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87
.gitignore
vendored
@@ -1,11 +1,10 @@
|
||||
# Ignore generated files
|
||||
# ...
|
||||
|
||||
# Ignore Android generated files and folders
|
||||
src_android/obj/
|
||||
templates/android_project/bin/
|
||||
templates/android_project/obj/
|
||||
templates/android_project/libs/
|
||||
# Ignore VIM's backup generated files
|
||||
*.swp
|
||||
*.swo
|
||||
*~
|
||||
|
||||
# Ignore thumbnails created by windows
|
||||
Thumbs.db
|
||||
@@ -36,6 +35,7 @@ Thumbs.db
|
||||
*.sbr
|
||||
*.sdf
|
||||
obj/
|
||||
[R]elease/
|
||||
[Rr]elease.win32/
|
||||
_ReSharper*/
|
||||
[Tt]est[Rr]esult*
|
||||
@@ -45,7 +45,29 @@ ipch/
|
||||
# Ignore compiled binaries
|
||||
*.o
|
||||
*.exe
|
||||
!tools/rrem.exe
|
||||
!tools/rREM/rrem.exe
|
||||
|
||||
# Ignore all examples files
|
||||
examples/*
|
||||
# Unignore all examples dirs
|
||||
!examples/*/
|
||||
# Unignore all examples files with extension
|
||||
!examples/*.c
|
||||
!examples/*.lua
|
||||
!examples/*.png
|
||||
# Unignore examples Makefile
|
||||
!examples/Makefile
|
||||
|
||||
# Ignore all games files
|
||||
games/*
|
||||
# Unignore all games dirs
|
||||
!games/*/
|
||||
# Unignore all games files with extension
|
||||
!games/*.c
|
||||
!games/*.lua
|
||||
!games/*.png
|
||||
# Unignore games makefile
|
||||
!games/Makefile
|
||||
|
||||
# Ignore files build by xcode
|
||||
*.mode*v*
|
||||
@@ -60,5 +82,54 @@ xcschememanagement.plist
|
||||
._.*
|
||||
xcuserdata/
|
||||
DerivedData/
|
||||
*.dll
|
||||
src/libraylib.a
|
||||
|
||||
# external libraries DLLs
|
||||
!src/external/glfw3/lib/win32/glfw3.dll
|
||||
!src/external/openal_soft/lib/win32/OpenAL32.dll
|
||||
|
||||
# Visual Studio project
|
||||
project/vs2015/*.db
|
||||
project/vs2015/*.opendb
|
||||
!project/vs2015/raylib.sln
|
||||
!project/vs2015/raylib/*.vcxproj
|
||||
!project/vs2015/examples/*.vcxproj
|
||||
!project/vs2015/external/glfw3/lib/win32/glfw3.dll
|
||||
!project/vs2015/external/openal_soft/lib/win32/OpenAL32.dll
|
||||
!project/vs2015/external/openal_soft/lib/win64/OpenAL32.dll
|
||||
!project/vs2015/external/lua/lib/win32/lua53.dll
|
||||
|
||||
# Web examples
|
||||
docs/examples/web/*.html
|
||||
docs/examples/web/*/*.html
|
||||
!docs/examples/web/loader.html
|
||||
!docs/examples/web/core/loader.html
|
||||
!docs/examples/web/shapes/loader.html
|
||||
!docs/examples/web/text/loader.html
|
||||
!docs/examples/web/textures/loader.html
|
||||
!docs/examples/web/audio/loader.html
|
||||
!docs/examples/web/physac/loader.html
|
||||
!docs/examples/web/shaders/loader.html
|
||||
!docs/examples/web/models/loader.html
|
||||
|
||||
# Meson build system
|
||||
builddir/
|
||||
|
||||
# CMake stuff
|
||||
CMakeCache.txt
|
||||
CMakeFiles
|
||||
CMakeScripts
|
||||
Testing
|
||||
Makefile
|
||||
cmake_install.cmake
|
||||
install_manifest.txt
|
||||
compile_commands.json
|
||||
CTestTestfile.cmake
|
||||
build
|
||||
!templates/android_project/Makefile
|
||||
|
||||
# Unignore These makefiles...
|
||||
!examples/CMakeLists.txt
|
||||
!games/CMakeLists.txt
|
||||
|
||||
# Ignore Android generated files and folders
|
||||
templates/android_project/output
|
||||
|
50
.travis.yml
Normal file
@@ -0,0 +1,50 @@
|
||||
language: c
|
||||
sudo: required
|
||||
dist: trusty
|
||||
|
||||
git:
|
||||
depth: 3
|
||||
|
||||
os:
|
||||
- osx
|
||||
- linux
|
||||
|
||||
env:
|
||||
global:
|
||||
- VERBOSE=1
|
||||
matrix:
|
||||
- CFLAGS=-m64
|
||||
- CFLAGS=-m32
|
||||
|
||||
before_script:
|
||||
- export CFLAGS="-std=gnu99 $CFLAGS"
|
||||
|
||||
before_install:
|
||||
- if [ "$TRAVIS_OS_NAME" == "linux" ]; then
|
||||
sudo apt-get install -y gcc-multilib
|
||||
libopenal-dev
|
||||
libxcursor-dev libxinerama-dev
|
||||
mesa-common-dev libx11-dev libxrandr-dev libxi-dev xorg-dev libgl1-mesa-dev libglu1-mesa-dev libglew-dev;
|
||||
wget 'https://github.com/a3f/GLFW-3.2.1-Debian-binary-package/releases/download/v3.2.1/GLFW-3.2.1-Linux.deb' && sudo dpkg -i GLFW-3.2.1-Linux.deb;
|
||||
fi
|
||||
- if [ "$TRAVIS_OS_NAME" == "osx" ]; then brew update; brew install glfw; fi
|
||||
- "$CC --version"
|
||||
|
||||
script:
|
||||
- mkdir build
|
||||
- cd build
|
||||
- cmake -DBUILD_EXAMPLES=OFF -DBUILD_GAMES=OFF ..
|
||||
- make
|
||||
# - make package
|
||||
# - sudo make install
|
||||
#
|
||||
#deploy:
|
||||
# provider: releases
|
||||
# api_key:
|
||||
# secure: XXX
|
||||
# file_glob: true
|
||||
# file: raylib-*.tar.gz
|
||||
# skip_cleanup: true
|
||||
# on:
|
||||
# branch: master
|
||||
# tags: true
|
343
CHANGELOG
@@ -1,16 +1,347 @@
|
||||
changelog
|
||||
---------
|
||||
|
||||
Current Release: raylib 1.4.0 (22 February 2016)
|
||||
Current Release: raylib 1.8.0 (Oct 2017)
|
||||
|
||||
NOTE: Only versions marked as 'Release' are available in installer, updates are only available as source.
|
||||
NOTE: Current Release includes all previous updates.
|
||||
-----------------------------------------------
|
||||
Release: raylib 1.8.0 (Oct 2017)
|
||||
-----------------------------------------------
|
||||
NOTE:
|
||||
In this release, multiple parts of the library have been reviewed (again) for consistency and simplification.
|
||||
It exposes more than 30 new functions in comparison with previous version and it improves overall programming experience.
|
||||
|
||||
BIG CHANGES:
|
||||
- New Image generation functions: Gradient, Checked, Noise, Cellular...
|
||||
- New Mesh generation functions: Cube, Sphere, Cylinder, Torus, Knot...
|
||||
- New Shaders and Materials systems to support PBR materials
|
||||
- Custom Android APK build pipeline with simple Makefile
|
||||
- Complete review of rlgl layer functionality
|
||||
- Complete review of raymath functionality
|
||||
|
||||
detailed changes:
|
||||
[rlgl] RENAMED: rlglLoadTexture() to rlLoadTexture()
|
||||
[rlgl] RENAMED: rlglLoadRenderTexture() to rlLoadRenderTexture()
|
||||
[rlgl] RENAMED: rlglUpdateTexture() to rlUpdateTexture()
|
||||
[rlgl] RENAMED: rlglGenerateMipmaps() to rlGenerateMipmaps()
|
||||
[rlgl] RENAMED: rlglReadScreenPixels() to rlReadScreenPixels()
|
||||
[rlgl] RENAMED: rlglReadTexturePixels() to rlReadTexturePixels()
|
||||
[rlgl] RENAMED: rlglLoadMesh() to rlLoadMesh()
|
||||
[rlgl] RENAMED: rlglUpdateMesh() to rlUpdateMesh()
|
||||
[rlgl] RENAMED: rlglDrawMesh() to rlDrawMesh()
|
||||
[rlgl] RENAMED: rlglUnloadMesh() to rlUnloadMesh()
|
||||
[rlgl] RENAMED: rlglUnproject() to rlUnproject()
|
||||
[rlgl] RENAMED: LoadCompressedTexture() to LoadTextureCompressed()
|
||||
[rlgl] RENAMED: GetDefaultTexture() to GetTextureDefault()
|
||||
[rlgl] RENAMED: LoadDefaultShader() to LoadShaderDefault()
|
||||
[rlgl] RENAMED: LoadDefaultShaderLocations() to SetShaderDefaultLocations()
|
||||
[rlgl] RENAMED: UnloadDefaultShader() to UnLoadShaderDefault()
|
||||
[rlgl] ADDED: rlGenMapCubemap(), Generate cubemap texture map from HDR texture
|
||||
[rlgl] ADDED: rlGenMapIrradiance(), Generate irradiance texture map
|
||||
[rlgl] ADDED: rlGenMapPrefilter(), Generate prefilter texture map
|
||||
[rlgl] ADDED: rlGenMapBRDF(), Generate BRDF texture map
|
||||
[rlgl] ADDED: GetVrDeviceInfo(), Get VR device information for some standard devices
|
||||
[rlgl] REVIEWED: InitVrSimulator(), to accept device parameters as input
|
||||
[core] ADDED: SetWindowTitle(), Set title for window (only PLATFORM_DESKTOP)
|
||||
[core] ADDED: GetExtension(), Get file extension
|
||||
[shapes] REMOVED: DrawRectangleGradient(), replaced by DrawRectangleGradientV() and DrawRectangleGradientH()
|
||||
[shapes] ADDED: DrawRectangleGradientV(), Draw a vertical-gradient-filled rectangle
|
||||
[shapes] ADDED: DrawRectangleGradientH(), Draw a horizontal-gradient-filled rectangle
|
||||
[shapes] ADDED: DrawRectangleGradientEx(), Draw a gradient-filled rectangle with custom vertex colors
|
||||
[shapes] ADDED: DrawRectangleT(), Draw rectangle using text character
|
||||
[textures] ADDED: SaveImageAs(), Save image as PNG file
|
||||
[textures] ADDED: GenImageGradientV(), Generate image: vertical gradient
|
||||
[textures] ADDED: GenImageGradientH(), Generate image: horizontal gradient
|
||||
[textures] ADDED: GenImageGradientRadial(), Generate image: radial gradient
|
||||
[textures] ADDED: GenImageChecked(), Generate image: checked
|
||||
[textures] ADDED: GenImageWhiteNoise(), Generate image: white noise
|
||||
[textures] ADDED: GenImagePerlinNoise(), Generate image: perlin noise
|
||||
[textures] ADDED: GenImageCellular(), Generate image: cellular algorithm. Bigger tileSize means bigger cells
|
||||
[textures] ADDED: GenTextureCubemap(), Generate cubemap texture from HDR texture
|
||||
[textures] ADDED: GenTextureIrradiance(), Generate irradiance texture using cubemap data
|
||||
[textures] ADDED: GenTexturePrefilter(), Generate prefilter texture using cubemap data
|
||||
[textures] ADDED: GenTextureBRDF(), Generate BRDF texture using cubemap data
|
||||
[models] REMOVED: LoadMeshEx(), Mesh struct variables can be directly accessed
|
||||
[models] REMOVED: UpdateMesh(), very ineficient
|
||||
[models] REMOVED: LoadHeightmap(), use GenMeshHeightmap() and LoadModelFromMesh()
|
||||
[models] REMOVED: LoadCubicmap(), use GenMeshCubicmap() and LoadModelFromMesh()
|
||||
[models] RENAMED: LoadDefaultMaterial() to LoadMaterialDefault()
|
||||
[models] ADDED: GenMeshPlane(), Generate plane mesh (with subdivisions)
|
||||
[models] ADDED: GenMeshCube(), Generate cuboid mesh
|
||||
[models] ADDED: GenMeshSphere(), Generate sphere mesh (standard sphere)
|
||||
[models] ADDED: GenMeshHemiSphere(), Generate half-sphere mesh (no bottom cap)
|
||||
[models] ADDED: GenMeshCylinder(), Generate cylinder mesh
|
||||
[models] ADDED: GenMeshTorus(), Generate torus mesh
|
||||
[models] ADDED: GenMeshKnot(), Generate trefoil knot mesh
|
||||
[models] ADDED: GenMeshHeightmap(), Generate heightmap mesh from image data
|
||||
[models] ADDED: GenMeshCubicmap(), Generate cubes-based map mesh from image data
|
||||
[raymath] REVIEWED: full Matrix functionality to align with GLM in usage
|
||||
[raymath] RENAMED: Vector3 functions for consistency: Vector*() renamed to Vector3*()
|
||||
[build] Integrate Android APK building into examples Makefile
|
||||
[build] Integrate Android APK building into templates Makefiles
|
||||
[build] Improved Visual Studio 2015 project, folders, references...
|
||||
[templates] Reviewed the full pack to support Android building
|
||||
[examples] Reviewed full collection to adapt to raylib changes
|
||||
[examples] [textures] ADDED: textures_image_generation
|
||||
[examples] [models] ADDED: models_mesh_generation
|
||||
[examples] [models] ADDED: models_material_pbr
|
||||
[examples] [models] ADDED: models_skybox
|
||||
[examples] [models] ADDED: models_yaw_pitch_roll
|
||||
[examples] [others] REVIEWED: rlgl_standalone
|
||||
[examples] [others] REVIEWED: audio_standalone
|
||||
[github] Moved raylib webpage to own repo: github.com/raysan5/raylib.com
|
||||
[games] Reviewed game: Koala Seasons
|
||||
[*] Updated STB libraries to latest version
|
||||
[*] Multiple bugs corrected (check github issues)
|
||||
|
||||
-----------------------------------------------
|
||||
Release: raylib 1.7.0 (20 May 2017)
|
||||
-----------------------------------------------
|
||||
NOTE:
|
||||
In this new raylib release, multiple parts of the library have been reviewed for consistency and simplification.
|
||||
It exposes almost 300 functions, around 30 new functions in comparison with previous version and, again,
|
||||
it sets a stepping stone towards raylib future.
|
||||
|
||||
BIG changes:
|
||||
- More than 30 new functions added to the library, check list below.
|
||||
- Support of configuration flags on every raylib module, to customize library build.
|
||||
- Improved build system for all supported platforms with a unique Makefile to compile sources.
|
||||
- Complete review of examples and sample games, added new sample material.
|
||||
- Support automatic GIF recording of current window, just pressing Ctrl+F12
|
||||
- Improved library consistency and organization in general.
|
||||
|
||||
other changes:
|
||||
[core] Added function: SetWindowIcon(), to setup icon by code
|
||||
[core] Added function: SetWindowMonitor(), to set current display monitor
|
||||
[core] Added function: SetWindowMinSize(), to set minimum resize size
|
||||
[core] Added function: TakeScreenshot(), made public to API (also launched internally with F12)
|
||||
[core] Added function: GetDirectoryPath(), get directory for a given fileName (with path)
|
||||
[core] Added function: GetWorkingDirectory(), get current working directory
|
||||
[core] Added function: ChangeDirectory(), change working directory
|
||||
[core] Added function: TraceLog(), made public to API
|
||||
[core] Improved timming system to avoid busy wait loop on frame sync: Wait()
|
||||
[core] Added support for gamepad on HTML5 platform
|
||||
[core] Support mouse lock, useful for camera system
|
||||
[core] Review functions description comments
|
||||
[rlgl] Removed function: GetStandardShader(), removed internal standard shader
|
||||
[rlgl] Removed function: CreateLight(), removed internal lighting system
|
||||
[rlgl] Removed function: DestroyLight(), removed internal lighting system
|
||||
[rlgl] Removed function: InitVrDevice(), removed VR device render, using simulator
|
||||
[rlgl] Removed function: CloseVrDevice(), removed VR device render, using simulator
|
||||
[rlgl] Removed function: IsVrDeviceReady(), removed VR device render, using simulator
|
||||
[rlgl] Removed function: IsVrSimulator(), removed VR device render, using simulator
|
||||
[rlgl] Added function: InitVrSimulator(), init VR simulator for selected device
|
||||
[rlgl] Added function: CloseVrSimulator(), close VR simulator for current device
|
||||
[rlgl] Added function: IsVrSimulatorReady(), detect if VR device is ready
|
||||
[rlgl] Added function: BeginVrDrawing(), begin VR simulator stereo rendering
|
||||
[rlgl] Added function: EndVrDrawing(), end VR simulator stereo rendering
|
||||
[rlgl] Renamed function: ReadTextFile() to LoadText() and exposed to API
|
||||
[rlgl] Removed internal lighting system and standard shader, moved to example
|
||||
[rlgl] Removed Oculus Rift support, moved to oculus_rift example
|
||||
[rlgl] Removed VR device support and replaced by VR simulator
|
||||
[shapes] Added function: DrawLineEx(), draw line with QUADS, supports custom line thick
|
||||
[shapes] Added function: DrawLineBezier(), draw a line using cubic-bezier curves in-out
|
||||
[shapes] Added function: DrawRectanglePro(), draw a color-filled rectangle with pro parameters
|
||||
[textures] Removed function: LoadImageFromRES(), redesigning custom RRES fileformat
|
||||
[textures] Removed function: LoadTextureFromRES(), redesigning custom RRES fileformat
|
||||
[textures] Removed function: LoadTextureEx(), use instead Image -> LoadImagePro(), LoadImageEx()
|
||||
[textures] Added function: LoadImagePro()), load image from raw data with parameters
|
||||
[textures] Review TraceLog() message when image file not found
|
||||
[text] Renamed function: LoadSpriteFontTTF() to LoadSpriteFontEx(), for consistency
|
||||
[text] Removed rBMF fileformat support, replaced by .png
|
||||
[text] Refactor SpriteFont struct (better for rres custom fileformat)
|
||||
[text] Renamed some variables for consistency
|
||||
[models] Added function: LoadMesh(), load mesh from file
|
||||
[models] Added function: LoadMeshEx(), load mesh from vertex data
|
||||
[models] Added function: UnloadMesh(), unload mesh from memory (RAM and/or VRAM)
|
||||
[models] Added function: GetCollisionRayMesh(), get collision info between ray and mesh
|
||||
[models] Added function: GetCollisionRayTriangle(), get collision info between ray and triangle
|
||||
[models] Added function: GetCollisionRayGround(), get collision info between ray and ground plane
|
||||
[models] Renamed function: LoadModelEx() to LoadModelFromMesh()
|
||||
[models] Removed function: DrawLight(), removed internal lighting system
|
||||
[models] Renamed function: LoadModelEx() to LoadModelFromMesh() for consistency
|
||||
[models] Removed function: LoadStandardMaterial(), removed internal standard shader
|
||||
[models] Removed function: LoadModelFromRES(), redesigning custom RRES fileformat
|
||||
[models] Renamed multiple variables for consistency
|
||||
[audio] Added function: SetMasterVolume(), define listener volume
|
||||
[audio] Added function: ResumeSound(), resume a paused sound
|
||||
[audio] Added function: SetMusicLoopCount(), set number of repeats for a music
|
||||
[audio] Added function: LoadWaveEx(), load wave from raw audio data
|
||||
[audio] Added function: WaveCrop(), crop wave audio data
|
||||
[audio] Added function: WaveFormat(), format audio data
|
||||
[audio] Removed function: LoadSoundFromRES(), redesigning custom RRES fileformat
|
||||
[audio] Added support for 32bit audio samples
|
||||
[audio] Preliminary support for multichannel, limited to mono and stereo
|
||||
[audio] Make sure buffers are ready for update: UpdateMusicStream()
|
||||
[utils] Replaced function: GetExtension() by IsFileExtension() and made public to API
|
||||
[utils] Unified function: TraceLog() between Android and other platforms
|
||||
[utils] Removed internal function: GetNextPOT(), simplified implementation
|
||||
[raymath] Added function: QuaternionToEuler(), to work with Euler angles
|
||||
[raymath] Added function: QuaternionFromEuler(), to work with Euler angles
|
||||
[raymath] Added multiple Vector2 math functions
|
||||
[build] Integrate Android source building into Makefile
|
||||
[example] Added example: shapes_lines_bezier
|
||||
[example] Added example: text_input_box
|
||||
[github] Moved gh-pages branch to master/docs
|
||||
[github] Moved rlua.h and Lua examples to own repo: raylib-lua
|
||||
[games] Reviewed full games collection
|
||||
[games] New game added to collection: Koala Seasons
|
||||
[*] Reviewed and improved examples collection (new assets)
|
||||
[*] Reorganized library functions, structs, enums
|
||||
[*] Updated STB libraries to latest version
|
||||
|
||||
-----------------------------------------------
|
||||
Release: raylib 1.6.0 (20 November 2016)
|
||||
-----------------------------------------------
|
||||
NOTE:
|
||||
This new raylib version commemorates raylib 3rd anniversary and represents another complete review of the library.
