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1
.github/ISSUE_TEMPLATE/config.yml
vendored
Normal file
@@ -0,0 +1 @@
|
||||
blank_issues_enabled: false
|
10
.github/ISSUE_TEMPLATE/new-issue-template.md
vendored
@@ -7,6 +7,16 @@ assignees: ''
|
||||
|
||||
---
|
||||
|
||||
**WARNING: Please, read this note carefully before submitting a new issue:**
|
||||
|
||||
It is important to realise that **this is NOT A SUPPORT FORUM**, this is for reproducible BUGS with raylib ONLY.
|
||||
|
||||
There are lots of generous and helpful people ready to help you out on [raylib Discord forum](https://discord.gg/VkzNHUE) or [raylib reddit](https://www.reddit.com/r/raylib/).
|
||||
|
||||
Remember that asking for support questions here actively takes developer time away from improving raylib.
|
||||
|
||||
---
|
||||
|
||||
Please, before submitting a new issue verify and check:
|
||||
|
||||
- [ ] I tested it on latest raylib version from master branch
|
||||
|
72
.github/workflows/android.yml
vendored
Normal file
@@ -0,0 +1,72 @@
|
||||
name: Android
|
||||
|
||||
on:
|
||||
push:
|
||||
pull_request:
|
||||
release:
|
||||
types: [published]
|
||||
|
||||
jobs:
|
||||
build:
|
||||
runs-on: windows-latest
|
||||
strategy:
|
||||
fail-fast: false
|
||||
max-parallel: 1
|
||||
matrix:
|
||||
ARCH: ["arm64", "x86_64"]
|
||||
|
||||
env:
|
||||
RELEASE_NAME: raylib-dev_android_api29_${{ matrix.ARCH }}
|
||||
|
||||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@master
|
||||
|
||||
- name: Setup Release Version
|
||||
run: |
|
||||
echo "RELEASE_NAME=raylib-${{ github.event.release.tag_name }}_android_api29_${{ matrix.ARCH }}" >> $GITHUB_ENV
|
||||
shell: bash
|
||||
if: github.event_name == 'release' && github.event.action == 'published'
|
||||
|
||||
- name: Setup Environment
|
||||
run: |
|
||||
mkdir build
|
||||
cd build
|
||||
mkdir ${{ env.RELEASE_NAME }}
|
||||
cd ${{ env.RELEASE_NAME }}
|
||||
mkdir include
|
||||
mkdir lib
|
||||
cd ../..
|
||||
|
||||
# Generating static + shared library for 64bit arquitectures and API version 29
|
||||
- name: Build Library
|
||||
run: |
|
||||
cd src
|
||||
make PLATFORM=PLATFORM_ANDROID ANDROID_ARCH=${{ matrix.ARCH }} ANDROID_API_VERSION=29 ANDROID_NDK="C:\PROGRA~2\Android\android-sdk\ndk-bundle" RAYLIB_LIBTYPE=STATIC RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib"
|
||||
make PLATFORM=PLATFORM_ANDROID ANDROID_ARCH=${{ matrix.ARCH }} ANDROID_API_VERSION=29 ANDROID_NDK="C:\PROGRA~2\Android\android-sdk\ndk-bundle" RAYLIB_LIBTYPE=SHARED RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" -B
|
||||
cd ..
|
||||
shell: cmd
|
||||
|
||||
- name: Generate Artifacts
|
||||
run: |
|
||||
cp -v ./src/raylib.h ./build/${{ env.RELEASE_NAME }}/include
|
||||
cd build
|
||||
tar -czvf ${{ env.RELEASE_NAME }}.tar.gz ${{ env.RELEASE_NAME }}
|
||||
|
||||
- name: Upload Artifacts
|
||||
uses: actions/upload-artifact@v2
|
||||
with:
|
||||
name: ${{ env.RELEASE_NAME }}.tar.gz
|
||||
path: ./build/${{ env.RELEASE_NAME }}.tar.gz
|
||||
|
||||
- name: Upload Artifact to Release
|
||||
uses: actions/upload-release-asset@v1.0.1
|
||||
env:
|
||||
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
|
||||
with:
|
||||
upload_url: ${{ github.event.release.upload_url }}
|
||||
asset_path: ./build/${{ env.RELEASE_NAME }}.tar.gz
|
||||
asset_name: ${{ env.RELEASE_NAME }}.tar.gz
|
||||
asset_content_type: application/gzip
|
||||
if: github.event_name == 'release' && github.event.action == 'published'
|
||||
|
30
.github/workflows/cd_src_release.yml
vendored
@@ -1,30 +0,0 @@
|
||||
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
|
18
.github/workflows/ci_src_examples_linux.yml
vendored
@@ -1,18 +0,0 @@
|
||||
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
|
13
.github/workflows/ci_src_examples_macos.yml
vendored
@@ -1,13 +0,0 @@
|
||||
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
|
64
.github/workflows/ci_src_examples_win.yml
vendored
@@ -1,64 +0,0 @@
|
||||
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 }}" ${{ matrix.ARCH }} -DCMAKE_SH="CMAKE_SH-NOTFOUND" -DSTATIC=ON -DSHARED=ON -DBUILD_EXAMPLES=ON -DBUILD_GAMES=OFF -DINCLUDE_EVERYTHING=ON ../raylib
|
||||
if: matrix.compiler == 'msvc16'
|
||||
|
||||
- name: Build raylib Source & Examples
|
||||
run: cmake --build . --target install
|
||||
if: matrix.compiler == 'msvc16'
|
92
.github/workflows/linux.yml
vendored
Normal file
@@ -0,0 +1,92 @@
|
||||
name: Linux
|
||||
|
||||
on:
|
||||
push:
|
||||
pull_request:
|
||||
release:
|
||||
types: [published]
|
||||
|
||||
jobs:
|
||||
build:
|
||||
runs-on: ubuntu-latest
|
||||
strategy:
|
||||
fail-fast: false
|
||||
max-parallel: 1
|
||||
matrix:
|
||||
bits: [32, 64]
|
||||
include:
|
||||
- bits: 32
|
||||
ARCH: "i386"
|
||||
ARCH_NAME: "i386"
|
||||
COMPILER_PATH: "/user/bin"
|
||||
- bits: 64
|
||||
ARCH: "x86_64"
|
||||
ARCH_NAME: "amd64"
|
||||
COMPILER_PATH: "/user/bin"
|
||||
|
||||
env:
|
||||
RELEASE_NAME: raylib-dev_linux_${{ matrix.ARCH_NAME }}
|
||||
|
||||
steps:
|
||||
- name: Checkout code
|
||||
uses: actions/checkout@master
|
||||
|
||||
- name: Setup Release Version
|
||||
run: |
|
||||
echo "RELEASE_NAME=raylib-${{ github.event.release.tag_name }}_linux_${{ matrix.ARCH_NAME }}" >> $GITHUB_ENV
|
||||
shell: bash
|
||||
if: github.event_name == 'release' && github.event.action == 'published'
|
||||
|
||||
- name: Setup Environment
|
||||
run: |
|
||||
sudo apt-get update -qq
|
||||
sudo apt-get install gcc-multilib
|
||||
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
|
||||
mkdir build
|
||||
cd build
|
||||
mkdir ${{ env.RELEASE_NAME }}
|
||||
cd ${{ env.RELEASE_NAME }}
|
||||
mkdir include
|
||||
mkdir lib
|
||||
cd ../../../raylib
|
||||
# ${{ matrix.ARCH }}-linux-gnu-gcc -v
|
||||
|
||||
# TODO: Support 32bit (i386) shared library building
|
||||
- name: Build Library
|
||||
run: |
|
||||
cd src
|
||||
make PLATFORM=PLATFORM_DESKTOP CC=gcc RAYLIB_LIBTYPE=STATIC RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" CFLAGS="-m32"
|
||||
# make PLATFORM=PLATFORM_DESKTOP CC=gcc RAYLIB_LIBTYPE=SHARED RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" -B
|
||||
cd ..
|
||||
if: matrix.bits == 32
|
||||
|
||||
- name: Build Library
|
||||
run: |
|
||||
cd src
|
||||
make PLATFORM=PLATFORM_DESKTOP CC=gcc RAYLIB_LIBTYPE=STATIC RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib"
|
||||
make PLATFORM=PLATFORM_DESKTOP CC=gcc RAYLIB_LIBTYPE=SHARED RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" -B
|
||||
cd ..
|
||||
if: matrix.bits == 64
|
||||
|
||||
- name: Generate Artifacts
|
||||
run: |
|
||||
cp -v ./src/raylib.h ./build/${{ env.RELEASE_NAME }}/include
|
||||
cd build
|
||||
tar -czvf ${{ env.RELEASE_NAME }}.tar.gz ${{ env.RELEASE_NAME }}
|
||||
|
||||
- name: Upload Artifacts
|
||||
uses: actions/upload-artifact@v2
|
||||
with:
|
||||
name: ${{ env.RELEASE_NAME }}.tar.gz
|
||||
path: ./build/${{ env.RELEASE_NAME }}.tar.gz
|
||||
|
||||
- name: Upload Artifact to Release
|
||||
uses: actions/upload-release-asset@v1.0.1
|
||||
env:
|
||||
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
|
||||
with:
|
||||
upload_url: ${{ github.event.release.upload_url }}
|
||||
asset_path: ./build/${{ env.RELEASE_NAME }}.tar.gz
|
||||
asset_name: ${{ env.RELEASE_NAME }}.tar.gz
|
||||
asset_content_type: application/gzip
|
||||
if: github.event_name == 'release' && github.event.action == 'published'
|
77
.github/workflows/macos.yml
vendored
Normal file
@@ -0,0 +1,77 @@
|
||||
name: macOS
|
||||
|
||||
on:
|
||||
push:
|
||||
pull_request:
|
||||
release:
|
||||
types: [published]
|
||||
|
||||
jobs:
|
||||
build:
|
||||
runs-on: macos-latest
|
||||
|
||||
env:
|
||||
RELEASE_NAME: raylib-dev_macos
|
||||
|
||||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@master
|
||||
|
||||
- name: Setup Release Version
|
||||
run: |
|
||||
echo "RELEASE_NAME=raylib-${{ github.event.release.tag_name }}_macos" >> $GITHUB_ENV
|
||||
shell: bash
|
||||
if: github.event_name == 'release' && github.event.action == 'published'
|
||||
|
||||
- name: Setup Environment
|
||||
run: |
|
||||
mkdir build
|
||||
cd build
|
||||
mkdir ${{ env.RELEASE_NAME }}
|
||||
cd ${{ env.RELEASE_NAME }}
|
||||
mkdir include
|
||||
mkdir lib
|
||||
cd ../..
|
||||
|
||||
# Generating static + shared library, note that i386 architecture is deprecated
|
||||
# Defining GL_SILENCE_DEPRECATION because OpenGL is deprecated on macOS
|
||||
# TODO: Support Universal ARCH libraries (build arm64 + x86_64 and merge)
|
||||
- name: Build Library
|
||||
run: |
|
||||
cd src
|
||||
clang --version
|
||||
make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=STATIC RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" CFLAGS="-target x86_64-apple-macos10.12 -DGL_SILENCE_DEPRECATION"
|
||||
# make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=STATIC RAYLIB_LIB_NAME=raylib_x86_64 CFLAGS="-target x86_64-apple-macos10.12 -DGL_SILENCE_DEPRECATION"
|
||||
# make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=STATIC RAYLIB_LIB_NAME=raylib_arm64 CFLAGS="-target arm64-apple-macos11 -DGL_SILENCE_DEPRECATION" -B
|
||||
# lipo -create -output ../build/${{ env.RELEASE_NAME }}/lib/libraylib.a libraylib_x86_64.a libraylib_arm64.a
|
||||
make clean
|
||||
make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=SHARED RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" CFLAGS="-target x86_64-apple-macos10.12 -DGL_SILENCE_DEPRECATION"
|
||||
# make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=SHARED RAYLIB_LIB_NAME=raylib_x86_64 CFLAGS="-target x86_64-apple-macos10.12 -DGL_SILENCE_DEPRECATION" -B
|
||||
# make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=SHARED RAYLIB_LIB_NAME=raylib_arm64 CFLAGS="-target i686-apple-macos -DGL_SILENCE_DEPRECATION" -B
|
||||
# lipo -create -output ../build/${{ env.RELEASE_NAME }}/lib/libraylib.3.1.0.dylib libraylib_x86_64.3.1.0.dylib libraylib_arm64.3.1.0.dylib
|
||||
# cp -v ./libraylib_arm64.dylib ../build/${{ env.RELEASE_NAME }}/lib/libraylib.dylib
|
||||
# cp -v ./libraylib_arm64.310.dylib ../build/${{ env.RELEASE_NAME }}/lib/libraylib.310.dylib
|
||||
cd ..
|
||||
|
||||
- name: Generate Artifacts
|
||||
run: |
|
||||
cp -v ./src/raylib.h ./build/${{ env.RELEASE_NAME }}/include
|
||||
cd build
|
||||
tar -czvf ${{ env.RELEASE_NAME }}.tar.gz ${{ env.RELEASE_NAME }}
|
||||
|
||||
- name: Upload Artifacts
|
||||
uses: actions/upload-artifact@v2
|
||||
with:
|
||||
name: ${{ env.RELEASE_NAME }}.tar.gz
|
||||
path: ./build/${{ env.RELEASE_NAME }}.tar.gz
|
||||
|
||||
- name: Upload Artifact to Release
|
||||
uses: actions/upload-release-asset@v1.0.1
|
||||
env:
|
||||
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
|
||||
with:
|
||||
upload_url: ${{ github.event.release.upload_url }}
|
||||
asset_path: ./build/${{ env.RELEASE_NAME }}.tar.gz
|
||||
asset_name: ${{ env.RELEASE_NAME }}.tar.gz
|
||||
asset_content_type: application/gzip
|
||||
if: github.event_name == 'release' && github.event.action == 'published'
|
72
.github/workflows/webassembly.yml
vendored
Normal file
@@ -0,0 +1,72 @@
|
||||
name: WebAssembly
|
||||
|
||||
on:
|
||||
push:
|
||||
pull_request:
|
||||
release:
|
||||
types: [published]
|
||||
|
||||
jobs:
|
||||
build:
|
||||
runs-on: windows-latest
|
||||
|
||||
env:
|
||||
RELEASE_NAME: raylib-dev_webassembly
|
||||
|
||||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@master
|
||||
|
||||
- name: Setup emsdk
|
||||
uses: mymindstorm/setup-emsdk@v7
|
||||
with:
|
||||
version: 2.0.0
|
||||
actions-cache-folder: 'emsdk-cache'
|
||||
|
||||
- name: Setup Release Version
|
||||
run: |
|
||||
echo "RELEASE_NAME=raylib-${{ github.event.release.tag_name }}_webassembly" >> $GITHUB_ENV
|
||||
shell: bash
|
||||
if: github.event_name == 'release' && github.event.action == 'published'
|
||||
|
||||
- name: Setup Environment
|
||||
run: |
|
||||
mkdir build
|
||||
cd build
|
||||
mkdir ${{ env.RELEASE_NAME }}
|
||||
cd ${{ env.RELEASE_NAME }}
|
||||
mkdir include
|
||||
mkdir lib
|
||||
cd ../..
|
||||
|
||||
- name: Build Library
|
||||
run: |
|
||||
cd src
|
||||
emcc -v
|
||||
make PLATFORM=PLATFORM_WEB EMSDK_PATH="D:/a/raylib/raylib/emsdk-cache/emsdk-master" RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib"
|
||||
cd ..
|
||||
|
||||
- name: Generate Artifacts
|
||||
run: |
|
||||
copy /Y .\src\raylib.h .\build\${{ env.RELEASE_NAME }}\include\raylib.h
|
||||
cd build
|
||||
7z a ./${{ env.RELEASE_NAME }}.zip ./${{ env.RELEASE_NAME }}
|
||||
dir
|
||||
shell: cmd
|
||||
|
||||
- name: Upload Artifacts
|
||||
uses: actions/upload-artifact@v2
|
||||
with:
|
||||
name: ${{ env.RELEASE_NAME }}.zip
|
||||
path: ./build/${{ env.RELEASE_NAME }}.zip
|
||||
|
||||
- name: Upload Artifact to Release
|
||||
uses: actions/upload-release-asset@v1.0.1
|
||||
env:
|
||||
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
|
||||
with:
|
||||
upload_url: ${{ github.event.release.upload_url }}
|
||||
asset_path: ./build/${{ env.RELEASE_NAME }}.zip
|
||||
asset_name: ${{ env.RELEASE_NAME }}.zip
|
||||
asset_content_type: application/zip
|
||||
if: github.event_name == 'release' && github.event.action == 'published'
|
116
.github/workflows/windows.yml
vendored
Normal file
@@ -0,0 +1,116 @@
|
||||
name: Windows
|
||||
|
||||
on:
|
||||
push:
|
||||
pull_request:
|
||||
release:
|
||||
types: [published]
|
||||
|
||||
jobs:
|
||||
build:
|
||||
runs-on: windows-latest
|
||||
strategy:
|
||||
fail-fast: false
|
||||
max-parallel: 1
|
||||
matrix:
|
||||
compiler: [mingw-w64, msvc16]
|
||||
bits: [32, 64]
|
||||
include:
|
||||
- compiler: mingw-w64
|
||||
bits: 32
|
||||
ARCH: "i686"
|
||||
COMPILER_PATH: "C:\\msys64\\mingw32\\bin"
|
||||
WINDRES_ARCH: pe-i386
|
||||
- compiler: mingw-w64
|
||||
bits: 64
|
||||
ARCH: "x86_64"
|
||||
COMPILER_PATH: "C:\\msys64\\mingw64\\bin"
|
||||
WINDRES_ARCH: pe-x86-64
|
||||
- compiler: msvc16
|
||||
bits: 32
|
||||
ARCH: "x86"
|
||||
VSBINPATH: "Win32"
|
||||
- compiler: msvc16
|
||||
bits: 64
|
||||
ARCH: "x64"
|
||||
VSBINPATH: "x64"
|
||||
|
||||
env:
|
||||
RELEASE_NAME: raylib-dev_win${{ matrix.bits }}_${{ matrix.compiler }}
|
||||
GNUTARGET: default
|
||||
|
||||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@master
|
||||
|
||||
- name: Setup Release Version
|
||||
run: |
|
||||
echo "RELEASE_NAME=raylib-${{ github.event.release.tag_name }}_win${{ matrix.bits }}_${{ matrix.compiler }}" >> $GITHUB_ENV
|
||||
shell: bash
|
||||
if: github.event_name == 'release' && github.event.action == 'published'
|
||||
|
||||
- name: Setup Environment
|
||||
run: |
|
||||
dir
|
||||
mkdir build
|
||||
cd build
|
||||
mkdir ${{ env.RELEASE_NAME }}
|
||||
cd ${{ env.RELEASE_NAME }}
|
||||
mkdir include
|
||||
mkdir lib
|
||||
cd ../../../raylib
|
||||
|
||||
# Setup MSBuild.exe path if required
|
||||
- name: Setup MSBuild
|
||||
uses: microsoft/setup-msbuild@v1.0.2
|
||||
if: matrix.compiler == 'msvc16'
|
||||
|
||||
- name: Build Library (MinGW-w64)
|
||||
run: |
|
||||
cd src
|
||||
set PATH=%PATH%;${{ matrix.COMPILER_PATH }}
|
||||
${{ matrix.ARCH }}-w64-mingw32-gcc.exe --version
|
||||
${{ matrix.COMPILER_PATH }}/windres.exe --version
|
||||
make PLATFORM=PLATFORM_DESKTOP CC=${{ matrix.ARCH }}-w64-mingw32-gcc.exe RAYLIB_LIBTYPE=STATIC RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib"
|
||||
${{ matrix.COMPILER_PATH }}/windres.exe -i raylib.dll.rc -o raylib.dll.rc.data -O coff --target=${{ matrix.WINDRES_ARCH }}
|
||||
make PLATFORM=PLATFORM_DESKTOP CC=${{ matrix.ARCH }}-w64-mingw32-gcc.exe RAYLIB_LIBTYPE=SHARED RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" -B
|
||||
cd ..
|
||||
shell: cmd
|
||||
if: matrix.compiler == 'mingw-w64'
|
||||
|
||||
- name: Build Library (MSVC16)
|
||||
run: |
|
||||
cd projects/VS2017
|
||||
msbuild.exe raylib.sln /target:raylib /property:Configuration=Release /property:Platform=${{ matrix.ARCH }}
|
||||
copy /Y .\bin\${{ matrix.VSBINPATH }}\Release\raylib.lib .\..\..\build\${{ env.RELEASE_NAME }}\lib\raylib.lib
|
||||
msbuild.exe raylib.sln /target:raylib /property:Configuration=Release.DLL /property:Platform=${{ matrix.ARCH }}
|
||||
copy /Y .\bin\${{ matrix.VSBINPATH }}\Release.DLL\raylib.dll .\..\..\build\${{ env.RELEASE_NAME }}\lib\raylib.dll
|
||||
copy /Y .\bin\${{ matrix.VSBINPATH }}\Release.DLL\raylib.lib .\..\..\build\${{ env.RELEASE_NAME }}\lib\raylibdll.lib
|
||||
cd ../..
