935 Commits
4.0.0 ... 4.5.0

Author SHA1 Message Date
ashn
fec96137e8 Update Makefile comment to indicate arm64 as a supported Linux desktop platform (#2965) 2023-03-18 17:37:04 +01:00
Ray
18a36b3e06 Update raylib.sln 2023-03-18 17:35:14 +01:00
Ray
40d01162b9 Merge branch 'master' of https://github.com/raysan5/raylib 2023-03-17 00:05:51 +01:00
Ray
e8a5d7b85c Update CHANGELOG 2023-03-17 00:05:40 +01:00
Brian E
e06047419c Added my BQN Library to the list (#2962)
I'm the only maintainer and have been working hard recently to get my library to be as nice to use as possible. I found out about this language list, and getting a new language on it didn't seem so bad. A bonus for my efforts.
2023-03-16 22:45:42 +01:00
Ray
03516b1c68 Update npes_saved_w64devkit.txt 2023-03-15 19:09:30 +01:00
Ray
7ab24b94ee Delete c_raylib.xml 2023-03-15 19:09:27 +01:00
Ray
bf3e527dab Update config.h 2023-03-15 17:51:23 +01:00
Ray
b31c836456 Update CHANGELOG 2023-03-15 17:51:03 +01:00
ashn
1aacefd6fa Add raylib-sunder to BINDINGS.md (#2958) 2023-03-15 14:56:24 +01:00
Ray
3b4f9faebc UPDATED: Notepad++ instellisense data 2023-03-15 13:17:14 +01:00
Ray
159e6b6f24 UPDATED: raylib-parser output files (TXT, XML, JSON, LUA) 2023-03-15 13:13:48 +01:00
Ray
ad2067340f REVIEWED: TraceLog(), avoid possible buffer overflow 2023-03-15 13:03:55 +01:00
veins1
cf04425bc2 Spelling (#2957) 2023-03-14 19:23:17 +01:00
Ray
796d96408b Update HISTORY.md 2023-03-14 14:06:37 +01:00
Ray
54ccb18e87 Update write_depth.fs 2023-03-14 13:39:33 +01:00
Ray
3d64598e11 Update Makefile 2023-03-14 13:14:19 +01:00
Ray
7ac2b4a226 Update HISTORY.md 2023-03-14 13:07:24 +01:00
Ray
2b9ef7d15c Update ROADMAP.md 2023-03-14 13:06:22 +01:00
Ray
975c70d2b7 Update rlgl.h 2023-03-14 13:06:17 +01:00
Ray
a6300d828a Update CHANGELOG 2023-03-14 13:05:58 +01:00
Ray
1a361fdfe2 Update Makefile.Web 2023-03-13 23:24:30 +01:00
Ray
5a2c49b954 Updated Makefiles to include all missing new examples 2023-03-13 23:13:02 +01:00
Ray
90ec0d52e0 Reviewed filename 2023-03-13 23:12:23 +01:00
Ray
a7f81b06b9 Remove trailing spaces 2023-03-13 12:08:23 +01:00
Ray
393b0d1a80 Delete rcamera.old.h 2023-03-13 12:06:54 +01:00
Ray
9a115106b4 Update miniaudio.h 2023-03-13 11:48:34 +01:00
Ray
a3b7bd0891 Update webassembly.yml 2023-03-13 11:44:49 +01:00
Ray
dad0e64aa8 Update HISTORY.md 2023-03-13 11:44:02 +01:00
Ray
90e36d1883 Update ROADMAP.md 2023-03-13 10:54:06 +01:00
Ray
8873aca268 Update CHANGELOG 2023-03-12 21:09:50 +01:00
Ray
ce28dfbdeb Update CHANGELOG 2023-03-12 21:03:21 +01:00
Ray
e4bc2c643e Update README.md 2023-03-12 20:52:24 +01:00
Ray
54f01e151c Update CHANGELOG 2023-03-12 20:50:19 +01:00
Ray
11e9a0d41c Update CHANGELOG 2023-03-12 20:48:49 +01:00
Ray
4f38830058 Some tweaks 2023-03-12 20:14:32 +01:00
Ray
520ea94de8 Update version to raylib 4.5 2023-03-12 19:52:24 +01:00
Ray
8ca3212701 REVIEWED: UpdateCameraPro() to use Vector3 2023-03-12 19:40:43 +01:00
Ray
f9c4cc2040 ADDED: UpdateCameraPro() -Experimental-
REVIEWED: rcamera module formating
REVIEWED: `core_3d_camera_example`
2023-03-12 19:28:42 +01:00
Ray
b436c8d7e5 ADDED: Security check for emscripten_run_script() #2954 2023-03-12 13:48:11 +01:00
Ray
ee3e40c663 Update rcore.c 2023-03-12 13:47:02 +01:00
Ray
4fd1e04e70 Update CHANGELOG 2023-03-07 21:03:44 +01:00
Ray
4f7b5ff59f WARNING: REMOVED: UnloadModelKeepMeshes() 2023-03-07 20:40:45 +01:00
Ray
ab1e246367 REVIEWED: Data types validation 2023-03-07 20:33:45 +01:00
Ray
15716e59dc Update CHANGELOG 2023-03-07 20:07:54 +01:00
Ray
aa3c7f4614 Merge branch 'master' of https://github.com/raysan5/raylib 2023-03-07 19:55:02 +01:00
Ray
ae53600d31 WARNING: REMOVED: Multichannel audio support API 2023-03-07 19:54:53 +01:00
Ray
57f0015a08 Update CHANGELOG 2023-03-07 19:51:17 +01:00
Ray
1b873b028f WARNING: REMOVED: Multichannel audio support API
It was quite restrictive and hacky implementation, just load multiple types same sound to play multiple instances.
2023-03-07 19:48:47 +01:00
Ray
3a332d241c Update CHANGELOG 2023-03-07 11:32:37 +01:00
Sid K
0b18882a94 fix(build): Fix DLL build on Windows (#2951)
Changes the DLL export condition to apply to platform WIN32 instead of
compiler MSVC
2023-03-06 21:10:18 +01:00
Ray
8f7e2cd179 Replace TABS by 4 spaces 2023-03-06 15:05:57 +01:00
Ray
614e0518a7 Remove trailing spaces 2023-03-06 14:58:58 +01:00
Ray
cf1ebada0e Tweak WindowDropCallback() #2943 2023-03-06 13:15:13 +01:00
Ray
aae7ab64c7 Update raudio.c 2023-03-06 13:00:30 +01:00
Ray
68ee0bb8dd ADDED: QOA music streaming (with auxiliar lib)
Some format tweaks
2023-03-06 12:33:49 +01:00
Ray
d3f5bc4043 REVIEWED: GetWindowHandle() #2950 2023-03-05 20:06:45 +01:00
Ray
f4f6e25340 Support QOA audio file format by default 2023-03-05 14:07:02 +01:00
Ray
9614d3353b REVIEWED: QOA audio file export 2023-03-05 13:49:18 +01:00
Ray
ab14ad5d75 Close issue #2949 2023-03-05 11:26:37 +01:00
Ray
0eeb499288 Update qoa.h 2023-03-05 11:17:47 +01:00
Ray
5492f52adc Change default threading model for COM objects
It shouldn't matter much but it could avoid some conflicts with other libraries in the future (like `tinyfiledialogs`).
2023-03-05 00:09:56 +01:00
Ray
1611cd54e7 REVIEWED: GetWindowHandle() #2938 2023-03-04 18:56:04 +01:00
Ray
6897b43599 REVIEWED: core_drop_files #2943 2023-03-03 20:13:35 +01:00
Antonis Geralis
394b31faff Add GL_MIN GL_MAX blending equations (#2945) 2023-02-26 12:01:42 +01:00
Ray
73c9f72c52 Update rtextures.c 2023-02-25 22:32:50 +01:00
Ray
7fd2bf1a32 Minimal tweak 2023-02-25 01:07:52 +01:00
Ray
215eb967e8 Update rcore.c 2023-02-24 18:31:16 +01:00
Ray
cb2ba3675c REVIEWED: rlUnloadFramebuffer() #2937 2023-02-24 16:19:25 +01:00
Ray
ca98a84d68 Update rtext.c 2023-02-24 15:27:25 +01:00
fubark
110eab56a7 Add Cyber to BINDINGS.md (#2939) 2023-02-24 00:48:28 +01:00
Ray
d5a31168ce REVIEWED: Data validation 2023-02-23 18:08:15 +01:00
Ray
d652b95fbf ADDED: Security checks 2023-02-22 17:28:25 +01:00
Ray
153470d605 REVIEWED: GenMeshTangents(), avoid crash on missing texcoords data #2927 2023-02-21 23:55:55 +01:00
Ray
b4d824d6fc REVIEWED: GetMonitorWidth() and GetMonitorHeight() #2934 2023-02-21 23:10:03 +01:00
Ray
8169d0eab2 REVIEWED: IsWindowFocused() to consider Android App state #2935 2023-02-21 23:01:23 +01:00
Ray
b2926b2d28 Update rtextures.c 2023-02-21 13:20:52 +01:00
Ray
3cade2a1a0 REVIEWED: IsImageReady() and IsTexureReady()
Reordered some functions to avoid config.h issues when disabling some features.
2023-02-21 13:20:04 +01:00
Ray
bcae065c88 REVIEWED: IsShaderReady() 2023-02-21 13:15:11 +01:00
Ray
1347a15539 ADDED: SetWindowIcons() to set multiple icon image sizes 2023-02-21 13:14:51 +01:00
hkc
d26a56d4e1 Added mixed audio processor (#2929)
* Use RL_QUADS/RL_TRIANGLES for single-pixel drawing