|
||||
It includes some interesting new features and is a stepping stone towards raylib future.
|
||||
|
||||
HUGE changes:
|
||||
[rlua] Lua BINDING: Complete raylib Lua binding, ALL raylib functions ported to Lua plus the +60 code examples.
|
||||
[audio] COMPLETE REDESIGN: Improved music support and also raw audio data processing and playing, +20 new functions added.
|
||||
[physac] COMPLETE REWRITE: Improved performance, functionality and simplified usage, moved to own repository and added multiple examples!
|
||||
|
||||
other changes:
|
||||
|
||||
[core] Corrected issue on OSX with HighDPI display
|
||||
[core] Added flag to allow resizable window
|
||||
[core] Allow no default font loading
|
||||
[core] Corrected old issue with mouse buttons on web
|
||||
[core] Improved gamepad support, unified across platforms
|
||||
[core] Gamepad id functionality: GetGamepadName(), IsGamepadName()
|
||||
[core] Gamepad buttons/axis checking functionality:
|
||||
[core] Reviewed Android key inputs system, unified with desktop
|
||||
[rlgl] Redesigned lighting shader system
|
||||
[rlgl] Updated standard shader for better performance
|
||||
[rlgl] Support alpha on framebuffer: rlglLoadRenderTexture()
|
||||
[rlgl] Reviewed UpdateVrTracking() to update camera
|
||||
[rlgl] Added IsVrSimulator() to check for VR simulator
|
||||
[shapes] Corrected issue on DrawPolyEx()
|
||||
[textures] Simplified supported image formats support
|
||||
[textures] Improved text drawing within an image: ImageDrawText()
|
||||
[textures] Support image alpha mixing: ImageAlphaMask()
|
||||
[textures] Support textures filtering: SetTextureFilter()
|
||||
[textures] Support textures wrap modes: SetTextureWrap()
|
||||
[text] Improved TTF spritefont generation: LoadSpriteFontTTF()
|
||||
[text] Improved AngelCode fonts support (unordered chars)
|
||||
[text] Added TraceLog info on image spritefont loading
|
||||
[text] Improved text measurement: MeasureTextEx()
|
||||
[models] Improved OBJ loading flexibility
|
||||
[models] Reviewed functions: DrawLine3D(), DrawCircle3D()
|
||||
[models] Removed function: ResolveCollisionCubicmap()
|
||||
[camera] Redesigned camera system and ported to header-only
|
||||
[camera] Removed function: UpdateCameraPlayer()
|
||||
[gestures] Redesigned gestures module to header-only
|
||||
[audio] Simplified Music loading and playing system
|
||||
[audio] Added trace on audio device closing
|
||||
[audio] Reviewed Wave struct, improved flexibility
|
||||
[audio] Support sound data update: UpdateSound()
|
||||
[audio] Added support for FLAC audio loading/streaming
|
||||
[raygui] Removed raygui from raylib repo (moved to own repo)
|
||||
[build] Added OpenAL static library
|
||||
[build] Added Visual Studio 2015 projects
|
||||
[build] Support shared/dynamic raylib compilation
|
||||
[*] Updated LibOVR to SDK version 1.8
|
||||
[*] Updated games to latest raylib version
|
||||
[*] Improved examples and added new ones
|
||||
[*] Improved Android support
|
||||
|
||||
-----------------------------------------------
|
||||
Release: raylib 1.5.0 (18 July 2016)
|
||||
-----------------------------------------------
|
||||
NOTE:
|
||||
Probably this new version is the biggest boost of the library ever, lots of parts of the library have been redesigned,
|
||||
lots of bugs have been solved and some **AMAZING** new features have been added.
|
||||
|
||||
HUGE changes:
|
||||
[rlgl] OCULUS RIFT CV1: Added support for VR, not oly Oculus Rift CV1 but also stereo rendering simulator (multiplatform).
|
||||
[rlgl] MATERIALS SYSTEM: Added support for Materials (.mtl) and multiple material properties: diffuse, specular, normal.
|
||||
[rlgl] LIGHTING SYSTEM: Added support for up to 8 lights of 3 different types: Omni, Directional and Spot.
|
||||
[physac] REDESIGNED: Improved performance and simplified usage, physic objects now are managed internally in a second thread!
|
||||
[audio] CHIPTUNES: Added support for module audio music (.xm, .mod) loading and playing. Multiple mixing channels supported.
|
||||
|
||||
other changes:
|
||||
|
||||
[core] Review Android button inputs
|
||||
[core] Support Android internal data storage
|
||||
[core] Renamed WorldToScreen() to GetWorldToScreen()
|
||||
[core] Removed function SetCustomCursor()
|
||||
[core] Removed functions BeginDrawingEx(), BeginDrawingPro()
|
||||
[core] Replaced functions InitDisplay() + InitGraphics() with: InitGraphicsDevice()
|
||||
[core] Added support for field-of-view Y (fovy) on 3d Camera
|
||||
[core] Added 2D camera mode functions: Begin2dMode() - End2dMode()
|
||||
[core] Translate mouse inputs to Android touch/gestures internally
|
||||
[core] Translate mouse inputs as touch inputs in HTML5
|
||||
[core] Improved function GetKeyPressed() to support multiple keys (including function keys)
|
||||
[core] Improved gamepad support, specially for RaspberryPi (including multiple gamepads support)
|
||||
[rlgl] Support stereo rendering simulation (duplicate draw calls by viewport, optimized)
|
||||
[rlgl] Added distortion shader (embeded) to support custom VR simulator: shader_distortion.h
|
||||
[rlgl] Added support for OpenGL 2.1 on desktop
|
||||
[rlgl] Improved 2D vs 3D drawing system (lines, triangles, quads)
|
||||
[rlgl] Improved DXT-ETC1 support on HTML5
|
||||
[rlgl] Review function: rlglUnproject()
|
||||
[rlgl] Removed function: rlglInitGraphics(), integrated into rlglInit()
|
||||
[rlgl] Updated Mesh and Shader structs
|
||||
[rlgl] Simplified internal (default) dynamic buffers
|
||||
[rlgl] Added support for indexed and dynamic mesh data
|
||||
[rlgl] Set fixed vertex attribs location points
|
||||
[rlgl] Improved mesh data loading support
|
||||
[rlgl] Added standard shader (embeded) to support materials and lighting: shader_standard.h
|
||||
[rlgl] Added light functions: CreateLight(), DestroyLight()
|
||||
[rlgl] Added wire mode functions: rlDisableWireMode(), rlEnableWireMode()
|
||||
[rlgl] Review function consistency, added: rlglLoadMesh(), rlglUpdateMesh(), rlglDrawMesh(), rlglUnloadMesh()
|
||||
[rlgl] Replaced SetCustomShader() by: BeginShaderMode() - EndShaderMode()
|
||||
[rlgl] Replaced SetBlendMode() by: BeginBlendMode() - EndBlendMode()
|
||||
[rlgl] Added functions to customize internal matrices: SetMatrixProjection(), SetMatrixModelview()
|
||||
[rlgl] Unified internal shaders to only one default shader
|
||||
[rlgl] Added support for render to texture (RenderTexture2D):
|
||||
LoadRenderTexture() - UnloadRenderTexture()
|
||||
BeginTextureMode() - EndTextureMode()
|
||||
[rlgl] Removed SetShaderMap*() functions
|
||||
[rlgl] Redesigned default buffers usage functions:
|
||||
LoadDefaultBuffers() - UnloadDefaultBuffers()
|
||||
UpdateDefaultBuffers() - DrawDefaultBuffers()
|
||||
[shapes] Corrected bug on GetCollisionRec()
|
||||
[textures] Added support for Nearest-Neighbor image scaling
|
||||
[textures] Added functions to draw text on image: ImageDrawText(), ImageDrawTextEx()
|
||||
[text] Reorganized internal functions: Added LoadImageFont()
|
||||
[text] Security check for unsupported BMFonts
|
||||
[models] Split mesh creation from model loading on heightmap and cubicmap
|
||||
[models] Updated BoundingBox collision detections
|
||||
[models] Added color parameter to DrawBoundigBox()
|
||||
[models] Removed function: DrawQuad()
|
||||
[models] Removed function: SetModelTexture()
|
||||
[models] Redesigned DrawPlane() to use RL_TRIANGLES
|
||||
[models] Redesigned DrawRectangleV() to use RL_TRIANGLES
|
||||
[models] Redesign to accomodate new materials system: LoadMaterial()
|
||||
[models] Added material functions: LoadDefaultMaterial(), LoadStandardMaterial()
|
||||
[models] Added MTL material loading support: LoadMTL()
|
||||
[models] Added function: DrawLight()
|
||||
[audio] Renamed SoundIsPlaying() to IsSoundPlaying()
|
||||
[audio] Renamed MusicIsPlaying() to IsMusicPlaying()
|
||||
[audio] Support multiple Music streams (indexed)
|
||||
[audio] Support multiple mixing channels
|
||||
[gestures] Improved and reviewed gestures system
|
||||
[raymath] Added QuaternionInvert()
|
||||
[raymath] Removed function: PrintMatrix()
|
||||
[raygui] Ported to header-only library (https://github.com/raysan5/raygui)
|
||||
[shaders] Added depth drawing shader (requires a depth texture)
|
||||
[shaders] Reviewed included shaders and added comments
|
||||
[OpenAL Soft] Updated to latest version (1.17.2)
|
||||
[GLFW3] Updated to latest version (3.2)
|
||||
[stb] Updated to latest headers versions
|
||||
[GLAD] Converted to header only library and simplified to only used extensions
|
||||
[*] Reorganize library folders: external libs moved to src/external folder
|
||||
[*] Reorganize src folder for Android library
|
||||
[*] Review external dependencies usage
|
||||
[*] Improved Linux and OSX build systems
|
||||
[*] Lots of tweaks and bugs corrected all around
|
||||
|
||||
-----------------------------------------------
|
||||
Release: raylib 1.4.0 (22 February 2016)
|
||||
-----------------------------------------------
|
||||
NOTE:
|
||||
This version supposed another big improvement for raylib, inlcuding new modules and new features.
|
||||
This version supposed another big improvement for raylib, including new modules and new features.
|
||||
More than 30 new functions have been added to previous raylib version.
|
||||
Around 8 new examples and +10 new game samples have been added.
|
||||
|
||||
@@ -21,6 +352,7 @@ BIG changes:
|
||||
[physac] NEW MODULE: Basic 2D physics support, use colliders and rigidbodies; apply forces to physic objects.
|
||||
|
||||
other changes:
|
||||
|
||||
[rlgl] Removed GLEW library dependency, now using GLAD
|
||||
[rlgl] Implemented alternative to glGetTexImage() on OpenGL ES
|
||||
[rlgl] Using depth data on batch drawing
|
||||
@@ -59,7 +391,8 @@ BIG changes:
|
||||
[gestures] NEW MODULE: Gestures system for Android and HTML5 platforms
|
||||
[raygui] NEW MODULE: Set of IMGUI elements for tools development (experimental)
|
||||
|
||||
smaller changes:
|
||||
other changes:
|
||||
|
||||
[rlgl] Added check for OpenGL supported extensions
|
||||
[rlgl] Added function SetBlenMode() to select some predefined blending modes
|
||||
[core] Added support for drop&drag of external files into running program
|
||||
|
16
CMakeLists.txt
Normal file
@@ -0,0 +1,16 @@
|
||||
cmake_minimum_required(VERSION 3.0)
|
||||
|
||||
# Config options
|
||||
set(BUILD_EXAMPLES ON CACHE BOOL "Build the examples.")
|
||||
set(BUILD_GAMES ON CACHE BOOL "Build the example games.")
|
||||
|
||||
add_subdirectory(src release)
|
||||
|
||||
if (${BUILD_EXAMPLES})
|
||||
add_subdirectory(examples)
|
||||
endif()
|
||||
|
||||
if (${BUILD_GAMES})
|
||||
add_subdirectory(games)
|
||||
endif()
|
||||
|
35
CONTRIBUTORS.md
Normal file
@@ -0,0 +1,35 @@
|
||||
|
||||
I believe that time is the most valuable resource and the following people have invested part of their time
|
||||
contributing (in some way or another) to make raylib project better. Huge thanks!
|
||||
|
||||
- [Zopokx](https://github.com/Zopokx) for testing the web.
|
||||
- [Elendow](http://www.elendow.com) for testing and helping on web development.
|
||||
- Victor Dual for implementing and testing 3D shapes functions.
|
||||
- Marc Palau for implementing and testing 3D shapes functions and contribute on camera and gestures 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](https://github.com/anidealgift) for helping on raygui development and tools development (raygui_styler).
|
||||
- [Victor Fisac](https://github.com/victorfisac) for developing physics raylib module (physac) and implementing PBR materials and lighting systems... among multiple other improvements and multiple tools and games.
|
||||
- Albert Martos for helping on raygui and porting examples and game-templates to Android and HTML5.
|
||||
- Ian Eito for helping on raygui and porting examples and game-templates to Android and HTML5.
|
||||
- [procedural](https://github.com/procedural) for testing raylib on Linux, correcting some bugs and adding several mouse functions.
|
||||
- [Chris Hemingway](https://github.com/cHemingway) for improving raylib on OSX build system.
|
||||
- [Emanuele Petriglia](https://github.com/LelixSuper) for working on multiple GNU/Linux improvements and developing [TicTacToe](https://github.com/LelixSuper/TicTacToe) raylib game.
|
||||
- [Joshua Reisenauer](https://github.com/kd7tck) for adding audio modules support (XM, MOD) and reviewing audio system.
|
||||
- [Marcelo Paez](https://github.com/paezao) for his help on OSX to solve High DPI display issue. Thanks Marcelo!
|
||||
- [Ghassan Al-Mashareqa](https://github.com/ghassanpl) for his amazing contribution with raylib Lua module, I just work over his code to implement [rlua](https://github.com/raysan5/raylib/blob/master/src/rlua.h)
|
||||
- [Teodor Stoenescu](https://github.com/teodor-stoenescu) for his improvements on OBJ object loading.
|
||||
- [RDR8](https://github.com/RDR8) for helping with Linux build improvements
|
||||
- [Saggi Mizrahi](https://github.com/ficoos) for multiple fixes on Linux and audio system
|
||||
- [Daniel Lemos](https://github.com/xspager) for fixing issues on Linux games building
|
||||
- [Joel Davis](https://github.com/joeld42) for adding raycast picking utilities and a [great example](https://github.com/raysan5/raylib/blob/master/examples/models/models_mesh_picking.c)
|
||||
- [Richard Goodwin](https://github.com/AudioMorphology) for adding RPI touchscreen support
|
||||
- [Milan Nikolic](https://github.com/gen2brain) for adding Android build support with custom standalone toolchain
|
||||
- [Michael Vetter](https://github.com/jubalh) for improvements on build system and adding meson support for Linux
|
||||
- [Wilhem Barbier](https://github.com/nounoursheureux) for adding Image generation functions and some fixes
|
||||
- [Benjamin Summerton](https://github.com/define-private-public) for improving OSX building and his amazing work on CMake build sytem
|
||||
|
||||
Please, if I forget someone in this list, excuse me and write me an email to remind me to add you!
|
16
HELPME.md
@@ -7,23 +7,21 @@ please, [let me know][raysan5].
|
||||
The following help is highly appreciated:
|
||||
|
||||
- C programming - Can you write / review / test / improve the code?
|
||||
- Translators / Localizators - Can you translate raylib to another language?
|
||||
- Documentation / Tutorials / Example writters - Can you write some tutorial / example?
|
||||
- Web Development - Can you help with the web? Can you setup a forum?
|
||||
- Porting to Linux, OSX... - Can you compile and test raylib on another OS?
|
||||
- Web Development - Can you help with the web? SEO, style, code writting: https://github.com/raysan5/raylib.com
|
||||
- Porting to Linux, OSX, RaspberryPi, consoles... - Can you compile and test raylib on another systems?
|
||||
- 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
|
||||
with a small [donation](http://www.raylib.com/helpme.htm) (just some euros...). It will really motivate to continue improving this project (and pay some bills… or some coffee).
|
||||
with a small [donation](http://www.raylib.com/helpme.html) or contributing with [raylib patreon](https://www.patreon.com/raysan5). It will really motivate to continue improving this project...
|
||||
|
||||
raylib philosophy
|
||||
------------------
|
||||
|
||||
* 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
|
||||
has not a clear usefulness, better not to include it.
|
||||
* raylib is a tool to LEARN videogames programming, every single function in raylib should be a tutorial on itself.
|
||||
* 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.
|
||||
* raylib is open source and free; educators and institutions can use this tool to TEACH videogames programming completely by free.
|
||||
* raylib is, hopefully, collaborative; contribution of tutorials / code-examples / bugs-solving / code-comments are highly appreciated.
|
||||
* raylib is collaborative; contribution of tutorials / code-examples / bugs-solving / code-comments are highly appreciated.
|
||||
* raylib's license (and its external libs respective licenses) allow using it for commercial products.
|
||||
|
||||
contact
|
||||
@@ -36,4 +34,4 @@ contact
|
||||
* Twitch: [http://www.twitch.tv/raysan5](http://www.twitch.tv/raysan5)
|
||||
* Patreon: [https://www.patreon.com/raysan5](https://www.patreon.com/raysan5)
|
||||
|
||||
[raysan5]: mailto:raysan5@gmail.com "Ramon Santamaria - Ray San"
|
||||
[raysan5]: mailto:ray@raylib.com "Ramon Santamaria - Ray San"
|
||||
|
204
HISTORY.md
Normal file
@@ -0,0 +1,204 @@
|
||||
<img src="https://github.com/raysan5/raylib/blob/master/logo/logo256x256.png" width=256>
|
||||
|
||||
history
|
||||
-------
|
||||
|
||||
I've developed videogames for some years and 4 years ago I started teaching videogames development
|
||||
to young people with artistic profile, most of them had never written a single line of code.
|
||||
|
||||
I started with C language basis and, after searching for the most simple and easy-to-use library to teach
|
||||
videogames programming, I found WinBGI; it was great and it worked very well with students, in just a
|
||||
couple of weeks that people that had never written a single line of code were able to program (and understand)
|
||||
a simple PONG and some of them even a BREAKOUT!
|
||||
|
||||
But WinBGI was not the clearer and most organized lib. There were a lot of things I found useless and
|
||||
confusing and some function names were not clear enough for most of the students; not to mention points
|
||||
like no transparencies support or no hardware acceleration.
|
||||
|
||||
So, I decided to create my own lib, hardware accelerated, clear function names, quite organized, well structured,
|
||||
plain C coding and, the most important, primarily intended to LEARN videogames programming.
|
||||
|
||||
I've coded quite a lot in C# and XNA and I really love it (in fact, my students learn C# after C),
|
||||
so, I decided to use C# language notation and XNA naming conventions. That way, students can jump from
|
||||
raylib to XNA, MonoGame or similar libs extremely easily.
|
||||
|
||||
raylib started as a weekend project and after three months of hard work, raylib 1.0 was published on November 2013.
|
||||
|
||||
Enjoy it.
|
||||
|
||||
notes on raylib 1.1
|
||||
-------------------
|
||||
|
||||
On April 2014, after 6 month of first raylib release, raylib 1.1 has been released. This new version presents a
|
||||
complete internal redesign of the library to support OpenGL 1.1, OpenGL 3.3+ and OpenGL ES 2.0.
|
||||
|
||||
A new module named [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h) has been added to the library. This new module translates raylib-OpenGL-style
|
||||
immediate mode functions (i.e. rlVertex3f(), rlBegin(), ...) to different versions of OpenGL (1.1, 3.3+, ES2), selectable by one define.
|
||||
|
||||
[rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h) also comes with a second new module named [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.h), which includes
|
||||
a bunch of useful functions for 3d-math with vectors, matrices and quaternions.
|
||||
|
||||
Some other big changes of this new version have been the support for OGG files loading and stream playing, and the
|
||||
support of DDS texture files (compressed and uncompressed) along with mipmaps support.
|
||||
|
||||
Lots of code changes and lot of testing have concluded in this amazing new raylib 1.1.
|
||||
|
||||
notes on raylib 1.2
|
||||
-------------------
|
||||
|
||||
On September 2014, after 5 month of raylib 1.1 release, it comes raylib 1.2. Again, this version presents a
|
||||
complete internal redesign of [core](https://github.com/raysan5/raylib/blob/master/src/core.c) module to support two new platforms: [Android](http://www.android.com/) and [Raspberry Pi](http://www.raspberrypi.org/).
|
||||
|
||||
It's been some month of really hard work to accomodate raylib to those new platforms while keeping it easy for the user.
|
||||
On Android, raylib manages internally the activity cicle, as well as the inputs; on Raspberry Pi, a complete raw input
|
||||
system has been written from scratch.
|
||||
|
||||
A new display initialization system has been created to support multiple resolutions, adding black bars if required;
|
||||
user only defines desired screen size and it gets properly displayed.
|
||||
|
||||
Now raylib can easily deploy games to Android devices and Raspberry Pi (console mode).
|
||||
|
||||
Lots of code changes and lot of testing have concluded in this amazing new raylib 1.2.
|
||||
|
||||
In December 2014, new raylib 1.2.2 was published with support to compile directly for web (html5) using [emscripten](http://kripken.github.io/emscripten-site/) and [asm.js](http://asmjs.org/).