|
||||
shell: cmd
|
||||
if: matrix.compiler == 'msvc16'
|
||||
|
||||
- name: Generate Artifacts
|
||||
run: |
|
||||
copy /Y .\src\raylib.h .\build\${{ env.RELEASE_NAME }}\include\raylib.h
|
||||
cd build
|
||||
7z a ./${{ env.RELEASE_NAME }}.zip ./${{ env.RELEASE_NAME }}
|
||||
dir
|
||||
shell: cmd
|
||||
|
||||
- name: Upload Artifacts
|
||||
uses: actions/upload-artifact@v2
|
||||
with:
|
||||
name: ${{ env.RELEASE_NAME }}.zip
|
||||
path: ./build/${{ env.RELEASE_NAME }}.zip
|
||||
|
||||
- name: Upload Artifact to Release
|
||||
uses: actions/upload-release-asset@v1.0.1
|
||||
env:
|
||||
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
|
||||
with:
|
||||
upload_url: ${{ github.event.release.upload_url }}
|
||||
asset_path: ./build/${{ env.RELEASE_NAME }}.zip
|
||||
asset_name: ${{ env.RELEASE_NAME }}.zip
|
||||
asset_content_type: application/zip
|
||||
if: github.event_name == 'release' && github.event.action == 'published'
|
44
.gitignore
vendored
@@ -30,16 +30,14 @@ Thumbs.db
|
||||
*.cache
|
||||
*.ilk
|
||||
*.log
|
||||
.vs
|
||||
|
||||
[Bb]in
|
||||
[Dd]ebug/
|
||||
[Dd]ebug.win32/
|
||||
[Dd]ebug.DLL/
|
||||
*.sbr
|
||||
*.sdf
|
||||
obj/
|
||||
[R]elease/
|
||||
[Rr]elease.win32/
|
||||
_ReSharper*/
|
||||
[Tt]est[Rr]esult*
|
||||
ipch/
|
||||
@@ -54,7 +52,6 @@ packages/
|
||||
*.a
|
||||
*.bc
|
||||
*.so
|
||||
!raylib.rc.o
|
||||
|
||||
# Ignore all examples files
|
||||
examples/*
|
||||
@@ -62,7 +59,6 @@ examples/*
|
||||
!examples/*/
|
||||
# Unignore all examples files with extension
|
||||
!examples/*.c
|
||||
!examples/*.lua
|
||||
!examples/*.png
|
||||
# Unignore examples Makefile
|
||||
!examples/Makefile
|
||||
@@ -70,18 +66,6 @@ examples/*
|
||||
!examples/raylib_compile_execute.bat
|
||||
!examples/raylib_makefile_example.bat
|
||||
|
||||
# Ignore all games files
|
||||
games/*
|
||||
# Unignore all games dirs
|
||||
!games/*/
|
||||
# Unignore all games files with extension
|
||||
!games/*.c
|
||||
!games/*.lua
|
||||
!games/*.png
|
||||
# Unignore games makefile
|
||||
!games/Makefile
|
||||
!games/Makefile.Android
|
||||
|
||||
# Ignore files build by xcode
|
||||
*.mode*v*
|
||||
*.pbxuser
|
||||
@@ -96,45 +80,25 @@ 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
|
||||
CMakeFiles
|
||||
CMakeScripts
|
||||
Testing
|
||||
TestingIfSymlinkWorks
|
||||
cmake_install.cmake
|
||||
install_manifest.txt
|
||||
compile_commands.json
|
||||
CTestTestfile.cmake
|
||||
build
|
||||
!templates/android_project/Makefile
|
||||
|
||||
# Unignore These makefiles...
|
||||
!examples/CMakeLists.txt
|
||||
!games/CMakeLists.txt
|
||||
|
||||
# Ignore Android generated files and folders
|
||||
templates/android_project/output
|
||||
|
||||
# Ignore GNU global tags
|
||||
GPATH
|
||||
GRTAGS
|
||||
GTAGS
|
||||
.vs
|
||||
|
166
.travis.yml
@@ -1,166 +0,0 @@
|
||||
language: c
|
||||
dist: trusty
|
||||
|
||||
git:
|
||||
depth: 3
|
||||
|
||||
# TODO we could use a 32 bit Docker container for running true 32-bit tests
|
||||
services:
|
||||
- docker
|
||||
|
||||
matrix:
|
||||
include:
|
||||
- os: linux
|
||||
env: ARCH=i386
|
||||
sudo: required
|
||||
- os: linux
|
||||
env: ARCH=amd64 INSTALL_GLFW=YES USE_EXTERNAL_GLFW=OFF
|
||||
sudo: required
|
||||
- os: linux
|
||||
env: ARCH=amd64 INSTALL_GLFW=YES STATIC=OFF RELEASE=NO
|
||||
sudo: required
|
||||
- os: linux
|
||||
env: WAYLAND=ON ARCH=amd64 RELEASE=NO
|
||||
sudo: required
|
||||
addons:
|
||||
apt:
|
||||
packages:
|
||||
- libwayland-dev
|
||||
- libxkbcommon-dev
|
||||
- libegl1-mesa-dev
|
||||
- os: osx
|
||||
env: ARCH=universal
|
||||
- os: osx
|
||||
osx_image: xcode9.4
|
||||
env: ARCH=universal SHARED=OFF RELEASE=NO
|
||||
- os: linux
|
||||
env: ARCH=arm64-android RELEASE=NO
|
||||
sudo: required
|
||||
- os: linux
|
||||
env: ARCH=arm32-android RELEASE=NO
|
||||
sudo: required
|
||||
- os: linux
|
||||
env: ARCH=html5 RELEASE=NO
|
||||
sudo: required
|
||||
- os: windows
|
||||
compiler: gcc
|
||||
env: ARCH=i386 SHARED=OFF RELEASE=NO
|
||||
|
||||
before_script:
|
||||
|
||||
before_install:
|
||||
- if [ -z "$USE_EXTERNAL_GLFW" ]; then export USE_EXTERNAL_GLFW=IF_POSSIBLE; fi
|
||||
- if [ -z "$SHARED" ]; then export SHARED=ON ; fi
|
||||
- if [ -z "$STATIC" ]; then export STATIC=ON ; fi
|
||||
- if [[ "$INSTALL_GLFW" == "YES" && "$USE_EXTERNAL_GLFW" != "OFF" ]]; then
|
||||
export DONT_TEST=1;
|
||||
fi
|
||||
- if [ "$TRAVIS_OS_NAME" == "linux" ]; then
|
||||
if [[ "$ARCH" == *-android ]]; then
|
||||
export DONT_TEST=1;
|
||||
export RAYLIB_PACKAGE_SUFFIX="-Android-arm64";
|
||||
wget https://dl.google.com/android/repository/android-ndk-r17-linux-x86_64.zip;
|
||||
unzip -qq android-ndk*.zip;
|
||||
if [[ "$ARCH" == arm64-* ]]; then
|
||||
export RAYLIB_PACKAGE_SUFFIX="-Android-arm64";
|
||||
TOOLCHAIN_ARCH=arm64;
|
||||
PREFIX=aarch64-linux-android-;
|
||||
else
|
||||
export RAYLIB_PACKAGE_SUFFIX="-Android-arm32";
|
||||
TOOLCHAIN_ARCH=arm;
|
||||
PREFIX=arm-linux-androideabi-;
|
||||
fi;
|
||||
android-ndk*/build/tools/make_standalone_toolchain.py --arch $TOOLCHAIN_ARCH --api 21 --install-dir /tmp/android-toolchain;
|
||||
export PATH=/tmp/android-toolchain/bin:$PATH;
|
||||
export CC=${PREFIX}clang;
|
||||
export CXX=${PREFIX}clang++;
|
||||
export CMAKE_ARCH_ARGS='-DPLATFORM=Android';
|
||||
elif [ "$ARCH" == "html5" ]; then
|
||||
export DONT_TEST=1;
|
||||
export RAYLIB_PACKAGE_SUFFIX="-html5";
|
||||
docker run --privileged=true -dit --name emscripten -v $(pwd):/src trzeci/emscripten:sdk-incoming-64bit bash;
|
||||
export CMAKE_ARCH_ARGS='-DPLATFORM=Web -DCMAKE_TOOLCHAIN_FILE=../cmake/emscripten.cmake';
|
||||
RUNNER='docker exec -it emscripten cmake -E chdir build';
|
||||
else
|
||||
sudo apt-get install -y gcc-multilib
|
||||
libasound2-dev:$ARCH
|
||||
libxcursor-dev:$ARCH libxinerama-dev:$ARCH mesa-common-dev:$ARCH
|
||||
libx11-dev:$ARCH libxrandr-dev:$ARCH libxrandr2:$ARCH libxi-dev:$ARCH
|
||||
libgl1-mesa-dev:$ARCH libglu1-mesa-dev:$ARCH;
|
||||
|
||||
if [ "$OPENAL" == "ON" ]; then sudo apt-get install -y libopenal-dev; fi;
|
||||
if [ "$ARCH" == "i386" ]; then export CMAKE_ARCH_ARGS='-DCMAKE_C_FLAGS=-m32 -DCMAKE_SYSTEM_LIBRARY_PATH=/usr/lib/i386-linux-gnu -DSUPPORT_FILEFORMAT_FLAC=OFF'; fi;
|
||||
|
||||
export RAYLIB_PACKAGE_SUFFIX="-Linux-$ARCH";
|
||||
if [ "$INSTALL_GLFW" == "YES" ]; then
|
||||
pushd src/external/glfw;
|
||||
cmake . -DGLFW_BUILD_DOCS=OFF
|
||||
-DGLFW_BUILD_TESTS=OFF
|
||||
-DGLFW_BUILD_EXAMPLES=OFF
|
||||
-DGLFW_INSTALL=ON
|
||||
-DBUILD_SHARED_LIBS=ON
|
||||
-DGLFW_USE_WAYLAND=$WAYLAND;
|
||||
make;
|
||||
sudo make install;
|
||||
popd;
|
||||
fi;
|
||||
fi;
|
||||
fi
|
||||
- if [ "$TRAVIS_OS_NAME" == "osx" ]; then
|
||||
export RAYLIB_PACKAGE_SUFFIX="-macOS";
|
||||
if [ "$INSTALL_GLFW" == "YES" ]; then brew update; brew install glfw; fi;
|
||||
fi
|
||||
- if [ "$TRAVIS_OS_NAME" == "windows" ]; then
|
||||
export DONT_TEST=1;
|
||||
export RAYLIB_PACKAGE_SUFFIX="-windows";
|
||||
export CMAKE_ARCH_ARGS='-DPLATFORM=Desktop';
|
||||
fi
|
||||
- mkdir build
|
||||
- $RUNNER $CC --version
|
||||
|
||||
script:
|
||||
- cd build
|
||||
- if test -n "$WAYLAND"; then
|
||||
wget https://mirrors.edge.kernel.org/ubuntu/pool/universe/e/extra-cmake-modules/extra-cmake-modules_5.44.0-0ubuntu1_amd64.deb;
|
||||
sudo apt-get clean;
|
||||
sudo apt-get update;
|
||||
sudo apt-get install dpkg;
|
||||
sudo dpkg -i extra-cmake-modules_5.44.0-0ubuntu1_amd64.deb;
|
||||
git clone git://anongit.freedesktop.org/wayland/wayland-protocols;
|
||||
pushd wayland-protocols;
|
||||
git checkout 1.15 && ./autogen.sh --prefix=/usr && make && sudo make install;
|
||||
popd;
|
||||
fi
|
||||
- $RUNNER cmake $CMAKE_ARCH_ARGS
|
||||
-DMACOS_FATLIB=ON
|
||||
-DSTATIC=$STATIC -DSHARED=$SHARED
|
||||
-DBUILD_EXAMPLES=ON -DBUILD_GAMES=ON
|
||||
-DUSE_EXTERNAL_GLFW=$USE_EXTERNAL_GLFW
|
||||
-DUSE_WAYLAND=$WAYLAND
|
||||
-DINCLUDE_EVERYTHING=ON
|
||||
-DCMAKE_VERBOSE_MAKEFILE:BOOL=ON
|
||||
..
|
||||
- $RUNNER cmake --build . --target
|
||||
- if [ "$RELEASE" != "NO" ]; then $RUNNER cmake --build . --target package; fi
|
||||
- if [ -n "$RUNNER" ]; then
|
||||
sudo $RUNNER cmake --build . --target install;
|
||||
else
|
||||
$(which sudo) $RUNNER "$(which cmake)" --build . --target install;
|
||||
fi
|
||||
- if [ ! "$DONT_TEST" ]; then
|
||||
pkg-config --static --libs raylib;
|
||||
nm -g release/libraylib.a | grep glfwGetProcAddress || (echo "libraylib.a doesn't contain GLFW symbols! Aborting..." && false);
|
||||
ctest --output-on-failure;
|
||||
fi
|
||||
|
||||
deploy:
|
||||
provider: releases
|
||||
api_key:
|
||||
secure: LvqUIAN/3dJul+Ra2iK3tSaNG5IwsNMmGIwVMy0DK5IBCxiQPBc9pWGiE30RTBPt6Z+N4BhMEE8DtUl+vnISlMoHWNIIhF2zwC66hs/F7zY7qEITMRSmfiLcqxQysknFOnJB06CATgXcFqlEo9j+t4abrG/f3qcb92J4O2uNz336Au2myTx93Q5MxbyA7KiUuEutFnb2dWiPCY4d+sGeXEfsiD2R7aj/8MaWOkoGdZVrTkI9juMgvpImkjQBArvqdjUMeT3MsRrwgOIq5v2GFV9dOl8k1WzPeT8B2JHh00ed/o1/wuFq/cLLOxtYo2+Pv3+xatOrlexoX0WkDm7C9/L1W5U4rLexU3CQ9mMBmHPnp6k/WXZ5QXEE4uUF0+LpN3XlIXzFpdZmZiVV8VLxg2WvyncMmivYiu7/MTkyfZxyKkzwl7sZZslzHA9kOGedGaN7b7/2B77OFHoQK8lKfdFml7jJnarh+89nenNZYMab0E8qkOJOyb2bYlDTa0/2nyxGiyymYgq6YHLNrDbhqB/1LzdgzjMliQ8ri5q9Ux2vjfcqOzhfAmcwFwnY/D6yXJWYi0DWpHZdpKl3du6dYDrypW91/yDWbwiJ/YhrE7ZunzrcB6GH/QkbuzWxdCth39rQAHih8DG01co/K3Gvi4yGjvIH5tFUpyEolMnpMiA=
|
||||
file_glob: true
|
||||
file: raylib-*.tar.gz
|
||||
skip_cleanup: true
|
||||
on:
|
||||
repo: raysan5/raylib
|
||||
branch: master
|
||||
tags: true
|
150
BINDINGS.md
@@ -1,64 +1,98 @@
|
||||
### 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:
|
||||
Some people ported raylib to other languages in form of bindings or wrappers to the library.
|
||||
|
||||
| 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-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 |
|
||||
| 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 |
|
||||
| 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 |
|
||||
| raylib.cbl | COBOL | *[code examples](https://github.com/Martinfx/Cobol/tree/master/OpenCobol/Games/raylib)* |
|
||||
Here it is a list with the ones I'm aware of:
|
||||
|
||||
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! :)
|
||||
| name | raylib version | language | repo |
|
||||
|:------------------:|:-------------: | :--------:|----------------------------------------------------------------------|
|
||||
| raylib | **3.1-dev** | [C](https://en.wikipedia.org/wiki/C_(programming_language)) | https://github.com/raysan5/raylib |
|
||||
| raylib-cpp | 3.1-dev | [C++](https://en.wikipedia.org/wiki/C%2B%2B) | https://github.com/robloach/raylib-cpp |
|
||||
| Raylib-cs | 3.0 | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | https://github.com/ChrisDill/Raylib-cs |
|
||||
| raylib-cppsharp | 2.5 | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | https://github.com/phxvyper/raylib-cppsharp |
|
||||
| raylib-boo | 3.0 | [Boo](http://boo-language.github.io/) | https://github.com/Rabios/raylib-boo |
|
||||
| RaylibFS | 2.5 | [F#](https://fsharp.org/) | https://github.com/dallinbeutler/RaylibFS |
|
||||
| raylib_d | 2.5 | [D](https://dlang.org/) | https://github.com/Sepheus/raylib_d |
|
||||
| raylib-d | 3.0 | [D](https://dlang.org/) | https://github.com/onroundit/raylib-d |
|
||||
| bindbc-raylib | 3.0 | [D](https://dlang.org/) | https://github.com/o3o/bindbc-raylib |
|
||||
| dray | 3.0 | [D](https://dlang.org/) | https://github.com/xdrie/dray |
|
||||
| raylib-go | 3.0 | [Go](https://golang.org/) | https://github.com/gen2brain/raylib-go |
|
||||
| raylib-goplus | 2.6-dev | [Go](https://golang.org/) | https://github.com/Lachee/raylib-goplus |
|
||||
| ray-go | 2.6-dev | [Go](https://golang.org/) | https://github.com/hecate-tech/ray-go |
|
||||
| go-raylib | 3.1-dev | [Go](https://golang.org/) | https://github.com/chunqian/go-raylib |
|
||||
| raylib-rs | 3.0 | [Rust](https://www.rust-lang.org/) | https://github.com/deltaphc/raylib-rs |
|
||||
| raylib-lua | 1.7 | [Lua](http://www.lua.org/) | https://github.com/raysan5/raylib-lua |
|
||||
| raylib-lua-ffi | 2.0 | [Lua](http://www.lua.org/) | https://github.com/raysan5/raylib/issues/693 |
|
||||
| raylib-lua-sol | 2.5 | [Lua](http://www.lua.org/) | https://github.com/RobLoach/raylib-lua-sol |
|
||||
| raylib-lua | 3.0 | [Lua](http://www.lua.org/) | https://github.com/TSnake41/raylib-lua |
|
||||
| raylib-luamore | 3.0 | [Lua](http://www.lua.org/) | https://github.com/HDPLocust/raylib-luamore |
|
||||
| raylua | 3.0 | [Lua](http://www.lua.org/) | https://github.com/Rabios/raylua |
|
||||
| LuaJIT-Raylib | 2.6 | [Lua](http://www.lua.org/) | https://github.com/Bambofy/LuaJIT-Raylib |
|
||||
| raylib-nelua | 3.0 | [Nelua](https://nelua.io/) | https://github.com/Andre-LA/raylib-nelua |
|
||||
| raylib-Nim | ? | [Nim](https://nim-lang.org/) | https://gitlab.com/define-private-public/raylib-Nim |
|
||||
| raylib-nim | 2.0 | [Nim](https://nim-lang.org/) | https://github.com/Skrylar/raylib-nim |
|
||||
| raylib-Forever | 3.1-dev | [Nim](https://nim-lang.org/) | https://github.com/Guevara-chan/Raylib-Forever |
|
||||
| nim-raylib | 3.1-dev | [Nim](https://nim-lang.org/) | https://github.com/tomc1998/nim-raylib |
|
||||
| raylib-haskell | 2.0 | [Haskell](https://www.haskell.org/) | https://github.com/DevJac/raylib-haskell |
|
||||
| raylib-cr | ? | [Crystal](https://crystal-lang.org/) | https://github.com/AregevDev/raylib-cr |
|
||||
| cray | 1.8 | [Crystal](https://crystal-lang.org/) | https://gitlab.com/Zatherz/cray |
|
||||
| raylib.cr | ? | [Crystal](https://crystal-lang.org/) | https://github.com/sam0x17/raylib.cr |
|
||||
| raylib-pascal | 2.0 | [Pascal](https://en.wikipedia.org/wiki/Pascal_(programming_language)) | https://github.com/drezgames/raylib-pascal |
|
||||
| raylib-pas | 3.0 | [Pascal](https://en.wikipedia.org/wiki/Pascal_(programming_language)) | https://github.com/tazdij/raylib-pas |
|
||||
| Graphics-Raylib | ? | [Perl](https://www.perl.org/) | https://github.com/athreef/Graphics-Raylib |
|
||||
| raylib-ruby-ffi | ? | [Ruby](https://www.ruby-lang.org/en/) | https://github.com/D3nX/raylib-ruby-ffi |
|
||||
| raylib-ruby | 2.6 | [Ruby](https://www.ruby-lang.org/en/) | https://github.com/a0/raylib-ruby |
|
||||
| raylib-mruby | ? | [mruby](https://github.com/mruby/mruby) | https://github.com/lihaochen910/raylib-mruby |
|
||||
| raylib-py | 2.0 | [Python](https://www.python.org/) | https://github.com/overdev/raylib-py |
|
||||
| raylib-python-cffi | 3.1-dev | [Python](https://www.python.org/) | https://github.com/electronstudio/raylib-python-cffi |
|
||||
| raylib-py-ctbg | 2.6 | [Python](https://www.python.org/) | https://github.com/overdev/raylib-py-ctbg |
|
||||
| jaylib | 3.0 | [Java](https://en.wikipedia.org/wiki/Java_(programming_language)) | https://github.com/electronstudio/jaylib/ |
|
||||
| raylib-java | 2.0 | [Java](https://en.wikipedia.org/wiki/Java_(programming_language)) | https://github.com/XoanaIO/raylib-java |
|
||||
| clj-raylib | ? | [Clojure](https://clojure.org/) | https://github.com/lsevero/clj-raylib |
|
||||
| node-raylib | 3.0 | [Node.js](https://nodejs.org/en/) | https://github.com/RobLoach/node-raylib |
|
||||
| QuickJS-raylib | 3.0 | [QuickJS](https://bellard.org/quickjs/) | https://github.com/sntg-p/QuickJS-raylib |
|
||||
| raylib-js | 2.6 | [JavaScript](https://en.wikipedia.org/wiki/JavaScript) | https://github.com/RobLoach/raylib-js |
|
||||
| raylib-chaiscript | 2.6 | [ChaiScript](http://chaiscript.com/) | https://github.com/RobLoach/raylib-chaiscript |
|
||||
| raylib-squirrel | 2.5 | [Squirrel](http://www.squirrel-lang.org/) | https://github.com/RobLoach/raylib-squirrel |
|
||||
| racket-raylib-2d | 2.5 | [Racket](https://racket-lang.org/) | https://github.com/arvyy/racket-raylib-2d |
|
||||
| raylib-php | 3.0 | [PHP](https://en.wikipedia.org/wiki/PHP) | https://github.com/joseph-montanez/raylib-php |
|
||||
| raylib-php-ffi | 2.4-dev | [PHP](https://en.wikipedia.org/wiki/PHP) | https://github.com/oraoto/raylib-php-ffi |
|
||||
| raylib-phpcpp | 3.0 | [PHP](https://en.wikipedia.org/wiki/PHP) | https://github.com/oraoto/raylib-phpcpp |
|
||||
| raylib-factor | 2.5 | [Factor](https://factorcode.org/) | https://github.com/ArnautDaniel/raylib-factor |
|
||||
| gforth-raylib | 3.0 | [Gforth](https://gforth.org/) | https://github.com/ArnautDaniel/gforth-raylib |
|
||||
| raylib-haxe | 2.4 | [Haxe](https://haxe.org/) | https://github.com/ibilon/raylib-haxe |
|
||||
| ringraylib | 2.6 | [Ring](http://ring-lang.sourceforge.net/) | https://github.com/ringpackages/ringraylib |
|
||||
| cl-raylib | 3.0 | [Common Lisp](https://common-lisp.net/) | https://github.com/longlene/cl-raylib |
|
||||
| raylib-scm | 2.5 | [Chicken Scheme](https://www.call-cc.org/) | https://github.com/yashrk/raylib-scm |
|
||||
| raylib-chibi | ? | [Chibi-Scheme](https://github.com/ashinn/chibi-scheme) | https://github.com/VincentToups/raylib-chibi |
|
||||
| raylib-gambit-scheme | 3.1-dev | [Gambit Scheme](https://github.com/gambit/gambit) | https://github.com/georgjz/raylib-gambit-scheme |
|
||||
| Euraylib | 3.0 | [Euphoria](https://openeuphoria.org/) | https://github.com/gAndy50/Euraylib |
|
||||
| raylib-wren | 3.0 | [Wren](http://wren.io/) | https://github.com/TSnake41/raylib-wren |
|
||||
| raylib-odin | 3.0 | [Odin](https://odin-lang.org/) | https://github.com/kevinw/raylib-odin |
|
||||
| raylib-zig | 3.0 | [Zig](https://ziglang.org/) | https://github.com/Not-Nik/raylib-zig |
|
||||
| raylib-jai | 3.1-dev | [Jai](https://github.com/BSVino/JaiPrimer/blob/master/JaiPrimer.md) | https://github.com/kevinw/raylib-jai |
|
||||
| ray.zig | 2.5 | [Zig](https://ziglang.org/) | https://github.com/BitPuffin/zig-raylib-experiments |
|
||||
| raylib-Ada | 3.0 | [Ada](https://www.adacore.com/about-ada) | https://github.com/mimo/raylib-Ada |
|
||||
| jaylib | 3.0 | [Janet](https://janet-lang.org/) | https://github.com/janet-lang/jaylib |
|
||||
| raykit | ? | [Kit](https://www.kitlang.org/) | https://github.com/Gamerfiend/raykit |
|
||||
| vraylib | 2.5 | [V](https://vlang.io/) | https://github.com/MajorHard/vraylib |
|
||||
| hb-raylib | 3.0 | [Harbour](https://harbour.github.io/) | https://github.com/rjopek/hb-raylib |
|
||||
| ray.mod | 3.0 | [BlitzMax](https://blitzmax.org/) | https://github.com/bmx-ng/ray.mod |
|
||||
| ray-ocaml | 3.0 | [OCaml](https://ocaml.org/) | https://github.com/tjammer/raylib-ocaml |
|
||||
| raylib-mosaic | 3.0 | [Mosaic](https://github.com/sal55/langs/tree/master/Mosaic) | https://github.com/pluckyporcupine/raylib-mosaic |
|
||||
| raylib-xdpw | 2.6 | [XD Pascal](https://github.com/vtereshkov/xdpw) | https://github.com/vtereshkov/raylib-xdpw |
|
||||
| raylib-carp | 3.0 | [Carp](https://github.com/carp-lang/Carp) | https://github.com/pluckyporcupine/raylib-carp |
|
||||
| raylib-fb | 3.0 | [FreeBasic](https://www.freebasic.net/) | https://github.com/IchMagBier/raylib-fb |
|
||||
| raylib-purebasic | 3.0 | [PureBasic](https://www.purebasic.com/) | https://github.com/D-a-n-i-l-o/raylib-purebasic |
|
||||
| raylib-smallBasic | 3.1-dev | [SmallBASIC](https://github.com/smallbasic/SmallBASIC) | https://github.com/smallbasic/smallbasic.plugins/tree/master/raylib |
|
||||
| raylib-ats2 | ? | [ATS2](http://www.ats-lang.org/) | https://github.com/mephistopheles-8/raylib-ats2 |
|
||||
| raylib-beef | 3.0 | [Beef](https://www.beeflang.org/) | https://github.com/M0n7y5/raylib-beef |
|
||||
| raylib-never | 3.0 | [Never](https://github.com/never-lang/never) | https://github.com/never-lang/raylib-never |
|
||||
| raylib.cbl | ? | [COBOL](https://en.wikipedia.org/wiki/COBOL) | *[code examples](https://github.com/Martinfx/Cobol/tree/master/OpenCobol/Games/raylib)* |
|
||||
|
||||
|
||||
Missing some language? Feel free to create a new binding! :)
|
||||
|
||||
Usually, raylib bindings follow the convention: `raylib-{language}`
|
||||
|
||||
Let me know if you're writing a new binding for raylib, I will list it here and I usually
|
||||
provide the icon/logo for that new language binding.