Addresses problem mentioned in
https://github.com/raysan5/raylib/issues/2744#issuecomment-1273568263
(in short: when drawing pixels using DrawPixel{,V} in camera mode,
upscaled pixel becomes a line instead of bigger pixel)

* [rtextures] Fixed scaling down in ImageTextEx

Closes #2755

* Added global audio processor

* Renamed struct member to follow naming conventions

* Added example for AttachAudioMixedProcessor
2023-02-20 11:13:24 +01:00
Ray
47dd842e81 Minor format tweaks 2023-02-15 18:11:46 +01:00
Ray
f594f14510 Reviewed typo and formating 2023-02-15 18:01:42 +01:00
Ray
2766835ed4 REPLACE: TABS by 4 spaces 2023-02-15 17:36:31 +01:00
Jeffery Myers
9eaed07b77 Make the oribital camera work like it used to (it is not just a copy of third person) (#2926) 2023-02-15 17:17:00 +01:00
Ray
beb44f1dac Avoid centering mouse when program launches 2023-02-15 13:11:26 +01:00
Ray
903d85e323 Make sure window position always inits in the middle of the current monitor 2023-02-15 12:53:41 +01:00
Ray
5dedb27ce0 REVIEWED: Issue with camera jump on first frame 2023-02-14 22:51:34 +01:00
veins1
ec95aa2e04 Move camera after rotation (#2923)
Moving camera after rotation is set to avoid 1 frame delay in movement direction
2023-02-14 22:29:32 +01:00
Ray
1cfb484100 ADDED: Example project to VS 2023-02-14 20:31:42 +01:00
Ray
e843be7ea5 ADDED: rcamera dependencies details 2023-02-14 20:13:13 +01:00
Ray
547819766f ADDED: Example project to VS2022 solution 2023-02-14 20:12:53 +01:00
Ray
50d17393a5 Create models_loading_m3d.vcxproj 2023-02-14 20:00:56 +01:00
Ray
ea590c44a9 REVIEWED: Camera redesign PR 2023-02-14 20:00:51 +01:00
Crydsch Cube
73989a4981 WIP rcamera redesign vector (#2563)
* core functionality CAMERA_FREE

* fix example

* add remaining camera modes

* add view bobbing

* view bobbing

* catch curser in SetCameraMode

* adjust examples

* fix compilation on linux

* fix example text_draw_3d

* actually fix text_draw_3d

* Updated camera API

* Improve Vector3RotateByAxisAngle() function

* remove camera.mode dependency from low-level functions

* remove camera.mode from struct

* fixes after rebase

* adjust examples for new UpdateCamera function

* adjust example models_loading_m3d

---------

Co-authored-by: Ray <raysan5@gmail.com>
2023-02-14 17:47:21 +01:00
Ray
f1bcabcc37 Update CHANGELOG 2023-02-12 13:48:11 +01:00
Ray
a9c28d7583 Update CHANGELOG 2023-02-12 13:46:26 +01:00
Ray
22287a78c5 Update qoa.h 2023-02-12 13:29:39 +01:00
Ray
96a9b4e1f2 REVIEWED: config.h format and inconsistencies 2023-02-12 13:28:35 +01:00
Ray
21961a786d REVIEWED: Vertex colors support on M3D loading #2878 2023-02-12 12:10:01 +01:00
Ray
4647441ad8 Update rl_gputex.h 2023-02-12 01:10:54 +01:00
BugraAlptekinSari
4ae0a416f4 Added raymarch example and thumbnail for write depth (#2919) 2023-02-11 13:37:50 +01:00
Julio C. Galindo
6ae21d6581 Fixed some grammar mistakes and typos. (#2914)
* Fixed some grammar mistakes.

* Fixed some typos.
2023-02-09 13:17:47 +01:00
Sasquatch ヽ(´ー` )┌
5c6a756014 Update raylib-hx bindings to 4.2 in BINDINGS.md (#2916) 2023-02-08 13:45:34 +01:00
Nikolas
f784961b9c Enable GetWindowHandle() on macOS (#2915) 2023-02-07 22:18:14 +01:00
Ray
e187b693ea Update raudio.c 2023-02-06 11:02:46 +01:00
star-tek-mb
04ab76b889 zig build: do not use deprecated functions (#2913) 2023-02-06 10:28:24 +01:00
Ray
1fea266472 Clean trailing spaces 2023-02-05 16:30:23 +01:00
Ray
c91190fc6e Review QOA sound loading -WIP- 2023-02-05 16:28:04 +01:00
star-tek-mb
ff70a04bf5 update zig build to latest master (#2910)
also, adds package manager support
2023-02-05 13:03:03 +01:00
Ray
60d0ab418a some typos review 2023-02-05 11:44:12 +01:00
HKrogstie
8c50da167d fix DrawMesh using SHADER_LOC_COLOR_SPECULAR as a material map (#2908) (#2909) 2023-02-05 11:04:30 +01:00
Ray
589892af07 Support QOA audio format on ExportWave() -WIP- 2023-02-04 20:27:47 +01:00
Ray
901c4553d2 ADDED: QOA audio format support -WIP- 2023-02-04 20:20:21 +01:00
Ray
43e45cbb81 Replace TABS by 4 spaces 2023-02-04 20:19:51 +01:00
Ray
7914332c40 Update qoi.h 2023-02-03 14:54:28 +01:00
Ian McFarlane
b9e49cdca6 rcamera: move y clamp to before 3d projection (#2905) 2023-02-03 14:52:15 +01:00
Antonis Geralis
212f331583 Update core_input_gamepad.c (#2903) 2023-02-01 15:13:25 +01:00
Ray
d827a65e59 Update external libraries
Switch to official `stb_vorbis.c` instead of using an outdated fork
2023-02-01 11:45:42 +01:00
Ray
a151cbd37a ADDED: Vector2LineAngle() #2887
REVIEWED: `Vector2Angle()`
2023-02-01 11:18:55 +01:00
Nikolas
89171a2608 Add WASM support for Zig build (#2901)
* Add WASM support for Zig build