|
||||
|
||||
notes on raylib 1.3
|
||||
-------------------
|
||||
|
||||
On September 2015, after 1 year of raylib 1.2 release, arrives raylib 1.3. This version adds shaders functionality,
|
||||
improves tremendously textures module and also provides some new modules (camera system, gestures system, IMGUI).
|
||||
|
||||
Shaders support is the biggest addition to raylib 1.3, with support for easy shaders loading and use. Loaded shaders can be
|
||||
attached to 3d models or used as fullscreen postrocessing effects. A bunch of postprocessing shaders are also included
|
||||
in this release, check raylib/shaders folder.
|
||||
|
||||
Textures module has grown to support most of the internal texture formats available in OpenGL (RGB565, RGB888, RGBA5551, RGBA4444, etc.), including compressed texture formats (DXT, ETC1, ETC2, ASTC, PVRT); raylib 1.3 can load .dds, .pkm, .ktx, .astc and .pvr files.
|
||||
A brand new [camera](https://github.com/raysan5/raylib/blob/develop/src/camera.c) module offers to the user multiple preconfigured ready-to-use camera systems (free camera, 1st person, 3rd person).
|
||||
Camera modes are very easy to use, just check examples: [core_3d_camera_free.c](https://github.com/raysan5/raylib/blob/develop/examples/core_3d_camera_free.c) and [core_3d_camera_first_person.c](https://github.com/raysan5/raylib/blob/develop/examples/core_3d_camera_first_person.c).
|
||||
|
||||
New [gestures](https://github.com/raysan5/raylib/blob/develop/src/gestures.h) module simplifies gestures detection on Android and HTML5 programs.
|
||||
|
||||
[raygui](https://github.com/raysan5/raylib/blob/develop/src/raygui.h), the new IMGUI (Immediate Mode GUI) module offers a set of functions to create simple user interfaces,
|
||||
primary intended for tools development. It's still in experimental state but already fully functional.
|
||||
|
||||
Most of the examples have been completely rewritten and +10 new examples have been added to show the new raylib features.
|
||||
|
||||
Lots of code changes and lot of testing have concluded in this amazing new raylib 1.3.
|
||||
|
||||
notes on raylib 1.4
|
||||
-------------------
|
||||
|
||||
On February 2016, after 4 months of raylib 1.3 release, it comes raylib 1.4. For this new version,
|
||||
lots of parts of the library have been reviewed, lots of bugs have been solved and some interesting features have been added.
|
||||
|
||||
First big addition is a set of [Image manipulation functions](https://github.com/raysan5/raylib/blob/develop/src/raylib.h#L673) have been added to crop, resize, colorize, flip, dither and even draw image-to-image or text-to-image.
|
||||
Now a basic image processing can be done before converting the image to texture for usage.
|
||||
|
||||
SpriteFonts system has been improved, adding support for AngelCode fonts (.fnt) and TrueType Fonts (using [stb_truetype](https://github.com/nothings/stb/blob/master/stb_truetype.h) helper library).
|
||||
Now raylib can read standard .fnt font data and also generate at loading a SpriteFont from a TTF file.
|
||||
|
||||
New [physac](https://github.com/raysan5/raylib/blob/develop/src/physac.h) physics module for basic 2D physics support. Still in development but already functional.
|
||||
Module comes with some usage examples for basic jump and level interaction and also force-based physic movements.
|
||||
|
||||
[raymath](https://github.com/raysan5/raylib/blob/develop/src/raymath.h) module has been reviewed; some bugs have been solved and the module has been converted to a header-only file for easier portability, optionally, functions can also be used as inline.
|
||||
|
||||
[gestures](https://github.com/raysan5/raylib/blob/develop/src/gestures.c) module has redesigned and simplified, now it can process touch events from any source, including mouse.
|
||||
This way, gestures system can be used on any platform providing an unified way to work with inputs and allowing the user to create multiplatform games with only one source code.
|
||||
|
||||
Raspberry Pi input system has been redesigned to better read raw inputs using generic Linux event handlers (keyboard:`stdin`, mouse:`/dev/input/mouse0`, gamepad:`/dev/input/js0`).
|
||||
Gamepad support has also been added (experimental).
|
||||
|
||||
Other important improvements are the functional raycast system for 3D picking, including some ray collision-detection functions,
|
||||
and the addition of two simple functions for persistent data storage. Now raylib user can save and load game data in a file (only some platforms supported).
|
||||
A simple [easings](https://github.com/raysan5/raylib/blob/develop/src/easings.h) module has also been added for values animation.
|
||||
|
||||
Up to 8 new code examples have been added to show the new raylib features and +10 complete game samples have been provided to learn
|
||||
how to create some classic games like Arkanoid, Asteroids, Missile Commander, Snake or Tetris.
|
||||
|
||||
Lots of code changes and lots of hours of hard work have concluded in this amazing new raylib 1.4.
|
||||
|
||||
notes on raylib 1.5
|
||||
-------------------
|
||||
|
||||
On July 2016, after 5 months of raylib 1.4 release, arrives raylib 1.5. This new version is the biggest boost of the library until now, lots of parts of the library have been redesigned, lots of bugs have been solved and some **AMAZING** new features have been added.
|
||||
|
||||
VR support: raylib supports **Oculus Rift CV1**, one of the most anticipated VR devices in the market. Additionally, raylib supports simulated VR stereo rendering, independent of the VR device; it means, raylib can generate stereo renders with custom head-mounted-display device parameteres, that way, any VR device in the market can be **simulated in any platform** just configuring device parameters (and consequently, lens distortion). To enable VR is [extremely easy](https://github.com/raysan5/raylib/blob/develop/examples/core_oculus_rift.c).
|
||||
|
||||
New materials system: now raylib supports standard material properties for 3D models, including diffuse-ambient-specular colors and diffuse-normal-specular textures. Just assign values to standard material and everything is processed internally.
|
||||
|
||||
New lighting system: added support for up to 8 configurable lights and 3 light types: **point**, **directional** and **spot** lights. Just create a light, configure its parameters and raylib manages render internally for every 3d object using standard material.
|
||||
|
||||
Complete gamepad support on Raspberry Pi: Gamepad system has been completely redesigned. Now multiple gamepads can be easily configured and used; gamepad data is read and processed in raw mode in a second thread.
|
||||
|
||||
Redesigned physics module: [physac](https://github.com/raysan5/raylib/blob/develop/src/physac.h) module has been converted to header only and usage [has been simplified](https://github.com/raysan5/raylib/blob/develop/examples/physics_basic_rigidbody.c). Performance has also been singnificantly improved, now physic objects are managed internally in a second thread.
|
||||
|
||||
Audio chiptunese support and mixing channels: Added support for module audio music (.xm, .mod) loading and playing. Multiple mixing channels are now also supported. All this features thanks to the amazing work of @kd7tck.
|
||||
|
||||
Other additions include a [2D camera system](https://github.com/raysan5/raylib/blob/develop/examples/core_2d_camera.c), render textures for offline render (and most comprehensive [postprocessing](https://github.com/raysan5/raylib/blob/develop/examples/shaders_postprocessing.c)) or support for legacy OpenGL 2.1 on desktop platforms.
|
||||
|
||||
This new version is so massive that is difficult to list all the improvements, most of raylib modules have been reviewed and [rlgl](https://github.com/raysan5/raylib/blob/develop/src/rlgl.c) module has been completely redesigned to accomodate to new material-lighting systems and stereo rendering. You can check [CHANGELOG](https://github.com/raysan5/raylib/blob/develop/CHANGELOG) file for a more detailed list of changes.
|
||||
|
||||
Up to 8 new code examples have been added to show the new raylib features and also some samples to show the usage of [rlgl](https://github.com/raysan5/raylib/blob/develop/examples/rlgl_standalone.c) and [audio](https://github.com/raysan5/raylib/blob/develop/examples/audio_standalone.c) raylib modules as standalone libraries.
|
||||
|
||||
Lots of code changes (+400 commits) and lots of hours of hard work have concluded in this amazing new raylib 1.5.
|
||||
|
||||
notes on raylib 1.6
|
||||
-------------------
|
||||
|
||||
On November 2016, only 4 months after raylib 1.5, arrives raylib 1.6. This new version represents another big review of the library and includes some interesting additions. This version conmmemorates raylib 3rd anniversary (raylib 1.0 was published on November 2013) and it is a stepping stone for raylib future. raylib roadmap has been reviewed and redefined to focus on its primary objective: create a simple and easy-to-use library to learn videogames programming. Some of the new features:
|
||||
|
||||
Complete [raylib Lua binding](https://github.com/raysan5/raylib-lua). All raylib functions plus the +60 code examples have been ported to Lua, now Lua users can enjoy coding videogames in Lua while using all the internal power of raylib. This addition also open the doors to Lua scripting support for a future raylib-based engine, being able to move game logic (Init, Update, Draw, De-Init) to Lua scripts while keep using raylib functionality.
|
||||
|
||||
Completely redesigned [audio module](https://github.com/raysan5/raylib/blob/develop/src/audio.c). Based on the new direction taken in raylib 1.5, it has been further improved and more functionality added (+20 new functions) to allow raw audio processing and streaming. [FLAC file format support](https://github.com/raysan5/raylib/blob/develop/src/external/dr_flac.h) has also been added. In the same line, [OpenAL Soft](https://github.com/kcat/openal-soft) backend is now provided as a static library in Windows to allow static linking and get ride of OpenAL32.dll. Now raylib Windows games are completey self-contained, no external libraries required any more!
|
||||
|
||||
[Physac](https://github.com/victorfisac/Physac) module has been moved to its own repository and it has been improved A LOT, actually, library has been completely rewritten from scratch by [@victorfisac](https://github.com/victorfisac), multiple samples have been added together with countless new features to match current standard 2D physic libraries. Results are amazing!
|
||||
|
||||
Camera and gestures modules have been reviewed, highly simplified and ported to single-file header-only libraries for easier portability and usage flexibility. Consequently, camera system usage has been simplified in all examples.
|
||||
|
||||
Improved Gamepad support on Windows and Raspberry Pi with the addition of new functions for custom gamepad configurations but supporting by default PS3 and Xbox-based gamepads.
|
||||
|
||||
Improved textures and text functionality, adding new functions for texture filtering control and better TTF/AngelCode fonts loading and generation support.
|
||||
|
||||
Build system improvement. Added support for raylib dynamic library generation (raylib.dll) for users that prefer dynamic library linking. Also thinking on advance users, it has been added pre-configured [Visual Studio C++ 2015 solution](https://github.com/raysan5/raylib/tree/master/project/vs2015) with raylib project and C/C++ examples for users that prefer that professional IDE and compiler.
|
||||
|
||||
New examples, new functions, complete code-base review, multiple bugs corrected... this is raylib 1.6. Enjoy making games.
|
||||
|
||||
notes on raylib 1.7
|
||||
-------------------
|
||||
|
||||
On May 2017, around 6 month after raylib 1.6, comes another raylib instalment, raylib 1.7. This time library has been improved a lot in terms of consistency and cleanness. As stated in [this patreon article](https://www.patreon.com/posts/raylib-future-7501034), this new raylib version has focused efforts in becoming more simple and easy-to-use to learn videogames programming. Some highlights of this new version are:
|
||||
|
||||
More than 30 new functions added to the library, functions to control Window, utils to work with filenames and extensions, functions to draw lines with custom thick, mesh loading, functions for 3d ray collisions detailed detection, funtions for VR simulation and much more... Just check [CHANGELOG](CHANGELOG) for a detailed list of additions!
|
||||
|
||||
Support of [configuration flags](https://github.com/raysan5/raylib/issues/200) on every raylib module. Advance users can customize raylib just choosing desired features, defining some configuration flags on modules compilation. That way users can control library size and available functionality.
|
||||
|
||||
Improved [build system](https://github.com/raysan5/raylib/blob/master/src/Makefile) for all supported platforms (Windows, Linux, OSX, RPI, Android, HTML5) with a unique Makefile to compile sources. Added support for Android compilation with a custom standalone toolchain and also multiple build compliation flags.
|
||||
|
||||
New [examples](http://www.raylib.com/examples.html) and [sample games](http://www.raylib.com/games.html) added. All samples material has been reviewed, removing useless examples and adding more comprehensive ones; all material has been ported to latest raylib version and tested in multiple platforms. Examples folder structure has been improved and also build systems.
|
||||
|
||||
Improved library consistency and organization in general. Functions and parameters have been renamed, some parts of the library have been cleaned and simplyfied, some functions has been moved to examples (lighting, Oculus Rift CV1 support) towards a more generic library implementation. Lots of hours have been invested in this process...
|
||||
|
||||
Some other features: Gamepad support on HTML5, RPI touch screen support, 32bit audio support, frames timming improvements, public log system, rres file format support, automatic GIF recording...
|
||||
|
||||
And here it is another version of **raylib, a simple and easy-to-use library to learn videogames programming**. Enjoy it.
|
||||
|
||||
notes on raylib 1.8
|
||||
-------------------
|
||||
|
||||
October 2017, around 5 months after latest raylib version, another release is published: raylib 1.8. Again, several modules of the library have been reviewed and some new functionality added. Main changes of this new release are:
|
||||
|
||||
[Procedural image generation](https://github.com/raysan5/raylib/blob/develop/examples/textures/textures_image_generation.c) function, a set of new functions have been added to generate gradients, checked, noise and cellular images from scratch. Image generation could be useful for certain textures or learning pourpouses.
|
||||
|
||||
[Parametric mesh generation](https://github.com/raysan5/raylib/blob/develop/examples/models/models_mesh_generation.c) functions, create 3d meshes from scratch just defining a set of parameters, meshes like cube, sphere, cylinder, torus, knot and more can be very useful for prototyping or for lighting and texture testing.
|
||||
|
||||
PBR Materials support, a completely redesigned shaders and material system allows advance materials definition and usage, with fully customizable shaders. Some new functions have been added to generate the environment textures required for PBR shading and a a new complete [PBR material example](https://github.com/raysan5/raylib/blob/develop/examples/models/models_material_pbr.c) is also provided for reference.
|
||||
|
||||
Custom Android APK build pipeline with [simple Makefile](https://github.com/raysan5/raylib/blob/develop/templates/simple_game/Makefile). Actually, full code building mechanism based on plain Makefile has been completely reviewed and Android building has been added for sources and also for examples and templates building into final APK package. This way, raylib Android building has been greatly simplified and integrated seamlessly into standard build scripts.
|
||||
|
||||
[rlgl](https://github.com/raysan5/raylib/blob/develop/src/rlgl.c) module has been completely reviewed and most of the functions renamed for consistency. This way, standalone usage of rlgl is promoted, with a [complete example provided](https://github.com/raysan5/raylib/blob/develop/examples/others/rlgl_standalone.c). rlgl offers a pseudo-OpenGL 1.1 immediate-mode programming-style layer, with backends to multiple OpenGL versions.
|
||||
|
||||
[raymath](https://github.com/raysan5/raylib/blob/develop/src/rlgl.c) library has been also reviewed to align with other advance math libraries like [GLM](https://github.com/g-truc/glm). Matrix math has been improved and simplified, some new Quaternion functions have been added and Vector3 functions have been renamed all around the library for consistency with new Vector2 functionality.
|
||||
|
||||
Additionally, as always, examples and templates have been reviewed to work with new version (some new examples have been added), all external libraries have been updated to latest stable version and latest Notepad++ and MinGW have been configured to work with new raylib. For a full list of changes, just check [CHANGELOG](CHANGELOG).
|
||||
|
||||
New installer provided, web updated, examples re-builded, documentation reviewed... **new raylib 1.8 published**. Enjoy coding games.
|
348
LICENSE.md
@@ -7,7 +7,7 @@ source code
|
||||
raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
BSD-like license that allows static linking with closed source software:
|
||||
|
||||
Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
||||
Copyright (c) 2013-2016 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.
|
||||
@@ -27,7 +27,7 @@ applications, and to alter it and redistribute it freely, subject to the followi
|
||||
fonts
|
||||
------
|
||||
|
||||
All rBMF fonts provided with raylib are free to use (freeware) and have been designed by the following people:
|
||||
The following fonts [provided with raylib](https://github.com/raysan5/raylib/tree/develop/examples/text/resources/fonts) are free to use (freeware) and have been designed by the following people:
|
||||
|
||||
* Alpha Beta - Brian Kent (AEnigma)
|
||||
* Setback - Brian Kent (AEnigma)
|
||||
@@ -37,345 +37,13 @@ All rBMF fonts provided with raylib are free to use (freeware) and have been des
|
||||
* Mecha - Captain Falcon
|
||||
* PixelPlay - Aleksander Shevchuk
|
||||
* PixAntiqua - Gerhard Großmann
|
||||
|
||||
2d art
|
||||
------
|
||||
|
||||
[scarfy spritesheet](https://github.com/raysan5/raylib/blob/develop/examples/textures/resources/scarfy.png) and [fudesumi image](https://github.com/raysan5/raylib/blob/develop/examples/textures/resources/fudesumi.png) have been created by [Eiden Marsal](https://www.artstation.com/artist/marshall_z) and licensed as [Creative Commons Attribution-NonCommercial 3.0](https://creativecommons.org/licenses/by-nc/3.0/legalcode)
|
||||
|
||||
3d models
|
||||
---------
|
||||
|
||||
dwarf 3d model used in examples is created by David Moreno and licensed as Creative Commons Attribution-NonCommercial 3.0
|
||||
|
||||
Full license provided below:
|
||||
|
||||
Creative Commons Legal Code
|
||||
|
||||
Attribution-NonCommercial 3.0 Unported
|
||||
|
||||
CREATIVE COMMONS CORPORATION IS NOT A LAW FIRM AND DOES NOT PROVIDE
|
||||
LEGAL SERVICES. DISTRIBUTION OF THIS LICENSE DOES NOT CREATE AN
|
||||
ATTORNEY-CLIENT RELATIONSHIP. CREATIVE COMMONS PROVIDES THIS
|
||||
INFORMATION ON AN "AS-IS" BASIS. CREATIVE COMMONS MAKES NO WARRANTIES
|
||||
REGARDING THE INFORMATION PROVIDED, AND DISCLAIMS LIABILITY FOR
|
||||
DAMAGES RESULTING FROM ITS USE.
|
||||
|
||||
License
|
||||
|
||||
THE WORK (AS DEFINED BELOW) IS PROVIDED UNDER THE TERMS OF THIS CREATIVE
|
||||
COMMONS PUBLIC LICENSE ("CCPL" OR "LICENSE"). THE WORK IS PROTECTED BY
|
||||
COPYRIGHT AND/OR OTHER APPLICABLE LAW. ANY USE OF THE WORK OTHER THAN AS
|
||||
AUTHORIZED UNDER THIS LICENSE OR COPYRIGHT LAW IS PROHIBITED.
|
||||
|
||||
BY EXERCISING ANY RIGHTS TO THE WORK PROVIDED HERE, YOU ACCEPT AND AGREE
|
||||
TO BE BOUND BY THE TERMS OF THIS LICENSE. TO THE EXTENT THIS LICENSE MAY
|
||||
BE CONSIDERED TO BE A CONTRACT, THE LICENSOR GRANTS YOU THE RIGHTS
|
||||
CONTAINED HERE IN CONSIDERATION OF YOUR ACCEPTANCE OF SUCH TERMS AND
|
||||
CONDITIONS.
|
||||
|
||||
1. Definitions
|
||||
|
||||
a. "Adaptation" means a work based upon the Work, or upon the Work and
|
||||
other pre-existing works, such as a translation, adaptation,
|
||||
derivative work, arrangement of music or other alterations of a
|
||||
literary or artistic work, or phonogram or performance and includes
|
||||
cinematographic adaptations or any other form in which the Work may be
|
||||
recast, transformed, or adapted including in any form recognizably
|
||||
derived from the original, except that a work that constitutes a
|
||||
Collection will not be considered an Adaptation for the purpose of
|
||||
this License. For the avoidance of doubt, where the Work is a musical
|
||||
work, performance or phonogram, the synchronization of the Work in
|
||||
timed-relation with a moving image ("synching") will be considered an
|
||||
Adaptation for the purpose of this License.
|
||||
b. "Collection" means a collection of literary or artistic works, such as
|
||||
encyclopedias and anthologies, or performances, phonograms or
|
||||
broadcasts, or other works or subject matter other than works listed
|
||||
in Section 1(f) below, which, by reason of the selection and
|
||||
arrangement of their contents, constitute intellectual creations, in
|
||||
which the Work is included in its entirety in unmodified form along
|
||||
with one or more other contributions, each constituting separate and
|
||||
independent works in themselves, which together are assembled into a
|
||||
collective whole. A work that constitutes a Collection will not be
|
||||
considered an Adaptation (as defined above) for the purposes of this
|
||||
License.
|
||||
c. "Distribute" means to make available to the public the original and
|
||||
copies of the Work or Adaptation, as appropriate, through sale or
|
||||
other transfer of ownership.
|
||||
d. "Licensor" means the individual, individuals, entity or entities that
|
||||
offer(s) the Work under the terms of this License.
