpenGL context
|
CloseWindow(); // Close window and OpenGL context
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
Before Width: | Height: | Size: 14 KiB After Width: | Height: | Size: 14 KiB |
76
examples/core_drop_files.c
Normal file
@@ -0,0 +1,76 @@
|
|||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [core] example - Windows drop files
|
||||||
|
*
|
||||||
|
* This example only works on platforms that support drag & drop (Windows, Linux, OSX, Html5?)
|
||||||
|
*
|
||||||
|
* 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 [core] example - drop files");
|
||||||
|
|
||||||
|
int count = 0;
|
||||||
|
char **droppedFiles;
|
||||||
|
|
||||||
|
SetTargetFPS(60);
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Main game loop
|
||||||
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
|
{
|
||||||
|
// Update
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
if (IsFileDropped())
|
||||||
|
{
|
||||||
|
droppedFiles = GetDroppedFiles(&count);
|
||||||
|
}
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
if (count == 0) DrawText("Drop your files to this window!", 100, 40, 20, DARKGRAY);
|
||||||
|
else
|
||||||
|
{
|
||||||
|
DrawText("Dropped files:", 100, 40, 20, DARKGRAY);
|
||||||
|
|
||||||
|
for (int i = 0; i < count; i++)
|
||||||
|
{
|
||||||
|
if (i%2 == 0) DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.5f));
|
||||||
|
else DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.3f));
|
||||||
|
|
||||||
|
DrawText(droppedFiles[i], 120, 100 + 40*i, 10, GRAY);
|
||||||
|
}
|
||||||
|
|
||||||
|
DrawText("Drop new files...", 100, 110 + 40*count, 20, DARKGRAY);
|
||||||
|
}
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
ClearDroppedFiles(); // Clear internal buffers
|
||||||
|
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
BIN
examples/core_drop_files.png
Normal file
After Width: | Height: | Size: 4.6 KiB |
@@ -1,11 +1,14 @@
|
|||||||
/*******************************************************************************************
|
/*******************************************************************************************
|
||||||
*
|
*
|
||||||
* raylib example 03c - Gamepad input
|
* raylib [core] example - Gamepad input
|
||||||
|
*
|
||||||
|
* NOTE: This example requires a Gamepad connected to the system
|
||||||
|
* raylib is configured to work with Xbox 360 gamepad, check raylib.h for buttons configuration
|
||||||
*
|
*
|
||||||
* This example has been created using raylib 1.0 (www.raylib.com)
|
* This example has been created using raylib 1.0 (www.raylib.com)
|
||||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||||
*
|
*
|
||||||
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
|
||||||
*
|
*
|
||||||
********************************************************************************************/
|
********************************************************************************************/
|
||||||
|
|
||||||
@@ -17,15 +20,15 @@ int main()
|
|||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
int screenWidth = 800;
|
int screenWidth = 800;
|
||||||
int screenHeight = 450;
|
int screenHeight = 450;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad input");
|
||||||
|
|
||||||
Vector2 ballPosition = { screenWidth/2, screenHeight/2 };
|
Vector2 ballPosition = { screenWidth/2, screenHeight/2 };
|
||||||
Vector2 gamepadMove = { 0, 0 };
|
Vector2 gamepadMovement = { 0, 0 };
|
||||||
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib example 01 - gamepad input");
|
SetTargetFPS(60); // Set target frames-per-second
|
||||||
|
|
||||||
SetTargetFPS(60); // Set target frames-per-second
|
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Main game loop
|
// Main game loop
|
||||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
{
|
{
|
||||||
@@ -33,11 +36,11 @@ int main()
|
|||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
if (IsGamepadAvailable(GAMEPAD_PLAYER1))
|
if (IsGamepadAvailable(GAMEPAD_PLAYER1))
|
||||||
{
|
{
|
||||||
gamepadMove = GetGamepadMovement(GAMEPAD_PLAYER1);
|
gamepadMovement = GetGamepadMovement(GAMEPAD_PLAYER1);
|
||||||
|
|
||||||
ballPosition.x += gamepadMove.x;
|
ballPosition.x += gamepadMovement.x;
|
||||||
ballPosition.y -= gamepadMove.y;
|
ballPosition.y -= gamepadMovement.y;
|
||||||
|
|
||||||
if (IsGamepadButtonPressed(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_A))
|
if (IsGamepadButtonPressed(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_A))
|
||||||
{
|
{
|
||||||
ballPosition.x = screenWidth/2;
|
ballPosition.x = screenWidth/2;
|
||||||
@@ -45,17 +48,17 @@ int main()
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
|
|
||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
DrawText("move the ball with gamepad", 10, 10, 20, DARKGRAY);
|
DrawText("move the ball with gamepad", 10, 10, 20, DARKGRAY);
|
||||||
|
|
||||||
DrawCircleV(ballPosition, 50, MAROON);
|
DrawCircleV(ballPosition, 50, MAROON);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
}
|
}
|
||||||
@@ -64,6 +67,6 @@ int main()
|
|||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
CloseWindow(); // Close window and OpenGL context
|
CloseWindow(); // Close window and OpenGL context
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
Before Width: | Height: | Size: 11 KiB After Width: | Height: | Size: 11 KiB |
@@ -1,51 +1,51 @@
|
|||||||
/*******************************************************************************************
|
/*******************************************************************************************
|
||||||
*
|
*
|
||||||
* raylib example 03a - Keyboard input
|
* raylib [core] example - Keyboard input
|
||||||
*
|
*
|
||||||
* This example has been created using raylib 1.0 (www.raylib.com)
|
* This example has been created using raylib 1.0 (www.raylib.com)
|
||||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||||
*
|
*
|
||||||
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
|
||||||
*
|
*
|
||||||
********************************************************************************************/
|
********************************************************************************************/
|
||||||
|
|
||||||
#include "raylib.h"
|
#include "raylib.h"
|
||||||
|
|
||||||
int main()
|
int main()
|
||||||
{
|
{
|
||||||
// Initialization
|
// Initialization
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
int screenWidth = 800;
|
int screenWidth = 800;
|
||||||
int screenHeight = 450;
|
int screenHeight = 450;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - keyboard input");
|
||||||
|
|
||||||
Vector2 ballPosition = { screenWidth/2, screenHeight/2 };
|
Vector2 ballPosition = { screenWidth/2, screenHeight/2 };
|
||||||
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib example 05 - keyboard input");
|
|
||||||
|
|
||||||
SetTargetFPS(60); // Set target frames-per-second
|
SetTargetFPS(60); // Set target frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Main game loop
|
// Main game loop
|
||||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
if (IsKeyPressed(KEY_RIGHT)) ballPosition.x += 0.8;
|
if (IsKeyDown(KEY_RIGHT)) ballPosition.x += 0.8;
|
||||||
if (IsKeyPressed(KEY_LEFT)) ballPosition.x -= 0.8;
|
if (IsKeyDown(KEY_LEFT)) ballPosition.x -= 0.8;
|
||||||
if (IsKeyPressed(KEY_UP)) ballPosition.y -= 0.8;
|
if (IsKeyDown(KEY_UP)) ballPosition.y -= 0.8;
|
||||||
if (IsKeyPressed(KEY_DOWN)) ballPosition.y += 0.8;