* Improve Web example building

* Remove emscript example building with Zig again

* Readd windows emscripten variables
2023-02-01 11:09:03 +01:00
Ray
c94c666d04 Review formatting for M3D loading vertex colors 2023-01-30 17:05:12 +01:00
Uneven Prankster
929a46cbab [models] Fix M3D vertex color import. (#2878)
* Fix vertex color import for .m3d

* Only load vertex colors when color map and/or materials are present

* Only execute when color array is present

---------

Co-authored-by: Uneven Prankster <unevenprankster@pm.me>
2023-01-30 17:00:39 +01:00
Dor Shapira
df5a736c00 fix typo (#2899)
patrix=>matrix
2023-01-28 19:26:41 +01:00
Rob Loach
7fff1ba0b0 ADDED: IsModelReady(), IsMaterialReady(), IsTextureReady(), IsRenderTextureReady() (#2895) 2023-01-28 12:13:09 +01:00
Antonis Geralis
0b42da4085 Raylib.h has exceeded 512 functions! (#2896) 2023-01-27 23:33:15 +01:00
Rob Loach
83ff7b2466 ADDED: IsShaderReady(), IsImageReady(), IsFontReady(), IsWaveReady(), IsSoundReady(), IsMusicReady() (#2892)
These IsReady() functions provide a method in order to verify whether or not the object was loaded successfully. They're useful to make sure the assets are there prior to using them.
2023-01-27 19:24:03 +01:00
Jeffery Myers
81ca2f0bf3 Fix warnings and bad project settings for 4.5 release (#2894) 2023-01-27 19:20:42 +01:00
Ray
af66e751db Update CHANGELOG 2023-01-26 23:20:14 +01:00
Ray
000cb5a47d Update CHANGELOG 2023-01-26 23:18:06 +01:00
Kenta
f088548261 Update BINDINGS.md (#2889)
Update Kaylib license to Zlib
2023-01-26 10:52:59 +01:00
Ray
0125790801 Update rmodels.c 2023-01-25 23:13:17 +01:00
Jeffery Myers
63da7cdec6 add include guards on config.h (#2888) 2023-01-25 22:26:03 +01:00
Antonis Geralis
4adba0d3c3 Add wayland support (#2883) 2023-01-25 22:25:25 +01:00
Dor Shapira
7cdffcec52 fixed typo (#2886)
pilepine=>pipeline
chosing=>choosing
additioanlly=>additionally
attachmment=>attachment
initialize=>inititialize
Binded=>Bound
lattest=>latest

hi @raysan5, I ran rlgl.h into some "typo checking" program(basically a JetBrains IDE), and here are all the things that the program was able to spot and fix. as my English isn't really well I would like it if you could check that I didn't make any mistakes in the typo fixing...
2023-01-24 23:43:09 +01:00
Ray
f68bb8c707 REVIEWED: rlGenTextureMipmaps(), GPU generation only 2023-01-24 17:17:25 +01:00
Ray
5149da5719 Merge branch 'master' of https://github.com/raysan5/raylib 2023-01-24 17:16:44 +01:00
Ray
5b3c5e1a16 REVIEWED: ProcessMaterialsOBJ() available when required 2023-01-24 17:16:35 +01:00
PencilAmazing
542ef8904a [models] Load bone names from IQM file if available (#2882)
* Load bone names from IQM file if available

* Formatting and default bone name
2023-01-23 19:55:02 +01:00
Ray
393a03a46e Removed twitter badge, twitter API seems to be limited 2023-01-23 15:28:45 +01:00
Rob Loach
4706891cae Add RAYLIB_VERSION numbers to raylib.h (#2856)
Ran into an issue in raylib-cpp where a user was using raylib 4.5-dev, even though the library currently only targets 4.2. With having RAYLIB_VERSION_MAJOR and RAYLIB_VERSION_MINOR, we will be able to target different versions of raylib in different ways, via C preprocessor conditionals.

For example:
``` c
newColor = ColorTint(BLUE, RED);
TraceLog(LOG_INFO, "The color should be tinted, but this isn't supported in ryalib <= 4.2");
```
2023-01-22 15:29:29 +01:00
Rob Loach
d8af76f67c Fix to use TRACELOG() instead of TraceLog() for internal modules (#2881)
There were a few raylib modules that continued to use TraceLog() instead of the TRACELOG() macro. This change ensures that all the internal raylib modules use the TRACELOG() pattern consistently.
2023-01-22 11:10:38 +01:00
Ray
78ae3b38a6 minor format tweak 2023-01-21 19:31:47 +01:00
Antonis Geralis
e539aad118 Fix android sound issue #2118 (#2875) 2023-01-21 18:52:31 +01:00
Uneven Prankster
19715546b3 Stub out rlCubemapParameters if under GL 1.1. (#2876)
Co-authored-by: Uneven Prankster <unevenprankster@pm.me>
2023-01-21 18:51:33 +01:00
KOLANICH
342b18da03 Add packaging for distros with deb- and rpm-based packages. (#2877) 2023-01-21 18:50:38 +01:00
Jeffery Myers
c649bec26c Have LoadMaterials call the same code that OBJ loader does so that we can read MTL files (#2872) 2023-01-20 16:13:19 +01:00
Masoud Naservand
e64606a82f Correct the set paths in bat files in examples/ (#2870)
Co-authored-by: Masoud Naservand <masoud.naservand@gmail.com>
2023-01-20 16:07:43 +01:00
Jeffery Myers
edaca16d7c Fix warnings in raylib project from MSVC (#2871) 2023-01-20 16:05:19 +01:00
Jeffery Myers
116603e61c don't try to free a void* buffer as if it's a cgltf_data structure (#2867) 2023-01-19 21:21:05 +01:00
Uneven Prankster
76468bb8d8 Add rlCubemapParameters to rlgl.h (#2862)
Co-authored-by: Uneven Prankster <unevenprankster@pm.me>
2023-01-19 20:53:30 +01:00
Ghost
2a2f2b20b8 Fixed bug : touches become sticky (#2857)
Touches became sticky and didn't disappear after using more than 2 fingers, fixed by getting the touch count of how many fingers are on the screen, and only looping through the available/pressed down touch points instead of looping through the maximum touch points.
Tested with more than 10 touch points, and with different MAX points value, working perfectly.
2023-01-14 19:41:42 +01:00
Kenta
aed131a8f0 Update BINDINGS.md (#2858)
* Update BINDINGS.md

Add Kaylib - Kotlin/Native binding for 4.5-dev (proper binding).
Add Raylib-Nelua - Nelua binding for 4.5-dev with working wasm export.