|
||||
e. "Original Author" means, in the case of a literary or artistic work,
|
||||
the individual, individuals, entity or entities who created the Work
|
||||
or if no individual or entity can be identified, the publisher; and in
|
||||
addition (i) in the case of a performance the actors, singers,
|
||||
musicians, dancers, and other persons who act, sing, deliver, declaim,
|
||||
play in, interpret or otherwise perform literary or artistic works or
|
||||
expressions of folklore; (ii) in the case of a phonogram the producer
|
||||
being the person or legal entity who first fixes the sounds of a
|
||||
performance or other sounds; and, (iii) in the case of broadcasts, the
|
||||
organization that transmits the broadcast.
|
||||
f. "Work" means the literary and/or artistic work offered under the terms
|
||||
of this License including without limitation any production in the
|
||||
literary, scientific and artistic domain, whatever may be the mode or
|
||||
form of its expression including digital form, such as a book,
|
||||
pamphlet and other writing; a lecture, address, sermon or other work
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Creative Commons Notice
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Creative Commons is not a party to this License, and makes no warranty
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|
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||||
Creative Commons may be contacted at https://creativecommons.org/.
|
||||
[dwarf 3d model and textures](https://github.com/raysan5/raylib/tree/develop/examples/models/resources/model) have been created by David Moreno and licensed as [Creative Commons Attribution-NonCommercial 3.0](https://creativecommons.org/licenses/by-nc/3.0/legalcode)
|
||||
|
200
README.md
@@ -1,178 +1,56 @@
|
||||
<img src="http://www.raylib.com/img/fb_raylib_logo.png" width=256>
|
||||
<img align="left" src="https://github.com/raysan5/raylib/blob/master/logo/logo256x256.png" width=256>
|
||||
|
||||
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 and by XNA framework.
|
||||
|
||||
raylib is highly inspired by Borland BGI graphics lib and by XNA framework.
|
||||
raylib could be useful for prototyping, tools development, graphic applications, embedded systems and education.
|
||||
|
||||
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)
|
||||
pure spartan-programmers way. Are you ready to learn? Jump to [code examples!](http://www.raylib.com/examples.html)
|
||||
|
||||
history
|
||||
-------
|
||||
|
||||
I've developed videogames for some years and 4 years ago I started teaching videogames development
|
||||
to young people with artistic profile, most of them had never written a single line of code.
|
||||
|
||||
I started with C language basis and, after searching for the most simple and easy-to-use library to teach
|
||||
videogames programming, I found WinBGI; it was great and it worked very well with students, in just a
|
||||
couple of weeks that people that had never written a single line of code were able to program (and understand)
|
||||
a simple PONG and some of them even a BREAKOUT!
|
||||
|
||||
But WinBGI was not the clearer and most organized lib. There were a lot of things I found useless and
|
||||
confusing and some function names were not clear enough for most of the students; not to mention points
|
||||
like no transparencies support or no hardware acceleration.
|
||||
|
||||
So, I decided to create my own lib, hardware accelerated, clear function names, quite organized, well structured,
|
||||
plain C coding and, the most important, primarily intended to LEARN videogames programming.
|
||||
|
||||
I've coded quite a lot in C# and XNA and I really love it (in fact, my students learn C# after C),
|
||||
so, I decided to use C# language notation and XNA naming conventions. That way, students can jump from
|
||||
raylib to XNA, MonoGame or similar libs extremely easily.
|
||||
|
||||
raylib started as a weekend project and after three months of hard work, raylib 1.0 was published on November 2013.
|
||||
|
||||
Enjoy it.
|
||||
|
||||
notes on raylib 1.1
|
||||
-------------------
|
||||
|
||||
On April 2014, after 6 month of first raylib release, raylib 1.1 has been released. This new version presents a
|
||||
complete internal redesign of the library to support OpenGL 1.1, OpenGL 3.3+ and OpenGL ES 2.0.
|
||||
|
||||
A new module named [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h) has been added to the library. This new module 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.
|
||||
|
||||
notes on raylib 1.4
|
||||
-------------------
|
||||
|
||||
On February 2016, after 4 months of raylib 1.3 release, it comes raylib 1.4. For this new version, lots of parts of the library have been reviewed, lots of bugs have been solved and some interesting features have been added.
|
||||
|
||||
First big addition is a set of [Image manipulation functions](https://github.com/raysan5/raylib/blob/develop/src/raylib.h#L673) have been added to crop, resize, colorize, flip, dither and even draw image-to-image or text-to-image. Now a basic image processing can be done before converting the image to texture for usage.
|
||||
|
||||
SpriteFonts system has been improved, adding support for AngelCode fonts (.fnt) and TrueType Fonts (using [stb_truetype](https://github.com/nothings/stb/blob/master/stb_truetype.h) helper library). Now raylib can read standard .fnt font data and also generate at loading a SpriteFont from a TTF file.
|
||||
|
||||
New [physac](https://github.com/raysan5/raylib/blob/develop/src/physac.h) physics module for basic 2D physics support. Still in development but already functional. Module comes with some usage examples for basic jump and level interaction and also force-based physic movements.
|
||||
|
||||
[raymath](https://github.com/raysan5/raylib/blob/develop/src/raymath.h) module has been reviewed; some bugs have been solved and the module has been converted to a header-only file for easier portability, optionally, functions can also be used as inline.
|
||||
|
||||
[gestures](https://github.com/raysan5/raylib/blob/develop/src/gestures.c) module has redesigned and simplified, now it can process touch events from any source, including mouse. This way, gestures system can be used on any platform providing an unified way to work with inputs and allowing the user to create multiplatform games with only one source code.
|
||||
|
||||
Raspberry Pi input system has been redesigned to better read raw inputs using generic Linux event handlers (keyboard:`stdin`, mouse:`/dev/input/mouse0`, gamepad:`/dev/input/js0`). Gamepad support has also been added (experimental).
|
||||
|
||||
Other important improvements are the functional raycast system for 3D picking, including some ray collision-detection functions, and the addition of two simple functions for persistent data storage. Now raylib user can save and load game data in a file (only some platforms supported). A simple [easings](https://github.com/raysan5/raylib/blob/develop/src/easings.h) module has also been added for values animation.
|
||||
|
||||
Up to 8 new code examples have been added to show the new raylib features and +10 complete game samples have been provided to learn how to create some classic games like Arkanoid, Asteroids, Missile Commander, Snake or Tetris.
|
||||
|
||||
Lots of code changes and lots of hours of hard work have concluded in this amazing new raylib 1.4.
|
||||
[](https://travis-ci.org/raysan5/raylib)
|
||||
|
||||
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 (usable as standalone module): [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.c)
|
||||
* Powerful fonts module with multiple SpriteFonts formats support (XNA bitmap fonts, AngelCode fonts, TTF)
|
||||
* Written in plain C code (C99) in PascalCase/camelCase notation
|
||||
* Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2)
|
||||
* Unique OpenGL abstraction layer (usable as standalone module): [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.c)
|
||||
* Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF)
|
||||
* Outstanding texture formats support, including compressed formats (DXT, ETC, PVRT, ASTC)
|
||||
* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
|
||||
* 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
|
||||
* Basic 3d support for Geometrics, Models, Billboards, Heightmaps and Cubicmaps
|
||||
* Flexible Materials system, supporting classic maps and PBR maps
|
||||
* Shaders support, including Model shaders and Postprocessing shaders
|
||||
* Powerful math module for Vector, Matrix and Quaternion operations: [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.h)
|
||||
* Audio loading and playing with streaming support (WAV, OGG, FLAC, XM, MOD)
|
||||
* Multiple platforms support: Windows, Linux, Mac, **Android**, **Raspberry Pi** and **HTML5**
|
||||
* VR stereo rendering support with configurable HMD device parameters
|
||||
* Minimal external dependencies (GLFW3, OpenGL, OpenAL)
|
||||
* Complete bindings to LUA ([raylib-lua](https://github.com/raysan5/raylib-lua)) and Go ([raylib-go](https://github.com/gen2brain/raylib-go))
|
||||
|
||||
raylib uses on its core module the outstanding [GLFW3](http://www.glfw.org/) library. The best option by far I found for
|
||||
multiplatform (Windows, Linux, Mac) window/context and input management (clean, focused, great license, well documented, modern, ...).
|
||||
raylib uses on its core module the outstanding [GLFW3](http://www.glfw.org/) library. The best option I found for
|
||||
multiplatform (Windows, Linux, Mac) window/context and input management (clean, focused, great license, well documented, modern, maintained, ...).
|
||||
|
||||
raylib uses on its [audio](https://github.com/raysan5/raylib/blob/master/src/audio.c) module, [OpenAL Soft](http://kcat.strangesoft.net/openal.html) audio library, in multiple flavours,
|
||||
to accomodate to Android, Raspberry Pi and HTML5.
|
||||
|
||||
On Android, raylib uses `native_app_glue module` (provided on Android NDK) and native Android libraries to manage window/context, inputs and activity cycle.
|
||||
*On Android, `native_app_glue module` (provided by Android NDK) and native Android libraries are used to manage window/context, inputs and activity life cycle.*
|
||||
|
||||
On Raspberry Pi, raylib uses Videocore API and EGL for window/context management and raw inputs reading.
|
||||
*On Raspberry Pi, Videocore API and EGL libraries are used for window/context management and raw inputs reading.*
|
||||
|
||||
raylib is licensed under a zlib/libpng license. View [LICENSE](https://github.com/raysan5/raylib/blob/master/LICENSE.md).
|
||||
building
|
||||
--------
|
||||
|
||||
tools requirements
|
||||
------------------
|
||||
For detailed building instructions, check [raylib Wiki](https://github.com/raysan5/raylib/wiki).
|
||||
|
||||
raylib has been developed using exclusively two tools:
|
||||
|
||||
* Notepad++ (text editor) - [http://notepad-plus-plus.org/](http://notepad-plus-plus.org/)
|
||||
* MinGW (GCC compiler) - [http://www.mingw.org/](http://www.mingw.org/)
|
||||
|
||||
Those are the tools I recommend to develop with raylib, in fact, those are the tools my students use.
|
||||
I believe those are the best tools to train spartan-programmers.
|
||||
|
||||
Someone could argue about debugging. raylib is a library intended for learning and I think C it's a clear enough language
|
||||
to allow writing small-mid size programs with a printf-based debugging. All raylib examples have also been written this way.
|
||||
|
||||
Since raylib v1.1, you can download a Windows Installer package for easy installation and configuration. Check [raylib Webpage](http://www.raylib.com/)
|
||||
|
||||
building source (generate libraylib.a)
|
||||
--------------------------------------
|
||||
|
||||
Check raylib wiki page: [Building source](https://github.com/raysan5/raylib/wiki/Building-source)
|
||||
|
||||
building examples
|
||||
-----------------
|
||||
|
||||
Check raylib wiki page: [Building examples](https://github.com/raysan5/raylib/wiki/Building-examples)
|
||||
Those are the tools recommended to develop with raylib, in fact, those are the tools my students use.
|
||||
|
||||
contact
|
||||
-------
|
||||
@@ -186,26 +64,12 @@ contact
|
||||
|
||||
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.html)
|
||||
|
||||
acknowledgements
|
||||
---------------
|
||||
license
|
||||
-------
|
||||
|
||||
The following people have contributed in some way to make raylib project a reality. Big thanks to them!
|
||||
raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, BSD-like license that allows static linking with closed source software. Check [LICENSE](LICENSE.md) for further details.
|
||||
|
||||
[raysan5]: mailto:ray@raylib.com "Ramon Santamaria - Ray San"
|
||||
|
||||
- [Zopokx](https://github.com/Zopokx) for testing the web.
|
||||
- [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.
|
||||
- Victor Fisac for developing physics raylib module (physac) and implementing light shaders and raycast system... and multiple tools and games.
|
||||
- Albert Martos for helping on raygui and porting examples and game-templates to Android and HTML5.
|
||||
- Ian Eito for helping on raygui and porting examples and game-templates to Android and HTML5.
|
||||
|
||||
|
||||
[raysan5]: mailto:raysan5@gmail.com "Ramon Santamaria - Ray San"
|
||||
|
68
ROADMAP.md
@@ -1,37 +1,53 @@
|
||||
roadmap
|
||||
-------
|
||||
|
||||
Current version of raylib is quite complete and functional but there is still a lot of things to add and improve.
|
||||
Here it is a wish list of features I would like to add and functions to improve.
|
||||
Current version of raylib is complete and functional but there is still a lot of room for improvement.
|
||||
Here it is a wish-list with features and ideas to improve the library.
|
||||
|
||||
Note that around the raylib source code there are multiple TODO points with pending revisions/bugs. Check [GitHub Issues](https://github.com/raysan5/raylib/issues) for further details!
|
||||
Note that [raylib source code](https://github.com/raysan5/raylib/tree/develop/src) has some *TODO* marks around code with pending things to review and improve. Check [GitHub Issues](https://github.com/raysan5/raylib/issues) for further details!
|
||||
|
||||
raylib 1.5
|
||||
**raylib 1.x**
|
||||
- [ ] Basic GPU stats sytem (memory, draws, time...)
|
||||
- [ ] Improved custom file-format (.rres) and packaging tool
|
||||
- [ ] Touch-based camera controls for Android
|
||||
- [ ] Quaternions-based camera system
|
||||
|
||||
**raylib 1.8**
|
||||
- [x] Improved Materials system with PBR support
|
||||
- [x] Procedural image generation functions (spot, gradient, noise...)
|
||||
- [x] Procedural mesh generation functions (cube, sphere...)
|
||||
- [x] Custom Android APK build pipeline (default Makefile)
|
||||
|
||||
Redesign Shaders/Textures system, use Materials
|
||||
Redesign physics module (physac)
|
||||
Basic GPU stats sytem (memory, draws, time...)
|
||||
Procedural image generation functions (spot, gradient, noise...)
|
||||
Procedural mesh generation functions (cube, cone, sphere...)
|
||||
Touch-based camera controls for Android
|
||||
Skybox and Fog support
|
||||
[IN PROGRESS] LUA scripting support (wrapper to lua lib)
|
||||
**raylib 1.7**
|
||||
- [x] Support configuration flags
|
||||
- [x] Improved build system for Android
|
||||
- [x] Gamepad support on HTML5
|
||||
|
||||
**raylib 1.6**
|
||||
- [x] Lua scripting support (raylib Lua wrapper)
|
||||
- [x] Redesigned audio module
|
||||
- [x] Support FLAC file format
|
||||
|
||||
raylib 1.4
|
||||
**raylib 1.5**
|
||||
- [x] Support Oculus Rift CV1 and VR stereo rendering (simulator)
|
||||
- [x] Redesign Shaders/Textures system -> New Materials system
|
||||
- [x] Support lighting: Omni, Directional and Spot lights
|
||||
- [x] Redesign physics module (physac)
|
||||
- [x] Chiptunes audio modules support
|
||||
|
||||
[DONE] TTF fonts support (using stb_truetype)
|
||||
[DONE] Raycast system for 3D picking (including collisions detection)
|
||||
[DONE] Floyd-Steinberg dithering on 16bit image format conversion
|
||||
[DONE] Basic image manipulation functions (crop, resize, draw...)
|
||||
[DONE] Storage load/save data functionality
|
||||
[DONE] Add Physics module (physac)
|
||||
[DONE] Remove GLEW dependency -> Replaced by GLAD
|
||||
[DONE] Redesign Raspberry PI inputs system
|
||||
[DONE] Redesign gestures module to be multiplatform
|
||||
[DONE] Module raymath as header-only and functions inline
|
||||
[DONE] Add Easings module (easings.h)
|
||||
**raylib 1.4**
|
||||
- [x] TTF fonts support (using stb_truetype)
|
||||
- [x] Raycast system for 3D picking (including collisions detection)
|
||||
- [x] Floyd-Steinberg dithering on 16bit image format conversion
|
||||
- [x] Basic image manipulation functions (crop, resize, draw...)
|
||||
- [x] Storage load/save data functionality
|
||||
- [x] Add Physics module (physac)
|
||||
- [x] Remove GLEW dependency -> Replaced by GLAD
|
||||
- [x] Redesign Raspberry PI inputs system
|
||||
- [x] Redesign gestures module to be multiplatform
|
||||
- [x] Module raymath as header-only and functions inline
|
||||
- [x] Add Easings module (easings.h)
|
||||
|
||||
Any feature missing? Do you have a request? [Let me know!][raysan5]
|
||||
|
||||
[raysan5]: mailto:raysan5@gmail.com "Ramon Santamaria - Ray San"
|
||||
[isssues]: https://github.com/raysan5/raylib/issues
|
||||
[raysan5]: mailto:ray@raylib.com "Ramon Santamaria - Ray San"
|
||||
|
Before Width: | Height: | Size: 371 KiB |
39
examples/CMakeLists.txt
Normal file
@@ -0,0 +1,39 @@
|
||||
# Setup the project and settings
|
||||
project(examples)
|
||||
|
||||
include("../utils.cmake")
|
||||
|
||||
# Make sure raylib has been built
|
||||
# TODO `build` directory should maybe be something else...
|
||||
# TODO place somewhere else?
|
||||
include_directories("../build/release")
|
||||
|
||||
# Get the sources together
|
||||
set(example_dirs audio core models others physac shaders text texutures)
|
||||
set(example_sources)
|
||||
set(example_resources)
|
||||
foreach(example_dir ${example_dirs})
|
||||
# Get the .c files
|
||||
file(GLOB sources ${example_dir}/*.c)
|
||||
list(APPEND example_sources ${sources})
|
||||
|
||||
# Any any resources
|
||||
file(GLOB resources ${example_dir}/resources/*)
|
||||
list(APPEND example_resources ${resources})
|
||||
endforeach()
|
||||
|
||||
# Do each example
|
||||
foreach(example_source ${example_sources})
|
||||
# Create the basename for the example
|
||||
get_filename_component(example_name ${example_source} NAME)
|
||||
string(REPLACE ".c" "" example_name ${example_name})
|
||||
|
||||
# Setup the example
|
||||
add_executable(${example_name} ${example_source})
|
||||
|
||||
# Link the libraries
|
||||
link_libraries_to_executable(${example_name})
|
||||
endforeach()
|
||||
|
||||
# Copy all of the resource files to the destination
|
||||
file(COPY ${example_resources} DESTINATION "resources/")
|
345
examples/Makefile
Normal file
@@ -0,0 +1,345 @@
|
||||
#**************************************************************************************************
|
||||
#
|
||||
# raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5
|
||||
#
|
||||
# Copyright (c) 2013-2017 Ramon Santamaria (@raysan5)
|
||||
#
|
||||
# This software is provided "as-is", without any express or implied warranty. In no event
|
||||
# will the authors be held liable for any damages arising from the use of this software.
|
||||
#
|
||||
# Permission is granted to anyone to use this software for any purpose, including commercial
|
||||
# applications, and to alter it and redistribute it freely, subject to the following restrictions:
|
||||
#
|
||||
# 1. The origin of this software must not be misrepresented; you must not claim that you
|
||||
# wrote the original software. If you use this software in a product, an acknowledgment
|
||||
# in the product documentation would be appreciated but is not required.
|
||||
#
|
||||
# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
|
||||
# as being the original software.
|
||||
#
|
||||
# 3. This notice may not be removed or altered from any source distribution.
|
||||
#
|
||||
#**************************************************************************************************
|
||||
|
||||
.PHONY: all clean
|
||||
|
||||
# Define required raylib variables
|
||||
# WARNING: To compile to HTML5, code must be redesigned to use emscripten.h and emscripten_set_main_loop()
|
||||
PLATFORM ?= PLATFORM_DESKTOP
|
||||
RAYLIB_PATH ?= ..
