671 Commits
2.5.0 ... 3.0.0

Author SHA1 Message Date
Ray
7ef114d1da Set build type to Release only #1164 2020-04-01 11:07:01 +02:00
raysan5
adb20569be Review shared library building 2020-04-01 11:06:05 +02:00
Ray
07f3a65a96 Update ROADMAP.md 2020-03-31 23:00:48 +02:00
Ray
6a8b1079c1 Update project version for release 2020-03-30 23:42:17 +02:00
Ray
703850b341 Update README.md 2020-03-30 23:28:38 +02:00
raysan5
8da6307456 Get icons back on shell.html
It seems there is some related issue on emscripten side... but I'll keep the icons here despite not displayed properly for the moment.
2020-03-30 21:34:45 +02:00
raysan5
e469f4ebf7 Update config.h, enable some file-formats by default 2020-03-30 17:42:42 +02:00
raysan5
8941cf3e66 Update textures.c 2020-03-30 17:42:19 +02:00
raysan5
68cad30646 Remove useless files 2020-03-30 17:27:03 +02:00
raysan5
fc7ec5e907 Update raylib.h 2020-03-30 17:11:35 +02:00
Dani Martin
1a948849f3 [cppcheck] Fix minor warnings in models.c and raudio.c (#1162)
Errores fixes:
models.c,2843 Either the condition 'fileData!=NULL' is redundant or there is possible null pointer dereference: fileData.
raudio.c,805, 806, 807, 808, %d in format string (no. 2) requires 'int' but the argument type is 'unsigned int'.
2020-03-30 17:08:01 +02:00
Ray
bba10504e2 Update HISTORY.md 2020-03-30 16:30:34 +02:00
Ray
ff11a6fbe8 Update CHANGELOG 2020-03-30 16:25:59 +02:00
Ray
27ebe78313 Update CHANGELOG 2020-03-30 16:23:37 +02:00
raysan5
44961d1975 Update core_basic_window.c 2020-03-30 16:09:09 +02:00
raysan5
e8a8d544c5 Review formating and signegness issues 2020-03-30 14:38:16 +02:00
Dani Martin
62cdb2299b [cppcheck] Improvements in SaveStorageValue() in core.c (#1160)
* [cppcheck] Improvements in SaveStorageValue() in core.c

in file core.c cppcheck shows errors only in function SaveStorageValue():

* Common realloc mistake: 'fileData' nulled but not freed upon failure
* Memory pointed to by 'fileData' is freed twice.

Validation:
* Tested examples/core/core_storage_values.c
* Launched Unit Test for this function
* Rerun CPPCHECK afer fix

* [cppcheck] Change functions header to accept only positive position in files

Changes:
* Functions SaveStorageValue(), LoadStorageValue() (core.c)
* Functions LoadFileData(), SaveFileData() (utils.c)
* Headers in raylib.h

Validation:
* Tested examples/core/core_storage_values.c
* Launched Unit Test for these functions
* Rerun CPPCHECK afer fix
2020-03-30 13:51:36 +02:00
Ray
9b66883e0b Update README.md 2020-03-30 13:29:05 +02:00
Ray
d1b0d6a6dc Update README.md 2020-03-30 13:28:30 +02:00
Ray
c47ba58494 Update README.md 2020-03-30 13:23:20 +02:00
Valentin Lemière
41582f0448 Fix "variable is reassigned before use" linter warning on raymath.h (#1158) 2020-03-29 22:03:10 +02:00
raysan5
3e76d3a3d3 Added example: shaders_spotlight 2020-03-29 14:25:09 +02:00
raysan5
733ed972f7 Reorganize image functions 2020-03-29 13:37:33 +02:00
raysan5
5d7050bdf9 Reorganize image/texture functions for consistency 2020-03-29 13:31:12 +02:00
Rob Loach
a025636fa1 Update ImageDraw*() functions to match arguments of Draw*() (#1156)
* Update ImageDraw*() functions to match arguments of Draw*()

Updated draw functions:
ImageDrawPixel()
ImageDrawPixelV()
ImageDrawCircle()
ImageDrawCircleV()
ImageDrawLine()
ImageDrawLineV()
ImageDrawRectangle()
ImageDrawRectangleV()
ImageDrawRectangleRec()

* [nodepadpp] Update Notepad++ ImageDraw defintions

This updates the Notepad++ definitions with the updated ImageDraw methods.

* [examples] Add ImageDraw calls to textures_image_drawing

* Update ImageDraw*() methods
2020-03-29 12:43:34 +02:00
Ray
3c3dfde3f9 Added binding: raylib-zig 2020-03-28 19:35:20 +01:00
Ray
5829fdb73e Added binding: raylib-ats2 2020-03-28 19:30:00 +01:00
Ray
9b74c40fc2 Update HISTORY.md 2020-03-28 19:17:51 +01:00
raysan5
66e0d774bd Revert "Update compilation warning flags (#1151)"
This reverts commit 2528854664.
2020-03-28 18:39:56 +01:00
raysan5
a5e1aff99b [example] Integrate virtual mouse in main example 2020-03-28 18:36:30 +01:00
raysan5
e333eb415b Update window rc 2020-03-28 18:27:56 +01:00
Ray
02df366a7a Update HISTORY.md 2020-03-27 20:40:00 +01:00
Ray
976a10c891 Update CHANGELOG 2020-03-27 20:31:20 +01:00
raysan5
d28e73849b Review TRACELOG() messages 2020-03-27 18:49:21 +01:00
raysan5
d7b15ac1cf Review TRACELOG() categories 2020-03-27 18:45:37 +01:00
raysan5
c0c775e45d [rlgl] Review TRACELOG() messages, categorized 2020-03-27 18:31:36 +01:00
raysan5
b5842434c2 Corrected missing semicolon 2020-03-27 18:31:16 +01:00
raysan5
c7e9951795 [core] Review TRACELOG() messages, categorized 2020-03-27 18:06:09 +01:00
raysan5
70ed975b99 [models] Review TRACELOG() messages, categorized 2020-03-27 17:43:51 +01:00
raysan5
7e2b1b4ff0 [textures] Review TRACELOG() messages 2020-03-27 17:43:38 +01:00
raysan5
915b5f370b [raudio] Review TRACELOG() messages, categorized 2020-03-27 17:43:24 +01:00
raysan5
0c6c421508 [raudio] Review TRACELOG() messages, categorized 2020-03-27 17:16:30 +01:00
raysan5
bc2c6251f8 [text] Review TRACELOG() messages, categorized 2020-03-27 17:16:07 +01:00
raysan5
b9dd459d5a [textures] Review TRACELOG() messages, categorized 2020-03-27 17:15:44 +01:00
raysan5
28da2522fe [utils] Review TRACELOG() messages, categorized 2020-03-27 17:15:26 +01:00
Dani Martin
2528854664 Update compilation warning flags (#1151)
* Update compilation warning flags

Removed the -Wall flag that allow many warnings and added manually all the warning flags that don't generate warnings in the src/external folder.
Specifically, these are some of the flags reporting errors in src/external:

-Wmissing-prototypes
-Wunused-variable
-Wunused-value
-Wunused-parameter
-Wunused-function

* Uptade compilation flags in examples with missing -std=c99
2020-03-26 18:48:34 +01:00
raysan5
7ae7a87f8a Remove trail spaces 2020-03-25 19:41:51 +01:00
raysan5
3d41c1b6cd Minor tweaks 2020-03-25 19:38:55 +01:00
raysan5
96005f2566 ADDED: IsWindowFullscreen() 2020-03-25 18:52:38 +01:00
raysan5
e37d021cd3 Enable IQM models support on config.h 2020-03-25 18:51:46 +01:00
raysan5
133a882556 Update config.h 2020-03-25 18:39:28 +01:00
raysan5
74339b9fdc [example] Review shaders_spotlight to work on GLSL 100 2020-03-25 18:39:21 +01:00
chriscamacho
2dbcef218c spotlight example, each spot has own radius, mouse countrol (#1148)
NB glsl100 shader needs testing on "bare metal"

Co-authored-by: codifies <nospam@antispam.com>
2020-03-25 10:28:16 +01:00
Random
e07281f8bd Fixed DrawTextRecEx() selection when wordwrap is ON (again) (#1149) 2020-03-25 10:27:43 +01:00
raysan5
5e670be239 REVIEWED: shaders_spotlight example
It seems something is not working properly...
2020-03-24 19:49:09 +01:00
raysan5
05abaee0e0 Update core_window_letterbox_virtual_mouse.c 2020-03-24 19:10:50 +01:00
raysan5
d657537821 Support mtl loading by tinyobj_parse_obj() #1134
I don't like this solution but well... let's use it for the moment...
2020-03-24 18:42:57 +01:00
Ray
5fe0db347c Update HISTORY.md 2020-03-24 15:03:55 +01:00
Ray
649665eac9 Update CHANGELOG 2020-03-24 15:01:09 +01:00
chriscamacho
efe359d613 as per request spotlight example (#1146)
Co-authored-by: codifies <nospam@antispam.com>
2020-03-24 14:27:14 +01:00
Anata
c45fe62abc Add files via upload (#1147)
Virtual mouse with window letterbox, and Clamp
2020-03-24 14:25:44 +01:00
Ádám Dóda
584e2d664c GenMeshHeightmap flat shading normals (#1140) 2020-03-24 13:27:49 +01:00
raysan5
51a8e1d692 Remove define not required 2020-03-24 13:26:34 +01:00
Doyle
da836a732c Android: Better track touch input returned from IsMouse*() (#1144)
* Android: Better track touch input returned from IsMouse*()

Switch to actually tracking touch input to use for "mouse" input rather
than the gestures system. The gesture system as an abstraction ontop of
raw touch input loses some information needed to map to "mouse"
input.

Before,
- IsMouseButtonReleased() triggers immediately after the initial touch
(because GESTURE_TAP activates immediately on touch) instead of waiting for the
touch to be released.
- IsMouseButtonUp() returns false, when it should just be the opposite
of IsMouseButtonDown().
- IsMouseButtonDown() returns true only after GESTURE_HOLD (which
activates after some period of time after GESTURE_TAP), when instead it
should just be true whenever there is touch input i.e. gesture !=
GESTURE_NONE or alternatively when any input is received on the screen.

After this PR, touches map closer to mouse input.
- IsMouseButtonReleased() triggers when touch is released (last frame
was touched, this frame not touched).
- IsMouseButtonUp() returns the opposite of IsMouseButtonDown()
- IsMouseButtonDown() is true when
(AMOTION_EVENT_ACTION_DOWN || AMOTION_EVENT_ACTION_MOVE) and false when
(AMOTION_EVENT_ACTION_UP)

* RPI: Include index check for RPI in GetTouchPosition()
2020-03-24 13:23:34 +01:00
raysan5
6bab884d1d Added note on examples not supporting GLSL100 2020-03-24 12:39:05 +01:00
Ahmad Fatoum
4e6db307e4 appveyor: configure for Release with Debug Info
We build the library as debug with AppVeyor and package it this way,
which is unfortunate, because on Windows it's linked against debug
variants of the C runtime. Fix this by build RelWithDebInfo instead

Fixes #1128.
2020-03-24 06:37:22 +01:00
Ahmad Fatoum
0229f9b1a4 CMakeLists.txt: report generated CMAKE_CONFIGURATION_TYPES
We might want to customize this in feature for multi-config builds (e.g.
a Visual studio build with both Debug and Release configurations).

Output the variable value for user awareness.
2020-03-24 06:37:22 +01:00
chriscamacho
6bbaca118f ended up using the 100 version shaders as off the top of my (#1142)
head can't think of any improvement I could use on the shaders for
version 120
This has been tested on Linux (Desktop) requires testing on a Rpi

Co-authored-by: codifies <nospam@antispam.com>
2020-03-23 23:07:42 +01:00
Ray
ba3b4b2d08 Set a release date for raylib 3.0! 2020-03-23 20:56:31 +01:00
raysan5
fcdb120935 Comment tweaks 2020-03-23 20:24:20 +01:00
raysan5
8f45370073 Comment tweaks 2020-03-23 20:24:09 +01:00
Ray
502bc61931 Update HISTORY.md 2020-03-23 14:30:19 +01:00
Ray
5a39b22521 Update CHANGELOG 2020-03-23 14:22:06 +01:00
Ray
6c44c9d730 Update HISTORY.md 2020-03-21 21:14:26 +01:00
Ray
a523c64718 Update CHANGELOG 2020-03-21 20:33:46 +01:00
raysan5
5aebd2a16c Review formating from PR #1138 2020-03-21 20:30:40 +01:00
Sourav Gupta
574c689ff7 Added draw functions to ImageDraw*() (#1138)
Added draw functions:
ImageClearBackground()
ImageDrawPixel()
ImageDrawLineEx()
ImageDrawCircle()
2020-03-21 20:23:50 +01:00
Ray
b178c992a1 Update README.md 2020-03-21 20:21:08 +01:00
Ray
a4d31e1dad Added raylib 3.0 notes -WIP- 2020-03-21 20:20:37 +01:00
Ray
e151487fde Review history introduction 2020-03-21 19:13:16 +01:00
Ray
061848cd0c Updated badges links 2020-03-21 18:48:04 +01:00
Ray
ab1c12c449 Update Travis/AppVeyor badges 2020-03-21 15:05:02 +01:00
Ray
8db8401bc1 Review Travis/AppVeyor badges 2020-03-21 13:50:24 +01:00
Ray
58a81dd760 Update README.md 2020-03-21 13:48:53 +01:00
Ray
a5838e40d9 Update CONTRIBUTING.md 2020-03-21 13:37:48 +01:00
Ray
78e8fd1c31 Update CHANGELOG 2020-03-21 13:32:53 +01:00
Ray
2d07d29a1c Update README.md 2020-03-21 13:29:03 +01:00
Ray
19bbcbb486 Update badges 2020-03-21 13:26:19 +01:00
Ray
b6ba3dacb9 Playing with badges 2020-03-21 13:23:20 +01:00
Ray
65d9d0aac1 Testing badges 2020-03-21 13:22:06 +01:00
Ray
b9c966f902 Playing with badges... 2020-03-21 13:01:50 +01:00
Ray
d62368f133 Update README.md 2020-03-21 12:43:27 +01:00
Ray
3d66a6c93f Added: new binding to Carp 2020-03-21 11:28:18 +01:00
Doyle
01e035e28b Android: Track touch motion across screen (#1137)
This was working in 2.6 but no longer does in current git tree.
It appears touch position is only tracked on
AMOTION_EVENT_ACTION_[DOWN|UP], which only registers the initial touch
on the screen. Subsequent movement is not tracked into CORE.

Touch position and the Gesture System appears to be updated twice in
AndroidInputCallback in what looks like perhaps a copy paste error (code
is identical) with the exception of tracking AMOTION_EVENT_ACTION_UP in
the 2nd copy of the code (but this is not necessary to track).

If you need to track the first touch or release touch position, you can
do so with checking IsMouseButton[Pressed|Released] on the same frame.

This patch makes it so the touch position is always updated, and merges the
duplicated code into 1 singular code path.
2020-03-19 16:56:48 +01:00
raysan5
4af4483f5f Added security check in case init fails #1135 2020-03-17 20:57:01 +01:00
raysan5
2344941974 Replace external libraries custom allocators by raylib ones #1074
NOTE: Two libraries still use custom allocators: glfw and stb_vorbis
2020-03-17 13:40:07 +01:00
Ray
6f41b9594a Update README.md 2020-03-16 20:46:28 +01:00
Ray
3e049c09d5 ADDED: XD Pascal bindings 2020-03-16 19:11:06 +01:00
Henrique de Lima
92e1205f40 Adding the option to change the target platform(x86/x64), Generating the .pdb file on debug builds, and correcting comments that called the script 'windows-build.bat' instead of 'build-windows.bat' (#1133) 2020-03-16 10:32:39 +01:00
raysan5
71b06caed4 Corrected typo 2020-03-15 17:06:08 +01:00
raysan5
4611406c68 REVIEWED: ImageTextEx() to support line breaks #1131
NOTE: This functionality has an important issue, line space is fixed to 1.5 font.baseSize pixels, depending on the font and how it has been generated that spacing could be too wide or too narrow...
2020-03-15 16:18:48 +01:00
Doyle
427be604b9 Android: Set display.[width, height] before screen size check (#1132)
In `InitGraphicsDevice(...)`, the Android section has a screen security check
like other platforms- but CORE.display.width, CORE.display.height are
not set yet, so the security check sets it to 0. So ensure we query the
device's screen width and height before the screen size security check.

This also gives you the ability to run a proper full-screen application
on Android without any scaling and guess work on the target device by
setting screen width and height to 0 in `InitWindow(...)` and using
`GetScreen[Width|Height]()` to get the actual values.
2020-03-15 15:56:43 +01:00
Ray
d57b5ac89a Added note on transparent framebuffer w/o X11 on RPI 2020-03-12 17:47:35 +01:00
Ray
82937e1564 Update .gitignore 2020-03-12 13:02:18 +01:00
Ray
7fa12844ed [text] TextToUpper(): Added note on diacritics 2020-03-12 13:02:09 +01:00
Ray
af011bc952 ADDED Binding: FreeBasic 2020-03-09 18:52:41 +01:00
Ray
4c728f0b54 Minor tweaks 2020-03-09 18:45:37 +01:00
Ray
5895fb6adc Address issue #1125 2020-03-09 13:01:10 +01:00
Ahmad Fatoum
eb6f8bd0ba Revert "Always use latest raylib version for cmake (#1123)" (#1126)
We didn't use the latest version, but a compatible version, which is established by raylib-config-version.cmake.

It's ok to have a minimal version, so revert b7c0d5b6dd.
2020-03-09 08:29:47 +01:00
G3bE
b7c0d5b6dd Always use latest raylib version for cmake (#1123)
* Always use latest raylib version

* Always use latest raylib version

* Always use latest raylib version
2020-03-08 18:04:29 +01:00
SasLuca
680f9d5772 Changed if to else if. (#1122) 2020-03-08 18:03:23 +01:00
Astie Teddy
20d8889a03 ADDED Bindings: raylua-lua (raylua) (#1124) 2020-03-08 18:02:37 +01:00
Ray
c67bc02dd1 Reviewed missing include 2020-03-07 21:54:54 +01:00
Ray
1b56f7917e Update raylib version 2020-03-05 19:33:54 +01:00
Ray
7639726193 ADDED Bindings: raylib-luamore, raylib-nelua, raylib-mosaic 2020-03-05 18:58:10 +01:00
Ray
fb2ed693e4 Android: Support file saving to internal data storage 2020-03-05 18:12:41 +01:00
Ray
966e8adcf9 Reviewed and Updated Android compilation scripts 2020-03-05 12:25:39 +01:00
Ray
c3386300d3 Remove comment 2020-03-04 18:23:31 +01:00
Ray
cb4c676f5d Added BlitzMax binding 2020-03-04 13:12:16 +01:00
Ray
74c486201d ADDED: LoadFileText() and SaveFileText()
Improved file access checks
2020-03-04 00:21:46 +01:00
Ray
6b8f30964d WARNING: Corrected issue with IsKeyDown() #1119 2020-03-03 16:43:15 +01:00
Ray
dc2e5c1751 Update core.c 2020-03-03 16:10:31 +01:00
Ray
645a5b2507 Avoid icons in shell
Very weird... lately icons are not properly displayed on browser!
2020-03-03 15:53:13 +01:00
Ray
3a073db029 REVIEWED: Mouse/Touch input system
After several reviews, now it seems everything works as expected.
2020-03-03 14:58:54 +01:00
Ray
a6297a2be1 Some code tweaks 2020-03-03 01:21:06 +01:00
Ray
8724cf2ea5 Support any mouse button for gesture detection 2020-03-02 13:29:36 +01:00
Ray
485787059a Review shader exaples to work on web (GLSL 100) 2020-03-02 13:27:54 +01:00
Ray
08615d3247 Review some comment 2020-03-02 12:22:57 +01:00
Ray
a1b2d96d9c Support touch drawing on web 2020-03-02 12:22:38 +01:00
i-right-i
3c2ee1cc75 Update raymath.h (#1118)
* Update raymath.h

Added Vector2Rotate Function.

* Update raymath.h
2020-03-02 10:22:08 +01:00
Ray
117696a893 Update textures_mouse_painting.c 2020-03-02 00:09:05 +01:00
Ray
2f5a7ddcc6 Added comment on IsMouseButtonDown() issue
IsMouseButtonDown() does not process touch state down properly, state is reseted every frame...
2020-03-02 00:07:06 +01:00
Ray
18a9982126 Reviewed IsMouseButtonDown() 2020-03-01 01:29:34 +01:00
Ray
41d3c47ffe Update Makefile 2020-03-01 01:28:49 +01:00
Ray
7428747ef0 REDESIGNED input system for better mouse/touch support 2020-02-29 22:10:23 +01:00
Ray
1ee6290fcf Replaced fabs() by fabsf() when required 2020-02-28 12:54:39 +01:00
brankoku
572969d8b7 LoadText() tweak (#1113)
Guarantee string is zero-terminated
2020-02-28 08:23:05 +01:00
Ray
f2247c6f0a REVIEWED: LoadText() 2020-02-28 00:32:46 +01:00
Ray
05992a6fce Tweaks 2020-02-27 16:37:32 +01:00
Ray
c8464bc731 Corrected return value 2020-02-27 16:22:34 +01:00
Ray
b2098a2d60 REDESIGN: ExportImage()
Use new file I/O ABI
2020-02-27 16:15:58 +01:00
Ray
ac73e3b5e2 REDESIGN: ExportWave()
Use new file I/O ABI
2020-02-27 16:15:20 +01:00
Ray
1be68d8cfe Tweak on variable init 2020-02-27 16:14:50 +01:00
Ray
eb86d69a38 Review default config flags 2020-02-27 16:14:31 +01:00
Ray
acfa967e89 Corrected issue with variable name 2020-02-27 13:56:27 +01:00
Ray
5ff0776235 Remove trail spaces and some tweaks 2020-02-27 13:33:09 +01:00
Ray
2a408d789c REDESIGNED: LoadImage() -WIP-
Using new file I/O ABI
2020-02-27 13:21:51 +01:00
Ray
5100cb3e7f REDESIGNED: LoadImageRaw(), LoadAnimatedGIF()
Using new file I/O ABI
2020-02-27 13:21:21 +01:00
Ray
b029fb6d31 REDESIGNED: LoadFontEx()
Using new file I/O ABI
2020-02-27 13:19:58 +01:00
Ray
245ba2a152 LoadText(): Added comment 2020-02-27 13:19:13 +01:00
Ray
89ecad1e29 Review macros 2020-02-27 13:18:55 +01:00
Ray
23bde477e5 REDESIGN: LoadStorageValue()/SaveStorageValue()
Using new file I/O ABI
2020-02-27 13:18:15 +01:00
Ray
2294947660 Update core_storage_values.c 2020-02-26 23:42:41 +01:00
Ray
5aed36e76d Tweaks on fullsccreen detection... 2020-02-26 23:42:06 +01:00
Ray
e5b5aea998 WARNING: RENAMED: Storage functions
Renamed functions for consistency:

 - StorageLoadValue() > LoadStorageValue()
 - StorageSaveValue() > SaveStorageValue()
2020-02-26 23:40:53 +01:00
Ray
fadd74358b Security check 2020-02-26 23:38:12 +01:00
Ray
7912fac815 Correct typo 2020-02-26 23:19:29 +01:00
Ray
fa4e0c1a26 Reviewed example 2020-02-26 20:47:08 +01:00
Ray
1046449339 ADDED: LoadFileData(), SaveFileData() 2020-02-26 20:29:33 +01:00
Ray
c5d5d19443 Remove trail spaces 2020-02-26 20:23:55 +01:00
Ray
0f783aab34 Remove TraceLog() dependency on standalone mode 2020-02-26 20:23:36 +01:00
Ray
7849db65e0 Remove TraceLog() dependency on standalone mode 2020-02-26 20:23:06 +01:00
Ray
9b5a796213 Use float math functions 2020-02-26 20:20:52 +01:00
Ray
32e374d941 [core] SetWindowSize() try to support PLATFORM_WEB -WIP- 2020-02-24 12:35:53 +01:00
Ray
113a580021 [rlgl] LoadText() variable scope improvement 2020-02-24 12:05:54 +01:00
Ray
a77273d8d8 Make sure current text buffer is empty #1109 2020-02-24 11:15:02 +01:00
Ray
310fd9b147 Update to latest emscripten toolchain
Corrected issue on web compilation
2020-02-22 17:21:10 +01:00
Ray
01d8642520 Merge branch 'master' of https://github.com/raysan5/raylib 2020-02-22 10:38:37 +01:00
Ray
30f3e49f3d Improve inputs on Android 2020-02-22 10:38:32 +01:00
Ray
0b8aded399 Support ToggleFullscreen() on web 2020-02-22 10:37:43 +01:00
Ray
d2aeafcf1e Update Makefile 2020-02-22 10:36:34 +01:00
Ray
81881a120c Comment tweak 2020-02-22 10:36:20 +01:00
Tyler Jessilynn Bezera
e7fdf8a13d Expand GLTF Model support (#1108)
* Update GLTF support to include loading color for albdeo (saved in the color value of the materialmap), support occlussion and emmission maps.. as well as some quality of life updates.

* clean up to use single image
2020-02-22 10:17:30 +01:00
Ray
a750bcceec Support links on WebAssembly 2020-02-21 01:13:41 +01:00
Ray
67d0bf75a7 Update Makefile paths to use emscripten upstream
Note that emscripten upstream branch implements the new asyncify implementation, expected to be faster than emterpreter one.
2020-02-20 23:00:29 +01:00
Ray
a8a21312e1 Removed TABS 2020-02-20 13:46:49 +01:00
Ray
42dad5df95 [rnet] Renamed some functions 2020-02-20 13:46:33 +01:00
Ray
e176a476c0 [rnet] Review network examples formatting 2020-02-20 12:42:37 +01:00
Ray
19390eaf09 [rnet] Examples review -WIP- 2020-02-19 18:16:20 +01:00
Ray
faff512140 [rnet] Convert to header-only
Some functions renamed
2020-02-19 18:15:59 +01:00
Ray
946a6cb280 Review mouse inputs 2020-02-19 12:44:57 +01:00
Ray
7d789763d6 Update API version 2020-02-19 12:35:30 +01:00
Ray
d62a2f793f Improved GetFPS() calculation for average 2020-02-19 12:20:15 +01:00
Ray
9eefcb7939 Update miniaudio.h 2020-02-19 12:19:41 +01:00
o3o
36bf8a60d8 Fix #1103 (#1104)
Fix 1102
2020-02-18 23:19:30 +01:00
Ray
6d1cdf25a7 [rnet] Review module formating
Align formating with other raylib modules coding style.
2020-02-18 18:15:22 +01:00
Ray
51db3b589d Review function name on RAUDIO_STANDALONE 2020-02-18 18:14:22 +01:00
Ray
b18940d3c6 Remove spaces 2020-02-18 18:03:28 +01:00
Ray
3f25c52a29 Some security checks in case music is not properly loaded 2020-02-18 16:30:52 +01:00
Ray
39e73ccc4d [text] TextLength() security check 2020-02-17 00:47:05 +01:00
Ray
df4b55d657 Comment fprintf() calls 2020-02-17 00:46:41 +01:00
Ray
80dbbef0f5 Update Notepad++ intellisense 2020-02-14 23:48:40 +01:00
Ray
23b75281ad Add function prototype 2020-02-14 23:10:02 +01:00
Ray
91b2dc2aa9 [raudio] ADDED: SetAudioStreamBufferSizeDefault()
There could be some cases where we need to define the internal audio buffer size, now it's possible.

RENAMED: InitAudioBuffer() to LoadAudioBuffer()
RENAMED: CloseAudioBuffer() to UnloadAudioBuffer()

Renamed some defines and reviewed some comments.
2020-02-14 17:13:37 +01:00
Ray
7459a5c6ef Remove "No Audio Buffer" traces 2020-02-14 11:44:50 +01:00
Ray
8820baf5cc Update miniaudio.h 2020-02-13 11:41:33 +01:00
Ray
3b3e163c48 [raudio] Corrected issue with OGG sound loading 2020-02-13 11:41:28 +01:00
Ray
83fb4613c1 Review some RPI issues 2020-02-13 00:13:56 +01:00
Ray
1b20182d33 Updated periodSize reference 2020-02-12 14:45:02 +01:00
Ray
7dfe42d6d0 Trace log comment review 2020-02-12 13:49:08 +01:00
Ray
55f0647213 [core] Avoid pixel bleeding issue on MSAA 2020-02-12 13:48:50 +01:00
Ray
484c6b360f Reviewed Cppcheck issues #1098 2020-02-12 13:16:18 +01:00
SasLuca
dec85f741a Fixed memory leaks in textures.c (#1097) 2020-02-11 22:25:27 +01:00
Ray
87d5b51256 REVIEWED: GetDirectoryPath()
Check if provided path is a full path containing system root letter: C:\
2020-02-11 19:12:49 +01:00
Ray
aa3b413390 SUPPORT_HALFBUSY_WAIT_LOOP 2020-02-11 19:01:29 +01:00
Ray
ee43a14f19 Update CHANGELOG 2020-02-11 16:52:52 +01:00
raysan5
64c23f8477 REVIEWED: VS2017.UWP project
It seems there is some problem on drawing... :(
2020-02-10 17:45:50 +01:00
raysan5
49145e90a2 Remove spacing 2020-02-10 13:16:34 +01:00
raysan5
28e12a6c6a [raudio] Update to latest miniaudio 0.10 2020-02-10 12:42:40 +01:00
raysan5
131132f17d Minor tweaks 2020-02-10 10:56:48 +01:00
raysan5
884e868e92 Review DEBUG trace log and custom allocators
Not exposing some data structures
2020-02-10 10:56:39 +01:00
raysan5
eb2483338f REVIEWED: Makefile, examples clean target #1087 2020-02-09 21:06:51 +01:00
raysan5
becd3c3831 REVIEWED: GenMeshCylinder(), solved issue #1088 2020-02-09 21:04:03 +01:00
raysan5
34fafb733f Corrected issue with toupper() usage 2020-02-09 16:11:32 +01:00
raysan5
90c129fd61 Review some libc dependency comments 2020-02-09 16:11:11 +01:00
raysan5
9922160ab4 Minor tweaks 2020-02-09 13:23:12 +01:00
Ray
1d324d5496 Update CHANGELOG 2020-02-07 18:02:09 +01:00
Ray
03c38396f3 Update CHANGELOG 2020-02-07 17:55:10 +01:00
Ray
85cecb2aae Update CHANGELOG for raylib 3.0 -WIP- 2020-02-07 17:39:29 +01:00
Ray
d15b93839b Update ROADMAP.md 2020-02-07 16:32:57 +01:00
Ray
b06497cad6 Update BINDINGS.md 2020-02-07 12:09:54 +01:00
Ray
f632e32100 Corrected typo 2020-02-07 12:09:34 +01:00
Ray
52a6d756f4 Added raylib-chibi binding 2020-02-07 12:09:05 +01:00
Ray
f4ca5b378a Review missing include 2020-02-06 18:10:52 +01:00
Ray
97054e4e0f Review ALL games to raylib 3.0 2020-02-06 18:07:25 +01:00
Ray
86bdf60887 Corrected issue with TextToUpper() and TextToLower()
This issue was breaking multiple things...
2020-02-06 17:52:33 +01:00
Ray
4b4f052fea Review game templates 2020-02-06 16:56:01 +01:00
Ray
2de92e3c07 Minor format tweaks 2020-02-06 16:44:04 +01:00
Ray
85e7856989 Update resource files 2020-02-06 16:37:38 +01:00
Ray
b4293edd70 Update GLFW to latest master 2020-02-06 16:30:48 +01:00
Ray
6c7685da3f Update external libraries 2020-02-06 16:29:57 +01:00
Ray
ea40bda88c Added func used in comments 2020-02-04 17:52:40 +01:00
Ray
1184db83f7 Review GetCurrentTime() 2020-02-04 17:06:08 +01:00
Ray
ca600b44a0 Update gestures.h 2020-02-04 17:02:06 +01:00
Ray
b5fe41f41a Review libc dependencies and remove when possible
Just for clarification, no plans to remove libc dependency, just did some code analysis to see how much raylib depend on stardard C library. My conclusions:

 - stdlib.h: primary dependency is for malloc() and free()
 - stdio.h: primary dependency is for FILE access, maybe it could go through a custom ABI?
 - string.h: just around 8 functions required
 - math.h: just around 8 functions required
 - others: 1-2 functions required for some other headers
2020-02-04 16:55:24 +01:00
Ray
3cd9e3896a tweak 2020-02-04 15:43:14 +01:00
David Reid
7024628c65 Update to miniaudio 0.10 (#1092)
* Update to miniaudio 0.10

This replaces the old ma_pcm_converter with ma_data_converter.

At this time of this commit, miniaudio 0.10 is still in the testing
phase. To make it easier to update miniaudio.h during this period, I've
temporarily moved the @raysan5 Win32 customizations to raudio.c because
there may be quite a few updates to miniaudio.h during this time.

* Use miniaudio's built-in volume control.
2020-02-04 13:43:31 +01:00
Ray
d2bb6185f1 Review issue with RLGL TraceLog() 2020-02-03 20:20:00 +01:00
Ray
c3f06b7470 Remove all trail spaces 2020-02-03 19:26:28 +01:00
Ray
a7afd8de99 Update rlgl.h 2020-02-03 19:25:05 +01:00
Ray
cde26c743c Replace TraceLog() function by TRACELOG macro
Added SUPPORT_TRACELOG_DEBUG config
2020-02-03 19:13:24 +01:00
Ray
40b73a8a91 Develop branch integration (#1091)
* [core] REDESIGNED: Implement global context

* [rlgl] REDESIGNED: Implement global context

* Reviewed globals for Android

* Review Android globals usage

* Update Android globals

* Bump raylib version to 3.0 !!!

* [raudio] REDESIGNED: Implement global context

* [raudio] Reorder functions

* [core] Tweaks on descriptions

* Issues with SUPPORT_MOUSE_GESTURES

* [camera] Use global context

* REDESIGN: Move shapes drawing texture/rec to RLGL context

* Review some issues on standalone mode

* Update to use global context

* [GAME] Upload RE-PAIR game from GGJ2020 -WIP-

* Update game: RE-PAIR

* [utils] TRACELOG macros proposal

* Update config.h
2020-02-03 18:31:30 +01:00
Ray
6f3c99a295 Update project version for release 2020-02-03 18:21:37 +01:00
Ray
9ce2331cc1 [build] Makefile examples modularization
Now examples can be compiled by module, that's useful when compilation fails at some point
2020-01-30 13:47:39 +01:00
Ray
cacd4a9d90 Some examples tweaks 2020-01-30 12:27:04 +01:00
Ray
be7f717a24 Update to be detected by GitHub 2020-01-29 14:53:19 +01:00
Ray
4992edab24 ADDED: DrawPoint3D() 2020-01-29 12:21:22 +01:00
Ray
af3df8bdd6 Review PHYSAC_NO_THREADS on WebAssembly 2020-01-29 12:10:50 +01:00
Ray
02a533768c Review bool type check 2020-01-29 12:10:09 +01:00
Ray
46046bf018 Review spacing 2020-01-29 12:09:56 +01:00
Ray
bc29720024 Renamed Mat2 to Matrix2x2 2020-01-29 12:09:35 +01:00
Ray
6a2e51ec78 Added comments related to #837 2020-01-29 11:42:55 +01:00
Ray
e6d304cdc2 Tweak to avoid compilation warning 2020-01-28 18:35:14 +01:00
Ray
4663cc03f3 Removed big examples 2020-01-28 18:34:59 +01:00
Ray
77484cb19c Update README.md 2020-01-28 18:32:48 +01:00
Ray
15345ded25 Removed big examples (models_solar_system_rlgl) 2020-01-28 18:30:55 +01:00
Ray
c715cae18d Some tweaks 2020-01-28 16:40:12 +01:00
Ray
98a7d35bab Corrected issue with matrix order multiplication #1054 2020-01-27 16:32:28 +01:00
Ray
4f7d090fb2 ADDED: DrawEllipse() and DrawEllipseLines() #1047 2020-01-27 16:21:37 +01:00
Ray
954f029118 Support touch/mouse indistinctly
REMOVED: IsTouchDetected()
2020-01-27 15:31:43 +01:00
Ray
4fa2c32906 Review touch input scaling for PLATFORM_WEB #163
Now touch inputs scale proportionally to the canvas size
2020-01-27 12:09:31 +01:00
Ray
7e9bed5c89 Review default font scale filter for HighDPI mode 2020-01-26 18:53:34 +01:00
Ray
5ec87c4c6f ADDED: TextCopy() #1083 2020-01-26 18:38:46 +01:00
Ray
05443cd0c8 Corrected bug #989 2020-01-26 18:29:13 +01:00
Ray
b02c6127a0 Minor tweaks 2020-01-26 13:27:37 +01:00
Ray
46774a8167 REVIEWED: GetDirectoryPath() 2020-01-26 13:01:35 +01:00
Ray
f28c1ef675 ADDED: IsTouchDetected() 2020-01-24 19:45:51 +01:00
Ray
eee995ec3d ADDED: GetWorldToScreenEx()
Addressing issue #1056
2020-01-24 18:54:53 +01:00
Ray
a3ca859db2 Allow MAX_BATCH_BUFFERING config at compile time 2020-01-24 18:36:20 +01:00
Ray
40d6c15798 Addressed issue #1051
Allow frustrum culling near/far distance configuration at compile time.
2020-01-24 18:35:58 +01:00
Ray
d41386d661 Minor tweaks to avoid warnings 2020-01-24 18:23:36 +01:00
Ray
7ae426c377 Redesigned TextToInteger() 2020-01-24 17:58:19 +01:00
Ray
fa0d5bbf9e Remove duplicate function 2020-01-23 21:12:50 +01:00
Ray
d10ff78822 WARNING: Renamed Vector3Multiply() to Vector3Scale()
Renamed for consistency with Vecto2Scale()
Also renamed Vector3MultiplyV() to Vector3Multiply()
2020-01-23 21:10:12 +01:00
Ray
e932d23cf4 Update cgltf.h 2020-01-22 23:24:11 +01:00
Ray
49b723e76d Correct issue with define 2020-01-22 15:11:22 +01:00
Ray
71017993ce Remove unneeded traces 2020-01-21 00:32:35 +01:00
raysan5
42d56d2f37 Added SUPPORT_HALFBUSY_WAIT_LOOP 2020-01-19 17:31:55 +01:00
raysan5
cff38308b7 Support custom allocator 2020-01-19 13:05:21 +01:00
raysan5
9c52a4932d Corrected issue with types 2020-01-19 12:49:33 +01:00
raysan5
edc1d2511d Review module to fit raylib conventions
Support custom allocators
2020-01-19 12:29:21 +01:00
raysan5
1c4dadcf68 Support custom memory allocators 2020-01-19 12:10:09 +01:00
raysan5
d797bb3e1c Support custom memory allocators 2020-01-19 11:42:16 +01:00
raysan5
bec467705e Review custom allocators 2020-01-19 11:23:38 +01:00
raysan5
fe0d04c879 Review functions modifiers 2020-01-19 11:23:27 +01:00
raysan5
406373caa9 Review functions definition modifiers 2020-01-19 11:22:28 +01:00
Victor Gallet
6a46dcb374 Fix compilation when the SUPPORT_MESH_GENERATION feature is not supported (previously, the loadModel function was using the GenMeshCube texture, if no model founded, to generate a default cube mesh (#1075) 2020-01-17 23:06:46 +01:00
Yunoinsky
7e77dc7a21 Create makefile for building android app on osx (#1070)
* Create makefile for building android app on osx

This makefile can work on macos to build android app

* Update and rename Makefile.macos.android to Makefile.Android.macos

Rename the makefile for android macos.