* Update BINDINGS.md
2023-01-14 19:40:48 +01:00
Tobias Mock
d224414eb1 Update raylib-ocaml to 4.2.0 (#2853) 2023-01-11 18:07:35 +01:00
Daijiro Fukuda
c6376acfc4 Set initial window position for display-sized fullscreen (#2742) 2023-01-10 12:45:53 +01:00
Ray
3028bffd4c Minor tweaks 2023-01-10 12:38:21 +01:00
Go Watanabe
f549f67be9 OpenGLES 2.0 support on PLATFORM_DESKTOP (#2840)
* OpenGLES 2.0 support on PLATFORM_DESKTOP

* exmples raylib_opengl_interop desktop GLES2 support

* rename gles2.h -> glad_gles2.h
2023-01-10 12:34:06 +01:00
Ray
6dd1d2d931 ADDED: Required define on Linux #2729 2023-01-10 12:20:45 +01:00
Ray
bba6ae5622 RENAME: type to projection #2851 2023-01-10 12:16:42 +01:00
Ray
ce8000ee7e REVIEWED: GetClipboardText() on PLATFORM_WEB 2023-01-04 20:13:44 +01:00
Ray
89755e52bf REVIEWED: rLoadTextureDepth() fixed issue 2023-01-04 17:35:51 +01:00
Ray
73234d2a28 Avoid trying to setup uniform for invalid locations 2023-01-03 17:44:06 +01:00
Ray
39f9045703 Update models_loading_gltf.c 2023-01-02 20:59:25 +01:00
Ray
b854909803 Update models_loading_gltf.c 2023-01-02 20:48:02 +01:00
Ray
d3c1a04983 REVIEWED: GLTF animations support #2844 2023-01-02 20:46:33 +01:00
Charles
f2e3d6eca7 [models] Add GLTF animation support (#2844)
* add GLTF animation support

* use correct index when allocating animVertices and animNormals

* early exit LoadModelAnimationsGLTF if the gtlf file fails to parse

* update models/models_loading_gltf.c to play gltf animation

Updated the .blend file to use weights rather than bone parents so it
fits into the framework. Exported with weights to the .glb file.

* fix order of operations for bone scale in UpdateModelAnimation

* minor doc cleanup and improvements

* fix formatting

* fix float formatting

* fix brace alignment and replace asserts with log messages
2023-01-02 20:23:48 +01:00
Ray
fabedf7636 Merge branch 'master' of https://github.com/raysan5/raylib 2023-01-02 17:06:55 +01:00
Ray
62f63f9e48 REVIEWED: Avoid possible gamepad index as -1 #2839
WARNING: It could require further review of `GamepadThread()` function where `js_event gamepadEvent.number` detecting current pressed button could generate a missmatch with index 0 (reserved for button unknow). Or maybe `0` could just be `GAMEPAD_BUTTON_NONE`? In that case, consistency with other inputs should be carefully considered...
2023-01-02 17:06:52 +01:00
Antonis Geralis
1dbcce8b56 Use explicit atomics (#2849)
* Use explicit atomics

* missed one

* use relaced ordering
2023-01-02 16:48:53 +01:00
Ray
0ccc1d3686 Update year to 2023 2023-01-01 19:07:58 +01:00
Ray
5ba41e4f7f REVIEWED: shaders_write_depth example 2023-01-01 18:31:03 +01:00
BugraAlptekinSari
3cfb9a6e83 [example] Writing into the depth buffer (#2836)
* Add a depth buffer example.

* Fixed a typo
2023-01-01 18:17:28 +01:00
Ray
30b75702df Update year to 2023 2023-01-01 18:09:22 +01:00
Ray
e2a8066fca Update year to 2023 2023-01-01 16:07:51 +01:00
Ray
b59fab7ee6 Update year to 2023 2023-01-01 16:00:56 +01:00
Wytek01
713e26332f Update year to 2023 (#2846)
* Update year to 2023

* Update raylib.h year to 2023
2023-01-01 12:55:49 +01:00
Antonis Geralis
ba38fe5b97 core_loading_thread example join thread on completion (#2845)
* core_loading_thread example join thread on completion

* error checking
2022-12-31 19:25:35 +01:00
turborium
dbdbbea471 Add new Delphi/Lazarus bindings (#2838)
TurboRaylib - dynamic bindings of ray lib for Delphi/Lazarus
2022-12-28 11:04:55 +01:00
Ray
03cc540d5f Minor tweak 2022-12-18 18:00:21 +01:00
Ray
d7f7c94c4d REVIEWED: Vector2Angle() 2022-12-18 18:00:14 +01:00
Ray
72b9f3c5de Minor tweaks 2022-12-17 12:15:19 +01:00
Antonis Geralis
d1a104bba4 Fix vector2angle (#2832)
* Fix vector2angle

* Fix ;

* use acosf

* need a break

* add comments
2022-12-17 12:13:40 +01:00
Ray
c2b56c583a Merge branch 'master' of https://github.com/raysan5/raylib 2022-12-14 13:00:29 +01:00
Ray
619331f4a7 REVIEWED: Issue with depth textures on WebGL #2824 2022-12-14 12:57:39 +01:00
Alexander Heinrich
3419aef677 Fix Vector2Angle() (#2829)
With this fix the function still returns negative values, which is
wrong. But we keep this behaviour to maintain backwards compatibility.
2022-12-13 18:59:00 +01:00
Ray
445ce51e51 Update Makefile 2022-12-13 10:46:49 +01:00
simendsjo
884d30b85a Use GLVND also for old cmake versions (#2826)
Use GLVND also when legacy implementations exist for old cmake versions
<= 3.10. This is a breaking change for old cmake versions (prior to
around 2017-10-05) which will now use GLVND rather than defaulting to
libGL.

This fixes the following warning when building:

    CMake Warning (dev) at /gnu/store/qv13zgbmyx0vjav8iiqp772kp6rxvwnd-cmake-3.24.2/share/cmake-3.24/Modules/FindOpenGL.cmake:315 (message):
      Policy CMP0072 is not set: FindOpenGL prefers GLVND by default when
      available.  Run "cmake --help-policy CMP0072" for policy details.  Use the
      cmake_policy command to set the policy and suppress this warning.

      FindOpenGL found both a legacy GL library:

        OPENGL_gl_LIBRARY: /home/simendsjo/.guix-profile/lib/libGL.so

      and GLVND libraries for OpenGL and GLX:

        OPENGL_opengl_LIBRARY: /home/simendsjo/.guix-profile/lib/libOpenGL.so
        OPENGL_glx_LIBRARY: /home/simendsjo/.guix-profile/lib/libGLX.so

      OpenGL_GL_PREFERENCE has not been set to "GLVND" or "LEGACY", so for
      compatibility with CMake 3.10 and below the legacy GL library will be used.
    Call Stack (most recent call first):
      cmake/LibraryConfigurations.cmake:21 (find_package)
      src/CMakeLists.txt:46 (include)
    This warning is for project developers.  Use -Wno-dev to suppress it.