|
||||
Let me know if you're writing a new binding for raylib, I will list it here!
|
||||
|
350
CHANGELOG
@@ -1,7 +1,355 @@
|
||||
changelog
|
||||
---------
|
||||
|
||||
Current Release: raylib 2.5.0 (31 May 2019)
|
||||
Current Release: raylib 3.5.0 (25 December 2020)
|
||||
|
||||
-------------------------------------------------------------------------
|
||||
Release: raylib 3.5 - 7th Anniversary Edition (25 December 2020)
|
||||
-------------------------------------------------------------------------
|
||||
KEY CHANGES:
|
||||
- [core] ADDED: PLATFORM_DRM to support RPI4 and other devices (#1388) by @kernelkinetic
|
||||
- [core] REDESIGNED: Window states management system through FLAGS
|
||||
- [rlgl] ADDED: RenderBatch type and related functions to allow custom batching (internal only)
|
||||
- [rlgl] REDESIGNED: Framebuffers API to support multiple attachment types (#721)
|
||||
- [textures] REDESIGNED: Image*() functions, big performance improvements (software rendering)
|
||||
- [*] REVIEWED: Multiple functions to replace file accesses by memory accesses
|
||||
- [*] ADDED: GitHub Actions CI to support multiple raylib build configurations
|
||||
|
||||
Detailed changes:
|
||||
[core] ADDED: SetWindowState() / ClearWindowState() -> New flags added!
|
||||
[core] ADDED: IsWindowFocused()
|
||||
[core] ADDED: GetWindowScaleDPI()
|
||||
[core] ADDED: GetMonitorRefreshRate() (#1289) by @Shylie
|
||||
[core] ADDED: IsCursorOnScreen() (#1262) by @ChrisDill
|
||||
[core] ADDED: SetMouseCursor() and GetMouseCursor() for standard Desktop cursors (#1407) by @chances
|
||||
[core] REMOVED: struct RenderTexture2D: depthTexture variable
|
||||
[core] REMOVED: HideWindow() / UnhideWindow() -> Use SetWindowState()
|
||||
[core] REMOVED: DecorateWindow() / UndecorateWindow() -> Use SetWindowState()
|
||||
[core] RENAMED: GetExtension() to GetFileExtension()
|
||||
[core] REVIEWED: Several structs to reduce size and padding
|
||||
[core] REVIEWED: struct Texture maps to Texture2D and TextureCubemap
|
||||
[core] REVIEWED: ToggleFullscreen() (#1287)
|
||||
[core] REVIEWED: InitWindow(), support empty title for window (#1323)
|
||||
[core] REVIEWED: RPI: Mouse movements are bound to the screen resolution (#1392) (#1410) by @kernelkinetic
|
||||
[core] REVIEWED: GetPrevDirectoryPath() fixes on Unix-like systems (#1246) by @ivan-cx
|
||||
[core] REPLACED: rgif.h by msf_gif.h for automatic gif recording
|
||||
[core] REDESIGNED: GetMouseWheelMove() to return float movement for precise scrolling (#1397) by @Doy-lee
|
||||
[core] REDESIGNED: GetKeyPressed(), and added GetCharPressed() (#1336)
|
||||
[core] UWP rework with improvements (#1231) by @Rover656
|
||||
[core] Gamepad axis bug fixes and improvement (#1228) by @mmalecot
|
||||
[core] Updated joystick mappings with latest version of gamecontrollerdb (#1381) by @coderoth
|
||||
[rlgl] Corrected issue with OpenGL 1.1 support
|
||||
[rlgl] ADDED: rlDrawMeshInstanced() (#1318) by @seanpringle
|
||||
[rlgl] ADDED: rlCheckErrors (#1321) by @seanpringle
|
||||
[rlgl] ADDED: BLEND_SET blending mode (#1251) by @RandomErrorMessage
|
||||
[rlgl] ADDED: rlSetLineWidth(), rlGetLineWidth(), rlEnableSmoothLines(), rlDisableSmoothLines() (#1457) by @JeffM2501
|
||||
[rlgl] RENAMED: rlUnproject() to Vector3Unproject() [raymath]
|
||||
[rlgl] REVIEWED: Replace rlglDraw() calls by DrawRenderBatch() internal calls
|
||||
[rlgl] REVIEWED: GenTextureCubemap(), use rlgl functionality only
|
||||
[rlgl] REVIEWED: rlFramebufferAttach() to support texture layers
|
||||
[rlgl] REVIEWED: GenDrawCube() and GenDrawQuad()
|
||||
[rlgl] REVIEWED: Issues with vertex batch overflow (#1223)
|
||||
[rlgl] REVIEWED: rlUpdateTexture(), issue with offsets
|
||||
[rlgl] REDESIGNED: GenTexture*() to use the new fbo API (#721)
|
||||
[raymath] ADDED: Normalize() and Remap() functions (#1247) by @NoorWachid
|
||||
[raymath] ADDED: Vector2Reflect() (#1400) by @daniel-junior-dube
|
||||
[raymath] ADDED: Vector2LengthSqr() and Vector3LengthSqr() (#1248) by @ThePituLegend
|
||||
[raymath] ADDED: Vector2MoveTowards() function (#1233) by @anatagawa
|
||||
[raymath] REVIEWED: Some functions consistency (#1197) by @Not-Nik
|
||||
[raymath] REVIEWED: QuaternionFromVector3ToVector3() (#1263) by @jvocaturo
|
||||
[raymath] REVIEWED: MatrixLookAt(), optimized (#1442) by @RandomErrorMessage
|
||||
[shapes] ADDED: CheckCollisionLines(), by @Elkantor
|
||||
[text] Avoid [textures] functions dependencies
|
||||
[text] ADDED: Config flag: SUPPORT_TEXT_MANIPULATION
|
||||
[text] ADDED: LoadFontFromMemory() (TTF only) (#1327)
|
||||
[text] ADDED: UnloadFontData()
|
||||
[text] RENAMED: FormatText() -> TextFormat()
|
||||
[text] REVIEWED: Font struct, added charsPadding (#1432)
|
||||
[text] REVIEWED: TextJoin()
|
||||
[text] REVIEWED: TextReplace() (#1172)
|
||||
[text] REVIEWED: LoadBMFont() to load data from memory (#1232)
|
||||
[text] REVIEWED: GenImageFontAtlas(), fixed offset (#1171)
|
||||
[text] REDESIGNED: LoadFontData(), reviewed input parameters
|
||||
[text] REDESIGNED: LoadFontDefault(), some code simplifications
|
||||
[text] REDESIGNED: LoadFontFromImage(), avoid LoadImageEx()
|
||||
[text] REDESIGNED: LoadFontData(), avoid GenImageColor(), ImageFormat()
|
||||
[text] REDESIGNED: LoadBMFont(), avoid ImageCopy(), ImageFormat(), ImageAlphaMask()
|
||||
[textures] Move Color functions from [core] to [textures] module
|
||||
[textures] ADDED: ColorAlphaBlend()
|
||||
[textures] ADDED: GetPixelColor()
|
||||
[textures] ADDED: SetPixelColor()
|
||||
[textures] ADDED: LoadImageFromMemory() (#1327)
|
||||
[textures] ADDED: LoadImageAnim() to load animated sequence of images
|
||||
[textures] ADDED: DrawTextureTiled() (#1291) - @Demizdor
|
||||
[textures] ADDED: UpdateTextureRec()
|
||||
[textures] ADDED: UnloadImageColors(), UnloadImagePalette(), UnloadWaveSamples()
|
||||
[textures] REMOVED: Config flag: SUPPORT_IMAGE_DRAWING
|
||||
[textures] REMOVED: LoadImageEx()
|
||||
[textures] REMOVED: LoadImagePro()
|
||||
[textures] REMOVED: GetImageDataNormalized(), not exposed in the API
|
||||
[textures] RENAMED: ImageExtractPalette() to GetImagePalette()
|
||||
[textures] RENAMED: Fade() to ColorAlpha(), added #define for compatibility
|
||||
[textures] RENAMED: GetImageData() -> LoadImageColors()
|
||||
[textures] RENAMED: GetImagePalette() -> LoadImagePalette()
|
||||
[textures] RENAMED: GetWaveData() -> LoadWaveSamples()
|
||||
[textures] REVIEWED: GetPixelDataSize() to consider compressed data properly
|
||||
[textures] REVIEWED: GetTextureData(), allow retrieving 32bit float data
|
||||
[textures] REVIEWED: ImageDrawText*() params order
|
||||
[textures] REVIEWED: ColorAlphaBlend(), support tint color
|
||||
[textures] REVIEWED: ColorAlphaBlend(), integers-version, optimized (#1218)
|
||||
[textures] REVIEWED: ImageDraw(), consider negative source offset properly (#1283)
|
||||
[textures] REVIEWED: ImageDraw(), optimizations test (#1218)
|
||||
[textures] REVIEWED: ImageResizeCanvas(), optimization (#1218)
|
||||
[textures] REVIEWED: ExportImage(), optimized
|
||||
[textures] REVIEWED: ImageAlphaPremultiply(), optimization
|
||||
[textures] REVIEWED: ImageAlphaClear(), minor optimization
|
||||
[textures] REVIEWED: ImageToPOT(), renamed parameter
|
||||
[textures] REVIEWED: ImageCrop() (#1218)
|
||||
[textures] REVIEWED: ImageToPOT() (#1218)
|
||||
[textures] REVIEWED: ImageAlphaCrop() (#1218)
|
||||
[textures] REVIEWED: ExportImage(), optimized (#1218)
|
||||
[textures] REDESIGNED: ImageCrop(), optimized (#1218)
|
||||
[textures] REDESIGNED: ImageRotateCCW(), optimized (#1218)
|
||||
[textures] REDESIGNED: ImageRotateCW(), optimized (#1218)
|
||||
[textures] REDESIGNED: ImageFlipHorizontal(), optimized (#1218)
|
||||
[textures] REDESIGNED: ImageFlipVertical(), optimized (#1218)
|
||||
[textures] REDESIGNED: ImageResizeCanvas(), optimized (#1218)
|
||||
[textures] REDESIGNED: ImageDrawPixel(), optimized
|
||||
[textures] REDESIGNED: ImageDrawLine(), optimized
|
||||
[textures] REDESIGNED: ImageDraw(), optimized (#1218)
|
||||
[textures] REDESIGNED: ImageResize(), optimized (#1218)
|
||||
[textures] REDESIGNED: ImageFromImage(), optimized (#1218)
|
||||
[textures] REDESIGNED: ImageDraw(), optimization (#1218)
|
||||
[textures] REDESIGNED: ImageAlphaClear(), optimized (#1218)
|
||||
[textures] REDESIGNED: ExportImageAsCode() to use memory buffer (#1232)
|
||||
[textures] REDESIGNED: ColorFromHSV()
|
||||
[models] ADDED: DrawTriangle3D() and DrawTriangleStrip3D()
|
||||
[models] ADDED: UnloadModelKeepMeshes()
|
||||
[models] REVIEWED: LoadModel(), avoid loading texcoords and normals from model if not existent
|
||||
[models] REVIEWED: GenMeshCubicmap(), added comments and simplification
|
||||
[models] REVIEWED: GenMeshCubicmap(), fixed generated normals (#1244) by @GoldenThumbs
|
||||
[models] REVIEWED: GenMeshPoly(), fixed buffer overflow (#1269) by @frithrah
|
||||
[models] REVIEWED: LoadOBJ(): Allow for multiple materials in obj files (#1408) by @chriscamacho and @codifies
|
||||
[models] REVIEWED: LoadIQM() materials loading (#1227) by @sikor666
|
||||
[models] REVIEWED: LoadGLTF() to read from memory buffer
|
||||
[models] REVIEWED: UpdateMesh(), fix extra memory allocated when updating color buffer (#1271) by @4yn
|
||||
[models] REVIEWED: MeshNormalsSmooth() (#1317) by @seanpringle
|
||||
[models] REVIEWED: DrawGrid() (#1417)
|
||||
[models] REDESIGNED: ExportMesh() to use memory buffer (#1232)
|
||||
[models] REDESIGNED: LoadIQM() and LoadModelAnimations() to use memory buffers
|
||||
[audio] ADDED: LoadWaveFromMemory() (#1327)
|
||||
[audio] REMOVED: SetMusicLoopCount()
|
||||
[audio] REVIEWED: Several functions, sampleCount vs frameCount (#1423)
|
||||
[audio] REVIEWED: SaveWAV() to use memory write insted of file
|
||||
[audio] REVIEWED: LoadMusicStream(), support WAV music streaming (#1198)
|
||||
[audio] REVIEWED: Support multiple WAV sampleSize for MusicStream (#1340)
|
||||
[audio] REVIEWED: SetAudioBufferPitch()
|
||||
[audio] REDESIGNED: Audio looping system
|
||||
[audio] REDESIGNED: LoadSound(): Use memory loading (WAV, OGG, MP3, FLAC) (#1312)
|
||||
[audio] REDESIGNED: ExportWaveAsCode() to use memory buffers
|
||||
[utils] ADDED: MemAlloc() / MemFree() (#1440)
|
||||
[utils] ADDED: UnloadFileData() / UnloadFileText()
|
||||
[utils] REVIEWED: android_fopen() to support SDCard access
|
||||
[utils] REDESIGNED: SaveFile*() functions to expose file access results (#1420)
|
||||
[rmem] REVIEWED: MemPool and other allocators optimization (#1211) by @assyrianic
|
||||
[examples] ADDED: core/core_window_flags
|
||||
[examples] ADDED: core/core_quat_conversion by @chriscamacho and @codifies
|
||||
[examples] ADDED: textures/textures_blend_modes (#1261) by @accidentalrebel
|
||||
[examples] ADDED: textures/textures_draw_tiled (#1291) by @Demizdor
|
||||
[examples] ADDED: shaders/shaders_hot_reloading (#1198)
|
||||
[examples] ADDED: shaders/shaders_rlgl_mesh_instanced (#1318) by @seanpringle
|
||||
[examples] ADDED: shaders/shaders_multi_sampler2d
|
||||
[examples] ADDED: others/embedded_files_loading
|
||||
[examples] REVIEWED: textures/textures_raw_data (#1286)
|
||||
[examples] REVIEWED: textures/textures_sprite_explosion, replace resources
|
||||
[examples] REVIEWED: textures/textures_particles_blending, replace resources
|
||||
[examples] REVIEWED: textures/textures_image_processing, support mouse
|
||||
[examples] REVIEWED: models/models_skybox to work on OpenGL ES 2.0
|
||||
[examples] REVIEWED: audio/resources, use open license resources
|
||||
[examples] REVIEWED: others/raudio_standalone.c
|
||||
[build] ADDED: New config.h configuration options exposing multiple #define values
|
||||
[build] REMOVED: ANGLE VS2017 template project
|
||||
[build] REVIEWED: All MSVC compile warnings
|
||||
[build] Updated Makefile for web (#1332) by @rfaile313
|
||||
[build] Updated build pipelines to use latest emscripten and Android NDK
|
||||
[build] Updated emscriptem build script to generate .a on WebAssembly
|
||||
[build] Updated Android build for Linux, supporting ANDROID_NDK at compile time by @branlix3000
|
||||
[build] Updated VSCode project template tasks
|
||||
[build] Updated VS2017.UWP project template by @Rover656
|
||||
[build] Updated Android build pipeline
|
||||
[build] REMOVED: AppVeyor and Travis CI build systems
|
||||
[*] Moved raysan5/raylib/games to independent repo: raysan5/raylib-games
|
||||
[*] Replaced several examples resources with more open licensed alternatives
|
||||
[*] Updated BINDINGS.md with NEW bindings and added raylib version binding!