* Update Makefile.Android.macos

replace the user specific folder with env var $HOME
2020-01-16 16:41:49 +01:00
Ray
56e7a75a77 Update ci_src_examples_win.yml 2020-01-15 18:28:29 +01:00
Ray
0b4af7d341 Update ci_src_examples_win.yml 2020-01-15 18:25:02 +01:00
Ray
8deac79028 Update ci_src_examples_win.yml 2020-01-15 18:22:55 +01:00
Ray
2031c06880 Update ci_src_examples_win.yml 2020-01-15 18:20:16 +01:00
Ray
20e446cc7d Review Makefiles for web compilation 2020-01-15 18:00:13 +01:00
Ray
1eae4b483b Commented unnecessary printf()/puts() calls 2020-01-15 13:14:06 +01:00
Ray
1f82b0d847 Comment tweak 2020-01-15 13:13:30 +01:00
Ray
b0ce16b460 LoadFontData(): generate empty image for space
This could be required on texture packing ;)
2020-01-15 11:53:46 +01:00
Ray
237972652d GetImageAlphaBorder() return 0 in case of blank image 2020-01-15 11:52:50 +01:00
Ray
9f699af138 Merge branch 'master' of https://github.com/raysan5/raylib 2020-01-15 11:22:15 +01:00
Ray
4525c897e2 GetImageData() returns NULL if image size is 0 2020-01-15 11:22:00 +01:00
jbosh
019434a37e Fix for short non-looping sounds (#1067)
Short non-looping sounds can sometimes think they need to keep playing and will output their first few frames again. This helps to break out of all the loops instead of just this one.
2020-01-14 09:15:52 +01:00
Ray
22b7713287 IsFileExtension(): Review issue with no-extension files 2020-01-12 13:56:03 +01:00
Ray
a748c3bf25 Review VS2017 project to support x64 properly 2020-01-12 13:52:01 +01:00
Ray
cc827041a9 Update ci_src_examples_win.yml 2020-01-10 17:20:51 +01:00
Ray
95d31b0986 Update ci_src_examples_win.yml 2020-01-10 17:10:32 +01:00
Ray
e30995c65c Update ci_src_examples_win.yml 2020-01-10 17:05:38 +01:00
Ray
2829cec720 Update ci_src_examples_win.yml 2020-01-10 16:37:23 +01:00
Ray
a63a422972 Update ci_src_examples_win.yml 2020-01-10 16:13:41 +01:00
Ray
e043dad2a6 Update ci_src_examples_win.yml 2020-01-10 16:09:45 +01:00
Ray
aca9f20c2e Update ci_src_examples_win.yml 2020-01-10 16:04:04 +01:00
Ray
da51abf07f Update ci_src_examples_win.yml 2020-01-10 16:00:19 +01:00
Ray
31af42ee8e Update ci_src_examples_win.yml 2020-01-10 15:58:29 +01:00
Ray
c77f97c84a Update ci_src_examples_win.yml 2020-01-10 15:52:33 +01:00
Ray
d8f1aad494 Added CI badges 2020-01-10 13:45:30 +01:00
Ray
6b2aa173fc Update cd_src_release.yml 2020-01-10 13:05:19 +01:00
Ray
2cf8352b95 Update cd_src_release.yml 2020-01-10 13:04:48 +01:00
Ray
55e7428924 Update cd_src_release.yml 2020-01-10 12:38:53 +01:00
Ray
c7fe2c772e Update cd_src_release.yml 2020-01-10 12:04:16 +01:00
Ray
a4a10a6edd Update cd_src_release.yml 2020-01-10 11:29:08 +01:00
Ray
c2e79a212c Update cd_src_release.yml 2020-01-10 11:23:35 +01:00
Ray
680cbdf1f0 Update ci_src_examples_macos.yml 2020-01-10 11:20:43 +01:00
Ray
9961e3b0d7 Update ci_src_examples_win.yml 2020-01-10 11:10:05 +01:00
Ray
5997fa8fe1 Update ci_src_examples_win.yml 2020-01-10 11:05:49 +01:00
Ray
59a44bf5b9 Update ci_src_examples_win.yml 2020-01-10 10:56:53 +01:00
Ray
30f21438bc Update README.md 2020-01-10 00:05:31 +01:00
Ray
ebcbe292c1 Update ci_src_examples_linux.yml 2020-01-09 23:53:16 +01:00
Ray
b978dec51c Update cd_src_release.yml 2020-01-09 23:51:47 +01:00
Ray
8cef1d12f2 Create cd_src_release.yml 2020-01-09 23:45:41 +01:00
Ray
a77505c554 Update ci_src_examples_linux.yml 2020-01-09 23:39:43 +01:00
Ray
e0d4cc3143 ADDED: DrawPolyLines() 2020-01-09 18:34:20 +01:00
Ray
fcf15fe8c0 Removed comment 2020-01-09 18:33:50 +01:00
Ray
1694887f9b Update ci_src_examples_win.yml 2020-01-09 17:33:53 +01:00
Ray
0237231a8d Update ci_src_examples_win.yml 2020-01-09 17:30:35 +01:00
Ray
e88099bfd3 Update ci_src_examples_win.yml 2020-01-09 17:27:52 +01:00
Ray
887881486b Update ci_src_examples_win.yml 2020-01-09 17:27:03 +01:00
Ray
f21bd8836a Update ci_src_examples_win.yml 2020-01-09 17:21:12 +01:00
Ray
18c309fb38 Update ci_src_examples_win.yml 2020-01-09 17:13:53 +01:00
Ray
bc07636d6b Update ci_src_examples_win.yml 2020-01-09 17:06:34 +01:00
Ray
7104911236 Update ci_src_examples_win.yml 2020-01-09 16:55:12 +01:00
Ray
ca329bba0d Update ci_src_examples_win.yml 2020-01-09 16:53:00 +01:00
Ray
d1a4c1f789 Update ci_src_examples_win.yml 2020-01-09 16:50:01 +01:00
Ray
451969de1b Update ci_src_examples_macos.yml 2020-01-09 16:36:01 +01:00
Ray
7fe8d25253 Update ci_src_examples_linux.yml 2020-01-09 16:35:42 +01:00
Ray
b17937dda8 Create ci_src_examples_macos.yml 2020-01-09 16:33:57 +01:00
Ray
6f0a4a7663 Rename ccpp.yml to ci_src_examples_linux.yml 2020-01-09 16:06:58 +01:00
Ray
98f4e06a37 Create ci_src_examples_win.yml 2020-01-09 16:06:17 +01:00
Ray
1db9a85b5d Added more examples to list 2020-01-09 14:16:10 +01:00
Ray
e5c9e5e328 Added new categories 2020-01-09 13:57:24 +01:00
Ray
eb8512b43c Added some more examples 2020-01-09 13:45:34 +01:00
Ray
6321dd4614 Added shapes examples 2020-01-09 13:32:19 +01:00
Ray
689f3c086b Update README.md 2020-01-09 13:26:26 +01:00
Ray
9f79ed2972 Create core_2d_camera_platformer.png 2020-01-09 13:23:40 +01:00
Ray
421bbde1e0 Redesigning tables 2020-01-09 13:22:14 +01:00
Ray
10982fa184 Renamed directory 2020-01-09 13:14:57 +01:00
Ray
a1809fad4c Renamed directory: physac -> physics
Examples categories are independent from the module they use, despite in some cases module name matches category name.
2020-01-09 13:11:56 +01:00
Ray
8f05322263 Review example and screenshots 2020-01-09 12:58:24 +01:00
Ray
358ca7595d Review IsFileExtension() to be case-insensitive 2020-01-09 10:43:21 +01:00
Ray
89fedf0bb9 Comments review 2020-01-08 18:33:21 +01:00
Ray
4211056354 Reviewed some comments 2020-01-08 18:21:08 +01:00
Ray
6d56c99a37 Reorganized some variables for consistency 2020-01-08 17:19:06 +01:00
Ray
f46fcb8307 IsAudioBufferPlaying() replace ERROR by WARNING 2020-01-08 12:41:36 +01:00
Ray
b708965ab7 Added examples images to README 2020-01-07 19:06:44 +01:00
Ray
3c8b7a41b2 Merge branch 'master' of https://github.com/raysan5/raylib 2020-01-07 16:45:39 +01:00
Ray
a08508f6a4 Renamed LICENSE.md to LICENSE 2020-01-07 16:45:17 +01:00
Ray
7e0929e3b4 Create README.md 2020-01-07 16:26:41 +01:00
raysan5
793977db4a Review resources LICENSE 2020-01-06 19:50:26 +01:00
raysan5
b5b3bbb30b Review variable name 2020-01-06 19:49:52 +01:00
raysan5
615cb35d96 VS2017 project: Added x64 platform configuration
NOTE: When building for 64bit in raylib static mode, CloseWindow() symbol collides with user32.lib symbol. No solution for that at the moment, just compile raylib as shared library (raylib.dll), actually it can be chosen on project configurations.
2020-01-05 20:13:35 +01:00
raysan5
21c30f43d4 Update year to 2020 2020-01-05 20:01:54 +01:00
raysan5
c20ccfe274 Review PR #1040 naming and formating 2019-12-29 13:55:15 +01:00
raysan5
c0d1425aac Remove TABS 2019-12-29 13:53:05 +01:00
raysan5
350cb0a8a8 GenTextureCubemap(): renamed parameter 2019-12-29 13:52:48 +01:00
chriscamacho
cedd5efe4c fixed free camera pitch (#1040) 2019-12-29 13:47:01 +01:00
las3rlars
f8bd56b07f Normals was not correctly updated when using animated meshes (#1052)
* Normal vbo not correctly updated
2019-12-29 12:17:36 +01:00
Ray
9fbf5c8ca2 Review VS2017 project configuration 2019-12-25 10:12:59 +01:00
illegalinstruction
caa1f45643 Forcibly ensure .xm playback starts in the right place; fixes #1043. (#1045) 2019-12-21 13:02:54 +01:00
Ray
5e8b6b0157 Review flags and web compilation 2019-12-16 18:07:17 +01:00
Ray
8473e94879 Add some comments on desktop multi-touch 2019-12-16 18:06:48 +01:00
Ray
8dece6a179 Update README.md 2019-12-15 23:09:20 +01:00
Ray
ccf085ac70 Merge branch 'master' of https://github.com/raysan5/raylib 2019-12-15 23:02:35 +01:00
Ray
dde1d68a02 Remove KDevelop 2019-12-15 23:02:04 +01:00
Ray
14884a2a6c Update supported projects 2019-12-15 23:01:08 +01:00
Ray
9c62d8a400 Remove VS2015 project 2019-12-15 22:57:53 +01:00
Shylie
6e1326143e Typo fixes (#1039)
* Update SPONSORS.md

* Update SPONSORS.md

* Update CONTRIBUTING.md

* Update CONTRIBUTING.md
2019-12-13 20:40:47 +01:00
Ray
03e6006ac8 Corrected bug on rlReadTexturePixels() 2019-12-11 23:26:42 +01:00
Ray
e614942a2d Read texture data as RGBA from FBO on GLES 2.0 2019-12-11 23:22:10 +01:00
Ray
1397242d88 Small code tweak to avoid warning 2019-12-11 23:14:32 +01:00
Ray
b8246d8592 Minor format tweaks for PR #1036 2019-12-10 00:18:29 +01:00
Justin
7eacac24d5 SetWindowMonitor made functioning again. (#1036)
* We get the video mode from the target monitor and use that to set, therefore
keeping windowed-fullscreen
* Added a GLFW_AUTO_ICONIFY 0 hint so that glfw does not minimize the window
when changing focus from a windowed fullscreen window. This is more expected
behavior for windowed full screen, when a user alt-tabs or clicks on a window in
the other monitor, they expect their windowed-fullscreen window to remaining up.
2019-12-10 00:14:56 +01:00
Ahmad Fatoum
2a64aa2abd external: glfw: reinstate export of GLFW_PKG_{DEPS,LIBS}
We were doing this before, but it was deleted during the
last GLFW update. Readd it to fix the associated macOS CI failure.

Fixes: ea5cd42e6 ("Update GLFW to version 3.4")
2019-12-05 00:29:24 +01:00
Ray
f976b03a4f Update ccpp.yml 2019-12-04 20:23:13 +01:00
Ray
8db130289e Update ccpp.yml 2019-12-04 20:11:34 +01:00
raysan5
3aad221b1e Review some shaders to work on GLSL 100
Tested on Raspberry Pi... Just note that platform is very limited by GPU...
2019-12-04 19:52:53 +01:00
Ray
ff499fe57d Update ccpp.yml 2019-12-04 18:42:50 +01:00
Ray
3c75bb5e6d Update ccpp.yml 2019-12-04 18:34:11 +01:00
Oskari Timperi
8a08a9b225 Fix IsMouseButtonReleased() when press/release events come too fast (#1032)
If press/release events for a mouse button come too fast, then using
`IsMouseButtonReleased()` does not work. This has been noticed when
using a touchpad on Linux when tapping with two fingers two emulate
right mouse button click.

The situation looks like this:

```
BeginDrawing           <-- current==released, previous==released
Pressed                <-- current=pressed
Released               <-- current=released
IsMouseButtonReleased  <-- returns false because current==previous
EndDrawing             <-- previous=released
```

The fix is to update the previous mouse button state in addition to
current mouse button state when `MouseButtonCallback()` is called by
glfw. Now the situation is as follows:

```
BeginDrawing           <-- current==released, previous==released
Pressed                <-- current=pressed, previous=released
Released               <-- current=released, previous=pressed
IsMouseButtonReleased  <-- returns true because current!=previous
EndDrawing             <-- previous=released
```
2019-12-04 18:29:11 +01:00
Ray
1b7d136daa Create ccpp.yml 2019-12-04 18:25:17 +01:00
raysan5
f346c672fb Work on macOS HighDPI issue #826 2019-12-04 18:09:56 +01:00
raysan5
08adb4b8c3 Check and testing timming #865 2019-12-04 17:59:17 +01:00
raysan5
3d936061c8 Corrected issue #1027 2019-12-04 11:05:46 +01:00
Ray
95f3b6e18e Review VSync on fullscreen mode
It seems to work ok on my old Intel HD Graphics card... it should work anywhere else
2019-12-01 13:58:29 +01:00
MasterZean
8eecbbe4aa fixes for switching full-screen and v-sync (#963)
* fixes for switching full-screen and v-sync

* requireVsync flag
2019-12-01 13:46:09 +01:00
Ray
ea5cd42e6c Update GLFW to version 3.4 2019-12-01 13:30:02 +01:00
Ray
3ffe34f9bb ADDED: DrawTextCodepoint()
- Renamed GetGlyphIndex() parameter
 - Review DrawTextEx() implementation
 - Review DrawTextRecEx() implementation
2019-12-01 13:28:14 +01:00
Ray
416a52b5bc Minor comments tweak 2019-12-01 12:55:33 +01:00
Ray
91faf72dda Rename and review: core_2d_camera_platformer 2019-11-25 13:06:56 +01:00
Ray
60e8511543 Update miniaudio.h to v0.9.8 2019-11-25 11:42:49 +01:00
Ray
97abaff4c5 Support rlPushMatrix() and rlPopMatrix() on mesh drawing 2019-11-25 11:29:04 +01:00
Ray
5ad65d9291 Minor format tweaks 2019-11-25 11:26:26 +01:00
Darryl Dixon - Piece Digital
776304e8e8 Comments (#1026)
* swapped comments, expanded comment for clarity

* revert alignments

* adjusted for consistency
2019-11-25 00:13:05 +01:00
raysan5
d5aab98ac9 Review PR #1015
Just simplified code a bit
2019-11-24 14:08:27 +01:00
brankoku
1f66f0d9a2 [text] TextFormat() caching (#1015) 2019-11-24 14:01:35 +01:00
raysan5
c1a02e9fca Review PR #1022
Actually OpenAL is not used any more, it should be using CoreAudio
2019-11-24 13:43:48 +01:00
Richard Smith
f987ac9dca fix example build on macos (#1022) 2019-11-24 13:41:23 +01:00
raysan5
1d3f230c92 Review key input queue PR #1012
Keeping original API
2019-11-24 13:39:45 +01:00
Ushio
ae301a1d23 add api FIFO based character input. (#1012)
* add api FIFO based character input.

* rename input character functions

* replace tab to space x4 #1012
2019-11-24 12:46:00 +01:00
Ushio
b132ae099b Fix camera not working problem at align z direction. #924 (#1013)
* Fix camera not working problem at align z direction. #924

* replace tab to space x4
2019-11-24 12:37:52 +01:00
Ray
2783d0d63e DrawPoint3D(): PR review 2019-11-22 00:33:50 +01:00
Eric J
5d27c1e6c9 Add DrawPoint3D() function to models.c (#1019)
Uses fewer vertexes than using DrawCube() or DrawSphere() for points.  The small line is on analogy to the code for DrawPoint() in shapes.c.
2019-11-22 00:30:19 +01:00
Kevin Yonan
d2882a68fe Adding double ended stack & Mempool Reset function (#1021) 2019-11-22 00:27:23 +01:00
Ray
2ae5849826 Update BINDINGS.md 2019-11-22 00:18:03 +01:00
Ray
25ae374f62 Added raylib binding 2019-11-20 21:46:04 +01:00
JuDelCo
8b7db29ba0 Fix Makefile missing X11 lib when building as a shared library on Linux. (#1018) 2019-11-15 19:46:20 -08:00
JuDelCo
74642ba1c6 Fix VSCode template for debugging. (#1014) 2019-11-12 19:30:45 +01:00
brankoku
96b0563249 [rlgl] Create function rlUpdateMeshAt (#1010)
* [rlgl] Create function `rlUpdateMeshAt`

* [rlgl] Update function `rlUpdateMeshAt`
2019-11-11 11:49:13 +01:00
ChrisDill
00c611a5fb [Core] Added ColorFromNormalized which is the reverse of ColorNormalize. (#1011) 2019-11-08 21:02:41 +01:00
brankoku
bba8454034 rlUpdateMesh now supports updating indices (#1009) 2019-11-06 11:43:36 +01:00
raysan5
29b9b054dd REVIEW: rlLoadTexture()
Corrected bug when loading a RenderTexture texture passing NULL data.
2019-11-04 13:40:59 +01:00
raysan5
e8b89b5ecf REVIEW: GetImageData() and GetImageAlphaBorder() 2019-11-04 13:30:55 +01:00
Pablo Marcos Oltra
5d9df629d7 Fix generation of web examples (#1007)
At least on Linux, CMake seems to add automatically
the '-rdynamic' flag. As a result, Emscripten
generates a fat HTML file that does not work.
Removing it allows HTML+JS+WASM generation.
2019-11-01 19:09:38 +01:00
Ray
dc6136e820 Review formatting for PR #1004 2019-10-29 16:03:21 +01:00
João Coelho
75b0264f35 fix various problems, thanks CppCheck :) (#1005)
* explained a bit more the core_window_letterbox example

* fixed a few 'ups' moments that could lead to mild head pain and time loss
2019-10-29 15:57:19 +01:00
Ray
64c588e9d8 Review latest PR #1003 2019-10-29 15:56:14 +01:00
Jean-Seb / jseb
862ef0524e Raysan (#1003)
* new linux makefile for Android portages

* Revert "projects: CMake: bump up minimal raylib version (#983)"

This reverts commit 82306af111.

* new PR for upstream

* for Raysan
2019-10-29 15:54:01 +01:00
Ray
d73abe73e5 REDESIGN: TextToUtf8()
ADDED: CodepointToUtf8()
2019-10-28 20:53:32 +01:00
Ray
6bf746d531 Corrected issue with function renamed 2019-10-28 20:39:39 +01:00
Ray
f6df47dfe5 ADDED: TextToUtf8() -WIP-
RENAMED: TextCountCodepoints() -> GetCodepointsCount()
2019-10-27 23:56:48 +01:00
Donald Duvall
3f12fa54f7 Update Bindings list include raylib-pas info (#1001) 2019-10-27 17:15:25 +01:00
chriscamacho
90b3dceb54 added GetMatrixProjection fixed issue with GL11 where model matrix was identity (#999) 2019-10-27 12:13:18 +01:00
Industrious Nomad
a6db31c01e updated RayMarching Demo (#997)
* Removed Unused Uniforms

uniform vec3 viewUp;
uniform float deltaTime;

* Removed Unused uniforms

uniform vec3 viewUp;
uniform float deltaTime;

* Updated Source

  Added   - #define PLATFORM_DESKTOP line for desktop users.
            This now will correctly find the proper glsl version for the raymarching.fs file.
  Removed - Uniforms --> deltaTime and viewUp. Including the code that was setting them.
            They were never used and they were triggering a log warning.
  Removed - The const from both screenWidth and screenHeight.
            Now they can be used to update the shader resolution when screen is resized.
            NOTE : This is a quick fix and probably not the best idea.
  Added   - IsWindowResized() to check if screen is resized.
            If window is resized then width, height and shader resolution are updated.
  Changed - MIT tag at bottom right color value to BLACK. Now it's easier to see.

* Closer Match to original code

* Removed the PLATFORM_DESKTOP Define
2019-10-26 09:45:15 +02:00
Ray
39e22046c1 ClearDirectoryFiles(): Corrected issue #994 2019-10-25 14:29:12 +02:00
chriscamacho
3d8b1165a8 mem leak in gltf loader (#995) 2019-10-23 10:42:17 +02:00
Ray
163a9e1f41 ClearDirectoryFiles() corrected bug 2019-10-23 00:46:41 +02:00
Ray
9b6227688f Corrected issue #992 2019-10-22 23:31:04 +02:00
Ray
3c2ce77b7b ClearDirectoryFiles(): Corrected memory leak #991 2019-10-22 23:18:42 +02:00
Ray
1878a9ea01 Corrected possible memory leak #993 2019-10-22 23:15:41 +02:00
Ray
06910eedfd Minor comment tweak 2019-10-22 23:15:26 +02:00
Ray
ca92f43c27 Review some defines 2019-10-22 00:37:10 +02:00
Ray
ea70c47a1a Review latest PR 2019-10-21 17:55:37 +02:00
Tyler Jessilynn Bezera
3f7fa6d6e7 Add multi texture support for materials in GLTF format (#979)
* Initial commit of addition for GLTF materials.. should support loading more than just albedo map.

* Clean up

* fixed seg faults and leaks

* temp don't overwrite defuse colour when rendering

* undid something dumb!

* correctly mixed diffuse map color when rendering to preserve not overwrite it
2019-10-21 17:38:23 +02:00
Ray
ab52f98480 Update text.c 2019-10-21 17:37:47 +02:00
Ray
c1d282d9e8 Corrected bug on no-extension 2019-10-21 17:37:43 +02:00
raysan5
e25f4dca1f Update external libraries 2019-10-19 17:26:58 +02:00
raysan5
68dcb55349 Corrected bug on ImageDrawRectangleLines() 2019-10-19 17:26:45 +02:00
Ray
b75511248d Remove trailing spaces 2019-10-17 17:18:03 +02:00
Ray
e40c26dea5 REVIEWED: GetCodepoints() issue
- Improved LoadBMFont()
2019-10-17 17:07:09 +02:00
Ray
7baa2975ec REDESIGNED: IsFileExtension()
Now it accepts a ';' separated list of extensions, useful to check multiple extensions
2019-10-11 20:13:11 +02:00
Ray
e0cb892d2d ADDED: GetCodepoints()
Get the unicode equivalent characters (as int array) from a UTF-8 text array... maybe this function is renamed to be clearer to users...
2019-10-11 20:12:15 +02:00
Ray
12d3e21f1b REVIEW: ImageAlphaMask()
When adding alpha mask to GRAYSCALE image, if using ImageFormat(), it could change pixel values, now we avoid that, mask is just added as an extra channel
2019-10-11 20:08:41 +02:00
chriscamacho
161c8b7d08 corrected examples Makefile target (#985) 2019-10-11 14:54:13 +02:00
elitepleb
82306af111 projects: CMake: bump up minimal raylib version (#983)
While at it, add comment to indicate what the version signifies.

[a3f: updated commit message]
2019-10-10 12:39:40 +02:00
Michael Vetter
596338b26a Check whether parsing mtl file was succesful (#982) 2019-10-03 21:05:21 +02:00
Michael Vetter
eb772bc1e0 Check whether GLTF was loaded correctly (#981) 2019-10-03 17:07:32 +02:00
Michael Vetter
047f093503 Remove dead assignments (#980)
The result of `success` is actually never used. Either we should check
for it and return or remove it. I assume just checking the last one is
okay.
2019-10-03 17:06:08 +02:00
Ray
df84f93938 Add security checks on file writting 2019-09-30 17:32:06 +02:00
Ray
a8e63b9724 Convert default shader to const strings 2019-09-25 16:45:17 +02:00
Catalin Moldovan
99e86d180b Const corectness for LoadShaderCode (#977)
* Const corectness for LoadShaderCode

* Added const for standalone variant as well.
2019-09-25 16:31:10 +02:00
AlexHCC
8adcec185e Improve code readability (#976) 2019-09-24 23:08:07 +02:00
Ray
3fcf2ee19a Example renamed 2019-09-22 22:13:22 +02:00
Ray
bdcb16e7bb Review PR and comments 2019-09-22 21:47:19 +02:00
chriscamacho
a679b0ccc0 contributed simple shader example (#973)
Contributed simple shader example
2019-09-22 21:28:50 +02:00
AlexHCC
acedf4a0d5 Fixed regular polygon shape rendering (#972) 2019-09-22 21:25:39 +02:00
Ray
1f730b3b35 Review ImageCrop() security checks 2019-09-20 15:55:55 +02:00
Ray
b331edd7a6 Let the user choose the formats 2019-09-20 15:54:10 +02:00
Ray
9d53e07883 Added preprocessor macros for GIF 2019-09-19 17:36:48 +02:00
chriscamacho
bce2dd1231 fixed leak with PBR example (#971) 2019-09-19 17:11:37 +02:00
Ray
d089e1cd34 ADDED: LoadAnimatedGIF() -WIP-
Still looking for a better way to integrate it into raylib API, maybe add a LoadImageAnim()?
2019-09-19 16:09:36 +02:00
Ray
741afde3bc Review PR formatting 2019-09-19 13:36:55 +02:00
chriscamacho
314c4061df fixs issue mem leak with LoadModel / OBJ and issue with -1 material index (#969) 2019-09-19 13:28:01 +02:00
raysan5
08165fed18 Review DecompressData() types, for consistency 2019-09-15 11:15:33 +02:00
raysan5
112874fe07 Review issue with HDR pixels loading 2019-09-14 20:07:44 +02:00
raysan5
c10348cc85 Review conditions 2019-09-14 19:01:33 +02:00
Ray
904a7ee032 Update for latest emsdk configuration
Note that latest emsdk changed paths
2019-09-13 17:08:20 +02:00
Ray
4ccf1e61be Corect typo 2019-09-13 17:07:29 +02:00
chriscamacho
6916ff58b1 fixed some memory leaks, still issue with material index allocation leaking 4 bytes (possibly double allocation) (#964) 2019-09-13 13:29:52 +02:00
Ray
e5d5f6e367 Review possible memory leak with my_strndup() 2019-09-13 12:58:42 +02:00
Ray
7caedff9ca Review weird PBR shader issue >_< 2019-09-12 19:22:47 +02:00
Ray
d9d9c6111b RENAMED: text_sprite_font > text_font_spritefont 2019-09-12 16:30:39 +02:00
Ray
8d6f179062 RENAMED: text_ttf_loading > text_font_filters 2019-09-12 16:29:26 +02:00
Ray
7e08b312d5 RENAMED: text_bmfont_ttf > text_font_loading 2019-09-12 16:28:58 +02:00
Ray
c6d2502bdb Review example crashing
Note this example is not working properly, it still requires some review.
2019-09-12 16:27:58 +02:00
Ray
a2fd427224 Comment tweak 2019-09-12 16:26:37 +02:00
Ray
74ed3d07f9 Add glTF Duck model 2019-09-12 16:26:19 +02:00
Ray
ce58b168f6 REMOVED: models_obj_viewer 2019-09-12 16:25:33 +02:00
Ray
c247c371c3 REDESIGNED: models_obj_loading > models_loading 2019-09-12 16:25:14 +02:00
Ray
0a2177b4bc ADDED: GetWindowPosition() 2019-09-10 12:43:44 +02:00
Ray
ae2452d280 ADDED small compression API
- ADDED: CompressData()
 - ADDED: DecompressData()
2019-09-09 21:56:16 +02:00
Ray
2d6bc1ff42 Update raudio.h 2019-09-09 21:54:40 +02:00
Ray
dec5f332ad Revert "Update tinyobj_loader_c.h"
This reverts commit 53b32f1c20.
2019-09-08 16:46:08 +02:00
Ray
d93f8eadf8 REVIEW: GetFileName(): Security checks 2019-09-08 01:11:53 +02:00
Ray
53b32f1c20 Update tinyobj_loader_c.h 2019-09-05 13:15:47 +02:00
Ray
402ce4e53b Update plane_diffuse.png 2019-09-04 15:04:09 +02:00
Ray
861a619053 Review dr_flac usage
Replaced DEPRECATED functions
2019-09-03 23:24:09 +02:00
Ray
fc95ceadf0 Remove sampleLeft from Music struct... -WIP-
...moved to internal AudioBuffer structure as totalFramesProcessed, now time measure works again... but there is some problem with looping...
Also note some inconsistencies between frames and samples, it seems those concepts are not considered correctly in the code.
2019-09-03 23:08:02 +02:00
chriscamacho
dde1e0671f examples makefile not deleting examples in Linux (#955)
I'm not sure why the clean command is so complex (especially given that find -type f -executable | xargs rm -fv works!)
but I fixed the version as is, to support x-pie-executable which was preventing it deleting anything on my system...
2019-08-27 19:58:49 +02:00
raysan5
4e43192561 Review latest PR 2019-08-27 13:15:56 +02:00
arvyy
97101d1003 Add screen->world and world->screen functions for 2D; add extended camera2D example (#947) 2019-08-27 13:05:28 +02:00
raysan5
37bb8e9554 UpdateModelAnimation() - Added security check 2019-08-27 12:23:30 +02:00
raysan5
41732bebe8 Formatting tweak 2019-08-27 12:22:54 +02:00
raysan5
e2183f0b99 Update version in case no config.h is being used 2019-08-27 12:10:09 +02:00
raysan5
f565ff018e REMOVED: FLAG_SHOW_LOGO
raylib logo animation has been removed. That funtionality was very restrictive, not configurable at all and hardly ever used, also, it added a coupling dependency of `core` module with `shapes` and `text` modules.
2019-08-27 11:24:04 +02:00
raysan5
8241dcf80b Review models loading, memory initialization 2019-08-27 11:16:43 +02:00
raysan5
c661cad692 Review all RL_CALLOC() calls
All data should be properly initialized by now
2019-08-27 10:56:49 +02:00
raysan5
37a6f12037 Unload model shaders and textures
They are not automatically unloaded when unloading the model!
2019-08-26 21:19:04 +02:00
raysan5
addbd88833 Expose scissor functionality 2019-08-26 21:09:03 +02:00
Zatherz
8e86f3586d IsAudioBufferProcessed -> IsAudioStreamProcessed (#951)
It appears that you've missed renaming this function here, which makes trying to compile standalone raudio.c error out.
2019-08-26 00:34:54 +02:00
Ray
e67c842faa Tweak on atlas size computing
Some generated fonts were not fitting the image...
2019-08-24 20:03:47 +02:00
Ray
061294e4d1 Update miniaudio.h 2019-08-24 10:11:32 +02:00
raysan5
20fa362700 Review comment 2019-08-21 18:59:15 +02:00
raysan5
20257f3e49 Uniform initialization not supported on GLSL 100 2019-08-20 21:17:06 +02:00
raysan5
3db13edd89 Support mouse cursor on RPI native
Reduced bunnymark limits
2019-08-20 20:39:22 +02:00
raysan5
a727f5768f Review OpenGL ES 2.0 extensions check 2019-08-20 19:33:46 +02:00
raysan5
bf0db83134 Merge branch 'master' of https://github.com/raysan5/raylib 2019-08-20 19:33:05 +02:00
raysan5
ef3b01dffc RPI: Corrected issue when creating 3d projection view 2019-08-20 19:32:12 +02:00
Ray
64575e711b Update README.md 2019-08-20 13:15:48 +02:00
Ray
3414910809 Update README.md 2019-08-20 13:15:10 +02:00
Ray
2f42b0ce85 REVIEW: TextSplit()
Just adding a security check
2019-08-19 15:09:54 +02:00
Colday96
12bcdb977a Update shapes.c for smoother collision detection (#946)
By removing the equal sign, if the 2 rects a right next to each other and not overlapping, there will be no collision detection. This is what a majority of other game libraries do and would make it easier to implement collisions for tile based games.
2019-08-19 13:32:17 +02:00
Ray
973d32f9a7 Reviewed issue #943 2019-08-19 12:17:02 +02:00
Ray
049a1c8f6d Merge branch 'master' of https://github.com/raysan5/raylib 2019-08-19 12:09:25 +02:00
Ray
4b79f63d07 new example: shaders_fog 2019-08-19 12:08:45 +02:00
Oraoto
7ebcd06652 Fix uninitialized vboId in GenMeshHeightmap (#949) 2019-08-19 10:25:26 +02:00
Ray
ce8d7042c6 PR formatting review 2019-08-16 16:15:47 +02:00
arvyy
d8b8c0f3fc change Camera2D behavior (#945) 2019-08-16 16:09:50 +02:00
raysan5
c387bc586d RENAMED: IsAudioBufferProcessed() -> IsAudioStreamProcessed()
Renamed for consistency with similar functions
2019-08-13 17:41:31 +02:00
raysan5
c629b16ebc Corrected issue on compressed textures data size 2019-08-12 12:35:23 +02:00
raysan5
cef1e6e2e2 Added notes about vertex order 2019-08-11 21:26:12 +02:00
raysan5
740834bb83 REVIEW: GetDirectoryPath() and GetPrevDirectoryPath() 2019-08-11 12:04:54 +02:00
Wayde Reitsma
2c2ccadd32 Small fix in GetMouseY (#940) 2019-08-11 11:17:20 +02:00
chriscamacho
6f2f09947f addition to raylib to create matrix from 3 euler angles (#938) 2019-08-09 17:04:52 +02:00
Ray
e6e48675cc Formating tweaks 2019-08-08 23:08:54 +02:00
raysan5
108f7f6fee Corrected small issue on miniaudio
ONly Neon processors
2019-08-08 10:32:42 +02:00
raysan5
2234158049 Merge branch 'master' of https://github.com/raysan5/raylib 2019-08-08 10:18:25 +02:00
raysan5
3ebc55fdfe Reviewed comment 2019-08-08 10:18:12 +02:00
Kevin Yonan
084fb31186 Removing '__RemoveNode' (#935)
Replaced '__RemoveNode' as it was causing invalid memory accesses with regular doubly linked list deletion algorithm.
Replaced double pointer iterator in 'MemPoolAlloc' with single pointer iterator.
Fixed undefined variables errors in 'MemPoolFree' for the freelist bucket.
2019-08-08 10:00:23 +02:00
chriscamacho
2d5cc5ddbf fixed xmloader bug, user must free model shaders and textures as they might be shared (#933) 2019-08-08 09:57:21 +02:00
Michael Vetter
f3555a1016 Fix memleak in physics_restitution example (#932) 2019-08-07 09:24:56 +02:00
Michael Vetter
5f1990e044 Fix build caused by GetImageAlphaBorder() (#931)
Fix build failure introduced in 2a913b6587
2019-08-07 09:23:15 +02:00
Ray
3d46297cc1 Update external libraries 2019-08-07 00:33:57 +02:00
Ray
439e73a8ec Change raylib version to 2.6-dev 2019-08-07 00:33:33 +02:00
Ray
3d5fa81bf2 WARNING: Redesigned structs
- Mesh, Shader, Material structs have been reviewed to minimize size when passed by value, all required code has been reviewed.
 - GetCollisionRayModel() reviewed to avoid pointer, not required because model is not modified inside the function
 - UnloadMesh() reviewed, pointer not required
 - CheckCollisionRay*() parameters name reviewed
2019-08-07 00:32:44 +02:00
Ray
2a913b6587 ADDED: GetImageAlphaBorder() 2019-08-07 00:28:05 +02:00
Ray
042499188c ADDED: DirectoryExists() and GetPrevDirectoryPath() 2019-08-07 00:27:32 +02:00
Ray
b354c10072 ADDED: DirectoryExists()
ADDED: GetPrevDirectoryPath()
2019-08-07 00:26:33 +02:00
Michael Vetter
6267fd1865 Fix memory leak in LoadGLTF() (#929)
Free texturePath in LoadGLTF()
2019-08-06 23:09:27 +02:00
culacant
f518c4e939 Fix loading multiple animations from .iqm file (#928)
* Fix loading multiple animations from .iqm file

* Fix memory leak in models_animation example

* Added export instructions to the animation example

* use raylib free

* include <stdlib.h> to appease the travis CI gods

* replace tabs with spaces
2019-08-06 23:08:58 +02:00
NimbusFox
e53e42f43d Improved Android Building (#930)
Added in a check for x86 and x86_64 branches of android

Added in $(OS) checks to see if we're running on windows or *nix

Added a default location for android ndks and sdks at /usr/lib/android
2019-08-06 23:06:26 +02:00
Ray
94abe0db88 Allow GitHub Sponsors only 2019-08-03 12:57:06 +02:00
Leandro Gabriel
89c16baf18 Replace tabs with spaces and update year of copyright notices (#927)
* Update year of copyright notices

* Fix mistake in comment

* Fix typo ("algorythms")

* Replace tabs with spaces

* Remove trailing whitespace and fix mistake in comment

* Fix ExportImageAsCode missing comment rectangle corner

* Replace tab with spaces

* Replace tabs with spaces
2019-08-03 11:07:41 +02:00
João Coelho
68ffbc06c7 explained a bit more the core_window_letterbox example (#925) 2019-08-02 15:16:43 +02:00
Kevin Yonan
f81cb1a252 End of July rmem Update (#923)
Object Pool Changes:
-- changed 'size' member name of 'union ObjInfo' to 'index' to better name its purpose.
Memory Pool Changes:
-- Added memory node buckets to store and allocate smaller, more frequent byte sizes.
-- Replaced 'memset' call to deinitialize free list data with NULL and 0 assignments.
-- Removed some no-longer-needed commented-out code.
-- Changed insertion sort code to put the largest size at the tail rather than the head.
-- Made certain pointer variables as constant pointers.
2019-07-31 11:24:33 +02:00
raysan5
1da7e1da8c Review VSCode project 2019-07-30 14:00:10 +02:00
Kevin Yonan
5775f9d224 Patched potential bug when defragging. (#920)
* Patched potential bug when defragging.