|
if (IsKeyDown(KEY_DOWN)) ballPosition.y += 0.8;
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
|
|
||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
DrawText("move the ball with arrow keys", 10, 10, 20, DARKGRAY);
|
DrawText("move the ball with arrow keys", 10, 10, 20, DARKGRAY);
|
||||||
|
|
||||||
DrawCircleV(ballPosition, 50, MAROON);
|
DrawCircleV(ballPosition, 50, MAROON);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
}
|
}
|
||||||
@@ -54,6 +54,6 @@ int main()
|
|||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
CloseWindow(); // Close window and OpenGL context
|
CloseWindow(); // Close window and OpenGL context
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
Before Width: | Height: | Size: 10 KiB After Width: | Height: | Size: 10 KiB |
@@ -1,11 +1,11 @@
|
|||||||
/*******************************************************************************************
|
/*******************************************************************************************
|
||||||
*
|
*
|
||||||
* raylib example 03b - Mouse input
|
* raylib [core] example - Mouse input
|
||||||
*
|
*
|
||||||
* This example has been created using raylib 1.0 (www.raylib.com)
|
* This example has been created using raylib 1.0 (www.raylib.com)
|
||||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||||
*
|
*
|
||||||
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
|
||||||
*
|
*
|
||||||
********************************************************************************************/
|
********************************************************************************************/
|
||||||
|
|
||||||
@@ -17,14 +17,13 @@ int main()
|
|||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
int screenWidth = 800;
|
int screenWidth = 800;
|
||||||
int screenHeight = 450;
|
int screenHeight = 450;
|
||||||
|
|
||||||
Vector2 ballPosition = { -100.0, -100.0 };
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - mouse input");
|
||||||
int counter = 0;
|
|
||||||
int mouseX, mouseY;
|
int mouseX, mouseY;
|
||||||
|
Vector2 ballPosition = { -100.0, -100.0 };
|
||||||
InitWindow(screenWidth, screenHeight, "raylib example 06 - mouse input");
|
|
||||||
//---------------------------------------------------------------------------------------
|
//---------------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Main game loop
|
// Main game loop
|
||||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
{
|
{
|
||||||
@@ -34,22 +33,22 @@ int main()
|
|||||||
{
|
{
|
||||||
mouseX = GetMouseX();
|
mouseX = GetMouseX();
|
||||||
mouseY = GetMouseY();
|
mouseY = GetMouseY();
|
||||||
|
|
||||||
ballPosition.x = (float)mouseX;
|
ballPosition.x = (float)mouseX;
|
||||||
ballPosition.y = (float)mouseY;
|
ballPosition.y = (float)mouseY;
|
||||||
}
|
}
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
|
|
||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
DrawCircleV(ballPosition, 40, GOLD);
|
DrawCircleV(ballPosition, 40, GOLD);
|
||||||
|
|
||||||
DrawText("mouse click to draw the ball", 10, 10, 20, DARKGRAY);
|
DrawText("mouse click to draw the ball", 10, 10, 20, DARKGRAY);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
}
|
}
|
||||||
@@ -58,6 +57,6 @@ int main()
|
|||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
CloseWindow(); // Close window and OpenGL context
|
CloseWindow(); // Close window and OpenGL context
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
Before Width: | Height: | Size: 10 KiB After Width: | Height: | Size: 10 KiB |
@@ -1,11 +1,11 @@
|
|||||||
/*******************************************************************************************
|
/*******************************************************************************************
|
||||||
*
|
*
|
||||||
* raylib test - Testing GetMouseWheelMove()
|
* raylib [core] examples - Mouse wheel
|
||||||
*
|
*
|
||||||
* This example has been created using raylib 1.0 (www.raylib.com)
|
* This test has been created using raylib 1.1 (www.raylib.com)
|
||||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||||
*
|
*
|
||||||
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
|
||||||
*
|
*
|
||||||
********************************************************************************************/
|
********************************************************************************************/
|
||||||
|
|
||||||
@@ -17,33 +17,34 @@ int main()
|
|||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
int screenWidth = 800;
|
int screenWidth = 800;
|
||||||
int screenHeight = 450;
|
int screenHeight = 450;
|
||||||
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib test - Mouse wheel");
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - mouse wheel");
|
||||||
|
|
||||||
int positionY = 0;
|
int boxPositionY = screenHeight/2 - 40;
|
||||||
int scrollSpeed = 4; // Scrolling speed in pixels
|
int scrollSpeed = 4; // Scrolling speed in pixels
|
||||||
|
|
||||||
SetTargetFPS(60);
|
SetTargetFPS(60);
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Main game loop
|
// Main game loop
|
||||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
positionY -= (GetMouseWheelMove()*scrollSpeed);
|
boxPositionY -= (GetMouseWheelMove()*scrollSpeed);
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
|
|
||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
DrawRectangle(200, positionY, 80, 80, MAROON);
|
DrawRectangle(screenWidth/2 - 40, boxPositionY, 80, 80, MAROON);
|
||||||
|
|
||||||
DrawText(FormatText("%i", positionY), 10, 10, 20, GRAY);
|
DrawText("Use mouse wheel to move the cube up and down!", 10, 10, 20, GRAY);
|
||||||
|
DrawText(FormatText("Box position Y: %03i", boxPositionY), 10, 40, 20, LIGHTGRAY);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
}
|
}
|
||||||
@@ -52,6 +53,6 @@ int main()
|
|||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
CloseWindow(); // Close window and OpenGL context
|
CloseWindow(); // Close window and OpenGL context
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
BIN
examples/core_mouse_wheel.png
Normal file
After Width: | Height: | Size: 15 KiB |
65
examples/core_random_values.c
Normal file
@@ -0,0 +1,65 @@
|
|||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [core] example - Generate random values
|
||||||
|
*
|
||||||
|
* This example has been created using raylib 1.1 (www.raylib.com)
|
||||||
|
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||||
|
*
|
||||||
|
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
int screenWidth = 800;
|
||||||
|
int screenHeight = 450;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - generate random values");
|
||||||
|
|
||||||
|
int framesCounter = 0; // Variable used to count frames
|
||||||
|
|
||||||
|
int randValue = GetRandomValue(-8,5); // Get a random integer number between -8 and 5 (both included)
|
||||||
|
|
||||||
|
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
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
framesCounter++;
|
||||||
|
|
||||||
|
// Every two seconds (120 frames) a new random value is generated
|
||||||
|
if (((framesCounter/120)%2) == 1)
|
||||||
|
{
|
||||||
|
randValue = GetRandomValue(-8,5);
|
||||||
|
framesCounter = 0;
|
||||||
|
}
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
DrawText("Every 2 seconds a new random value is generated:", 130, 100, 20, MAROON);
|
||||||
|
|
||||||
|