|
||||
[*] Updated all external libraries to latest versions
|
||||
[*] Multiple code improvements and small fixes
|
||||
|
||||
-----------------------------------------------
|
||||
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)
|
||||
|
23
CMakeLists.txt
Normal file → Executable file
@@ -1,13 +1,25 @@
|
||||
cmake_minimum_required(VERSION 3.0)
|
||||
set(CMAKE_MODULE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cmake)
|
||||
|
||||
if ("${CMAKE_SOURCE_DIR}" STREQUAL "${CMAKE_CURRENT_SOURCE_DIR}")
|
||||
set(RAYLIB_IS_MAIN TRUE)
|
||||
else()
|
||||
set(RAYLIB_IS_MAIN FALSE)
|
||||
endif()
|
||||
|
||||
# Config options
|
||||
option(BUILD_EXAMPLES "Build the examples." ON)
|
||||
option(BUILD_GAMES "Build the example games." ON)
|
||||
option(BUILD_EXAMPLES "Build the examples." ${RAYLIB_IS_MAIN})
|
||||
option(ENABLE_ASAN "Enable AddressSanitizer (ASAN) for debugging (degrades performance)" OFF)
|
||||
option(ENABLE_UBSAN "Enable UndefinedBehaviorSanitizer (UBSan) for debugging" OFF)
|
||||
option(ENABLE_MSAN "Enable MemorySanitizer (MSan) for debugging (not recommended to run with ASAN)" OFF)
|
||||
|
||||
# This helps support the case where emsdk toolchain file is used
|
||||
# either by setting it with -DCMAKE_TOOLCHAIN_FILE=<path_to_emsdk>/upstream/emscripten/cmake/Modules/Platform/Emscripten.cmake
|
||||
# or by using "emcmake cmake -B build -S ." as described in https://emscripten.org/docs/compiling/Building-Projects.html
|
||||
if(EMSCRIPTEN)
|
||||
SET(PLATFORM Web CACHE STRING "Forcing PLATFORM_WEB because EMSCRIPTEN was detected")
|
||||
endif()
|
||||
|
||||
if(CMAKE_VERSION VERSION_LESS "3.1")
|
||||
if(CMAKE_C_COMPILER_ID STREQUAL "GNU")
|
||||
set(CMAKE_C_FLAGS "-std=gnu99 ${CMAKE_C_FLAGS}")
|
||||
@@ -22,8 +34,6 @@ add_if_flag_compiles(-Werror=implicit-function-declaration CMAKE_C_FLAGS)
|
||||
# src/external/jar_xm.h does shady stuff
|
||||
add_if_flag_compiles(-fno-strict-aliasing CMAKE_C_FLAGS)
|
||||
|
||||
include(CheckFileSystemSymlinkSupport)
|
||||
|
||||
if (ENABLE_ASAN)
|
||||
add_if_flag_compiles(-fno-omit-frame-pointer CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
|
||||
add_if_flag_compiles(-fsanitize=address CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
|
||||
@@ -44,11 +54,8 @@ endif()
|
||||
add_subdirectory(src)
|
||||
|
||||
if (${BUILD_EXAMPLES})
|
||||
MESSAGE(STATUS "Building examples is enabled")
|
||||
add_subdirectory(examples)
|
||||
endif()
|
||||
|
||||
if (${BUILD_GAMES})
|
||||
add_subdirectory(games)
|
||||
endif()
|
||||
|
||||
enable_testing()
|
||||
|
@@ -6,8 +6,8 @@ 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 website](https://github.com/raysan5/raylib.com)?
|
||||
- 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.
|
||||
@@ -16,10 +16,10 @@ Use your best judgement, and feel free to propose changes to this document in a
|
||||
### 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 **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 for commercial products.
|
||||
- raylib's license (and its external libs respective licenses) allow using it on commercial projects.
|
||||
|
||||
### Some interesting reads to start with
|
||||
|
||||
@@ -36,7 +36,7 @@ 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:
|
||||
|
||||
@@ -133,4 +133,4 @@ contributing (in some way or another) to make the raylib project better. Huge th
|
||||
- [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!
|
||||
|
186
HISTORY.md
@@ -1,19 +1,19 @@
|
||||

|
||||
|
||||
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 +203,91 @@ 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**.
|
||||
|
||||
notes on raylib 3.5
|
||||
-------------------
|
||||
|
||||
It's December 25th... this crazy 2020 is about to finish and finally the holidays gave me some time to put a new version of raylib. It's been **9 months since last release** and last November raylib become 7 years old... I was not able to release this new version back then but here it is. Many changes and improvements have happened in those months and, even, last August, raylib was awarded with an [Epic Megagrant](https://www.unrealengine.com/en-US/blog/epic-megagrants-fall-2020-update)! Bindings list kept growing to [+50 programming languages](BINDINGS.md) and some new platforms have been supported. Let's see this new version details:
|
||||
|
||||
First, some general numbers of this new update:
|
||||
|
||||
- **+650** commits since previous RELEASE
|
||||
- **+30** functions ADDED (for a TOTAL of **475**!)
|
||||
- **+90** functions REVIEWED/REDESIGNED
|
||||
- **+30** contributors (for a TOTAL of **170**!)
|
||||
- **+8** new examples (for a TOTAL of **+120**!)
|
||||
|
||||
Here the list with some highlights for `raylib 3.5`.
|
||||
|
||||
- NEW **Platform** supported: **Raspberry Pi 4 native mode** (no X11 windows) through [DRM](https://en.wikipedia.org/wiki/Direct_Rendering_Manager) subsystem and GBM API. Actually this is a really interesting improvement because it opens the door to raylib to support other embedded platforms (Odroid, GameShell, NanoPi...). Also worth mentioning the un-official homebrew ports of raylib for [PS4](https://github.com/orbisdev/orbisdev-orbisGl2) and PSVita.
|
||||
|
||||
- NEW **configuration options** exposed: For custom raylib builds, `config.h` now exposes **more than 150 flags and defines** to build raylib with only the desired features, for example, it allows to build a minimal raylib library in just some KB removing all external data filetypes supported, very useful to generate **small executables or embedded devices**.
|
||||
|
||||
- NEW **automatic GIF recording** feature: Actually, automatic GIF recording (**CTRL+F12**) for any raylib application has been available for some versions but this feature was really slow and low-performant using an old gif library with many file-accesses. It has been replaced by a **high-performant alternative** (`msf_gif.h`) that operates directly on memory... and actually works very well! Try it out!
|
||||
|
||||
- NEW **RenderBatch** system: `rlgl` module has been redesigned to support custom **render batches** to allow grouping draw calls as desired, previous implementation just had one default render batch. This feature has not been exposed to raylib API yet but it can be used by advance users dealing with `rlgl` directly. For example, multiple `RenderBatch` can be created for 2D sprites and 3D geometry independently.
|
||||
|
||||
- NEW **Framebuffer** system: `rlgl` module now exposes an API for custom **Framebuffer attachments** (including cubemaps!). raylib `RenderTexture` is a basic use-case, just allowing color and depth textures, but this new API allows the creation of more advance Framebuffers with multiple attachments, like the **G-Buffers**. `GenTexture*()` functions have been redesigned to use this new API.
|
||||
|
||||
- Improved **software rendering**: raylib `Image*()` API is intended for software rendering, for those cases when **no GPU or no Window is available**. Those functions operate directly with **multi-format** pixel data on RAM and they have been completely redesigned to be way faster, specially for small resolutions and retro-gaming. Low-end embedded devices like **microcontrollers with custom displays** could benefit of this raylib functionality!
|
||||
|
||||
- File **loading from memory**: Multiple functions have been redesigned to load data from memory buffers **instead of directly accessing the files**, now all raylib file loading/saving goes through a couple of functions that load data into memory. This feature allows **custom virtual-file-systems** and it gives more control to the user to access data already loaded in memory (i.e. images, fonts, sounds...).
|
||||
|
||||
- NEW **Window states** management system: raylib `core` module has been redesigned to support Window **state check and setup more easily** and also **before/after Window initialization**, `SetConfigFlags()` has been reviewed and `SetWindowState()` has been added to control Window minification, maximization, hidding, focusing, topmost and more.
|
||||
|
||||
- NEW **GitHub Actions** CI/CD system: Previous CI implementation has been reviewed and improved a lot to support **multiple build configurations** (platforms, compilers, static/shared build) and also an **automatic deploy system** has been implemented to automatically attach the diferent generated artifacts to every new release. As the system seems to work very good, previous CI platforms (AppVeyor/TravisCI) have been removed.
|
||||
|
||||
A part of those changes, many new functions have been added, some redundant functions removed and many functions have been reviewed for consistency with the full API (function name, parameters name and order, code formatting...). Again, this release represents is a **great improvement for raylib and marks the way forward** for the library. Make sure to check [CHANGELOG](CHANGELOG) for details! Hope you enjoy it!
|
||||
|
||||
Happy holidays! :)
|
||||
|
91
README.md
@@ -8,59 +8,100 @@ 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)
|
||||
|
||||
[](https://travis-ci.org/raysan5/raylib)
|
||||
[](https://ci.appveyor.com/project/raysan5/raylib)
|
||||
[](https://discord.gg/VkzNHUE)
|
||||
[](LICENSE)
|
||||
[](https://twitter.com/raysan5)
|
||||
<br>
|
||||
|
||||
[](https://github.com/raysan5/raylib/actions)
|
||||
[](https://github.com/raysan5/raylib/actions)
|
||||
[](https://github.com/raysan5/raylib/actions)
|
||||
[](https://github.com/raysan5/raylib/graphs/contributors)
|
||||
[](https://github.com/raysan5/raylib/releases)
|
||||
[](https://github.com/raysan5/raylib/commits/master)
|
||||
[](LICENSE)
|
||||
|
||||
[](https://discord.gg/VkzNHUE)
|
||||
[](https://github.com/raysan5/raylib/stargazers)
|
||||
[](https://twitter.com/raysan5)
|
||||
[](https://www.reddit.com/r/raylib/)
|
||||
|
||||
[](https://github.com/raysan5/raylib/actions?query=workflow%3AWindows)
|
||||
[](https://github.com/raysan5/raylib/actions?query=workflow%3ALinux)
|
||||
[](https://github.com/raysan5/raylib/actions?query=workflow%3AmacOS)
|
||||
[](https://github.com/raysan5/raylib/actions?query=workflow%3AAndroid)
|
||||
[](https://github.com/raysan5/raylib/actions?query=workflow%3AWebAssembly)
|
||||
|
||||
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, RPI, 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 [+120 code examples](https://github.com/raysan5/raylib/tree/master/examples)!
|
||||
- Bindings to [+50 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 Raspberry Pi 0,1,2,3 platform (native mode), `Videocore API` and `EGL` libraries are used for window/context management. Inputs are processed using `evdev` Linux libraries*
|
||||
|
||||
*On Raspberry Pi 4 platform (native mode), `DRM subsystem` and `GBM API` 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
|
||||
-------
|
||||
@@ -73,9 +114,9 @@ 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
|
||||
-------
|
||||
|
||||
raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, BSD-like license that allows static linking with closed source software. Check [LICENSE](LICENSE.md) for further details.
|
||||
raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, BSD-like license that allows static linking with closed source software. Check [LICENSE](LICENSE) for further details.
|
||||
|
20
ROADMAP.md
@@ -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...)
|
||||
- [x] 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
|
||||
|
38
SPONSORS.md
@@ -6,8 +6,42 @@ The following people has contributed with a generous donation to the raylib proj
|
||||
|
||||
## 🥈 Silver Contributors
|
||||
|
||||
...
|
||||
- Jonathan Johnson ([@ecton](https://github.com/ecton))
|
||||
- Eric J. ([@ProfJski](https://github.com/ProfJski))
|
||||
- Rudy Faile ([@rfaile313](https://github.com/rfaile313)) - https://rudyfaile.com/
|
||||
- devdad ([@devdad](https://github.com/devdad))
|
||||
- frithrah ([@frithrah](https://github.com/frithrah))
|
||||
- Zach Geis ([@zacgeis](https://github.com/zacgeis))
|
||||
|
||||
## 🥉 Bronze Contributors
|
||||
|
||||
...
|
||||
- minirop ([@minirop](https://github.com/minirop))
|
||||
- Daniel Gómez ([@Koocachookies](https://github.com/Koocachookies))
|
||||
- Sergio ([@anidealgift](https://github.com/anidealgift))
|
||||
- JFons ([@JFonS](https://github.com/JFonS))
|
||||
- Marc Agüera ([@maguera93](https://github.com/maguera93))
|
||||
- Pau Fernández ([@pauek](https://github.com/pauek))
|
||||
- Jens Pitkänen ([@neonmoe](https://github.com/neonmoe))
|
||||
- Snowminx ([@Gamerfiend](https://github.com/Gamerfiend))
|
||||
- NimbusFox ([@NimbusFox](https://github.com/NimbusFox))
|
||||
- Robin Mattheussen ([@romatthe](https://github.com/romatthe))
|
||||
- Rahul Nair ([@rahulunair](https://github.com/rahulunair))
|
||||
- Grant Haywood ([@cinterloper](https://github.com/cinterloper))
|
||||
- Terry Nguyen ([@terrehbyte](https://github.com/terrehbyte))
|
||||
- albatros-hmd ([@albatros-hmd](https://github.com/albatros-hmd))
|
||||
- Benjamin Stigsen ([@BenStigsen](https://github.com/BenStigsen))
|
||||
- Louis Johnson ([@louisgjohnson](https://github.com/louisgjohnson))
|
||||
- Dani Martin ([@danimartin82](https://github.com/danimartin82))
|
||||
- Tommi Sinivuo ([@TommiSinivuo](https://github.com/TommiSinivuo))
|
||||
- Joakim Wennergren ([@joakimwennergren](https://github.com/joakimwennergren))
|
||||
- Richard Urbanec ([@Poryg1](https://github.com/Poryg1))
|
||||
- pmgl ([@pmgl](https://github.com/pmgl))
|
||||
- cob ([@majorcob](https://github.com/majorcob))
|
||||
- Samuel Batista ([@gamedevsam](https://github.com/gamedevsam))
|
||||
- Alexandre Chêne ([@kooparse](https://github.com/kooparse))
|
||||
- daddio69 ([@daddio69](https://github.com/daddio69))
|
||||
- James Ghawaly ([@jghawaly](https://github.com/jghawaly))
|
||||
- jack ([@Jack-Ji](https://github.com/Jack-Ji))
|
||||
- Merlyn Morgan-Graham ([@kavika13](https://github.com/kavika13))
|
||||
|
||||
|
||||
|
65
appveyor.yml
@@ -1,65 +0,0 @@
|
||||
#os: Visual Studio 2015
|
||||
|
||||
clone_depth: 5
|
||||
|
||||
cache:
|
||||
- C:\ProgramData\chocolatey\bin -> appveyor.yml
|
||||
- C:\ProgramData\chocolatey\lib -> appveyor.yml
|
||||
|
||||
init:
|
||||
- cmake -E remove c:\programdata\chocolatey\bin\cpack.exe
|
||||
- set PATH=%PATH:C:\Program Files (x86)\Git\usr\bin;=%
|
||||
- set PATH=%PATH:C:\Program Files\Git\usr\bin;=%
|
||||
- if [%BITS%]==[32] set MINGW=C:\mingw-w64\i686-6.3.0-posix-dwarf-rt_v5-rev1\mingw32
|
||||
- if [%BITS%]==[64] set MINGW=C:\mingw-w64\x86_64-6.3.0-posix-seh-rt_v5-rev1\mingw64
|
||||
- if [%COMPILER%]==[mingw] set PATH=%MINGW%\bin;%PATH%
|
||||
- set RAYLIB_PACKAGE_SUFFIX=-Win%BITS%-%COMPILER%
|
||||
- set VERBOSE=1
|
||||
|
||||
environment:
|
||||
matrix:
|
||||
- compiler: mingw
|
||||
bits: 32
|
||||
examples: ON
|
||||
- compiler: mingw
|
||||
bits: 64
|
||||
examples: ON
|
||||
- compiler: msvc15
|
||||
bits: 32
|
||||
examples: OFF
|
||||
- compiler: msvc15
|
||||
bits: 64
|
||||
examples: OFF
|
||||
|
||||
before_build:
|
||||
- if [%compiler%]==[mingw] set CFLAGS=-m%BITS% & set LDFLAGS=-m%BITS% & set GENERATOR="MinGW Makefiles"
|
||||
- if [%COMPILER%]==[msvc15] if [%BITS%]==[32] set GENERATOR="Visual Studio 14 2015"
|
||||
- if [%COMPILER%]==[msvc15] if [%BITS%]==[64] set GENERATOR="Visual Studio 14 2015 Win64"
|
||||
- mkdir build
|
||||
- cd build
|
||||
|
||||
build_script:
|
||||
- cmake -G %GENERATOR% -DSTATIC=ON -DSHARED=ON -DBUILD_EXAMPLES=%examples% -DBUILD_GAMES=%examples% -DINCLUDE_EVERYTHING=ON ..
|
||||
- cmake --build . --target install
|
||||
|
||||
after_build:
|
||||
- cmake --build . --target package
|
||||
|
||||
before_test:
|
||||
|
||||
test_script:
|
||||
|
||||
artifacts:
|
||||
- path: 'build\*.zip'
|
||||
|
||||
deploy:
|
||||
- provider: GitHub
|
||||
auth_token:
|
||||
secure: OxKnnT3tlkPl9365cOO84rDWU4UkHIYJc0D3r3Tv7rB3HaR2BBhlhCnl7g3nuOJy
|
||||
artifact: /.*\.zip/
|
||||
draft: false
|
||||
prerelease: false
|
||||
force_update: true
|
||||
on:
|
||||
branch: master
|
||||
appveyor_repo_tag: true # deploy on tag push only
|
@@ -1,13 +0,0 @@
|
||||
# Populates a ${FILESYSTEM_LACKS_SYMLINKS} variable
|
||||
message(STATUS "Testing if file system supports symlinks")
|
||||
execute_process(
|
||||
COMMAND ${CMAKE_COMMAND} -E create_symlink CMakeLists.txt "${CMAKE_CURRENT_BINARY_DIR}/TestingIfSymlinkWorks"
|
||||
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
|
||||
RESULT_VARIABLE FILESYSTEM_LACKS_SYMLINKS
|
||||
)
|
||||
If (FILESYSTEM_LACKS_SYMLINKS)
|
||||
message(STATUS "Testing if file system supports symlinks -- unsupported")
|
||||
else()
|
||||
message(STATUS "Testing if file system supports symlinks -- supported")
|
||||
endif()
|
||||
|
26
cmake/JoinPaths.cmake
Normal file
@@ -0,0 +1,26 @@
|
||||
# This module provides function for joining paths
|
||||
# known from most languages
|
||||
#
|
||||
# Original license:
|
||||
# SPDX-License-Identifier: (MIT OR CC0-1.0)
|
||||
# Explicit permission given to distribute this module under
|
||||
# the terms of the project as described in /LICENSE.rst.
|
||||
# Copyright 2020 Jan Tojnar
|
||||
# https://github.com/jtojnar/cmake-snips
|
||||
#
|
||||
# Modelled after Python’s os.path.join
|
||||
# https://docs.python.org/3.7/library/os.path.html#os.path.join
|
||||
# Windows not supported
|
||||
function(join_paths joined_path first_path_segment)
|
||||
set(temp_path "${first_path_segment}")
|
||||
foreach(current_segment IN LISTS ARGN)
|
||||
if(NOT ("${current_segment}" STREQUAL ""))
|
||||
if(IS_ABSOLUTE "${current_segment}")
|
||||
set(temp_path "${current_segment}")
|
||||
else()
|
||||
set(temp_path "${temp_path}/${current_segment}")
|
||||
endif()
|
||||
endif()
|
||||
endforeach()
|
||||
set(${joined_path} "${temp_path}" PARENT_SCOPE)
|
||||
endfunction()
|
@@ -1,12 +1,20 @@
|
||||
SET(CMAKE_SYSTEM_NAME Linux)
|
||||
SET(CMAKE_SYSTEM_PROCESSOR x86)
|
||||
|
||||
if (CMAKE_HOST_WIN32)
|
||||
SET(EMSCRIPTEN_EXTENSION ".bat")
|
||||
else ()
|
||||
SET(EMSCRIPTEN_EXTENSION "")
|
||||
endif()
|
||||
|
||||
SET(CMAKE_C_COMPILER emcc${EMSCRIPTEN_EXTENSION})
|
||||
SET(CMAKE_CXX_COMPILER em++${EMSCRIPTEN_EXTENSION})
|
||||
|
||||
SET(CMAKE_C_COMPILER emcc)
|
||||
SET(CMAKE_CXX_COMPILER em++)
|
||||
if(NOT DEFINED CMAKE_AR)
|
||||
find_program(CMAKE_AR NAMES emar)
|
||||
find_program(CMAKE_AR NAMES emar${EMSCRIPTEN_EXTENSION})
|
||||
endif()
|
||||
if(NOT DEFINED CMAKE_RANLIB)
|
||||
find_program(CMAKE_RANLIB NAMES emranlib)
|
||||
find_program(CMAKE_RANLIB NAMES emranlib${EMSCRIPTEN_EXTENSION})
|
||||
endif()
|
||||
|
||||
set(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
|
||||
|
@@ -28,7 +28,6 @@ if (APPLE AND NOT CMAKE_SYSTEM STRLESS "Darwin-18.0.0")
|
||||
add_definitions(-DGL_SILENCE_DEPRECATION)
|
||||
MESSAGE(AUTHOR_WARNING "OpenGL is deprecated starting with macOS 10.14 (Mojave)!")