Patched a potential bug concerning the '__RemoveNode' function as, when removing certain nodes that are either at the head or tail, it can yield a free list node of size 0 bug as the previous node was removed and its size was set to 0 but not fully removed from the other nodes.

* A few more potential bug patches.
2019-07-28 21:37:31 +02:00
raysan5
38ee6156f8 Update textures_mouse_painting.c 2019-07-28 19:04:30 +02:00
raysan5
b83d165764 Replace tabs by spaces 2019-07-28 15:33:55 +02:00
raysan5
895f9613d2 Added image saved message 2019-07-28 15:26:22 +02:00
raysan5
602d2a65dd Reviewed new examples 2019-07-28 15:09:01 +02:00
ChrisDill
879c874330 Added scissor test and mouse painting examples proposed in #890 (#919)
- Updated Makefile with new examples
2019-07-28 11:12:13 +02:00
raysan5
153f078bd1 Update raygui.h 2019-07-27 12:42:18 +02:00
raysan5
9a478bef1a Avoid ricons.h 2019-07-27 12:04:47 +02:00
raysan5
a1c551c6c4 Reviewed rlTextureParameters()
Reviewed latest PR to also consider OpenGL 1.1 extension support (unprobable).
2019-07-27 11:59:41 +02:00
Reece Mackie
e44eae3cd5 Changes without CLion mess (#916) 2019-07-27 11:53:00 +02:00
Antonio Radovcic
814952c01d #917 This commit changes the path to 'shell.html' in all Makefiles (#918) 2019-07-27 11:45:49 +02:00
raysan5
6baf8bccb1 Removed functions modifiers 2019-07-27 11:44:50 +02:00
raysan5
f46ffb98a6 Update raygui.h 2019-07-27 11:44:13 +02:00
Ray
65d003507b Update FUNDING.yml 2019-07-27 09:56:24 +02:00
Ray
251f90cd31 WARNING: Replaced Music pointer by struct
Now, multiple music parameters are exposed to the user!
2019-07-26 10:26:39 +02:00
Ray
8e870f0eda Try to support stack matrices on models drawing
Not working yet... :(
2019-07-24 22:40:12 +02:00
Ray
7c05e498fc Test Camera on Android
It can break building on that platform...
2019-07-24 22:39:33 +02:00
Ray
eed53a5b44 Changed macro CLITERAL 2019-07-24 22:38:57 +02:00
Ray
9909c83012 REMOVED: LoadWaveEx()
Completely useless and actually buggy!
2019-07-24 22:38:40 +02:00
Ray
73a3d4a183 Review comments 2019-07-24 22:38:06 +02:00
Ray
ae95111006 Some variables renamed 2019-07-24 22:37:24 +02:00
Ray
8730f22371 Remove note 2019-07-24 22:37:00 +02:00
Ray
a5329efb23 Some tweaks revisiting an old game... 2019-07-24 22:36:52 +02:00
Ray
b4d67499a7 BREAKING CHANGE: Read description
Changes:

 - Font structure has been redesigned, CharInfo structure contained character rectangle within font texture, it has not much sense, considering that it was an information relative to the font atlas generated and not the character itself, so character rectangles have been moved out from CharInfo to Font.
 - CharInfo included a data parameters to contain character pixel data (usually grayscale), generated on TTF font generation. It was inconsistent with other fonts types, so, now CharInfo includes directly an Image of the glyph.
 - REDESIGNED: GenImageFontAtlas(), additional recs parameter added, loaded and filled inside the function to export atlas characters rectangles, instead of silently modify the input CharInfo data.
 - REVIEWED: ImageTextEx(), funtion retrieved the font atlas image from the GPU, that was slow and problematic in several platforms. Now it uses directly the CharInfo image. Support for unicode codepoints has also been added.
 - REDESIGNED: ImageDraw(), now it includes an additional parameter, the color tint, not only it could be useful for several situations but also function signature is more consistent with similar functions.
 - ADDED: ImageFromImage() to generate a new image from a piece of another image.
 - REVIEWED: GetNextCodepoint(), renamed parameters to be more clear.

Also all examples and games that were affected by those changes have been reviewed.
2019-07-24 15:05:14 +02:00
Ray
543c0ba30d Added Sound parameters data 2019-07-24 14:48:45 +02:00
Ahmad Fatoum
47137b1489 CMake: fix dependency build with -Draylib_USE_STATIC_LIBS=ON
Fixes #899, which made apparent three issues with how static libraries
are handled in raylib-config.cmake:

- XPREFIX is set before pkg_check_modules, which causes a duplicate
  STATIC in variables, e.g. PC_RAYLIB_STATIC_STATIC_.*
- raylib_static is searched for, but no library exists with that name
- raylib_LDFLAGS isn't populated properly

This commit fixes these.
2019-07-24 00:12:38 +02:00
Ray
7b448f59e2 Update raylib.h 2019-07-23 23:37:14 +02:00
Ray
2cb3b91913 Try to avoid collision with CoreAudio on macOS 2019-07-23 23:08:29 +02:00
Ray
2433f30b4b Reviewed ImageDraw() and ImageResizeCanvas()
Added security checks in case provided image to functions hasn't been properly loaded... just to avoid program crashes.
2019-07-23 22:24:25 +02:00
Ray
b44b7dd310 WARNING: Complete review of raudio -WIP-
This module has been completely reviewed, old structures still contained OpenAL useless data, a full module revision. Some of the changes:
 - Redesigned internal MusicData structure
 - Exposed MusicStream structure data
 - Reviewed AudioStream structure
 - Redesigned Sound structure

Still some work to do...
2019-07-23 22:21:01 +02:00
Ray
632d064b21 Review text functions return value
It needs to be freed
2019-07-22 21:29:50 +02:00
Ray
bc3983a3dd Solved issue #912 2019-07-22 21:15:25 +02:00
Kevin Yonan
f501d42e47 Increasing threshold size for traversing memory blocks (#914)
L235 - Increased the memory threshold size so that we can further reduce fragmentation by allocating memory blocks that is close to the requested size by 16 bytes.
2019-07-22 10:17:27 +02:00
Ray
4b2f6b2b5f Check buffer limit on DrawBillboardRec() 2019-07-22 00:12:51 +02:00
Ray
3fd48a14a2 Create SPONSORS.md 2019-07-18 23:19:22 +02:00
Ray
55e76dab47 Update FUNDING.yml 2019-07-16 23:32:49 +02:00
Ray
8d576aaf2b Update FUNDING.yml 2019-07-16 20:36:08 +02:00
raysan5
e5271dbdc3 Move raylib memory pool docs to raylib Wiki 2019-07-15 19:30:58 +02:00
raysan5
e8829538c9 Review rmem functions naming and coding conventions 2019-07-15 19:25:55 +02:00
Kevin Yonan
c563b53afb Submitting rmem memory and object pool module (#898)
* Submitting rmem memory and object pool module

* changed 'restrict' to '__restrict' so it can compile for MSVC

Added `const` to parameters for `MemPool_Realloc`

* Update and rename mempool README.txt to mempool_README.md

* Update mempool_README.md

* Update mempool_README.md

* Update and rename objpool README.txt to objpool_README.md

* implementing changes

* updating header for changes.

* forgot to change _RemoveNode to __RemoveNode

* removing l

* removing l

* Updating documentation on MemPool_CleanUp function

* Updating documentation on ObjPool_CleanUp function

* changed *_CleanUp function parameter

Replaced `void*` pointer to pointer param to `void**` so it's more explicit.

* Updating header to reflect changes to the *_CleanUp functions

* A single change for the mempool and a patch for the objpool.

Object Pool Patch: if you deplete the object pool to 0 free blocks and then free back one block, the last given block will be rejected because it was exactly at the memory holding the entire pool.
Mempool change: switched memory aligning the size from the constructor to when allocating.
2019-07-15 18:28:09 +02:00
Aldrin Martoq
e19616592d Adding solar system examples. (#900) 2019-07-15 18:26:47 +02:00
raysan5
24566c0cf3 Delete CODE_OF_CONDUCT.md 2019-07-15 13:41:58 +02:00
raysan5
a386cedae6 Review extensions loading and freeing 2019-07-12 14:36:20 +02:00
raysan5
83f6ae148a Merge branch 'master' of https://github.com/raysan5/raylib 2019-07-12 14:33:13 +02:00
raysan5
f9a2d89ed2 Use function GetSizeBase64() 2019-07-12 14:33:06 +02:00
Ray
b4da7b6777 Review VSCode project 2019-07-02 18:36:09 +02:00
Ray
4ad1fa85a4 Remove old OpenAL comments 2019-06-29 11:26:31 +02:00
Ray
892813de76 Review multichannel PR addition
- Capital letters at beginning
- for loop spacing and brackets
- Functions naming for consistency
- Example following examples template
- Other tweaks
2019-06-29 11:26:08 +02:00
chriscamacho
83a4eb0852 add multi channel audio to raudio (#895)
* added multi channel sound replay to raudio
added -fPIC to Makefile for Linux
added simple lighting and audio multi channel to examples Makefile

* not properly reporting audio buffer pool size...
2019-06-29 10:49:42 +02:00
Leandro Gabriel
a4e307ed96 Fix typo in comment (onlyl -> only) 2019-06-24 16:06:02 +02:00
Ray
65a21ab416 Renamed screenWidth & screenHeight 2019-06-19 16:01:47 +02:00
Ray
1b249ac1e1 Define some globals 2019-06-19 15:43:35 +02:00
Ray
e0854696b4 ADDED: DrawTriangleStrip() 2019-06-17 10:29:58 +02:00
Ray
f951f0c536 RENAMED: LoadDefaultFont() -> LoadFontDefault()
Renamed internal function for consistency with similar functions.
2019-06-16 23:42:51 +02:00
Ray
e36a80f730 Code tweaks 2019-06-16 23:37:16 +02:00
Ray
d21422687a Some formatting tweaks 2019-06-16 23:36:04 +02:00
Ray
9a7d4ccb79 Merge pull request #893 from kawa-yoiko/rlgl-quad-padding
Fix vertex padding not zeroed for quads
2019-06-15 19:58:28 +02:00
Shiqing
5baab54f93 Fix vertex padding not zeroed for quads, close #891 2019-06-15 13:51:56 +08:00
Ray
721d18589f Corrected issue with input threads (RPI) 2019-06-14 18:24:55 +02:00
Ray
dccd61bef9 Support new flag: FLAG_WINDOW_ALWAYS_RUN
Do not stop update/draw on window minimized

WARNING: SetConfigFlag() was reviewed to support int flags
2019-06-14 17:18:33 +02:00
Ray
9c991bd079 Remove example from Android building 2019-06-14 13:35:42 +02:00
Ray
81d8302d53 ADDED: shaders_basic_lighting 2019-06-14 12:59:40 +02:00
Ray
a43d49ed72 Added CMake flags
Reviewed comments
2019-06-12 12:21:23 +02:00
Ray
0c60af8981 Tweak: Change check order 2019-06-12 12:14:36 +02:00
Ray
9609ebf49a Corrected IQM function declaration 2019-06-12 12:12:59 +02:00
Ray
55380f8489 Review DEBUG mode 2019-06-12 12:08:39 +02:00
Ray
266df463cc Support externally provided compiler 2019-06-12 12:03:34 +02:00
Ray
5fec3ef895 Merge pull request #879 from DarkElvenAngel/Keyboard-patch
Keyboard patch
2019-06-12 12:00:52 +02:00
Ray
396b830db5 Update CONTRIBUTING.md 2019-06-12 11:30:18 +02:00
DarkElvenAngel
034e9ba1b8 Add files via upload 2019-06-10 17:09:53 -04:00
DarkElvenAngel
d7f4be0715 Merge pull request #1 from raysan5/master
Update
2019-06-10 16:12:06 -04:00
Ray
baf7d7d19a Update BINDINGS.md 2019-06-09 23:15:42 +02:00
Ray
632d16e27d Added raylib-python-cffi 2019-06-09 22:54:56 +02:00
Ray
f6db1ef9c5 Merge pull request #876 from XiaochuanWang/patch-2
Update Makefile
2019-06-09 21:38:37 +02:00
Ray
9b3b28c81f Merge pull request #875 from XiaochuanWang/patch-1
Update Makefile
2019-06-09 21:38:23 +02:00
XiaochuanWang
391555a063 Update Makefile
corrected file location for "raylib.rc.data", which will cause an error during compilation
2019-06-09 01:45:51 +10:00
XiaochuanWang
63e320d405 Update Makefile
a minor issue: where the location of the file "raylib.rc.data" is wrong, and this will cause an error in compilation.
2019-06-09 01:08:10 +10:00
Ray
59b7412772 Updated games building 2019-06-07 00:16:08 +02:00
Ray
718f7a0161 Remove wrong files 2019-06-06 23:56:05 +02:00
Ray
dee602464b Merge branch 'master' of https://github.com/raysan5/raylib 2019-06-06 23:52:53 +02:00
Ray
baf225dc01 Update emsdk version for testing 2019-06-06 23:52:49 +02:00
Ray
6945511e82 Update example 2019-06-06 23:52:25 +02:00
Ray
e1f3f84e84 Merge pull request #873 from msmshazan/ANGLE-fix
Changed ANGLE binaries location
2019-06-06 14:23:37 +02:00
Mohamed Shazan
eb1b2535f6 Change ANGLE binaries location 2019-06-06 16:44:37 +05:30
Ray
566a8d17c8 Update CONTRIBUTING.md 2019-06-06 12:45:24 +02:00
Ray
af38e18389 Review projects <PlatformToolset> to use default 2019-06-06 12:19:39 +02:00
Ray
37ce51b274 Merge pull request #872 from msmshazan/ANGLE-fix
Added VS2017.ANGLE Project
2019-06-06 11:51:43 +02:00
Ray
498c172d8e Review function prototype 2019-06-06 11:38:45 +02:00
Mohamed Shazan
272d9d58e3 Add VS2017.ANGLE Project 2019-06-06 15:03:03 +05:30
Ray
7b4831f1b7 Update LICENSE.md 2019-06-05 13:35:34 +02:00
Ray
bdbc05c0dc Review font 2019-06-05 13:35:22 +02:00
Ray
e3ef738264 Replace TABS by spaces 2019-06-05 13:01:58 +02:00
Ray
03720b30a1 Review contributed example 2019-06-05 12:58:53 +02:00
Ray
ddaa4a304d Review contributor info 2019-06-05 12:58:35 +02:00
Ray
24c7549698 Merge pull request #869 from codecat/example-waving-cubes
Added waving cubes example
2019-06-05 12:30:55 +02:00
Ray
c5f605e888 Merge pull request #862 from a3f/master
build: increment API_VERSION after release
2019-06-05 12:29:28 +02:00
Ray
5c8191f8a7 Merge pull request #867 from PompPenguin/master
Removed unused code for CAMERA_THIRD_PERSON
2019-06-05 12:29:00 +02:00
Codecat
923f4b9bbd Added waving cubes example 2019-06-05 10:35:20 +02:00
Ahmad Fatoum
e103320ad8 build: increment API_VERSION after release
With v2.5.0 out, increment API_VERSION, so binaries dynamically linked
against the released raylib aren't accidentally paired with a development
or later released raylib that may be incompatible.
2019-06-05 08:58:24 +02:00
PompPenguin
7367140fb4 Update camera.h
Removed unused code for CAMERA_THIRD_PERSON.
2019-06-04 18:06:10 -04:00
Ray
df7a058216 Review projects paths 2019-06-05 00:04:31 +02:00
PompPenguin
1ba5f1515d Merge pull request #1 from raysan5/master
Merge pull request #866 from PompPenguin/master
2019-06-04 18:01:17 -04:00
Ray
0b7373446d Merge pull request #866 from PompPenguin/master
Update camera.h
2019-06-04 23:46:01 +02:00
PompPenguin
767ac9bc3e Update camera.h
Updated CAMERA_THIRD_PERSON
2019-06-04 17:29:18 -04:00
Ray
6f9c176d93 Support SSH keyboard on RPI 2019-06-04 18:09:17 +02:00
Ray
538dfa010d Merge pull request #858 from NerdThings/cmake-mp3-fix
Add MP3 config to config.h.in
2019-06-02 21:48:48 +02:00
Reece Mackie
2eb7e96f4b Add MP3 config 2019-06-02 19:31:17 +01:00
Ray
093042b760 Comments review 2019-06-01 13:08:48 +02:00
Ray
434e460c18 Example instructions tweak for clarity 2019-05-31 16:42:16 +02:00
Ray
65474c621c Update raylib.c.tags 2019-05-31 11:59:06 +02:00
375 changed files with 38721 additions and 21859 deletions

6
.github/FUNDING.yml vendored
View File

@@ -1,8 +1,8 @@
# These are supported funding model platforms
github: # Replace with up to 4 GitHub Sponsors-enabled usernames e.g., [user1, user2]
patreon: raylib
github: raysan5
patreon: # raylib
open_collective: # Replace with a single Open Collective username
ko_fi: raysan
ko_fi: # raysan
tidelift: # Replace with a single Tidelift platform-name/package-name e.g., npm/babel
custom: # Replace with a single custom sponsorship URL

30
.github/workflows/cd_src_release.yml vendored Normal file
View File

@@ -0,0 +1,30 @@
name: CD - Source Build & Release - Linux
# Trigger the workflow on release publish
on:
release:
types: [published]
jobs:
build:
runs-on: ubuntu-latest
steps:
- name: Checkout code
uses: actions/checkout@master
# TODO: Build project and zip generated files
- name: Build project
id: build_project
run: |
zip raylib.zip README.md
- name: Upload Release Asset
id: upload-release-asset
uses: actions/upload-release-asset@v1.0.1
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
with:
upload_url: ${{ github.event.release.upload_url }} # This pulls from the CREATE RELEASE step above, referencing it's ID to get its outputs object, which include a `upload_url`. See this blog post for more info: https://jasonet.co/posts/new-features-of-github-actions/#passing-data-to-future-steps
asset_path: ./raylib.zip
asset_name: raylib.zip
asset_content_type: application/zip

View File

@@ -0,0 +1,18 @@
name: CI - Source & Examples - Linux
on: [push, pull_request]
jobs:
build:
runs-on: ubuntu-latest
steps:
- name: Checkout code
uses: actions/checkout@master
- name: apt-update
run: sudo apt-get update -qq
- name: apt get glfw
run: sudo apt-get install -y --no-install-recommends libglfw3 libglfw3-dev libx11-dev libxcursor-dev libxrandr-dev libxinerama-dev libxi-dev libxext-dev libxfixes-dev
- name: make src
run: cd src && make PLATFORM=PLATFORM_DESKTOP
- name: make examples
run: cd examples && make PLATFORM=PLATFORM_DESKTOP

View File

@@ -0,0 +1,13 @@
name: CI - Source & Examples - macOS
on: [push, pull_request]
jobs:
build:
runs-on: macos-latest
steps:
- uses: actions/checkout@v1
- name: make src
run: cd src && make PLATFORM=PLATFORM_DESKTOP
- name: make examples
run: cd examples && make PLATFORM=PLATFORM_DESKTOP

View File

@@ -0,0 +1,64 @@
name: CI - Source & Examples - Windows
on: [push, pull_request]
jobs:
build:
runs-on: windows-latest
strategy:
fail-fast: false
max-parallel: 1
matrix:
compiler: [mingw, msvc16]
bits: [32, 64]
include:
- compiler: mingw
bits: 32
CFLAGS: -m32
GENERATOR: "MinGW Makefiles"
- compiler: mingw
bits: 64
CFLAGS: -m64
GENERATOR: "MinGW Makefiles"
- compiler: msvc16
bits: 32
GENERATOR: "Visual Studio 16 2019"
ARCH: "-A Win32"
- compiler: msvc16
bits: 64
GENERATOR: "Visual Studio 16 2019"
ARCH: "-A x64"
env:
CFLAGS: ${{ matrix.CFLAGS }}
steps:
- name: Checkout
uses: actions/checkout@master
- name: Setup Environment
run: |
mkdir build
cd build
# Trying to solve an issue with CMake and Chocolatey for MinGW
- run: cmake -E remove c:\ProgramData\chocolatey\bin\cpack.exe
if: matrix.compiler == 'mingw'
# Setup MSBuild.exe path if required
- uses: warrenbuckley/Setup-MSBuild@v1
if: matrix.compiler == 'msvc16'
- name: Build MinGW Project
run: |
cd ../raylib/src
make PLATFORM=PLATFORM_DESKTOP CC=gcc
if: matrix.compiler == 'mingw'
- name: Setup CMake Project
run: cmake -G "${{ matrix.GENERATOR }}" ${{ matrix.ARCH }} -DCMAKE_SH="CMAKE_SH-NOTFOUND" -DSTATIC=ON -DSHARED=ON -DBUILD_EXAMPLES=ON -DBUILD_GAMES=OFF -DINCLUDE_EVERYTHING=ON ../raylib
if: matrix.compiler == 'msvc16'
- name: Build raylib Source & Examples
run: cmake --build . --target install
if: matrix.compiler == 'msvc16'

29
.gitignore vendored
View File

@@ -30,6 +30,8 @@ Thumbs.db
*.cache
*.ilk
*.log
.vs
[Bb]in
[Dd]ebug/
[Dd]ebug.win32/
@@ -52,7 +54,7 @@ packages/
*.exe
*.a
*.bc
!raylib.rc.o
*.so
# Ignore all examples files
examples/*
@@ -74,7 +76,6 @@ games/*
!games/*/
# Unignore all games files with extension
!games/*.c
!games/*.lua
!games/*.png
# Unignore games makefile
!games/Makefile
@@ -94,22 +95,9 @@ xcschememanagement.plist
xcuserdata/
DerivedData/
# Visual Studio project
project/VS2015.UWP/packages
project/VS2017/packages
# 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
# Jetbrains project
.idea/
cmake-build-debug/
# CMake stuff
CMakeCache.txt
@@ -122,17 +110,12 @@ 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
# Ignore GNU global tags
GPATH
GRTAGS
GTAGS
.vs

View File

@@ -1,29 +1,71 @@
### raylib bindings
## raylib bindings
Some people ported raylib to other languages in form of bindings or wrappers to the library, here is a list with the ones I'm aware of:
- [raylib](https://github.com/raysan5/raylib) : raylib **C/C++** version (default)
- [raylib-lua](https://github.com/raysan5/raylib-lua) : raylib **Lua** binding
- [raylib-lua-ffi](https://github.com/raysan5/raylib/issues/693) : raylib **Lua** ffi binding
- [raylib-go](https://github.com/gen2brain/raylib-go) : raylib **Go** binding
- [raylib-Nim](https://gitlab.com/define-private-public/raylib-Nim) : raylib **Nim** binding
- [raylib-cr](https://github.com/AregevDev/raylib-cr) : raylib **Crystal** binding
- [cray](https://gitlab.com/Zatherz/cray) - raylib **Crystal** binding
- [Graphics::Raylib](https://metacpan.org/pod/Graphics::Raylib) : raylib **Perl** wrapper
- [raylib-pascal](https://github.com/drezgames/raylib-pascal) - raylib **Pascal** binding
- [Raylib-cs](https://github.com/ChrisDill/Raylib-cs) : raylib **C#** binding
- [RaylibSharp](https://github.com/TheLumaio/RaylibSharp) : raylib **C#** binding
- [raylib-ruby-ffi](https://github.com/D3nX/raylib-ruby-ffi) : raylib **Ruby** binding
- [raylib-rs](https://github.com/deltaphc/raylib-rs) : raylib **Rust** binding
- [raylib-py](https://github.com/overdev/raylib-py) : raylib **Python** binding
- [raylib-haskell](https://github.com/DevJac/raylib-haskell) : raylib **Haskell** binding
- [raylib-java](https://github.com/XoanaIO/raylib-java) : raylib **Java** binding
- [raylib-chaiscript](https://github.com/RobLoach/raylib-chaiscript) : raylib **ChaiScript** binding
- [node-raylib](https://github.com/RobLoach/node-raylib) : **Node.js** raylib binding
- [raylib-odin](https://github.com/kevinw/raylib-odin): **Odin** raylib binding
- [raylib-factor](https://github.com/Silverbeard00/raylib-factor): **Factor** raylib binding
- *[raylib COBOL Usage example](https://github.com/Martinfx/Cobol/tree/master/OpenCobol/Games/raylib)*
- *raylib flat-assembler Usage example*: not uploaded yet...
| name | language | repo |
|:------------------:|:--------------:|----------------------------------------------------------------------|
| raylib | C | https://github.com/raysan5/raylib |
| raylib-cpp | C++ | https://github.com/robloach/raylib-cpp |
| Raylib-cs | C# | https://github.com/ChrisDill/Raylib-cs |
| RaylibSharp | C# | https://github.com/TheLumaio/RaylibSharp |
| RaylibFS | F# | https://github.com/dallinbeutler/RaylibFS |
| raylib_d | D | https://github.com/0xFireball/raylib_d |
| raylib-d | D | https://github.com/onroundit/raylib-d |
| raylib-go | Go | https://github.com/gen2brain/raylib-go |
| raylib-goplus | Go | https://github.com/Lachee/raylib-goplus |
| raylib-rs | Rust | https://github.com/deltaphc/raylib-rs |
| raylib-lua | Lua | https://github.com/raysan5/raylib-lua |
| raylib-lua-ffi | Lua | https://github.com/raysan5/raylib/issues/693 |
| raylib-lua-sol | Lua | https://github.com/RobLoach/raylib-lua-sol |
| raylib-lua (raylua)| Lua | https://github.com/TSnake41/raylib-lua |
| raylib-luamore | Lua | https://github.com/HDPLocust/raylib-luamore |
| raylib-nelua | Nelua | https://github.com/Andre-LA/raylib-nelua-mirror |
| raylib-Nim | Nim | https://gitlab.com/define-private-public/raylib-Nim |
| raylib-nim | Nim | https://github.com/Skrylar/raylib-nim |
| raylib-haskell | Haskell | https://github.com/DevJac/raylib-haskell |
| raylib-cr | Crystal | https://github.com/AregevDev/raylib-cr |
| cray | Crystal | https://gitlab.com/Zatherz/cray |
| cray | Crystal | https://github.com/tapgg/cray |
| raylib-pascal | Pascal | https://github.com/drezgames/raylib-pascal |
| raylib-pas | Pascal | https://github.com/tazdij/raylib-pas |
| Graphics-Raylib | Perl | https://github.com/athreef/Graphics-Raylib |
| raylib-ruby-ffi | Ruby | https://github.com/D3nX/raylib-ruby-ffi |
| raylib-ruby | Ruby | https://github.com/a0/raylib-ruby |
| raylib-mruby | mruby | https://github.com/lihaochen910/raylib-mruby |
| raylib-py | Python | https://github.com/overdev/raylib-py |
| raylib-python-cffi | Python | https://github.com/electronstudio/raylib-python-cffi |
| raylib-java | Java | https://github.com/XoanaIO/raylib-java |
| node-raylib | Node.js | https://github.com/RobLoach/node-raylib |
| QuickJS-raylib | QuickJS | https://github.com/sntg-p/QuickJS-raylib |
| raylib-js | JavaScript | https://github.com/RobLoach/raylib-js |
| raylib-chaiscript | ChaiScript | https://github.com/RobLoach/raylib-chaiscript |
| raylib-squirrel | Squirrel | https://github.com/RobLoach/raylib-squirrel |
| racket-raylib-2d | Racket | https://github.com/arvyy/racket-raylib-2d |
| raylib-php | PHP | https://github.com/joseph-montanez/raylib-php |
| raylib-php-ffi | PHP | https://github.com/oraoto/raylib-php-ffi |
| raylib-phpcpp | PHP | https://github.com/oraoto/raylib-phpcpp |
| raylib-factor | Factor | https://github.com/Silverbeard00/raylib-factor |
| raylib-haxe | Haxe | https://github.com/ibilon/raylib-haxe |
| ringraylib | Ring | https://github.com/ringpackages/ringraylib |
| cl-raylib | Common Lisp | https://github.com/longlene/cl-raylib |
| raylib-scm | Chicken Scheme | https://github.com/yashrk/raylib-scm |
| raylib-chibi | Chibi-Scheme | https://github.com/VincentToups/raylib-chibi |
| Euraylib | Euphoria | https://github.com/gAndy50/Euraylib |
| raylib-wren | Wren | https://github.com/TSnake41/raylib-wren |
| raylib-odin | Odin | https://github.com/kevinw/raylib-odin |
| raylib-zig | Zig | https://github.com/G3bE/raylib-zig |
| ray.zig | Zig | https://github.com/BitPuffin/zig-raylib-experiments |
| raylib-Ada | Ada | https://github.com/mimo/raylib-Ada |
| jaylib | Janet | https://github.com/janet-lang/jaylib |
| raykit | Kit | https://github.com/Gamerfiend/raykit |
| vraylib | V | https://github.com/MajorHard/vraylib |
| ray.mod | BlitzMax | https://github.com/bmx-ng/ray.mod |
| raylib-mosaic | Mosaic | https://github.com/pluckyporcupine/raylib-mosaic |
| raylib-xdpw | XD Pascal | https://github.com/vtereshkov/raylib-xdpw |
| raylib-carp | Carp | https://github.com/pluckyporcupine/raylib-carp |
| raylib-fb | FreeBasic | https://github.com/IchMagBier/raylib-fb |
| raylib-ats2 | ATS2 | https://github.com/mephistopheles-8/raylib-ats2 |
| raylib.cbl | COBOL | *[code examples](https://github.com/Martinfx/Cobol/tree/master/OpenCobol/Games/raylib)* |
Missing some language? Check the [bindings not yet in this list](https://gist.github.com/raysan5/5764cc5b885183f523fce47f098f3d9b#bindings-not-yet-in-the-official-list) or create a new binding! :)

169
CHANGELOG
View File

@@ -1,7 +1,174 @@
changelog
---------
Current Release: raylib 2.5.0 (31 May 2019)
Current Release: raylib 3.0.0 (01 April 2020)
-----------------------------------------------
Release: raylib 3.0 (01 April 2020)
-----------------------------------------------
KEY CHANGES:
- Global context states used on all modules.
- Custom memory allocators for all modules and dependencies.
- Centralized file access system and memory data loading.
- Structures reviewed to reduce size and always be used as pass-by-value.
- Tracelog messages completely reviewed and categorized.
- raudio module reviewed to accomodate new Music struct and new miniaudio.
- text module reviewed to improve fonts generation and text management functions.
- Multiple new examples added and categorized examples table.
- GitHub Actions CI implemented for Windows, Linux and macOS.
Detailed changes:
[build] ADDED: VS2017.ANGLE project, by @msmshazan
[build] ADDED: VS2017 project support for x64 platform configuration
[build] ADDED: Makefile for Android building on macOS, by @Yunoinsky
[build] ADDED: Makefile for Android building on Linux, by @pamarcos
[build] REMOVED: VS2015 project
[build] REVIEWED: VSCode project
[build] REVIEWED: Makefile build system
[build] REVIEWED: Android building, by @NimbusFox
[build] REVIEWED: Compilation with CLion IDE, by @Rover656
[build] REVIEWED: Generation of web examples, by @pamarcos
[build] REVIEWED: Makefiles path to 'shell.html', by @niorad
[build] REVIEWED: VS2017 64bit compilation issues, by @spec-chum
[build] REVIEWED: Multiple fixes on projects building, by @ChrisDill, @JuDelCo, @electronstudio
[core] ADDED: Support touch/mouse indistinctly
[core] ADDED: FLAG_WINDOW_ALWAYS_RUN to avoid pause on minimize
[core] ADDED: Config flag SUPPORT_HALFBUSY_WAIT_LOOP
[core] ADDED: RPI mouse cursor point support on native mode
[core] ADDED: GetWorldToScreen2D()- Get screen space position for a 2d camera world space position, by @arvyy
[core] ADDED: GetScreenToWorld2D() - Get world space position for a 2d camera screen space position, by @arvyy
[core] ADDED: GetWorldToScreenEx() - Get size position for a 3d world space position
[core] ADDED: DirectoryExists() - Check if a directory path exists
[core] ADDED: GetPrevDirectoryPath() - Get previous directory path for a given path
[core] ADDED: CompressData() - Compress data (DEFLATE algorythm)
[core] ADDED: DecompressData() - Decompress data (DEFLATE algorythm)
[core] ADDED: GetWindowPosition() - Get window position XY on monitor
[core] ADDED: LoadFileData() - Load file data as byte array (read)
[core] ADDED: SaveFileData() - Save data to file from byte array (write)
[core] ADDED: LoadFileText() - Load text data from file (read), returns a '\0' terminated string
[core] ADDED: SaveFileText() - Save text data to file (write), string must be '\0' terminated
[core] REMOVED: Show raylib logo at initialization
[core] REVIEWED: GetFileName(), security checks
[core] REVIEWED: LoadStorageValue(), by @danimartin82
[core] REVIEWED: SaveStorageValue(), by @danimartin82
[core] REVIEWED: IsMouseButtonReleased(), when press/release events come too fast, by @oswjk
[core] REVIEWED: SetWindowMonitor(), by @DropsOfSerenity
[core] REVIEWED: IsFileExtension() to be case-insensitive
[core] REVIEWED: IsFileExtension() when checking no-extension files
[core] REVIEWED: Default font scale filter for HighDPI mode
[core] REVIEWED: Touch input scaling for PLATFORM_WEB
[core] REVIEWED: RPI input system, by @DarkElvenAngel
[core] REVIEWED: RPI input threads issues
[core] REVIEWED: OpenGL extensions loading and freeing
[core] REVIEWED: GetDirectoryPath()
[core] REVIEWED: Camera2D behavior, by @arvyy
[core] REVIEWED: OpenGL ES 2.0 extensions check
[rlgl] ADDED: Flags to allow frustrum culling near/far distance configuration at compile time
[rlgl] ADDED: Flags to sllow MAX_BATCH_BUFFERING config at compile time
[rlgl] ADDED: GetMatrixProjection(), by @chriscamacho
[rlgl] ADDED: rlUpdateMeshAt() - Update vertex or index data on GPU, at index, by @brankoku
[rlgl] REVIEWED: Vertex padding not zeroed for quads, by @kawa-yoiko
[rlgl] REVIEWED: Read texture data as RGBA from FBO on GLES 2.0
[rlgl] REVIEWED: LoadShaderCode() for const correctness, by @heretique
[rlgl] REVIEWED: rlLoadTexture()
[rlgl] REVIEWED: rlReadTexturePixels()
[rlgl] REVIEWED: rlUpdateMesh() to supports updating indices, by @brankoku
[rlgl] REVIEWED: GenTextureCubemap(), renamed parameters for consistency
[rlgl] REVIEWED: HDR pixels loading
[raymath] ADDED: MatrixRotateXYZ(), by @chriscamacho
[raymath] RENAMED: Vector3Multiply() to Vector3Scale()
[camera] REVIEWED: Free camera pitch, by @chriscamacho
[camera] REVIEWED: Camera not working properly at z-align, by @Ushio
[shapes] ADDED: DrawTriangleStrip() - Draw a triangle strip defined by points
[shapes] ADDED: DrawEllipse() - Draw ellipse
[shapes] ADDED: DrawEllipseLines() - Draw ellipse outline
[shapes] ADDED: DrawPolyLines() - Draw a polygon outline of n sides
[shapes] REVIEWED: DrawPoly() shape rendering, by @AlexHCC
[textures] ADDED: LoadAnimatedGIF() - Load animated GIF file
[textures] ADDED: GetImageAlphaBorder() - Get image alpha border rectangle
[textures] ADDED: ImageFromImage() - Create an image from another image piece
[textures] ADDED: ImageClearBackground(), by @iamsouravgupta
[textures] ADDED: ImageDrawPixel(), by @iamsouravgupta
[textures] ADDED: ImageDrawCircle(), by @iamsouravgupta
[textures] ADDED: ImageDrawLineEx(), by @iamsouravgupta
[textures] ADDED: ImageDrawPixelV(), by @RobLoach
[textures] ADDED: ImageDrawCircleV(), by @RobLoach
[textures] ADDED: ImageDrawLineV(), by @RobLoach
[textures] ADDED: ImageDrawRectangleV(), by @RobLoach
[textures] ADDED: ImageDrawRectangleRec(), by @RobLoach
[textures] REVIEWED: ImageDrawPixel(), by @RobLoach
[textures] REVIEWED: ImageDrawLine(), by @RobLoach
[textures] REVIEWED: ImageDrawCircle(), by @RobLoach
[textures] REVIEWED: ImageDrawRectangle(), by @RobLoach
[textures] REVIEWED: ImageDraw(), now it supports color tint parameter
[textures] REVIEWED: ImageResizeCanvas()
[textures] REVIEWED: ImageCrop() with security checks
[textures] REVIEWED: ImageAlphaMask()
[textures] REVIEWED: ImageDrawRectangleLines()
[textures] REVIEWED: GetImageData()
[text] ADDED: TextCopy() - Copy one string to another, returns bytes copied
[text] ADDED: GetCodepoints() - Get all codepoints in a string
[text] ADDED: CodepointToUtf8() - Encode codepoint into utf8 text
[text] ADDED: DrawTextCodepoint() - Draw one character (codepoint)
[text] RENAMED: LoadDefaultFont() -> LoadFontDefault()
[text] RENAMED: TextCountCodepoints() -> GetCodepointsCount()
[text] REVIEWED: TextFormat(), to support caching, by @brankoku
[text] REVIEWED: LoadFontData(), generate empty image for space character
[text] REVIEWED: TextSplit()
[text] REVIEWED: TextToInteger()
[text] REVIEWED: GetNextCodepoint(), renamed parameters for clarity
[text] REVIEWED: GenImageFontAtlas(), improved atlas size computing
[text] REDESIGNED: struct Font, character rectangles have been moved out from CharInfo to Font
[text] REDESIGNED: struct CharInfo, now includes directly an Image of the glyph
[text] REDESIGNED: GenImageFontAtlas(), additional recs parameter added
[text] REDESIGNED: ImageTextEx(), to avoid font retrieval from GPU
[models] ADDED: Support rlPushMatrix() and rlPopMatrix() on mesh drawing
[models] ADDED: DrawPoint3D() - Draw a point in 3D space, actually a small line, by @ProfJski
[models] ADDED: Multi texture support for materials in GLTF format, by @Gamerfiend, @chriscamacho
[models] REVIEWED: LoadGLTF(), fixed memory leak, by @jubalh
[models] REVIEWED: LoadIQM(), support multiple animations loading, by @culacant
[models] REVIEWED: GetCollisionRayModel(), to avoid pointers
[models] REVIEWED: CheckCollisionRay*(), parameters renamed
[models] REVIEWED: UnloadMesh(), to avoid pointers
[models] REVIEWED: LoadModel(), memory initialization
[models] REVIEWED: UpdateModelAnimation(), added security checks
[models] REVIEWED: Multiple fixes on models loading, by @jubalh
[models] REVIEWED: Normals updated when using animated meshes, by @@las3rlars
[models] REVIEWED: Compilation when the SUPPORT_MESH_GENERATION not set, by @@Elkantor
[raudio] ADDED: Multi-channel audio playing, by @chriscamacho
[raudio] REMOVED: LoadWaveEx()
[raudio] RENAMED: IsAudioBufferProcessed() to IsAudioStreamProcessed()
[raudio] REVIEWED: Ensure .xm playback starts in the right place, by @illegalinstruction
[raudio] REVIEWED: Fix short non-looping sounds, by @jbosh
[raudio] REVIEWED: Modules playing time to full length
[raudio] REDESIGNED: Replaced Music pointer by struct
[raudio] REDESIGNED: Removed sampleLeft from Music struct
[examples] ADDED: core_scissor_test, by @ChrisDill
[examples] ADDED: core_2d_camera_platformer, by @arvyy
[examples] ADDED: textures_mouse_painting, by @ChrisDill
[examples] ADDED: models_waving_cubes, by @codecat
[examples] ADDED: models_solar_system, by @aldrinmartoq
[examples] ADDED: shaders_fog, by @chriscamacho
[examples] ADDED: shaders_texture_waves, by @Anata
[examples] ADDED: shaders_basic_lighting, by @chriscamacho
[examples] ADDED: shaders_simple_mask, by @chriscamacho
[examples] ADDED: audio_multichannel_sound, by @chriscamacho
[examples] ADDED: shaders_spotlight, by @chriscamacho
[examples] RENAMED: text_sprite_font > text_font_spritefont
[examples] RENAMED: text_ttf_loading > text_font_filters
[examples] RENAMED: text_bmfont_ttf > text_font_loading
[examples] REMOVED: models_obj_viewer
[examples] REMOVED: models_solar_system
[examples] REVIEWED: models_obj_loading > models_loading
[examples] REVIEWED: models_materials_pbr, shader issues
[examples] REVIEWED: core_window_letterbox, detailed explanation, by @jotac0
[examples] REVIEWED: core_window_letterbox, virtual mouse, by @anatagawa
[games] ADDED: GGJ2020 game - RE-PAIR
[*] Misc fixes and tweaks, by @yaram, @oraoto, @zatherz, @piecedigital, @Shylie
[*] Update ALL supported projects (Notepad++, VS2017)
[*] Update ALL external libraries to latest versions (29.Jan.2020)
[*] Update ALL examples and games
[*] Update BINDINGS list
-----------------------------------------------
Release: raylib 2.5 (May 2019)