|
||||
PROJECT_NAME ?= raylib_example
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
RAYLIB_PATH ?= /home/pi/raylib
|
||||
endif
|
||||
|
||||
# Library type used for raylib and OpenAL Soft: STATIC (.a) or SHARED (.so/.dll)
|
||||
# NOTE: Libraries should be provided in the selected form
|
||||
RAYLIB_LIBTYPE ?= STATIC
|
||||
OPENAL_LIBTYPE ?= STATIC
|
||||
|
||||
# On PLATFORM_WEB force OpenAL Soft shared library
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
OPENAL_LIBTYPE = SHARED
|
||||
endif
|
||||
|
||||
# Determine PLATFORM_OS in case PLATFORM_DESKTOP selected
|
||||
ifeq ($(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 ($(UNAMEOS),Darwin)
|
||||
PLATFORM_OS=OSX
|
||||
LIBPATH=osx
|
||||
endif
|
||||
endif
|
||||
endif
|
||||
endif
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
# RPI cross-compiler
|
||||
RPI_CROSS_COMPILE ?= NO
|
||||
endif
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# Emscripten required variables
|
||||
EMSDK_PATH = C:/emsdk
|
||||
EMSCRIPTEN_VERSION = 1.37.21
|
||||
CLANG_VERSION=e1.37.21_64bit
|
||||
PYTHON_VERSION=2.7.5.3_64bit
|
||||
NODE_VERSION=4.1.1_64bit
|
||||
export PATH=$(EMSDK_PATH);$(EMSDK_PATH)\clang\$(CLANG_VERSION);$(EMSDK_PATH)\node\$(NODE_VERSION)\bin;$(EMSDK_PATH)\python\$(PYTHON_VERSION);$(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION);C:\raylib\MinGW\bin:$$(PATH)
|
||||
EMSCRIPTEN=$(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION)
|
||||
endif
|
||||
|
||||
# Define raylib release directory for compiled library
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/win32/mingw32
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/linux
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/osx
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/html5
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/rpi
|
||||
endif
|
||||
|
||||
# Define default C compiler: gcc
|
||||
CC = gcc
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
# OSX default compiler
|
||||
CC = clang
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
ifeq ($(RPI_CROSS_COMPILE),YES)
|
||||
# RPI cross-compiler
|
||||
CC = armv6j-hardfloat-linux-gnueabi-gcc
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# HTML5 emscripten compiler
|
||||
CC = emcc
|
||||
endif
|
||||
|
||||
# Define default make program: Mingw32-make
|
||||
MAKE = mingw32-make
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
MAKE = make
|
||||
endif
|
||||
endif
|
||||
|
||||
# Define compiler flags:
|
||||
# -O1 defines optimization level
|
||||
# -Og enable debugging
|
||||
# -s strip unnecessary data from build
|
||||
# -Wall turns on most, but not all, compiler warnings
|
||||
# -std=c99 defines C language mode (standard C from 1999 revision)
|
||||
# -std=gnu99 defines C language mode (GNU C from 1999 revision)
|
||||
# -fgnu89-inline declaring inline functions support (GCC optimized)
|
||||
# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
|
||||
# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
|
||||
CFLAGS += -O1 -s -Wall -std=c99 -D_DEFAULT_SOURCE -fgnu89-inline -Wno-missing-braces
|
||||
|
||||
# Additional flags for compiler (if desired)
|
||||
#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
# resources file contains windows exe icon
|
||||
# -Wl,--subsystem,windows hides the console window
|
||||
CFLAGS += $(RAYLIB_PATH)/src/resources -Wl,--subsystem,windows
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
CFLAGS += -no-pie -D_DEFAULT_SOURCE
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
CFLAGS += -std=gnu99
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# -O2 # if used, also set --memory-init-file 0
|
||||
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
|
||||
# -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
|
||||
# -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
|
||||
# -s USE_PTHREADS=1 # multithreading support
|
||||
CFLAGS += -s USE_GLFW=3 -s ASSERTIONS=1 --profiling -s TOTAL_MEMORY=16777216 --preload-file resources
|
||||
endif
|
||||
|
||||
# Define include paths for required headers
|
||||
# NOTE: Several external required libraries (stb and others)
|
||||
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/release/include -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
|
||||
|
||||
# Define additional directories containing required header files
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
# RPI requried libraries
|
||||
INCLUDE_PATHS += -I/opt/vc/include
|
||||
INCLUDE_PATHS += -I/opt/vc/include/interface/vmcs_host/linux
|
||||
INCLUDE_PATHS += -I/opt/vc/include/interface/vcos/pthreads
|
||||
endif
|
||||
|
||||
# Define library paths containing required libs
|
||||
LDFLAGS = -L. -L$(RAYLIB_RELEASE) -L$(RAYLIB_PATH)/src
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
LDFLAGS += -L/opt/vc/lib
|
||||
endif
|
||||
|
||||
# Define any libraries required on linking
|
||||
# if you want to link libraries (libname.so or libname.a), use the -lname
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
# Libraries for Windows desktop compiling
|
||||
# NOTE: GLFW3 and OpenAL Soft libraries should be installed
|
||||
LDLIBS = -lraylib -lglfw3 -lopengl32 -lgdi32
|
||||
|
||||
# Define required flags and libs for OpenAL Soft STATIC/SHARED usage
|
||||
# NOTE: ALLIBS flag only required for raylib Win32 SHARED library building
|
||||
ifeq ($(OPENAL_LIBTYPE),STATIC)
|
||||
LDLIBS += -lopenal32 -lwinmm
|
||||
CFLAGS += -DAL_LIBTYPE_STATIC -Wl,-allow-multiple-definition
|
||||
else
|
||||
LDLIBS += -lopenal32dll
|
||||
endif
|
||||
|
||||
# Required for physac examples
|
||||
LDLIBS += -static -lpthread
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
# Libraries for Debian GNU/Linux desktop compiling
|
||||
# NOTE: Required packages: libglfw3-dev libopenal-dev libegl1-mesa-dev
|
||||
LDLIBS = -lraylib -lglfw3 -lGL -lopenal -lm -lpthread -ldl
|
||||
|
||||
# On XWindow requires also below libraries
|
||||
LDLIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
# Libraries for OSX 10.9 desktop compiling
|
||||
# NOTE: Required packages: libglfw3-dev libopenal-dev libegl1-mesa-dev
|
||||
LDLIBS = -lraylib -lglfw -framework OpenGL -framework OpenAL -framework Cocoa
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
# Libraries for Raspberry Pi compiling
|
||||
# NOTE: Required packages: libopenal1
|
||||
LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# Libraries for web (HTML5) compiling
|
||||
LDLIBS = $(RAYLIB_RELEASE)/libraylib.bc
|
||||
endif
|
||||
|
||||
# Define output extension to generate a .html file using provided shell
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
EXT = .html
|
||||
WEB_SHELL = --shell-file $(RAYLIB_PATH)\templates\web_shell\shell.html
|
||||
endif
|
||||
|
||||
# Define all object files required
|
||||
EXAMPLES = \
|
||||
core/core_basic_window \
|
||||
core/core_input_keys \
|
||||
core/core_input_mouse \
|
||||
core/core_mouse_wheel \
|
||||
core/core_input_gamepad \
|
||||
core/core_random_values \
|
||||
core/core_color_select \
|
||||
core/core_drop_files \
|
||||
core/core_storage_values \
|
||||
core/core_gestures_detection \
|
||||
core/core_3d_mode \
|
||||
core/core_3d_picking \
|
||||
core/core_3d_camera_free \
|
||||
core/core_3d_camera_first_person \
|
||||
core/core_2d_camera \
|
||||
core/core_world_screen \
|
||||
core/core_vr_simulator \
|
||||
shapes/shapes_logo_raylib \
|
||||
shapes/shapes_basic_shapes \
|
||||
shapes/shapes_colors_palette \
|
||||
shapes/shapes_logo_raylib_anim \
|
||||
shapes/shapes_lines_bezier \
|
||||
textures/textures_logo_raylib \
|
||||
textures/textures_image_loading \
|
||||
textures/textures_rectangle \
|
||||
textures/textures_srcrec_dstrec \
|
||||
textures/textures_to_image \
|
||||
textures/textures_raw_data \
|
||||
textures/textures_particles_blending \
|
||||
textures/textures_image_processing \
|
||||
textures/textures_image_drawing \
|
||||
textures/textures_image_generation \
|
||||
text/text_sprite_fonts \
|
||||
text/text_bmfont_ttf \
|
||||
text/text_raylib_fonts \
|
||||
text/text_format_text \
|
||||
text/text_writing_anim \
|
||||
text/text_ttf_loading \
|
||||
text/text_bmfont_unordered \
|
||||
text/text_input_box \
|
||||
models/models_geometric_shapes \
|
||||
models/models_box_collisions \
|
||||
models/models_billboard \
|
||||
models/models_obj_loading \
|
||||
models/models_heightmap \
|
||||
models/models_cubicmap \
|
||||
models/models_mesh_picking \
|
||||
models/models_mesh_generation \
|
||||
models/models_yaw_pitch_roll \
|
||||
models/models_material_pbr \
|
||||
models/models_skybox \
|
||||
shaders/shaders_model_shader \
|
||||
shaders/shaders_shapes_textures \
|
||||
shaders/shaders_custom_uniform \
|
||||
shaders/shaders_postprocessing \
|
||||
audio/audio_sound_loading \
|
||||
audio/audio_music_stream \
|
||||
audio/audio_module_playing \
|
||||
audio/audio_raw_stream \
|
||||
physac/physics_demo \
|
||||
physac/physics_friction \
|
||||
physac/physics_movement \
|
||||
physac/physics_restitution \
|
||||
physac/physics_shatter \
|
||||
fix_dylib \
|
||||
|
||||
CURRENT_MAKEFILE = $(lastword $(MAKEFILE_LIST))
|
||||
|
||||
# Default target entry
|
||||
all: $(EXAMPLES)
|
||||
|
||||
# Generic compilation pattern
|
||||
# NOTE: Examples must be ready for Android compilation!
|
||||
%: %.c
|
||||
ifeq ($(PLATFORM),PLATFORM_ANDROID)
|
||||
$(MAKE) -f Makefile.Android PROJECT_NAME=$@ PROJECT_SOURCE_FILES=$<
|
||||
else
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
endif
|
||||
|
||||
# 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 ($(PLATFORM_OS),WINDOWS)
|
||||
del *.o *.exe /s
|
||||
endif
|
||||
ifeq ($(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
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
find . -type f -perm +ugo+x -delete
|
||||
rm -f *.o
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
find . -type f -executable -delete
|
||||
rm -f *.o
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
del *.o *.html *.js
|
||||
endif
|
||||
@echo Cleaning done
|
||||
|
141
examples/audio/audio_module_playing.c
Normal file
@@ -0,0 +1,141 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [audio] example - Module playing (streaming)
|
||||
*
|
||||
* NOTE: This example requires OpenAL Soft library installed
|
||||
*
|
||||
* This example has been created using raylib 1.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define MAX_CIRCLES 64
|
||||
|
||||
typedef struct {
|
||||
Vector2 position;
|
||||
float radius;
|
||||
float alpha;
|
||||
float speed;
|
||||
Color color;
|
||||
} CircleWave;
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT); // NOTE: Try to enable MSAA 4X
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [audio] example - module playing (streaming)");
|
||||
|
||||
InitAudioDevice(); // Initialize audio device
|
||||
|
||||
Color colors[14] = { ORANGE, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK,
|
||||
YELLOW, GREEN, SKYBLUE, PURPLE, BEIGE };
|
||||
|
||||
// Creates ome circles for visual effect
|
||||
CircleWave circles[MAX_CIRCLES];
|
||||
|
||||
for (int i = MAX_CIRCLES - 1; i >= 0; i--)
|
||||
{
|
||||
circles[i].alpha = 0.0f;
|
||||
circles[i].radius = GetRandomValue(10, 40);
|
||||
circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius);
|
||||
circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius);
|
||||
circles[i].speed = (float)GetRandomValue(1, 100)/20000.0f;
|
||||
circles[i].color = colors[GetRandomValue(0, 13)];
|
||||
}
|
||||
|
||||
Music xm = LoadMusicStream("resources/mini1111.xm");
|
||||
|
||||
PlayMusicStream(xm);
|
||||
|
||||
float timePlayed = 0.0f;
|
||||
bool pause = 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
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateMusicStream(xm); // Update music buffer with new stream data
|
||||
|
||||
// Restart music playing (stop and play)
|
||||
if (IsKeyPressed(KEY_SPACE))
|
||||
{
|
||||
StopMusicStream(xm);
|
||||
PlayMusicStream(xm);
|
||||
}
|
||||
|
||||
// Pause/Resume music playing
|
||||
if (IsKeyPressed(KEY_P))
|
||||
{
|
||||
pause = !pause;
|
||||
|
||||
if (pause) PauseMusicStream(xm);
|
||||
else ResumeMusicStream(xm);
|
||||
}
|
||||
|
||||
// Get timePlayed scaled to bar dimensions
|
||||
timePlayed = GetMusicTimePlayed(xm)/GetMusicTimeLength(xm)*(screenWidth - 40);
|
||||
|
||||
// Color circles animation
|
||||
for (int i = MAX_CIRCLES - 1; (i >= 0) && !pause; i--)
|
||||
{
|
||||
circles[i].alpha += circles[i].speed;
|
||||
circles[i].radius += circles[i].speed*10.0f;
|
||||
|
||||
if (circles[i].alpha > 1.0f) circles[i].speed *= -1;
|
||||
|
||||
if (circles[i].alpha <= 0.0f)
|
||||
{
|
||||
circles[i].alpha = 0.0f;
|
||||
circles[i].radius = GetRandomValue(10, 40);
|
||||
circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius);
|
||||
circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius);
|
||||
circles[i].color = colors[GetRandomValue(0, 13)];
|
||||
circles[i].speed = (float)GetRandomValue(1, 100)/20000.0f;
|
||||
}
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
for (int i = MAX_CIRCLES - 1; i >= 0; i--)
|
||||
{
|
||||
DrawCircleV(circles[i].position, circles[i].radius, Fade(circles[i].color, circles[i].alpha));
|
||||
}
|
||||
|
||||
// Draw time bar
|
||||
DrawRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY);
|
||||
DrawRectangle(20, screenHeight - 20 - 12, (int)timePlayed, 12, MAROON);
|
||||
DrawRectangleLines(20, screenHeight - 20 - 12, screenWidth - 40, 12, GRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadMusicStream(xm); // Unload music stream buffers from RAM
|
||||
|
||||
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
examples/audio/audio_module_playing.png
Normal file
After Width: | Height: | Size: 47 KiB |
@@ -24,11 +24,12 @@ int main()
|
||||
|
||||
InitAudioDevice(); // Initialize audio device
|
||||
|
||||
PlayMusicStream("resources/audio/guitar_noodling.ogg"); // Play music stream
|
||||
Music music = LoadMusicStream("resources/guitar_noodling.ogg");
|
||||
|
||||
PlayMusicStream(music);
|
||||
|
||||
int framesCounter = 0;
|
||||
float timePlayed = 0.0f;
|
||||
//float volume = 1.0;
|
||||
bool pause = false;
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
@@ -38,32 +39,26 @@ int main()
|
||||
{
|
||||
// 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(music); // Update music buffer with new stream data
|
||||
|
||||
UpdateMusicStream(); // Update music buffer with new stream data
|
||||
// Restart music playing (stop and play)
|
||||
if (IsKeyPressed(KEY_SPACE))
|
||||
{
|
||||
StopMusicStream(music);
|
||||
PlayMusicStream(music);
|
||||
}
|
||||
|
||||
// Pause/Resume music playing
|
||||
if (IsKeyPressed(KEY_P))
|
||||
{
|
||||
pause = !pause;
|
||||
|
||||
if (pause) PauseMusicStream(music);
|
||||
else ResumeMusicStream(music);
|
||||
}
|
||||
|
||||
// Get timePlayed scaled to bar dimensions (400 pixels)
|
||||
timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music)*400;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
@@ -72,10 +67,14 @@ int main()
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText("MUSIC SHOULD BE PLAYING!", 255, 200, 20, LIGHTGRAY);
|
||||
DrawText("MUSIC SHOULD BE PLAYING!", 255, 150, 20, LIGHTGRAY);
|
||||
|
||||
DrawRectangle(200, 250, 400, 12, LIGHTGRAY);
|
||||
DrawRectangle(200, 250, (int)timePlayed, 12, MAROON);
|
||||
DrawRectangle(200, 200, 400, 12, LIGHTGRAY);
|
||||
DrawRectangle(200, 200, (int)timePlayed, 12, MAROON);
|
||||
DrawRectangleLines(200, 200, 400, 12, GRAY);
|
||||
|
||||
DrawText("PRESS SPACE TO RESTART MUSIC", 215, 250, 20, LIGHTGRAY);
|
||||
DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 280, 20, LIGHTGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
@@ -83,9 +82,11 @@ int main()
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
|
||||
UnloadMusicStream(music); // Unload music stream buffers from RAM
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
Before Width: | Height: | Size: 15 KiB After Width: | Height: | Size: 15 KiB |
114
examples/audio/audio_raw_stream.c
Normal file
@@ -0,0 +1,114 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [audio] example - Raw audio streaming
|
||||
*
|
||||
* NOTE: This example requires OpenAL Soft library installed
|
||||
*
|
||||
* This example has been created using raylib 1.6 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include <stdlib.h> // Required for: malloc(), free()
|
||||
#include <math.h> // Required for: sinf()
|
||||
|
||||
#define MAX_SAMPLES 22050
|
||||
#define MAX_SAMPLES_PER_UPDATE 4096
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw audio streaming");
|
||||
|
||||
InitAudioDevice(); // Initialize audio device
|
||||
|
||||
// Init raw audio stream (sample rate: 22050, sample size: 16bit-short, channels: 1-mono)
|
||||
AudioStream stream = InitAudioStream(22050, 16, 1);
|
||||
|
||||
// Generate samples data from sine wave
|
||||
short *data = (short *)malloc(sizeof(short)*MAX_SAMPLES);
|
||||
|
||||
// TODO: Review data generation, it seems data is discontinued for loop,
|
||||
// for that reason, there is a clip everytime audio stream is looped...
|
||||
for (int i = 0; i < MAX_SAMPLES; i++)
|
||||
{
|
||||
data[i] = (short)(sinf(((2*PI*(float)i)/2)*DEG2RAD)*32000);
|
||||
}
|
||||
|
||||
PlayAudioStream(stream); // Start processing stream buffer (no data loaded currently)
|
||||
|
||||
int totalSamples = MAX_SAMPLES;
|
||||
int samplesLeft = totalSamples;
|
||||
|
||||
Vector2 position = { 0, 0 };
|
||||
|
||||
SetTargetFPS(30); // Set our game to run at 30 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Refill audio stream if required
|
||||
// NOTE: Every update we check if stream data has been already consumed and we update
|
||||
// buffer with new data from the generated samples, we upload data at a rate (MAX_SAMPLES_PER_UPDATE),
|
||||
// but notice that at some point we update < MAX_SAMPLES_PER_UPDATE data...