See https://cmake.org/cmake/help/latest/policy/CMP0072.html

Closes #2825
2022-12-11 13:37:38 +01:00
Ray
c04c3668cb Update windows.yml 2022-12-10 13:09:05 +01:00
Ray
855a5f3701 Update windows.yml 2022-12-10 13:06:13 +01:00
Ray
6d59a21e99 Update windows.yml 2022-12-10 13:01:57 +01:00
Ray
935a306b29 Update windows.yml 2022-12-10 12:44:25 +01:00
Ray
2c9d116a5c ADDED: ColorTint(), ColorContrast() 2022-12-07 12:52:42 +01:00
Ray
f1368c36dd ADDED: ColorBrightness() 2022-12-05 00:24:55 +01:00
Ray
4de64f5750 Expose OpenGL blending mode factors and functions/equations 2022-12-04 13:22:37 +01:00
Ray
89698844a1 REVIEWED: Example: textures_textured_curve 2022-12-04 11:01:59 +01:00
Jeffery Myers
57dd345dc3 Add a textured curve example (#2821) 2022-12-03 22:55:05 +01:00
Ray
5b5dff3f9e format tweak 2022-12-02 11:59:54 +01:00
Ray
a4079ad565 Update Makefile 2022-12-02 11:59:43 +01:00
Hristo Iliev
387c060006 Fix an issue when compiling for web (#2820)
It would try to use the glfw on the system but we're cross-compiling for web where the implementation is provided by emscripten's team
2022-11-30 10:36:01 +01:00
Ray
0b6d4b376f REVIEWED: Image fileformat support: PIC, PNM 2022-11-29 17:28:23 +01:00
Ray
d241ee8516 ADDED: Optional support for PNM images (.ppm, .pgm) 2022-11-29 10:58:27 +01:00
Ray
2edf5a9584 REVIEWED: Issue with shader linkage 2022-11-29 10:45:10 +01:00
jtainer
50a716c0d9 Updated rcore.c, renamed 'time' to 'nanoSeconds' (#2816)
* Updated rcore.c, renamed 'time' to 'time_nsec'

When PLATFORM_ANDROID, PLATFORM_RPI or PLATFORM_DRM were defined, there is a compilation error to redefinition of the variable 'time', so the second instance of 'time' was changed to 'time_nsec' which both fixes the name collision and more accurately describes what that variable represents.

* Renamed 'time_nsec' to 'nanoSeconds'
2022-11-29 00:46:10 +01:00
Daijiro Fukuda
57bd84510f Fix wrong compile definition (#2815) 2022-11-28 22:36:22 +01:00
Daijiro Fukuda
66a2cdee40 Fix array out of range (#2814)
This breaks other values of the struct.
2022-11-28 22:35:44 +01:00
Ray
bbf9935828 Update github workflows 2022-11-28 21:03:21 +01:00
Ray
fc5894e734 REVIEWED: Some compilation warnings (for strict rules) 2022-11-28 14:16:59 +01:00
Antonis Geralis
2fd6d7e8c0 Use const for pointer float array (#2807)
* Use const for pointer float array

* missed a definition
2022-11-24 00:58:56 +01:00
Antonis Geralis
2c77b31e30 Correct types for rlBindImageTexture (#2808) 2022-11-24 00:58:31 +01:00
gtrxAC
c48de2d1af Rename lighting_instanced shader (glsl100) to lighting_instancing (#2805)
* JSON parser: Use array for function params (#2255)

* Parser: follow C convention of type before name

* Update file names in build scripts

* Rename lighting_instanced shader to instancing
2022-11-22 18:16:44 +01:00
Ray
c0010105c2 REVIEWED: UnloadDirectoryFiles() 2022-11-22 17:09:39 +01:00
Ray
f6558fe6e0 Minor tweaks 2022-11-22 01:02:54 +01:00
Alex Macafee
36bb57d1be Add raylib-vapi (#2804) 2022-11-21 13:14:20 +01:00
Ray
e6306e5e76 REVIEWED: rlCullFace() -> rlSetCullFace()
Reviewed formating to follow raylib coding conventions.
2022-11-15 12:34:01 +01:00
jtainer
2761aa40dd Added function rlCullFace (#2797)
rlCullFace sets the face culling mode to RL_FRONT or RL_BACK which correspond to GL_FRONT and GL_BACK respectively.
2022-11-15 12:30:32 +01:00
Pere001
c8fd93d356 Warning on GetRandomValue range limit (#2800)
Added a comment explaining the range limitations of GetRandomValue.
Added a run-time warning TRACELOG when GetRandomValue is called with an invalid range.
2022-11-15 12:29:19 +01:00
Ray
2604b9f72b Merge branch 'master' of https://github.com/raysan5/raylib 2022-11-15 12:26:30 +01:00
Ray
3c51d066f1 Avoid using DrawCubeTexture() 2022-11-15 12:26:22 +01:00
Ray
656f47b7cc Update cmake.yml 2022-11-15 12:23:24 +01:00
Ray
2a88dc9bb7 Update linux_examples.yml 2022-11-15 12:22:26 +01:00
Ray
fadc29d811 WARNING: REMOVED: DrawCubeTexture(), DrawCubeTextureRec()
Those two functions have been moved to a new example: `models_draw_cube_texture`. The reasons for this decision:
 - Function inflexibility: Many users with the need to draw a textured cube could need to customize the texture applied to every face, that function did not allow that kind of functionality.
 - rlgl functionality exposure: The implementation exposed will teach users how to implement custom textured triangles drawing.
2022-11-15 12:16:28 +01:00
Jorge A. Gomes
4bb71c8fa2 Raylib-py updated to 4.2, plus parallel project (#2798)
Now Raylib-py is a releases-only project.
For now on, code maintenance will happen in a parallel project created to automate the binding generation: RaylibpyCtbg
2022-11-12 18:56:54 +01:00
Scott Helvick
baabe22f7a Add Claylib (CL bindings + convenience layer) (#2796) 2022-11-11 17:23:02 +01:00
Ray
025db8f227 Merge branch 'master' of https://github.com/raysan5/raylib 2022-11-10 12:03:26 +01:00
Ray
31edd13a72 Minor formating tweaks 2022-11-10 12:03:17 +01:00
Julianiolo
82e0644195 Fix Makefile emscripten path (#2785) 2022-11-10 11:51:51 +01:00
Ray
3888299bf5 WARNING: REMOVED: DrawTextureTiled()
This function implementation has been moved to the related example. Current implementation can be probably customized depending on user needs.
2022-11-10 10:17:37 +01:00
Ray
7f68c65406 WARNING: REMOVED: DrawTextureQuad()
This function can be easely replicated using `DrawtexturePro()` and actually it was doing some assumptions not transparent to the user. Even the function name was confusing. No example was available for it and actually noone requested one example.
2022-11-10 10:11:28 +01:00
Ray
84a2a88572 WARNING: REMOVED: DrawTexturePoly()
Function moved to `examples/textures/textures_polygon.c`, so users can learn from the implementation and create custom variants as required.
2022-11-10 10:05:11 +01:00
red thing
fca58c8e2f dray is now 4.2.0 (#2792) 2022-11-09 07:42:58 +01:00
Martin Wickham
311a57f9fc Add frameworks needed on macos (#2793) 2022-11-09 07:40:59 +01:00
Dor Shapira
773c0d78d8 removing typo (#2790) 2022-11-08 21:47:05 +01:00
Ray
ca6f58eed1 Update rcore.c 2022-11-05 00:31:13 +01:00
RGDTAB
dbdfad7ace Fix ExportDataAsCode() data types (#2787) 2022-11-04 20:39:04 +01:00
Roman Akberov
1cb81e3f4c Fix examples/build.zig for the latest Zig version (#2786) 2022-11-02 18:41:21 +01:00
IsaacTCB
4c4a703841 Fix Android x86 Architecture name (#2783)
When building a x86 project, the folder inside lib is named i686. However Android x86 actually expects the folder to be called x86.
2022-10-30 12:18:12 +01:00
Angga Permana
d91f30958f Fix deprecation error on android api higher than 23 (#2778) 2022-10-27 11:38:25 +02:00
nobytesgiven
5113817507 Improved billboards example, highlighting rotation and draw order (#2779)
* Improved billboards example, highlighting rotation and draw order