View File

@@ -1,46 +0,0 @@
# Contributor Covenant Code of Conduct
## Our Pledge
In the interest of fostering an open and welcoming environment, we as contributors and maintainers pledge to making participation in our project and our community a harassment-free experience for everyone, regardless of age, body size, disability, ethnicity, gender identity and expression, level of experience, nationality, personal appearance, race, religion, or sexual identity and orientation.
## Our Standards
Examples of behavior that contributes to creating a positive environment include:
* Using welcoming and inclusive language
* Being respectful of differing viewpoints and experiences
* Gracefully accepting constructive criticism
* Focusing on what is best for the community
* Showing empathy towards other community members
Examples of unacceptable behavior by participants include:
* The use of sexualized language or imagery and unwelcome sexual attention or advances
* Trolling, insulting/derogatory comments, and personal or political attacks
* Public or private harassment
* Publishing others' private information, such as a physical or electronic address, without explicit permission
* Other conduct which could reasonably be considered inappropriate in a professional setting
## Our Responsibilities
Project maintainers are responsible for clarifying the standards of acceptable behavior and are expected to take appropriate and fair corrective action in response to any instances of unacceptable behavior.
Project maintainers have the right and responsibility to remove, edit, or reject comments, commits, code, wiki edits, issues, and other contributions that are not aligned to this Code of Conduct, or to ban temporarily or permanently any contributor for other behaviors that they deem inappropriate, threatening, offensive, or harmful.
## Scope
This Code of Conduct applies both within project spaces and in public spaces when an individual is representing the project or its community. Examples of representing a project or community include using an official project e-mail address, posting via an official social media account, or acting as an appointed representative at an online or offline event. Representation of a project may be further defined and clarified by project maintainers.
## Enforcement
Instances of abusive, harassing, or otherwise unacceptable behavior may be reported by contacting the project team at ray@raylib.com. The project team will review and investigate all complaints, and will respond in a way that it deems appropriate to the circumstances. The project team is obligated to maintain confidentiality with regard to the reporter of an incident. Further details of specific enforcement policies may be posted separately.
Project maintainers who do not follow or enforce the Code of Conduct in good faith may face temporary or permanent repercussions as determined by other members of the project's leadership.
## Attribution
This Code of Conduct is adapted from the [Contributor Covenant][homepage], version 1.4, available at [http://contributor-covenant.org/version/1/4][version]
[homepage]: http://contributor-covenant.org
[version]: http://contributor-covenant.org/version/1/4/

View File

@@ -6,26 +6,26 @@ Do you enjoy raylib and want to contribute? Nice! You can help with the followin
- C programming - Can you write/review/test/improve the code?
- Documentation/Tutorials/Example - Can you write some tutorial/example?
- Web Development - Can you help [with the web](https://github.com/raysan5/raylib.com)?
- Porting to other platforms - Can you port and compile raylib on another systems?
- Testing - Can you find some bugs on raylib?
- Porting to other platforms - Can you port and compile raylib on other systems?
- Web Development - Can you help [with the website](https://github.com/raysan5/raylib.com)?
- Testing - Can you find some bugs in raylib?
This document contains a set of guidelines to contribute to the project. These are mostly guidelines, not rules.
Use your best judgement, and feel free to propose changes to this document in a pull-request.
Use your best judgement, and feel free to propose changes to this document in a pull request.
### raylib philosophy
- raylib is a tool to enjoy 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 is not clearly useful, 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 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.
- 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 is not clearly useful, better not including it.
- raylib is open source and free; educators and institutions can use this tool to **TEACH** videogames programming completely for free.
- raylib is collaborative; contribution of tutorials / code examples / bug fixes / code comments are highly appreciated.
- raylib's license (and its external libs respective licenses) allow using it on commercial projects.
### Some interesting reads to start with
- [raylib history](HISTORY.md)
- [raylib architecture](https://github.com/raysan5/raylib/wiki/raylib-architecture)
- [raylib license](LICENSE.md)
- [raylib license](LICENSE)
- [raylib roadmap](ROADMAP.md)
[raylib Wiki](https://github.com/raysan5/raylib/wiki) contains some information about the library and is open to anyone for edit.
@@ -36,13 +36,13 @@ Feel free to review it if required, just take care not to break something.
Despite being written in C, raylib does not follow the standard Hungarian notation for C,
it [follows Pascal-case/camel-case notation](https://github.com/raysan5/raylib/wiki/raylib-coding-conventions),
more common on C# language. All code formatting decisions have been carefully taken
to make it easier for students to read, write and understand code.
to make it easier for students/users to read, write and understand code.
Source code is extensively commented for that purpose, raylib primary learning method is:
> learn by reading code and examples
For detailed information on building raylib and examples, please check [raylib Wiki](https://github.com/raysan5/raylib/wiki).
For detailed information on building raylib and examples, please see [raylib Wiki](https://github.com/raysan5/raylib/wiki).
### Opening new Issues
@@ -53,13 +53,13 @@ To open new issue for raylib (bug, enhancement, discussion...), just try to foll
title and clear description, as much relevant information as possible, and a code sample demonstrating the unexpected behavior.
- If applies, attach some screenshot of the issue and a .zip file with the code sample and required resources.
- On issue description, add a brackets tag about the raylib module that relates to this issue.
If don't know the module, just report the issue, I will review it.
If don't know which module, just report the issue, I will review it.
- You can check other issues to see how is being done!
### Sending a Pull-Request
- Make sure the PR description clearly describes the problem and solution. Include the relevant issue number if applicable.
- Don't send big pull-requests (lots of changelists), they are difficult to review. It's better to send small pull-request, one at a time.
- Don't send big pull requests (lots of changelists), they are difficult to review. It's better to send small pull requests, one at a time.
- Verify that changes don't break the build (at least on Windows platform). As many platforms where you can test it, the better, but don't worry
if you cannot test all the platforms.
@@ -107,15 +107,13 @@ contributing (in some way or another) to make the raylib project better. Huge th
- [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 his work on Suse Linux package... and multiple fixes!
- [Wilhem Barbier](https://github.com/nounoursheureux) for adding Image generation functions and some fixes.
- [Wilhem Barbier](https://github.com/nounoursheureux) for adding Image generation functions, shaders work and some fixes.
- [Benjamin Summerton](https://github.com/define-private-public) for improving OSX building and his amazing work on CMake build sytem.
- [MartinFX](https://github.com/Martinfx) for adding compilation support for FreeBSD OS and derivatives.
- [Wilhem Barbier](https://github.com/nounoursheureux) for supporting default shaders on shader loading, if shader not provided.
- [Ahmad Fatoum](https://github.com/a3f) for implementing CI support for raylib (Travis and AppVeyor) and great improvements on build system.
- [SamNChiet](https://github.com/SamNChiet) for a greatly improved UWP input implementation.
- [David Reid](https://github.com/mackron) for a complete review of audio module to support his amazing miniaudio library.
- [Kai](https://github.com/questor) for multiple code reviews and improvements.
- [RDR8](https://github.com/RDR8) for improvements on Makefiles for Linux.
- [Max Danielsson](https://github.com/autious) for adding support for orthographic 3d camera projection
- [Lumaio](https://github.com/TheLumaio) for his great work on GBuffers and GetCollisionRayModel().
- [Jonas Daeyaert](https://github.com/culacant) for an amazing work on IQM animated models support.
@@ -132,5 +130,7 @@ contributing (in some way or another) to make the raylib project better. Huge th
- [Anata](https://github.com/anatagawa) for creating amazing examples and contributing with them
- [Narice](https://github.com/narice) made easings.h includable as standalone header
- [Eric J.](https://github.com/ProfJski) for shaders_eratosthenes example contribution
- [PompPenguin](https://github.com/PompPenguin) for reviewing 3rd person camera
- [Mohamed Shazan](https://github.com/msmshazan) for adding support for ANGLE graphics backend
Please, if I forget someone in this list, excuse me and send a PR!
Please, if I forget someone in this list, excuse me and send me a PR!

View File

@@ -1,19 +1,19 @@
![raylib logo](logo/raylib_256x256.png)
history
-------
introduction
------------
I've developed videogames since 2006 and in 2012 I started teaching videogames development to young people with artistic profile, most of them had never written a single line of code.
I started developing videogames in 2006 and some years later I started teaching videogames development to young people with artistic profile, most of students 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!
I decided to start with C language basis and, after searching for the most simple and easy-to-use library to teach videogames programming, I found [WinBGI](http://www.codecutter.net/tools/winbgim/); it was great and it worked very well with students, in just a couple of weeks, those students that had never written a single line of code were able to program (and understand) a simple PONG game, some of them even a BREAKOUT!
But WinBGI was not the clearer and most organized lib. There were a lot of things I found 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.
But WinBGI was not the clearer and most organized library for my taste. There were lots of things I found confusing and some function names were not clear enough for most of the students; not to mention the lack of transparencies support and no hardware acceleration.
So, I decided to create my own library, hardware accelerated, clear function names, quite organized, well structured, plain C coding and, the most important, primarily intended to learn videogames programming.
Most of my videogames coding experience was 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.
My previous videogames development experience was mostly in C# and [XNA](https://en.wikipedia.org/wiki/Microsoft_XNA) and I really loved it, so, I decided to use C# language style notation and XNA naming conventions. That way, students were able to move 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.
raylib started as a weekend project and after three months of hard work, **raylib 1.0 was published on November 2013**.
Enjoy it.
@@ -22,9 +22,9 @@ 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.
- 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.
- [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.
@@ -37,9 +37,9 @@ On September 2014, after 5 month of raylib 1.1 release, it comes raylib 1.2. Aga
It's been some month of really hard work to accomodate raylib to those new platforms while keeping it easy for the users. 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.
- 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).
- 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.
@@ -50,15 +50,15 @@ 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, immediate-mode gui).
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.
- 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.
- 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/master/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/master/examples/core_3d_camera_free.c) and [core_3d_camera_first_person.c](https://github.com/raysan5/raylib/blob/master/examples/core_3d_camera_first_person.c).
- A brand new [camera](https://github.com/raysan5/raylib/blob/master/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/master/examples/core_3d_camera_free.c) and [core_3d_camera_first_person.c](https://github.com/raysan5/raylib/blob/master/examples/core_3d_camera_first_person.c).
New [gestures](https://github.com/raysan5/raylib/blob/master/src/gestures.h) module simplifies gestures detection on Android and HTML5 programs.
- New [gestures](https://github.com/raysan5/raylib/blob/master/src/gestures.h) module simplifies gestures detection on Android and HTML5 programs.
[raygui](https://github.com/raysan5/raylib/blob/master/src/raygui.h), the new 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.
- [raygui](https://github.com/raysan5/raylib/blob/master/src/raygui.h), the new 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.
@@ -69,17 +69,17 @@ 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/master/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.
- First big addition is a set of [Image manipulation functions](https://github.com/raysan5/raylib/blob/master/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.
- 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/master/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.
- New [physac](https://github.com/raysan5/raylib/blob/master/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/master/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.
- [raymath](https://github.com/raysan5/raylib/blob/master/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/master/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.
- [gestures](https://github.com/raysan5/raylib/blob/master/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).
- 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/master/src/easings.h) module has also been added for values animation.
@@ -94,17 +94,17 @@ 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/master/examples/core_oculus_rift.c).
- 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/master/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 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.
- 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.
- 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/master/src/physac.h) module has been converted to header only and usage [has been simplified](https://github.com/raysan5/raylib/blob/master/examples/physics_basic_rigidbody.c). Performance has also been singnificantly improved, now physic objects are managed internally in a second thread.
- Redesigned physics module: [physac](https://github.com/raysan5/raylib/blob/master/src/physac.h) module has been converted to header only and usage [has been simplified](https://github.com/raysan5/raylib/blob/master/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.
- 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/master/examples/core_2d_camera.c), render textures for offline render (and most comprehensive [postprocessing](https://github.com/raysan5/raylib/blob/master/examples/shaders_postprocessing.c)) or support for legacy OpenGL 2.1 on desktop platforms.
@@ -119,17 +119,17 @@ 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.
- 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/master/src/raudio.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/master/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!
- Completely redesigned [audio module](https://github.com/raysan5/raylib/blob/master/src/raudio.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/master/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!
- [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.
- 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 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.
- 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.
@@ -140,15 +140,15 @@ 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!
- 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.
- 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.
- 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.
- 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...
- 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 timing improvements, public log system, rres file format support, automatic GIF recording...
@@ -159,17 +159,17 @@ 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/master/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.
- [Procedural image generation](https://github.com/raysan5/raylib/blob/master/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/master/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.
- [Parametric mesh generation](https://github.com/raysan5/raylib/blob/master/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/master/examples/models/models_material_pbr.c) is also provided for reference.
- 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/master/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/master/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.
- Custom Android APK build pipeline with [simple Makefile](https://github.com/raysan5/raylib/blob/master/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/master/src/rlgl.h) 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/master/examples/others/rlgl_standalone.c). rlgl offers a pseudo-OpenGL 1.1 immediate-mode programming-style layer, with backends to multiple OpenGL versions.
- [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h) 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/master/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/master/src/raymath.h) 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.
- [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.h) 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).
@@ -182,17 +182,17 @@ It's been 9 month since last raylib version was published, a lots of things have
In **raylib 2.0** the full API has been carefully reviewed for better consistency, some new functionality has been added and the overall raylib experience has been greatly improved... The key features of new version are:
**Complete removal of external dependencies.** Finally, raylib does not require external libraries to be installed and linked along with raylib, all required libraries are contained and compiled within raylib. Obviously some external libraries are required but only the strictly platform-dependant ones, the ones that come installed with the OS. So, raylib becomes a self-contained platform-independent games development library.
- **Complete removal of external dependencies.** Finally, raylib does not require external libraries to be installed and linked along with raylib, all required libraries are contained and compiled within raylib. Obviously some external libraries are required but only the strictly platform-dependant ones, the ones that come installed with the OS. So, raylib becomes a self-contained platform-independent games development library.
**Full redesign of audio module to use the amazing miniaudio library**, along with external dependencies removal, OpenAL library has been replaced by [miniaudio](https://github.com/dr-soft/miniaudio), this brand new library offers automatic dynamic linking with default OS audio systems. Undoubtly, the perfect low-level companion for raylib audio module!
- **Full redesign of audio module to use the amazing miniaudio library**, along with external dependencies removal, OpenAL library has been replaced by [miniaudio](https://github.com/dr-soft/miniaudio), this brand new library offers automatic dynamic linking with default OS audio systems. Undoubtly, the perfect low-level companion for raylib audio module!
**Support for continuous integration building*** through AppVeyor and Travis CI. Consequently, raylib GitHub develop branch has been removed, simplyfing the code-base to a single master branch, always stable. Every time a new commit is deployed, library is compiled for **up-to 12 different configurations**, including multiple platforms, 32bit/64bit and multiple compiler options! All those binaries are automatically attached to any new release!
- **Support for continuous integration building*** through AppVeyor and Travis CI. Consequently, raylib GitHub develop branch has been removed, simplyfing the code-base to a single master branch, always stable. Every time a new commit is deployed, library is compiled for **up-to 12 different configurations**, including multiple platforms, 32bit/64bit and multiple compiler options! All those binaries are automatically attached to any new release!
**More platforms supported and tested**, including BSD family (FreeBSD, openBSD, NetBSD, DragonFly) and Linux-based family platforms (openSUSE, Debian, Ubuntu, Arch, NixOS...). raylib has already been added to some package managers! Oh, and last but not less important, **Android 64bit** is already supported by raylib!
- **More platforms supported and tested**, including BSD family (FreeBSD, openBSD, NetBSD, DragonFly) and Linux-based family platforms (openSUSE, Debian, Ubuntu, Arch, NixOS...). raylib has already been added to some package managers! Oh, and last but not less important, **Android 64bit** is already supported by raylib!
**Support for TCC compiler!** Thanks to the lack of external dependencies, raylib can now be easily compiled with a **minimal toolchain**, like the one provide by Tiny C Compiler. It opens the door to an amazing future, allowing, for example, static linkage of libtcc for **runtime compilation of raylib-based code**... and the library itself if required! Moreover, TCC is blazing fast, it can compile all raylib in a couple of seconds!
- **Support for TCC compiler!** Thanks to the lack of external dependencies, raylib can now be easily compiled with a **minimal toolchain**, like the one provide by Tiny C Compiler. It opens the door to an amazing future, allowing, for example, static linkage of libtcc for **runtime compilation of raylib-based code**... and the library itself if required! Moreover, TCC is blazing fast, it can compile all raylib in a couple of seconds!
Refactored all raylib configuration #defines into a **centralized `config.h` header**, with more than **40 possible configuration options** to compile a totally customizable raylib version including only desired options like supported file-formats or specific functionality support. It allows generating a trully ligth-weight version of the library if desired!
- Refactored all raylib configuration #defines into a **centralized `config.h` header**, with more than **40 possible configuration options** to compile a totally customizable raylib version including only desired options like supported file-formats or specific functionality support. It allows generating a trully ligth-weight version of the library if desired!
A part of that, lots of new features, like a brand **new font rendering and packaging system** for TTF fonts with **SDF support** (thanks to the amazing STB headers), new functions for **CPU image data manipulation**, new orthographic 3d camera mode, a complete review of `raymath.h` single-file header-only library for better consistency and performance, new examples and way, [way more](https://github.com/raysan5/raylib/blob/master/CHANGELOG).
@@ -203,25 +203,54 @@ notes on raylib 2.5
After almost one years since latest raylib installment, here it is **raylib 2.5**. A lot of work has been put on this new version and consequently I decided to bump versioning several digits. The complete list of changes and additions is humungous, details can be found in the [CHANGELOG](CHANGELOG), and here it is a short recap with the highlight improvements.
New **window management and filesystem functions** to query monitor information, deal with clipboard, check directory files info and even launch a URL with default system web browser. Experimental **High-DPI monitor support** has also been added through a compile flag.
- New **window management and file system functions** to query monitor information, deal with clipboard, check directory files info and even launch a URL with default system web browser. Experimental **High-DPI monitor support** has also been added through a compile flag.
**Redesigned Gamepad mechanism**, now generic for all platforms and gamepads, no more specific gamepad configurations.
- **Redesigned Gamepad mechanism**, now generic for all platforms and gamepads, no more specific gamepad configurations.
**Redesigned UWP input system**, now raylib supports UWP seamlessly, previous implementation required a custom input system implemented in user code.
`rlgl` module has been redesigned to **support a unique buffer for shapes drawing batching**, including LINES, TRIANGLES, QUADS in the same indexed buffer, also added support for multi-buffering if required. Additionally, `rlPushMatrix()`/`rlPopMatrix()` functionality has been reviewed to behave exactly like OpenGL 1.1, `models_rlgl_solar_system` example has been added to illustrate this behaviour.
- `rlgl` module has been redesigned to **support a unique buffer for shapes drawing batching**, including LINES, TRIANGLES, QUADS in the same indexed buffer, also added support for multi-buffering if required. Additionally, `rlPushMatrix()`/`rlPopMatrix()` functionality has been reviewed to behave exactly like OpenGL 1.1, `models_rlgl_solar_system` example has been added to illustrate this behaviour.
**VR simulator** has been reviewed to **allow custom configuration of Head-Mounted-Device parameters and distortion shader**, `core_vr_simulator` has been properly adapted to showcase this new functionality, now the VR simulator is a generic configurable stereo rendering system that allows any VR device simulation with just a few lines of code or even dynamic tweaking of HMD parameters.
- **VR simulator** has been reviewed to **allow custom configuration of Head-Mounted-Device parameters and distortion shader**, `core_vr_simulator` has been properly adapted to showcase this new functionality, now the VR simulator is a generic configurable stereo rendering system that allows any VR device simulation with just a few lines of code or even dynamic tweaking of HMD parameters.
Support for **Unicode text drawing**; now raylib processes UTF8 strings on drawing, supporting Unicode codepoints, allowing rendering mostly any existent language (as long as the font with the glyphs is provided). An amazing example showing this feature has also been added: `text_unicode`.
- Support for **Unicode text drawing**; now raylib processes UTF8 strings on drawing, supporting Unicode codepoints, allowing rendering mostly any existent language (as long as the font with the glyphs is provided). An amazing example showing this feature has also been added: `text_unicode`.
Brand **new text management API**, with the addition of multiple functions to deal with string data, including functionality like replace, insert, join, split, append, to uppercase, to lower... Note that most of those functions are intended for text management on rendering, using pre-loaded internal buffers, avoiding new memory allocation that user should free manually.
- Brand **new text management API**, with the addition of multiple functions to deal with string data, including functionality like replace, insert, join, split, append, to uppercase, to lower... Note that most of those functions are intended for text management on rendering, using pre-loaded internal buffers, avoiding new memory allocation that user should free manually.
Multiple **new shapes and textures drawing functions** to support rings (`DrawRing()`, `DrawRingLines()`), circle sectors (`DrawCircleSector()`, `DrawCircleSectorLines()`), rounded rectangles (`DrawRectangleRounded()`, `DrawRectangleRoundedLines()`) and also n-patch textures (`DrawTextureNPatch()`), detailed examples have been added to illustrate all this new functionality.
- Multiple **new shapes and textures drawing functions** to support rings (`DrawRing()`, `DrawRingLines()`), circle sectors (`DrawCircleSector()`, `DrawCircleSectorLines()`), rounded rectangles (`DrawRectangleRounded()`, `DrawRectangleRoundedLines()`) and also n-patch textures (`DrawTextureNPatch()`), detailed examples have been added to illustrate all this new functionality.
Experimental **cubemap support**, to automatically load multiple cubemap layouts (`LoadTextureCubemap()`). It required some internal `rlgl` redesign to allow cubemap textures.
- Experimental **cubemap support**, to automatically load multiple cubemap layouts (`LoadTextureCubemap()`). It required some internal `rlgl` redesign to allow cubemap textures.
**Skeletal animation support for 3d models**, this addition implied a redesign of `Model` data structure to accomodate multiple mesh/multiple materials support and bones information. Multiple models functions have been reviewed and added on this process, also **glTF models loading support** has been added.
- **Skeletal animation support for 3d models**, this addition implied a redesign of `Model` data structure to accomodate multiple mesh/multiple materials support and bones information. Multiple models functions have been reviewed and added on this process, also **glTF models loading support** has been added.
This is a just a brief list with some of the changes of the new **raylib 2.5** but there is way more, about **70 new functions** have been added and several subsystems have been redesigned. More than **30 new examples** have been created to show the new functionalities and better illustrate already available ones.
It has been a long year of hard work to make raylib a solid technology to develop new products over it.
notes on raylib 3.0
-------------------
After **10 months of intense development**, new raylib version is ready. Despite primary intended as a minor release, the [CHANGELIST](CHANGELOG) has grown so big and the library has changed so much internally that it finally became a major release. Library **internal ABI** has reveived a big redesign and review, targeting portability, integration with other platforms and making it a perfect option for other progamming [language bindings](BINDINGS.md).
- All **global variables** from the multiple raylib modules have been moved to a **global context state**, it has several benefits, first, better code readability with more comprehensive variables naming and categorization (organized by types, i.e. `CORE.Window.display.width`, `CORE.Input.Keyboard.currentKeyState` or `RLGL.State.modelview`). Second, it allows better memory management to load global context state dynamically when required (not at the moment), making it easy to implement a **hot-reloading mechanism** if desired.
- All **memory allocations** on raylib and its dependencies now use `RL_MALLOC`, `RL_FREE` and similar macros. Now users can easely hook their own memory allocations mechanism if desired, having more control over memory allocated internally by the library. Additionally, it makes it easier to port the library to embedded devices where memory control is critical. For more info check raylib issue #1074.
- All **I/O file accesses** from raylib are being moved to **memory data access**, now all I/O file access is centralized into just four functions: `LoadFileData()`, `SaveFileData()`, `LoadFileText()`, `SaveFileText()`. Users can just update those functions to any I/O file system. This change makes it easier to integrate raylib with **Virtual File Systems** or custom I/O file implementations.
- All **raylib data structures** have been reviewed and optimized for pass-by-value usage. One of raylib distinctive design decisions is that most of its functions receive and return data by value. This design makes raylib really simple for newcomers, avoiding pointers and allowing complete access to all structures data in a simple way. The downside is that data is copied on stack every function call and that copy could be costly so, all raylib data structures have been optimized to **stay under 64 bytes** for fast copy and retrieve.
- All **raylib tracelog messages** have been reviewd and categorized for a more comprehensive output information when developing raylib applications, now all display, input, timer, platform, auxiliar libraries, file-accesses, data loading/unloading issues are properly reported with more detailed and visual messages.
- `raudio` module has been internally reviewed to accomodate the new `Music` structure (converted from previous pointer format) and the module has been adapted to the **highly improved** [`miniaudio v0.10`](https://github.com/dr-soft/miniaudio).
- `text` module reviewed to **improve fonts generation** and text management functions, `Font` structure has been redesigned to better accomodate characters data, decoupling individual characters as `Image` glyphs from the font atlas parameters. Several improvements have been made to better support Unicode strings with UTF-8 encoding.
- **Multiple new examples added** (most of them contributed by raylib users) and all examples reviewed for correct execution on most of the supported platforms, specially Web and Raspberry Pi. A detailed categorized table has been created on github for easy examples navigation and code access.
- New **GitHub Actions CI** system has been implemented for Windows, Linux and macOS code and examples compilation on every new commit or PR to make sure library keeps stable and usable with no breaking bugs.
Note that only key changes are listed here but there is way more! About **30 new functions**, multiple functions reviewed, bindings to [+40 programming languages](https://github.com/raysan5/raylib/blob/master/BINDINGS.md) and great samples/demos/tutorials [created by the community](https://discord.gg/VkzNHUE), including raylib integration with [Spine](https://github.com/WEREMSOFT/spine-raylib-runtimes), [Unity](https://unitycoder.com/blog/2019/12/09/using-raylib-dll-in-unity/), [Tiled](https://github.com/OnACoffeeBreak/raylib_tiled_import_with_tmx), [Nuklear](http://bedroomcoders.co.uk/implementing-a-3d-gui-with-raylib/), [enet](https://github.com/nxrighthere/NetDynamics) and [more](https://github.com/raysan5/raylib/issues/1079)!
It has been **10 months of improvements** to create the best raylib ever.
Welcome to **raylib 3.0**.

16
LICENSE Normal file
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@@ -0,0 +1,16 @@
Copyright (c) 2013-2020 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.

View File

@@ -1,51 +0,0 @@
license
=======
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) 2013-2019 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.
fonts
------
The following fonts [provided with raylib](https://github.com/raysan5/raylib/tree/master/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)
* Jupiter Crash - Brian Kent (AEnigma)
* Alagard - Hewett Tsoi
* Romulus - Hewett Tsoi
* Mecha - Captain Falcon
* PixelPlay - Aleksander Shevchuk
* PixAntiqua - Gerhard Großmann
2d art
------
[scarfy spritesheet](https://github.com/raysan5/raylib/blob/master/examples/textures/resources/scarfy.png) and [fudesumi image](https://github.com/raysan5/raylib/blob/master/examples/textures/resources/fudesumi.png) have been created by [Eiden Marsal](https://www.artstation.com/artist/marshall_z) and are licensed as [Creative Commons Attribution-NonCommercial 3.0](https://creativecommons.org/licenses/by-nc/3.0/legalcode)
[cyberpunk street environments](https://github.com/raysan5/raylib/blob/master/examples/textures/resources) have been created by Luis Zuno ([@ansimuz](https://twitter.com/ansimuz)) and are licensed as [CC-BY-3.0](http://creativecommons.org/licenses/by/3.0/)
3d models
---------
[medieval city 3d models and textures](https://github.com/raysan5/raylib/tree/master/examples/models/resources/medieval) have been created by Alberto Cano and are licensed as [Creative Commons Attribution-NonCommercial 4.0](https://creativecommons.org/licenses/by-nc/4.0/legalcode)

View File

@@ -8,56 +8,99 @@ raylib is highly inspired by Borland BGI graphics lib and by XNA framework and i
Ready to learn? Jump to [code examples!](http://www.raylib.com/examples.html)
<br>
[![GitHub contributors](https://img.shields.io/github/contributors/raysan5/raylib)](https://github.com/raysan5/raylib/graphs/contributors)
[![GitHub All Releases](https://img.shields.io/github/downloads/raysan5/raylib/total)](https://github.com/raysan5/raylib/releases)
[![GitHub commits since tagged version](https://img.shields.io/github/commits-since/raysan5/raylib/2.6.0)](https://github.com/raysan5/raylib/commits/master)
[![License](https://img.shields.io/badge/license-zlib%2Flibpng-blue.svg)](LICENSE)
[![Build Status](https://travis-ci.org/raysan5/raylib.svg?branch=master)](https://travis-ci.org/raysan5/raylib)
[![https://ci.appveyor.com/api/projects/status/github/raysan5/raylib?svg=true](https://ci.appveyor.com/api/projects/status/github/raysan5/raylib?svg=true)](https://ci.appveyor.com/project/raysan5/raylib)
[![Chat on Discord](https://img.shields.io/discord/426912293134270465.svg?logo=discord)](https://discord.gg/VkzNHUE)
[![License](https://img.shields.io/badge/license-zlib%2Flibpng-blue.svg)](LICENSE.md)
[![Twitter URL](https://img.shields.io/twitter/url/http/shields.io.svg?style=social&label=Follow)](https://twitter.com/raysan5)
[![GitHub stars](https://img.shields.io/github/stars/raysan5/raylib?style=social)](https://github.com/raysan5/raylib/stargazers)
[![Twitter Follow](https://img.shields.io/twitter/follow/raysan5?style=social)](https://twitter.com/raysan5)
[![Subreddit subscribers](https://img.shields.io/reddit/subreddit-subscribers/raylib?style=social)](https://www.reddit.com/r/raylib/)
[![Travis (.org)](https://img.shields.io/travis/raysan5/raylib?label=Travis%20CI%20Build%20Status%20-%20Linux,%20OSX,%20Android,%20Windows)](https://travis-ci.org/raysan5/raylib)
[![AppVeyor](https://img.shields.io/appveyor/build/raysan5/raylib?label=AppVeyor%20CI%20Build%20Status%20-%20Windows%20(mingw,%20msvc15))](https://ci.appveyor.com/project/raysan5/raylib)
[![Actions Status](https://github.com/raysan5/raylib/workflows/CI%20-%20Source%20&%20Examples%20-%20Windows/badge.svg)](https://github.com/raysan5/raylib/actions)
[![Actions Status](https://github.com/raysan5/raylib/workflows/CI%20-%20Source%20&%20Examples%20-%20Linux/badge.svg)](https://github.com/raysan5/raylib/actions)
[![Actions Status](https://github.com/raysan5/raylib/workflows/CI%20-%20Source%20&%20Examples%20-%20macOS/badge.svg)](https://github.com/raysan5/raylib/actions)
features
--------
- **NO external dependencies**, all required libraries are bundled into raylib
- Multiple platforms supported: **Windows, Linux, MacOS, Android... and many more!**
- Multiple platforms supported: **Windows, Linux, MacOS, Android, HTML5... and more!**
- Written in plain C code (C99) in PascalCase/camelCase notation
- Hardware accelerated with OpenGL (**1.1, 2.1, 3.3 or ES 2.0**)
- **Unique OpenGL abstraction layer** (usable as standalone module): [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h)
- Multiple **Fonts** formats supported (XNA fonts, AngelCode fonts, TTF)
- Multiple **Fonts** formats supported (TTF, XNA fonts, AngelCode fonts)
- Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
- **Full 3D support**, including 3D Shapes, Models, Billboards, Heightmaps and more!
- Flexible Materials system, supporting classic maps and **PBR maps**
- **Animated 3D models** supported (skeletal bones animation)
- Shaders support, including model and postprocessing shaders.
- Shaders support, including model 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, MP3, FLAC, XM, MOD)
- **VR stereo rendering** support with configurable HMD device parameters
- Huge examples collection with [+95 code examples](https://www.raylib.com/examples.html)!
- Bindings to [+25 programming languages](https://github.com/raysan5/raylib/blob/master/BINDINGS.md)!
- Huge examples collection with [+115 code examples](https://github.com/raysan5/raylib/tree/master/examples)!
- Bindings to [+40 programming languages](https://github.com/raysan5/raylib/blob/master/BINDINGS.md)!
- Free and open source.
raylib uses on its [core](https://github.com/raysan5/raylib/blob/master/src/core.c) module the outstanding [GLFW3](http://www.glfw.org/) library, embedded in the form of [rglfw](https://github.com/raysan5/raylib/blob/master/src/rglfw.c) module, to avoid external dependencies.
raylib uses on its [raudio](https://github.com/raysan5/raylib/blob/master/src/raudio.c) module, the amazing [miniaudio](https://github.com/dr-soft/miniaudio) library to support multiple platforms and multiple audio backends.
raylib uses internally multiple single-file header-only libraries to support different fileformats loading and saving, all those libraries are embedded with raylib and available in [src/external](https://github.com/raysan5/raylib/tree/master/src/external) directory. Check [raylib Wiki](https://github.com/raysan5/raylib/wiki/raylib-dependencies) for a detailed list.
raylib uses internally several single-file header-only libraries to support different fileformats loading and saving, all those libraries are embedded with raylib and available in [src/external](https://github.com/raysan5/raylib/tree/master/src/external) directory. Check [raylib Wiki](https://github.com/raysan5/raylib/wiki/raylib-dependencies) for a detailed list.
*On Android platform, `native_app_glue module` module (provided by Android NDK) and native Android libraries are used to manage window/context, inputs and activity life cycle.*
*On Android platform, `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 platform (native mode), `Videocore API` and `EGL` libraries are used for window/context management. Inputs are processed using `evdev` Linux libraries*
*On Web platform, raylib uses `emscripten` provided libraries for several input events management, specially noticeable the touch events support.*
build and installation
----------------------
Binary releases for Windows, Linux and macOS are available at the [Github Releases page](https://github.com/raysan5/raylib/releases). raylib is also available via multiple package managers on multiple OS distributions. Check [raylib Wiki](https://github.com/raysan5/raylib/wiki) for more info.
raylib binary releases for Windows, Linux and macOS are available at the [Github Releases page](https://github.com/raysan5/raylib/releases).
If you wish to build raylib yourself, [the raylib Wiki](https://github.com/raysan5/raylib/wiki) also contains detailed instructions on how to approach that.
raylib is also available via multiple [package managers](https://github.com/raysan5/raylib/issues/613) on multiple OS distributions.
raylib has been developed using two tools:
#### Installing and building raylib via vcpkg
* Notepad++ (text editor) - [http://notepad-plus-plus.org](http://notepad-plus-plus.org/)
* MinGW (GCC compiler) - [http://www.mingw.org](http://www.mingw.org/)
You can download and install raylib using the [vcpkg](https://github.com/Microsoft/vcpkg) dependency manager:
Those are the tools recommended to enjoy raylib development.
git clone https://github.com/Microsoft/vcpkg.git
cd vcpkg
./bootstrap-vcpkg.sh
./vcpkg integrate install
vcpkg install raylib
*The raylib port in vcpkg is kept up to date by Microsoft team members and community contributors. If the version is out of date, please [create an issue or pull request](https://github.com/Microsoft/vcpkg) on the vcpkg repository.*
#### Building raylib on multiple platforms
[raylib Wiki](https://github.com/raysan5/raylib/wiki#development-platforms) contains detailed instructions on building and usage on multiple platforms.
- [Working on Windows](https://github.com/raysan5/raylib/wiki/Working-on-Windows)
- [Working on macOS](https://github.com/raysan5/raylib/wiki/Working-on-macOS)
- [Working on GNU Linux](https://github.com/raysan5/raylib/wiki/Working-on-GNU-Linux)
- [Working on FreeBSD](https://github.com/raysan5/raylib/wiki/Working-on-FreeBSD)
- [Working on Raspberry Pi](https://github.com/raysan5/raylib/wiki/Working-on-Raspberry-Pi)
- [Working for Android](https://github.com/raysan5/raylib/wiki/Working-for-Android)
- [Working for Web (HTML5)](https://github.com/raysan5/raylib/wiki/Working-for-Web-(HTML5))
- [Working for UWP (Universal Window Platform)](https://github.com/raysan5/raylib/wiki/Working-for-UWP)
- [Working anywhere with CMake](https://github.com/raysan5/raylib/wiki/Working-with-CMake)
*Note that Wiki is open for edit, if you find some issue while building raylib for your target platform, feel free to edit the Wiki or open and issue related to it.*
#### Using raylib with multiple IDEs
raylib has been developed on Windows platform using [Notepad++](https://notepad-plus-plus.org/) and [MinGW GCC](http://mingw-w64.org/doku.php) compiler but it can be used with other IDEs on multiple platforms.
[Projects directory](https://github.com/raysan5/raylib/tree/master/projects) contains several ready-to-use **project templates** to build raylib and code examples with multiple IDEs.
*Note that there are lots of IDEs supported, some of the provided templates could require some review, please, if you find some issue with some template or you think they could be improved, feel free to send a PR or open a related issue.*
contact
-------
@@ -70,7 +113,7 @@ contact
* Patreon: [https://www.patreon.com/raylib](https://www.patreon.com/raylib)
* YouTube: [https://www.youtube.com/channel/raylib](https://www.youtube.com/channel/UC8WIBkhYb5sBNqXO1mZ7WSQ)
If you are using raylib and you enjoy it, please, join our [Discord server](https://discord.gg/VkzNHUE).
If you are using raylib and enjoying it, please, join our [Discord server](https://discord.gg/VkzNHUE) and let us know! :)
license
-------

View File

@@ -3,14 +3,20 @@ roadmap
Here it is a wish-list with features and ideas to improve the library. Note that features listed here are quite high-level and could be long term additions for the library. Current version of raylib is complete and functional but there is a lot of room for improvement.
[raylib source code](https://github.com/raysan5/raylib/tree/master/src) has some *TODO* marks around code with pending things to review and improve.
Also, check [GitHub Issues](https://github.com/raysan5/raylib/issues) for further details!
[raylib source code](https://github.com/raysan5/raylib/tree/master/src) has some *TODO* marks around code with pending things to review and improve. Check also [GitHub Issues](https://github.com/raysan5/raylib/issues) for further details!
**raylib 2.x**
- [ ] rnet: raylib network module
- [ ] rres: raylib resource packer
- [ ] rlvk: raylib Vulkan API support (GRAPHICS_API_VULKAN)
- [ ] Basic CPU/GPU stats sytem (memory, draws, time...)
**raylib 3.x**
- [ ] Network module (UDP): `rnet` ([info](https://github.com/raysan5/raylib/issues/753))
- [ ] Custom raylib resource packer: `rres` ([info](https://github.com/raysan5/rres))
- [ ] Basic CPU/GPU stats system (memory, draws, time...)
- [ ] Continuous Deployment using GitHub Actions
**raylib 3.0**
- [x] Custom memory allocators support
- [x] Global variables moved to global context
- [x] Optimize data structures for pass-by-value
- [x] Trace log messages redesign ([info](https://github.com/raysan5/raylib/issues/1065))
- [x] Continuous Integration using GitHub Actions
**raylib 2.5**
- [x] Support Animated models

13
SPONSORS.md Normal file
View File

@@ -0,0 +1,13 @@
The following people has contributed with a generous donation to the raylib project.
## 🥇 Gold Contributors
...
## 🥈 Silver Contributors
...
## 🥉 Bronze Contributors
...