DrawText(FormatText("%i", randValue), 360, 180, 80, LIGHTGRAY);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
BIN
examples/core_random_values.png
Normal file
After Width: | Height: | Size: 15 KiB |
Before Width: | Height: | Size: 85 KiB |
@@ -1,76 +0,0 @@
|
|||||||
/*******************************************************************************************
|
|
||||||
*
|
|
||||||
* raylib example 05b - raylib bitmap font (rbmf) loading and using
|
|
||||||
*
|
|
||||||
* This example has been created using raylib 1.0 (www.raylib.com)
|
|
||||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
|
||||||
*
|
|
||||||
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
|
||||||
*
|
|
||||||
********************************************************************************************/
|
|
||||||
|
|
||||||
#include "raylib.h"
|
|
||||||
|
|
||||||
int main()
|
|
||||||
{
|
|
||||||
// Initialization
|
|
||||||
//--------------------------------------------------------------------------------------
|
|
||||||
int screenWidth = 560;
|
|
||||||
int screenHeight = 800;
|
|
||||||
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib example 05b - rBMF fonts");
|
|
||||||
|
|
||||||
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
|
|
||||||
SpriteFont font1 = LoadSpriteFont("resources/fonts/alagard.rbmf"); // SpriteFont loading
|
|
||||||
SpriteFont font2 = LoadSpriteFont("resources/fonts/pixelplay.rbmf"); // SpriteFont loading
|
|
||||||
SpriteFont font3 = LoadSpriteFont("resources/fonts/mecha.rbmf"); // SpriteFont loading
|
|
||||||
SpriteFont font4 = LoadSpriteFont("resources/fonts/setback.rbmf"); // SpriteFont loading
|
|
||||||
SpriteFont font5 = LoadSpriteFont("resources/fonts/romulus.rbmf"); // SpriteFont loading
|
|
||||||
SpriteFont font6 = LoadSpriteFont("resources/fonts/pixantiqua.rbmf"); // SpriteFont loading
|
|
||||||
SpriteFont font7 = LoadSpriteFont("resources/fonts/alpha_beta.rbmf"); // SpriteFont loading
|
|
||||||
SpriteFont font8 = LoadSpriteFont("resources/fonts/jupiter_crash.rbmf"); // SpriteFont loading
|
|
||||||
//--------------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
// Main game loop
|
|
||||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
|
||||||
{
|
|
||||||
// Update
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
// TODO: Update your variables here
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
// Draw
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
BeginDrawing();
|
|
||||||
|
|
||||||
ClearBackground(RAYWHITE);
|
|
||||||
|
|
||||||
DrawTextEx(font1, "TESTING ALAGARD FONT", (Vector2){ 100, 100 }, GetFontBaseSize(font1)*2, 2, MAROON);
|
|
||||||
DrawTextEx(font2, "TESTING PIXELPLAY FONT", (Vector2){ 100, 180 }, GetFontBaseSize(font2)*2, 4, ORANGE);
|
|
||||||
DrawTextEx(font3, "TESTING MECHA FONT", (Vector2){ 100, 260 }, GetFontBaseSize(font3)*2, 8, DARKGREEN);
|
|
||||||
DrawTextEx(font4, "TESTING SETBACK FONT", (Vector2){ 100, 350 }, GetFontBaseSize(font4)*2, 4, DARKBLUE);
|
|
||||||
DrawTextEx(font5, "TESTING ROMULUS FONT", (Vector2){ 100, 430 }, GetFontBaseSize(font5)*2, 3, DARKPURPLE);
|
|
||||||
DrawTextEx(font6, "TESTING PIXANTIQUA FONT", (Vector2){ 100, 510 }, GetFontBaseSize(font6)*2, 4, LIME);
|
|
||||||
DrawTextEx(font7, "TESTING ALPHA_BETA FONT", (Vector2){ 100, 590 }, GetFontBaseSize(font7)*2, 4, GOLD);
|
|
||||||
DrawTextEx(font8, "TESTING JUPITER_CRASH FONT", (Vector2){ 100, 660 }, GetFontBaseSize(font8)*2, 1, RED);
|
|
||||||
|
|
||||||
EndDrawing();
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
}
|
|
||||||
|
|
||||||
// De-Initialization
|
|
||||||
//--------------------------------------------------------------------------------------
|
|
||||||
UnloadSpriteFont(font1); // SpriteFont unloading
|
|
||||||
UnloadSpriteFont(font2); // SpriteFont unloading
|
|
||||||
UnloadSpriteFont(font3); // SpriteFont unloading
|
|
||||||
UnloadSpriteFont(font4); // SpriteFont unloading
|
|
||||||
UnloadSpriteFont(font5); // SpriteFont unloading
|
|
||||||
UnloadSpriteFont(font6); // SpriteFont unloading
|
|
||||||
UnloadSpriteFont(font7); // SpriteFont unloading
|
|
||||||
UnloadSpriteFont(font8); // SpriteFont unloading
|
|
||||||
|
|
||||||
CloseWindow(); // Close window and OpenGL context
|
|
||||||
//--------------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
return 0;
|
|
||||||
}
|
|
Before Width: | Height: | Size: 14 KiB |
Before Width: | Height: | Size: 3.0 KiB |
Before Width: | Height: | Size: 24 KiB |
Before Width: | Height: | Size: 37 KiB |
Before Width: | Height: | Size: 3.5 KiB |
409
examples/makefile
Normal file
@@ -0,0 +1,409 @@
|
|||||||
|
#**************************************************************************************************
|
||||||
|
#
|
||||||
|
# raylib makefile for desktop platforms, Raspberry Pi and HTML5 (emscripten)
|
||||||
|
#
|
||||||
|
# Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||||
|
#
|
||||||
|
# This software is provided "as-is", without any express or implied warranty. In no event
|
||||||
|
# will the authors be held liable for any damages arising from the use of this software.
|
||||||
|
#
|
||||||
|
# Permission is granted to anyone to use this software for any purpose, including commercial
|
||||||
|
# applications, and to alter it and redistribute it freely, subject to the following restrictions:
|
||||||
|
#
|
||||||
|
# 1. The origin of this software must not be misrepresented; you must not claim that you
|
||||||
|
# wrote the original software. If you use this software in a product, an acknowledgment
|
||||||
|
# in the product documentation would be appreciated but is not required.
|
||||||
|
#
|
||||||
|
# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
|
||||||
|
# as being the original software.
|
||||||
|
#
|
||||||
|
# 3. This notice may not be removed or altered from any source distribution.
|
||||||
|
#
|
||||||
|
#**************************************************************************************************
|
||||||
|
|
||||||
|
# define raylib platform to compile for
|
||||||
|
# possible platforms: PLATFORM_DESKTOP PLATFORM_RPI PLATFORM_WEB
|
||||||
|
# WARNING: To compile to HTML5, code must be redesigned to use emscripten.h and emscripten_set_main_loop()
|
||||||
|
PLATFORM ?= PLATFORM_DESKTOP
|
||||||
|
|
||||||
|
# determine PLATFORM_OS in case PLATFORM_DESKTOP selected
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||||
|
# No uname.exe on MinGW!, but OS=Windows_NT on Windows! ifeq ($(UNAME),Msys) -> Windows
|
||||||
|
ifeq ($(OS),Windows_NT)
|
||||||
|
PLATFORM_OS=WINDOWS
|
||||||
|
LIBPATH=win32
|
||||||
|
else
|
||||||
|
UNAMEOS:=$(shell uname)
|
||||||
|
ifeq ($(UNAMEOS),Linux)
|
||||||
|
PLATFORM_OS=LINUX
|
||||||
|
LIBPATH=linux
|
||||||
|
else
|
||||||
|
ifeq ($(UNAMEOS),Darwin)
|
||||||
|
PLATFORM_OS=OSX
|
||||||
|
LIBPATH=osx
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
|
||||||
|
# define compiler: gcc for C program, define as g++ for C++
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||||
|
# define emscripten compiler
|
||||||
|
CC = emcc
|
||||||
|
else
|
||||||
|
ifeq ($(PLATFORM_OS),OSX)
|
||||||
|
# define llvm compiler for mac
|
||||||
|
CC = clang
|
||||||
|
else
|
||||||
|
# define default gcc compiler
|
||||||
|
CC = gcc
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
|
||||||
|
# define compiler flags:
|
||||||
|
# -O2 defines optimization level
|