|
||||
endif()
|
||||
set(OUTPUT_EXT)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/rlgl_standalone.c)
|
||||
|
||||
include(CheckIncludeFile)
|
||||
@@ -81,16 +80,16 @@ if(${PLATFORM} MATCHES "Android")
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_basic_lighting.c)
|
||||
|
||||
elseif(${PLATFORM} MATCHES "Web")
|
||||
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Os -s USE_GLFW=3 -s ASSERTIONS=1 -s WASM=1 -s EMTERPRETIFY=1 -s EMTERPRETIFY_ASYNC=1")
|
||||
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Os -s USE_GLFW=3 -s ASSERTIONS=1 -s WASM=1 -s ASYNCIFY")
|
||||
# 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")
|
||||
set(CMAKE_EXECUTABLE_SUFFIX ".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 ${CMAKE_SHARED_LIBRARY_LINK_C_FLAGS})
|
||||
string(REPLACE "-rdynamic" "" CMAKE_SHARED_LIBRARY_LINK_C_FLAGS "${CMAKE_SHARED_LIBRARY_LINK_C_FLAGS}")
|
||||
endif()
|
||||
|
||||
include_directories(BEFORE SYSTEM others/external/include)
|
||||
@@ -103,7 +102,7 @@ endif()
|
||||
foreach(example_source ${example_sources})
|
||||
# Create the basename for the example
|
||||
get_filename_component(example_name ${example_source} NAME)
|
||||
string(REPLACE ".c" "${OUTPUT_EXT}" example_name ${example_name})
|
||||
string(REPLACE ".c" "" example_name ${example_name})
|
||||
|
||||
# Setup the example
|
||||
add_executable(${example_name} ${example_source})
|
||||
@@ -125,7 +124,7 @@ if (${PLATFORM} MATCHES "Desktop")
|
||||
foreach (example_source "others/rlgl_standalone.c")
|
||||
# Create the basename for the example
|
||||
get_filename_component(example_name ${example_source} NAME)
|
||||
string(REPLACE ".c" "${OUTPUT_EXT}" example_name ${example_name})
|
||||
string(REPLACE ".c" "" example_name ${example_name})
|
||||
add_executable(${example_name} ${example_source})
|
||||
add_dependencies(${example_name} raylib)
|
||||
target_link_libraries(${example_name} ${raylib_LDFLAGS})
|
||||
|
@@ -25,8 +25,7 @@
|
||||
|
||||
# Define required raylib variables
|
||||
PROJECT_NAME ?= raylib_examples
|
||||
RAYLIB_VERSION ?= 2.5.0
|
||||
RAYLIB_API_VERSION ?= 2
|
||||
RAYLIB_VERSION ?= 3.5.0
|
||||
RAYLIB_PATH ?= ..
|
||||
|
||||
# Define default options
|
||||
@@ -96,6 +95,12 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
PLATFORM_OS=LINUX
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_DRM)
|
||||
UNAMEOS=$(shell uname)
|
||||
ifeq ($(UNAMEOS),Linux)
|
||||
PLATFORM_OS=LINUX
|
||||
endif
|
||||
endif
|
||||
|
||||
# RAYLIB_PATH adjustment for different platforms.
|
||||
# If using GNU make, we can get the full path to the top of the tree. Windows? BSD?
|
||||
@@ -110,16 +115,19 @@ endif
|
||||
# This is not currently used by src/Makefile. Not sure of its origin or usage. Refer to wiki.
|
||||
# TODO: update install: target in src/Makefile for RPI, consider relation to LINUX.
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
RAYLIB_PATH ?= /home/pi/raylib
|
||||
RAYLIB_PATH ?= /home/pi/raylib
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_DRM)
|
||||
RAYLIB_PATH ?= /home/pi/raylib
|
||||
endif
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# Emscripten required variables
|
||||
EMSDK_PATH ?= C:/emsdk
|
||||
EMSCRIPTEN_PATH ?= $(EMSDK_PATH)/fastcomp/emscripten
|
||||
CLANG_PATH = $(EMSDK_PATH)/fastcomp/bin
|
||||
PYTHON_PATH = $(EMSDK_PATH)/python/2.7.13.1_64bit/python-2.7.13.amd64
|
||||
NODE_PATH = $(EMSDK_PATH)/node/12.9.1_64bit/bin
|
||||
EMSCRIPTEN_PATH ?= $(EMSDK_PATH)/upstream/emscripten
|
||||
CLANG_PATH = $(EMSDK_PATH)/upstream/bin
|
||||
PYTHON_PATH = $(EMSDK_PATH)/python/3.7.4-pywin32_64bit
|
||||
NODE_PATH = $(EMSDK_PATH)/node/12.18.1_64bit/bin
|
||||
export PATH = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH);C:\raylib\MinGW\bin:$$(PATH)
|
||||
endif
|
||||
|
||||
@@ -176,6 +184,9 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
MAKE = make
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
MAKE = make
|
||||
endif
|
||||
endif
|
||||
|
||||
# Define compiler flags:
|
||||
@@ -205,11 +216,6 @@ endif
|
||||
# Additional flags for compiler (if desired)
|
||||
#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
# resource file contains windows executable icon and properties
|
||||
# -Wl,--subsystem,windows hides the console window
|
||||
CFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data -Wl,--subsystem,windows
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
ifeq ($(RAYLIB_LIBTYPE),STATIC)
|
||||
CFLAGS += -D_DEFAULT_SOURCE
|
||||
@@ -223,6 +229,9 @@ endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
CFLAGS += -std=gnu99
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_DRM)
|
||||
CFLAGS += -std=gnu99 -DEGL_NO_X11
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# -Os # size optimization
|
||||
# -O2 # optimization level 2, if used, also set --memory-init-file 0
|
||||
@@ -231,16 +240,16 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
|
||||
# -s USE_PTHREADS=1 # multithreading support
|
||||
# -s WASM=0 # disable Web Assembly, emitted by default
|
||||
# -s EMTERPRETIFY=1 # enable emscripten code interpreter (very slow)
|
||||
# -s EMTERPRETIFY_ASYNC=1 # support synchronous loops by emterpreter
|
||||
# -s ASYNCIFY # lets synchronous C/C++ code interact with asynchronous JS
|
||||
# -s FORCE_FILESYSTEM=1 # force filesystem to load/save files data
|
||||
# -s ASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off)
|
||||
# --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 += -s USE_GLFW=3 -s FORCE_FILESYSTEM=1 -s EMTERPRETIFY=1 -s EMTERPRETIFY_ASYNC=1 --preload-file $(dir $<)resources@resources
|
||||
# --source-map-base # allow debugging in browser with source map
|
||||
CFLAGS += -s USE_GLFW=3 -s ASYNCIFY -s TOTAL_MEMORY=67108864 -s FORCE_FILESYSTEM=1 $(dir $<)resources@resources
|
||||
|
||||
# NOTE: Simple raylib examples are compiled to be interpreter by emterpreter, that way,
|
||||
# NOTE: Simple raylib examples are compiled to be interpreter with asyncify, that way,
|
||||
# we can compile same code for ALL platforms with no change required, but, working on bigger
|
||||
# projects, code needs to be refactored to avoid a blocking while() loop, moving Update and Draw
|
||||
# logic to a self contained function: UpdateDrawFrame(), check core_basic_window_web.c for reference.
|
||||
@@ -261,15 +270,17 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
INCLUDE_PATHS += -I/opt/vc/include/interface/vmcs_host/linux
|
||||
INCLUDE_PATHS += -I/opt/vc/include/interface/vcos/pthreads
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_DRM)
|
||||
# DRM required libraries
|
||||
INCLUDE_PATHS += -I/usr/include/libdrm
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),BSD)
|
||||
# Consider -L$(RAYLIB_H_INSTALL_PATH)
|
||||
INCLUDE_PATHS += -I/usr/local/include
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
# Reset everything.
|
||||
# Precedence: immediately local, installed version, raysan5 provided libs -I$(RAYLIB_H_INSTALL_PATH) -I$(RAYLIB_PATH)/release/include
|
||||
INCLUDE_PATHS = -I$(RAYLIB_H_INSTALL_PATH) -isystem. -isystem$(RAYLIB_PATH)/src -isystem$(RAYLIB_PATH)/release/include -isystem$(RAYLIB_PATH)/src/external
|
||||
INCLUDE_PATHS = -I$(RAYLIB_H_INSTALL_PATH) -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
|
||||
endif
|
||||
endif
|
||||
|
||||
@@ -277,6 +288,14 @@ 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
|
||||
@@ -284,7 +303,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
# Reset everything.
|
||||
# Precedence: immediately local, installed version, raysan5 provided libs
|
||||
LDFLAGS = -L. -L$(RAYLIB_INSTALL_PATH) -L$(RAYLIB_RELEASE_PATH)
|
||||
LDFLAGS = -L. -L$(RAYLIB_INSTALL_PATH) -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)
|
||||
endif
|
||||
endif
|
||||
|
||||
@@ -292,6 +311,10 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
LDFLAGS += -L/opt/vc/lib
|
||||
endif
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_DRM)
|
||||
LDFLAGS += -lGLESv2 -lEGL -ldrm -lgbm
|
||||
endif
|
||||
|
||||
# Define any libraries required on linking
|
||||
# if you want to link libraries (libname.so or libname.a), use the -lname
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
@@ -344,9 +367,14 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
# NOTE: Required packages: libasound2-dev (ALSA)
|
||||
LDLIBS = -lraylib -lbrcmGLESv2 -lbrcmEGL -lpthread -lrt -lm -lbcm_host -ldl
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_DRM)
|
||||
# Libraries for DRM compiling
|
||||
# NOTE: Required packages: libasound2-dev (ALSA)
|
||||
LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lgbm -ldrm -ldl
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# Libraries for web (HTML5) compiling
|
||||
LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.bc
|
||||
LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.a
|
||||
endif
|
||||
|
||||
# Define all object files required
|
||||
@@ -372,7 +400,9 @@ CORE = \
|
||||
core/core_scissor_test \
|
||||
core/core_storage_values \
|
||||
core/core_vr_simulator \
|
||||
core/core_loading_thread
|
||||
core/core_loading_thread \
|
||||
core/core_quat_conversion \
|
||||
core/core_window_flags
|
||||
|
||||
SHAPES = \
|
||||
shapes/shapes_basic_shapes \
|
||||
@@ -408,7 +438,9 @@ TEXTURES = \
|
||||
textures/textures_background_scrolling \
|
||||
textures/textures_sprite_button \
|
||||
textures/textures_sprite_explosion \
|
||||
textures/textures_bunnymark
|
||||
textures/textures_bunnymark \
|
||||
textures/textures_blend_modes \
|
||||
textures/textures_draw_tiled
|
||||
|
||||
TEXT = \
|
||||
text/text_raylib_fonts \
|
||||
@@ -453,7 +485,11 @@ SHADERS = \
|
||||
shaders/shaders_eratosthenes \
|
||||
shaders/shaders_basic_lighting \
|
||||
shaders/shaders_fog \
|
||||
shaders/shaders_simple_mask
|
||||
shaders/shaders_simple_mask \
|
||||
shaders/shaders_spotlight \
|
||||
shaders/shaders_hot_reloading \
|
||||
shaders/shaders_rlgl_mesh_instanced \
|
||||
shaders/shaders_multi_sample2d
|
||||
|
||||
AUDIO = \
|
||||
audio/audio_module_playing \
|
||||
@@ -477,8 +513,8 @@ all: $(CORE) $(SHAPES) $(TEXT) $(TEXTURES) $(MODELS) $(SHADERS) $(AUDIO) $(PHYSI
|
||||
|
||||
core: $(CORE)
|
||||
shapes: $(SHAPES)
|
||||
text: $(TEXT)
|
||||
textures: $(TEXTURES)
|
||||
text: $(TEXT)
|
||||
models: $(MODELS)
|
||||
shaders: $(SHADERS)
|
||||
audio: $(AUDIO)
|
||||
@@ -500,7 +536,8 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
del *.o *.exe /s
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable|x-pie-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -fv
|
||||
find . -type f -executable -delete
|
||||
rm -fv *.o
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
find . -type f -perm +ugo+x -delete
|
||||
@@ -511,6 +548,10 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
find . -type f -executable -delete
|
||||
rm -fv *.o
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_DRM)
|
||||
find . -type f -executable -delete
|
||||
rm -fv *.o
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
del *.o *.html *.js
|
||||
endif
|
||||
|
@@ -2,7 +2,7 @@
|
||||
#
|
||||
# raylib makefile for Android project (APK building)
|
||||
#
|
||||
# Copyright (c) 2017 Ramon Santamaria (@raysan5)
|
||||
# Copyright (c) 2017-2020 Ramon Santamaria (@raysan5)
|
||||
#
|
||||
# This software is provided "as-is", without any express or implied warranty. In no event
|
||||
# will the authors be held liable for any damages arising from the use of this software.
|
||||
@@ -26,21 +26,40 @@ PLATFORM ?= PLATFORM_ANDROID
|
||||
RAYLIB_PATH ?= ..\..
|
||||
|
||||
# Define Android architecture (armeabi-v7a, arm64-v8a, x86, x86-64) and API version
|
||||
ANDROID_ARCH ?= ARM
|
||||
ANDROID_API_VERSION = 21
|
||||
# Starting in 2019 using ARM64 is mandatory for published apps,
|
||||
# Starting on August 2020, minimum required target API is Android 10 (API level 29)
|
||||
ANDROID_ARCH ?= ARM64
|
||||
ANDROID_API_VERSION = 29
|
||||
|
||||
# Android required path variables
|
||||
# NOTE: Starting with Android NDK r21, no more toolchain generation is required, NDK is the toolchain on itself
|
||||
ifeq ($(OS),Windows_NT)
|
||||
ANDROID_NDK = C:/android-ndk
|
||||
ANDROID_TOOLCHAIN = $(ANDROID_NDK)/toolchains/llvm/prebuilt/windows-x86_64
|
||||
else
|
||||
ANDROID_NDK ?= /usr/lib/android/ndk
|
||||
ANDROID_TOOLCHAIN = $(ANDROID_NDK)/toolchains/llvm/prebuilt/linux-x86_64
|
||||
endif
|
||||
|
||||
ifeq ($(ANDROID_ARCH),ARM)
|
||||
ANDROID_ARCH_NAME = armeabi-v7a
|
||||
ANDROID_ARCH_NAME = armeabi-v7a
|
||||
endif
|
||||
ifeq ($(ANDROID_ARCH),ARM64)
|
||||
ANDROID_ARCH_NAME = arm64-v8a
|
||||
ANDROID_ARCH_NAME = arm64-v8a
|
||||
endif
|
||||
ifeq ($(ANDROID_ARCH),x86)
|
||||
ANDROID_ARCH_NAME = i686
|
||||
endif
|
||||
ifeq ($(ANDROID_ARCH),x86_64)
|
||||
ANDROID_ARCH_NAME = x86_64
|
||||
endif
|
||||
|
||||
# Required path variables
|
||||
# NOTE: JAVA_HOME must be set to JDK
|
||||
JAVA_HOME ?= C:/JavaJDK
|
||||
# NOTE: JAVA_HOME must be set to JDK (using OpenJDK 13)
|
||||
JAVA_HOME ?= C:/open-jdk
|
||||
ANDROID_HOME = C:/android-sdk
|
||||
ANDROID_TOOLCHAIN = C:/android_toolchain_$(ANDROID_ARCH)_API$(ANDROID_API_VERSION)
|
||||
ANDROID_BUILD_TOOLS = $(ANDROID_HOME)/build-tools/28.0.1
|
||||
ANDROID_TOOLCHAIN = C:/android-ndk/toolchains/llvm/prebuilt/windows-x86_64
|
||||
ANDROID_BUILD_TOOLS = $(ANDROID_HOME)/build-tools/29.0.3
|
||||
ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools
|
||||
|
||||
# Android project configuration variables
|
||||
@@ -81,13 +100,12 @@ ifeq ($(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
|
||||
|
||||
@@ -226,7 +244,7 @@ generate_android_manifest:
|
||||
# Generate storekey for APK signing: $(PROJECT_NAME).keystore
|
||||
# NOTE: Configure here your Distinguished Names (-dname) if required!
|
||||
generate_apk_keystore:
|
||||
if not exist $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore $(JAVA_HOME)/bin/keytool -genkeypair -validity 1000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
|
||||
if not exist $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore $(JAVA_HOME)/bin/keytool -genkeypair -validity 10000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
|
||||
|
||||
# Config project package and resource using AndroidManifest.xml and res/values/strings.xml
|
||||
# NOTE: Generates resources file: src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java
|
||||
@@ -274,7 +292,7 @@ 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:
|
||||
@@ -287,7 +305,7 @@ logcat:
|
||||
|
||||
# Install and monitorize $(PROJECT_NAME).apk to default emulator/device
|
||||
deploy:
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb install -r $(PROJECT_NAME).apk
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb install $(PROJECT_NAME).apk
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb logcat -c
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
|
||||
|
||||
|
@@ -24,10 +24,12 @@ Examples using raylib core platform functionality like window creation, inputs,
|
||||
| 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) | ⭐️ |
|
||||
| 19 | [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) | ⭐️ |
|
||||
| 20 | [core_storage_values](core/core_storage_values.c) | <img src="core/core_storage_values.png" alt="core_storage_values" width="200"> | ray | |
|
||||
| 21 | [core_vr_simulator](core/core_vr_simulator.c) | <img src="core/core_vr_simulator.png" alt="core_vr_simulator" width="200"> | ray | |
|
||||
| 22 | [core_loading_thread](core/core_loading_thread.c) | <img src="core/core_loading_thread.png" alt="core_loading_thread" width="200"> | ray | ⭐️ |
|
||||
| 23 | [core/core_quat_conversion](core/core_quat_conversion.c) | <img src="core/core_quat_conversion.png" alt="core_quat_conversion" width="200"> | [Chris Camacho](https://github.com/codifies) | ⭐️ |
|
||||
| 24 | [core/core_window_flags](core/core_window_flags.c) | <img src="core/core_window_flags.png" alt="core_window_flags" width="200"> | ray | ⭐️ | | ⭐️ |
|
||||
|
||||
### category: shapes
|
||||
|
||||
@@ -35,21 +37,47 @@ Examples using raylib shapes drawing functionality, provided by raylib [shapes](
|
||||
|
||||
| ## | 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) | |
|
||||
| 25 | [shapes_basic_shapes](shapes/shapes_basic_shapes.c) | <img src="shapes/shapes_basic_shapes.png" alt="shapes_basic_shapes" width="200"> | ray | |
|
||||
| 26 | [shapes_bouncing_ball](shapes/shapes_bouncing_ball.c) | <img src="shapes/shapes_bouncing_ball.png" alt="shapes_bouncing_ball" width="200"> | ray | ⭐️ |
|
||||
| 27 | [shapes_colors_palette](shapes/shapes_colors_palette.c) | <img src="shapes/shapes_colors_palette.png" alt="shapes_colors_palette" width="200"> | ray | |
|
||||
| 28 | [shapes_logo_raylib](shapes/shapes_logo_raylib.c) | <img src="shapes/shapes_logo_raylib.png" alt="shapes_logo_raylib" width="200"> | ray | |
|
||||
| 29 | [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 | |
|
||||
| 30 | [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) | |
|
||||
| 31 | [shapes_lines_bezier](shapes/shapes_lines_bezier.c) | <img src="shapes/shapes_lines_bezier.png" alt="shapes_lines_bezier" width="200"> | ray | |
|
||||
| 32 | [shapes_collision_area](shapes/shapes_collision_area.c) | <img src="shapes/shapes_collision_area.png" alt="shapes_collision_area" width="200"> | ray | ⭐️ |
|
||||
| 33 | [shapes_following_eyes](shapes/shapes_following_eyes.c) | <img src="shapes/shapes_following_eyes.png" alt="shapes_following_eyes" width="200"> | ray | ⭐️ |
|
||||
| 34 | [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 | ⭐️ |
|
||||
| 35 | [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 | ⭐️ |
|
||||
| 36 | [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 | ⭐️ |
|
||||
| 37 | [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) | ⭐️ |
|
||||
| 38 | [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) | |
|
||||
| 39 | [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: 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 |
|
||||
|----|---------------------------------------------------------------------------|--------------------------------------------------------------------------------------------------------|:------------------------------------------------:|:---:|
|
||||
| 40 | [textures_logo_raylib](textures/textures_logo_raylib.c) | <img src="textures/textures_logo_raylib.png" alt="textures_logo_raylib" width="200"> | ray | |
|
||||
| 41 | [textures_rectangle](textures/textures_rectangle.c) | <img src="textures/textures_rectangle.png" alt="textures_rectangle" width="200"> | ray | |
|
||||
| 42 | [textures_srcrec_dstrec](textures/textures_srcrec_dstrec.c) | <img src="textures/textures_srcrec_dstrec.png" alt="textures_srcrec_dstrec" width="200"> | ray | |
|
||||
| 43 | [textures_image_drawing](textures/textures_image_drawing.c) | <img src="textures/textures_image_drawing.png" alt="textures_image_drawing" width="200"> | ray | |
|
||||
| 44 | [textures_image_generation](textures/textures_image_generation.c) | <img src="textures/textures_image_generation.png" alt="textures_image_generation" width="200"> | ray | |
|
||||
| 45 | [textures_image_loading](textures/textures_image_loading.c) | <img src="textures/textures_image_loading.png" alt="textures_image_loading" width="200"> | ray | |
|
||||
| 46 | [textures_image_processing](textures/textures_image_processing.c) | <img src="textures/textures_image_processing.png" alt="textures_image_processing" width="200"> | ray | |
|
||||
| 47 | [textures_image_text](textures/textures_image_text.c) | <img src="textures/textures_image_text.png" alt="textures_image_text" width="200"> | ray | |
|
||||
| 48 | [textures_to_image](textures/textures_to_image.c) | <img src="textures/textures_to_image.png" alt="textures_to_image" width="200"> | ray | ⭐️ |
|
||||
| 49 | [textures_raw_data](textures/textures_raw_data.c) | <img src="textures/textures_raw_data.png" alt="textures_raw_data" width="200"> | ray | |
|
||||
| 50 | [textures_particles_blending](textures/textures_particles_blending.c) | <img src="textures/textures_particles_blending.png" alt="textures_particles_blending" width="200"> | ray | |
|
||||
| 51 | [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) | |
|
||||
| 52 | [textures_background_scrolling](textures/textures_background_scrolling.c) | <img src="textures/textures_background_scrolling.png" alt="textures_background_scrolling" width="200"> | ray | ⭐️ |
|
||||
| 53 | [textures_sprite_button](textures/textures_sprite_button.c) | <img src="textures/textures_sprite_button.png" alt="textures_sprite_button" width="200"> | ray | ⭐️ |
|
||||
| 54 | [textures_sprite_explosion](textures/textures_sprite_explosion.c) | <img src="textures/textures_sprite_explosion.png" alt="textures_sprite_explosion" width="200"> | ray | ⭐️ |
|
||||
| 55 | [textures_bunnymark](textures/textures_bunnymark.c) | <img src="textures/textures_bunnymark.png" alt="textures_bunnymark" width="200"> | ray | |
|
||||
| 56 | [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) | |
|
||||
| 57 | [textures_blend_modes](textures/textures_blend_modes.c) | <img src="textures/textures_blend_modes.png" alt="textures_blend_modes" width="200"> | [Karlo Licudine](https://github.com/accidentalrebel) | ⭐️ |
|
||||
| 58 | [textures/textures_draw_tiled](textures/textures_draw_tiled.c) | <img src="textures/textures_draw_tiled.png" alt="textures_draw_tiled" width="200"> | [Vlad Adrian](https://github.com/demizdor) | ⭐️ |
|
||||
|
||||
### category: text
|
||||
|
||||
@@ -57,40 +85,16 @@ Examples using raylib text functionality, including sprite fonts loading/generat
|
||||
|
||||
| ## | 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) | ⭐️ |
|
||||
| 59 | [text_raylib_fonts](text/text_raylib_fonts.c) | <img src="text/text_raylib_fonts.png" alt="text_raylib_fonts" width="200"> | ray | |
|
||||
| 60 | [text_font_spritefont](text/text_font_spritefont.c) | <img src="text/text_font_spritefont.png" alt="text_font_spritefont" width="200"> | ray | |
|
||||
| 61 | [text_font_filters](text/text_font_filters.c) | <img src="text/text_font_filters.png" alt="text_font_filters" width="200"> | ray | |
|
||||
| 62 | [text_font_loading](text/text_font_loading.c) | <img src="text/text_font_loading.png" alt="text_font_loading" width="200"> | ray | |
|
||||
| 63 | [text_font_sdf](text/text_font_sdf.c) | <img src="text/text_font_sdf.png" alt="text_font_sdf" width="200"> | ray | |
|
||||
| 64 | [text_format_text](text/text_format_text.c) | <img src="text/text_format_text.png" alt="text_format_text" width="200"> | ray | |
|
||||
| 65 | [text_input_box](text/text_input_box.c) | <img src="text/text_input_box.png" alt="text_input_box" width="200"> | ray | |
|
||||
| 66 | [text_writing_anim](text/text_writing_anim.c) | <img src="text/text_writing_anim.png" alt="text_writing_anim" width="200"> | ray | |
|
||||
| 67 | [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) | |
|
||||
| 68 | [text_unicode](text/text_unicode.c) | <img src="text/text_unicode.png" alt="text_unicode" width="200"> | [Vlad Adrian](https://github.com/demizdor) | |
|
||||
|
||||
### category: models
|
||||
|
||||
@@ -98,24 +102,22 @@ Examples using raylib models functionality, including models loading/generation
|
||||
|
||||
| ## | 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 | |
|
||||
| 69 | [models_animation](models/models_animation.c) | <img src="models/models_animation.png" alt="models_animation" width="200"> | [culacant](https://github.com/culacant) | |
|
||||
| 70 | [models_billboard](models/models_billboard.c) | <img src="models/models_billboard.png" alt="models_billboard" width="200"> | ray | |
|
||||
| 71 | [models_box_collisions](models/models_box_collisions.c) | <img src="models/models_box_collisions.png" alt="models_box_collisions" width="200"> | ray | |
|
||||
| 72 | [models_cubicmap](models/models_cubicmap.c) | <img src="models/models_cubicmap.png" alt="models_cubicmap" width="200"> | ray | |
|
||||
| 73 | [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 | |
|
||||
| 74 | [models_geometric_shapes](models/models_geometric_shapes.c) | <img src="models/models_geometric_shapes.png" alt="models_geometric_shapes" width="200"> | ray | |
|
||||
| 75 | [models_material_pbr](models/models_material_pbr.c) | <img src="models/models_material_pbr.png" alt="models_material_pbr" width="200"> | ray | |
|
||||
| 76 | [models_mesh_generation](models/models_mesh_generation.c) | <img src="models/models_mesh_generation.png" alt="models_mesh_generation" width="200"> | ray | |
|
||||
| 77 | [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) | |
|
||||
| 78 | [models_loading](models/models_loading.c) | <img src="models/models_loading.png" alt="models_loading" width="200"> | ray | |
|
||||
| 79 | [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) | |
|
||||
| 80 | [models_rlgl_solar_system](models/models_rlgl_solar_system.c) | <img src="models/models_rlgl_solar_system.png" alt="models_rlgl_solar_system" width="200"> | ray | |
|
||||
| 81 | [models_skybox](models/models_skybox.c) | <img src="models/models_skybox.png" alt="models_skybox" width="200"> | ray | |
|
||||
| 82 | [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) | |
|
||||
| 83 | [models_heightmap](models/models_heightmap.c) | <img src="models/models_heightmap.png" alt="models_heightmap" width="200"> | ray | |
|
||||
| 84 | [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) | ⭐️ |
|
||||
|
||||
### category: shaders
|
||||
|
||||
@@ -123,19 +125,23 @@ Examples using raylib shaders functionality, including shaders loading, paramete
|
||||
|
||||
| ## | 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) | ⭐️ |
|
||||
| 85 | [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) | |
|
||||
| 86 | [shaders_model_shader](shaders/shaders_model_shader.c) | <img src="shaders/shaders_model_shader.png" alt="shaders_model_shader" width="200"> | ray | |
|
||||
| 87 | [shaders_shapes_textures](shaders/shaders_shapes_textures.c) | <img src="shaders/shaders_shapes_textures.png" alt="shaders_shapes_textures" width="200"> | ray | |
|
||||
| 88 | [shaders_custom_uniform](shaders/shaders_custom_uniform.c) | <img src="shaders/shaders_custom_uniform.png" alt="shaders_custom_uniform" width="200"> | ray | |
|
||||
| 89 | [shaders_postprocessing](shaders/shaders_postprocessing.c) | <img src="shaders/shaders_postprocessing.png" alt="shaders_postprocessing" width="200"> | ray | |
|
||||
| 90 | [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) | |
|
||||
| 91 | [shaders_raymarching](shaders/shaders_raymarching.c) | <img src="shaders/shaders_raymarching.png" alt="shaders_raymarching" width="200"> | Shader by Iñigo Quilez | |
|
||||
| 92 | [shaders_texture_drawing](shaders/shaders_texture_drawing.c) | <img src="shaders/shaders_texture_drawing.png" alt="shaders_texture_drawing" width="200"> | Michał Ciesielski | |
|
||||
| 93 | [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) | |
|
||||
| 94 | [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) | |
|
||||
| 95 | [shaders_eratosthenes](shaders/shaders_eratosthenes.c) | <img src="shaders/shaders_eratosthenes.png" alt="shaders_eratosthenes" width="200"> | [ProfJski](https://github.com/ProfJski) | |
|
||||
| 96 | [shaders_fog](shaders/shaders_fog.c) | <img src="shaders/shaders_fog.png" alt="shaders_fog" width="200"> | [Chris Camacho](https://github.com/codifies) | |
|
||||
| 97 | [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) | |
|
||||
| 98 | [shaders_spotlight](shaders/shaders_spotlight.c) | <img src="shaders/shaders_spotlight.png" alt="shaders_spotlight" width="200"> | [Chris Camacho](https://github.com/codifies) | ⭐️ |
|
||||
| 99 | [shaders_hot_reloading](shaders/shaders_hot_reloading.c) | <img src="shaders/shaders_hot_reloading.png" alt="shaders_hot_reloading" width="200"> | ray | ⭐️ |
|
||||
| 100 | [shaders_rlgl_mesh_instanced](shaders/shaders_rlgl_mesh_instanced.c) | <img src="shaders/shaders_rlgl_mesh_instanced.png" alt="shaders_rlgl_mesh_instanced" width="200"> | [Chris Camacho](https://github.com/codifies) | ⭐️ |
|
||||
| 101 | [shaders_multi_sample2d](shaders/shaders_multi_sample2d.c) | <img src="shaders/shaders_multi_sample2d.png" alt="shaders_multi_sample2d" width="200"> | ray | ⭐️ |
|
||||
|
||||
### category: audio
|
||||
|
||||
@@ -143,11 +149,11 @@ Examples using raylib audio functionality, including sound/music loading and pla
|
||||
|
||||
| ## | 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) | ⭐️ |
|
||||
| 102 | [audio_module_playing](audio/audio_module_playing.c) | <img src="audio/audio_module_playing.png" alt="audio_module_playing" width="200"> | ray | |
|
||||
| 103 | [audio_music_stream](audio/audio_music_stream.c) | <img src="audio/audio_music_stream.png" alt="audio_music_stream" width="200"> | ray | |
|
||||
| 104 | [audio_raw_stream](audio/audio_raw_stream.c) | <img src="audio/audio_raw_stream.png" alt="audio_raw_stream" width="200"> | ray | |
|
||||
| 105 | [audio_sound_loading](audio/audio_sound_loading.c) | <img src="audio/audio_sound_loading.png" alt="audio_sound_loading" width="200"> | ray | |
|
||||
| 106 | [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
|
||||
|
||||
@@ -155,11 +161,11 @@ Examples showing physics functionality with raylib. This functionality is provid
|
||||
|
||||
| ## | 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) | |
|
||||
| 107 | [physics_demo](physics/physics_demo.c) | <img src="physics/physics_demo.png" alt="physics_demo" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
|
||||
| 108 | [physics_friction](physics/physics_friction.c) | <img src="physics/physics_friction.png" alt="physics_friction" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
|
||||
| 109 | [physics_movement](physics/physics_movement.c) | <img src="physics/physics_movement.png" alt="physics_movement" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
|
||||
| 110 | [physics_restitution](physics/physics_restitution.c) | <img src="physics/physics_restitution.png" alt="physics_restitution" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
|
||||
| 111 | [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
|
||||
|
||||
@@ -169,13 +175,13 @@ Examples showing raylib network functionality. This functionality is provided by
|
||||
|
||||
| ## | 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) | |
|
||||
| 112 | [network_ping_pong](network/network_ping_pong.c) | | [Jak Barnes](https://github.com/syphonx) | |
|
||||
| 113 | [network_resolve_host](network/network_resolve_host.c) | | [Jak Barnes](https://github.com/syphonx) | |
|
||||
| 114 | [network_tcp_client](network/network_tcp_client.c) | | [Jak Barnes](https://github.com/syphonx) | |
|
||||
| 115 | [network_tcp_server](network/network_tcp_server.c) | | [Jak Barnes](https://github.com/syphonx) | |
|
||||
| 116 | [network_test](network/network_test.c) | | [Jak Barnes](https://github.com/syphonx) | |
|
||||
| 117 | [network_udp_client](network/network_udp_client.c) | | [Jak Barnes](https://github.com/syphonx) | |
|
||||
| 118 | [network_udp_server](network/network_udp_server.c) | | [Jak Barnes](https://github.com/syphonx) | |
|
||||
|
||||
### category: others
|
||||
|
||||
@@ -183,9 +189,10 @@ Examples showing raylib misc functionality that does not fit in other categories
|
||||
|
||||
| ## | 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 | |
|
||||
| 119 | [raudio_standalone](others/raudio_standalone.c) | | ray | |
|
||||
| 120 | [rlgl_standalone](others/rlgl_standalone.c) | | ray | |
|
||||
| 121 | [easings_testbed](others/easings_testbed.c) | | [Juan Miguel López](https://github.com/flashback-fx) | |
|
||||
| 122 | [embedded_files_loading](others/embedded_files_loading.c)) | | [Kristian Holmgren](https://github.com/defutura) | |
|
||||
|
||||
As always contributions are welcome, feel free to send new examples! Here it is an [examples template](examples_template.c) to start with!
|
||||
|
||||
|
@@ -51,6 +51,8 @@ int main(void)
|
||||
}
|
||||
|
||||
Music music = LoadMusicStream("resources/mini1111.xm");
|
||||
music.looping = false;
|
||||
float pitch = 1.0f;
|
||||
|
||||
PlayMusicStream(music);
|
||||
|
||||
@@ -83,6 +85,11 @@ int main(void)
|
||||
else ResumeMusicStream(music);
|
||||
}
|
||||
|
||||
if (IsKeyDown(KEY_DOWN)) pitch -= 0.01f;
|
||||
else if (IsKeyDown(KEY_UP)) pitch += 0.01f;
|
||||
|
||||
SetMusicPitch(music, pitch);
|
||||
|
||||
// Get timePlayed scaled to bar dimensions
|
||||
timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music)*(screenWidth - 40);
|
||||
|
||||
|
@@ -5,9 +5,9 @@
|
||||
* 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)
|
||||
* Example contributed by Chris Camacho (@chriscamacho) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2019 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2019 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
@@ -25,7 +25,7 @@ int main(void)
|
||||
InitAudioDevice(); // Initialize audio device
|
||||
|
||||
Sound fxWav = LoadSound("resources/sound.wav"); // Load WAV audio file
|
||||
Sound fxOgg = LoadSound("resources/tanatana.ogg"); // Load OGG audio file
|
||||
Sound fxOgg = LoadSound("resources/target.ogg"); // Load OGG audio file
|
||||
|
||||
SetSoundVolume(fxWav, 0.2);
|
||||
|
||||
@@ -51,7 +51,7 @@ int main(void)
|
||||
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);
|
||||
DrawText(TextFormat("CONCURRENT SOUNDS PLAYING: %02i", GetSoundsPlaying()), 220, 280, 20, RED);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
@@ -22,7 +22,7 @@ int main(void)
|
||||
|
||||
InitAudioDevice(); // Initialize audio device
|
||||
|
||||
Music music = LoadMusicStream("resources/guitar_noodling.ogg");
|
||||
Music music = LoadMusicStream("resources/country.mp3");
|
||||
|
||||
PlayMusicStream(music);
|
||||
|
||||
|
@@ -134,7 +134,7 @@ int main(void)
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText(FormatText("sine frequency: %i",(int)frequency), GetScreenWidth() - 220, 10, 20, RED);
|
||||
DrawText(TextFormat("sine frequency: %i",(int)frequency), GetScreenWidth() - 220, 10, 20, RED);
|
||||
DrawText("click mouse button to change frequency", 10, 10, 20, DARKGRAY);
|
||||
|
||||
// Draw the current buffer state proportionate to the screen
|
||||
|
@@ -23,7 +23,7 @@ int main(void)
|
||||
InitAudioDevice(); // Initialize audio device
|
||||
|
||||
Sound fxWav = LoadSound("resources/sound.wav"); // Load WAV audio file
|
||||
Sound fxOgg = LoadSound("resources/tanatana.ogg"); // Load OGG audio file
|
||||
Sound fxOgg = LoadSound("resources/target.ogg"); // Load OGG audio file
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
10
examples/audio/resources/LICENSE.md
Normal file
@@ -0,0 +1,10 @@
|
||||
| resource | author | licence | notes |
|
||||
| :------------------- | :---------: | :------ | :---- |
|
||||
| country.mp3 | [@emegeme](https://github.com/emegeme) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Originally created for "DART that TARGET" game |
|
||||
| target.ogg | [@emegeme](https://github.com/emegeme) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Originally created for "DART that TARGET" game |
|
||||
| target.flac | [@emegeme](https://github.com/emegeme) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Originally created for "DART that TARGET" game |
|
||||
| coin.wav | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Created using [rFXGen](https://raylibtech.itch.io/rfxgen) |
|
||||
| sound.wav | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Created using [rFXGen](https://raylibtech.itch.io/rfxgen) |
|
||||
| spring.wav | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Created using [rFXGen](https://raylibtech.itch.io/rfxgen) |
|
||||
| weird.wav | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Created using [rFXGen](https://raylibtech.itch.io/rfxgen) |
|
||||
| mini1111.xm | [tPORt](https://modarchive.org/index.php?request=view_by_moduleid&query=51891) | [Mod Archive Distribution license](https://modarchive.org/index.php?terms-upload) | - |
|
BIN
examples/audio/resources/country.mp3
Normal file
BIN
examples/audio/resources/target.flac
Normal file
BIN
examples/audio/resources/target.ogg
Normal file
@@ -15,8 +15,8 @@
|
||||
#include "raymath.h"
|
||||
|
||||
#define G 400
|
||||
#define PLAYER_JUMP_SPD 350.f
|
||||
#define PLAYER_HOR_SPD 200.f
|
||||
#define PLAYER_JUMP_SPD 350.0f
|
||||
#define PLAYER_HOR_SPD 200.0f
|
||||
|
||||
typedef struct Player {
|
||||
Vector2 position;
|
||||
|
@@ -31,7 +31,7 @@ int main(void)
|
||||
camera.type = CAMERA_PERSPECTIVE;
|
||||
|
||||
// Generates some random columns
|
||||
float heights[MAX_COLUMNS] = { 0.0f };
|
||||
float heights[MAX_COLUMNS] = { 0 };
|
||||
Vector3 positions[MAX_COLUMNS] = { 0 };
|
||||
Color colors[MAX_COLUMNS] = { 0 };
|
||||
|
||||
|
@@ -45,9 +45,9 @@ int main(void)
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
|
||||
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
@@ -59,7 +59,7 @@ int main(void)
|
||||
|
||||
if (IsGamepadAvailable(GAMEPAD_PLAYER1))
|
||||
{
|
||||
DrawText(FormatText("GP1: %s", GetGamepadName(GAMEPAD_PLAYER1)), 10, 10, 10, BLACK);
|
||||
DrawText(TextFormat("GP1: %s", GetGamepadName(GAMEPAD_PLAYER1)), 10, 10, 10, BLACK);
|
||||
|
||||
if (IsGamepadName(GAMEPAD_PLAYER1, XBOX360_NAME_ID))
|
||||
{
|
||||
@@ -92,13 +92,13 @@ int main(void)
|
||||
DrawCircle(259, 152, 39, BLACK);
|
||||
DrawCircle(259, 152, 34, LIGHTGRAY);
|
||||
DrawCircle(259 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_X)*20),
|
||||
152 - (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_Y)*20), 25, BLACK);
|
||||
152 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_Y)*20), 25, BLACK);
|
||||
|
||||
// Draw axis: right joystick
|
||||
DrawCircle(461, 237, 38, BLACK);
|
||||
DrawCircle(461, 237, 33, LIGHTGRAY);
|
||||
DrawCircle(461 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_X)*20),
|
||||
237 - (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK);
|
||||
237 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK);
|
||||
|
||||
// Draw axis: left-right triggers
|
||||
DrawRectangle(170, 30, 15, 70, GRAY);
|
||||
@@ -106,8 +106,8 @@ int main(void)
|
||||
DrawRectangle(170, 30, 15, (((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_TRIGGER))/2.0f)*70), RED);
|
||||
DrawRectangle(604, 30, 15, (((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_TRIGGER))/2.0f)*70), RED);
|
||||
|
||||
//DrawText(FormatText("Xbox axis LT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_TRIGGER)), 10, 40, 10, BLACK);
|
||||
//DrawText(FormatText("Xbox axis RT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_TRIGGER)), 10, 60, 10, BLACK);
|
||||
//DrawText(TextFormat("Xbox axis LT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_TRIGGER)), 10, 40, 10, BLACK);
|
||||
//DrawText(TextFormat("Xbox axis RT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_TRIGGER)), 10, 60, 10, BLACK);
|
||||
}
|
||||
else if (IsGamepadName(GAMEPAD_PLAYER1, PS3_NAME_ID))
|
||||
{
|
||||
@@ -161,14 +161,14 @@ int main(void)
|
||||
// TODO: Draw generic gamepad
|
||||
}
|
||||
|
||||
DrawText(FormatText("DETECTED AXIS [%i]:", GetGamepadAxisCount(GAMEPAD_PLAYER1)), 10, 50, 10, MAROON);
|
||||
DrawText(TextFormat("DETECTED AXIS [%i]:", GetGamepadAxisCount(GAMEPAD_PLAYER1)), 10, 50, 10, MAROON);
|
||||
|
||||
for (int i = 0; i < GetGamepadAxisCount(GAMEPAD_PLAYER1); i++)
|
||||
{
|
||||
DrawText(FormatText("AXIS %i: %.02f", i, GetGamepadAxisMovement(GAMEPAD_PLAYER1, i)), 20, 70 + 20*i, 10, DARKGRAY);
|
||||
DrawText(TextFormat("AXIS %i: %.02f", i, GetGamepadAxisMovement(GAMEPAD_PLAYER1, i)), 20, 70 + 20*i, 10, DARKGRAY);
|
||||
}
|
||||
|
||||
if (GetGamepadButtonPressed() != -1) DrawText(FormatText("DETECTED BUTTON: %i", GetGamepadButtonPressed()), 10, 430, 10, RED);
|
||||
if (GetGamepadButtonPressed() != -1) DrawText(TextFormat("DETECTED BUTTON: %i", GetGamepadButtonPressed()), 10, 430, 10, RED);
|
||||
else DrawText("DETECTED BUTTON: NONE", 10, 430, 10, GRAY);
|
||||
}
|
||||
else
|
||||
|
@@ -43,7 +43,7 @@ int main(void)
|
||||
DrawRectangle(screenWidth/2 - 40, boxPositionY, 80, 80, MAROON);
|
||||
|
||||
DrawText("Use mouse wheel to move the cube up and down!", 10, 10, 20, GRAY);
|
||||
DrawText(FormatText("Box position Y: %03i", boxPositionY), 10, 40, 20, LIGHTGRAY);
|
||||
DrawText(TextFormat("Box position Y: %03i", boxPositionY), 10, 40, 20, LIGHTGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
@@ -13,6 +13,8 @@
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define MAX_TOUCH_POINTS 10
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
@@ -26,7 +28,7 @@ int main(void)
|
||||
Color ballColor = BEIGE;
|
||||
|
||||
int touchCounter = 0;
|
||||
Vector2 touchPosition = { 0.0f };
|
||||
Vector2 touchPosition = { 0 };
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//---------------------------------------------------------------------------------------
|
||||
@@ -66,7 +68,7 @@ int main(void)
|
||||
{
|
||||
// Draw circle and touch index number
|
||||
DrawCircleV(touchPosition, 34, ORANGE);
|
||||
DrawText(FormatText("%d", i), touchPosition.x - 10, touchPosition.y - 70, 40, BLACK);
|
||||
DrawText(TextFormat("%d", i), touchPosition.x - 10, touchPosition.y - 70, 40, BLACK);
|
||||
}
|
||||
}
|
||||
|
||||
|
130
examples/core/core_quat_conversion.c
Normal file
@@ -0,0 +1,130 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - quat conversions
|
||||
*
|
||||
* Generally you should really stick to eulers OR quats...