|
||||
if (IsAudioBufferProcessed(stream))
|
||||
{
|
||||
int numSamples = 0;
|
||||
if (samplesLeft >= MAX_SAMPLES_PER_UPDATE) numSamples = MAX_SAMPLES_PER_UPDATE;
|
||||
else numSamples = samplesLeft;
|
||||
|
||||
UpdateAudioStream(stream, data + (totalSamples - samplesLeft), numSamples);
|
||||
|
||||
samplesLeft -= numSamples;
|
||||
|
||||
// Reset samples feeding (loop audio)
|
||||
if (samplesLeft <= 0) samplesLeft = totalSamples;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText("SINE WAVE SHOULD BE PLAYING!", 240, 140, 20, LIGHTGRAY);
|
||||
|
||||
// NOTE: Draw a part of the sine wave (only screen width, proportional values)
|
||||
for (int i = 0; i < GetScreenWidth(); i++)
|
||||
{
|
||||
position.x = i;
|
||||
position.y = 250 + 50*data[i]/32000;
|
||||
|
||||
DrawPixelV(position, RED);
|
||||
}
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
free(data); // Unload sine wave data
|
||||
|
||||
CloseAudioStream(stream); // Close raw audio stream and delete buffers from RAM
|
||||
|
||||
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
examples/audio/audio_raw_stream.png
Normal file
After Width: | Height: | Size: 16 KiB |
@@ -24,8 +24,8 @@ int main()
|
||||
|
||||
InitAudioDevice(); // Initialize audio device
|
||||
|
||||
Sound fxWav = LoadSound("resources/audio/weird.wav"); // Load WAV audio file
|
||||
Sound fxOgg = LoadSound("resources/audio/tanatana.ogg"); // Load OGG audio file
|
||||
Sound fxWav = LoadSound("resources/sound.wav"); // Load WAV audio file
|
||||
Sound fxOgg = LoadSound("resources/tanatana.ogg"); // Load OGG audio file
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
@@ -36,7 +36,6 @@ int main()
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsKeyPressed(KEY_SPACE)) PlaySound(fxWav); // Play WAV sound
|
||||
|
||||
if (IsKeyPressed(KEY_ENTER)) PlaySound(fxOgg); // Play OGG sound
|
||||
//----------------------------------------------------------------------------------
|
||||
|
Before Width: | Height: | Size: 15 KiB After Width: | Height: | Size: 15 KiB |
BIN
examples/audio/resources/chiptun1.mod
Normal file
BIN
examples/audio/resources/mini1111.xm
Normal file
BIN
examples/audio/resources/sound.wav
Normal file
BIN
examples/audio/resources/tanatana.flac
Normal file
139
examples/core/core_2d_camera.c
Normal file
@@ -0,0 +1,139 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - 2d camera
|
||||
*
|
||||
* This example has been created using raylib 1.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define MAX_BUILDINGS 100
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
|
||||
|
||||
Rectangle player = { 400, 280, 40, 40 };
|
||||
Rectangle buildings[MAX_BUILDINGS];
|
||||
Color buildColors[MAX_BUILDINGS];
|
||||
|
||||
int spacing = 0;
|
||||
|
||||
for (int i = 0; i < MAX_BUILDINGS; i++)
|
||||
{
|
||||
buildings[i].width = GetRandomValue(50, 200);
|
||||
buildings[i].height = GetRandomValue(100, 800);
|
||||
buildings[i].y = screenHeight - 130 - buildings[i].height;
|
||||
buildings[i].x = -6000 + spacing;
|
||||
|
||||
spacing += buildings[i].width;
|
||||
|
||||
buildColors[i] = (Color){ GetRandomValue(200, 240), GetRandomValue(200, 240), GetRandomValue(200, 250), 255 };
|
||||
}
|
||||
|
||||
Camera2D camera;
|
||||
|
||||
camera.target = (Vector2){ player.x + 20, player.y + 20 };
|
||||
camera.offset = (Vector2){ 0, 0 };
|
||||
camera.rotation = 0.0f;
|
||||
camera.zoom = 1.0f;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsKeyDown(KEY_RIGHT))
|
||||
{
|
||||
player.x += 2; // Player movement
|
||||
camera.offset.x -= 2; // Camera displacement with player movement
|
||||
}
|
||||
else if (IsKeyDown(KEY_LEFT))
|
||||
{
|
||||
player.x -= 2; // Player movement
|
||||
camera.offset.x += 2; // Camera displacement with player movement
|
||||
}
|
||||
|
||||
// Camera target follows player
|
||||
camera.target = (Vector2){ player.x + 20, player.y + 20 };
|
||||
|
||||
// Camera rotation controls
|
||||
if (IsKeyDown(KEY_A)) camera.rotation--;
|
||||
else if (IsKeyDown(KEY_S)) camera.rotation++;
|
||||
|
||||
// Limit camera rotation to 80 degrees (-40 to 40)
|
||||
if (camera.rotation > 40) camera.rotation = 40;
|
||||
else if (camera.rotation < -40) camera.rotation = -40;
|
||||
|
||||
// Camera zoom controls
|
||||
camera.zoom += ((float)GetMouseWheelMove()*0.05f);
|
||||
|
||||
if (camera.zoom > 3.0f) camera.zoom = 3.0f;
|
||||
else if (camera.zoom < 0.1f) camera.zoom = 0.1f;
|
||||
|
||||
// Camera reset (zoom and rotation)
|
||||
if (IsKeyPressed(KEY_R))
|
||||
{
|
||||
camera.zoom = 1.0f;
|
||||
camera.rotation = 0.0f;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
Begin2dMode(camera);
|
||||
|
||||
DrawRectangle(-6000, 320, 13000, 8000, DARKGRAY);
|
||||
|
||||
for (int i = 0; i < MAX_BUILDINGS; i++) DrawRectangleRec(buildings[i], buildColors[i]);
|
||||
|
||||
DrawRectangleRec(player, RED);
|
||||
|
||||
DrawRectangle(camera.target.x, -500, 1, screenHeight*4, GREEN);
|
||||
DrawRectangle(-500, camera.target.y, screenWidth*4, 1, GREEN);
|
||||
|
||||
End2dMode();
|
||||
|
||||
DrawText("SCREEN AREA", 640, 10, 20, RED);
|
||||
|
||||
DrawRectangle(0, 0, screenWidth, 5, RED);
|
||||
DrawRectangle(0, 5, 5, screenHeight - 10, RED);
|
||||
DrawRectangle(screenWidth - 5, 5, 5, screenHeight - 10, RED);
|
||||
DrawRectangle(0, screenHeight - 5, screenWidth, 5, RED);
|
||||
|
||||
DrawRectangle( 10, 10, 250, 113, Fade(SKYBLUE, 0.5f));
|
||||
DrawRectangleLines( 10, 10, 250, 113, BLUE);
|
||||
|
||||
DrawText("Free 2d camera controls:", 20, 20, 10, BLACK);
|
||||
DrawText("- Right/Left to move Offset", 40, 40, 10, DARKGRAY);
|
||||
DrawText("- Mouse Wheel to Zoom in-out", 40, 60, 10, DARKGRAY);
|
||||
DrawText("- A / S to Rotate", 40, 80, 10, DARKGRAY);
|
||||
DrawText("- R to reset Zoom and Rotation", 40, 100, 10, DARKGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
examples/core/core_2d_camera.png
Normal file
After Width: | Height: | Size: 21 KiB |
@@ -23,7 +23,7 @@ int main()
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person");
|
||||
|
||||
// Define the camera to look into our 3d world (position, target, up vector)
|
||||
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
|
||||
Camera camera = {{ 4.0f, 2.0f, 4.0f }, { 0.0f, 1.8f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 60.0f };
|
||||
|
||||
// Generates some random columns
|
||||
float heights[MAX_COLUMNS];
|
||||
@@ -37,9 +37,7 @@ int main()
|
||||
colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
|
||||
}
|
||||
|
||||
Vector3 playerPosition = { 4.0f, 2.0f, 4.0f }; // Define player position
|
||||
|
||||
SetCameraMode(CAMERA_FIRST_PERSON); // Set a first person camera mode
|
||||
SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
@@ -49,7 +47,7 @@ int main()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCameraPlayer(&camera, &playerPosition); // Update camera and player position
|
||||
UpdateCamera(&camera); // Update camera
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
@@ -73,10 +71,13 @@ int main()
|
||||
}
|
||||
|
||||
End3dMode();
|
||||
|
||||
DrawRectangle( 10, 10, 220, 70, Fade(SKYBLUE, 0.5f));
|
||||
DrawRectangleLines( 10, 10, 220, 70, BLUE);
|
||||
|
||||
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);
|
||||
DrawText("First person camera default controls:", 20, 20, 10, BLACK);
|
||||
DrawText("- Move with keys: W, A, S, D", 40, 40, 10, DARKGRAY);
|
||||
DrawText("- Mouse move to look around", 40, 60, 10, DARKGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
BIN
examples/core/core_3d_camera_first_person.png
Normal file
After Width: | Height: | Size: 17 KiB |
@@ -22,15 +22,14 @@ int main()
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera;
|
||||
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
|
||||
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
|
||||
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
||||
|
||||
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
|
||||
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
@@ -40,7 +39,9 @@ int main()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera); // Update internal camera and our camera
|
||||
UpdateCamera(&camera); // Update camera
|
||||
|
||||
if (IsKeyDown('Z')) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
@@ -57,13 +58,16 @@ int main()
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
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);
|
||||
|
||||
DrawRectangle( 10, 10, 320, 133, Fade(SKYBLUE, 0.5f));
|
||||
DrawRectangleLines( 10, 10, 320, 133, BLUE);
|
||||
|
||||
DrawText("Free camera default controls:", 20, 20, 10, BLACK);
|
||||
DrawText("- Mouse Wheel to Zoom in-out", 40, 40, 10, DARKGRAY);
|
||||
DrawText("- Mouse Wheel Pressed to Pan", 40, 60, 10, DARKGRAY);
|
||||
DrawText("- Alt + Mouse Wheel Pressed to Rotate", 40, 80, 10, DARKGRAY);
|
||||
DrawText("- Alt + Ctrl + Mouse Wheel Pressed for Smooth Zoom", 40, 100, 10, DARKGRAY);
|
||||
DrawText("- Z to zoom to (0, 0, 0)", 40, 120, 10, DARKGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
BIN
examples/core/core_3d_camera_free.png
Normal file
After Width: | Height: | Size: 25 KiB |
@@ -25,6 +25,7 @@ int main()
|
||||
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
|
||||
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
||||
|
Before Width: | Height: | Size: 8.3 KiB After Width: | Height: | Size: 8.3 KiB |
@@ -22,9 +22,10 @@ int main()
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera;
|
||||
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
|
||||
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
|
||||
Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
|
||||
Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
|
||||
@@ -33,8 +34,7 @@ int main()
|
||||
|
||||
bool collision = false;
|
||||
|
||||
SetCameraMode(CAMERA_FREE); // Set a free camera mode
|
||||
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
|
||||
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
@@ -44,17 +44,16 @@ int main()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera); // Update internal camera and our camera
|
||||
UpdateCamera(&camera); // Update camera
|
||||
|
||||
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
|
||||
{
|
||||
// NOTE: This function is NOT WORKING properly!
|
||||
ray = GetMouseRay(GetMousePosition(), camera);
|
||||
|
||||
// Check collision between ray and box
|
||||
collision = CheckCollisionRayBox(ray,
|
||||
(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
|
||||
(Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 });
|
||||
(BoundingBox){(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
|
||||
(Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 }});
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
@@ -66,8 +65,18 @@ int main()
|
||||
|
||||
Begin3dMode(camera);
|
||||
|
||||
DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, GRAY);
|
||||
DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, DARKGRAY);
|
||||
if (collision)
|
||||
{
|
||||
DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, RED);
|
||||
DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, MAROON);
|
||||
|
||||
DrawCubeWires(cubePosition, cubeSize.x + 0.2f, cubeSize.y + 0.2f, cubeSize.z + 0.2f, GREEN);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, GRAY);
|
||||
DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, DARKGRAY);
|
||||
}
|
||||
|
||||
DrawRay(ray, MAROON);
|
||||
|
||||
@@ -75,7 +84,7 @@ int main()
|
||||
|
||||
End3dMode();
|
||||
|
||||
DrawText("Try selecting the box with mouse!", 240, 10, 20, GRAY);
|
||||
DrawText("Try selecting the box with mouse!", 240, 10, 20, DARKGRAY);
|
||||
|
||||
if(collision) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30)) / 2, screenHeight * 0.1f, 30, GREEN);
|
||||
|
BIN
examples/core/core_3d_picking.png
Normal file
After Width: | Height: | Size: 24 KiB |
@@ -15,7 +15,7 @@
|
||||
* 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) 2014 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
62
examples/core/core_basic_window.cpp
Normal file
@@ -0,0 +1,62 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* 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)
|
||||
* 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(int argc, char* argv[])
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// TODO: Update your variables here
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
Before Width: | Height: | Size: 10 KiB After Width: | Height: | Size: 10 KiB |
@@ -16,7 +16,7 @@ int main()
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 400;
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - color selection (collision detection)");
|
||||
|
||||
@@ -30,7 +30,7 @@ int main()
|
||||
for (int i = 0; i < 21; i++)
|
||||
{
|
||||
colorsRecs[i].x = 20 + 100*(i%7) + 10*(i%7);
|
||||
colorsRecs[i].y = 40 + 100*(i/7) + 10*(i/7);
|
||||
colorsRecs[i].y = 60 + 100*(i/7) + 10*(i/7);
|
||||
colorsRecs[i].width = 100;
|
||||
colorsRecs[i].height = 100;
|
||||
}
|
Before Width: | Height: | Size: 14 KiB After Width: | Height: | Size: 14 KiB |
@@ -23,7 +23,7 @@ int main()
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - drop files");
|
||||
|
||||
int count = 0;
|
||||
char **droppedFiles;
|
||||
char **droppedFiles = { 0 };
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
Before Width: | Height: | Size: 4.6 KiB After Width: | Height: | Size: 4.6 KiB |
@@ -34,7 +34,7 @@ int main()
|
||||
|
||||
//SetGesturesEnabled(0b0000000000001001); // Enable only some gestures to be detected
|
||||
|
||||
SetTargetFPS(30);
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
@@ -43,12 +43,11 @@ int main()
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
lastGesture = currentGesture;
|
||||
currentGesture = GetGestureDetected();
|
||||
touchPosition = GetTouchPosition(0);
|
||||
|
||||
if (CheckCollisionPointRec(touchPosition, touchArea) && IsGestureDetected())
|
||||
|
||||
if (CheckCollisionPointRec(touchPosition, touchArea) && (currentGesture != GESTURE_NONE))
|
||||
{
|
||||
currentGesture = GetGestureType();
|
||||
|
||||
if (currentGesture != lastGesture)
|
||||
{
|
||||
// Store gesture string
|
||||
@@ -62,6 +61,8 @@ int main()
|
||||
case GESTURE_SWIPE_LEFT: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE LEFT"); break;
|
||||
case GESTURE_SWIPE_UP: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE UP"); break;
|
||||
case GESTURE_SWIPE_DOWN: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE DOWN"); break;
|
||||
case GESTURE_PINCH_IN: strcpy(gestureStrings[gesturesCount], "GESTURE PINCH IN"); break;
|
||||
case GESTURE_PINCH_OUT: strcpy(gestureStrings[gesturesCount], "GESTURE PINCH OUT"); break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
@@ -76,7 +77,6 @@ int main()
|
||||
}
|
||||
}
|
||||
}
|
||||
else currentGesture = GESTURE_NONE;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
Before Width: | Height: | Size: 19 KiB After Width: | Height: | Size: 19 KiB |
194
examples/core/core_input_gamepad.c
Normal file
@@ -0,0 +1,194 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Gamepad input
|
||||
*
|
||||
* NOTE: This example requires a Gamepad connected to the system
|
||||
* raylib is configured to work with the following gamepads:
|
||||
* - Xbox 360 Controller (Xbox 360, Xbox One)
|
||||
* - PLAYSTATION(R)3 Controller
|
||||
* Check raylib.h for buttons configuration
|
||||
*
|
||||
* This example has been created using raylib 1.6 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
// NOTE: Gamepad name ID depends on drivers and OS
|
||||
#if defined(PLATFORM_RPI)
|
||||
#define XBOX360_NAME_ID "Microsoft X-Box 360 pad"
|
||||
#define PS3_NAME_ID "PLAYSTATION(R)3 Controller"
|
||||
#else
|
||||
#define XBOX360_NAME_ID "Xbox 360 Controller"
|
||||
#define PS3_NAME_ID "PLAYSTATION(R)3 Controller"
|
||||
#endif
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT); // Set MSAA 4X hint before windows creation
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad input");
|
||||
|
||||
Texture2D texPs3Pad = LoadTexture("resources/ps3.png");
|
||||
Texture2D texXboxPad = LoadTexture("resources/xbox.png");
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// ...
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
if (IsGamepadAvailable(GAMEPAD_PLAYER1))
|
||||
{
|
||||
DrawText(FormatText("GP1: %s", GetGamepadName(GAMEPAD_PLAYER1)), 10, 10, 10, BLACK);
|
||||
|
||||
if (IsGamepadName(GAMEPAD_PLAYER1, XBOX360_NAME_ID))
|
||||
{
|
||||
DrawTexture(texXboxPad, 0, 0, DARKGRAY);
|
||||
|
||||
// Draw buttons: xbox home
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_HOME)) DrawCircle(394, 89, 19, RED);
|
||||
|
||||
// Draw buttons: basic
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_START)) DrawCircle(436, 150, 9, RED);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_SELECT)) DrawCircle(352, 150, 9, RED);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_X)) DrawCircle(501, 151, 15, BLUE);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_A)) DrawCircle(536, 187, 15, LIME);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_B)) DrawCircle(572, 151, 15, MAROON);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_Y)) DrawCircle(536, 115, 15, GOLD);
|
||||
|
||||
// Draw buttons: d-pad
|
||||
DrawRectangle(317, 202, 19, 71, BLACK);
|
||||
DrawRectangle(293, 228, 69, 19, BLACK);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_UP)) DrawRectangle(317, 202, 19, 26, RED);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_DOWN)) DrawRectangle(317, 202 + 45, 19, 26, RED);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_LEFT)) DrawRectangle(292, 228, 25, 19, RED);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_RIGHT)) DrawRectangle(292 + 44, 228, 26, 19, RED);
|
||||
|
||||
// Draw buttons: left-right back
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_LB)) DrawCircle(259, 61, 20, RED);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_RB)) DrawCircle(536, 61, 20, RED);
|
||||
|
||||
// Draw axis: left joystick
|
||||
DrawCircle(259, 152, 39, BLACK);
|
||||
DrawCircle(259, 152, 34, LIGHTGRAY);
|
||||
DrawCircle(259 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_X)*20),
|
||||
152 - (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_Y)*20), 25, BLACK);
|
||||
|
||||
// Draw axis: right joystick
|
||||
DrawCircle(461, 237, 38, BLACK);
|
||||
DrawCircle(461, 237, 33, LIGHTGRAY);
|
||||
DrawCircle(461 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_RIGHT_X)*20),
|
||||
237 - (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_RIGHT_Y)*20), 25, BLACK);
|
||||
|
||||
// Draw axis: left-right triggers
|
||||
DrawRectangle(170, 30, 15, 70, GRAY);
|
||||
DrawRectangle(604, 30, 15, 70, GRAY);
|
||||
DrawRectangle(170, 30, 15, (((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LT))/2.0f)*70), RED);
|
||||
DrawRectangle(604, 30, 15, (((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_RT))/2.0f)*70), RED);
|
||||
|
||||
//DrawText(FormatText("Xbox axis LT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LT)), 10, 40, 10, BLACK);
|
||||
//DrawText(FormatText("Xbox axis RT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_RT)), 10, 60, 10, BLACK);
|
||||
}
|
||||
else if (IsGamepadName(GAMEPAD_PLAYER1, PS3_NAME_ID))
|
||||
{
|
||||
DrawTexture(texPs3Pad, 0, 0, DARKGRAY);
|
||||
|
||||
// Draw buttons: ps
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_PS)) DrawCircle(396, 222, 13, RED);
|
||||
|
||||
// Draw buttons: basic
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_SELECT)) DrawRectangle(328, 170, 32, 13, RED);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_START)) DrawTriangle((Vector2){ 436, 168 }, (Vector2){ 436, 185 }, (Vector2){ 464, 177 }, RED);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_TRIANGLE)) DrawCircle(557, 144, 13, LIME);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_CIRCLE)) DrawCircle(586, 173, 13, RED);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_CROSS)) DrawCircle(557, 203, 13, VIOLET);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_SQUARE)) DrawCircle(527, 173, 13, PINK);
|
||||
|
||||
// Draw buttons: d-pad
|
||||
DrawRectangle(225, 132, 24, 84, BLACK);
|
||||
DrawRectangle(195, 161, 84, 25, BLACK);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_UP)) DrawRectangle(225, 132, 24, 29, RED);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_DOWN)) DrawRectangle(225, 132 + 54, 24, 30, RED);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_LEFT)) DrawRectangle(195, 161, 30, 25, RED);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_RIGHT)) DrawRectangle(195 + 54, 161, 30, 25, RED);
|
||||
|
||||
// Draw buttons: left-right back buttons
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_L1)) DrawCircle(239, 82, 20, RED);
|
||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_R1)) DrawCircle(557, 82, 20, RED);
|
||||
|
||||
// Draw axis: left joystick
|
||||
DrawCircle(319, 255, 35, BLACK);
|
||||
DrawCircle(319, 255, 31, LIGHTGRAY);
|
||||
DrawCircle(319 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_LEFT_X)*20),
|
||||
255 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_LEFT_Y)*20), 25, BLACK);
|
||||
|
||||
// Draw axis: right joystick
|
||||
DrawCircle(475, 255, 35, BLACK);
|
||||
DrawCircle(475, 255, 31, LIGHTGRAY);
|
||||
DrawCircle(475 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_RIGHT_X)*20),
|
||||
255 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_RIGHT_Y)*20), 25, BLACK);
|
||||
|
||||
// Draw axis: left-right triggers
|
||||
DrawRectangle(169, 48, 15, 70, GRAY);
|
||||
DrawRectangle(611, 48, 15, 70, GRAY);
|
||||
DrawRectangle(169, 48, 15, (((1.0f - GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_L2))/2.0f)*70), RED);
|
||||