View File

@@ -39,7 +39,7 @@ before_build:
- cd build
build_script:
- cmake -G %GENERATOR% -DSTATIC=ON -DSHARED=ON -DBUILD_EXAMPLES=%examples% -DBUILD_GAMES=%examples% -DINCLUDE_EVERYTHING=ON ..
- cmake -G %GENERATOR% -DCMAKE_BUILD_TYPE=Release -DSTATIC=ON -DSHARED=ON -DBUILD_EXAMPLES=%examples% -DBUILD_GAMES=%examples% -DINCLUDE_EVERYTHING=ON ..
- cmake --build . --target install
after_build:

View File

@@ -12,12 +12,14 @@
# raylib_DEFINITIONS - Compiler switches required for using raylib
set(XPREFIX PC_RAYLIB)
find_package(PkgConfig QUIET)
pkg_check_modules(${XPREFIX} QUIET raylib)
if (raylib_USE_STATIC_LIBS)
set(XPREFIX ${XPREFIX}_STATIC)
endif()
find_package(PkgConfig QUIET)
pkg_check_modules(${XPREFIX} QUIET raylib)
set(raylib_DEFINITIONS ${${XPREFIX}_CFLAGS})
find_path(raylib_INCLUDE_DIR
@@ -25,18 +27,17 @@ find_path(raylib_INCLUDE_DIR
HINTS ${${XPREFIX}_INCLUDE_DIRS}
)
set(RAYLIB_NAMES raylib)
if (raylib_USE_STATIC_LIBS)
find_library(raylib_LIBRARY
NAMES raylib_static
HINTS ${${XPREFIX}_LIBRARY_DIRS}
)
else ()
find_library(raylib_LIBRARY
NAMES raylib
HINTS ${${XPREFIX}_LIBRARY_DIRS}
)
set(RAYLIB_NAMES libraylib.a raylib.lib ${RAYLIB_NAMES})
endif()
find_library(raylib_LIBRARY
NAMES ${RAYLIB_NAMES}
HINTS ${${XPREFIX}_LIBRARY_DIRS}
)
set(raylib_LIBRARIES ${raylib_LIBRARY})
set(raylib_LIBRARY_DIRS ${${XPREFIX}_LIBRARY_DIRS})
set(raylib_LIBRARY_DIR ${raylib_LIBRARY_DIRS})

View File

@@ -67,6 +67,8 @@ if(${PLATFORM} MATCHES "Android")
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_heightmap.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_billboard.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_rlgl_solar_system.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_rlgl_full_solar_system.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_solar_system.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_obj_viewer.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_animation.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_first_person_maze.c)
@@ -76,15 +78,19 @@ if(${PLATFORM} MATCHES "Android")
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_postprocessing.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_raymarching.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_palette_switch.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_basic_lighting.c)
elseif(${PLATFORM} MATCHES "Web")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Os -s USE_GLFW=3 -s ASSERTIONS=1 -s WASM=1 -s EMTERPRETIFY=1 -s EMTERPRETIFY_ASYNC=1")
# Since WASM is used, ALLOW_MEMORY_GROWTH has no extra overheads
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -s ALLOW_MEMORY_GROWTH=1 --no-heap-copy")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} --shell-file ${CMAKE_SOURCE_DIR}/src/shell.html")
set(OUTPUT_EXT ".html")
# Remove the -rdynamic flag because otherwise emscripten
# does not generate HTML+JS+WASM files, only a non-working
# and fat HTML
string(REPLACE "-rdynamic" "" CMAKE_SHARED_LIBRARY_LINK_C_FLAGS ${CMAKE_SHARED_LIBRARY_LINK_C_FLAGS})
endif()
include_directories(BEFORE SYSTEM others/external/include)

View File

@@ -2,7 +2,7 @@
#
# raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5
#
# Copyright (c) 2013-2019 Ramon Santamaria (@raysan5)
# Copyright (c) 2013-2020 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.
@@ -25,8 +25,8 @@
# Define required raylib variables
PROJECT_NAME ?= raylib_examples
RAYLIB_VERSION ?= 2.5.0
RAYLIB_API_VERSION ?= 2
RAYLIB_VERSION ?= 3.0.0
RAYLIB_API_VERSION ?= 3
RAYLIB_PATH ?= ..
# Define default options
@@ -116,12 +116,11 @@ endif
ifeq ($(PLATFORM),PLATFORM_WEB)
# Emscripten required variables
EMSDK_PATH ?= C:/emsdk
EMSCRIPTEN_VERSION ?= 1.38.31
CLANG_VERSION = e$(EMSCRIPTEN_VERSION)_64bit
PYTHON_VERSION = 2.7.13.1_64bit\python-2.7.13.amd64
NODE_VERSION = 8.9.1_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:$$(PATH)
EMSCRIPTEN = $(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION)
EMSCRIPTEN_PATH ?= $(EMSDK_PATH)/upstream/emscripten
CLANG_PATH = $(EMSDK_PATH)/upstream/bin
PYTHON_PATH = $(EMSDK_PATH)/python/3.7.4_64bit
NODE_PATH = $(EMSDK_PATH)/node/12.9.1_64bit/bin
export PATH = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH);C:\raylib\MinGW\bin:$$(PATH)
endif
# Define raylib release directory for compiled library.
@@ -188,20 +187,24 @@ endif
# -std=gnu99 defines C language mode (GNU C from 1999 revision)
# -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 -Wno-missing-braces
CFLAGS += -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces
ifeq ($(BUILD_MODE),DEBUG)
CFLAGS += -g
ifeq ($(PLATFORM),PLATFORM_WEB)
CFLAGS += -s ASSERTIONS=1 --profiling
endif
else
ifeq ($(PLATFORM),PLATFORM_WEB)
CFLAGS += -O3
else
CFLAGS += -s -O1
endif
endif
# Additional flags for compiler (if desired)
#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
# resource file contains windows executable icon and properties
# -Wl,--subsystem,windows hides the console window
CFLAGS += $(RAYLIB_PATH)/raylib.rc.data -Wl,--subsystem,windows
endif
ifeq ($(PLATFORM_OS),LINUX)
ifeq ($(RAYLIB_LIBTYPE),STATIC)
CFLAGS += -D_DEFAULT_SOURCE
@@ -230,17 +233,15 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
# --profiling # include information for code profiling
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
# --preload-file resources # specify a resources folder for data compilation
CFLAGS += -Os -s USE_GLFW=3 -s FORCE_FILESYSTEM=1 -s EMTERPRETIFY=1 -s EMTERPRETIFY_ASYNC=1 --preload-file $(dir $<)resources@resources
ifeq ($(BUILD_MODE), DEBUG)
CFLAGS += -s ASSERTIONS=1 --profiling
endif
CFLAGS += -s USE_GLFW=3 -s FORCE_FILESYSTEM=1 -s ASYNCIFY --preload-file $(dir $<)resources@resources
# NOTE: Simple raylib examples are compiled to be interpreter by emterpreter, that way,
# we can compile same code for ALL platforms with no change required, but, working on bigger
# projects, code needs to be refactored to avoid a blocking while() loop, moving Update and Draw
# logic to a self contained function: UpdateDrawFrame(), check core_basic_window_web.c for reference.
# Define a custom shell .html and output extension
CFLAGS += --shell-file $(RAYLIB_PATH)\src\shell.html
CFLAGS += --shell-file $(RAYLIB_PATH)/src/shell.html
EXT = .html
endif
@@ -271,6 +272,14 @@ endif
LDFLAGS = -L. -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
# resource file contains windows executable icon and properties
LDFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data
# -Wl,--subsystem,windows hides the console window
ifeq ($(BUILD_MODE), RELEASE)
LDFLAGS += -Wl,--subsystem,windows
endif
endif
ifeq ($(PLATFORM_OS),BSD)
# Consider -L$(RAYLIB_INSTALL_PATH)
LDFLAGS += -L. -Lsrc -L/usr/local/lib
@@ -318,7 +327,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),OSX)
# Libraries for OSX 10.9 desktop compiling
# NOTE: Required packages: libopenal-dev libegl1-mesa-dev
LDLIBS = -lraylib -framework OpenGL -framework OpenAL -framework Cocoa
LDLIBS = -lraylib -framework OpenGL -framework Cocoa -framework IOKit -framework CoreAudio -framework CoreVideo
endif
ifeq ($(PLATFORM_OS),BSD)
# Libraries for FreeBSD, OpenBSD, NetBSD, DragonFly desktop compiling
@@ -343,8 +352,8 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.bc
endif
# Define all source files required
EXAMPLES = \
# Define all object files required
CORE = \
core/core_basic_window \
core/core_input_keys \
core/core_input_mouse \
@@ -353,6 +362,7 @@ EXAMPLES = \
core/core_input_multitouch \
core/core_input_gestures \
core/core_2d_camera \
core/core_2d_camera_platformer \
core/core_3d_camera_mode \
core/core_3d_camera_free \
core/core_3d_camera_first_person \
@@ -362,9 +372,12 @@ EXAMPLES = \
core/core_window_letterbox \
core/core_drop_files \
core/core_random_values \
core/core_scissor_test \
core/core_storage_values \
core/core_vr_simulator \
core/core_loading_thread \
core/core_loading_thread
SHAPES = \
shapes/shapes_basic_shapes \
shapes/shapes_bouncing_ball \
shapes/shapes_colors_palette \
@@ -379,18 +392,11 @@ EXAMPLES = \
shapes/shapes_easings_rectangle_array \
shapes/shapes_draw_ring \
shapes/shapes_draw_circle_sector \
shapes/shapes_draw_rectangle_rounded \
text/text_raylib_fonts \
text/text_sprite_fonts \
text/text_ttf_loading \
text/text_bmfont_ttf \
text/text_font_sdf \
text/text_format_text \
text/text_input_box \
text/text_writing_anim \
text/text_rectangle_bounds \
text/text_unicode \
shapes/shapes_draw_rectangle_rounded
TEXTURES = \
textures/textures_logo_raylib \
textures/textures_mouse_painting \
textures/textures_rectangle \
textures/textures_srcrec_dstrec \
textures/textures_image_drawing \
@@ -405,7 +411,21 @@ EXAMPLES = \
textures/textures_background_scrolling \
textures/textures_sprite_button \
textures/textures_sprite_explosion \
textures/textures_bunnymark \
textures/textures_bunnymark
TEXT = \
text/text_raylib_fonts \
text/text_font_spritefont \
text/text_font_loading \
text/text_font_filters \
text/text_font_sdf \
text/text_format_text \
text/text_input_box \
text/text_writing_anim \
text/text_rectangle_bounds \
text/text_unicode
MODELS = \
models/models_animation \
models/models_billboard \
models/models_box_collisions \
@@ -415,13 +435,15 @@ EXAMPLES = \
models/models_material_pbr \
models/models_mesh_generation \
models/models_mesh_picking \
models/models_obj_loading \
models/models_obj_viewer \
models/models_loading \
models/models_orthographic_projection \
models/models_rlgl_solar_system \
models/models_skybox \
models/models_yaw_pitch_roll \
models/models_heightmap \
models/models_waving_cubes
SHADERS = \
shaders/shaders_model_shader \
shaders/shaders_shapes_textures \
shaders/shaders_custom_uniform \
@@ -432,21 +454,39 @@ EXAMPLES = \
shaders/shaders_texture_waves \
shaders/shaders_julia_set \
shaders/shaders_eratosthenes \
shaders/shaders_basic_lighting \
shaders/shaders_fog \
shaders/shaders_simple_mask \
shaders/shaders_spotlight
AUDIO = \
audio/audio_module_playing \
audio/audio_music_stream \
audio/audio_raw_stream \
audio/audio_sound_loading \
physac/physics_demo \
physac/physics_friction \
physac/physics_movement \
physac/physics_restitution \
physac/physics_shatter
audio/audio_multichannel_sound
PHYSICS = \
physics/physics_demo \
physics/physics_friction \
physics/physics_movement \
physics/physics_restitution \
physics/physics_shatter
CURRENT_MAKEFILE = $(lastword $(MAKEFILE_LIST))
# Default target entry
all: $(EXAMPLES)
all: $(CORE) $(SHAPES) $(TEXT) $(TEXTURES) $(MODELS) $(SHADERS) $(AUDIO) $(PHYSICS)
core: $(CORE)
shapes: $(SHAPES)
text: $(TEXT)
textures: $(TEXTURES)
models: $(MODELS)
shaders: $(SHADERS)
audio: $(AUDIO)
physics: $(PHYSICS)
# Generic compilation pattern
# NOTE: Examples must be ready for Android compilation!
@@ -464,7 +504,8 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
del *.o *.exe /s
endif
ifeq ($(PLATFORM_OS),LINUX)
find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -fv
find . -type f -executable -delete
rm -fv *.o
endif
ifeq ($(PLATFORM_OS),OSX)
find . -type f -perm +ugo+x -delete

View File

@@ -26,8 +26,10 @@ PLATFORM ?= PLATFORM_ANDROID
RAYLIB_PATH ?= ..\..
# Define Android architecture (armeabi-v7a, arm64-v8a, x86, x86-64) and API version
# Starting in 2019 using ARM64 is mandatory for published apps,
# and minimum required target API is Android 9 (API level 28)
ANDROID_ARCH ?= ARM
ANDROID_API_VERSION = 21
ANDROID_API_VERSION = 28
ifeq ($(ANDROID_ARCH),ARM)
ANDROID_ARCH_NAME = armeabi-v7a
endif
@@ -36,11 +38,11 @@ ifeq ($(ANDROID_ARCH),ARM64)
endif
# Required path variables
# NOTE: JAVA_HOME must be set to JDK
JAVA_HOME ?= C:/JavaJDK
# NOTE: JAVA_HOME must be set to JDK (using OpenJDK 13)
JAVA_HOME ?= C:/open-jdk
ANDROID_HOME = C:/android-sdk
ANDROID_TOOLCHAIN = C:/android_toolchain_$(ANDROID_ARCH)_API$(ANDROID_API_VERSION)
ANDROID_BUILD_TOOLS = $(ANDROID_HOME)/build-tools/28.0.1
ANDROID_TOOLCHAIN = C:/android-ndk-r21/toolchains/llvm/prebuilt/windows-x86_64
ANDROID_BUILD_TOOLS = $(ANDROID_HOME)/build-tools/29.0.3
ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools
# Android project configuration variables
@@ -81,13 +83,12 @@ ifeq ($(RAYLIB_LIBTYPE),SHARED)
endif
# Compiler and archiver
# NOTE: GCC is being deprecated in Android NDK r16
ifeq ($(ANDROID_ARCH),ARM)
CC = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-clang
CC = $(ANDROID_TOOLCHAIN)/bin/armv7a-linux-androideabi$(ANDROID_API_VERSION)-clang
AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar
endif
ifeq ($(ANDROID_ARCH),ARM64)
CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-clang
CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android$(ANDROID_API_VERSION)-clang
AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar
endif
@@ -274,7 +275,7 @@ zipalign_project_apk_package:
# Install $(PROJECT_NAME).apk to default emulator/device
# NOTE: Use -e (emulator) or -d (device) parameters if required
install:
$(ANDROID_PLATFORM_TOOLS)/adb install --abi $(ANDROID_ARCH_NAME) -rds $(PROJECT_NAME).apk
$(ANDROID_PLATFORM_TOOLS)/adb install $(PROJECT_NAME).apk
# Check supported ABI for the device (armeabi-v7a, arm64-v8a, x86, x86_64)
check_device_abi:

191
examples/README.md Normal file
View File

@@ -0,0 +1,191 @@
## EXAMPLES LIST
### category: core
Examples using raylib core platform functionality like window creation, inputs, drawing modes and system functionality.
| ## | example | image | developer | new |
|----|----------|--------|:----------:|:---:|
| 01 | [core_basic_window](core/core_basic_window.c) | <img src="core/core_basic_window.png" alt="core_basic_window" width="200"> | ray | |
| 02 | [core_input_keys](core/core_input_keys.c) | <img src="core/core_input_keys.png" alt="core_input_keys" width="200"> | ray | |
| 03 | [core_input_mouse](core/core_input_mouse.c) | <img src="core/core_input_mouse.png" alt="core_input_mouse" width="200"> | ray | |
| 04 | [core_input_mouse_wheel](core/core_input_mouse_wheel.c) | <img src="core/core_input_mouse_wheel.png" alt="core_input_mouse_wheel" width="200"> | ray | |
| 05 | [core_input_gamepad](core/core_input_gamepad.c) | <img src="core/core_input_gamepad.png" alt="core_input_gamepad" width="200"> | ray | |
| 06 | [core_input_multitouch](core/core_input_multitouch.c) | <img src="core/core_input_multitouch.png" alt="core_input_multitouch" width="200"> | [Berni](https://github.com/Berni8k) | |
| 07 | [core_input_gestures](core/core_input_gestures.c) | <img src="core/core_input_gestures.png" alt="core_input_gestures" width="200"> | ray | |
| 08 | [core_2d_camera](core/core_2d_camera.c) | <img src="core/core_2d_camera.png" alt="core_2d_camera" width="200"> | ray | |
| 09 | [core_2d_camera_platformer](core/core_2d_camera_platformer.c) | <img src="core/core_2d_camera_platformer.png" alt="core_2d_camera_platformer" width="200"> | [avyy](https://github.com/avyy) | ⭐️ |
| 10 | [core_3d_camera_mode](core/core_3d_camera_mode.c) | <img src="core/core_3d_camera_mode.png" alt="core_3d_camera_mode" width="200"> | ray | |
| 11 | [core_3d_camera_free](core/core_3d_camera_free.c) | <img src="core/core_3d_camera_free.png" alt="core_3d_camera_free" width="200"> | ray | |
| 12 | [core_3d_camera_first_person](core/core_3d_camera_first_person.c) | <img src="core/core_3d_camera_first_person.png" alt="core_3d_camera_first_person" width="200"> | ray | |
| 13 | [core_3d_picking](core/core_3d_picking.c) | <img src="core/core_3d_picking.png" alt="core_3d_picking" width="200"> | ray | |
| 14 | [core_world_screen](core/core_world_screen.c) | <img src="core/core_world_screen.png" alt="core_world_screen" width="200"> | ray | |
| 15 | [core_custom_logging](core/core_custom_logging.c) | <img src="core/core_custom_logging.png" alt="core_custom_logging" width="200"> | [Pablo Marcos](https://github.com/pamarcos) | |
| 16 | [core_window_letterbox](core/core_window_letterbox.c) | <img src="core/core_window_letterbox.png" alt="core_window_letterbox" width="200"> | [Anata](https://github.com/anatagawa) | |
| 17 | [core_drop_files](core/core_drop_files.c) | <img src="core/core_drop_files.png" alt="core_drop_files" width="200"> | ray | |
| 18 | [core_random_values](core/core_random_values.c) | <img src="core/core_random_values.png" alt="core_random_values" width="200"> | ray | |
| 19 | [core_storage_values](core/core_storage_values.c) | <img src="core/core_storage_values.png" alt="core_storage_values" width="200"> | ray | |
| 20 | [core_vr_simulator](core/core_vr_simulator.c) | <img src="core/core_vr_simulator.png" alt="core_vr_simulator" width="200"> | ray | |
| 21 | [core_loading_thread](core/core_loading_thread.c) | <img src="core/core_loading_thread.png" alt="core_loading_thread" width="200"> | ray | ⭐️ |
| 22 | [core_scissor_test](core/core_scissor_test.c) | <img src="core/core_scissor_test.png" alt="core_scissor_test" width="200"> | [Chris Dill](https://github.com/MysteriousSpace) | ⭐️ |
### category: shapes
Examples using raylib shapes drawing functionality, provided by raylib [shapes](../src/shapes.c) module.
| ## | example | image | developer | new |
|----|----------|--------|:----------:|:---:|
| 23 | [shapes_basic_shapes](shapes/shapes_basic_shapes.c) | <img src="shapes/shapes_basic_shapes.png" alt="shapes_basic_shapes" width="200"> | ray | |
| 24 | [shapes_bouncing_ball](shapes/shapes_bouncing_ball.c) | <img src="shapes/shapes_bouncing_ball.png" alt="shapes_bouncing_ball" width="200"> | ray | ⭐️ |
| 25 | [shapes_colors_palette](shapes/shapes_colors_palette.c) | <img src="shapes/shapes_colors_palette.png" alt="shapes_colors_palette" width="200"> | ray | |
| 26 | [shapes_logo_raylib](shapes/shapes_logo_raylib.c) | <img src="shapes/shapes_logo_raylib.png" alt="shapes_logo_raylib" width="200"> | ray | |
| 27 | [shapes_logo_raylib_anim](shapes/shapes_logo_raylib_anim.c) | <img src="shapes/shapes_logo_raylib_anim.png" alt="shapes_logo_raylib_anim" width="200"> | ray | |
| 28 | [shapes_rectangle_scaling](shapes/shapes_rectangle_scaling.c) | <img src="shapes/shapes_rectangle_scaling.png" alt="shapes_rectangle_scaling" width="200"> | [Vlad Adrian](https://github.com/demizdor) | |
| 29 | [shapes_lines_bezier](shapes/shapes_lines_bezier.c) | <img src="shapes/shapes_lines_bezier.png" alt="shapes_lines_bezier" width="200"> | ray | |
| 30 | [shapes_collision_area](shapes/shapes_collision_area.c) | <img src="shapes/shapes_collision_area.png" alt="shapes_collision_area" width="200"> | ray | ⭐️ |
| 31 | [shapes_following_eyes](shapes/shapes_following_eyes.c) | <img src="shapes/shapes_following_eyes.png" alt="shapes_following_eyes" width="200"> | ray | ⭐️ |
| 32 | [shapes_easings_ball_anim](shapes/shapes_easings_ball_anim.c) | <img src="shapes/shapes_easings_ball_anim.png" alt="shapes_easings_ball_anim" width="200"> | ray | ⭐️ |
| 33 | [shapes_easings_box_anim](shapes/shapes_easings_box_anim.c) | <img src="shapes/shapes_easings_box_anim.png" alt="shapes_easings_box_anim" width="200"> | ray | ⭐️ |
| 34 | [shapes_easings_rectangle_array](shapes/shapes_easings_rectangle_array.c) | <img src="shapes/shapes_easings_rectangle_array.png" alt="shapes_easings_rectangle_array" width="200"> | ray | ⭐️ |
| 35 | [shapes_draw_ring](shapes/shapes_draw_ring.c) | <img src="shapes/shapes_draw_ring.png" alt="shapes_draw_ring" width="200"> | [Vlad Adrian](https://github.com/demizdor) | ⭐️ |
| 36 | [shapes_draw_circle_sector](shapes/shapes_draw_circle_sector.c) | <img src="shapes/shapes_draw_circle_sector.png" alt="shapes_draw_circle_sector" width="200"> | [Vlad Adrian](https://github.com/demizdor) | |
| 37 | [shapes_draw_rectangle_rounded](shapes/shapes_draw_rectangle_rounded.c) | <img src="shapes/shapes_draw_rectangle_rounded.png" alt="shapes_draw_rectangle_rounded" width="200"> | [Vlad Adrian](https://github.com/demizdor) | |
### category: text
Examples using raylib text functionality, including sprite fonts loading/generation and text drawing, provided by raylib [text](../src/text.c) module.
| ## | example | image | developer | new |
|----|----------|--------|:----------:|:---:|
| 38 | [text_raylib_fonts](text/text_raylib_fonts.c) | <img src="text/text_raylib_fonts.png" alt="text_raylib_fonts" width="200"> | ray | |
| 39 | [text_font_spritefont](text/text_font_spritefont.c) | <img src="text/text_font_spritefont.png" alt="text_font_spritefont" width="200"> | ray | |
| 40 | [text_font_filters](text/text_font_filters.c) | <img src="text/text_font_filters.png" alt="text_font_filters" width="200"> | ray | |
| 41 | [text_font_loading](text/text_font_loading.c) | <img src="text/text_font_loading.png" alt="text_font_loading" width="200"> | ray | |
| 42 | [text_font_sdf](text/text_font_sdf.c) | <img src="text/text_font_sdf.png" alt="text_font_sdf" width="200"> | ray | ⭐️ |
| 43 | [text_format_text](text/text_format_text.c) | <img src="text/text_format_text.png" alt="text_format_text" width="200"> | ray | |
| 44 | [text_input_box](text/text_input_box.c) | <img src="text/text_input_box.png" alt="text_input_box" width="200"> | ray | |
| 45 | [text_writing_anim](text/text_writing_anim.c) | <img src="text/text_writing_anim.png" alt="text_writing_anim" width="200"> | ray | |
| 46 | [text_rectangle_bounds](text/text_rectangle_bounds.c) | <img src="text/text_rectangle_bounds.png" alt="text_rectangle_bounds" width="200"> | [Vlad Adrian](https://github.com/demizdor) | |
| 47 | [text_unicode](text/text_unicode.c) | <img src="text/text_unicode.png" alt="text_unicode" width="200"> | [Vlad Adrian](https://github.com/demizdor) | |
### category: textures
Examples using raylib textures functionality, including image/textures loading/generation and drawing, provided by raylib [textures](../src/textures.c) module.
| ## | example | image | developer | new |
|----|----------|--------|:----------:|:---:|
| 48 | [textures_logo_raylib](textures/textures_logo_raylib.c) | <img src="textures/textures_logo_raylib.png" alt="textures_logo_raylib" width="200"> | ray | |
| 49 | [textures_rectangle](textures/textures_rectangle.c) | <img src="textures/textures_rectangle.png" alt="textures_rectangle" width="200"> | ray | |
| 50 | [textures_srcrec_dstrec](textures/textures_srcrec_dstrec.c) | <img src="textures/textures_srcrec_dstrec.png" alt="textures_srcrec_dstrec" width="200"> | ray | |
| 51 | [textures_image_drawing](textures/textures_image_drawing.c) | <img src="textures/textures_image_drawing.png" alt="textures_image_drawing" width="200"> | ray | |
| 52 | [textures_image_generation](textures/textures_image_generation.c) | <img src="textures/textures_image_generation.png" alt="textures_image_generation" width="200"> | ray | |
| 53 | [textures_image_loading](textures/textures_image_loading.c) | <img src="textures/textures_image_loading.png" alt="textures_image_loading" width="200"> | ray | |
| 54 | [textures_image_processing](textures/textures_image_processing.c) | <img src="textures/textures_image_processing.png" alt="textures_image_processing" width="200"> | ray | |
| 55 | [textures_image_text](textures/textures_image_text.c) | <img src="textures/textures_image_text.png" alt="textures_image_text" width="200"> | ray | ⭐️ |
| 56 | [textures_to_image](textures/textures_to_image.c) | <img src="textures/textures_to_image.png" alt="textures_to_image" width="200"> | ray | |
| 57 | [textures_raw_data](textures/textures_raw_data.c) | <img src="textures/textures_raw_data.png" alt="textures_raw_data" width="200"> | ray | |
| 58 | [textures_particles_blending](textures/textures_particles_blending.c) | <img src="textures/textures_particles_blending.png" alt="textures_particles_blending" width="200"> | ray | |
| 59 | [textures_npatch_drawing](textures/textures_npatch_drawing.c) | <img src="textures/textures_npatch_drawing.png" alt="textures_npatch_drawing" width="200"> | [Jorge A. Gomes](https://github.com/overdev) | |
| 60 | [textures_background_scrolling](textures/textures_background_scrolling.c) | <img src="textures/textures_background_scrolling.png" alt="textures_background_scrolling" width="200"> | ray | ⭐️ |
| 61 | [textures_sprite_button](textures/textures_sprite_button.c) | <img src="textures/textures_sprite_button.png" alt="textures_sprite_button" width="200"> | ray | ⭐️ |
| 62 | [textures_sprite_explosion](textures/textures_sprite_explosion.c) | <img src="textures/textures_sprite_explosion.png" alt="textures_sprite_explosion" width="200"> | ray | ⭐️ |
| 63 | [textures_bunnymark](textures/textures_bunnymark.c) | <img src="textures/textures_bunnymark.png" alt="textures_bunnymark" width="200"> | ray | ⭐️ |
| 64 | [textures_mouse_painting](textures/textures_mouse_painting.c) | <img src="textures/textures_mouse_painting.png" alt="textures_mouse_painting" width="200"> | [Chris Dill](https://github.com/MysteriousSpace) | ⭐️ |
### category: models
Examples using raylib models functionality, including models loading/generation and drawing, provided by raylib [models](../src/models.c) module.
| ## | example | image | developer | new |
|----|----------|--------|:----------:|:---:|
| 65 | [models_animation](models/models_animation.c) | <img src="models/models_animation.png" alt="models_animation" width="200"> | [culacant](https://github.com/culacant) | ⭐️ |
| 66 | [models_billboard](models/models_billboard.c) | <img src="models/models_billboard.png" alt="models_billboard" width="200"> | ray | |
| 67 | [models_box_collisions](models/models_box_collisions.c) | <img src="models/models_box_collisions.png" alt="models_box_collisions" width="200"> | ray | |
| 68 | [models_cubicmap](models/models_cubicmap.c) | <img src="models/models_cubicmap.png" alt="models_cubicmap" width="200"> | ray | |
| 69 | [models_first_person_maze](models/models_first_person_maze.c) | <img src="models/models_first_person_maze.png" alt="models_first_person_maze" width="200"> | ray | ⭐️ |
| 70 | [models_geometric_shapes](models/models_geometric_shapes.c) | <img src="models/models_geometric_shapes.png" alt="models_geometric_shapes" width="200"> | ray | |
| 71 | [models_material_pbr](models/models_material_pbr.c) | <img src="models/models_material_pbr.png" alt="models_material_pbr" width="200"> | ray | |
| 72 | [models_mesh_generation](models/models_mesh_generation.c) | <img src="models/models_mesh_generation.png" alt="models_mesh_generation" width="200"> | ray | |
| 73 | [models_mesh_picking](models/models_mesh_picking.c) | <img src="models/models_mesh_picking.png" alt="models_mesh_picking" width="200"> | [Joel Davis](https://github.com/joeld42) | |
| 74 | [models_loading](models/models_loading.c) | <img src="models/models_loading.png" alt="models_loading" width="200"> | ray | |
| 75 | [models_orthographic_projection](models/models_orthographic_projection.c) | <img src="models/models_orthographic_projection.png" alt="models_orthographic_projection" width="200"> | [Max Danielsson](https://github.com/autious) | |
| 76 | *TODO* | *TODO* | *TODO* | |
| 77 | *TODO* | *TODO* | *TODO* | |
| 78 | [models_solar_system_rlgl](models/models_rlgl_solar_system.c) | <img src="models/models_rlgl_solar_system.png" alt="models_rlgl_solar_system" width="200"> | ray | ⭐️ |
| 79 | [models_yaw_pitch_roll](models/models_yaw_pitch_roll.c) | <img src="models/models_yaw_pitch_roll.png" alt="models_yaw_pitch_roll" width="200"> | [Berni](https://github.com/Berni8k) | |
| 80 | [models_waving_cubes](models/models_waving_cubes.c) | <img src="models/models_waving_cubes.png" alt="models_waving_cubes" width="200"> | [codecat](https://github.com/codecat) | ⭐️ |
| 81 | [models_heightmap](models/models_heightmap.c) | <img src="models/models_heightmap.png" alt="models_heightmap" width="200"> | ray | |
| 82 | [models_skybox](models/models_skybox.c) | <img src="models/models_skybox.png" alt="models_skybox" width="200"> | ray | |
### category: shaders
Examples using raylib shaders functionality, including shaders loading, parameters configuration and drawing using them (model shaders and postprocessing shaders). This functionality is directly provided by raylib [rlgl](../src/rlgl.c) module.
| ## | example | image | developer | new |
|----|----------|--------|:----------:|:---:|
| 83 | [shaders_basic_lighting](shaders/shaders_basic_lighting.c) | <img src="shaders/shaders_basic_lighting.png" alt="shaders_basic_lighting" width="200"> | [Chris Camacho](https://github.com/codifies) | ⭐️ |
| 84 | [shaders_model_shader](shaders/shaders_model_shader.c) | <img src="shaders/shaders_model_shader.png" alt="shaders_model_shader" width="200"> | ray | |
| 85 | [shaders_shapes_textures](shaders/shaders_shapes_textures.c) | <img src="shaders/shaders_shapes_textures.png" alt="shaders_shapes_textures" width="200"> | ray | |
| 86 | [shaders_custom_uniform](shaders/shaders_custom_uniform.c) | <img src="shaders/shaders_custom_uniform.png" alt="shaders_custom_uniform" width="200"> | ray | |
| 87 | [shaders_postprocessing](shaders/shaders_postprocessing.c) | <img src="shaders/shaders_postprocessing.png" alt="shaders_postprocessing" width="200"> | ray | |
| 88 | [shaders_palette_switch](shaders/shaders_palette_switch.c) | <img src="shaders/shaders_palette_switch.png" alt="shaders_palette_switch" width="200"> | [Marco Lizza](https://github.com/MarcoLizza) | |
| 89 | [shaders_raymarching](shaders/shaders_raymarching.c) | <img src="shaders/shaders_raymarching.png" alt="shaders_raymarching" width="200"> | Shader by Iñigo Quilez | ⭐️ |
| 90 | [shaders_texture_drawing](shaders/shaders_texture_drawing.c) | <img src="shaders/shaders_texture_drawing.png" alt="shaders_texture_drawing" width="200"> | Michał Ciesielski | ⭐️ |
| 91 | [shaders_texture_waves](shaders/shaders_texture_waves.c) | <img src="shaders/shaders_texture_waves.png" alt="shaders_texture_waves" width="200"> | [Anata](https://github.com/anatagawa) | ⭐️ |
| 92 | [shaders_julia_set](shaders/shaders_julia_set.c) | <img src="shaders/shaders_julia_set.png" alt="shaders_julia_set" width="200"> | [eggmund](https://github.com/eggmund) | ⭐️ |
| 93 | [shaders_eratosthenes](shaders/shaders_eratosthenes.c) | <img src="shaders/shaders_eratosthenes.png" alt="shaders_eratosthenes" width="200"> | [ProfJski](https://github.com/ProfJski) | ⭐️ |
| 94 | [shaders_fog](shaders/shaders_fog.c) | <img src="shaders/shaders_fog.png" alt="shaders_fog" width="200"> | [Chris Camacho](https://github.com/codifies) | ⭐️ |
| 95 | [shaders_simple_mask](shaders/shaders_simple_mask.c) | <img src="shaders/shaders_simple_mask.png" alt="shaders_simple_mask" width="200"> | [Chris Camacho](https://github.com/codifies) | ⭐️ |
### category: audio
Examples using raylib audio functionality, including sound/music loading and playing. This functionality is provided by raylib [raudio](../src/raudio.c) module. Note this module can be used standalone independently of raylib, check [raudio_standalone](others/raudio_standalone.c) example.
| ## | example | image | developer | new |
|----|----------|--------|:----------:|:---:|
| 96 | [audio_module_playing](audio/audio_module_playing.c) | <img src="audio/audio_module_playing.png" alt="audio_module_playing" width="200"> | ray | |
| 97 | [audio_music_stream](audio/audio_music_stream.c) | <img src="audio/audio_music_stream.png" alt="audio_music_stream" width="200"> | ray | |
| 98 | [audio_raw_stream](audio/audio_raw_stream.c) | <img src="audio/audio_raw_stream.png" alt="audio_raw_stream" width="200"> | ray | |
| 99 | [audio_sound_loading](audio/audio_sound_loading.c) | <img src="audio/audio_sound_loading.png" alt="audio_sound_loading" width="200"> | ray | |
| 100 | [audio_multichannel_sound](audio/audio_multichannel_sound.c) | <img src="audio/audio_multichannel_sound.png" alt="audio_multichannel_sound" width="200"> | [Chris Camacho](https://github.com/codifies) | ⭐️ |
### category: physics
Examples showing physics functionality with raylib. This functionality is provided by [physac](https://github.com/victorfisac/Physac) library, included with raylib [sources](../src/physac.h). Note this library is not linked with raylib by default, it should be manually included in user code.
| ## | example | image | developer | new |
|----|----------|--------|:----------:|:---:|
| 101 | [physics_demo](physics/physics_demo.c) | <img src="physics/physics_demo.png" alt="physics_demo" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
| 102 | [physics_friction](physics/physics_friction.c) | <img src="physics/physics_friction.png" alt="physics_friction" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
| 103 | [physics_movement](physics/physics_movement.c) | <img src="physics/physics_movement.png" alt="physics_movement" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
| 104 | [physics_restitution](physics/physics_restitution.c) | <img src="physics/physics_restitution.png" alt="physics_restitution" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
| 105 | [physics_shatter](physics/physics_shatter.c) | <img src="physics/physics_shatter.png" alt="physics_shatter" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
### category: network
Examples showing raylib network functionality. This functionality is provided by [rnet](../src/rnet.h) module.
**Note that rnet module is under development and not ready yet.**
| ## | example | image | developer | new |
|----|----------|--------|:----------:|:---:|
| 106 | [network_ping_pong](network/network_ping_pong.c) | | [Jak Barnes](https://github.com/syphonx) | |
| 107 | [network_resolve_host](network/network_resolve_host.c) | | [Jak Barnes](https://github.com/syphonx) | |
| 108 | [network_tcp_client](network/network_tcp_client.c) | | [Jak Barnes](https://github.com/syphonx) | |
| 109 | [network_tcp_server](network/network_tcp_server.c) | | [Jak Barnes](https://github.com/syphonx) | |
| 110 | [network_test](network/network_test.c) | | [Jak Barnes](https://github.com/syphonx) | |
| 111 | [network_udp_client](network/network_udp_client.c) | | [Jak Barnes](https://github.com/syphonx) | |
| 112 | [network_udp_server](network/network_udp_server.c) | | [Jak Barnes](https://github.com/syphonx) | |
### category: others
Examples showing raylib misc functionality that does not fit in other categories, like standalone modules usage or examples integrating external libraries.
| ## | example | image | developer | new |
|----|----------|--------|:----------:|:---:|
| 113 | [raudio_standalone](others/raudio_standalone.c) | | ray | |
| 114 | [rlgl_standalone](others/rlgl_standalone.c) | | ray | |
| 115 | [easings_testbed](others/easings_testbed.c) | | ray | |
As always contributions are welcome, feel free to send new examples! Here it is an [examples template](examples_template.c) to start with!