||||||
|
# -Wall turns on most, but not all, compiler warnings
|
||||||
|
# -std=c99 use standard C from 1999 revision
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||||
|
CFLAGS = -O2 -Wall -std=gnu99 -fgnu89-inline
|
||||||
|
else
|
||||||
|
CFLAGS = -O2 -Wall -std=c99
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||||
|
CFLAGS = -O1 -Wall -std=c99 -s USE_GLFW=3 -s ASSERTIONS=1 --preload-file resources
|
||||||
|
#-s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
|
||||||
|
#-s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
|
||||||
|
endif
|
||||||
|
|
||||||
|
#CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes
|
||||||
|
|
||||||
|
# define any directories containing required header files
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||||
|
INCLUDES = -I. -I../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
|
||||||
|
else
|
||||||
|
INCLUDES = -I. -I../src
|
||||||
|
# external libraries headers
|
||||||
|
# GLFW3
|
||||||
|
INCLUDES += -I../external/glfw3/include
|
||||||
|
# GLEW
|
||||||
|
INCLUDES += -I../external/glew/include
|
||||||
|
# OpenAL Soft
|
||||||
|
INCLUDES += -I../external/openal_soft/include
|
||||||
|
endif
|
||||||
|
|
||||||
|
# define library paths containing required libs
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||||
|
LFLAGS = -L. -L../src -L/opt/vc/lib
|
||||||
|
else
|
||||||
|
LFLAGS = -L. -L../src
|
||||||
|
# external libraries to link with
|
||||||
|
# GLFW3
|
||||||
|
LFLAGS += -L../external/glfw3/lib/$(LIBPATH)
|
||||||
|
ifneq ($(PLATFORM_OS),OSX)
|
||||||
|
# OpenAL Soft
|
||||||
|
LFLAGS += -L../external/openal_soft/lib/$(LIBPATH)
|
||||||
|
# GLEW
|
||||||
|
LFLAGS += -L../external/glew/lib/$(LIBPATH)
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
|
||||||
|
# define any libraries to link into executable
|
||||||
|
# if you want to link libraries (libname.so or libname.a), use the -lname
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||||
|
ifeq ($(PLATFORM_OS),LINUX)
|
||||||
|
# libraries for Debian GNU/Linux desktop compiling
|
||||||
|
# requires the following packages:
|
||||||
|
# libopenal-dev libglew-dev libegl1-mesa-dev
|
||||||
|
LIBS = -lraylib -lglfw3 -lGLEW -lGL -lopenal -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor -lm -pthread
|
||||||
|
else
|
||||||
|
ifeq ($(PLATFORM_OS),OSX)
|
||||||
|
# libraries for OS X 10.9 desktop compiling
|
||||||
|
# requires the following packages:
|
||||||
|
# libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
|
||||||
|
LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAl -framework Cocoa
|
||||||
|
else
|
||||||
|
# libraries for Windows desktop compiling
|
||||||
|
# NOTE: GLFW3 and OpenAL Soft libraries should be installed
|
||||||
|
LIBS = -lraylib -lglfw3 -lglew32 -lopengl32 -lopenal32 -lgdi32
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||||
|
# libraries for Raspberry Pi compiling
|
||||||
|
# NOTE: OpenAL Soft library should be installed (libopenal1 package)
|
||||||
|
LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||||
|
LIBS = ../src/libraylib.bc
|
||||||
|
endif
|
||||||
|
|
||||||
|
# define additional parameters and flags for windows
|
||||||
|
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||||
|
# resources file contains windows exe icon
|
||||||
|
# -Wl,--subsystem,windows hides the console window
|
||||||
|
WINFLAGS = ../src/resources -Wl,--subsystem,windows
|
||||||
|
endif
|
||||||
|
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||||
|
EXT = .html
|
||||||
|
endif
|
||||||
|
|
||||||
|
# define all object files required
|
||||||
|
EXAMPLES = \
|
||||||
|
core_basic_window \
|
||||||
|
core_input_keys \
|
||||||
|
core_input_mouse \
|
||||||
|
core_mouse_wheel \
|
||||||
|
core_input_gamepad \
|
||||||
|
core_random_values \
|
||||||
|
core_color_select \
|
||||||
|
core_drop_files \
|
||||||
|
core_3d_mode \
|
||||||
|
core_3d_picking \
|
||||||
|
core_3d_camera_free \
|
||||||
|
core_3d_camera_first_person \
|
||||||
|
shapes_logo_raylib \
|
||||||
|
shapes_basic_shapes \
|
||||||
|
shapes_colors_palette \
|
||||||
|
shapes_logo_raylib_anim \
|
||||||
|
textures_logo_raylib \
|
||||||
|
textures_image_loading \
|
||||||
|
textures_rectangle \
|
||||||
|
textures_srcrec_dstrec \
|
||||||
|
textures_to_image \
|
||||||
|
textures_raw_data \
|
||||||
|
textures_formats_loading \
|
||||||
|
textures_particles_trail_blending \
|
||||||
|
text_sprite_fonts \
|
||||||
|
text_rbmf_fonts \
|
||||||
|
text_format_text \
|
||||||
|
text_font_select \
|
||||||
|
models_geometric_shapes \
|
||||||
|
models_box_collisions \
|
||||||
|
models_billboard \
|
||||||
|
models_obj_loading \
|
||||||
|
models_heightmap \
|
||||||
|
models_cubicmap \
|
||||||
|
shaders_model_shader \
|
||||||
|
shaders_shapes_textures \
|
||||||
|
shaders_custom_uniform \
|
||||||
|
shaders_postprocessing \
|
||||||
|
audio_sound_loading \
|
||||||
|
audio_music_stream \
|
||||||
|
fix_dylib \
|
||||||
|
|
||||||
|
#core_input_gamepad \
|
||||||
|
|
||||||
|
|
||||||
|
# typing 'make' will invoke the first target entry in the file,
|
||||||
|
# in this case, the 'default' target entry is raylib
|
||||||
|
default: examples
|
||||||
|
|
||||||
|
# compile all examples
|
||||||
|
examples: $(EXAMPLES)
|
||||||
|
|
||||||
|
# compile [core] example - basic window
|
||||||
|
core_basic_window: core_basic_window.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [core] example - keyboard input
|
||||||
|
core_input_keys: core_input_keys.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [core] example - mouse input
|
||||||
|
core_input_mouse: core_input_mouse.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [core] example - gamepad input
|
||||||
|
core_input_gamepad: core_input_gamepad.c
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
else
|
||||||
|
@echo core_input_gamepad: Only supported on desktop platform
|
||||||
|
endif
|
||||||
|
|
||||||
|
# compile [core] example - mouse wheel
|
||||||
|
core_mouse_wheel: core_mouse_wheel.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [core] example - drop files
|
||||||
|
core_drop_files: core_drop_files.c
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
else
|
||||||
|
@echo core_drop_files: Only supported on desktop platform
|
||||||
|
endif
|
||||||
|
|
||||||
|
# compile [core] example - generate random values
|
||||||
|
core_random_values: core_random_values.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [core] example - color selection (collision detection)
|
||||||
|
core_color_select: core_color_select.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [core] example - 3d mode
|
||||||
|
core_3d_mode: core_3d_mode.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [core] example - 3d picking
|
||||||
|
core_3d_picking: core_3d_picking.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [core] example - 3d camera free
|
||||||
|
core_3d_camera_free: core_3d_camera_free.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [core] example - 3d camera first person
|
||||||
|
core_3d_camera_first_person: core_3d_camera_first_person.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [shapes] example - raylib logo (with basic shapes)
|
||||||
|
shapes_logo_raylib: shapes_logo_raylib.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [shapes] example - basic shapes usage (rectangle, circle, ...)