|
||||
* This tests that various conversions are equivalent.
|
||||
*
|
||||
* This example has been created using raylib 3.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Example contributed by Chris Camacho (@chriscamacho) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2020 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include "raymath.h"
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - quat conversions");
|
||||
|
||||
Camera3D camera = { 0 };
|
||||
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
|
||||
|
||||
Mesh mesh = GenMeshCylinder(0.2f, 1.0f, 32);
|
||||
Model model = LoadModelFromMesh(mesh);
|
||||
|
||||
// Some required variables
|
||||
Quaternion q1 = { 0 };
|
||||
Matrix m1 = { 0 }, m2 = { 0 }, m3 = { 0 }, m4 = { 0 };
|
||||
Vector3 v1 = { 0 }, v2 = { 0 };
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//--------------------------------------------------------------------------------------
|
||||
if (!IsKeyDown(KEY_SPACE))
|
||||
{
|
||||
v1.x += 0.01f;
|
||||
v1.y += 0.03f;
|
||||
v1.z += 0.05f;
|
||||
}
|
||||
|
||||
if (v1.x > PI*2) v1.x -= PI*2;
|
||||
if (v1.y > PI*2) v1.y -= PI*2;
|
||||
if (v1.z > PI*2) v1.z -= PI*2;
|
||||
|
||||
q1 = QuaternionFromEuler(v1.x, v1.y, v1.z);
|
||||
m1 = MatrixRotateZYX(v1);
|
||||
m2 = QuaternionToMatrix(q1);
|
||||
|
||||
q1 = QuaternionFromMatrix(m1);
|
||||
m3 = QuaternionToMatrix(q1);
|
||||
|
||||
v2 = QuaternionToEuler(q1);
|
||||
v2.x *= DEG2RAD;
|
||||
v2.y *= DEG2RAD;
|
||||
v2.z *= DEG2RAD;
|
||||
|
||||
m4 = MatrixRotateZYX(v2);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
model.transform = m1;
|
||||
DrawModel(model, (Vector3){ -1, 0, 0 }, 1.0f, RED);
|
||||
model.transform = m2;
|
||||
DrawModel(model, (Vector3){ 1, 0, 0 }, 1.0f, RED);
|
||||
model.transform = m3;
|
||||
DrawModel(model, (Vector3){ 0, 0, 0 }, 1.0f, RED);
|
||||
model.transform = m4;
|
||||
DrawModel(model, (Vector3){ 0, 0, -1 }, 1.0f, RED);
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
if (v2.x < 0) v2.x += PI*2;
|
||||
if (v2.y < 0) v2.y += PI*2;
|
||||
if (v2.z < 0) v2.z += PI*2;
|
||||
|
||||
Color cx,cy,cz;
|
||||
cx = cy = cz = BLACK;
|
||||
if (v1.x == v2.x) cx = GREEN;
|
||||
if (v1.y == v2.y) cy = GREEN;
|
||||
if (v1.z == v2.z) cz = GREEN;
|
||||
|
||||
DrawText(TextFormat("%2.3f", v1.x), 20, 20, 20, cx);
|
||||
DrawText(TextFormat("%2.3f", v1.y), 20, 40, 20, cy);
|
||||
DrawText(TextFormat("%2.3f", v1.z), 20, 60, 20, cz);
|
||||
|
||||
DrawText(TextFormat("%2.3f", v2.x), 200, 20, 20, cx);
|
||||
DrawText(TextFormat("%2.3f", v2.y), 200, 40, 20, cy);
|
||||
DrawText(TextFormat("%2.3f", v2.z), 200, 60, 20, cz);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadModel(model); // Unload model data (mesh and materials)
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
examples/core/core_quat_conversion.png
Normal file
After Width: | Height: | Size: 16 KiB |
@@ -50,7 +50,7 @@ int main(void)
|
||||
|
||||
DrawText("Every 2 seconds a new random value is generated:", 130, 100, 20, MAROON);
|
||||
|
||||
DrawText(FormatText("%i", randValue), 360, 180, 80, LIGHTGRAY);
|
||||
DrawText(TextFormat("%i", randValue), 360, 180, 80, LIGHTGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
@@ -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++;
|
||||
@@ -62,10 +65,10 @@ int main(void)
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText(FormatText("SCORE: %i", score), 280, 130, 40, MAROON);
|
||||
DrawText(FormatText("HI-SCORE: %i", hiscore), 210, 200, 50, BLACK);
|
||||
DrawText(TextFormat("SCORE: %i", score), 280, 130, 40, MAROON);
|
||||
DrawText(TextFormat("HI-SCORE: %i", hiscore), 210, 200, 50, BLACK);
|
||||
|
||||
DrawText(FormatText("frames: %i", framesCounter), 10, 10, 20, LIME);
|
||||
DrawText(TextFormat("frames: %i", framesCounter), 10, 10, 20, LIME);
|
||||
|
||||
DrawText("Press R to generate random numbers", 220, 40, 20, LIGHTGRAY);
|
||||
DrawText("Press ENTER to SAVE values", 250, 310, 20, LIGHTGRAY);
|
||||
|
@@ -56,7 +56,7 @@ int main(void)
|
||||
hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3
|
||||
|
||||
// Distortion shader (uses device lens distortion and chroma)
|
||||
Shader distortion = LoadShader(0, FormatText("resources/distortion%i.fs", GLSL_VERSION));
|
||||
Shader distortion = LoadShader(0, TextFormat("resources/distortion%i.fs", GLSL_VERSION));
|
||||
|
||||
SetVrConfiguration(hmd, distortion); // Set Vr device parameters for stereo rendering
|
||||
|
||||
|
191
examples/core/core_window_flags.c
Normal file
@@ -0,0 +1,191 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - window flags
|
||||
*
|
||||
* This example has been created using raylib 3.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2020 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//---------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
// Possible window flags
|
||||
/*
|
||||
FLAG_VSYNC_HINT
|
||||
FLAG_FULLSCREEN_MODE -> not working properly -> wrong scaling!
|
||||
FLAG_WINDOW_RESIZABLE
|
||||
FLAG_WINDOW_UNDECORATED
|
||||
FLAG_WINDOW_TRANSPARENT
|
||||
FLAG_WINDOW_HIDDEN
|
||||
FLAG_WINDOW_MINIMIZED -> Not supported on window creation
|
||||
FLAG_WINDOW_MAXIMIZED -> Not supported on window creation
|
||||
FLAG_WINDOW_UNFOCUSED
|
||||
FLAG_WINDOW_TOPMOST
|
||||
FLAG_WINDOW_HIGHDPI -> errors after minimize-resize, fb size is recalculated
|
||||
FLAG_WINDOW_ALWAYS_RUN
|
||||
FLAG_MSAA_4X_HINT
|
||||
*/
|
||||
|
||||
// Set configuration flags for window creation
|
||||
SetConfigFlags(FLAG_VSYNC_HINT | FLAG_MSAA_4X_HINT | FLAG_WINDOW_HIGHDPI);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - window flags");
|
||||
|
||||
Vector2 ballPosition = { GetScreenWidth() / 2, GetScreenHeight() / 2 };
|
||||
Vector2 ballSpeed = { 5.0f, 4.0f };
|
||||
int ballRadius = 20;
|
||||
|
||||
int framesCounter = 0;
|
||||
|
||||
//SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//----------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//-----------------------------------------------------
|
||||
if (IsKeyPressed(KEY_F)) ToggleFullscreen(); // modifies window size when scaling!
|
||||
|
||||
if (IsKeyPressed(KEY_R))
|
||||
{
|
||||
if (IsWindowState(FLAG_WINDOW_RESIZABLE)) ClearWindowState(FLAG_WINDOW_RESIZABLE);
|
||||
else SetWindowState(FLAG_WINDOW_RESIZABLE);
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_D))
|
||||
{
|
||||
if (IsWindowState(FLAG_WINDOW_UNDECORATED)) ClearWindowState(FLAG_WINDOW_UNDECORATED);
|
||||
else SetWindowState(FLAG_WINDOW_UNDECORATED);
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_H))
|
||||
{
|
||||
if (!IsWindowState(FLAG_WINDOW_HIDDEN)) SetWindowState(FLAG_WINDOW_HIDDEN);
|
||||
|
||||
framesCounter = 0;
|
||||
}
|
||||
|
||||
if (IsWindowState(FLAG_WINDOW_HIDDEN))
|
||||
{
|
||||
framesCounter++;
|
||||
if (framesCounter >= 240) ClearWindowState(FLAG_WINDOW_HIDDEN); // Show window after 3 seconds
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_N))
|
||||
{
|
||||
if (!IsWindowState(FLAG_WINDOW_MINIMIZED)) MinimizeWindow();
|
||||
|
||||
framesCounter = 0;
|
||||
}
|
||||
|
||||
if (IsWindowState(FLAG_WINDOW_MINIMIZED))
|
||||
{
|
||||
framesCounter++;
|
||||
if (framesCounter >= 240) RestoreWindow(); // Restore window after 3 seconds
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_M))
|
||||
{
|
||||
// NOTE: Requires FLAG_WINDOW_RESIZABLE enabled!
|
||||
if (IsWindowState(FLAG_WINDOW_MAXIMIZED)) RestoreWindow();
|
||||
else MaximizeWindow();
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_U))
|
||||
{
|
||||
if (IsWindowState(FLAG_WINDOW_UNFOCUSED)) ClearWindowState(FLAG_WINDOW_UNFOCUSED);
|
||||
else SetWindowState(FLAG_WINDOW_UNFOCUSED);
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_T))
|
||||
{
|
||||
if (IsWindowState(FLAG_WINDOW_TOPMOST)) ClearWindowState(FLAG_WINDOW_TOPMOST);
|
||||
else SetWindowState(FLAG_WINDOW_TOPMOST);
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_A))
|
||||
{
|
||||
if (IsWindowState(FLAG_WINDOW_ALWAYS_RUN)) ClearWindowState(FLAG_WINDOW_ALWAYS_RUN);
|
||||
else SetWindowState(FLAG_WINDOW_ALWAYS_RUN);
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_V))
|
||||
{
|
||||
if (IsWindowState(FLAG_VSYNC_HINT)) ClearWindowState(FLAG_VSYNC_HINT);
|
||||
else SetWindowState(FLAG_VSYNC_HINT);
|
||||
}
|
||||
|
||||
// Bouncing ball logic
|
||||
ballPosition.x += ballSpeed.x;
|
||||
ballPosition.y += ballSpeed.y;
|
||||
if ((ballPosition.x >= (GetScreenWidth() - ballRadius)) || (ballPosition.x <= ballRadius)) ballSpeed.x *= -1.0f;
|
||||
if ((ballPosition.y >= (GetScreenHeight() - ballRadius)) || (ballPosition.y <= ballRadius)) ballSpeed.y *= -1.0f;
|
||||
//-----------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//-----------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
if (IsWindowState(FLAG_WINDOW_TRANSPARENT)) ClearBackground(BLANK);
|
||||
else ClearBackground(RAYWHITE);
|
||||
|
||||
DrawCircleV(ballPosition, ballRadius, MAROON);
|
||||
DrawRectangleLinesEx((Rectangle) { 0, 0, GetScreenWidth(), GetScreenHeight() }, 4, RAYWHITE);
|
||||
|
||||
DrawCircleV(GetMousePosition(), 10, DARKBLUE);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
DrawText(FormatText("Screen Size: [%i, %i]", GetScreenWidth(), GetScreenHeight()), 10, 40, 10, GREEN);
|
||||
|
||||
// Draw window state info
|
||||
DrawText("Following flags can be set after window creation:", 10, 60, 10, GRAY);
|
||||
if (IsWindowState(FLAG_FULLSCREEN_MODE)) DrawText("[F] FLAG_FULLSCREEN_MODE: on", 10, 80, 10, LIME);
|
||||
else DrawText("[F] FLAG_FULLSCREEN_MODE: off", 10, 80, 10, MAROON);
|
||||
if (IsWindowState(FLAG_WINDOW_RESIZABLE)) DrawText("[R] FLAG_WINDOW_RESIZABLE: on", 10, 100, 10, LIME);
|
||||
else DrawText("[R] FLAG_WINDOW_RESIZABLE: off", 10, 100, 10, MAROON);
|
||||
if (IsWindowState(FLAG_WINDOW_UNDECORATED)) DrawText("[D] FLAG_WINDOW_UNDECORATED: on", 10, 120, 10, LIME);
|
||||
else DrawText("[D] FLAG_WINDOW_UNDECORATED: off", 10, 120, 10, MAROON);
|
||||
if (IsWindowState(FLAG_WINDOW_HIDDEN)) DrawText("[H] FLAG_WINDOW_HIDDEN: on", 10, 140, 10, LIME);
|
||||
else DrawText("[H] FLAG_WINDOW_HIDDEN: off", 10, 140, 10, MAROON);
|
||||
if (IsWindowState(FLAG_WINDOW_MINIMIZED)) DrawText("[N] FLAG_WINDOW_MINIMIZED: on", 10, 160, 10, LIME);
|
||||
else DrawText("[N] FLAG_WINDOW_MINIMIZED: off", 10, 160, 10, MAROON);
|
||||
if (IsWindowState(FLAG_WINDOW_MAXIMIZED)) DrawText("[M] FLAG_WINDOW_MAXIMIZED: on", 10, 180, 10, LIME);
|
||||
else DrawText("[M] FLAG_WINDOW_MAXIMIZED: off", 10, 180, 10, MAROON);
|
||||
if (IsWindowState(FLAG_WINDOW_UNFOCUSED)) DrawText("[G] FLAG_WINDOW_UNFOCUSED: on", 10, 200, 10, LIME);
|
||||
else DrawText("[U] FLAG_WINDOW_UNFOCUSED: off", 10, 200, 10, MAROON);
|
||||
if (IsWindowState(FLAG_WINDOW_TOPMOST)) DrawText("[T] FLAG_WINDOW_TOPMOST: on", 10, 220, 10, LIME);
|
||||
else DrawText("[T] FLAG_WINDOW_TOPMOST: off", 10, 220, 10, MAROON);
|
||||
if (IsWindowState(FLAG_WINDOW_ALWAYS_RUN)) DrawText("[A] FLAG_WINDOW_ALWAYS_RUN: on", 10, 240, 10, LIME);
|
||||
else DrawText("[A] FLAG_WINDOW_ALWAYS_RUN: off", 10, 240, 10, MAROON);
|
||||
if (IsWindowState(FLAG_VSYNC_HINT)) DrawText("[V] FLAG_VSYNC_HINT: on", 10, 260, 10, LIME);
|
||||
else DrawText("[V] FLAG_VSYNC_HINT: off", 10, 260, 10, MAROON);
|
||||
|
||||
DrawText("Following flags can only be set before window creation:", 10, 300, 10, GRAY);
|
||||
if (IsWindowState(FLAG_WINDOW_HIGHDPI)) DrawText("FLAG_WINDOW_HIGHDPI: on", 10, 320, 10, LIME);
|
||||
else DrawText("FLAG_WINDOW_HIGHDPI: off", 10, 320, 10, MAROON);
|
||||
if (IsWindowState(FLAG_WINDOW_TRANSPARENT)) DrawText("FLAG_WINDOW_TRANSPARENT: on", 10, 340, 10, LIME);
|
||||
else DrawText("FLAG_WINDOW_TRANSPARENT: off", 10, 340, 10, MAROON);
|
||||
if (IsWindowState(FLAG_MSAA_4X_HINT)) DrawText("FLAG_MSAA_4X_HINT: on", 10, 360, 10, LIME);
|
||||
else DrawText("FLAG_MSAA_4X_HINT: off", 10, 360, 10, MAROON);
|
||||
|
||||
EndDrawing();
|
||||
//-----------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//---------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//----------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
examples/core/core_window_flags.png
Normal file
After Width: | Height: | Size: 22 KiB |
@@ -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;
|
||||
@@ -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
|
||||
@@ -68,6 +87,9 @@ int main(void)
|
||||
|
||||
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();
|
||||
|
||||
// Draw RenderTexture2D to window, properly scaled
|
||||
|
Before Width: | Height: | Size: 18 KiB After Width: | Height: | Size: 23 KiB |
4
examples/core/resources/LICENSE
Normal file
@@ -0,0 +1,4 @@
|
||||
| resource | author | licence | notes |
|
||||
| :------------ | :---------: | :------ | :---- |
|
||||
| ps3.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
|
||||
| xbox.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
|
Before Width: | Height: | Size: 19 KiB After Width: | Height: | Size: 19 KiB |
Before Width: | Height: | Size: 16 KiB After Width: | Height: | Size: 16 KiB |
@@ -17,9 +17,11 @@
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include <stdlib.h>
|
||||
#include "raylib.h"
|
||||
|
||||
#include <stdlib.h>
|
||||
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
@@ -37,7 +39,6 @@ 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
|
||||
|
@@ -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)
|
||||
*
|
||||
@@ -17,7 +20,7 @@
|
||||
#define RLIGHTS_IMPLEMENTATION
|
||||
#include "rlights.h"
|
||||
|
||||
#define CUBEMAP_SIZE 512 // Cubemap texture size
|
||||
#define CUBEMAP_SIZE 1024 // Cubemap texture size
|
||||
#define IRRADIANCE_SIZE 32 // Irradiance texture size
|
||||
#define PREFILTERED_SIZE 256 // Prefiltered HDR environment texture size
|
||||
#define BRDF_SIZE 512 // BRDF LUT texture size
|
||||
@@ -48,9 +51,8 @@ int main(void)
|
||||
|
||||
// Mesh tangents are generated... and uploaded to GPU
|
||||
// NOTE: New VBO for tangents is generated at default location and also binded to mesh VAO
|
||||
MeshTangents(&model.meshes[0]);
|
||||
//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);
|
||||
|
||||
// Create lights
|
||||
@@ -99,18 +101,7 @@ int main(void)
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// 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);
|
||||
UnloadMaterial(model.materials[0]); // Unload material: shader and textures
|
||||
|
||||
UnloadModel(model); // Unload model
|
||||
|
||||
@@ -126,6 +117,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
|
||||
{
|
||||
Material mat = LoadMaterialDefault(); // Initialize material to default
|
||||
|
||||
// Load PBR shader (requires several maps)
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
mat.shader = LoadShader("resources/shaders/glsl330/pbr.vs", "resources/shaders/glsl330/pbr.fs");
|
||||
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
|
||||
@@ -157,53 +149,6 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
|
||||
mat.maps[MAP_ROUGHNESS].texture = LoadTexture("resources/pbr/trooper_roughness.png");
|
||||
mat.maps[MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png");
|
||||
|
||||
// Load equirectangular to cubemap shader
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
Shader shdrCubemap = LoadShader("resources/shaders/glsl330/cubemap.vs", "resources/shaders/glsl330/cubemap.fs");
|
||||
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
|
||||
Shader shdrCubemap = LoadShader("resources/shaders/glsl100/cubemap.vs", "resources/shaders/glsl100/cubemap.fs");
|
||||
#endif
|
||||
|
||||
// Load irradiance (GI) calculation shader
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
Shader shdrIrradiance = LoadShader("resources/shaders/glsl330/skybox.vs", "resources/shaders/glsl330/irradiance.fs");
|
||||
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
|
||||
Shader shdrIrradiance = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/irradiance.fs");
|
||||
#endif
|
||||
|
||||
// Load reflection prefilter calculation shader
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
Shader shdrPrefilter = LoadShader("resources/shaders/glsl330/skybox.vs", "resources/shaders/glsl330/prefilter.fs");
|
||||
#else
|
||||
Shader shdrPrefilter = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/prefilter.fs");
|
||||
#endif
|
||||
|
||||
// Load bidirectional reflectance distribution function shader
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
Shader shdrBRDF = LoadShader("resources/shaders/glsl330/brdf.vs", "resources/shaders/glsl330/brdf.fs");
|
||||
#else
|
||||
Shader shdrBRDF = LoadShader("resources/shaders/glsl100/brdf.vs", "resources/shaders/glsl100/brdf.fs");
|
||||
#endif
|
||||
|
||||
// Setup required shader locations
|
||||
SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT);
|
||||
SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT);
|
||||
SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT);
|
||||
|
||||
Texture2D texHDR = LoadTexture("resources/dresden_square.hdr");
|
||||
Texture2D cubemap = GenTextureCubemap(shdrCubemap, texHDR, CUBEMAP_SIZE);
|
||||
mat.maps[MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE);
|
||||
mat.maps[MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE);
|
||||
mat.maps[MAP_BRDF].texture = GenTextureBRDF(shdrBRDF, BRDF_SIZE);
|
||||
UnloadTexture(cubemap);
|
||||
UnloadTexture(texHDR);
|
||||
|
||||
// Unload already used shaders (to create specific textures)