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@@ -2,8 +2,6 @@
*
* 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)
*
@@ -48,13 +46,13 @@ int main(void)
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].speed = (float)GetRandomValue(1, 100)/2000.0f;
circles[i].color = colors[GetRandomValue(0, 13)];
}
Music xm = LoadMusicStream("resources/chiptun1.mod");
Music music = LoadMusicStream("resources/mini1111.xm");
PlayMusicStream(xm);
PlayMusicStream(music);
float timePlayed = 0.0f;
bool pause = false;
@@ -67,13 +65,13 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateMusicStream(xm); // Update music buffer with new stream data
UpdateMusicStream(music); // Update music buffer with new stream data
// Restart music playing (stop and play)
if (IsKeyPressed(KEY_SPACE))
{
StopMusicStream(xm);
PlayMusicStream(xm);
StopMusicStream(music);
PlayMusicStream(music);
}
// Pause/Resume music playing
@@ -81,12 +79,12 @@ int main(void)
{
pause = !pause;
if (pause) PauseMusicStream(xm);
else ResumeMusicStream(xm);
if (pause) PauseMusicStream(music);
else ResumeMusicStream(music);
}
// Get timePlayed scaled to bar dimensions
timePlayed = GetMusicTimePlayed(xm)/GetMusicTimeLength(xm)*(screenWidth - 40);
timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music)*(screenWidth - 40);
// Color circles animation
for (int i = MAX_CIRCLES - 1; (i >= 0) && !pause; i--)
@@ -103,7 +101,7 @@ int main(void)
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;
circles[i].speed = (float)GetRandomValue(1, 100)/2000.0f;
}
}
//----------------------------------------------------------------------------------
@@ -130,7 +128,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadMusicStream(xm); // Unload music stream buffers from RAM
UnloadMusicStream(music); // Unload music stream buffers from RAM
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)

View File

@@ -0,0 +1,73 @@
/*******************************************************************************************
*
* raylib [audio] example - Multichannel sound playing
*
* This example has been created using raylib 2.6 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Example contributed by Chris Camacho (@codifies) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2019 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - Multichannel sound playing");
InitAudioDevice(); // Initialize audio device
Sound fxWav = LoadSound("resources/sound.wav"); // Load WAV audio file
Sound fxOgg = LoadSound("resources/tanatana.ogg"); // Load OGG audio file
SetSoundVolume(fxWav, 0.2);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_ENTER)) PlaySoundMulti(fxWav); // Play a new wav sound instance
if (IsKeyPressed(KEY_SPACE)) PlaySoundMulti(fxOgg); // Play a new ogg sound instance
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("MULTICHANNEL SOUND PLAYING", 20, 20, 20, GRAY);
DrawText("Press SPACE to play new ogg instance!", 200, 120, 20, LIGHTGRAY);
DrawText("Press ENTER to play new wav instance!", 200, 180, 20, LIGHTGRAY);
DrawText(FormatText("CONCURRENT SOUNDS PLAYING: %02i", GetSoundsPlaying()), 220, 280, 20, RED);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
StopSoundMulti(); // We must stop the buffer pool before unloading
UnloadSound(fxWav); // Unload sound data
UnloadSound(fxOgg); // Unload sound data
CloseAudioDevice(); // Close audio device
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@@ -2,8 +2,6 @@
*
* raylib [audio] example - Music playing (streaming)
*
* NOTE: This example requires OpenAL Soft library installed
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*

View File

@@ -2,11 +2,11 @@
*
* 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)
*
* Example created by Ramon Santamaria (@raysan5) and reviewed by James Hofmann (@triplefox)
*
* Copyright (c) 2015-2019 Ramon Santamaria (@raysan5) and James Hofmann (@triplefox)
*
********************************************************************************************/
@@ -99,7 +99,7 @@ int main(void)
}
// Refill audio stream if required
if (IsAudioBufferProcessed(stream))
if (IsAudioStreamProcessed(stream))
{
// Synthesize a buffer that is exactly the requested size
int writeCursor = 0;

View File

@@ -2,8 +2,6 @@
*
* raylib [audio] example - Sound loading and playing
*
* NOTE: This example requires OpenAL Soft library installed
*
* 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)
*

View File

@@ -42,7 +42,7 @@ int main(void)
Camera2D camera = { 0 };
camera.target = (Vector2){ player.x + 20, player.y + 20 };
camera.offset = (Vector2){ 0, 0 };
camera.offset = (Vector2){ screenWidth/2, screenHeight/2 };
camera.rotation = 0.0f;
camera.zoom = 1.0f;
@@ -54,16 +54,10 @@ int main(void)
{
// 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
}
// Player movement
if (IsKeyDown(KEY_RIGHT)) player.x += 2;
else if (IsKeyDown(KEY_LEFT)) player.x -= 2;
// Camera target follows player
camera.target = (Vector2){ player.x + 20, player.y + 20 };

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@@ -0,0 +1,293 @@
/*******************************************************************************************
*
* raylib [core] example - 2d camera platformer
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Example contributed by arvyy (@arvyy) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2019 arvyy (@arvyy)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#define G 400
#define PLAYER_JUMP_SPD 350.f
#define PLAYER_HOR_SPD 200.f
typedef struct Player {
Vector2 position;
float speed;
bool canJump;
} Player;
typedef struct EnvItem {
Rectangle rect;
int blocking;
Color color;
} EnvItem;
void UpdatePlayer(Player *player, EnvItem *envItems, int envItemsLength, float delta);
void UpdateCameraCenter(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
void UpdateCameraEvenOutOnLanding(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
void UpdateCameraPlayerBoundsPush(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
Player player = { 0 };
player.position = (Vector2){ 400, 280 };
player.speed = 0;
player.canJump = false;
EnvItem envItems[] = {
{{ 0, 0, 1000, 400 }, 0, LIGHTGRAY },
{{ 0, 400, 1000, 200 }, 1, GRAY },
{{ 300, 200, 400, 10 }, 1, GRAY },
{{ 250, 300, 100, 10 }, 1, GRAY },
{{ 650, 300, 100, 10 }, 1, GRAY }
};
int envItemsLength = sizeof(envItems)/sizeof(envItems[0]);
Camera2D camera = { 0 };
camera.target = player.position;
camera.offset = (Vector2){ screenWidth/2, screenHeight/2 };
camera.rotation = 0.0f;
camera.zoom = 1.0f;
// Store pointers to the multiple update camera functions
void (*cameraUpdaters[])(Camera2D*, Player*, EnvItem*, int, float, int, int) = {
UpdateCameraCenter,
UpdateCameraCenterInsideMap,
UpdateCameraCenterSmoothFollow,
UpdateCameraEvenOutOnLanding,
UpdateCameraPlayerBoundsPush
};
int cameraOption = 0;
int cameraUpdatersLength = sizeof(cameraUpdaters)/sizeof(cameraUpdaters[0]);
char *cameraDescriptions[] = {
"Follow player center",
"Follow player center, but clamp to map edges",
"Follow player center; smoothed",
"Follow player center horizontally; updateplayer center vertically after landing",
"Player push camera on getting too close to screen edge"
};
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose())
{
// Update
//----------------------------------------------------------------------------------
float deltaTime = GetFrameTime();
UpdatePlayer(&player, envItems, envItemsLength, deltaTime);
camera.zoom += ((float)GetMouseWheelMove()*0.05f);
if (camera.zoom > 3.0f) camera.zoom = 3.0f;
else if (camera.zoom < 0.25f) camera.zoom = 0.25f;
if (IsKeyPressed(KEY_R))
{
camera.zoom = 1.0f;
player.position = (Vector2){ 400, 280 };
}
if (IsKeyPressed(KEY_C)) cameraOption = (cameraOption + 1)%cameraUpdatersLength;
// Call update camera function by its pointer
cameraUpdaters[cameraOption](&camera, &player, envItems, envItemsLength, deltaTime, screenWidth, screenHeight);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(LIGHTGRAY);
BeginMode2D(camera);
for (int i = 0; i < envItemsLength; i++) DrawRectangleRec(envItems[i].rect, envItems[i].color);
Rectangle playerRect = { player.position.x - 20, player.position.y - 40, 40, 40 };
DrawRectangleRec(playerRect, RED);
EndMode2D();
DrawText("Controls:", 20, 20, 10, BLACK);
DrawText("- Right/Left to move", 40, 40, 10, DARKGRAY);
DrawText("- Space to jump", 40, 60, 10, DARKGRAY);
DrawText("- Mouse Wheel to Zoom in-out, R to reset zoom", 40, 80, 10, DARKGRAY);
DrawText("- C to change camera mode", 40, 100, 10, DARKGRAY);
DrawText("Current camera mode:", 20, 120, 10, BLACK);
DrawText(cameraDescriptions[cameraOption], 40, 140, 10, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
void UpdatePlayer(Player *player, EnvItem *envItems, int envItemsLength, float delta)
{
if (IsKeyDown(KEY_LEFT)) player->position.x -= PLAYER_HOR_SPD*delta;
if (IsKeyDown(KEY_RIGHT)) player->position.x += PLAYER_HOR_SPD*delta;
if (IsKeyDown(KEY_SPACE) && player->canJump)
{
player->speed = -PLAYER_JUMP_SPD;
player->canJump = false;
}
int hitObstacle = 0;
for (int i = 0; i < envItemsLength; i++)
{
EnvItem *ei = envItems + i;
Vector2 *p = &(player->position);
if (ei->blocking &&
ei->rect.x <= p->x &&
ei->rect.x + ei->rect.width >= p->x &&
ei->rect.y >= p->y &&
ei->rect.y < p->y + player->speed*delta)
{
hitObstacle = 1;
player->speed = 0.0f;
p->y = ei->rect.y;
}
}
if (!hitObstacle)
{
player->position.y += player->speed*delta;
player->speed += G*delta;
player->canJump = false;
}
else player->canJump = true;
}
void UpdateCameraCenter(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
{
camera->offset = (Vector2){ width/2, height/2 };
camera->target = player->position;
}
void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
{
camera->target = player->position;
camera->offset = (Vector2){ width/2, height/2 };
float minX = 1000, minY = 1000, maxX = -1000, maxY = -1000;
for (int i = 0; i < envItemsLength; i++)
{
EnvItem *ei = envItems + i;
minX = fminf(ei->rect.x, minX);
maxX = fmaxf(ei->rect.x + ei->rect.width, maxX);
minY = fminf(ei->rect.y, minY);
maxY = fmaxf(ei->rect.y + ei->rect.height, maxY);
}
Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, *camera);
Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, *camera);
if (max.x < width) camera->offset.x = width - (max.x - width/2);
if (max.y < height) camera->offset.y = height - (max.y - height/2);
if (min.x > 0) camera->offset.x = width/2 - min.x;
if (min.y > 0) camera->offset.y = height/2 - min.y;
}
void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
{
static float minSpeed = 30;
static float minEffectLength = 10;
static float fractionSpeed = 0.8f;
camera->offset = (Vector2){ width/2, height/2 };
Vector2 diff = Vector2Subtract(player->position, camera->target);
float length = Vector2Length(diff);
if (length > minEffectLength)
{
float speed = fmaxf(fractionSpeed*length, minSpeed);
camera->target = Vector2Add(camera->target, Vector2Scale(diff, speed*delta/length));
}
}
void UpdateCameraEvenOutOnLanding(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
{
static float evenOutSpeed = 700;
static int eveningOut = false;
static float evenOutTarget;
camera->offset = (Vector2){ width/2, height/2 };
camera->target.x = player->position.x;
if (eveningOut)
{
if (evenOutTarget > camera->target.y)
{
camera->target.y += evenOutSpeed*delta;
if (camera->target.y > evenOutTarget)
{
camera->target.y = evenOutTarget;
eveningOut = 0;
}
}
else
{
camera->target.y -= evenOutSpeed*delta;
if (camera->target.y < evenOutTarget)
{
camera->target.y = evenOutTarget;
eveningOut = 0;
}
}
}
else
{
if (player->canJump && (player->speed == 0) && (player->position.y != camera->target.y))
{
eveningOut = 1;
evenOutTarget = player->position.y;
}
}
}
void UpdateCameraPlayerBoundsPush(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
{
static Vector2 bbox = { 0.2f, 0.2f };
Vector2 bboxWorldMin = GetScreenToWorld2D((Vector2){ (1 - bbox.x)*0.5f*width, (1 - bbox.y)*0.5f*height }, *camera);
Vector2 bboxWorldMax = GetScreenToWorld2D((Vector2){ (1 + bbox.x)*0.5f*width, (1 + bbox.y)*0.5f*height }, *camera);
camera->offset = (Vector2){ (1 - bbox.x)*0.5f * width, (1 - bbox.y)*0.5f*height };
if (player->position.x < bboxWorldMin.x) camera->target.x = player->position.x;
if (player->position.y < bboxWorldMin.y) camera->target.y = player->position.y;
if (player->position.x > bboxWorldMax.x) camera->target.x = bboxWorldMin.x + (player->position.x - bboxWorldMax.x);
if (player->position.y > bboxWorldMax.y) camera->target.y = bboxWorldMin.y + (player->position.y - bboxWorldMax.y);
}

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@@ -4,18 +4,19 @@
*
* Welcome to raylib!
*
* To test examples, just press F6 and execute raylib_compile_execute script
* To test examples in Notepad++, provided with default raylib installer package,
* just press F6 and run [raylib_compile_execute] script, it will compile and execute.
* 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
* You can find all basic examples on [C:\raylib\raylib\examples] directory and
* 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) 2013-2016 Ramon Santamaria (@raysan5)
* Copyright (c) 2013-2020 Ramon Santamaria (@raysan5)
*
********************************************************************************************/

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@@ -0,0 +1,71 @@
/*******************************************************************************************
*
* raylib [core] example - Scissor test
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Example contributed by Chris Dill (@MysteriousSpace) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2019 Chris Dill (@MysteriousSpace)
*
********************************************************************************************/
#include "raylib.h"
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - scissor test");
Rectangle scissorArea = { 0, 0, 300, 300 };
bool scissorMode = true;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_S)) scissorMode = !scissorMode;
// Centre the scissor area around the mouse position
scissorArea.x = GetMouseX() - scissorArea.width/2;
scissorArea.y = GetMouseY() - scissorArea.height/2;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
if (scissorMode) BeginScissorMode(scissorArea.x, scissorArea.y, scissorArea.width, scissorArea.height);
// Draw full screen rectangle and some text
// NOTE: Only part defined by scissor area will be rendered
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), RED);
DrawText("Move the mouse around to reveal this text!", 190, 200, 20, LIGHTGRAY);
if (scissorMode) EndScissorMode();
DrawRectangleLinesEx(scissorArea, 1, BLACK);
DrawText("Press S to toggle scissor test", 10, 10, 20, BLACK);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@@ -12,7 +12,10 @@
#include "raylib.h"
// NOTE: Storage positions must start with 0, directly related to file memory layout
typedef enum { STORAGE_SCORE = 0, STORAGE_HISCORE } StorageData;
typedef enum {
STORAGE_POSITION_SCORE = 0,
STORAGE_POSITION_HISCORE = 1
} StorageData;
int main(void)
{
@@ -43,14 +46,14 @@ int main(void)
if (IsKeyPressed(KEY_ENTER))
{
StorageSaveValue(STORAGE_SCORE, score);
StorageSaveValue(STORAGE_HISCORE, hiscore);
SaveStorageValue(STORAGE_POSITION_SCORE, score);
SaveStorageValue(STORAGE_POSITION_HISCORE, hiscore);
}
else if (IsKeyPressed(KEY_SPACE))
{
// NOTE: If requested position could not be found, value 0 is returned
score = StorageLoadValue(STORAGE_SCORE);
hiscore = StorageLoadValue(STORAGE_HISCORE);
score = LoadStorageValue(STORAGE_POSITION_SCORE);
hiscore = LoadStorageValue(STORAGE_POSITION_HISCORE);
}
framesCounter++;

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@@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [core] example - window scale letterbox
* raylib [core] example - window scale letterbox (and virtual mouse)
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
@@ -16,6 +16,18 @@
#define max(a, b) ((a)>(b)? (a) : (b))
#define min(a, b) ((a)<(b)? (a) : (b))
// Clamp Vector2 value with min and max and return a new vector2
// NOTE: Required for virtual mouse, to clamp inside virtual game size
Vector2 ClampValue(Vector2 value, Vector2 min, Vector2 max)
{
Vector2 result = value;
result.x = (result.x > max.x)? max.x : result.x;
result.x = (result.x < min.x)? min.x : result.x;
result.y = (result.y > max.y)? max.y : result.y;
result.y = (result.y < min.y)? min.y : result.y;
return result;
}
int main(void)
{
const int windowWidth = 800;
@@ -29,7 +41,7 @@ int main(void)
int gameScreenWidth = 640;
int gameScreenHeight = 480;
// Render texture initialization
// Render texture initialization, used to hold the rendering result so we can easily resize it
RenderTexture2D target = LoadRenderTexture(gameScreenWidth, gameScreenHeight);
SetTextureFilter(target.texture, FILTER_BILINEAR); // Texture scale filter to use
@@ -52,6 +64,13 @@ int main(void)
// Recalculate random colors for the bars
for (int i = 0; i < 10; i++) colors[i] = (Color){ GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255 };
}
// Update virtual mouse (clamped mouse value behind game screen)
Vector2 mouse = GetMousePosition();
Vector2 virtualMouse = { 0 };
virtualMouse.x = (mouse.x - (GetScreenWidth() - (gameScreenWidth*scale))*0.5f)/scale;
virtualMouse.y = (mouse.y - (GetScreenHeight() - (gameScreenHeight*scale))*0.5f)/scale;
virtualMouse = ClampValue(virtualMouse, (Vector2){ 0, 0 }, (Vector2){ gameScreenWidth, gameScreenHeight });
//----------------------------------------------------------------------------------
// Draw
@@ -59,14 +78,17 @@ int main(void)
BeginDrawing();
ClearBackground(BLACK);
// Draw everything in the render texture
// Draw everything in the render texture, note this will not be rendered on screen, yet
BeginTextureMode(target);
ClearBackground(RAYWHITE); // Clear render texture background color
for (int i = 0; i < 10; i++) DrawRectangle(0, (gameScreenHeight/10)*i, gameScreenWidth, gameScreenHeight/10, colors[i]);
DrawText("You can resize the window,\nand see the screen scaling!", 10, 25, 20, WHITE);
DrawText("If executed inside a window,\nyou can resize the window,\nand see the screen scaling!", 10, 25, 20, WHITE);
DrawText(TextFormat("Default Mouse: [%i , %i]", (int)mouse.x, (int)mouse.y), 350, 25, 20, GREEN);
DrawText(TextFormat("Virtual Mouse: [%i , %i]", (int)virtualMouse.x, (int)virtualMouse.y), 350, 55, 20, YELLOW);
EndTextureMode();

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@@ -11,14 +11,14 @@ uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
uniform vec2 leftLensCenter = vec2(0.288, 0.5);
uniform vec2 rightLensCenter = vec2(0.712, 0.5);
uniform vec2 leftScreenCenter = vec2(0.25, 0.5);
uniform vec2 rightScreenCenter = vec2(0.75, 0.5);
uniform vec2 scale = vec2(0.25, 0.45);
uniform vec2 scaleIn = vec2(4, 2.2222);
uniform vec4 hmdWarpParam = vec4(1, 0.22, 0.24, 0);
uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
uniform vec2 leftLensCenter;
uniform vec2 rightLensCenter;
uniform vec2 leftScreenCenter;
uniform vec2 rightScreenCenter;
uniform vec2 scale;
uniform vec2 scaleIn;
uniform vec4 hmdWarpParam;
uniform vec4 chromaAbParam;
void main()
{

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@@ -5,10 +5,19 @@
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2019 Ramon Santamaria (@raysan5) and @culacant
* Example contributed by Culacant (@culacant) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2019 Culacant (@culacant) and Ramon Santamaria (@raysan5)
*
********************************************************************************************
*
* To export a model from blender, make sure it is not posed, the vertices need to be in the
* same position as they would be in edit mode.
* and that the scale of your models is set to 0. Scaling can be done from the export menu.
*
********************************************************************************************/
#include <stdlib.h>
#include "raylib.h"
int main(void)
@@ -28,7 +37,6 @@ int main(void)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
Model model = LoadModel("resources/guy/guy.iqm"); // Load the animated model mesh and basic data
Texture2D texture = LoadTexture("resources/guy/guytex.png"); // Load model texture and set material
SetMaterialTexture(&model.materials[0], MAP_DIFFUSE, texture); // Set model material map texture
@@ -89,8 +97,11 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Unload texture
// Unload model animations data
for (int i = 0; i < animsCount; i++) UnloadModelAnimation(anims[i]);
RL_FREE(anims);
UnloadModel(model); // Unload model

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@@ -21,7 +21,7 @@ int main(void)
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 }, 45.0f, 0 };
Camera camera = { { 18.0f, 18.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)

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@@ -0,0 +1,142 @@
/*******************************************************************************************
*
* raylib [models] example - Models loading
*
* raylib supports multiple models file formats:
*
* - OBJ > Text file, must include vertex position-texcoords-normals information,
* if files references some .mtl materials file, it will be loaded (or try to)
* - GLTF > Modern text/binary file format, includes lot of information and it could
* also reference external files, raylib will try loading mesh and materials data
* - IQM > Binary file format including mesh vertex data but also animation data,
* raylib can load .iqm animations.
*
* This example has been created using raylib 2.6 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - models loading");
// Define the camera to look into our 3d world
Camera camera = { 0 };
camera.position = (Vector3){ 50.0f, 50.0f, 50.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 10.0f, 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
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
Model model = LoadModel("resources/models/castle.obj"); // Load model
Texture2D texture = LoadTexture("resources/models/castle_diffuse.png"); // Load model texture
model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set map diffuse texture
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
BoundingBox bounds = MeshBoundingBox(model.meshes[0]); // Set model bounds
// NOTE: bounds are calculated from the original size of the model,
// if model is scaled on drawing, bounds must be also scaled
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
bool selected = false; // Selected object flag
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);
// Load new models/textures on drag&drop
if (IsFileDropped())
{
int count = 0;
char **droppedFiles = GetDroppedFiles(&count);
if (count == 1) // Only support one file dropped
{
if (IsFileExtension(droppedFiles[0], ".obj") ||
IsFileExtension(droppedFiles[0], ".gltf") ||
IsFileExtension(droppedFiles[0], ".iqm")) // Model file formats supported
{
UnloadModel(model); // Unload previous model
model = LoadModel(droppedFiles[0]); // Load new model
model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set current map diffuse texture
bounds = MeshBoundingBox(model.meshes[0]);
// TODO: Move camera position from target enough distance to visualize model properly
}
else if (IsFileExtension(droppedFiles[0], ".png")) // Texture file formats supported
{
// Unload current model texture and load new one
UnloadTexture(texture);
texture = LoadTexture(droppedFiles[0]);
model.materials[0].maps[MAP_DIFFUSE].texture = texture;
}
}
ClearDroppedFiles(); // Clear internal buffers
}
// Select model on mouse click
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
// Check collision between ray and box
if (CheckCollisionRayBox(GetMouseRay(GetMousePosition(), camera), bounds)) selected = !selected;
else selected = false;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawModel(model, position, 1.0f, WHITE); // Draw 3d model with texture
DrawGrid(20, 10.0f); // Draw a grid
if (selected) DrawBoundingBox(bounds, GREEN); // Draw selection box
EndMode3D();
DrawText("Drag & drop model to load mesh/texture.", 10, GetScreenHeight() - 20, 10, DARKGRAY);
if (selected) DrawText("MODEL SELECTED", GetScreenWidth() - 110, 10, 10, GREEN);
DrawText("(c) Castle 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Unload texture
UnloadModel(model); // Unload model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@@ -2,6 +2,9 @@
*
* raylib [models] example - PBR material
*
* NOTE: This example requires raylib OpenGL 3.3 for shaders support and only #version 330
* is currently supported. OpenGL ES 2.0 platforms are not supported at the moment.
*
* 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)
*
@@ -50,16 +53,15 @@ int main(void)
// NOTE: New VBO for tangents is generated at default location and also binded to mesh VAO
MeshTangents(&model.meshes[0]);
UnloadMaterial(model.materials[0]); // get rid of default material
model.materials[0] = 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.materials[0].shader),
CreateLight(LIGHT_POINT, (Vector3){ 0.0f, LIGHT_HEIGHT, LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 255, 0, 255 }, model.materials[0].shader),
CreateLight(LIGHT_POINT, (Vector3){ -LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 0, 255, 255 }, model.materials[0].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.materials[0].shader)
};
// Create lights
// NOTE: Lights are added to an internal lights pool automatically
CreateLight(LIGHT_POINT, (Vector3){ LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 0, 255 }, model.materials[0].shader);
CreateLight(LIGHT_POINT, (Vector3){ 0.0f, LIGHT_HEIGHT, LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 255, 0, 255 }, model.materials[0].shader);
CreateLight(LIGHT_POINT, (Vector3){ -LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 0, 255, 255 }, model.materials[0].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.materials[0].shader);
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
@@ -100,7 +102,20 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadModel(model); // Unload skybox model
// Shaders and textures must be unloaded by user,
// they could be in use by other models
UnloadTexture(model.materials[0].maps[MAP_ALBEDO].texture);
UnloadTexture(model.materials[0].maps[MAP_NORMAL].texture);
UnloadTexture(model.materials[0].maps[MAP_METALNESS].texture);
UnloadTexture(model.materials[0].maps[MAP_ROUGHNESS].texture);
UnloadTexture(model.materials[0].maps[MAP_OCCLUSION].texture);
UnloadTexture(model.materials[0].maps[MAP_IRRADIANCE].texture);
UnloadTexture(model.materials[0].maps[MAP_PREFILTER].texture);
UnloadTexture(model.materials[0].maps[MAP_BRDF].texture);
UnloadShader(model.materials[0].shader);
UnloadModel(model); // Unload model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
@@ -112,7 +127,7 @@ int main(void)
// 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 }
Material mat = LoadMaterialDefault(); // Initialize material to default
#if defined(PLATFORM_DESKTOP)
mat.shader = LoadShader("resources/shaders/glsl330/pbr.vs", "resources/shaders/glsl330/pbr.fs");
@@ -135,7 +150,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
// Set view matrix location
mat.shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(mat.shader, "matModel");
mat.shader.locs[LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view");
//mat.shader.locs[LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view");
mat.shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos");
// Set PBR standard maps

View File

@@ -115,6 +115,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Unload texture
// Unload models data (GPU VRAM)
for (int i = 0; i < NUM_MODELS; i++) UnloadModel(models[i]);

View File

@@ -105,7 +105,7 @@ int main(void)
// Check ray collision against model
// NOTE: It considers model.transform matrix!
meshHitInfo = GetCollisionRayModel(ray, &tower);
meshHitInfo = GetCollisionRayModel(ray, tower);
if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance))
{

View File

@@ -1,80 +0,0 @@
/*******************************************************************************************
*
* raylib [models] example - Load and draw a 3d model (OBJ)
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - obj model loading");
// Define the camera to look into our 3d world
Camera camera = { 0 };
camera.position = (Vector3){ 8.0f, 8.0f, 8.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 2.5f, 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
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
Model model = LoadModel("resources/models/castle.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/models/castle_diffuse.png"); // Load model texture
model.materials[0].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
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
//...
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawModel(model, position, 0.2f, WHITE); // Draw 3d model with texture
DrawGrid(10, 1.0f); // Draw a grid
DrawGizmo(position); // Draw gizmo
EndMode3D();
DrawText("(c) Castle 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Unload texture
UnloadModel(model); // Unload model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@@ -1,127 +0,0 @@
/*******************************************************************************************
*
* raylib [models] example - OBJ models viewer
*
* This example has been created using raylib 2.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <string.h> // Required for: strcpy()
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib example - obj viewer");
// Define the camera to look into our 3d world
Camera camera = { { 30.0f, 30.0f, 30.0f }, { 0.0f, 10.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
Model model = LoadModel("resources/models/turret.obj"); // Load default model obj
Texture2D texture = LoadTexture("resources/models/turret_diffuse.png"); // Load default model texture
model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Bind texture to model
Vector3 position = { 0.0, 0.0, 0.0 }; // Set model position
BoundingBox bounds = MeshBoundingBox(model.meshes[0]); // Set model bounds
bool selected = false; // Selected object flag
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
char objFilename[64] = "turret.obj";
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsFileDropped())
{
int count = 0;
char **droppedFiles = GetDroppedFiles(&count);
if (count == 1)
{
if (IsFileExtension(droppedFiles[0], ".obj"))
{
for (int i = 0; i < model.meshCount; i++) UnloadMesh(&model.meshes[i]);
model.meshes = LoadMeshes(droppedFiles[0], &model.meshCount);
bounds = MeshBoundingBox(model.meshes[0]);
}
else if (IsFileExtension(droppedFiles[0], ".png"))
{
UnloadTexture(texture);
texture = LoadTexture(droppedFiles[0]);
model.materials[0].maps[MAP_DIFFUSE].texture = texture;
}
strcpy(objFilename, GetFileName(droppedFiles[0]));
}
ClearDroppedFiles(); // Clear internal buffers
}
UpdateCamera(&camera);
// Select model on mouse click
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
// Check collision between ray and box
if (CheckCollisionRayBox(GetMouseRay(GetMousePosition(), camera), bounds)) selected = !selected;
else selected = false;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawModel(model, position, 1.0f, WHITE); // Draw 3d model with texture
DrawGrid(20.0, 10.0); // Draw a grid
if (selected) DrawBoundingBox(bounds, GREEN);
EndMode3D();
DrawText("Free camera default controls:", 10, 20, 10, DARKGRAY);
DrawText("- Mouse Wheel to Zoom in-out", 20, 40, 10, GRAY);
DrawText("- Mouse Wheel Pressed to Pan", 20, 60, 10, GRAY);
DrawText("- Alt + Mouse Wheel Pressed to Rotate", 20, 80, 10, GRAY);
DrawText("- Alt + Ctrl + Mouse Wheel Pressed for Smooth Zoom", 20, 100, 10, GRAY);
DrawText("Drag & drop .obj/.png to load mesh/texture.", 10, GetScreenHeight() - 20, 10, DARKGRAY);
DrawText(FormatText("Current file: %s", objFilename), 250, GetScreenHeight() - 20, 10, GRAY);
if (selected) DrawText("MODEL SELECTED", GetScreenWidth() - 110, 10, 10, GREEN);
DrawText("(c) Turret 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadModel(model); // Unload model
ClearDroppedFiles(); // Clear internal buffers
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@@ -4,7 +4,7 @@
*
* This example uses [rlgl] module funtionality (pseudo-OpenGL 1.1 style coding)
*
* This example has been created using raylib 2.2 (www.raylib.com)
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2018 Ramon Santamaria (@raysan5)

View File

@@ -89,7 +89,10 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadModel(skybox); // Unload skybox model (and textures)
UnloadShader(skybox.materials[0].shader);
UnloadTexture(skybox.materials[0].maps[MAP_CUBEMAP].texture);
UnloadModel(skybox); // Unload skybox model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

View File

@@ -0,0 +1,112 @@
/*******************************************************************************************
*
* raylib [models] example - Waving cubes
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Example contributed by Codecat (@codecat) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2019 Codecat (@codecat) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <math.h>
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - waving cubes");
// Initialize the camera
Camera3D camera = { 0 };
camera.position = (Vector3){ 30.0f, 20.0f, 30.0f };
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 70.0f;
camera.type = CAMERA_PERSPECTIVE;
// Specify the amount of blocks in each direction
const int numBlocks = 15;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
double time = GetTime();
// Calculate time scale for cube position and size
float scale = (2.0f + (float)sin(time))*0.7f;
// Move camera around the scene
double cameraTime = time*0.3;
camera.position.x = (float)cos(cameraTime)*40.0f;
camera.position.z = (float)sin(cameraTime)*40.0f;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawGrid(10, 5.0f);
for (int x = 0; x < numBlocks; x++)
{
for (int y = 0; y < numBlocks; y++)
{
for (int z = 0; z < numBlocks; z++)
{
// Scale of the blocks depends on x/y/z positions
float blockScale = (x + y + z)/30.0f;
// Scatter makes the waving effect by adding blockScale over time
float scatter = sinf(blockScale*20.0f + (float)(time*4.0f));
// Calculate the cube position
Vector3 cubePos = {
(float)(x - numBlocks/2)*(scale*3.0f) + scatter,
(float)(y - numBlocks/2)*(scale*2.0f) + scatter,
(float)(z - numBlocks/2)*(scale*3.0f) + scatter
};
// Pick a color with a hue depending on cube position for the rainbow color effect
Color cubeColor = ColorFromHSV((Vector3){ (float)(((x + y + z)*18)%360), 0.75f, 0.9f });
// Calculate cube size
float cubeSize = (2.4f - scale)*blockScale;
// And finally, draw the cube!
DrawCube(cubePos, cubeSize, cubeSize, cubeSize, cubeColor);
}
}
}
EndMode3D();
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@@ -92,6 +92,7 @@ int main(void)
while (pitchOffset < -180) pitchOffset += 360;
pitchOffset *= 10;
/* matrix transform done with multiplication to combine rotations
Matrix transform = MatrixIdentity();
transform = MatrixMultiply(transform, MatrixRotateZ(DEG2RAD*roll));
@@ -99,8 +100,11 @@ int main(void)
transform = MatrixMultiply(transform, MatrixRotateY(DEG2RAD*yaw));
model.transform = transform;
//----------------------------------------------------------------------------------
*/
// matrix created from multiple axes at once
model.transform = MatrixRotateXYZ((Vector3){DEG2RAD*pitch,DEG2RAD*yaw,DEG2RAD*roll});
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
@@ -165,6 +169,7 @@ int main(void)
//--------------------------------------------------------------------------------------
// Unload all loaded data
UnloadTexture(model.materials[0].maps[MAP_DIFFUSE].texture);
UnloadModel(model);
UnloadRenderTexture(framebuffer);

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@@ -0,0 +1,219 @@
{
"asset": {
"generator": "COLLADA2GLTF",
"version": "2.0"
},
"scene": 0,
"scenes": [
{
"nodes": [
0
]
}
],
"nodes": [
{
"children": [
2,
1
],
"matrix": [
0.009999999776482582,
0.0,
0.0,
0.0,
0.0,
0.009999999776482582,
0.0,
0.0,
0.0,
0.0,
0.009999999776482582,
0.0,
0.0,
0.0,
0.0,
1.0
]
},
{
"matrix": [
-0.7289686799049377,
0.0,
-0.6845470666885376,
0.0,
-0.4252049028873444,
0.7836934328079224,
0.4527972936630249,
0.0,
0.5364750623703003,
0.6211478114128113,
-0.571287989616394,
0.0,
400.1130065917969,
463.2640075683594,
-431.0780334472656,
1.0
],
"camera": 0
},
{
"mesh": 0
}
],
"cameras": [
{
"perspective": {
"aspectRatio": 1.5,
"yfov": 0.6605925559997559,
"zfar": 10000.0,
"znear": 1.0
},
"type": "perspective"
}
],
"meshes": [
{
"primitives": [
{
"attributes": {
"NORMAL": 1,
"POSITION": 2,
"TEXCOORD_0": 3
},
"indices": 0,
"mode": 4,
"material": 0
}
],
"name": "LOD3spShape"
}
],
"accessors": [
{
"bufferView": 0,
"byteOffset": 0,
"componentType": 5123,
"count": 12636,
"max": [
2398
],
"min": [
0
],
"type": "SCALAR"
},
{
"bufferView": 1,
"byteOffset": 0,
"componentType": 5126,
"count": 2399,
"max": [
0.9995989799499512,
0.999580979347229,
0.9984359741210938
],
"min": [
-0.9990839958190918,
-1.0,
-0.9998319745063782
],
"type": "VEC3"
},
{
"bufferView": 1,
"byteOffset": 28788,
"componentType": 5126,
"count": 2399,
"max": [
96.17990112304688,
163.97000122070313,
53.92519760131836
],
"min": [
-69.29850006103516,
9.929369926452637,
-61.32819747924805
],
"type": "VEC3"
},
{
"bufferView": 2,
"byteOffset": 0,
"componentType": 5126,
"count": 2399,
"max": [
0.9833459854125976,
0.9800369739532472
],
"min": [
0.026409000158309938,
0.01996302604675293
],
"type": "VEC2"
}
],
"materials": [
{
"pbrMetallicRoughness": {
"baseColorTexture": {
"index": 0
},
"metallicFactor": 0.0
},
"emissiveFactor": [
0.0,
0.0,
0.0
],
"name": "blinn3-fx"
}
],
"textures": [
{
"sampler": 0,
"source": 0
}
],
"images": [
{
"uri": "DuckCM.png"
}
],
"samplers": [
{
"magFilter": 9729,
"minFilter": 9986,
"wrapS": 10497,
"wrapT": 10497
}
],
"bufferViews": [
{
"buffer": 0,
"byteOffset": 76768,
"byteLength": 25272,
"target": 34963
},
{
"buffer": 0,
"byteOffset": 0,
"byteLength": 57576,
"byteStride": 12,
"target": 34962
},
{
"buffer": 0,
"byteOffset": 57576,
"byteLength": 19192,
"byteStride": 8,
"target": 34962
}
],
"buffers": [
{
"byteLength": 102040,
"uri": "Duck0.bin"
}
]
}

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@@ -0,0 +1,14 @@
# Duck
## Screenshot
![screenshot](screenshot/screenshot.png)
## License Information
Copyright 2006 Sony Computer Entertainment Inc.
Licensed under the SCEA Shared Source License, Version 1.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at:
http://research.scea.com/scea_shared_source_license.html
Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.