|
||||||
|
shapes_basic_shapes: shapes_basic_shapes.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [shapes] example - raylib color palette
|
||||||
|
shapes_colors_palette: shapes_colors_palette.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [shapes] example - raylib logo animation
|
||||||
|
shapes_logo_raylib_anim: shapes_logo_raylib_anim.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [textures] example - raylib logo texture loading
|
||||||
|
textures_logo_raylib: textures_logo_raylib.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [textures] example - image loading and conversion to texture
|
||||||
|
textures_image_loading: textures_image_loading.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [textures] example - texture rectangle drawing
|
||||||
|
textures_rectangle: textures_rectangle.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [textures] example - texture source and destination rectangles
|
||||||
|
textures_srcrec_dstrec: textures_srcrec_dstrec.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [textures] example - texture to image
|
||||||
|
textures_to_image: textures_to_image.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [textures] example - texture raw data
|
||||||
|
textures_raw_data: textures_raw_data.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [textures] example - texture formats loading
|
||||||
|
textures_formats_loading: textures_formats_loading.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [textures] example - texture particles trail blending
|
||||||
|
textures_particles_trail_blending: textures_particles_trail_blending.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [text] example - sprite fonts loading
|
||||||
|
text_sprite_fonts: text_sprite_fonts.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [text] example - raylib bitmap fonts (rBMF)
|
||||||
|
text_rbmf_fonts: text_rbmf_fonts.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [text] example - text formatting
|
||||||
|
text_format_text: text_format_text.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [text] example - font selection program
|
||||||
|
text_font_select: text_font_select.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [models] example - basic geometric 3d shapes
|
||||||
|
models_geometric_shapes: models_geometric_shapes.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [models] example - box collisions
|
||||||
|
models_box_collisions: models_box_collisions.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [models] example - basic window
|
||||||
|
models_planes: models_planes.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [models] example - billboard usage
|
||||||
|
models_billboard: models_billboard.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [models] example - OBJ model loading
|
||||||
|
models_obj_loading: models_obj_loading.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [models] example - heightmap loading
|
||||||
|
models_heightmap: models_heightmap.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [models] example - cubesmap loading
|
||||||
|
models_cubicmap: models_cubicmap.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [shaders] example - model shader
|
||||||
|
shaders_model_shader: shaders_model_shader.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [shaders] example - shapes texture shader
|
||||||
|
shaders_shapes_textures: shaders_shapes_textures.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [shaders] example - custom uniform in shader
|
||||||
|
shaders_custom_uniform: shaders_custom_uniform.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [shaders] example - postprocessing shader
|
||||||
|
shaders_postprocessing: shaders_postprocessing.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [audio] example - sound loading and playing (WAV and OGG)
|
||||||
|
audio_sound_loading: audio_sound_loading.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [audio] example - music stream playing (OGG)
|
||||||
|
audio_music_stream: audio_music_stream.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# fix dylib install path name for each executable (MAC)
|
||||||
|
fix_dylib:
|
||||||
|
ifeq ($(PLATFORM_OS),OSX)
|
||||||
|
find . -type f -perm +ugo+x -print0 | xargs -t -0 -R 1 -I file install_name_tool -change libglfw.3.0.dylib ../external/glfw3/lib/osx/libglfw.3.0.dylib file
|
||||||
|
endif
|
||||||
|
|
||||||
|
# clean everything
|
||||||
|
clean:
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||||
|
ifeq ($(PLATFORM_OS),OSX)
|
||||||
|
find . -type f -perm +ugo+x -delete
|
||||||
|
rm -f *.o
|
||||||
|
else
|
||||||
|
ifeq ($(PLATFORM_OS),LINUX)
|
||||||
|
find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -f
|
||||||
|
else
|
||||||
|
del *.o *.exe
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||||
|
find . -type f -executable -delete
|
||||||
|
rm -f *.o
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||||
|
del *.o *.html *.js
|
||||||
|
endif
|
||||||
|
@echo Cleaning done
|
||||||
|
|
||||||
|
# instead of defining every module one by one, we can define a pattern
|
||||||
|
# this pattern below will automatically compile every module defined on $(OBJS)
|
||||||
|
#%.exe : %.c
|
||||||
|
# $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM)
|
@@ -1,11 +1,11 @@
|
|||||||
/*******************************************************************************************
|
/*******************************************************************************************
|
||||||
*
|
*
|
||||||
* raylib test - Testing Heightmap Loading and Drawing
|
* raylib [models] example - Drawing billboards
|
||||||
*
|
*
|
||||||
* This example has been created using raylib 1.0 (www.raylib.com)
|
* 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)
|
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||||
*
|
*
|
||||||
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||||
*
|
*
|
||||||
********************************************************************************************/
|
********************************************************************************************/
|
||||||
|
|
||||||
@@ -18,59 +18,55 @@ int main()
|
|||||||
int screenWidth = 800;
|
int screenWidth = 800;
|
||||||
int screenHeight = 450;
|
int screenHeight = 450;
|
||||||
|
|
||||||
Vector3 position = { 0.0, 0.0, 0.0 };
|
InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards");
|
||||||
|
|
||||||
// Define the camera to look into our 3d world
|
// Define the camera to look into our 3d world
|
||||||
Camera camera = {{ 12.0, 10.0, 12.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
|
Camera camera = {{ 5.0, 4.0, 5.0 }, { 0.0, 2.0, 0.0 }, { 0.0, 1.0, 0.0 }};
|
||||||
|
|
||||||
|
Texture2D bill = LoadTexture("resources/billboard.png"); // Our texture billboard
|
||||||
|
Vector3 billPosition = { 0.0, 2.0, 0.0 }; // Position where draw billboard
|
||||||
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib test - Heightmap loading and drawing");
|
SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
|
||||||
|
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
|
||||||
Image img = LoadImage("heightmap.png");
|
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
|
||||||
Model map = LoadHeightmap(img, 4);
|
|
||||||
Texture2D tex = CreateTexture(img);
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
UnloadImage(img);
|
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Main game loop
|
// Main game loop
|
||||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
// ...