DrawRectangle(611, 48, 15, (((1.0f - GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_R2))/2.0f)*70), RED);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawText("- GENERIC GAMEPAD -", 280, 180, 20, GRAY);
|
||||
|
||||
// TODO: Draw generic gamepad
|
||||
}
|
||||
|
||||
DrawText(FormatText("DETECTED AXIS [%i]:", GetGamepadAxisCount(GAMEPAD_PLAYER1)), 10, 50, 10, MAROON);
|
||||
|
||||
for (int i = 0; i < GetGamepadAxisCount(GAMEPAD_PLAYER1); i++)
|
||||
{
|
||||
DrawText(FormatText("AXIS %i: %.02f", i, GetGamepadAxisMovement(GAMEPAD_PLAYER1, i)), 20, 70 + 20*i, 10, DARKGRAY);
|
||||
}
|
||||
|
||||
if (GetGamepadButtonPressed() != -1) DrawText(FormatText("DETECTED BUTTON: %i", GetGamepadButtonPressed()), 10, 430, 10, RED);
|
||||
else DrawText("DETECTED BUTTON: NONE", 10, 430, 10, GRAY);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawText("GP1: NOT DETECTED", 10, 10, 10, GRAY);
|
||||
|
||||
DrawTexture(texXboxPad, 0, 0, LIGHTGRAY);
|
||||
}
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadTexture(texPs3Pad);
|
||||
UnloadTexture(texXboxPad);
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
examples/core/core_input_gamepad.png
Normal file
After Width: | Height: | Size: 37 KiB |
Before Width: | Height: | Size: 10 KiB After Width: | Height: | Size: 10 KiB |
BIN
examples/core/core_input_mouse.png
Normal file
After Width: | Height: | Size: 15 KiB |
Before Width: | Height: | Size: 15 KiB After Width: | Height: | Size: 15 KiB |
Before Width: | Height: | Size: 15 KiB After Width: | Height: | Size: 15 KiB |
Before Width: | Height: | Size: 16 KiB After Width: | Height: | Size: 16 KiB |
85
examples/core/core_vr_simulator.c
Normal file
@@ -0,0 +1,85 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - VR Simulator (Oculus Rift CV1 parameters)
|
||||
*
|
||||
* This example has been created using raylib 1.7 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2017 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 1080;
|
||||
int screenHeight = 600;
|
||||
|
||||
// NOTE: screenWidth/screenHeight should match VR device aspect ratio
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - vr simulator");
|
||||
|
||||
// Init VR simulator (Oculus Rift CV1 parameters)
|
||||
InitVrSimulator(GetVrDeviceInfo(HMD_OCULUS_RIFT_CV1));
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera;
|
||||
camera.position = (Vector3){ 5.0f, 2.0f, 5.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 60.0f; // Camera field-of-view Y
|
||||
|
||||
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
||||
|
||||
SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set first person camera mode
|
||||
|
||||
SetTargetFPS(90); // Set our game to run at 90 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera); // Update camera (simulator mode)
|
||||
|
||||
if (IsKeyPressed(KEY_SPACE)) ToggleVrMode(); // Toggle VR mode
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginVrDrawing();
|
||||
|
||||
Begin3dMode(camera);
|
||||
|
||||
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
|
||||
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
|
||||
|
||||
DrawGrid(40, 1.0f);
|
||||
|
||||
End3dMode();
|
||||
|
||||
EndVrDrawing();
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseVrSimulator(); // Close VR simulator
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
examples/core/core_vr_simulator.png
Normal file
After Width: | Height: | Size: 173 KiB |
@@ -21,15 +21,13 @@ int main()
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
|
||||
Camera camera = {{ 10.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
|
||||
|
||||
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
||||
|
||||
Vector2 cubeScreenPosition;
|
||||
|
||||
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
|
||||
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
@@ -39,10 +37,10 @@ int main()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera); // Update internal camera and our camera
|
||||
UpdateCamera(&camera); // Update camera
|
||||
|
||||
// Calculate cube screen space position (with a little offset to be in top)
|
||||
cubeScreenPosition = WorldToScreen((Vector3){cubePosition.x, cubePosition.y + 2.5f, cubePosition.z}, camera);
|
||||
cubeScreenPosition = GetWorldToScreen((Vector3){cubePosition.x, cubePosition.y + 2.5f, cubePosition.z}, camera);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
@@ -62,7 +60,6 @@ int main()
|
||||
|
||||
DrawText("Enemy: 100 / 100", cubeScreenPosition.x - MeasureText("Enemy: 100 / 100", 20) / 2, cubeScreenPosition.y, 20, BLACK);
|
||||
DrawText("Text is always on top of the cube", (screenWidth - MeasureText("Text is always on top of the cube", 20)) / 2, 25, 20, GRAY);
|
||||
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
BIN
examples/core/core_world_screen.png
Normal file
After Width: | Height: | Size: 23 KiB |
BIN
examples/core/resources/ps3.png
Normal file
After Width: | Height: | Size: 19 KiB |
BIN
examples/core/resources/xbox.png
Normal file
After Width: | Height: | Size: 16 KiB |
Before Width: | Height: | Size: 18 KiB |
Before Width: | Height: | Size: 25 KiB |
Before Width: | Height: | Size: 24 KiB |
@@ -1,72 +0,0 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* 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)
|
||||
* 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 - gamepad input");
|
||||
|
||||
Vector2 ballPosition = { (float)screenWidth/2, (float)screenHeight/2 };
|
||||
Vector2 gamepadMovement = { 0.0f, 0.0f };
|
||||
|
||||
SetTargetFPS(60); // Set target frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsGamepadAvailable(GAMEPAD_PLAYER1))
|
||||
{
|
||||
gamepadMovement = GetGamepadMovement(GAMEPAD_PLAYER1);
|
||||
|
||||
ballPosition.x += gamepadMovement.x;
|
||||
ballPosition.y -= gamepadMovement.y;
|
||||
|
||||
if (IsGamepadButtonPressed(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_A))
|
||||
{
|
||||
ballPosition.x = (float)screenWidth/2;
|
||||
ballPosition.y = (float)screenHeight/2;
|
||||
}
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText("move the ball with gamepad", 10, 10, 20, DARKGRAY);
|
||||
|
||||
DrawCircleV(ballPosition, 50, MAROON);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
Before Width: | Height: | Size: 11 KiB |
Before Width: | Height: | Size: 10 KiB |
Before Width: | Height: | Size: 49 KiB |
@@ -1,444 +0,0 @@
|
||||
#**************************************************************************************************
|
||||
#
|
||||
# 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 - Not required any more, replaced by GLAD
|
||||
#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 - Not required any more, replaced by GLAD
|
||||
#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 ($(PLATFORM_OS),LINUX)
|
||||
# libraries for Debian GNU/Linux desktop compiling
|
||||
# requires the following packages:
|
||||
# libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
|
||||
LIBS = -lraylib -lglfw3 -lGLEW -lGL -lopenal -lm -pthread
|
||||
# on XWindow could require also below libraries, just uncomment
|
||||
#LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
|
||||
else
|
||||
ifeq ($(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 -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)
|
||||
# just adjust the correct path to libraylib.bc
|
||||
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_storage_values \
|
||||
core_gestures_detection \
|
||||
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 \
|
||||
textures_image_processing \
|
||||
textures_image_drawing \
|
||||
text_sprite_fonts \
|
||||
text_bmfont_ttf \
|
||||
text_rbmf_fonts \
|
||||
text_format_text \
|
||||
text_font_select \
|
||||
text_writing_anim \
|
||||
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 \
|
||||
|
||||
|
||||
# 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 - mouse wheel
|
||||
core_mouse_wheel: core_mouse_wheel.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), $(filter $(PLATFORM),PLATFORM_DESKTOP PLATFORM_RPI))
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||
else
|
||||
@echo core_input_gamepad: Example not supported on PLATFORM_ANDROID or PLATFORM_WEB
|
||||
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) $(WINFLAGS)
|
||||
|
||||
# compile [core] example - drop files
|
||||
core_drop_files: core_drop_files.c
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||
else
|
||||
@echo core_drop_files: Example not supported on PLATFORM_ANDROID or PLATFORM_WEB or PLATFORM_RPI
|
||||
endif
|
||||
|
||||
# compile [core] example - storage values
|
||||
core_storage_values: core_storage_values.c
|
||||
ifeq ($(PLATFORM), $(filter $(PLATFORM),PLATFORM_DESKTOP PLATFORM_RPI))
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||
else
|
||||
@echo core_storage_values: Example not supported on PLATFORM_ANDROID or PLATFORM_WEB
|
||||
endif
|
||||
|
||||
# compile [core] example - gestures detection
|
||||
core_gestures_detection: core_gestures_detection.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 [textures] example - texture image processing
|
||||
textures_image_processing: textures_image_processing.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||
|
||||
# compile [textures] example - texture image drawing
|
||||
textures_image_drawing: textures_image_drawing.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 - bmfonts and ttf loading
|
||||
text_bmfont_ttf: text_bmfont_ttf.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 [text] example - text writing animation
|
||||
text_writing_anim: text_writing_anim.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)
|
@@ -21,24 +21,22 @@ int main()
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = {{ 5.0f, 4.0f, 5.0f }, { 0.0f, 2.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
|
||||
Camera camera = {{ 5.0f, 4.0f, 5.0f }, { 0.0f, 2.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
|
||||
|
||||
Texture2D bill = LoadTexture("resources/billboard.png"); // Our texture billboard
|
||||
Vector3 billPosition = { 0.0f, 2.0f, 0.0f }; // Position where draw billboard
|
||||
|
||||
SetCameraMode(CAMERA_ORBITAL); // Set an orbital 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
|
||||
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
|
||||
|
||||
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
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera); // Update internal camera and our camera
|
||||
UpdateCamera(&camera); // Update camera
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
Before Width: | Height: | Size: 54 KiB After Width: | Height: | Size: 54 KiB |
@@ -21,7 +21,7 @@ int main()
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
|
||||
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
|
||||
|
||||
Vector3 playerPosition = { 0.0f, 1.0f, 2.0f };
|
||||
Vector3 playerSize = { 1.0f, 2.0f, 1.0f };
|
||||
@@ -53,27 +53,29 @@ int main()
|
||||
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;
|
||||
if (CheckCollisionBoxes(
|
||||
(BoundingBox){(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 }},
|
||||
(BoundingBox){(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 (CheckCollisionBoxSphere(
|
||||
(BoundingBox){(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;
|
Before Width: | Height: | Size: 22 KiB After Width: | Height: | Size: 22 KiB |
@@ -2,7 +2,7 @@
|
||||
*
|
||||
* raylib [models] example - Cubicmap loading and drawing
|
||||
*
|
||||
* This example has been created using raylib 1.3 (www.raylib.com)
|
||||
* This example has been created using raylib 1.8 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||
@@ -21,32 +21,33 @@ int main()
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = {{ 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
|
||||
Camera camera = {{ 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
|
||||
|
||||
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)
|
||||
|
||||
Mesh mesh = GenMeshCubicmap(image, (Vector3){ 1.0f, 1.0f, 1.0f });
|
||||
Model model = LoadModelFromMesh(mesh);
|
||||
|
||||
// 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
|
||||
model.material.maps[MAP_DIFFUSE].texture = texture; // Set map diffuse texture
|
||||
|
||||
Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // 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
|
||||
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
|
||||
|
||||
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
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera); // Update internal camera and our camera
|
||||
UpdateCamera(&camera); // Update camera
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
@@ -57,7 +58,7 @@ int main()
|
||||
|
||||
Begin3dMode(camera);
|
||||
|
||||
DrawModel(map, mapPosition, 1.0f, WHITE);
|
||||
DrawModel(model, mapPosition, 1.0f, WHITE);
|
||||
|
||||
End3dMode();
|
||||
|
||||
@@ -77,7 +78,7 @@ int main()
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadTexture(cubicmap); // Unload cubicmap texture
|
||||
UnloadTexture(texture); // Unload map texture
|
||||
UnloadModel(map); // Unload map model
|
||||
UnloadModel(model); // Unload map model
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
Before Width: | Height: | Size: 403 KiB After Width: | Height: | Size: 403 KiB |
@@ -21,7 +21,7 @@ int main()
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
|
||||
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
Before Width: | Height: | Size: 33 KiB After Width: | Height: | Size: 33 KiB |
@@ -2,7 +2,7 @@
|
||||
*
|
||||
* raylib [models] example - Heightmap loading and drawing
|
||||
*
|
||||
* This example has been created using raylib 1.3 (www.raylib.com)
|
||||
* This example has been created using raylib 1.8 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||
@@ -21,28 +21,30 @@ int main()
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing");
|
||||
|
||||
// Define our custom camera to look into our 3d world
|
||||
Camera camera = {{ 18.0f, 16.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
|
||||
Camera camera = {{ 18.0f, 16.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
|
||||
|
||||
Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
|
||||
Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
|
||||
Model map = LoadHeightmap(image, (Vector3){ 16, 8, 16 }); // Load heightmap model with defined size
|
||||
SetModelTexture(&map, texture); // Bind texture to model
|
||||
Vector3 mapPosition = { -8.0f, 0.0f, -8.0f }; // Set model position (depends on model scaling!)
|
||||
|
||||
UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM
|
||||
Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
|
||||
Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
|
||||
|
||||
SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
|
||||
SetCameraPosition(camera.position); // Set internal camera position to match our custom camera position
|
||||
Mesh mesh = GenMeshHeightmap(image, (Vector3){ 16, 8, 16 }); // Generate heightmap mesh (RAM and VRAM)
|
||||
Model model = LoadModelFromMesh(mesh); // Load model from generated mesh
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
model.material.maps[MAP_DIFFUSE].texture = texture; // Set map diffuse texture
|
||||
Vector3 mapPosition = { -8.0f, 0.0f, -8.0f }; // Define model position
|
||||
|
||||
UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM
|
||||
|
||||
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera); // Update internal camera and our camera
|
||||
UpdateCamera(&camera); // Update camera
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
@@ -53,8 +55,7 @@ int main()
|
||||
|
||||
Begin3dMode(camera);
|
||||
|
||||
// NOTE: Model is scaled to 1/4 of its original size (128x128 units)
|
||||
DrawModel(map, mapPosition, 1.0f, RED);
|
||||
DrawModel(model, mapPosition, 1.0f, RED);
|
||||
|
||||
DrawGrid(20, 1.0f);
|
||||
|
||||
@@ -72,7 +73,7 @@ int main()
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadTexture(texture); // Unload texture
|
||||
UnloadModel(map); // Unload model
|
||||
UnloadModel(model); // Unload model
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
Before Width: | Height: | Size: 95 KiB After Width: | Height: | Size: 95 KiB |
195
examples/models/models_material_pbr.c
Normal file
@@ -0,0 +1,195 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - PBR material
|
||||
*
|
||||
* This example has been created using raylib 1.8 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2017 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
#include "raymath.h"
|
||||
|
||||
#define RLIGHTS_IMPLEMENTATION
|
||||
#include "rlights.h"
|
||||
|
||||
#define CUBEMAP_SIZE 512 // Cubemap texture size
|
||||
#define IRRADIANCE_SIZE 32 // Irradiance texture size
|
||||
#define PREFILTERED_SIZE 256 // Prefiltered HDR environment texture size
|
||||
#define BRDF_SIZE 512 // BRDF LUT texture size
|
||||
|
||||
// PBR material loading
|
||||
static Material LoadMaterialPBR(Color albedo, float metalness, float roughness);
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - pbr material");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = {{ 4.0f, 4.0f, 4.0f }, { 0.0f, 0.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
|
||||
|
||||
// Load model and PBR material
|
||||
Model model = LoadModel("resources/pbr/trooper.obj");
|
||||
model.material = LoadMaterialPBR((Color){ 255, 255, 255, 255 }, 1.0f, 1.0f);
|
||||
|
||||
// Define lights attributes
|
||||
// NOTE: Shader is passed to every light on creation to define shader bindings internally
|
||||
Light lights[MAX_LIGHTS] = {
|
||||
CreateLight(LIGHT_POINT, (Vector3){ LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 0, 255 }, model.material.shader),
|
||||
CreateLight(LIGHT_POINT, (Vector3){ 0.0f, LIGHT_HEIGHT, LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 255, 0, 255 }, model.material.shader),
|
||||
CreateLight(LIGHT_POINT, (Vector3){ -LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 0, 255, 255 }, model.material.shader),
|
||||
CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 0.0f, LIGHT_HEIGHT*2.0f, -LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 255, 255 }, model.material.shader)
|
||||
};
|
||||
|
||||
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera); // Update camera
|
||||
|
||||
// Send to material PBR shader camera view position
|
||||
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
|
||||
SetShaderValue(model.material.shader, model.material.shader.locs[LOC_VECTOR_VIEW], cameraPos, 3);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
Begin3dMode(camera);
|
||||
|
||||
DrawModel(model, Vector3Zero(), 1.0f, WHITE);
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
End3dMode();
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadModel(model); // Unload skybox model
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Load PBR material (Supports: ALBEDO, NORMAL, METALNESS, ROUGHNESS, AO, EMMISIVE, HEIGHT maps)
|
||||
// NOTE: PBR shader is loaded inside this function
|
||||
static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
|
||||
{
|
||||
Material mat = { 0 }; // NOTE: All maps textures are set to { 0 }
|
||||
|
||||
#define PATH_PBR_VS "resources/shaders/pbr.vs" // Path to physically based rendering vertex shader
|
||||
#define PATH_PBR_FS "resources/shaders/pbr.fs" // Path to physically based rendering fragment shader
|
||||
|
||||
mat.shader = LoadShader(PATH_PBR_VS, PATH_PBR_FS);
|
||||
|
||||
// Get required locations points for PBR material
|
||||
// NOTE: Those location names must be available and used in the shader code
|
||||
mat.shader.locs[LOC_MAP_ALBEDO] = GetShaderLocation(mat.shader, "albedo.sampler");
|
||||
mat.shader.locs[LOC_MAP_METALNESS] = GetShaderLocation(mat.shader, "metalness.sampler");
|
||||
mat.shader.locs[LOC_MAP_NORMAL] = GetShaderLocation(mat.shader, "normals.sampler");
|
||||
mat.shader.locs[LOC_MAP_ROUGHNESS] = GetShaderLocation(mat.shader, "roughness.sampler");
|
||||
mat.shader.locs[LOC_MAP_OCCUSION] = GetShaderLocation(mat.shader, "occlusion.sampler");
|
||||
//mat.shader.locs[LOC_MAP_EMISSION] = GetShaderLocation(mat.shader, "emission.sampler");
|
||||
//mat.shader.locs[LOC_MAP_HEIGHT] = GetShaderLocation(mat.shader, "height.sampler");
|
||||
mat.shader.locs[LOC_MAP_IRRADIANCE] = GetShaderLocation(mat.shader, "irradianceMap");
|
||||
mat.shader.locs[LOC_MAP_PREFILTER] = GetShaderLocation(mat.shader, "prefilterMap");
|
||||
mat.shader.locs[LOC_MAP_BRDF] = GetShaderLocation(mat.shader, "brdfLUT");
|
||||
|
||||
// Set view matrix location
|
||||
mat.shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(mat.shader, "mMatrix");
|
||||
mat.shader.locs[LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view");
|
||||
mat.shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos");
|
||||
|
||||
// Set PBR standard maps
|
||||
mat.maps[MAP_ALBEDO].texture = LoadTexture("resources/pbr/trooper_albedo.png");
|
||||
mat.maps[MAP_NORMAL].texture = LoadTexture("resources/pbr/trooper_normals.png");
|
||||
mat.maps[MAP_METALNESS].texture = LoadTexture("resources/pbr/trooper_metalness.png");
|
||||
mat.maps[MAP_ROUGHNESS].texture = LoadTexture("resources/pbr/trooper_roughness.png");
|
||||
mat.maps[MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png");
|
||||
|
||||
// Set environment maps
|
||||
#define PATH_CUBEMAP_VS "resources/shaders/cubemap.vs" // Path to equirectangular to cubemap vertex shader
|
||||
#define PATH_CUBEMAP_FS "resources/shaders/cubemap.fs" // Path to equirectangular to cubemap fragment shader
|
||||
#define PATH_SKYBOX_VS "resources/shaders/skybox.vs" // Path to skybox vertex shader
|
||||
#define PATH_IRRADIANCE_FS "resources/shaders/irradiance.fs" // Path to irradiance (GI) calculation fragment shader
|
||||
#define PATH_PREFILTER_FS "resources/shaders/prefilter.fs" // Path to reflection prefilter calculation fragment shader