|
||||
UnloadShader(shdrCubemap);
|
||||
UnloadShader(shdrIrradiance);
|
||||
UnloadShader(shdrPrefilter);
|
||||
UnloadShader(shdrBRDF);
|
||||
|
||||
// Set textures filtering for better quality
|
||||
SetTextureFilter(mat.maps[MAP_ALBEDO].texture, FILTER_BILINEAR);
|
||||
SetTextureFilter(mat.maps[MAP_NORMAL].texture, FILTER_BILINEAR);
|
||||
@@ -230,5 +175,58 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
|
||||
mat.maps[MAP_EMISSION].value = 0.5f;
|
||||
mat.maps[MAP_HEIGHT].value = 0.5f;
|
||||
|
||||
// Generate cubemap from panorama texture
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
Texture2D panorama = LoadTexture("resources/dresden_square.hdr");
|
||||
// Load equirectangular to cubemap shader
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
Shader shdrCubemap = LoadShader("resources/shaders/glsl330/cubemap.vs", "resources/shaders/glsl330/cubemap.fs");
|
||||
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
|
||||
Shader shdrCubemap = LoadShader("resources/shaders/glsl100/cubemap.vs", "resources/shaders/glsl100/cubemap.fs");
|
||||
#endif
|
||||
SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT);
|
||||
TextureCubemap cubemap = GenTextureCubemap(shdrCubemap, panorama, CUBEMAP_SIZE, UNCOMPRESSED_R32G32B32);
|
||||
UnloadTexture(panorama);
|
||||
UnloadShader(shdrCubemap);
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
|
||||
// Generate irradiance map from cubemap texture
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
// Load irradiance (GI) calculation shader
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
Shader shdrIrradiance = LoadShader("resources/shaders/glsl330/skybox.vs", "resources/shaders/glsl330/irradiance.fs");
|
||||
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
|
||||
Shader shdrIrradiance = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/irradiance.fs");
|
||||
#endif
|
||||
SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT);
|
||||
mat.maps[MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE);
|
||||
UnloadShader(shdrIrradiance);
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
|
||||
// Generate prefilter map from cubemap texture
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
// Load reflection prefilter calculation shader
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
Shader shdrPrefilter = LoadShader("resources/shaders/glsl330/skybox.vs", "resources/shaders/glsl330/prefilter.fs");
|
||||
#else
|
||||
Shader shdrPrefilter = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/prefilter.fs");
|
||||
#endif
|
||||
SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT);
|
||||
mat.maps[MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE);
|
||||
UnloadTexture(cubemap);
|
||||
UnloadShader(shdrPrefilter);
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
|
||||
// Generate BRDF (bidirectional reflectance distribution function) texture (using shader)
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
Shader shdrBRDF = LoadShader("resources/shaders/glsl330/brdf.vs", "resources/shaders/glsl330/brdf.fs");
|
||||
#else
|
||||
Shader shdrBRDF = LoadShader("resources/shaders/glsl100/brdf.vs", "resources/shaders/glsl100/brdf.fs");
|
||||
#endif
|
||||
mat.maps[MAP_BRDF].texture = GenTextureBRDF(shdrBRDF, BRDF_SIZE);
|
||||
UnloadShader(shdrBRDF);
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
|
||||
return mat;
|
||||
}
|
||||
|
@@ -160,25 +160,25 @@ int main(void)
|
||||
EndMode3D();
|
||||
|
||||
// Draw some debug GUI text
|
||||
DrawText(FormatText("Hit Object: %s", hitObjectName), 10, 50, 10, BLACK);
|
||||
DrawText(TextFormat("Hit Object: %s", hitObjectName), 10, 50, 10, BLACK);
|
||||
|
||||
if (nearestHit.hit)
|
||||
{
|
||||
int ypos = 70;
|
||||
|
||||
DrawText(FormatText("Distance: %3.2f", nearestHit.distance), 10, ypos, 10, BLACK);
|
||||
DrawText(TextFormat("Distance: %3.2f", nearestHit.distance), 10, ypos, 10, BLACK);
|
||||
|
||||
DrawText(FormatText("Hit Pos: %3.2f %3.2f %3.2f",
|
||||
DrawText(TextFormat("Hit Pos: %3.2f %3.2f %3.2f",
|
||||
nearestHit.position.x,
|
||||
nearestHit.position.y,
|
||||
nearestHit.position.z), 10, ypos + 15, 10, BLACK);
|
||||
|
||||
DrawText(FormatText("Hit Norm: %3.2f %3.2f %3.2f",
|
||||
DrawText(TextFormat("Hit Norm: %3.2f %3.2f %3.2f",
|
||||
nearestHit.normal.x,
|
||||
nearestHit.normal.y,
|
||||
nearestHit.normal.z), 10, ypos + 30, 10, BLACK);
|
||||
|
||||
if (hitTriangle) DrawText(FormatText("Barycenter: %3.2f %3.2f %3.2f", bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK);
|
||||
if (hitTriangle) DrawText(TextFormat("Barycenter: %3.2f %3.2f %3.2f", bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK);
|
||||
}
|
||||
|
||||
DrawText("Use Mouse to Move Camera", 10, 430, 10, GRAY);
|
||||
|
@@ -2,10 +2,10 @@
|
||||
*
|
||||
* raylib [models] example - Skybox loading and drawing
|
||||
*
|
||||
* This example has been created using raylib 1.8 (www.raylib.com)
|
||||
* This example has been created using raylib 3.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2017 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2017-2020 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
@@ -35,6 +35,7 @@ int main(void)
|
||||
skybox.materials[0].shader = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/skybox.fs");
|
||||
#endif
|
||||
SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "environmentMap"), (int[1]){ MAP_CUBEMAP }, UNIFORM_INT);
|
||||
SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "vflipped"), (int[1]){ 1 }, UNIFORM_INT);
|
||||
|
||||
// Load cubemap shader and setup required shader locations
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
@@ -45,14 +46,17 @@ int main(void)
|
||||
SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT);
|
||||
|
||||
// Load HDR panorama (sphere) texture
|
||||
Texture2D texHDR = LoadTexture("resources/dresden_square.hdr");
|
||||
char panoFileName[256] = { 0 };
|
||||
TextCopy(panoFileName, "resources/dresden_square_2k.hdr");
|
||||
Texture2D panorama = LoadTexture(panoFileName);
|
||||
|
||||
// Generate cubemap (texture with 6 quads-cube-mapping) from panorama HDR texture
|
||||
// NOTE: New texture is generated rendering to texture, shader computes the sphre->cube coordinates mapping
|
||||
skybox.materials[0].maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, texHDR, 512);
|
||||
// NOTE 1: New texture is generated rendering to texture, shader calculates the sphere->cube coordinates mapping
|
||||
// NOTE 2: It seems on some Android devices WebGL, fbo does not properly support a FLOAT-based attachment,
|
||||
// despite texture can be successfully created.. so using UNCOMPRESSED_R8G8B8A8 instead of UNCOMPRESSED_R32G32B32A32
|
||||
skybox.materials[0].maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, UNCOMPRESSED_R8G8B8A8);
|
||||
|
||||
UnloadTexture(texHDR); // Texture not required anymore, cubemap already generated
|
||||
UnloadShader(shdrCubemap); // Unload cubemap generation shader, not required anymore
|
||||
UnloadTexture(panorama); // Texture not required anymore, cubemap already generated
|
||||
|
||||
SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode
|
||||
|
||||
@@ -65,6 +69,30 @@ int main(void)
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera); // Update camera
|
||||
|
||||
// Load new cubemap texture on drag&drop
|
||||
if (IsFileDropped())
|
||||
{
|
||||
int count = 0;
|
||||
char **droppedFiles = GetDroppedFiles(&count);
|
||||
|
||||
if (count == 1) // Only support one file dropped
|
||||
{
|
||||
if (IsFileExtension(droppedFiles[0], ".png;.jpg;.hdr;.bmp;.tga"))
|
||||
{
|
||||
// Unload current cubemap texture and load new one
|
||||
UnloadTexture(skybox.materials[0].maps[MAP_CUBEMAP].texture);
|
||||
panorama = LoadTexture(droppedFiles[0]);
|
||||
TextCopy(panoFileName, droppedFiles[0]);
|
||||
|
||||
// Generate cubemap from panorama texture
|
||||
skybox.materials[0].maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, UNCOMPRESSED_R8G8B8A8);
|
||||
UnloadTexture(panorama);
|
||||
}
|
||||
}
|
||||
|
||||
ClearDroppedFiles(); // Clear internal buffers
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
@@ -74,13 +102,11 @@ int main(void)
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawModel(skybox, (Vector3){0, 0, 0}, 1.0f, WHITE);
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
DrawText(TextFormat("Panorama image from hdrihaven.com: %s", GetFileName(panoFileName)), 10, GetScreenHeight() - 20, 10, BLACK);
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
|
@@ -84,7 +84,7 @@ int main()
|
||||
};
|
||||
|
||||
// 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 });
|
||||
Color cubeColor = ColorFromHSV((float)(((x + y + z)*18)%360), 0.75f, 0.9f);
|
||||
|
||||
// Calculate cube size
|
||||
float cubeSize = (2.4f - scale)*blockScale;
|
||||
|
@@ -114,23 +114,23 @@ int main(void)
|
||||
// Draw framebuffer texture (Ahrs Display)
|
||||
int centerX = framebuffer.texture.width/2;
|
||||
int centerY = framebuffer.texture.height/2;
|
||||
float scaleFactor = 0.5f;
|
||||
|
||||
BeginTextureMode(framebuffer);
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
BeginBlendMode(BLEND_ALPHA);
|
||||
|
||||
DrawTexturePro(texBackground, (Rectangle){ 0, 0, texBackground.width, texBackground.height },
|
||||
(Rectangle){ centerX, centerY, texBackground.width*scaleFactor, texBackground.height*scaleFactor},
|
||||
(Vector2){ texBackground.width/2*scaleFactor, texBackground.height/2*scaleFactor + pitchOffset*scaleFactor }, roll, WHITE);
|
||||
(Rectangle){ centerX, centerY, texBackground.width, texBackground.height},
|
||||
(Vector2){ texBackground.width/2, texBackground.height/2 + pitchOffset }, roll, WHITE);
|
||||
|
||||
DrawTexturePro(texPitch, (Rectangle){ 0, 0, texPitch.width, texPitch.height },
|
||||
(Rectangle){ centerX, centerY, texPitch.width*scaleFactor, texPitch.height*scaleFactor },
|
||||
(Vector2){ texPitch.width/2*scaleFactor, texPitch.height/2*scaleFactor + pitchOffset*scaleFactor }, roll, WHITE);
|
||||
(Rectangle){ centerX, centerY, texPitch.width, texPitch.height },
|
||||
(Vector2){ texPitch.width/2, texPitch.height/2 + pitchOffset }, roll, WHITE);
|
||||
|
||||
DrawTexturePro(texPlane, (Rectangle){ 0, 0, texPlane.width, texPlane.height },
|
||||
(Rectangle){ centerX, centerY, texPlane.width*scaleFactor, texPlane.height*scaleFactor },
|
||||
(Vector2){ texPlane.width/2*scaleFactor, texPlane.height/2*scaleFactor }, 0, WHITE);
|
||||
(Rectangle){ centerX, centerY, texPlane.width, texPlane.height },
|
||||
(Vector2){ texPlane.width/2, texPlane.height/2 }, 0, WHITE);
|
||||
|
||||
EndBlendMode();
|
||||
|
||||
@@ -195,6 +195,6 @@ void DrawAngleGauge(Texture2D angleGauge, int x, int y, float angle, char title[
|
||||
|
||||
DrawTexturePro(angleGauge, srcRec, dstRec, origin, angle, color);
|
||||
|
||||
DrawText(FormatText("%5.1f", angle), x - MeasureText(FormatText("%5.1f", angle), textSize) / 2, y + 10, textSize, DARKGRAY);
|
||||
DrawText(TextFormat("%5.1f", angle), x - MeasureText(TextFormat("%5.1f", angle), textSize) / 2, y + 10, textSize, DARKGRAY);
|
||||
DrawText(title, x - MeasureText(title, textSize) / 2, y + 60, textSize, DARKGRAY);
|
||||
}
|
||||
|
Before Width: | Height: | Size: 13 KiB After Width: | Height: | Size: 10 KiB |
Before Width: | Height: | Size: 16 KiB After Width: | Height: | Size: 4.3 KiB |
Before Width: | Height: | Size: 22 KiB After Width: | Height: | Size: 22 KiB |
Before Width: | Height: | Size: 201 B After Width: | Height: | Size: 164 B |
Before Width: | Height: | Size: 36 KiB After Width: | Height: | Size: 36 KiB |
BIN
examples/models/resources/dresden_square_2k.hdr
Normal file
Before Width: | Height: | Size: 295 KiB After Width: | Height: | Size: 295 KiB |
Before Width: | Height: | Size: 11 KiB After Width: | Height: | Size: 11 KiB |
@@ -1,219 +0,0 @@
|
||||
{
|
||||
"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"
|
||||
}
|
||||
]
|
||||
}
|
Before Width: | Height: | Size: 16 KiB |
@@ -1,14 +0,0 @@
|
||||
# Duck
|
||||
## Screenshot
|
||||
|
||||

|
||||
|
||||
## 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.
|
Before Width: | Height: | Size: 311 KiB After Width: | Height: | Size: 311 KiB |
Before Width: | Height: | Size: 434 KiB After Width: | Height: | Size: 434 KiB |
Before Width: | Height: | Size: 24 KiB After Width: | Height: | Size: 23 KiB |
Before Width: | Height: | Size: 384 KiB After Width: | Height: | Size: 383 KiB |
Before Width: | Height: | Size: 381 KiB After Width: | Height: | Size: 380 KiB |
Before Width: | Height: | Size: 372 KiB After Width: | Height: | Size: 371 KiB |
Before Width: | Height: | Size: 335 KiB After Width: | Height: | Size: 334 KiB |
Before Width: | Height: | Size: 45 KiB After Width: | Height: | Size: 17 KiB |
Before Width: | Height: | Size: 4.7 KiB After Width: | Height: | Size: 1.7 KiB |
Before Width: | Height: | Size: 295 KiB After Width: | Height: | Size: 295 KiB |
@@ -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);
|
||||
}
|
@@ -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);
|
||||
}
|
@@ -1,22 +1,13 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* rPBR [shader] - Equirectangular to cubemap fragment shader
|
||||
*
|
||||
* Copyright (c) 2017 Victor Fisac
|
||||
*
|
||||
**********************************************************************************************/
|
||||
#version 100
|
||||
|
||||
#version 330
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec3 fragPosition;
|
||||
varying vec3 fragPosition;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D equirectangularMap;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
vec2 SampleSphericalMap(vec3 v)
|
||||
{
|
||||
vec2 uv = vec2(atan(v.z, v.x), asin(v.y));
|
||||
@@ -31,8 +22,8 @@ void main()
|
||||
vec2 uv = SampleSphericalMap(normalize(fragPosition));
|
||||
|
||||
// Fetch color from texture map
|
||||
vec3 color = texture(equirectangularMap, uv).rgb;
|
||||
vec3 color = texture2D(equirectangularMap, uv).rgb;
|
||||
|
||||
// Calculate final fragment color
|
||||
finalColor = vec4(color, 1.0);
|
||||
gl_FragColor = vec4(color, 1.0);
|
||||
}
|
||||
|
@@ -1,22 +1,14 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* rPBR [shader] - Equirectangular to cubemap vertex shader
|
||||
*
|
||||
* Copyright (c) 2017 Victor Fisac
|
||||
*
|
||||
**********************************************************************************************/
|
||||
|
||||
#version 330
|
||||
#version 100
|
||||
|
||||
// Input vertex attributes
|
||||
in vec3 vertexPosition;
|
||||
attribute vec3 vertexPosition;
|
||||
|
||||
// Input uniform values
|
||||
uniform mat4 projection;
|
||||
uniform mat4 view;
|
||||
|
||||
// Output vertex attributes (to fragment shader)
|
||||
out vec3 fragPosition;
|
||||
varying vec3 fragPosition;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
@@ -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);
|
||||
}
|
@@ -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);
|
||||
}
|
@@ -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);
|
||||
}
|
@@ -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);
|
||||
}
|
@@ -1,31 +1,28 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* rPBR [shader] - Background skybox fragment shader
|
||||
*
|
||||
* Copyright (c) 2017 Victor Fisac
|
||||
*
|
||||
**********************************************************************************************/
|
||||
#version 100
|
||||
|
||||
#version 330
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec3 fragPosition;
|
||||
varying vec3 fragPosition;
|
||||
|
||||
// Input uniform values
|
||||
uniform samplerCube environmentMap;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
uniform bool vflipped;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Fetch color from texture map
|
||||
vec3 color = texture(environmentMap, fragPosition).rgb;
|
||||
vec4 texelColor = vec4(0.0);
|
||||
|
||||
if (vflipped) texelColor = textureCube(environmentMap, vec3(fragPosition.x, -fragPosition.y, fragPosition.z));
|
||||
else texelColor = textureCube(environmentMap, fragPosition);
|
||||
|
||||
vec3 color = vec3(texelColor.x, texelColor.y, texelColor.z);
|
||||
|
||||
// Apply gamma correction
|
||||
color = color/(color + vec3(1.0));
|
||||
color = pow(color, vec3(1.0/2.2));
|
||||
|
||||
// Calculate final fragment color
|
||||
finalColor = vec4(color, 1.0);
|
||||
gl_FragColor = vec4(color, 1.0);
|
||||
}
|
||||
|
@@ -1,22 +1,14 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* rPBR [shader] - Background skybox vertex shader
|
||||
*
|
||||
* Copyright (c) 2017 Victor Fisac
|
||||
*
|
||||
**********************************************************************************************/
|
||||
|
||||
#version 330
|
||||
#version 100
|
||||
|
||||
// Input vertex attributes
|
||||
in vec3 vertexPosition;
|
||||
attribute vec3 vertexPosition;
|
||||
|
||||
// Input uniform values
|
||||
uniform mat4 projection;
|
||||
uniform mat4 view;
|
||||
|
||||
// Output vertex attributes (to fragment shader)
|
||||
out vec3 fragPosition;
|
||||
varying vec3 fragPosition;
|
||||
|
||||
void main()
|
||||
{
|
||||
@@ -28,5 +20,5 @@ void main()
|
||||
vec4 clipPos = projection*rotView*vec4(vertexPosition, 1.0);
|
||||
|
||||
// Calculate final vertex position
|
||||
gl_Position = clipPos.xyww;
|
||||
gl_Position = clipPos.xyzw;
|
||||
}
|
||||
|