|
UpdateCamera(&camera); // Update internal camera and our camera
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
|
|
||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
Begin3dMode(camera);
|
Begin3dMode(camera);
|
||||||
|
|
||||||
//DrawModel(map, position, 0.5f, MAROON);
|
DrawBillboard(camera, bill, billPosition, 2.0f, WHITE);
|
||||||
DrawModelEx(map, tex, position, 0.5f, WHITE); // Draw 3d model with texture
|
|
||||||
|
|
||||||
DrawGrid(10.0, 1.0); // Draw a grid
|
DrawGrid(10.0, 1.0); // Draw a grid
|
||||||
|
|
||||||
DrawGizmo(position, false);
|
|
||||||
|
|
||||||
End3dMode();
|
End3dMode();
|
||||||
|
|
||||||
DrawFPS(10, 10);
|
DrawFPS(10, 10);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
}
|
}
|
||||||
|
|
||||||
// De-Initialization
|
// De-Initialization
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
UnloadTexture(tex); // Unload texture
|
UnloadTexture(bill); // Unload texture
|
||||||
UnloadModel(map); // Unload model
|
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
CloseWindow(); // Close window and OpenGL context
|
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
BIN
examples/models_billboard.png
Normal file
After Width: | Height: | Size: 53 KiB |
119
examples/models_box_collisions.c
Normal file
@@ -0,0 +1,119 @@
|
|||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [models] example - Detect basic 3d collisions (box vs sphere vs box)
|
||||||
|
*
|
||||||
|
* 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 [models] example - box collisions");
|
||||||
|
|
||||||
|
// Define the camera to look into our 3d world
|
||||||
|
Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
|
||||||
|
|
||||||
|
Vector3 playerPosition = { 0, 1, 2 };
|
||||||
|
Vector3 playerSize = { 1, 2, 1 };
|
||||||
|
Color playerColor = GREEN;
|
||||||
|
|
||||||
|
Vector3 enemyBoxPos = { -4, 1, 0 };
|
||||||
|
Vector3 enemyBoxSize = { 2, 2, 2 };
|
||||||
|
|
||||||
|
Vector3 enemySpherePos = { 4, 0, 0 };
|
||||||
|
float enemySphereSize = 1.5f;
|
||||||
|
|
||||||
|
bool collision = false;
|
||||||
|
|
||||||
|
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
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Move player
|
||||||
|
if (IsKeyDown(KEY_RIGHT)) playerPosition.x += 0.2f;
|
||||||
|
else if (IsKeyDown(KEY_LEFT)) playerPosition.x -= 0.2f;
|
||||||
|
else if (IsKeyDown(KEY_DOWN)) playerPosition.z += 0.2f;
|
||||||
|
else if (IsKeyDown(KEY_UP)) playerPosition.z -= 0.2f;
|
||||||
|
|
||||||
|
collision = false;
|
||||||
|
|
||||||
|
// Check collisions player vs enemy-box
|
||||||
|
if (CheckCollisionBoxes((Vector3){ playerPosition.x - playerSize.x/2,
|
||||||
|
playerPosition.y - playerSize.y/2,
|
||||||
|
playerPosition.z - playerSize.z/2 },
|
||||||
|
(Vector3){ playerPosition.x + playerSize.x/2,
|
||||||
|
playerPosition.y + playerSize.y/2,
|
||||||
|
playerPosition.z + playerSize.z/2 },
|
||||||
|
(Vector3){ enemyBoxPos.x - enemyBoxSize.x/2,
|
||||||
|
enemyBoxPos.y - enemyBoxSize.y/2,
|
||||||
|
enemyBoxPos.z - enemyBoxSize.z/2 },
|
||||||
|
(Vector3){ enemyBoxPos.x + enemyBoxSize.x/2,
|
||||||
|
enemyBoxPos.y + enemyBoxSize.y/2,
|
||||||
|
enemyBoxPos.z + enemyBoxSize.z/2 })) collision = true;
|
||||||
|
|
||||||
|
// Check collisions player vs enemy-sphere
|
||||||
|
if (CheckCollisionBoxSphere((Vector3){ playerPosition.x - playerSize.x/2,
|
||||||
|
playerPosition.y - playerSize.y/2,
|
||||||
|
playerPosition.z - playerSize.z/2 },
|
||||||
|
(Vector3){ playerPosition.x + playerSize.x/2,
|
||||||
|
playerPosition.y + playerSize.y/2,
|
||||||
|
playerPosition.z + playerSize.z/2 },
|
||||||
|
enemySpherePos, enemySphereSize)) collision = true;
|
||||||
|
|
||||||
|
if (collision) playerColor = RED;
|
||||||
|
else playerColor = GREEN;
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
Begin3dMode(camera);
|
||||||
|
|
||||||
|
// Draw enemy-box
|
||||||
|
DrawCube(enemyBoxPos, enemyBoxSize.x, enemyBoxSize.y, enemyBoxSize.z, GRAY);
|
||||||
|
DrawCubeWires(enemyBoxPos, enemyBoxSize.x, enemyBoxSize.y, enemyBoxSize.z, DARKGRAY);
|
||||||
|
|
||||||
|
// Draw enemy-sphere
|
||||||
|
DrawSphere(enemySpherePos, enemySphereSize, GRAY);
|
||||||
|
DrawSphereWires(enemySpherePos, enemySphereSize, 16, 16, DARKGRAY);
|
||||||
|
|
||||||
|
// Draw player
|
||||||
|
DrawCubeV(playerPosition, playerSize, playerColor);
|
||||||
|
|
||||||
|
DrawGrid(10.0, 1.0); // Draw a grid
|
||||||
|
|
||||||
|
End3dMode();
|
||||||
|
|
||||||
|
DrawText("Move player with cursors to collide", 220, 40, 20, GRAY);
|
||||||
|
|
||||||
|
DrawFPS(10, 10);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
BIN
examples/models_box_collisions.png
Normal file
After Width: | Height: | Size: 22 KiB |
86
examples/models_cubicmap.c
Normal file
@@ -0,0 +1,86 @@
|
|||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [models] example - Cubicmap loading and drawing
|
||||||
|
*
|
||||||
|
* 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 [models] example - cubesmap loading and drawing");
|
||||||
|
|
||||||
|
// Define the camera to look into our 3d world
|
||||||
|
Camera camera = {{ 16.0, 14.0, 16.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
|
||||||
|
|
||||||
|
Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
|
||||||
|
Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM)
|
||||||
|
Model map = LoadCubicmap(image); // Load cubicmap model (generate model from image)
|
||||||
|
|
||||||
|
// NOTE: By default each cube is mapped to one part of texture atlas
|
||||||
|
Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
|
||||||
|
SetModelTexture(&map, texture); // Bind texture to map model
|
||||||
|
|
||||||
|
Vector3 mapPosition = { -16, 0.0, -8 }; // Set model position
|
||||||
|
|
||||||
|
UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM
|
||||||
|
|
||||||
|
SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
|
||||||
|
SetCameraPosition(camera.position); // Set internal camera position to match our custom camera position
|
||||||
|
|
||||||
|
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 internal camera and our camera
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
Begin3dMode(camera);
|
||||||
|
|
||||||
|
DrawModel(map, mapPosition, 1.0f, WHITE);
|
||||||
|
|
||||||
|
End3dMode();
|
||||||
|
|
||||||
|
DrawTextureEx(cubicmap, (Vector2){ screenWidth - cubicmap.width*4 - 20, 20 }, 0.0f, 4.0f, WHITE);
|
||||||
|
DrawRectangleLines(screenWidth - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
|
||||||
|
|
||||||
|
DrawText("cubicmap image used to", 658, 90, 10, GRAY);
|
||||||
|
DrawText("generate map 3d model", 658, 104, 10, GRAY);
|
||||||
|
|
||||||
|
DrawFPS(10, 10);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
UnloadTexture(cubicmap); // Unload cubicmap texture
|
||||||
|
UnloadTexture(texture); // Unload map texture
|
||||||
|
UnloadModel(map); // Unload map model
|
||||||
|
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
BIN
examples/models_cubicmap.png
Normal file
After Width: | Height: | Size: 403 KiB |
@@ -1,11 +1,11 @@
|
|||||||
/*******************************************************************************************
|
/*******************************************************************************************
|
||||||
*
|
*
|
||||||
* raylib example 07b - Draw some basic 3d shapes (cube, sphere, cylinder...)
|
* raylib [models] example - Draw some basic geometric shapes (cube, sphere, cylinder...)