View File

@@ -0,0 +1,4 @@
Medieval City models and textures have been created by Alberto Cano,
and licensed as Creative Commons Attribution-NonCommercial 4.0.
Check for details: https://creativecommons.org/licenses/by-nc/4.0/legalcode

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@@ -1,133 +0,0 @@
/*******************************************************************************************
*
* BRDF LUT Generation - Bidirectional reflectance distribution function fragment shader
*
* REF: https://github.com/HectorMF/BRDFGenerator
*
* Copyright (c) 2017 Victor Fisac
*
**********************************************************************************************/
#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
// Constant values
const float PI = 3.14159265359;
const uint MAX_SAMPLES = 1024u;
// Output fragment color
out vec4 finalColor;
vec2 Hammersley(uint i, uint N);
float RadicalInverseVdC(uint bits);
float GeometrySchlickGGX(float NdotV, float roughness);
float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness);
vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness);
vec2 IntegrateBRDF(float NdotV, float roughness);
float RadicalInverseVdC(uint bits)
{
bits = (bits << 16u) | (bits >> 16u);
bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
return float(bits) * 2.3283064365386963e-10; // / 0x100000000
}
// Compute Hammersley coordinates
vec2 Hammersley(uint i, uint N)
{
return vec2(float(i)/float(N), RadicalInverseVdC(i));
}
// Integrate number of importance samples for (roughness and NoV)
vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness)
{
float a = roughness*roughness;
float phi = 2.0 * PI * Xi.x;
float cosTheta = sqrt((1.0 - Xi.y)/(1.0 + (a*a - 1.0)*Xi.y));
float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
// Transform from spherical coordinates to cartesian coordinates (halfway vector)
vec3 H = vec3(cos(phi)*sinTheta, sin(phi)*sinTheta, cosTheta);
// Transform from tangent space H vector to world space sample vector
vec3 up = ((abs(N.z) < 0.999) ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0));
vec3 tangent = normalize(cross(up, N));
vec3 bitangent = cross(N, tangent);
vec3 sampleVec = tangent*H.x + bitangent*H.y + N*H.z;
return normalize(sampleVec);
}
float GeometrySchlickGGX(float NdotV, float roughness)
{
// For IBL k is calculated different
float k = (roughness*roughness)/2.0;
float nom = NdotV;
float denom = NdotV*(1.0 - k) + k;
return nom/denom;
}
// Compute the geometry term for the BRDF given roughness squared, NoV, NoL
float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
{
float NdotV = max(dot(N, V), 0.0);
float NdotL = max(dot(N, L), 0.0);
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
return ggx1*ggx2;
}
vec2 IntegrateBRDF(float NdotV, float roughness)
{
float A = 0.0;
float B = 0.0;
vec3 V = vec3(sqrt(1.0 - NdotV*NdotV), 0.0, NdotV);
vec3 N = vec3(0.0, 0.0, 1.0);
for (uint i = 0u; i < MAX_SAMPLES; i++)
{
// Generate a sample vector that's biased towards the preferred alignment direction (importance sampling)
vec2 Xi = Hammersley(i, MAX_SAMPLES); // Compute a Hammersely coordinate
vec3 H = ImportanceSampleGGX(Xi, N, roughness); // Integrate number of importance samples for (roughness and NoV)
vec3 L = normalize(2.0*dot(V, H)*H - V); // Compute reflection vector L
float NdotL = max(L.z, 0.0); // Compute normal dot light
float NdotH = max(H.z, 0.0); // Compute normal dot half
float VdotH = max(dot(V, H), 0.0); // Compute view dot half
if (NdotL > 0.0)
{
float G = GeometrySmith(N, V, L, roughness); // Compute the geometry term for the BRDF given roughness squared, NoV, NoL
float GVis = (G*VdotH)/(NdotH*NdotV); // Compute the visibility term given G, VoH, NoH, NoV, NoL
float Fc = pow(1.0 - VdotH, 5.0); // Compute the fresnel term given VoH
A += (1.0 - Fc)*GVis; // Sum the result given fresnel, geometry, visibility
B += Fc*GVis;
}
}
// Calculate brdf average sample
A /= float(MAX_SAMPLES);
B /= float(MAX_SAMPLES);
return vec2(A, B);
}
void main()
{
// Calculate brdf based on texture coordinates
vec2 brdf = IntegrateBRDF(fragTexCoord.x, fragTexCoord.y);
// Calculate final fragment color
finalColor = vec4(brdf.r, brdf.g, 0.0, 1.0);
}

View File

@@ -1,25 +0,0 @@
/*******************************************************************************************
*
* rPBR [shader] - Bidirectional reflectance distribution function vertex shader
*
* Copyright (c) 2017 Victor Fisac
*
**********************************************************************************************/
#version 330
// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
// Output vertex attributes (to fragment shader)
out vec2 fragTexCoord;
void main()
{
// Calculate fragment position based on model transformations
fragTexCoord = vertexTexCoord;
// Calculate final vertex position
gl_Position = vec4(vertexPosition, 1.0);
}

View File

@@ -1,58 +0,0 @@
/*******************************************************************************************
*
* rPBR [shader] - Irradiance cubemap fragment shader
*
* Copyright (c) 2017 Victor Fisac
*
**********************************************************************************************/
#version 330
// Input vertex attributes (from vertex shader)
in vec3 fragPosition;
// Input uniform values
uniform samplerCube environmentMap;
// Constant values
const float PI = 3.14159265359f;
// Output fragment color
out vec4 finalColor;
void main()
{
// The sample direction equals the hemisphere's orientation
vec3 normal = normalize(fragPosition);
vec3 irradiance = vec3(0.0);
vec3 up = vec3(0.0, 1.0, 0.0);
vec3 right = cross(up, normal);
up = cross(normal, right);
float sampleDelta = 0.025f;
float nrSamples = 0.0f;
for (float phi = 0.0; phi < 2.0*PI; phi += sampleDelta)
{
for (float theta = 0.0; theta < 0.5*PI; theta += sampleDelta)
{
// Spherical to cartesian (in tangent space)
vec3 tangentSample = vec3(sin(theta)*cos(phi), sin(theta)*sin(phi), cos(theta));
// tangent space to world
vec3 sampleVec = tangentSample.x*right + tangentSample.y*up + tangentSample.z*normal;
// Fetch color from environment cubemap
irradiance += texture(environmentMap, sampleVec).rgb*cos(theta)*sin(theta);
nrSamples++;
}
}
// Calculate irradiance average value from samples
irradiance = PI*irradiance*(1.0/float(nrSamples));
// Calculate final fragment color
finalColor = vec4(irradiance, 1.0);
}

View File

@@ -1,298 +0,0 @@
/*******************************************************************************************
*
* rPBR [shader] - Physically based rendering fragment shader
*
* Copyright (c) 2017 Victor Fisac
*
**********************************************************************************************/
#version 330
#define MAX_REFLECTION_LOD 4.0
#define MAX_DEPTH_LAYER 20
#define MIN_DEPTH_LAYER 10
#define MAX_LIGHTS 4
#define LIGHT_DIRECTIONAL 0
#define LIGHT_POINT 1
struct MaterialProperty {
vec3 color;
int useSampler;
sampler2D sampler;
};
struct Light {
int enabled;
int type;
vec3 position;
vec3 target;
vec4 color;
};
// Input vertex attributes (from vertex shader)
in vec3 fragPosition;
in vec2 fragTexCoord;
in vec3 fragNormal;
in vec3 fragTangent;
in vec3 fragBinormal;
// Input material values
uniform MaterialProperty albedo;
uniform MaterialProperty normals;
uniform MaterialProperty metalness;
uniform MaterialProperty roughness;
uniform MaterialProperty occlusion;
uniform MaterialProperty emission;
uniform MaterialProperty height;
// Input uniform values
uniform samplerCube irradianceMap;
uniform samplerCube prefilterMap;
uniform sampler2D brdfLUT;
// Input lighting values
uniform Light lights[MAX_LIGHTS];
// Other uniform values
uniform int renderMode;
uniform vec3 viewPos;
vec2 texCoord;
// Constant values
const float PI = 3.14159265359;
// Output fragment color
out vec4 finalColor;
vec3 ComputeMaterialProperty(MaterialProperty property);
float DistributionGGX(vec3 N, vec3 H, float roughness);
float GeometrySchlickGGX(float NdotV, float roughness);
float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness);
vec3 fresnelSchlick(float cosTheta, vec3 F0);
vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness);
vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir);
vec3 ComputeMaterialProperty(MaterialProperty property)
{
vec3 result = vec3(0.0, 0.0, 0.0);
if (property.useSampler == 1) result = texture(property.sampler, texCoord).rgb;
else result = property.color;
return result;
}
float DistributionGGX(vec3 N, vec3 H, float roughness)
{
float a = roughness*roughness;
float a2 = a*a;
float NdotH = max(dot(N, H), 0.0);
float NdotH2 = NdotH*NdotH;
float nom = a2;
float denom = (NdotH2*(a2 - 1.0) + 1.0);
denom = PI*denom*denom;
return nom/denom;
}
float GeometrySchlickGGX(float NdotV, float roughness)
{
float r = (roughness + 1.0);
float k = r*r/8.0;
float nom = NdotV;
float denom = NdotV*(1.0 - k) + k;
return nom/denom;
}
float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
{
float NdotV = max(dot(N, V), 0.0);
float NdotL = max(dot(N, L), 0.0);
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
return ggx1*ggx2;
}
vec3 fresnelSchlick(float cosTheta, vec3 F0)
{
return F0 + (1.0 - F0)*pow(1.0 - cosTheta, 5.0);
}
vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness)
{
return F0 + (max(vec3(1.0 - roughness), F0) - F0)*pow(1.0 - cosTheta, 5.0);
}
vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir)
{
// Calculate the number of depth layers and calculate the size of each layer
float numLayers = mix(MAX_DEPTH_LAYER, MIN_DEPTH_LAYER, abs(dot(vec3(0.0, 0.0, 1.0), viewDir)));
float layerDepth = 1.0/numLayers;
// Calculate depth of current layer
float currentLayerDepth = 0.0;
// Calculate the amount to shift the texture coordinates per layer (from vector P)
// Note: height amount is stored in height material attribute color R channel (sampler use is independent)
vec2 P = viewDir.xy*height.color.r;
vec2 deltaTexCoords = P/numLayers;
// Store initial texture coordinates and depth values
vec2 currentTexCoords = texCoords;
float currentDepthMapValue = texture(height.sampler, currentTexCoords).r;
while (currentLayerDepth < currentDepthMapValue)
{
// Shift texture coordinates along direction of P
currentTexCoords -= deltaTexCoords;
// Get depth map value at current texture coordinates
currentDepthMapValue = texture(height.sampler, currentTexCoords).r;
// Get depth of next layer
currentLayerDepth += layerDepth;
}
// Get texture coordinates before collision (reverse operations)
vec2 prevTexCoords = currentTexCoords + deltaTexCoords;
// Get depth after and before collision for linear interpolation
float afterDepth = currentDepthMapValue - currentLayerDepth;
float beforeDepth = texture(height.sampler, prevTexCoords).r - currentLayerDepth + layerDepth;
// Interpolation of texture coordinates
float weight = afterDepth/(afterDepth - beforeDepth);
vec2 finalTexCoords = prevTexCoords*weight + currentTexCoords*(1.0 - weight);
return finalTexCoords;
}
void main()
{
// Calculate TBN and RM matrices
mat3 TBN = transpose(mat3(fragTangent, fragBinormal, fragNormal));
// Calculate lighting required attributes
vec3 normal = normalize(fragNormal);
vec3 view = normalize(viewPos - fragPosition);
vec3 refl = reflect(-view, normal);
// Check if parallax mapping is enabled and calculate texture coordinates to use based on height map
// NOTE: remember that 'texCoord' variable must be assigned before calling any ComputeMaterialProperty() function
if (height.useSampler == 1) texCoord = ParallaxMapping(fragTexCoord, view);
else texCoord = fragTexCoord; // Use default texture coordinates
// Fetch material values from texture sampler or color attributes
vec3 color = ComputeMaterialProperty(albedo);
vec3 metal = ComputeMaterialProperty(metalness);
vec3 rough = ComputeMaterialProperty(roughness);
vec3 emiss = ComputeMaterialProperty(emission);
vec3 ao = ComputeMaterialProperty(occlusion);
// Check if normal mapping is enabled
if (normals.useSampler == 1)
{
// Fetch normal map color and transform lighting values to tangent space
normal = ComputeMaterialProperty(normals);
normal = normalize(normal*2.0 - 1.0);
normal = normalize(normal*TBN);
// Convert tangent space normal to world space due to cubemap reflection calculations
refl = normalize(reflect(-view, normal));
}
// Calculate reflectance at normal incidence
vec3 F0 = vec3(0.04);
F0 = mix(F0, color, metal.r);
// Calculate lighting for all lights
vec3 Lo = vec3(0.0);
vec3 lightDot = vec3(0.0);
for (int i = 0; i < MAX_LIGHTS; i++)
{
if (lights[i].enabled == 1)
{
// Calculate per-light radiance
vec3 light = vec3(0.0);
vec3 radiance = lights[i].color.rgb;
if (lights[i].type == LIGHT_DIRECTIONAL) light = -normalize(lights[i].target - lights[i].position);
else if (lights[i].type == LIGHT_POINT)
{
light = normalize(lights[i].position - fragPosition);
float distance = length(lights[i].position - fragPosition);
float attenuation = 1.0/(distance*distance);
radiance *= attenuation;
}
// Cook-torrance BRDF
vec3 high = normalize(view + light);
float NDF = DistributionGGX(normal, high, rough.r);
float G = GeometrySmith(normal, view, light, rough.r);
vec3 F = fresnelSchlick(max(dot(high, view), 0.0), F0);
vec3 nominator = NDF*G*F;
float denominator = 4*max(dot(normal, view), 0.0)*max(dot(normal, light), 0.0) + 0.001;
vec3 brdf = nominator/denominator;
// Store to kS the fresnel value and calculate energy conservation
vec3 kS = F;
vec3 kD = vec3(1.0) - kS;
// Multiply kD by the inverse metalness such that only non-metals have diffuse lighting
kD *= 1.0 - metal.r;
// Scale light by dot product between normal and light direction
float NdotL = max(dot(normal, light), 0.0);
// Add to outgoing radiance Lo
// Note: BRDF is already multiplied by the Fresnel so it doesn't need to be multiplied again
Lo += (kD*color/PI + brdf)*radiance*NdotL*lights[i].color.a;
lightDot += radiance*NdotL + brdf*lights[i].color.a;
}
}
// Calculate ambient lighting using IBL
vec3 F = fresnelSchlickRoughness(max(dot(normal, view), 0.0), F0, rough.r);
vec3 kS = F;
vec3 kD = 1.0 - kS;
kD *= 1.0 - metal.r;
// Calculate indirect diffuse
vec3 irradiance = texture(irradianceMap, fragNormal).rgb;
vec3 diffuse = color*irradiance;
// Sample both the prefilter map and the BRDF lut and combine them together as per the Split-Sum approximation
vec3 prefilterColor = textureLod(prefilterMap, refl, rough.r*MAX_REFLECTION_LOD).rgb;
vec2 brdf = texture(brdfLUT, vec2(max(dot(normal, view), 0.0), rough.r)).rg;
vec3 reflection = prefilterColor*(F*brdf.x + brdf.y);
// Calculate final lighting
vec3 ambient = (kD*diffuse + reflection)*ao;
// Calculate fragment color based on render mode
vec3 fragmentColor = ambient + Lo + emiss; // Physically Based Rendering
if (renderMode == 1) fragmentColor = color; // Albedo
else if (renderMode == 2) fragmentColor = normal; // Normals
else if (renderMode == 3) fragmentColor = metal; // Metalness
else if (renderMode == 4) fragmentColor = rough; // Roughness
else if (renderMode == 5) fragmentColor = ao; // Ambient Occlusion
else if (renderMode == 6) fragmentColor = emiss; // Emission
else if (renderMode == 7) fragmentColor = lightDot; // Lighting
else if (renderMode == 8) fragmentColor = kS; // Fresnel
else if (renderMode == 9) fragmentColor = irradiance; // Irradiance
else if (renderMode == 10) fragmentColor = reflection; // Reflection
// Apply HDR tonemapping
fragmentColor = fragmentColor/(fragmentColor + vec3(1.0));
// Apply gamma correction
fragmentColor = pow(fragmentColor, vec3(1.0/2.2));
// Calculate final fragment color
finalColor = vec4(fragmentColor, 1.0);
}

View File

@@ -1,49 +0,0 @@
/*******************************************************************************************
*
* rPBR [shader] - Physically based rendering vertex shader
*
* Copyright (c) 2017 Victor Fisac
*
**********************************************************************************************/
#version 330
// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
in vec4 vertexTangent;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matModel;
// Output vertex attributes (to fragment shader)
out vec3 fragPosition;
out vec2 fragTexCoord;
out vec3 fragNormal;
out vec3 fragTangent;
out vec3 fragBinormal;
void main()
{
// Calculate binormal from vertex normal and tangent
vec3 vertexBinormal = cross(vertexNormal, vec3(vertexTangent));
// Calculate fragment normal based on normal transformations
mat3 normalMatrix = transpose(inverse(mat3(matModel)));
// Calculate fragment position based on model transformations
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f));
// Send vertex attributes to fragment shader
fragTexCoord = vertexTexCoord;
fragNormal = normalize(normalMatrix*vertexNormal);
fragTangent = normalize(normalMatrix*vec3(vertexTangent));
fragTangent = normalize(fragTangent - dot(fragTangent, fragNormal)*fragNormal);
fragBinormal = normalize(normalMatrix*vertexBinormal);
fragBinormal = cross(fragNormal, fragTangent);
// Calculate final vertex position
gl_Position = mvp*vec4(vertexPosition, 1.0);
}

View File

@@ -1,120 +0,0 @@
/*******************************************************************************************
*
* rPBR [shader] - Prefiltered environment for reflections fragment shader
*
* Copyright (c) 2017 Victor Fisac
*
**********************************************************************************************/
#version 330
#define MAX_SAMPLES 1024u
#define CUBEMAP_RESOLUTION 1024.0
// Input vertex attributes (from vertex shader)
in vec3 fragPosition;
// Input uniform values
uniform samplerCube environmentMap;
uniform float roughness;
// Constant values
const float PI = 3.14159265359f;
// Output fragment color
out vec4 finalColor;
float DistributionGGX(vec3 N, vec3 H, float roughness);
float RadicalInverse_VdC(uint bits);
vec2 Hammersley(uint i, uint N);
vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness);
float DistributionGGX(vec3 N, vec3 H, float roughness)
{
float a = roughness*roughness;
float a2 = a*a;
float NdotH = max(dot(N, H), 0.0);
float NdotH2 = NdotH*NdotH;
float nom = a2;
float denom = (NdotH2*(a2 - 1.0) + 1.0);
denom = PI*denom*denom;
return nom/denom;
}
float RadicalInverse_VdC(uint bits)
{
bits = (bits << 16u) | (bits >> 16u);
bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
return float(bits) * 2.3283064365386963e-10; // / 0x100000000
}
vec2 Hammersley(uint i, uint N)
{
return vec2(float(i)/float(N), RadicalInverse_VdC(i));
}
vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness)
{
float a = roughness*roughness;
float phi = 2.0 * PI * Xi.x;
float cosTheta = sqrt((1.0 - Xi.y)/(1.0 + (a*a - 1.0)*Xi.y));
float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
// Transform from spherical coordinates to cartesian coordinates (halfway vector)
vec3 H = vec3(cos(phi)*sinTheta, sin(phi)*sinTheta, cosTheta);
// Transform from tangent space H vector to world space sample vector
vec3 up = ((abs(N.z) < 0.999) ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0));
vec3 tangent = normalize(cross(up, N));
vec3 bitangent = cross(N, tangent);
vec3 sampleVec = tangent*H.x + bitangent*H.y + N*H.z;
return normalize(sampleVec);
}
void main()
{
// Make the simplyfying assumption that V equals R equals the normal
vec3 N = normalize(fragPosition);
vec3 R = N;
vec3 V = R;
vec3 prefilteredColor = vec3(0.0);
float totalWeight = 0.0;
for (uint i = 0u; i < MAX_SAMPLES; i++)
{
// Generate a sample vector that's biased towards the preferred alignment direction (importance sampling)
vec2 Xi = Hammersley(i, MAX_SAMPLES);
vec3 H = ImportanceSampleGGX(Xi, N, roughness);
vec3 L = normalize(2.0*dot(V, H)*H - V);
float NdotL = max(dot(N, L), 0.0);
if(NdotL > 0.0)
{
// Sample from the environment's mip level based on roughness/pdf
float D = DistributionGGX(N, H, roughness);
float NdotH = max(dot(N, H), 0.0);
float HdotV = max(dot(H, V), 0.0);
float pdf = D*NdotH/(4.0*HdotV) + 0.0001;
float resolution = CUBEMAP_RESOLUTION;
float saTexel = 4.0*PI/(6.0*resolution*resolution);
float saSample = 1.0/(float(MAX_SAMPLES)*pdf + 0.0001);
float mipLevel = ((roughness == 0.0) ? 0.0 : 0.5*log2(saSample/saTexel));
prefilteredColor += textureLod(environmentMap, L, mipLevel).rgb*NdotL;
totalWeight += NdotL;
}
}
// Calculate prefilter average color
prefilteredColor = prefilteredColor/totalWeight;
// Calculate final fragment color
finalColor = vec4(prefilteredColor, 1.0);
}

View File

@@ -15,7 +15,7 @@ in vec3 fragPosition;
uniform samplerCube environmentMap;
// Constant values
const float PI = 3.14159265359f;
const float PI = 3.14159265359;
// Output fragment color
out vec4 finalColor;
@@ -31,8 +31,8 @@ void main()
vec3 right = cross(up, normal);
up = cross(normal, right);
float sampleDelta = 0.025f;
float nrSamples = 0.0f;
float sampleDelta = 0.025;
float nrSamples = 0.0;
for (float phi = 0.0; phi < 2.0*PI; phi += sampleDelta)
{

View File

@@ -73,6 +73,8 @@ vec3 fresnelSchlick(float cosTheta, vec3 F0);
vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness);
vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir);
// WARNING: There is some weird behaviour with this function, always returns black!
// Yes, I even tried: return texture(property.sampler, texCoord).rgb;
vec3 ComputeMaterialProperty(MaterialProperty property)
{
vec3 result = vec3(0.0, 0.0, 0.0);
@@ -187,17 +189,17 @@ void main()
else texCoord = fragTexCoord; // Use default texture coordinates
// Fetch material values from texture sampler or color attributes
vec3 color = ComputeMaterialProperty(albedo);
vec3 metal = ComputeMaterialProperty(metalness);
vec3 rough = ComputeMaterialProperty(roughness);
vec3 emiss = ComputeMaterialProperty(emission);
vec3 ao = ComputeMaterialProperty(occlusion);
vec3 color = texture(albedo.sampler, texCoord).rgb; //ComputeMaterialProperty(albedo);
vec3 metal = texture(metalness.sampler, texCoord).rgb; //ComputeMaterialProperty(metalness);
vec3 rough = texture(roughness.sampler, texCoord).rgb; //ComputeMaterialProperty(roughness);
vec3 emiss = texture(emission.sampler, texCoord).rgb; //ComputeMaterialProperty(emission);
vec3 ao = texture(occlusion.sampler, texCoord).rgb; //ComputeMaterialProperty(occlusion);
// Check if normal mapping is enabled
if (normals.useSampler == 1)
{
// Fetch normal map color and transform lighting values to tangent space
normal = ComputeMaterialProperty(normals);
normal = texture(normals.sampler, texCoord).rgb; //ComputeMaterialProperty(normals);
normal = normalize(normal*2.0 - 1.0);
normal = normalize(normal*TBN);

View File

@@ -34,7 +34,7 @@ void main()
mat3 normalMatrix = transpose(inverse(mat3(matModel)));
// Calculate fragment position based on model transformations
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f));
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
// Send vertex attributes to fragment shader
fragTexCoord = vertexTexCoord;

View File

@@ -18,7 +18,7 @@ uniform samplerCube environmentMap;
uniform float roughness;
// Constant values
const float PI = 3.14159265359f;
const float PI = 3.14159265359;
// Output fragment color
out vec4 finalColor;

View File

@@ -33,6 +33,8 @@
#ifndef RLIGHTS_H
#define RLIGHTS_H
#include "raylib.h"
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
@@ -65,15 +67,10 @@ typedef struct {
extern "C" { // Prevents name mangling of functions
#endif
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
int lightsCount = 0; // Current amount of created lights
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
Light CreateLight(int type, Vector3 pos, Vector3 targ, Color color, Shader shader); // Defines a light and get locations from PBR shader
void CreateLight(int type, Vector3 pos, Vector3 targ, Color color, Shader shader); // Defines a light and get locations from PBR shader
void UpdateLightValues(Shader shader, Light light); // Send to PBR shader light values
#ifdef __cplusplus
@@ -106,7 +103,8 @@ void UpdateLightValues(Shader shader, Light light);
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
// ...
static Light lights[MAX_LIGHTS] = { 0 };
static int lightsCount = 0; // Current amount of created lights
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
@@ -118,7 +116,7 @@ void UpdateLightValues(Shader shader, Light light);
//----------------------------------------------------------------------------------
// Defines a light and get locations from PBR shader
Light CreateLight(int type, Vector3 pos, Vector3 targ, Color color, Shader shader)
void CreateLight(int type, Vector3 pos, Vector3 targ, Color color, Shader shader)
{
Light light = { 0 };
@@ -148,10 +146,10 @@ Light CreateLight(int type, Vector3 pos, Vector3 targ, Color color, Shader shade
light.colorLoc = GetShaderLocation(shader, colorName);
UpdateLightValues(shader, light);
lights[lightsCount] = light;
lightsCount++;
}
return light;
}
// Send to PBR shader light values

View File

@@ -2,78 +2,71 @@
*
* raylib [network] example - Client/Server ping-pong
*
* Welcome to raylib!
* This example has been created using raylib 3.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* 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 2.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h
*for details)
*
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
* Copyright (c) 2019-2020 Jak Barnes (@syphonx) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "rnet.h"
#include <assert.h>
#include <stdio.h>
#include <string.h>
#define RNET_IMPLEMENTATION
#include "rnet.h"
float elapsed = 0.0f;
float delay = 1.0f;
bool ping = false;
bool pong = false;
bool connected = false;
bool client_connected = false;
bool clientConnected = false;
const char *pingmsg = "Ping!";
const char *pongmsg = "Pong!";
int msglen = 0;
SocketConfig server_cfg = {.host = "127.0.0.1", .port = "4950", .type = SOCKET_TCP, .server = true, .nonblocking = true};
SocketConfig client_cfg = {.host = "127.0.0.1", .port = "4950", .type = SOCKET_TCP, .nonblocking = true};
SocketConfig connection_cfg = {.nonblocking = true};
SocketResult *server_res = NULL;
SocketResult *client_res = NULL;
SocketSet * socket_set = NULL;
SocketConfig serverConfig = { .host = "127.0.0.1", .port = "4950", .type = SOCKET_TCP, .server = true, .nonblocking = true };
SocketConfig clientConfig = { .host = "127.0.0.1", .port = "4950", .type = SOCKET_TCP, .nonblocking = true };
SocketConfig connectionConfig = { .nonblocking = true };
SocketResult *serverResult = NULL;
SocketResult *clientResult = NULL;
SocketSet *socketSet = NULL;
Socket *connection = NULL;
char recvBuffer[512];
char receiveBuffer[512] = { 0 };
// Attempt to connect to the network (Either TCP, or UDP)
void NetworkConnect()
static void NetworkConnect(void)
{
// If the server is configured as UDP, ignore connection requests
if (server_cfg.type == SOCKET_UDP && client_cfg.type == SOCKET_UDP) {
if ((serverConfig.type == SOCKET_UDP) && (clientConfig.type == SOCKET_UDP))
{
ping = true;
connected = true;
} else {
}
else
{
// If the client is connected, run the server code to check for a connection
if (client_connected) {
int active = CheckSockets(socket_set, 0);
if (active != 0) {
TraceLog(LOG_DEBUG,
"There are currently %d socket(s) with data to be processed.", active);
}
if (active > 0) {
if ((connection = SocketAccept(server_res->socket, &connection_cfg)) != NULL) {
AddSocket(socket_set, connection);
ping = true;
if (clientConnected)
{
int active = CheckSockets(socketSet, 0);
if (active != 0) TraceLog(LOG_INFO, "There are currently %d socket(s) with data to be processed.", active);
if (active > 0)
{
if ((connection = SocketAccept(serverResult->socket, &connectionConfig)) != NULL)
{
AddSocket(socketSet, connection);
connected = true;
ping = true;
}
}
} else {
}
else
{
// Check if we're connected every _delay_ seconds
elapsed += GetFrameTime();
if (elapsed > delay) {
if (IsSocketConnected(client_res->socket)) {
client_connected = true;
}
if (elapsed > delay)
{
if (IsSocketConnected(clientResult->socket)) clientConnected = true;
elapsed = 0.0f;
}
}
@@ -82,144 +75,138 @@ void NetworkConnect()
// Once connected to the network, check the sockets for pending information
// and when information is ready, send either a Ping or a Pong.
void NetworkUpdate()
static void UpdateNetwork(void)
{
// CheckSockets
//
// If any of the sockets in the socket_set are pending (received data, or requests)
// then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
int active = CheckSockets(socket_set, 0);
if (active != 0) {
TraceLog(LOG_DEBUG,
"There are currently %d socket(s) with data to be processed.", active);
}
// CheckSockets, if any of the sockets in the socketSet are pending (received data, or requests)
// then mark the socket as being ready. You can check this with IsSocketReady(clientResult->socket)
int active = CheckSockets(socketSet, 0);
if (active != 0) TraceLog(LOG_DEBUG, "There are currently %d socket(s) with data to be processed.", active);
// IsSocketReady
//
// If the socket is ready, attempt to receive data from the socket
// IsSocketReady, if the socket is ready, attempt to receive data from the socket
int bytesRecv = 0;
if (server_cfg.type == SOCKET_UDP && client_cfg.type == SOCKET_UDP) {
if (IsSocketReady(client_res->socket)) {
bytesRecv = SocketReceive(client_res->socket, recvBuffer, msglen);
}
if (IsSocketReady(server_res->socket)) {
bytesRecv = SocketReceive(server_res->socket, recvBuffer, msglen);
}
} else {
if (IsSocketReady(connection)) {
bytesRecv = SocketReceive(connection, recvBuffer, msglen);
}
if ((serverConfig.type == SOCKET_UDP) && (clientConfig.type == SOCKET_UDP))
{
if (IsSocketReady(clientResult->socket)) bytesRecv = SocketReceive(clientResult->socket, receiveBuffer, msglen);
if (IsSocketReady(serverResult->socket)) bytesRecv = SocketReceive(serverResult->socket, receiveBuffer, msglen);
}
else if (IsSocketReady(connection)) bytesRecv = SocketReceive(connection, receiveBuffer, msglen);
// If we received data, was that data a "Ping!" or a "Pong!"
if (bytesRecv > 0) {
if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; }
if (strcmp(recvBuffer, pongmsg) == 0) { ping = true; }
if (bytesRecv > 0)
{
if (strcmp(receiveBuffer, pingmsg) == 0) { pong = true; }
if (strcmp(receiveBuffer, pongmsg) == 0) { ping = true; }
}
// After each delay has expired, send a response "Ping!" for a "Pong!" and vice versa
elapsed += GetFrameTime();
if (elapsed > delay) {
if (ping) {
if (elapsed > delay)
{
if (ping)
{
ping = false;
if (server_cfg.type == SOCKET_UDP && client_cfg.type == SOCKET_UDP) {
SocketSend(client_res->socket, pingmsg, msglen);
} else {
SocketSend(client_res->socket, pingmsg, msglen);
if (serverConfig.type == SOCKET_UDP && clientConfig.type == SOCKET_UDP) SocketSend(clientResult->socket, pingmsg, msglen);
else SocketSend(clientResult->socket, pingmsg, msglen);
}
} else if (pong) {
else if (pong)
{
pong = false;
if (server_cfg.type == SOCKET_UDP && client_cfg.type == SOCKET_UDP) {
SocketSend(client_res->socket, pongmsg, msglen);
} else {
SocketSend(client_res->socket, pongmsg, msglen);
}
if (serverConfig.type == SOCKET_UDP && clientConfig.type == SOCKET_UDP) SocketSend(clientResult->socket, pongmsg, msglen);
else SocketSend(clientResult->socket, pongmsg, msglen);
}
elapsed = 0.0f;
}
}
int main()
int main(void)
{
// Setup
int screenWidth = 800;
int screenHeight = 450;
InitWindow(
screenWidth, screenHeight, "raylib [network] example - ping pong");
SetTargetFPS(60);
SetTraceLogLevel(LOG_DEBUG);
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
// Networking
InitNetwork();
InitWindow(screenWidth, screenHeight, "raylib [network] example - ping pong");
// Create the server
//
// Performs
// getaddrinfo
// socket
// setsockopt
// bind
// listen
server_res = AllocSocketResult();
if (!SocketCreate(&server_cfg, server_res)) {
TraceLog(LOG_WARNING, "Failed to open server: status %d, errno %d",
server_res->status, server_res->socket->status);
} else {
if (!SocketBind(&server_cfg, server_res)) {
TraceLog(LOG_WARNING, "Failed to bind server: status %d, errno %d",
server_res->status, server_res->socket->status);
} else {
if (!(server_cfg.type == SOCKET_UDP)) {
if (!SocketListen(&server_cfg, server_res)) {
TraceLog(LOG_WARNING,
"Failed to start listen server: status %d, errno %d",
server_res->status, server_res->socket->status);
InitNetworkDevice(); // Init network communications
// Create the server: getaddrinfo + socket + setsockopt + bind + listen
serverResult = LoadSocketResult();
if (!SocketCreate(&serverConfig, serverResult))
{
TraceLog(LOG_WARNING, "Failed to open server: status %d, errno %d", serverResult->status, serverResult->socket->status);
}
else
{
if (!SocketBind(&serverConfig, serverResult))
{
TraceLog(LOG_WARNING, "Failed to bind server: status %d, errno %d", serverResult->status, serverResult->socket->status);
}
else
{
if (!(serverConfig.type == SOCKET_UDP))
{
if (!SocketListen(&serverConfig, serverResult))
{
TraceLog(LOG_WARNING, "Failed to start listen server: status %d, errno %d", serverResult->status, serverResult->socket->status);
}
}
}
}
// Create the client
//
// Performs
// getaddrinfo
// socket
// setsockopt
// connect (TCP only)
client_res = AllocSocketResult();
if (!SocketCreate(&client_cfg, client_res)) {
TraceLog(LOG_WARNING, "Failed to open client: status %d, errno %d",
client_res->status, client_res->socket->status);
} else {
if (!(client_cfg.type == SOCKET_UDP)) {
if (!SocketConnect(&client_cfg, client_res)) {
TraceLog(LOG_WARNING,
"Failed to connect to server: status %d, errno %d",
client_res->status, client_res->socket->status);
// Create the client: getaddrinfo + socket + setsockopt + connect (TCP only)
clientResult = LoadSocketResult();
if (!SocketCreate(&clientConfig, clientResult))
{
TraceLog(LOG_WARNING, "Failed to open client: status %d, errno %d", clientResult->status, clientResult->socket->status);
}
else
{
if (!(clientConfig.type == SOCKET_UDP))
{
if (!SocketConnect(&clientConfig, clientResult))
{
TraceLog(LOG_WARNING, "Failed to connect to server: status %d, errno %d", clientResult->status, clientResult->socket->status);
}
}
}
// Create & Add sockets to the socket set
socket_set = AllocSocketSet(3);
msglen = strlen(pingmsg) + 1;
memset(recvBuffer, '\0', sizeof(recvBuffer));
AddSocket(socket_set, server_res->socket);
AddSocket(socket_set, client_res->socket);
// Create and add sockets to the socket set
socketSet = LoadSocketSet(3);
AddSocket(socketSet, serverResult->socket);
AddSocket(socketSet, clientResult->socket);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) {
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (connected) UpdateNetwork();
//else NetworkConnect();
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
if (connected) {
NetworkUpdate();
} else {
NetworkConnect();
}
// TODO: Draw relevant connection info
EndDrawing();
//----------------------------------------------------------------------------------
}
// Cleanup
CloseWindow();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseNetworkDevice(); // Close network communication
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

View File

@@ -2,79 +2,77 @@
*
* raylib [network] example - Resolve Host
*
* Welcome to raylib!
* This example has been created using raylib 3.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* 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 2.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h
*for details)
*
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
* Copyright (c) 2019-2020 Jak Barnes (@syphonx) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define RNET_IMPLEMENTATION
#include "rnet.h"
char buffer[ADDRESS_IPV6_ADDRSTRLEN];
uint16_t port = 0;
int main()
int main(void)
{
// Setup
int screenWidth = 800;
int screenHeight = 450;
InitWindow(
screenWidth, screenHeight, "raylib [network] example - ping pong");
SetTargetFPS(60);
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
SetTraceLogLevel(LOG_DEBUG);
InitWindow(screenWidth, screenHeight, "raylib [network] example - resolve host");
// Networking
InitNetwork();
InitNetworkDevice(); // Init network communications
AddressInformation* addr = AllocAddressList(1);
int count = ResolveHost(
NULL,
"5210",
ADDRESS_TYPE_IPV4,
0 // Uncomment any of these flags
char buffer[ADDRESS_IPV6_ADDRSTRLEN];
unsigned short port = 0;
AddressInformation *address = LoadAddressList(1);
// Address info flags
// ADDRESS_INFO_NUMERICHOST // or try them in conjunction to
// ADDRESS_INFO_NUMERICSERV // specify custom behaviour from
// ADDRESS_INFO_DNS_ONLY // the function getaddrinfo()
// ADDRESS_INFO_ALL //
// ADDRESS_INFO_FQDN // e.g. ADDRESS_INFO_CANONNAME | ADDRESS_INFO_NUMERICSERV
,
addr
);
int count = ResolveHost(NULL, "5210", ADDRESS_TYPE_IPV4, 0, address);
if (count > 0)
{
GetAddressHostAndPort(addr[0], buffer, &port);
TraceLog(LOG_INFO, "Resolved to ip %s::%d\n", buffer, port);
GetAddressHostAndPort(address[0], buffer, &port);
TraceLog(LOG_INFO, "Resolved to ip %s::%d", buffer, port);
}
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
// Clear
ClearBackground(RAYWHITE);
// End draw
// TODO: Draw relevant connection info
EndDrawing();
//----------------------------------------------------------------------------------
}
// Cleanup
CloseWindow();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseNetworkDevice(); // Close network communication
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