|
||||
#define PATH_BRDF_VS "resources/shaders/brdf.vs" // Path to bidirectional reflectance distribution function vertex shader
|
||||
#define PATH_BRDF_FS "resources/shaders/brdf.fs" // Path to bidirectional reflectance distribution function fragment shader
|
||||
|
||||
Shader shdrCubemap = LoadShader(PATH_CUBEMAP_VS, PATH_CUBEMAP_FS);
|
||||
Shader shdrIrradiance = LoadShader(PATH_SKYBOX_VS, PATH_IRRADIANCE_FS);
|
||||
Shader shdrPrefilter = LoadShader(PATH_SKYBOX_VS, PATH_PREFILTER_FS);
|
||||
Shader shdrBRDF = LoadShader(PATH_BRDF_VS, PATH_BRDF_FS);
|
||||
|
||||
// Setup required shader locations
|
||||
SetShaderValuei(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, 1);
|
||||
SetShaderValuei(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, 1);
|
||||
SetShaderValuei(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, 1);
|
||||
|
||||
Texture2D texHDR = LoadTexture("resources/pinetree.hdr");
|
||||
Texture2D cubemap = GenTextureCubemap(shdrCubemap, texHDR, CUBEMAP_SIZE);
|
||||
mat.maps[MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE);
|
||||
mat.maps[MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE);
|
||||
mat.maps[MAP_BRDF].texture = GenTextureBRDF(shdrBRDF, cubemap, BRDF_SIZE);
|
||||
UnloadTexture(cubemap);
|
||||
UnloadTexture(texHDR);
|
||||
|
||||
// Unload already used shaders (to create specific textures)
|
||||
UnloadShader(shdrCubemap);
|
||||
UnloadShader(shdrIrradiance);
|
||||
UnloadShader(shdrPrefilter);
|
||||
UnloadShader(shdrBRDF);
|
||||
|
||||
// Set textures filtering for better quality
|
||||
SetTextureFilter(mat.maps[MAP_ALBEDO].texture, FILTER_BILINEAR);
|
||||
SetTextureFilter(mat.maps[MAP_NORMAL].texture, FILTER_BILINEAR);
|
||||
SetTextureFilter(mat.maps[MAP_METALNESS].texture, FILTER_BILINEAR);
|
||||
SetTextureFilter(mat.maps[MAP_ROUGHNESS].texture, FILTER_BILINEAR);
|
||||
SetTextureFilter(mat.maps[MAP_OCCLUSION].texture, FILTER_BILINEAR);
|
||||
|
||||
// Enable sample usage in shader for assigned textures
|
||||
SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, 1);
|
||||
SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, 1);
|
||||
SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, 1);
|
||||
SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, 1);
|
||||
SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, 1);
|
||||
|
||||
int renderModeLoc = GetShaderLocation(mat.shader, "renderMode");
|
||||
SetShaderValuei(mat.shader, renderModeLoc, (int[1]){ 0 }, 1);
|
||||
|
||||
// Set up material properties color
|
||||
mat.maps[MAP_ALBEDO].color = albedo;
|
||||
mat.maps[MAP_NORMAL].color = (Color){ 128, 128, 255, 255 };
|
||||
mat.maps[MAP_METALNESS].value = metalness;
|
||||
mat.maps[MAP_ROUGHNESS].value = roughness;
|
||||
mat.maps[MAP_OCCLUSION].value = 1.0f;
|
||||
mat.maps[MAP_EMISSION].value = 0.5f;
|
||||
mat.maps[MAP_HEIGHT].value = 0.5f;
|
||||
|
||||
return mat;
|
||||
}
|
BIN
examples/models/models_material_pbr.png
Normal file
After Width: | Height: | Size: 317 KiB |
113
examples/models/models_mesh_generation.c
Normal file
@@ -0,0 +1,113 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib example - procedural mesh generation
|
||||
*
|
||||
* This example has been created using raylib 1.8 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2017 Ramon Santamaria (Ray San)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define NUM_MODELS 7 // We generate 7 parametric 3d shapes
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh generation");
|
||||
|
||||
// We generate a checked image for texturing
|
||||
Image checked = GenImageChecked(2, 2, 1, 1, RED, GREEN);
|
||||
Texture2D texture = LoadTextureFromImage(checked);
|
||||
UnloadImage(checked);
|
||||
|
||||
Model models[NUM_MODELS];
|
||||
|
||||
models[0] = LoadModelFromMesh(GenMeshPlane(2, 2, 5, 5));
|
||||
models[1] = LoadModelFromMesh(GenMeshCube(2.0f, 1.0f, 2.0f));
|
||||
models[2] = LoadModelFromMesh(GenMeshSphere(2, 32, 32));
|
||||
models[3] = LoadModelFromMesh(GenMeshHemiSphere(2, 16, 16));
|
||||
models[4] = LoadModelFromMesh(GenMeshCylinder(1, 2, 16));
|
||||
models[5] = LoadModelFromMesh(GenMeshTorus(0.25f, 4.0f, 16, 32));
|
||||
models[6] = LoadModelFromMesh(GenMeshKnot(1.0f, 2.0f, 16, 128));
|
||||
|
||||
// Set checked texture as default diffuse component for all models material
|
||||
for (int i = 0; i < NUM_MODELS; i++) models[i].material.maps[MAP_DIFFUSE].texture = texture;
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = {{ 5.0f, 5.0f, 5.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
|
||||
|
||||
// Model drawing position
|
||||
Vector3 position = { 0.0f, 0.0f, 0.0f };
|
||||
|
||||
int currentModel = 0;
|
||||
|
||||
SetCameraMode(camera, CAMERA_ORBITAL); // Set a orbital camera mode
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera); // Update internal camera and our camera
|
||||
|
||||
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
|
||||
{
|
||||
currentModel = (currentModel + 1)%NUM_MODELS; // Cycle between the textures
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
Begin3dMode(camera);
|
||||
|
||||
DrawModel(models[currentModel], position, 1.0f, WHITE);
|
||||
|
||||
DrawGrid(10, 1.0);
|
||||
|
||||
End3dMode();
|
||||
|
||||
DrawRectangle(30, 400, 310, 30, Fade(SKYBLUE, 0.5f));
|
||||
DrawRectangleLines(30, 400, 310, 30, Fade(DARKBLUE, 0.5f));
|
||||
DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL MODELS", 40, 410, 10, BLUE);
|
||||
|
||||
switch(currentModel)
|
||||
{
|
||||
case 0: DrawText("PLANE", 680, 10, 20, DARKBLUE); break;
|
||||
case 1: DrawText("CUBE", 680, 10, 20, DARKBLUE); break;
|
||||
case 2: DrawText("SPHERE", 680, 10, 20, DARKBLUE); break;
|
||||
case 3: DrawText("HEMISPHERE", 640, 10, 20, DARKBLUE); break;
|
||||
case 4: DrawText("CYLINDER", 680, 10, 20, DARKBLUE); break;
|
||||
case 5: DrawText("TORUS", 680, 10, 20, DARKBLUE); break;
|
||||
case 6: DrawText("KNOT", 680, 10, 20, DARKBLUE); break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Unload models data (GPU VRAM)
|
||||
for (int i = 0; i < NUM_MODELS; i++) UnloadModel(models[i]);
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
examples/models/models_mesh_generation.png
Normal file
After Width: | Height: | Size: 27 KiB |
195
examples/models/models_mesh_picking.c
Normal file
@@ -0,0 +1,195 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - Mesh picking in 3d mode, ground plane, triangle, mesh
|
||||
*
|
||||
* This example has been created using raylib 1.7 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||
* Example contributed by Joel Davis (@joeld42)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
#include "raymath.h"
|
||||
|
||||
#define FLT_MAX 3.40282347E+38F // Maximum value of a float, defined in <float.h>
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh picking");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera;
|
||||
camera.position = (Vector3){ 10.0f, 8.0f, 10.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 2.3f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.6f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
|
||||
Ray ray; // Picking ray
|
||||
|
||||
Model tower = LoadModel("resources/tower.obj"); // Load OBJ model
|
||||
Texture2D texture = LoadTexture("resources/tower.png"); // Load model texture
|
||||
tower.material.maps[MAP_DIFFUSE].texture = texture; // Set model diffuse texture
|
||||
|
||||
Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||
BoundingBox towerBBox = CalculateBoundingBox(tower.mesh);
|
||||
bool hitMeshBBox = false;
|
||||
bool hitTriangle = false;
|
||||
|
||||
// Test triangle
|
||||
Vector3 ta = (Vector3){ -25.0, 0.5, 0.0 };
|
||||
Vector3 tb = (Vector3){ -4.0, 2.5, 1.0 };
|
||||
Vector3 tc = (Vector3){ -8.0, 6.5, 0.0 };
|
||||
|
||||
Vector3 bary = { 0.0f, 0.0f, 0.0f };
|
||||
|
||||
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera); // Update camera
|
||||
|
||||
// Display information about closest hit
|
||||
RayHitInfo nearestHit;
|
||||
char *hitObjectName = "None";
|
||||
nearestHit.distance = FLT_MAX;
|
||||
nearestHit.hit = false;
|
||||
Color cursorColor = WHITE;
|
||||
|
||||
// Get ray and test against ground, triangle, and mesh
|
||||
ray = GetMouseRay(GetMousePosition(), camera);
|
||||
|
||||
// Check ray collision aginst ground plane
|
||||
RayHitInfo groundHitInfo = GetCollisionRayGround(ray, 0.0f);
|
||||
|
||||
if ((groundHitInfo.hit) && (groundHitInfo.distance < nearestHit.distance))
|
||||
{
|
||||
nearestHit = groundHitInfo;
|
||||
cursorColor = GREEN;
|
||||
hitObjectName = "Ground";
|
||||
}
|
||||
|
||||
// Check ray collision against test triangle
|
||||
RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, ta, tb, tc);
|
||||
|
||||
if ((triHitInfo.hit) && (triHitInfo.distance < nearestHit.distance))
|
||||
{
|
||||
nearestHit = triHitInfo;
|
||||
cursorColor = PURPLE;
|
||||
hitObjectName = "Triangle";
|
||||
|
||||
bary = Vector3Barycenter(nearestHit.position, ta, tb, tc);
|
||||
hitTriangle = true;
|
||||
}
|
||||
else hitTriangle = false;
|
||||
|
||||
RayHitInfo meshHitInfo;
|
||||
|
||||
// Check ray collision against bounding box first, before trying the full ray-mesh test
|
||||
if (CheckCollisionRayBox(ray, towerBBox))
|
||||
{
|
||||
hitMeshBBox = true;
|
||||
|
||||
// Check ray collision against mesh
|
||||
meshHitInfo = GetCollisionRayMesh(ray, &tower.mesh);
|
||||
|
||||
if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance))
|
||||
{
|
||||
nearestHit = meshHitInfo;
|
||||
cursorColor = ORANGE;
|
||||
hitObjectName = "Mesh";
|
||||
}
|
||||
|
||||
} hitMeshBBox = false;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
Begin3dMode(camera);
|
||||
|
||||
// Draw the tower
|
||||
DrawModel(tower, towerPos, 1.0, WHITE);
|
||||
|
||||
// Draw the test triangle
|
||||
DrawLine3D(ta, tb, PURPLE);
|
||||
DrawLine3D(tb, tc, PURPLE);
|
||||
DrawLine3D(tc, ta, PURPLE);
|
||||
|
||||
// Draw the mesh bbox if we hit it
|
||||
if (hitMeshBBox) DrawBoundingBox(towerBBox, LIME);
|
||||
|
||||
// If we hit something, draw the cursor at the hit point
|
||||
if (nearestHit.hit)
|
||||
{
|
||||
DrawCube(nearestHit.position, 0.3, 0.3, 0.3, cursorColor);
|
||||
DrawCubeWires(nearestHit.position, 0.3, 0.3, 0.3, RED);
|
||||
|
||||
Vector3 normalEnd;
|
||||
normalEnd.x = nearestHit.position.x + nearestHit.normal.x;
|
||||
normalEnd.y = nearestHit.position.y + nearestHit.normal.y;
|
||||
normalEnd.z = nearestHit.position.z + nearestHit.normal.z;
|
||||
|
||||
DrawLine3D(nearestHit.position, normalEnd, RED);
|
||||
}
|
||||
|
||||
DrawRay(ray, MAROON);
|
||||
|
||||
DrawGrid(100, 1.0f);
|
||||
|
||||
End3dMode();
|
||||
|
||||
// Draw some debug GUI text
|
||||
DrawText(FormatText("Hit Object: %s", hitObjectName), 10, 50, 10, BLACK);
|
||||
|
||||
if (nearestHit.hit)
|
||||
{
|
||||
int ypos = 70;
|
||||
|
||||
DrawText(FormatText("Distance: %3.2f", nearestHit.distance), 10, ypos, 10, BLACK);
|
||||
|
||||
DrawText(FormatText("Hit Pos: %3.2f %3.2f %3.2f",
|
||||
nearestHit.position.x,
|
||||
nearestHit.position.y,
|
||||
nearestHit.position.z), 10, ypos + 15, 10, BLACK);
|
||||
|
||||
DrawText(FormatText("Hit Norm: %3.2f %3.2f %3.2f",
|
||||
nearestHit.normal.x,
|
||||
nearestHit.normal.y,
|
||||
nearestHit.normal.z), 10, ypos + 30, 10, BLACK);
|
||||
|
||||
if (hitTriangle) DrawText(FormatText("Barycenter: %3.2f %3.2f %3.2f", bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK);
|
||||
}
|
||||
|
||||
DrawText("Use Mouse to Move Camera", 10, 430, 10, GRAY);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadModel(tower); // Unload model
|
||||
UnloadTexture(texture); // Unload texture
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
examples/models/models_mesh_picking.png
Normal file
After Width: | Height: | Size: 96 KiB |
@@ -21,11 +21,11 @@ int main()
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - obj model loading");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
|
||||
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
|
||||
|
||||
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
|
||||
dwarf.material.maps[MAP_DIFFUSE].texture = texture; // Set map diffuse texture
|
||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
@@ -49,7 +49,7 @@ int main()
|
||||
|
||||
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
|
||||
|
||||
DrawGrid(10, 1.0f); // Draw a grid
|
||||
DrawGrid(10, 1.0f); // Draw a grid
|
||||
|
||||
DrawGizmo(position); // Draw gizmo
|
||||
|
Before Width: | Height: | Size: 125 KiB After Width: | Height: | Size: 125 KiB |
85
examples/models/models_skybox.c
Normal file
@@ -0,0 +1,85 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - Skybox loading and drawing
|
||||
*
|
||||
* This example has been created using raylib 1.8 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2017 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox loading and drawing");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = {{ 1.0f, 1.0f, 1.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
|
||||
|
||||
// Load skybox model
|
||||
Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
|
||||
Model skybox = LoadModelFromMesh(cube);
|
||||
|
||||
// Load skybox shader and set required locations
|
||||
// NOTE: Some locations are automatically set at shader loading
|
||||
skybox.material.shader = LoadShader("resources/shaders/skybox.vs", "resources/shaders/skybox.fs");
|
||||
SetShaderValuei(skybox.material.shader, GetShaderLocation(skybox.material.shader, "environmentMap"), (int[1]){ MAP_CUBEMAP }, 1);
|
||||
|
||||
// Load cubemap shader and setup required shader locations
|
||||
Shader shdrCubemap = LoadShader("resources/shaders/cubemap.vs", "resources/shaders/cubemap.fs");
|
||||
SetShaderValuei(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, 1);
|
||||
|
||||
Texture2D texHDR = LoadTexture("resources/pinetree.hdr");
|
||||
skybox.material.maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, texHDR, 512);
|
||||
|
||||
UnloadShader(shdrCubemap); // Cubemap generation shader not required any more
|
||||
|
||||
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera); // Update camera
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
Begin3dMode(camera);
|
||||
|
||||
DrawModel(skybox, Vector3Zero(), 1.0f, WHITE);
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
End3dMode();
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadModel(skybox); // Unload skybox model
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
examples/models/models_skybox.png
Normal file
After Width: | Height: | Size: 707 KiB |
198
examples/models/models_yaw_pitch_roll.c
Normal file
@@ -0,0 +1,198 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - Plane rotations (yaw, pitch, roll)
|
||||
*
|
||||
* This example has been created using raylib 1.8 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Example based on Berni work on Raspberry Pi:
|
||||
* http://forum.raylib.com/index.php?p=/discussion/124/line-versus-triangle-drawing-order
|
||||
*
|
||||
* Copyright (c) 2017 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
#include "raymath.h"
|
||||
|
||||
// Draw angle gauge controls
|
||||
void DrawAngleGauge(Texture2D angleGauge, int x, int y, float angle, char title[], Color color);
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Main entry point
|
||||
//----------------------------------------------------------------------------------
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - plane rotations (yaw, pitch, roll)");
|
||||
|
||||
Texture2D texAngleGauge = LoadTexture("resources/angle_gauge.png");
|
||||
Texture2D texBackground = LoadTexture("resources/background.png");
|
||||
Texture2D texPitch = LoadTexture("resources/pitch.png");
|
||||
Texture2D texPlane = LoadTexture("resources/plane.png");
|
||||
|
||||
RenderTexture2D framebuffer = LoadRenderTexture(192, 192);
|
||||
|
||||
// Model loading
|
||||
Model model = LoadModel("resources/plane.obj"); // Load OBJ model
|
||||
model.material.maps[MAP_DIFFUSE].texture = LoadTexture("resources/plane_diffuse.png"); // Set map diffuse texture
|
||||
|
||||
GenTextureMipmaps(&model.material.maps[MAP_DIFFUSE].texture);
|
||||
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ 0.0f, 60.0f, -120.0f };// Camera position perspective
|
||||
camera.target = (Vector3){ 0.0f, 12.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 30.0f; // Camera field-of-view Y
|
||||
|
||||
float pitch = 0.0f;
|
||||
float roll = 0.0f;
|
||||
float yaw = 0.0f;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Plane roll (x-axis) controls
|
||||
if (IsKeyDown(KEY_LEFT)) roll += 1.0f;
|
||||
else if (IsKeyDown(KEY_RIGHT)) roll -= 1.0f;
|
||||
else
|
||||
{
|
||||
if (roll > 0.0f) roll -= 0.5f;
|
||||
else if (roll < 0.0f) roll += 0.5f;
|
||||
}
|
||||
|
||||
// Plane yaw (y-axis) controls
|
||||
if (IsKeyDown(KEY_S)) yaw += 1.0f;
|
||||
else if (IsKeyDown(KEY_A)) yaw -= 1.0f;
|
||||
else
|
||||
{
|
||||
if (yaw > 0.0f) yaw -= 0.5f;
|
||||
else if (yaw < 0.0f) yaw += 0.5f;
|
||||
}
|
||||
|
||||
// Plane pitch (z-axis) controls
|
||||
if (IsKeyDown(KEY_DOWN)) pitch += 0.6f;
|
||||
else if (IsKeyDown(KEY_UP)) pitch -= 0.6f;
|
||||
else
|
||||
{
|
||||
if (pitch > 0.3f) pitch -= 0.3f;
|
||||
else if (pitch < -0.3f) pitch += 0.3f;
|
||||
}
|
||||
|
||||
// Wraps the phase of an angle to fit between -180 and +180 degrees
|
||||
int pitchOffset = pitch;
|
||||
while (pitchOffset > 180) pitchOffset -= 360;
|
||||
while (pitchOffset < -180) pitchOffset += 360;
|
||||
pitchOffset *= 10;
|
||||
|
||||
Matrix transform = MatrixIdentity();
|
||||
|
||||
transform = MatrixMultiply(transform, MatrixRotateZ(DEG2RAD*roll));
|
||||
transform = MatrixMultiply(transform, MatrixRotateX(DEG2RAD*pitch));
|
||||
transform = MatrixMultiply(transform, MatrixRotateY(DEG2RAD*yaw));
|
||||
|
||||
model.transform = transform;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
// Draw framebuffer texture (Ahrs Display)
|
||||
int centerX = framebuffer.texture.width/2;
|
||||
int centerY = framebuffer.texture.height/2;
|
||||
float scaleFactor = 0.5f;
|
||||
|
||||
BeginTextureMode(framebuffer);
|
||||
|
||||
BeginBlendMode(BLEND_ALPHA);
|
||||
|
||||
DrawTexturePro(texBackground, (Rectangle){0,0,texBackground.width, texBackground.height},
|
||||
(Rectangle){ centerX, centerY, texBackground.width*scaleFactor, texBackground.height*scaleFactor},
|
||||
(Vector2){texBackground.width/2*scaleFactor, texBackground.height/2*scaleFactor + pitchOffset*scaleFactor}, roll, WHITE);
|
||||
|
||||
DrawTexturePro(texPitch, (Rectangle){ 0, 0, texPitch.width, texPitch.height },
|
||||
(Rectangle){ centerX, centerY, texPitch.width*scaleFactor, texPitch.height*scaleFactor },
|
||||
(Vector2){ texPitch.width/2*scaleFactor, texPitch.height/2*scaleFactor + pitchOffset*scaleFactor }, roll, WHITE);
|
||||
|
||||
DrawTexturePro(texPlane, (Rectangle){0,0,texPlane.width, texPlane.height },
|
||||
(Rectangle){ centerX, centerY, texPlane.width*scaleFactor, texPlane.height*scaleFactor },
|
||||
(Vector2){texPlane.width/2*scaleFactor, texPlane.height/2*scaleFactor }, 0, WHITE);
|
||||
|
||||
EndBlendMode();
|
||||
|
||||
EndTextureMode();
|
||||
|
||||
// Draw 3D model (recomended to draw 3D always before 2D)
|
||||
Begin3dMode(camera);
|
||||
|
||||
DrawModel(model, (Vector3){ 0, 6.0f, 0 }, 1.0f, WHITE); // Draw 3d model with texture
|
||||
DrawGrid(10, 10.0f);
|
||||
|
||||
End3dMode();
|
||||
|
||||
// Draw 2D GUI stuff
|
||||
DrawAngleGauge(texAngleGauge, 80, 80, roll, "roll", RED);
|
||||
DrawAngleGauge(texAngleGauge, 190, 80, pitch, "pitch", GREEN);
|
||||
DrawAngleGauge(texAngleGauge, 300, 80, yaw, "yaw", SKYBLUE);
|
||||
|
||||
DrawRectangle(30, 360, 260, 70, Fade(SKYBLUE, 0.5f));
|
||||
DrawRectangleLines(30, 360, 260, 70, Fade(DARKBLUE, 0.5f));
|
||||
DrawText("Pitch controlled with: KEY_UP / KEY_DOWN", 40, 370, 10, DARKGRAY);
|
||||
DrawText("Roll controlled with: KEY_LEFT / KEY_RIGHT", 40, 390, 10, DARKGRAY);
|
||||
DrawText("Yaw controlled with: KEY_A / KEY_S", 40, 410, 10, DARKGRAY);
|
||||
|
||||
// Draw framebuffer texture
|
||||
DrawTextureRec(framebuffer.texture, (Rectangle){ 0, 0, framebuffer.texture.width, -framebuffer.texture.height },
|
||||
(Vector2){ screenWidth - framebuffer.texture.width - 20, 20 }, Fade(WHITE, 0.8f));
|
||||
|
||||
DrawRectangleLines(screenWidth - framebuffer.texture.width - 20, 20, framebuffer.texture.width, framebuffer.texture.height, DARKGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Unload all loaded data
|
||||
UnloadModel(model);
|
||||
|
||||
UnloadRenderTexture(framebuffer);
|
||||
|
||||
UnloadTexture(texAngleGauge);
|
||||
UnloadTexture(texBackground);
|
||||
UnloadTexture(texPitch);
|
||||
UnloadTexture(texPlane);
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Draw angle gauge controls
|
||||
void DrawAngleGauge(Texture2D angleGauge, int x, int y, float angle, char title[], Color color)
|
||||
{
|
||||
Rectangle srcRec = { 0, 0, angleGauge.width, angleGauge.height };
|
||||
Rectangle dstRec = { x, y, angleGauge.width, angleGauge.height };
|
||||
Vector2 origin = { angleGauge.width/2, angleGauge.height/2};
|
||||
int textSize = 20;
|
||||
|
||||
DrawTexturePro(angleGauge, srcRec, dstRec, origin, angle, color);
|
||||
|
||||
DrawText(FormatText("%5.1f<EFBFBD>", angle), x - MeasureText(FormatText("%5.1f<EFBFBD>", angle), textSize) / 2, y + 10, textSize, DARKGRAY);
|
||||
DrawText(title, x - MeasureText(title, textSize) / 2, y + 60, textSize, DARKGRAY);
|
||||
}
|
BIN
examples/models/models_yaw_pitch_roll.png
Normal file
After Width: | Height: | Size: 180 KiB |
BIN
examples/models/resources/angle_gauge.png
Normal file
After Width: | Height: | Size: 12 KiB |
BIN
examples/models/resources/background.png
Normal file
After Width: | Height: | Size: 16 KiB |