|
||||||
*
|
*
|
||||||
* This example has been created using raylib 1.0 (www.raylib.com)
|
* This example has been created using raylib 1.0 (www.raylib.com)
|
||||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||||
*
|
*
|
||||||
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
|
||||||
*
|
*
|
||||||
********************************************************************************************/
|
********************************************************************************************/
|
||||||
|
|
||||||
@@ -18,14 +18,14 @@ int main()
|
|||||||
int screenWidth = 800;
|
int screenWidth = 800;
|
||||||
int screenHeight = 450;
|
int screenHeight = 450;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");
|
||||||
|
|
||||||
// Define the camera to look into our 3d world
|
// Define the camera to look into our 3d world
|
||||||
Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
|
Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
|
||||||
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib example 07b - 3d shapes");
|
|
||||||
|
|
||||||
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
|
// Main game loop
|
||||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
{
|
{
|
||||||
@@ -33,35 +33,35 @@ int main()
|
|||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
// TODO: Update your variables here
|
// TODO: Update your variables here
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
|
|
||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
Begin3dMode(camera);
|
Begin3dMode(camera);
|
||||||
|
|
||||||
DrawCube((Vector3){-4, 0, 2}, 2, 5, 2, RED);
|
DrawCube((Vector3){-4, 0, 2}, 2, 5, 2, RED);
|
||||||
DrawCubeWires((Vector3){-4, 0, 2}, 2, 5, 2, GOLD);
|
DrawCubeWires((Vector3){-4, 0, 2}, 2, 5, 2, GOLD);
|
||||||
DrawCubeWires((Vector3){-4, 0, -2}, 3, 6, 2, MAROON);
|
DrawCubeWires((Vector3){-4, 0, -2}, 3, 6, 2, MAROON);
|
||||||
|
|
||||||
DrawSphere((Vector3){-1, 0, -2}, 1, GREEN);
|
DrawSphere((Vector3){-1, 0, -2}, 1, GREEN);
|
||||||
DrawSphereWires((Vector3){1, 0, 2}, 2, LIME);
|
DrawSphereWires((Vector3){1, 0, 2}, 2, 16, 16, LIME);
|
||||||
|
|
||||||
DrawCylinder((Vector3){4, 0, -2}, 1, 2, 3, 4, SKYBLUE);
|
DrawCylinder((Vector3){4, 0, -2}, 1, 2, 3, 4, SKYBLUE);
|
||||||
DrawCylinderWires((Vector3){4, 0, -2}, 1, 2, 3, 4, DARKBLUE);
|
DrawCylinderWires((Vector3){4, 0, -2}, 1, 2, 3, 4, DARKBLUE);
|
||||||
DrawCylinderWires((Vector3){4.5, -1, 2}, 1, 1, 2, 6, BROWN);
|
DrawCylinderWires((Vector3){4.5, -1, 2}, 1, 1, 2, 6, BROWN);
|
||||||
|
|
||||||
DrawCylinder((Vector3){1, 0, -4}, 0, 1.5, 3, 8, GOLD);
|
DrawCylinder((Vector3){1, 0, -4}, 0, 1.5, 3, 8, GOLD);
|
||||||
DrawCylinderWires((Vector3){1, 0, -4}, 0, 1.5, 3, 8, PINK);
|
DrawCylinderWires((Vector3){1, 0, -4}, 0, 1.5, 3, 8, PINK);
|
||||||
|
|
||||||
DrawGrid(10.0, 1.0); // Draw a grid
|
DrawGrid(10.0, 1.0); // Draw a grid
|
||||||
|
|
||||||
End3dMode();
|
End3dMode();
|
||||||
|
|
||||||
DrawFPS(10, 10);
|
DrawFPS(10, 10);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
}
|
}
|
||||||
@@ -70,6 +70,6 @@ int main()
|
|||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
CloseWindow(); // Close window and OpenGL context
|
CloseWindow(); // Close window and OpenGL context
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
BIN
examples/models_geometric_shapes.png
Normal file
After Width: | Height: | Size: 33 KiB |
79
examples/models_heightmap.c
Normal file
@@ -0,0 +1,79 @@
|
|||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [models] example - Heightmap loading and drawing
|
||||||
|
*
|
||||||
|
* 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 [models] example - heightmap loading and drawing");
|
||||||
|
|
||||||
|
// Define our custom camera to look into our 3d world
|
||||||
|
Camera camera = {{ 24.0, 18.0, 24.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
|
||||||
|
|
||||||
|
Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
|
||||||
|
Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
|
||||||
|
Model map = LoadHeightmap(image, 32); // Load heightmap model
|
||||||
|
SetModelTexture(&map, texture); // Bind texture to model
|
||||||
|
Vector3 mapPosition = { -16, 0.0, -16 }; // Set model position (depends on model scaling!)
|
||||||
|
|
||||||
|
UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM
|
||||||
|
|
||||||
|
SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
|
||||||
|
SetCameraPosition(camera.position); // Set internal camera position to match our custom camera position
|
||||||
|
|
||||||
|
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 internal camera and our camera
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
Begin3dMode(camera);
|
||||||
|
|
||||||
|
// NOTE: Model is scaled to 1/4 of its original size (128x128 units)
|
||||||
|
DrawModel(map, mapPosition, 1/4.0f, RED);
|
||||||
|
|
||||||
|
End3dMode();
|
||||||
|
|
||||||
|
DrawTexture(texture, screenWidth - texture.width - 20, 20, WHITE);
|
||||||
|
DrawRectangleLines(screenWidth - texture.width - 20, 20, texture.width, texture.height, GREEN);
|
||||||
|
|
||||||
|
DrawFPS(10, 10);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
UnloadTexture(texture); // Unload texture
|
||||||
|
UnloadModel(map); // Unload model
|
||||||
|
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
BIN
examples/models_heightmap.png
Normal file
After Width: | Height: | Size: 121 KiB |
@@ -1,11 +1,11 @@
|
|||||||
/*******************************************************************************************
|
/*******************************************************************************************
|
||||||
*
|
*
|
||||||
* raylib example 07c - Load and draw a 3d model (OBJ)
|
* raylib [models] example - Load and draw a 3d model (OBJ)
|
||||||
*
|
*
|
||||||
* This example has been created using raylib 1.0 (www.raylib.com)
|
* 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)
|
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||||
*
|
*
|
||||||
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
|
||||||
*
|
*
|
||||||
********************************************************************************************/
|
********************************************************************************************/
|
||||||
|
|
||||||
@@ -18,48 +18,47 @@ int main()
|
|||||||
int screenWidth = 800;
|
int screenWidth = 800;
|
||||||
int screenHeight = 450;
|
int screenHeight = 450;
|
||||||
|
|
||||||
Vector3 position = { 0.0, 0.0, 0.0 };
|
InitWindow(screenWidth, screenHeight, "raylib [models] example - obj model loading");
|
||||||
|
|
||||||
// Define the camera to look into our 3d world
|
// Define the camera to look into our 3d world
|
||||||
Camera camera = {{ 10.0, 8.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
|
Camera camera = {{ 3.0, 3.0, 3.0 }, { 0.0, 1.5, 0.0 }, { 0.0, 1.0, 0.0 }};
|
||||||
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib example 07c - 3d models");
|
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
|
||||||
|
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
|
||||||
|
SetModelTexture(&dwarf, texture); // Bind texture to model
|
||||||
|
Vector3 position = { 0.0, 0.0, 0.0 }; // Set model position
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
|
|
||||||
Texture2D texture = LoadTexture("resources/catwhite.png");
|
|
||||||
Model cat = LoadModel("resources/cat.obj");
|
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Main game loop
|
// Main game loop
|
||||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
if (IsKeyPressed(KEY_LEFT)) position.x -= 0.2;
|
//...