* changes to conform to the raylib conventions

* NOW it conforms

Co-authored-by: nobytesgiven <nobytesgiven@users.noreply.github.com>
2022-10-26 19:16:35 +02:00
Ray
28e8b2add3 REVIEWED: Issue with OpenURL() 2022-10-26 18:04:20 +02:00
Dor Shapira
bcb47255b9 fixing typo (#2781)
fixing typo
2022-10-26 17:14:52 +02:00
Dor Shapira
bc60812d68 added raylib-python-ctypes bindings (#2780) 2022-10-26 17:14:24 +02:00
Yunoinsky
df4199e2c1 Add ChezScheme support (#2776) 2022-10-26 09:12:14 +02:00
nobytesgiven
c4abf68351 fixed blur issue on opaque pictures & added example (#2775)
Co-authored-by: nobytesgiven <nobytesgiven@users.noreply.github.com>
2022-10-26 09:11:14 +02:00
Ray
865f823835 Review -s 2022-10-25 21:03:33 +02:00
nobytesgiven
dbecb95024 Added Box and Gaussian blurring (#2770)
* Added Box and Gaussian blurring

* Removed dependence of gaussian blur to box blur & Fixed precision errors

Co-authored-by: nobytesgiven <nobytesgiven@users.noreply.github.com>
2022-10-25 17:56:06 +02:00
Ian Rash
072e92615a Updated support for crystal (#2774)
All fresh and current.
2022-10-25 10:51:40 +02:00
nobytesgiven
e5d332dea2 Fix bezier line breaking #2735 (#2767)
* Fixed bezier line breaking #2735

* converted tabs to spaces

* typo

* Changed doubles to floats

* removed heap allocations\

Co-authored-by: nobytesgiven <nobytesgiven@users.noreply.github.com>
2022-10-24 16:35:47 +02:00
Ray
d5cd5ebd80 Update to latest miniaudio (dev) 2022-10-24 13:37:20 +02:00
Ray
d71505bdc6 Update Makefile 2022-10-24 13:37:08 +02:00
Ray
483f10397e review note 2022-10-20 20:09:54 +02:00
Ray
d9f434afb9 Added -s EXPORTED_RUNTIME_METHODS=ccall to examples web build #2739 2022-10-20 20:07:29 +02:00
InKryption
40cf84e7e5 build.zig: let user decide how to set build mode + fix linker warning (#2763)
* build.zig: let user decide how to set build mode

This should delegate the responsibility of calling `standardReleaseOptions` and setting the build mode of the `*LibExeObjStep` step to the caller, especially since this might not be the process by which one wants to determine the build mode.

Also changes hides `getSrcDir` to enforce usage of `srcdir`, and asserts that the file is in fact inside a directory.

* build.zig: set root_src param to `null`

Supplying the header file as the root source here appears to cause a linker warning of the form:
```
LLD Link... warning(link): unexpected LLD stderr:
ld.lld: warning: {build_root}/zig-cache/o/{hash}/libraylib.a: archive member '{build_root}/zig-cache/o/{hash}/raylib.o' is neither ET_REL nor LLVM bitcode
```
Passing `null` instead fixes it.
2022-10-20 18:33:12 +02:00
Peter0x44
b8e14a4f99 Review parser Makefile (#2765)
* parser: Fail gracefully if a nonexistent file is passed on the command line

Before, if a nonexistent file was passed to LoadFileText(), it would
return NULL, and the parser would happily dereference it.

* parser: Refactor Makefile and update the path to easings.h (now reasings.h)

Before, the `make all` target would simply segfault, see 0a679d79
Now, if a file in the `make all` target doesn't exist, make will write
an error.

Individual API files can be generated likeso, provided the header file
the target depends on exists:

FORMAT=JSON EXTENSION=json make raygui_api.json

In order for the `make all` target to succeed, raygui.h, physac.h and
rmem.h need to be added to the correct directory.
2022-10-20 17:29:03 +02:00
ianband
7e7939e1ad Add DrawCapsule(Wires) (#2761)
* Add DrawCapsule & DrawCapsuleWires

* Add DrawCapsule & DrawCapsuleWires to example

Co-authored-by: Ian Band <ian.r.band@gmail.com>
2022-10-17 11:36:53 +02:00
Rob Loach
c5e89241c5 BINDINGS: Add Umka bindings to BINDINGS.md (#2760)
[raylib-umka](https://github.com/robloach/raylib-umka) provides [Umka scripting language](https://github.com/vtereshkov/umka-lang) bindings to raylib.
2022-10-16 00:25:52 +02:00
hkc
0b69bc28c6 Fix ImageTextEx and ImageDrawTextEx scaling (#2756)
* Use RL_QUADS/RL_TRIANGLES for single-pixel drawing

Addresses problem mentioned in
https://github.com/raysan5/raylib/issues/2744#issuecomment-1273568263
(in short: when drawing pixels using DrawPixel{,V} in camera mode,
upscaled pixel becomes a line instead of bigger pixel)

* [rtextures] Fixed scaling down in ImageTextEx

Closes #2755
2022-10-14 17:43:12 +02:00
Ray
e61639f6fc ADDED: GenImageText()
Probably useless but interesting for education. It generated a grayscale image directly from text data.
2022-10-14 10:51:43 +02:00
Kenta
ccd4f8b5ae Add C3 binding to BINDINGS.md (#2757) 2022-10-13 23:00:53 +02:00
Anut-py
11fd883ee4 Add Haskell bindings to BINDINGS.md (#2753) 2022-10-12 22:04:11 +02:00
CrezyDud
aa67f7c39a Fix & Simplify .vox signature check (#2752)
and make version check be only 150 not over 150
2022-10-12 17:14:18 +02:00
hartmannathan
f080367a0c examples/core/core_custom_logging.c: Fix typo (#2751) 2022-10-12 17:12:28 +02:00
Ray
07bbfe86b9 Update core_basic_window.c 2022-10-11 22:28:40 +02:00
hkc
8ebe62b4dd Use RL_QUADS/RL_TRIANGLES for single-pixel drawing (#2750)
Addresses problem mentioned in
https://github.com/raysan5/raylib/issues/2744#issuecomment-1273568263
(in short: when drawing pixels using DrawPixel{,V} in camera mode,
upscaled pixel becomes a line instead of bigger pixel)
2022-10-11 18:45:34 +02:00
Szieberth Ádám
4cca234f46 avoid leading spaces in text_rectangle_bounds (#2746) 2022-10-11 12:14:40 +02:00
Dor Shapira
0d04ceafbf build raylib_api without the 'vectex' tyops (#2749) 2022-10-11 12:14:01 +02:00
Dor Shapira
8025b052b3 fixing typo (#2748) 2022-10-11 11:20:29 +02:00
JupiterRider
cb085a1b50 Update BINDINGS.md (#2745) 2022-10-07 19:03:08 +02:00
Ray
cee0fc5d78 Update README.md 2022-10-07 16:33:39 +02:00
Ray
38025362ee Update version to raylib 4.5-dev to avoid confusions with 4.2 2022-10-07 16:22:44 +02:00
Ray
7a15861d44 Update rlgl.h 2022-10-06 00:56:18 +02:00
Ray
26969c2c38 Added BLEND_CUSTOM_SEPARATE #2741 2022-10-05 13:57:38 +02:00
Ray
25d846aa9a Avoid early return calls 2022-10-05 13:34:19 +02:00
Ray
9017be3259 Reviewed latest PR formating and variables naming #2741 2022-10-05 13:29:34 +02:00
凌溢狐
2d88958d35 Add rlSetBlendFactorsSeparate and custom blend mode modification checks (#2741) 2022-10-05 13:05:44 +02:00
Ray
2e26cf48e8 Merge branch 'master' of https://github.com/raysan5/raylib 2022-10-03 00:07:34 +02:00
Ray
7459d906de Update rtext.c 2022-10-03 00:07:22 +02:00
_Tradam
62d228346b Update build.zig to work with last GLFW update (#2737) 2022-10-02 20:29:48 +02:00
veins1
2872b2fff5 Clear PCM buffer state when closing audio device (#2736)
Fix for #2714
2022-10-02 19:30:26 +02:00
Ray
33e7f7cc59 WARNING: DrawLineBezier() implementation needs review #2721 2022-10-02 11:11:13 +02:00
Rob Loach
0daaaddeef Fix Gestures to use GetTime() if it's available (#2733) 2022-10-02 10:47:17 +02:00
Random
03f5fce672 removed glfwSetWindowPos on InitWindow (#2732)
* removed glfwSetWindowPos on InitWindow