View File

@@ -2,150 +2,141 @@
*
* raylib [network] example - TCP Client
*
* Welcome to raylib!
* This example has been created using raylib 3.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* 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 2.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h
*for details)
*
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
* Copyright (c) 2019-2020 Jak Barnes (@syphonx) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define RNET_IMPLEMENTATION
#include "rnet.h"
#include <assert.h>
#include <stdio.h>
#include <string.h>
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [network] example - tcp client");
InitNetworkDevice(); // Init network communications
float elapsed = 0.0f;
float delay = 1.0f;
bool ping = false;
bool pong = false;
bool connected = false;
const char *pingmsg = "Ping!";
const char *pongmsg = "Pong!";
int msglen = 0;
SocketConfig client_cfg = {.host = "127.0.0.1", .port = "4950", .type = SOCKET_TCP, .nonblocking = true};
SocketResult *client_res = NULL;
SocketSet * socket_set = NULL;
char recvBuffer[512];
// Attempt to connect to the network (Either TCP, or UDP)
void NetworkConnect()
bool ping = false;
bool pong = false;
float elapsed = 0.0f;
float delay = 1.0f;
bool connected = false;
SocketConfig clientConfig = {
.host = "127.0.0.1",
.port = "4950",
.type = SOCKET_TCP,
.nonblocking = true
};
SocketSet *socketSet = NULL;
SocketResult *clientResult = NULL;
char receiveBuffer[512] = { 0 };
// Create the client: getaddrinfo + socket + setsockopt + connect (TCP only)
clientResult = LoadSocketResult();
if (!SocketCreate(&clientConfig, clientResult)) TraceLog(LOG_WARNING, "Failed to open client: status %d, errno %d", clientResult->status, clientResult->socket->status);
else
{
// Check if we're connected every _delay_ seconds
elapsed += GetFrameTime();
if (elapsed > delay) {
if (IsSocketConnected(client_res->socket)) { connected = true; }
elapsed = 0.0f;
if (!(clientConfig.type == SOCKET_UDP))
{
if (!SocketConnect(&clientConfig, clientResult)) TraceLog(LOG_WARNING, "Failed to connect to server: status %d, errno %d", clientResult->status, clientResult->socket->status);
}
}
// Create and add sockets to the socket set
socketSet = LoadSocketSet(1);
AddSocket(socketSet, clientResult->socket);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (connected)
{
// Once connected to the network, check the sockets for pending information
// and when information is ready, send either a Ping or a Pong.
void NetworkUpdate()
{
// CheckSockets
//
// If any of the sockets in the socket_set are pending (received data, or requests)
// then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
int active = CheckSockets(socket_set, 0);
if (active != 0) {
TraceLog(LOG_DEBUG,
"There are currently %d socket(s) with data to be processed.", active);
}
// IsSocketReady
//
// If the socket is ready, attempt to receive data from the socket
// CheckSockets, if any of the sockets in the socketSet are pending (received data, or requests)
// then mark the socket as being ready. You can check this with IsSocketReady(clientResult->socket)
int active = CheckSockets(socketSet, 0);
if (active != 0) TraceLog(LOG_DEBUG, "There are currently %d socket(s) with data to be processed.", active);
// IsSocketReady, if the socket is ready, attempt to receive data from the socket
int bytesRecv = 0;
if (IsSocketReady(client_res->socket)) {
bytesRecv = SocketReceive(client_res->socket, recvBuffer, msglen);
}
if (IsSocketReady(clientResult->socket)) bytesRecv = SocketReceive(clientResult->socket, receiveBuffer, strlen(pingmsg) + 1);
// If we received data, was that data a "Ping!" or a "Pong!"
if (bytesRecv > 0) {
if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; }
if (strcmp(recvBuffer, pongmsg) == 0) { ping = true; }
if (bytesRecv > 0)
{
if (strcmp(receiveBuffer, pingmsg) == 0) { pong = true; }
if (strcmp(receiveBuffer, pongmsg) == 0) { ping = true; }
}
// After each delay has expired, send a response "Ping!" for a "Pong!" and vice versa
elapsed += GetFrameTime();
if (elapsed > delay) {
if (ping) {
if (elapsed > delay)
{
if (ping)
{
ping = false;
SocketSend(client_res->socket, pingmsg, msglen);
} else if (pong) {
pong = false;
SocketSend(client_res->socket, pongmsg, msglen);
SocketSend(clientResult->socket, pingmsg, strlen(pingmsg) + 1);
}
else if (pong)
{
pong = false;
SocketSend(clientResult->socket, pongmsg, strlen(pingmsg) + 1);
}
elapsed = 0.0f;
}
}
int main()
else
{
// Setup
int screenWidth = 800;
int screenHeight = 450;
InitWindow(
screenWidth, screenHeight, "raylib [network] example - tcp client");
SetTargetFPS(60);
SetTraceLogLevel(LOG_DEBUG);
// Networking
InitNetwork();
// Create the client
//
// Performs
// getaddrinfo
// socket
// setsockopt
// connect (TCP only)
client_res = AllocSocketResult();
if (!SocketCreate(&client_cfg, client_res)) {
TraceLog(LOG_WARNING, "Failed to open client: status %d, errno %d",
client_res->status, client_res->socket->status);
} else {
if (!(client_cfg.type == SOCKET_UDP)) {
if (!SocketConnect(&client_cfg, client_res)) {
TraceLog(LOG_WARNING,
"Failed to connect to server: status %d, errno %d",
client_res->status, client_res->socket->status);
}
// Check if we're connected every delay seconds
elapsed += GetFrameTime();
if (elapsed > delay)
{
if (IsSocketConnected(clientResult->socket)) { connected = true; }
elapsed = 0.0f;
}
}
//----------------------------------------------------------------------------------
// Create & Add sockets to the socket set
socket_set = AllocSocketSet(1);
msglen = strlen(pingmsg) + 1;
memset(recvBuffer, '\0', sizeof(recvBuffer));
AddSocket(socket_set, client_res->socket);
// Main game loop
while (!WindowShouldClose()) {
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
if (connected) {
NetworkUpdate();
} else {
NetworkConnect();
}
// TODO: Draw relevant connection info
EndDrawing();
//----------------------------------------------------------------------------------
}
// Cleanup
CloseWindow();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseNetworkDevice(); // Close network communication
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

View File

@@ -2,164 +2,161 @@
*
* raylib [network] example - TCP Server
*
* Welcome to raylib!
* This example has been created using raylib 3.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* 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 2.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h
*for details)
*
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
* Copyright (c) 2019-2020 Jak Barnes (@syphonx) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define RNET_IMPLEMENTATION
#include "rnet.h"
#include <assert.h>
#include <stdio.h>
#include <string.h>
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [network] example - tcp server");
InitNetworkDevice(); // Init network communications
float elapsed = 0.0f;
float delay = 1.0f;
bool ping = false;
bool pong = false;
bool connected = false;
const char *pingmsg = "Ping!";
const char *pongmsg = "Pong!";
int msglen = 0;
SocketConfig server_cfg = {.host = "127.0.0.1", .port = "4950", .type = SOCKET_TCP, .server = true, .nonblocking = true};
SocketConfig connection_cfg = {.nonblocking = true};
SocketResult *server_res = NULL;
SocketSet * socket_set = NULL;
bool ping = false;
bool pong = false;
float elapsed = 0.0f;
float delay = 1.0f;
bool connected = false;
SocketConfig serverConfig = {
.host = "127.0.0.1",
.port = "4950",
.type = SOCKET_TCP,
.server = true,
.nonblocking = true
};
SocketConfig connectionConfig = { .nonblocking = true };
Socket *connection = NULL;
char recvBuffer[512];
SocketSet *socketSet = NULL;
SocketResult *serverResult = NULL;
char receiveBuffer[512] = { 0 };
// Attempt to connect to the network (Either TCP, or UDP)
void NetworkConnect()
// Create the server: getaddrinfo + socket + setsockopt + bind + listen
serverResult = LoadSocketResult();
if (!SocketCreate(&serverConfig, serverResult))
{
int active = CheckSockets(socket_set, 0);
if (active != 0) {
TraceLog(LOG_DEBUG,
"There are currently %d socket(s) with data to be processed.", active);
TraceLog(LOG_WARNING, "Failed to open server: status %d, errno %d", serverResult->status, serverResult->socket->status);
}
if (active > 0) {
if ((connection = SocketAccept(server_res->socket, &connection_cfg)) != NULL) {
AddSocket(socket_set, connection);
ping = true;
connected = true;
else
{
if (!SocketBind(&serverConfig, serverResult))
{
TraceLog(LOG_WARNING, "Failed to bind server: status %d, errno %d", serverResult->status, serverResult->socket->status);
}
else
{
if (!(serverConfig.type == SOCKET_UDP))
{
if (!SocketListen(&serverConfig, serverResult)) TraceLog(LOG_WARNING, "Failed to start listen server: status %d, errno %d", serverResult->status, serverResult->socket->status);
}
}
}
// Create and add sockets to the socket set
socketSet = LoadSocketSet(2);
AddSocket(socketSet, serverResult->socket);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (connected)
{
// Once connected to the network, check the sockets for pending information
// and when information is ready, send either a Ping or a Pong.
void NetworkUpdate()
{
// CheckSockets
//
// If any of the sockets in the socket_set are pending (received data, or requests)
// then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
int active = CheckSockets(socket_set, 0);
if (active != 0) {
TraceLog(LOG_DEBUG,
"There are currently %d socket(s) with data to be processed.", active);
}
// IsSocketReady
//
// If the socket is ready, attempt to receive data from the socket
// CheckSockets, if any of the sockets in the socketSet are pending (received data, or requests)
// then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
int active = CheckSockets(socketSet, 0);
if (active != 0) TraceLog(LOG_DEBUG, "There are currently %d socket(s) with data to be processed.", active);
// IsSocketReady, if the socket is ready, attempt to receive data from the socket
int bytesRecv = 0;
if (IsSocketReady(connection)) {
bytesRecv = SocketReceive(connection, recvBuffer, msglen);
}
if (IsSocketReady(connection)) bytesRecv = SocketReceive(connection, receiveBuffer, strlen(pingmsg) + 1);
// If we received data, was that data a "Ping!" or a "Pong!"
if (bytesRecv > 0) {
if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; }
if (strcmp(recvBuffer, pongmsg) == 0) { ping = true; }
if (bytesRecv > 0)
{
if (strcmp(receiveBuffer, pingmsg) == 0) { pong = true; }
if (strcmp(receiveBuffer, pongmsg) == 0) { ping = true; }
}
// After each delay has expired, send a response "Ping!" for a "Pong!" and vice versa
elapsed += GetFrameTime();
if (elapsed > delay) {
if (ping) {
if (elapsed > delay)
{
if (ping)
{
ping = false;
SocketSend(connection, pingmsg, msglen);
} else if (pong) {
pong = false;
SocketSend(connection, pongmsg, msglen);
SocketSend(connection, pingmsg, strlen(pingmsg) + 1);
}
else if (pong)
{
pong = false;
SocketSend(connection, pongmsg, strlen(pingmsg) + 1);
}
elapsed = 0.0f;
}
}
int main()
else
{
// Setup
int screenWidth = 800;
int screenHeight = 450;
InitWindow(
screenWidth, screenHeight, "raylib [network] example - tcp server");
SetTargetFPS(60);
SetTraceLogLevel(LOG_DEBUG);
// Attempt to connect to the network (Either TCP, or UDP)
int active = CheckSockets(socketSet, 0);
if (active != 0) TraceLog(LOG_DEBUG, "There are currently %d socket(s) with data to be processed.", active);
// Networking
InitNetwork();
// Create the server
//
// Performs
// getaddrinfo
// socket
// setsockopt
// bind
// listen
server_res = AllocSocketResult();
if (!SocketCreate(&server_cfg, server_res)) {
TraceLog(LOG_WARNING, "Failed to open server: status %d, errno %d",
server_res->status, server_res->socket->status);
} else {
if (!SocketBind(&server_cfg, server_res)) {
TraceLog(LOG_WARNING, "Failed to bind server: status %d, errno %d",
server_res->status, server_res->socket->status);
} else {
if (!(server_cfg.type == SOCKET_UDP)) {
if (!SocketListen(&server_cfg, server_res)) {
TraceLog(LOG_WARNING,
"Failed to start listen server: status %d, errno %d",
server_res->status, server_res->socket->status);
}
if (active > 0)
{
if ((connection = SocketAccept(serverResult->socket, &connectionConfig)) != NULL)
{
AddSocket(socketSet, connection);
connected = true;
ping = true;
}
}
}
//----------------------------------------------------------------------------------
// Create & Add sockets to the socket set
socket_set = AllocSocketSet(2);
msglen = strlen(pingmsg) + 1;
memset(recvBuffer, '\0', sizeof(recvBuffer));
AddSocket(socket_set, server_res->socket);
// Main game loop
while (!WindowShouldClose()) {
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
if (connected) {
NetworkUpdate();
} else {
NetworkConnect();
}
// TODO: Draw relevant connection info
EndDrawing();
//----------------------------------------------------------------------------------
}
// Cleanup
CloseWindow();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseNetworkDevice(); // Close network communication
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

View File

@@ -2,47 +2,38 @@
*
* raylib [network] example - Network Test
*
* Welcome to raylib!
* This example has been created using raylib 3.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* 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 2.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h
*for details)
*
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
* Copyright (c) 2019-2020 Jak Barnes (@syphonx) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define RNET_IMPLEMENTATION
#include "rnet.h"
#include <assert.h>
void test_network_initialise()
{
assert(InitNetwork() == true);
assert(InitNetworkDevice() == true);
}
void test_socket_result()
{
SocketResult *result = AllocSocketResult();
SocketResult *result = LoadSocketResult();
assert(result != NULL);
FreeSocketResult(&result);
UnloadSocketResult(&result);
assert(result == NULL);
}
void test_socket()
{
Socket *socket = AllocSocket();
Socket *socket = LoadSocket();
assert(socket != NULL);
FreeSocket(&socket);
UnloadSocket(&socket);
assert(socket == NULL);
}
@@ -93,7 +84,7 @@ void test_resolve_host()
{
const char *address = "localhost";
const char *port = "80";
AddressInformation *addr = AllocAddressList(3);
AddressInformation *addr = LoadAddressList(3);
int count = ResolveHost(address, port, ADDRESS_TYPE_ANY, 0, addr);
assert(GetAddressFamily(addr[0]) == ADDRESS_TYPE_IPV6);
@@ -114,35 +105,60 @@ void test_address_list()
void test_socket_create()
{
SocketConfig server_cfg = { .host = "127.0.0.1", .port = "8080", .server = true, .nonblocking = true };
Socket * socket = AllocSocket();
SocketResult *server_res = AllocSocketResult();
SocketSet * socket_set = AllocSocketSet(1);
Socket *socket = LoadSocket();
SocketResult *server_res = LoadSocketResult();
SocketSet *socket_set = LoadSocketSet(1);
assert(SocketCreate(&server_cfg, server_res));
assert(AddSocket(socket_set, server_res->socket));
assert(SocketListen(&server_cfg, server_res));
}
int main()
int main(void)
{
int screenWidth = 800;
int screenHeight = 450;
InitWindow(
screenWidth, screenHeight, "raylib [network] example - network test");
SetTargetFPS(60);
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
// Run the tests
test_network_initialise();
InitWindow(screenWidth, screenHeight, "raylib [network] example - network test");
InitNetworkDevice(); // Init network communications
// Run some tests
test_resolve_host();
//test_socket_create();
//test_resolve_ip();
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) {
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);
// TODO: Draw relevant connection info
EndDrawing();
//----------------------------------------------------------------------------------
}
CloseWindow();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseNetworkDevice(); // Close network communication
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

View File

@@ -2,127 +2,123 @@
*
* raylib [network] example - UDP Client
*
* Welcome to raylib!
* This example has been created using raylib 3.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* 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 2.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h
*for details)
*
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
* Copyright (c) 2019-2020 Jak Barnes (@syphonx) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define RNET_IMPLEMENTATION
#include "rnet.h"
#include <assert.h>
#include <stdio.h>
#include <string.h>
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [network] example - udp client");
InitNetworkDevice(); // Init network communications
float elapsed = 0.0f;
float delay = 1.0f;
bool ping = false;
bool pong = false;
const char *pingmsg = "Ping!";
const char *pongmsg = "Pong!";
int msglen = 0;
SocketConfig client_cfg = {.host = "127.0.0.1", .port = "4950", .type = SOCKET_UDP, .nonblocking = true};
SocketResult *client_res = NULL;
SocketSet * socket_set = NULL;
char recvBuffer[512];
// Once connected to the network, check the sockets for pending information
// and when information is ready, send either a Ping or a Pong.
void NetworkUpdate()
bool ping = true;
bool pong = false;
float elapsed = 0.0f;
float delay = 1.0f;
SocketConfig clientConfig = {
.host = "127.0.0.1",
.port = "4950",
.type = SOCKET_UDP,
.nonblocking = true
};
SocketResult *clientResult = NULL;
SocketSet *socketSet = NULL;
char receiveBuffer[512] = { 0 };
// Create the client: getaddrinfo + socket + setsockopt + connect (TCP only)
clientResult = LoadSocketResult();
if (!SocketCreate(&clientConfig, clientResult))
{
// CheckSockets
//
// If any of the sockets in the socket_set are pending (received data, or requests)
// then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
int active = CheckSockets(socket_set, 0);
if (active != 0) {
TraceLog(LOG_DEBUG,
"There are currently %d socket(s) with data to be processed.", active);
TraceLog(LOG_WARNING, "Failed to open client: status %d, errno %d", clientResult->status, clientResult->socket->status);
}
// IsSocketReady
//
// If the socket is ready, attempt to receive data from the socket
int bytesRecv = 0;
if (IsSocketReady(client_res->socket)) {
bytesRecv = SocketReceive(client_res->socket, recvBuffer, msglen);
}
// Create and add sockets to the socket set
socketSet = LoadSocketSet(1);
AddSocket(socketSet, clientResult->socket);
// If we received data, was that data a "Ping!" or a "Pong!"
if (bytesRecv > 0) {
if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; }
if (strcmp(recvBuffer, pongmsg) == 0) { ping = true; }
}
// After each delay has expired, send a response "Ping!" for a "Pong!" and vice versa
elapsed += GetFrameTime();
if (elapsed > delay) {
if (ping) {
ping = false;
SocketSend(client_res->socket, pingmsg, msglen);
} else if (pong) {
pong = false;
SocketSend(client_res->socket, pongmsg, msglen);
}
elapsed = 0.0f;
}
}
int main()
{
// Setup
int screenWidth = 800;
int screenHeight = 450;
InitWindow(
screenWidth, screenHeight, "raylib [network] example - udp client");
SetTargetFPS(60);
SetTraceLogLevel(LOG_DEBUG);
// Networking
InitNetwork();
// Create the client
//
// Performs
// getaddrinfo
// socket
// setsockopt
// connect (TCP only)
client_res = AllocSocketResult();
if (!SocketCreate(&client_cfg, client_res)) {
TraceLog(LOG_WARNING, "Failed to open client: status %d, errno %d",
client_res->status, client_res->socket->status);
}
// Create & Add sockets to the socket set
socket_set = AllocSocketSet(1);
msglen = strlen(pingmsg) + 1;
ping = true;
memset(recvBuffer, '\0', sizeof(recvBuffer));
AddSocket(socket_set, client_res->socket);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) {
BeginDrawing();
ClearBackground(RAYWHITE);
NetworkUpdate();
EndDrawing();
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Once connected to the network, check the sockets for pending information
// and when information is ready, send either a Ping or a Pong.
// CheckSockets, if any of the sockets in the socketSet are pending (received data, or requests)
// then mark the socket as being ready. You can check this with IsSocketReady(clientResult->socket)
int active = CheckSockets(socketSet, 0);
if (active != 0) TraceLog(LOG_INFO, "There are currently %d socket(s) with data to be processed.", active);
// IsSocketReady, if the socket is ready, attempt to receive data from the socket
int bytesRecv = 0;
if (IsSocketReady(clientResult->socket)) bytesRecv = SocketReceive(clientResult->socket, receiveBuffer, strlen(pingmsg) + 1);
// If we received data, was that data a "Ping!" or a "Pong!"
if (bytesRecv > 0)
{
if (strcmp(receiveBuffer, pingmsg) == 0) { pong = true; }
if (strcmp(receiveBuffer, pongmsg) == 0) { ping = true; }
}
// Cleanup
CloseWindow();
// After each delay has expired, send a response "Ping!" for a "Pong!" and vice-versa
elapsed += GetFrameTime();
if (elapsed > delay)
{
if (ping)
{
ping = false;
SocketSend(clientResult->socket, pingmsg, strlen(pingmsg) + 1);
}
else if (pong)
{
pong = false;
SocketSend(clientResult->socket, pongmsg, strlen(pongmsg) + 1);
}
elapsed = 0.0f;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// TODO: Draw relevant connection info
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseNetworkDevice(); // Close network communication
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

View File

@@ -2,133 +2,127 @@
*
* raylib [network] example - UDP Server
*
* Welcome to raylib!
* This example has been created using raylib 3.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* 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 2.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h
*for details)
*
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
* Copyright (c) 2019-2020 Jak Barnes (@syphonx) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define RNET_IMPLEMENTATION
#include "rnet.h"
#include <assert.h>
#include <stdio.h>
#include <string.h>
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [network] example - udp server");
InitNetworkDevice(); // Init network communications
float elapsed = 0.0f;
float delay = 1.0f;
bool ping = false;
bool pong = false;
const char *pingmsg = "Ping!";
const char *pongmsg = "Pong!";
int msglen = 0;
SocketConfig server_cfg = {.host = "127.0.0.1", .port = "4950", .server = true, .type = SOCKET_UDP, .nonblocking = true};
SocketResult *server_res = NULL;
SocketSet * socket_set = NULL;
char recvBuffer[512];
// Once connected to the network, check the sockets for pending information
// and when information is ready, send either a Ping or a Pong.
void NetworkUpdate()
{
// CheckSockets
//
// If any of the sockets in the socket_set are pending (received data, or requests)
// then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
int active = CheckSockets(socket_set, 0);
if (active != 0) {
TraceLog(LOG_DEBUG,
"There are currently %d socket(s) with data to be processed.", active);
}
bool ping = false;
bool pong = false;
float elapsed = 0.0f;
float delay = 1.0f;
// IsSocketReady
//
// If the socket is ready, attempt to receive data from the socket
// int bytesRecv = 0;
// if (IsSocketReady(server_res->socket)) {
// bytesRecv = SocketReceive(server_res->socket, recvBuffer, msglen);
// }
int bytesRecv = SocketReceive(server_res->socket, recvBuffer, msglen);
SocketConfig serverConfig = {
.host = "127.0.0.1",
.port = "4950",
.server = true,
.type = SOCKET_UDP,
.nonblocking = true
};
// If we received data, was that data a "Ping!" or a "Pong!"
if (bytesRecv > 0) {
if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; }
if (strcmp(recvBuffer, pongmsg) == 0) { ping = true; }
}
SocketResult *serverResult = NULL;
SocketSet *socketSet = NULL;
char receiveBuffer[512] = { 0 };
// After each delay has expired, send a response "Ping!" for a "Pong!" and vice versa
elapsed += GetFrameTime();
if (elapsed > delay) {
if (ping) {
ping = false;
SocketSend(server_res->socket, pingmsg, msglen);
} else if (pong) {
pong = false;
SocketSend(server_res->socket, pongmsg, msglen);
}
elapsed = 0.0f;
}
}
// Create the server: getaddrinfo + socket + setsockopt + bind + listen
serverResult = LoadSocketResult();
int main()
{
// Setup
int screenWidth = 800;
int screenHeight = 450;
InitWindow(
screenWidth, screenHeight, "raylib [network] example - udp server");
SetTargetFPS(60);
SetTraceLogLevel(LOG_DEBUG);
if (!SocketCreate(&serverConfig, serverResult)) TraceLog(LOG_WARNING, "Failed to open server: status %d, errno %d", serverResult->status, serverResult->socket->status);
else if (!SocketBind(&serverConfig, serverResult)) TraceLog(LOG_WARNING, "Failed to bind server: status %d, errno %d", serverResult->status, serverResult->socket->status);
// Networking
InitNetwork();
// Create and add sockets to the socket set
socketSet = LoadSocketSet(1);
AddSocket(socketSet, serverResult->socket);
// Create the server
//
// Performs
// getaddrinfo
// socket
// setsockopt
// bind
// listen
server_res = AllocSocketResult();
if (!SocketCreate(&server_cfg, server_res)) {
TraceLog(LOG_WARNING, "Failed to open server: status %d, errno %d",
server_res->status, server_res->socket->status);
} else {
if (!SocketBind(&server_cfg, server_res)) {
TraceLog(LOG_WARNING, "Failed to bind server: status %d, errno %d",
server_res->status, server_res->socket->status);
}
}
// Create & Add sockets to the socket set
socket_set = AllocSocketSet(1);
msglen = strlen(pingmsg) + 1;
memset(recvBuffer, '\0', sizeof(recvBuffer));
AddSocket(socket_set, server_res->socket);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) {
BeginDrawing();
ClearBackground(RAYWHITE);
NetworkUpdate();
EndDrawing();
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Once connected to the network, check the sockets for pending information
// and when information is ready, send either a Ping or a Pong.
// CheckSockets, if any of the sockets in the set are pending (received data, or requests)
// then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
int active = CheckSockets(socketSet, 0);
if (active != 0) TraceLog(LOG_INFO, "There are currently %d socket(s) with data to be processed.", active);
// IsSocketReady, if the socket is ready, attempt to receive data from the socket
// int bytesRecv = 0;
// if (IsSocketReady(serverResult->socket)) {
// bytesRecv = SocketReceive(serverResult->socket, receiveBuffer, msglen);
// }
int bytesRecv = SocketReceive(serverResult->socket, receiveBuffer, strlen(pingmsg) + 1);
// If we received data, is that data a "Ping!" or a "Pong!"?
if (bytesRecv > 0)
{
if (strcmp(receiveBuffer, pingmsg) == 0) { pong = true; }
if (strcmp(receiveBuffer, pongmsg) == 0) { ping = true; }
}
// Cleanup
CloseWindow();
// After each delay has expired, send a response "Ping!" for a "Pong!" and vice-versa
elapsed += GetFrameTime();
if (elapsed > delay)
{
if (ping)
{
ping = false;
SocketSend(serverResult->socket, pingmsg, strlen(pingmsg) + 1);
}
else if (pong)
{
pong = false;
SocketSend(serverResult->socket, pongmsg, strlen(pongmsg) + 1);
}
elapsed = 0.0f;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// TODO: Draw relevant connection info
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseNetworkDevice(); // Close network communication
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

View File

@@ -45,14 +45,17 @@
#define RLGL_IMPLEMENTATION
#define RLGL_STANDALONE
#define RLGL_SUPPORT_TRACELOG
#include "rlgl.h" // OpenGL 1.1 immediate-mode style coding
#ifdef __EMSCRIPTEN__
#if defined(__EMSCRIPTEN__)
#define GLFW_INCLUDE_ES2
#endif
#include <GLFW/glfw3.h> // Windows/Context and inputs management
#include <stdio.h> // Required for: printf()
#define RED (Color){ 230, 41, 55, 255 } // Red
#define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo)
#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray
@@ -85,10 +88,10 @@ int main(void)
if (!glfwInit())
{
TraceLog(LOG_WARNING, "GLFW3: Can not initialize GLFW");
printf("GLFW3: Can not initialize GLFW\n");
return 1;
}
else TraceLog(LOG_INFO, "GLFW3: GLFW initialized successfully");
else printf("GLFW3: GLFW initialized successfully\n");
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_DEPTH_BITS, 16);
@@ -104,7 +107,7 @@ int main(void)
glfwTerminate();
return 2;
}
else TraceLog(LOG_INFO, "GLFW3: Window created successfully");
else printf("GLFW3: Window created successfully\n");
glfwSetWindowPos(window, 200, 200);
@@ -216,7 +219,7 @@ int main(void)
// GLFW3: Error callback
static void ErrorCallback(int error, const char *description)
{
TraceLog(LOG_ERROR, description);
fprintf(stderr, description);
}
// GLFW3: Keyboard callback

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@@ -120,6 +120,10 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
DestroyPhysicsBody(circleA);
DestroyPhysicsBody(circleB);
DestroyPhysicsBody(circleC);
DestroyPhysicsBody(floor);
ClosePhysics(); // Unitialize physics
CloseWindow(); // Close window and OpenGL context

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@@ -11,7 +11,6 @@ uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
uniform vec2 resolution = vec2(800, 450);
void main()
{

View File

@@ -0,0 +1,59 @@
#version 100
// Input vertex attributes
attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord;
attribute vec3 vertexNormal;
attribute vec4 vertexColor;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matModel;
// Output vertex attributes (to fragment shader)
varying vec3 fragPosition;
varying vec2 fragTexCoord;
varying vec4 fragColor;
varying vec3 fragNormal;
// NOTE: Add here your custom variables
// https://github.com/glslify/glsl-inverse
mat3 inverse(mat3 m)
{
float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];
float b01 = a22*a11 - a12*a21;
float b11 = -a22*a10 + a12*a20;
float b21 = a21*a10 - a11*a20;
float det = a00*b01 + a01*b11 + a02*b21;
return mat3(b01, (-a22*a01 + a02*a21), (a12*a01 - a02*a11),
b11, (a22*a00 - a02*a20), (-a12*a00 + a02*a10),
b21, (-a21*a00 + a01*a20), (a11*a00 - a01*a10))/det;
}
// https://github.com/glslify/glsl-transpose
mat3 transpose(mat3 m)
{
return mat3(m[0][0], m[1][0], m[2][0],
m[0][1], m[1][1], m[2][1],
m[0][2], m[1][2], m[2][2]);
}
void main()
{
// Send vertex attributes to fragment shader
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
mat3 normalMatrix = transpose(inverse(mat3(matModel)));
fragNormal = normalize(normalMatrix*vertexNormal);
// Calculate final vertex position
gl_Position = mvp*vec4(vertexPosition, 1.0);
}

View File

@@ -7,8 +7,8 @@ varying vec2 fragTexCoord;
varying vec4 fragColor;
// Custom variables
#define PI 3.14159265358979323846
uniform float uTime = 0.0;
const float PI = 3.14159265358979323846;
uniform float uTime;
float divisions = 5.0;
float angle = 0.0;
@@ -19,9 +19,9 @@ vec2 VectorRotateTime(vec2 v, float speed)
float localTime = fract(time); // The time domain this works on is 1 sec.
if ((localTime >= 0.0) && (localTime < 0.25)) angle = 0.0;
else if ((localTime >= 0.25) && (localTime < 0.50)) angle = PI/4*sin(2*PI*localTime - PI/2);
else if ((localTime >= 0.25) && (localTime < 0.50)) angle = PI/4.0*sin(2.0*PI*localTime - PI/2.0);
else if ((localTime >= 0.50) && (localTime < 0.75)) angle = PI*0.25;
else if ((localTime >= 0.75) && (localTime < 1.00)) angle = PI/4*sin(2*PI*localTime);
else if ((localTime >= 0.75) && (localTime < 1.00)) angle = PI/4.0*sin(2.0*PI*localTime);
// Rotate vector by angle
v -= 0.5;

View File

@@ -39,20 +39,22 @@ void main()
{
vec4 color = vec4(1.0);
float scale = 1000.0; // Makes 100x100 square grid. Change this variable to make a smaller or larger grid.
int value = int(scale*floor(fragTexCoord.y*scale) + floor(fragTexCoord.x*scale)); // Group pixels into boxes representing integer values
float value = scale*floor(fragTexCoord.y*scale) + floor(fragTexCoord.x*scale); // Group pixels into boxes representing integer values
int valuei = int(value);
if ((value == 0) || (value == 1) || (value == 2)) gl_FragColor = vec4(1.0);
else
//if ((valuei == 0) || (valuei == 1) || (valuei == 2)) gl_FragColor = vec4(1.0);
//else
{
for (int i = 2; (i < max(2, sqrt(value) + 1)); i++)
//for (int i = 2; (i < int(max(2.0, sqrt(value) + 1.0))); i++)
// NOTE: On GLSL 100 for loops are restricted and loop condition must be a constant
// Tested on RPI, it seems loops are limited around 60 iteractions
for (int i = 2; i < 48; i++)
{
if ((value - i*floor(value/i)) == 0)
if ((value - float(i)*floor(value/float(i))) <= 0.0)
{
color = Colorizer(float(i), scale);
gl_FragColor = Colorizer(float(i), scale);
//break; // Uncomment to color by the largest factor instead
}
}
gl_FragColor = color;
}
}

View File

@@ -0,0 +1,94 @@
#version 100
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec3 fragPosition;
varying vec2 fragTexCoord;
varying vec4 fragColor;
varying vec3 fragNormal;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
#define MAX_LIGHTS 4
#define LIGHT_DIRECTIONAL 0
#define LIGHT_POINT 1
struct MaterialProperty {
vec3 color;
int useSampler;
sampler2D sampler;
};
struct Light {
int enabled;
int type;
vec3 position;
vec3 target;
vec4 color;
};
// Input lighting values
uniform Light lights[MAX_LIGHTS];
uniform vec4 ambient;
uniform vec3 viewPos;
uniform float fogDensity;
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor = texture2D(texture0, fragTexCoord);
vec3 lightDot = vec3(0.0);
vec3 normal = normalize(fragNormal);
vec3 viewD = normalize(viewPos - fragPosition);
vec3 specular = vec3(0.0);
// NOTE: Implement here your fragment shader code
for (int i = 0; i < MAX_LIGHTS; i++)
{
if (lights[i].enabled == 1)
{
vec3 light = vec3(0.0);
if (lights[i].type == LIGHT_DIRECTIONAL) light = -normalize(lights[i].target - lights[i].position);
if (lights[i].type == LIGHT_POINT) light = normalize(lights[i].position - fragPosition);
float NdotL = max(dot(normal, light), 0.0);
lightDot += lights[i].color.rgb*NdotL;
float specCo = 0.0;
if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0); // Shine: 16.0
specular += specCo;
}
}
vec4 finalColor = (texelColor*((colDiffuse + vec4(specular,1))*vec4(lightDot, 1.0)));
finalColor += texelColor*(ambient/10.0);
// Gamma correction
finalColor = pow(finalColor, vec4(1.0/2.2));
// Fog calculation
float dist = length(viewPos - fragPosition);
// these could be parameters...
const vec4 fogColor = vec4(0.5, 0.5, 0.5, 1.0);
//const float fogDensity = 0.16;
// Exponential fog
float fogFactor = 1.0/exp((dist*fogDensity)*(dist*fogDensity));
// Linear fog (less nice)
//const float fogStart = 2.0;
//const float fogEnd = 10.0;
//float fogFactor = (fogEnd - dist)/(fogEnd - fogStart);
fogFactor = clamp(fogFactor, 0.0, 1.0);
gl_FragColor = mix(fogColor, finalColor, fogFactor);
}

View File

@@ -11,7 +11,9 @@ uniform vec2 c; // c.x = real, c.y = imaginary component. Equati
uniform vec2 offset; // Offset of the scale.
uniform float zoom; // Zoom of the scale.
const int MAX_ITERATIONS = 255; // Max iterations to do.
// NOTE: Maximum number of shader for-loop iterations depend on GPU,
// for example, on RasperryPi for this examply only supports up to 60
const int MAX_ITERATIONS = 48; // Max iterations to do
// Square a complex number
vec2 ComplexSquare(vec2 z)
@@ -30,7 +32,6 @@ vec3 Hsv2rgb(vec3 c)
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
void main()
{
/**********************************************************************************************
@@ -56,12 +57,13 @@ void main()
// NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom
vec2 z = vec2((fragTexCoord.x + offset.x/screenDims.x)*2.5/zoom, (fragTexCoord.y + offset.y/screenDims.y)*1.5/zoom);
int iterations = 0;
for (iterations = 0; iterations < MAX_ITERATIONS; iterations++)
int iter = 0;
for (int iterations = 0; iterations < 60; iterations++)
{
z = ComplexSquare(z) + c; // Iterate function
if (dot(z, z) > 4.0) break;
iter = iterations;
}
// Another few iterations decreases errors in the smoothing calculation.
@@ -70,7 +72,7 @@ void main()
z = ComplexSquare(z) + c;
// This last part smooths the color (again see link above).
float smoothVal = float(iterations) + 1.0 - (log(log(length(z)))/log(2.0));
float smoothVal = float(iter) + 1.0 - (log(log(length(z)))/log(2.0));
// Normalize the value so it is between 0 and 1.
float norm = smoothVal/float(MAX_ITERATIONS);

View File

@@ -0,0 +1,81 @@
#version 100
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec3 fragPosition;
varying vec2 fragTexCoord;
varying vec4 fragColor;
varying vec3 fragNormal;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
#define MAX_LIGHTS 4
#define LIGHT_DIRECTIONAL 0
#define LIGHT_POINT 1
struct MaterialProperty {
vec3 color;
int useSampler;
sampler2D sampler;
};
struct Light {
int enabled;
int type;
vec3 position;
vec3 target;
vec4 color;
};
// Input lighting values
uniform Light lights[MAX_LIGHTS];
uniform vec4 ambient;
uniform vec3 viewPos;
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor = texture2D(texture0, fragTexCoord);
vec3 lightDot = vec3(0.0);
vec3 normal = normalize(fragNormal);
vec3 viewD = normalize(viewPos - fragPosition);
vec3 specular = vec3(0.0);
// NOTE: Implement here your fragment shader code
for (int i = 0; i < MAX_LIGHTS; i++)
{
if (lights[i].enabled == 1)
{
vec3 light = vec3(0.0);
if (lights[i].type == LIGHT_DIRECTIONAL)
{
light = -normalize(lights[i].target - lights[i].position);
}
if (lights[i].type == LIGHT_POINT)
{
light = normalize(lights[i].position - fragPosition);
}
float NdotL = max(dot(normal, light), 0.0);
lightDot += lights[i].color.rgb*NdotL;
float specCo = 0.0;
if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0); // 16 refers to shine
specular += specCo;
}
}
vec4 finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
finalColor += texelColor*(ambient/10.0);
// Gamma correction
gl_FragColor = pow(finalColor, vec4(1.0/2.2));
}

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