|
||||||
if (IsKeyPressed(KEY_RIGHT)) position.x += 0.2;
|
|
||||||
if (IsKeyPressed(KEY_UP)) position.z -= 0.2;
|
|
||||||
if (IsKeyPressed(KEY_DOWN)) position.z += 0.2;
|
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
|
|
||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
Begin3dMode(camera);
|
Begin3dMode(camera);
|
||||||
|
|
||||||
DrawModelEx(cat, texture, position, 0.1f, WHITE); // Draw 3d model with texture
|
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
|
||||||
|
|
||||||
DrawGrid(10.0, 1.0); // Draw a grid
|
DrawGrid(10.0, 1.0); // Draw a grid
|
||||||
|
|
||||||
DrawGizmo(position, false);
|
DrawGizmo(position); // Draw gizmo
|
||||||
|
|
||||||
End3dMode();
|
End3dMode();
|
||||||
|
|
||||||
|
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
|
||||||
|
|
||||||
DrawFPS(10, 10);
|
DrawFPS(10, 10);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
}
|
}
|
||||||
@@ -67,10 +66,10 @@ int main()
|
|||||||
// De-Initialization
|
// De-Initialization
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
UnloadTexture(texture); // Unload texture
|
UnloadTexture(texture); // Unload texture
|
||||||
UnloadModel(cat); // Unload model
|
UnloadModel(dwarf); // Unload model
|
||||||
|
|
||||||
CloseWindow(); // Close window and OpenGL context
|
CloseWindow(); // Close window and OpenGL context
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
BIN
examples/models_obj_loading.png
Normal file
After Width: | Height: | Size: 125 KiB |
BIN
examples/resources/audio/guitar_noodling.ogg
Normal file
BIN
examples/resources/audio/tanatana.ogg
Normal file
BIN
examples/resources/billboard.png
Normal file
After Width: | Height: | Size: 22 KiB |
BIN
examples/resources/cubicmap.png
Normal file
After Width: | Height: | Size: 201 B |
BIN
examples/resources/cubicmap_atlas.png
Normal file
After Width: | Height: | Size: 36 KiB |
BIN
examples/resources/guybrush.png
Normal file
After Width: | Height: | Size: 83 KiB |
BIN
examples/resources/heightmap.png
Normal file
After Width: | Height: | Size: 11 KiB |
54966
examples/resources/model/dwarf.obj
Normal file
BIN
examples/resources/model/dwarf_diffuse.png
Normal file
After Width: | Height: | Size: 1.2 MiB |
Before Width: | Height: | Size: 1.7 KiB |
19
examples/resources/shaders/base.vs
Normal file
@@ -0,0 +1,19 @@
|
|||||||
|
#version 330
|
||||||
|
|
||||||
|
in vec3 vertexPosition;
|
||||||
|
in vec2 vertexTexCoord;
|
||||||
|
in vec3 vertexNormal;
|
||||||
|
|
||||||
|
out vec2 fragTexCoord;
|
||||||
|
|
||||||
|
uniform mat4 projectionMatrix;
|
||||||
|
uniform mat4 modelviewMatrix;
|
||||||
|
|
||||||
|
// NOTE: Add here your custom variables
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
fragTexCoord = vertexTexCoord;
|
||||||
|
|
||||||
|
gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0);
|
||||||
|
}
|
42
examples/resources/shaders/bloom.fs
Normal file
@@ -0,0 +1,42 @@
|
|||||||
|
#version 330
|
||||||
|
|
||||||
|
in vec2 fragTexCoord;
|
||||||
|
|
||||||
|
out vec4 fragColor;
|
||||||
|
|
||||||
|
uniform sampler2D texture0;
|
||||||
|
uniform vec4 tintColor;
|
||||||
|
|
||||||
|
// NOTE: Add here your custom variables
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec4 sum = vec4(0);
|
||||||
|
vec4 tc = vec4(0);
|
||||||
|
|
||||||
|
for (int i = -4; i < 4; i++)
|
||||||
|
{
|
||||||
|
for (int j = -3; j < 3; j++)
|
||||||
|
{
|
||||||
|
sum += texture2D(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (texture2D(texture0, fragTexCoord).r < 0.3)
|
||||||
|
{
|
||||||
|
tc = sum*sum*0.012 + texture2D(texture0, fragTexCoord);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (texture2D(texture0, fragTexCoord).r < 0.5)
|
||||||
|
{
|
||||||
|
tc = sum*sum*0.009 + texture2D(texture0, fragTexCoord);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
tc = sum*sum*0.0075 + texture2D(texture0, fragTexCoord);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
fragColor = tc;
|
||||||
|
}
|
20
examples/resources/shaders/grayscale.fs
Normal file
@@ -0,0 +1,20 @@
|
|||||||
|
#version 330
|
||||||
|
|
||||||
|
in vec2 fragTexCoord;
|
||||||
|
|
||||||
|
out vec4 fragColor;
|
||||||
|
|
||||||
|
uniform sampler2D texture0;
|
||||||
|
uniform vec4 tintColor;
|
||||||
|
|
||||||
|
// NOTE: Add here your custom variables
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec4 base = texture2D(texture0, fragTexCoord)*tintColor;
|
||||||
|
|
||||||
|
// Convert to grayscale using NTSC conversion weights
|
||||||
|
float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
|
||||||
|
|
||||||
|
fragColor = vec4(gray, gray, gray, tintColor.a);
|
||||||
|
}
|
19
examples/resources/shaders/shapes_base.vs
Normal file
@@ -0,0 +1,19 @@
|
|||||||
|
#version 110
|
||||||
|
|
||||||
|
attribute vec3 vertexPosition;
|
||||||
|
attribute vec2 vertexTexCoord;
|
||||||
|
attribute vec4 vertexColor;
|
||||||
|
|
||||||
|
uniform mat4 projectionMatrix;
|
||||||
|
uniform mat4 modelviewMatrix;
|
||||||
|
|
||||||
|
varying vec2 fragTexCoord;
|
||||||
|
varying vec4 fragColor;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
fragTexCoord = vertexTexCoord;
|
||||||
|
fragColor = vertexColor;
|
||||||
|
|
||||||
|
gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0);
|
||||||
|
}
|
15
examples/resources/shaders/shapes_grayscale.fs
Normal file
@@ -0,0 +1,15 @@
|
|||||||
|
#version 110
|
||||||
|
|
||||||
|
uniform sampler2D texture0;
|
||||||
|
varying vec2 fragTexCoord;
|
||||||
|
varying vec4 fragColor;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec4 base = texture2D(texture0, fragTexCoord)*fragColor;
|
||||||
|
|
||||||
|
// Convert to grayscale using NTSC conversion weights
|
||||||
|
float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
|
||||||
|
|
||||||
|
gl_FragColor = vec4(gray, gray, gray, base.a);
|
||||||
|
}
|
41
examples/resources/shaders/swirl.fs
Normal file
@@ -0,0 +1,41 @@
|
|||||||
|
#version 330
|
||||||
|
|
||||||
|
in vec2 fragTexCoord;
|
||||||
|
|
||||||
|
out vec4 fragColor;
|
||||||
|
|
||||||
|
uniform sampler2D texture0;
|
||||||
|
uniform vec4 tintColor;
|
||||||
|
|
||||||
|
// NOTE: Add here your custom variables
|
||||||
|
|
||||||
|
const float renderWidth = 800; // HARDCODED for example!
|
||||||
|
const float renderHeight = 480; // Use uniforms instead...
|
||||||
|
|
||||||
|
float radius = 250.0;
|
||||||
|
float angle = 0.8;
|
||||||
|
|
||||||
|
uniform vec2 center = vec2(200, 200);
|
||||||
|
|
||||||
|
void main (void)
|
||||||
|
{
|
||||||
|
vec2 texSize = vec2(renderWidth, renderHeight);
|
||||||
|
vec2 tc = fragTexCoord*texSize;
|
||||||
|
tc -= center;
|
||||||
|
float dist = length(tc);
|
||||||
|
|
||||||
|
if (dist < radius)
|
||||||
|
{
|
||||||
|
float percent = (radius - dist)/radius;
|
||||||
|
float theta = percent*percent*angle*8.0;
|
||||||
|
float s = sin(theta);
|
||||||
|
float c = cos(theta);
|
||||||
|
|
||||||
|
tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c)));
|
||||||
|
}
|
||||||
|
|
||||||
|
tc += center;
|
||||||
|
vec3 color = texture2D(texture0, tc/texSize).rgb;
|
||||||
|
|
||||||
|
fragColor = vec4(color, 1.0);;
|
||||||
|
}
|
BIN
examples/resources/smoke.png
Normal file
After Width: | Height: | Size: 15 KiB |
BIN
examples/resources/texture_formats/sonic.png
Normal file
After Width: | Height: | Size: 114 KiB |