* removed execute permission from CMakeLists
2022-10-02 10:46:33 +02:00
Ray
178a356cb4 minor tweaks 2022-09-30 23:07:29 +02:00
Random
f14955512f fix issue #2728 (#2731)
* fix issue #2728

* updated gamecontrollerdb: fixes GLFW warning due to invalid entry
2022-09-30 10:09:49 +02:00
Ray
45da03df23 Reviewed monitor checking order 2022-09-29 12:00:20 +02:00
Ray
4fe6f885f7 Update gamepad mappings with latest gamecontrollerdb, fix #2725 2022-09-29 11:23:25 +02:00
Ray
357f782f4e Merge branch 'master' of https://github.com/raysan5/raylib 2022-09-29 11:08:02 +02:00
Ray
0ced04f0df Fix #2722 2022-09-29 11:08:00 +02:00
Dor Shapira
587e61def9 fixing new typoes (#2727) 2022-09-28 20:04:59 +02:00
Dor Shapira
5c404c79da Update raylib.h (#2726) 2022-09-28 20:04:41 +02:00
Michael Scherbakow
8f88c61bdf update build.zig (#2720)
zig `master` now enforces to use addIncludePath instead of addIncludeDir
2022-09-27 01:27:22 +02:00
bXi
e9ca38fafa Clarified working of ImageDrawCircle and ImageDrawCircleV (#2719) 2022-09-26 12:24:10 +02:00
Ray
7ab056b6ef REVIEWED: GeneshHeightmap(), fix #2716 2022-09-25 15:41:49 +02:00
Ray
2ef0b064e5 Fix isssue #2718 2022-09-25 14:09:28 +02:00
Ray
ea87491a82 ADDED: Support CAPS/NUM lock keys registering if locked 2022-09-25 00:14:59 +02:00
Ray
810a0330ab WARNING: Several changes on UTF-8/Codepoints API
- ADDED: `GetCodepointPrevious()`
 - RENAMED: `GetCodepoint()` -> `GetCodepointNext()`, actually, reimplemented
 - `GetCodepoint()` has been kept for the moment, for compatibility and also because implementation is different
 - RENAMED: `TextCodepointsToUTF8()` to `LoadUTF8()`, simpler name and more aligned with raylib conventions (functions loading memory start with Load*()), parameters should be descriptive of functionailty.
 - ADDED: `UnloadUTF8()`, aligned with `LoadUTF8()` to avoid allocators issues.
2022-09-22 20:35:55 +02:00
Ray
4b1d4b4f6b Update rcore.c 2022-09-22 20:30:02 +02:00
Ray
907e9e1fe2 Update text_codepoints_loading.c 2022-09-22 20:29:54 +02:00
Ray
4311ffc9e1 REVIEWED: New functions coding conventions 2022-09-19 18:47:16 +02:00
Rob Loach
2093fdcc53 Added: ImageDrawCircleLines, ImageDrawCircleLinesV (#2713)
This adds `ImageDrawCircleLines()` and `ImageDrawCircleLinesV()` to draw outlines of circles, and updates `ImageDrawCircle()` draw a filled circle to match the effect of `DrawCircle()` and `DrawCircleLines()`.
2022-09-19 18:41:17 +02:00
Ray
0e5cd442be REVIEWED: Renamed some shaders, fix #2707 2022-09-19 18:29:08 +02:00
Ray
5530a3ceb8 REVIEWED: ScanDirectoryFilesRecursively(), fix #2704 2022-09-19 18:20:36 +02:00
Ray
6e8f3b0f45 Update rlgl.h 2022-09-19 10:35:34 +02:00
Ray
12e8cef9cf REMOVED: Mipmaps software generation for OpenGL 1.1
As generation is done in software, it's up to the user to do it. `ImageMipmaps()` is already provided for reference.
2022-09-19 10:31:55 +02:00
Denis Pobedrya
27781a4767 Remove touch points on touch up events on Android (#2711)
Fixes #2683

Remove elements from touch point related arrays when touch up and
similar events are processed. This makes GetTouchPointCount() always
report the actual count of touch points, and all positions returned by
GetTouchPosition() correspond to positions of currently happening
touches.
2022-09-18 23:01:10 +02:00
Gunko Vadim
7e3a50b4ac Update BINDINGS.md (#2710) 2022-09-18 22:36:59 +02:00
Nikolas
42ecd72547 [rlgl] Check for extensions before enabling them (#2706)
* [rlgl] Check for extensions before enabling them

* Shift to glad on macOS

* #undef CORE_OPENGL_33

* Remove version hack and fix ASTC compression assumption

* Remove loader from glad

* Use GLAD_MALLOC/FREE instead of malloc/free

* More explicit extension checking
2022-09-18 21:08:51 +02:00
Denis Pobedrya
8f597b3cc3 Basic gamepad support for Android (#2709)
Currently assumes a single gamepad, has no code specific to gamepad
detection (gamepad is "detected" when an event related to gamepad
arrives). Also assumes that all gamepads look roughly like an xbox/ps
controller. Both assumptions are not strictly true, but an
implementation like that probably covers 85% of usecases.

Also it doesn't update previousButtonState so functions
IsGamepadButtonPressed() and IsGamepadButtonReleased() don't work, but
they didn't work previously on Android anyway, and they are flaky on
desktop as they are now, so the mechanism for these two functions
probably should be reworked anyway.

It's certainly an improvement compared to the previous android gamepad
handling code, which put gamepad events into touch related structs.
2022-09-18 19:58:52 +02:00
Denis Pobedrya
ff25402f68 Fix viewport scaling bug on android after context rebind (#2703)
On android after rebinding context (which happens when you minimize and
navigate back to an app, or when you turn a screen off and back on)
there's a bug that viewport has a wrong scale and part of it is off
screen.

The change fixes it on devices I tried, but the solution feels hacky to
me. However when I attempted instead to call SetupViewport() again which
feels like a more proper solution, it didn't fix it.
2022-09-18 11:28:55 +02:00
Denis Pobedrya
8e57c8ace3 Fix touchscreen input related functions on Android (#2702)
Fix display -> screen coordinate conversion for android platform and
move it to the platform event handling code, simplifying
GetTouchPosition() function implementation.

Co-authored-by: Denis Pobedrya <denis.pobedrya@gmail.com>
2022-09-17 23:15:11 +02:00
AQuantumPotato
494a581339 Update BINDINGS.md (#2701)
Updated the list of projects that support 4.2
2022-09-17 23:14:00 +02:00
Rob Loach
4c3d577ddb CMake: Project template fix to easily target raylib version (#2700) 2022-09-17 23:12:57 +02:00
Ray
c328f09efc Move compressed textures loading to a separate self-contained library 2022-09-17 19:26:23 +02:00
Ray
cb9b8f73c0 ADDED: GenImagePerlinNoise() 2022-09-17 13:39:49 +02:00
murilluhenrique
eaa0b9102b Fix typo (#2696) 2022-09-16 00:06:25 +02:00
Nikolas
a12ddacb7b Enable DXT compression on __APPLE__ targets (#2694) 2022-09-12 12:21:41 +02:00
Ray
853c66baed REVIEWED: CheckCollisionPointPoly() 2022-09-10 23:56:52 +02:00
Ray
cf76d23476 Minor format tweaks 2022-09-10 10:23:38 +02:00
Ray
cf24c021a3 WARNING: BREAKING: Reviewed SSBO usage to avoid long long
raylib library tries to avoid `long long` usage. Several SSBO functions have been reviewed (including some renames for consistency) to minimize `long long` type usage.
2022-09-09 00:26:47 +02:00
Ray
b478364914 REVIEWED: Removed comment, fixes #2691 2022-09-09 00:04:08 +02:00
hartmannathan
c1b4881e8a examples/core/core_custom_logging.c: Fix typo (#2692) 2022-09-08 16:10:15 +02:00
Ray
ac1ffbad1d REVIEWED: Data type to unsigned 2022-09-07 00:39:38 +02:00
Ray
b09725fa84 REPLACED: rlVertex2i() by rlVertex2f() 2022-09-05 18:45:33 +02:00
Ray
e59442bfab REMOVED: rlPushMatrix()/rlPopMatrix() from rshapes
This simplification will allow the usage of `rshapes` as STANDALONE mode in a future. Only a small set of `rlgl` functions are required and they can be "more" easely replaced if no `rlPushMatrix()`/`rlPopMatrix()` are involved.

More simplification planned for the future, maybe the textures dependencies.
2022-09-05 18:23:25 +02:00
Ray
9996e328cb WARNING: BREAKING: Removed rlCheckRenderBatchLimit() requirement
Updated version to `rlgl 4.2`
2022-09-05 13:20:09 +02:00
Ray
ad5ffd78d6 REVIEWED: rlgl enums and comments 2022-09-05 11:15:28 +02:00
Ray
0917290e95 REVIEWED: M3D model loading #2688 2022-09-04 18:49:54 +02:00
Ray
ac3420faac Update core_custom_frame_control.c 2022-09-04 12:32:40 +02:00
skylar
ee5a87826d Fixed a bug in the 2d camera platformer example (#2687)
canJump used to alternate between true and false when on ground
2022-09-04 11:48:33 +02:00
Ray
f4b4054de5 REVIEWED: CheckCollisionPointPoly() 2022-09-04 10:45:01 +02:00
Jacek
aff98d7f2a Check collision point polygon (#2685)
* Update raylib.h

* CheckCollisionPointPolygon()

* typo
2022-09-04 10:39:03 +02:00
Ray
082920eb80 WARNING: RENAMED exported symbol to raylib_version #2671 2022-09-02 21:35:08 +02:00
Ray
de968e3623 WARNING: RENAMED symbol raylibVersion to raylib_version
I want to note this is a special symbol exported
2022-09-02 21:32:58 +02:00
Ray
2a798d64a2 Export raylibVersion symbol. Fixes #2671 2022-09-02 21:28:19 +02:00
Stan
234576da71 Removed raylib_opengl_interop.c from PLATFORM=Web build (#2682) 2022-09-02 09:13:35 +02:00
Ray
fb1037a241 ADDED: Complete support for M3D animations! #2648 2022-09-01 20:46:06 +02:00
Ray
64cca24526 ADDED: RL_TEXTURE_MIPMAP_BIAS_RATIO support to rlTextureParameters() for OpenGL 3.3 #2674 2022-09-01 11:18:22 +02:00
Ray
a598754b5b Update windows.yml 2022-09-01 11:04:10 +02:00
Ray
bb4d9297b5 Update windows.yml 2022-09-01 10:52:03 +02:00
Ray
4938966e76 Update windows.yml 2022-09-01 10:45:30 +02:00
Ray
cabaa53302 Update windows.yml 2022-09-01 10:44:25 +02:00
Ray
bfab101ac2 Update windows.yml 2022-09-01 10:42:11 +02:00
Ray
23cc39a265 Implemented latest .M3D improvements #2648 2022-09-01 10:27:16 +02:00
Ray
0c7ba773ec Fixed issue with LoadIQM() #2676 2022-09-01 10:14:45 +02:00
Ray
4b76aa09dd ADDED: lighting.fs for GLSL120 Fix #2651 2022-08-29 14:36:07 +02:00
Ray
d66692149b Update README.md 2022-08-28 18:04:47 +02:00
Ray
7f5567eec0 Reviewed GLFW compilation requirements on Linux: _GNU_SOURCE
Reasons to NOT define `_GNU_SOURCE`:

 - access to lots of nonstandard GNU/Linux extension functions
 - access to traditional functions which were omitted from the POSIX standard (often for good reason, such as being replaced with better alternatives, or being tied to particular legacy implementations)
 - access to low-level functions that cannot be portable, but that you sometimes need for implementing system utilities like mount, ifconfig, etc.
 - broken behavior for lots of POSIX-specified functions, where the GNU folks disagreed with the standards committee on how the functions should behave and decided to do their own thing.
2022-08-28 15:48:12 +02:00
Ray
be2328f848 Update Makefile 2022-08-28 15:39:22 +02:00
Ray
568fe42cb1 Reviewed GLFW issue with ppoll() function 2022-08-28 15:37:09 +02:00
Ray
482dbfc52e Avoid error on implicit-function-declaration 2022-08-28 15:28:57 +02:00
Ray
10ae54379a Update posix_poll.c 2022-08-28 15:25:34 +02:00
Ray
2236197d49 Update rglfw.c 2022-08-28 15:20:16 +02:00
Ray
9e0e08cba4 WARNING: UPDATED GLFW to latest master branch!
WARNING: This could be a BREAKING CHANGE for some platforms! I'm afraid something could be wrong on `rglfw.c` module.

To be able to compile on Windows I had to modify `glfw/src/platform.c` line 74. I couldn't manage to compile without that change, help is welcome!
2022-08-28 14:16:51 +02:00
Dmitry Matveyev
8508ae3d15 Update NimraylibNow! bindings version (#2667) 2022-08-28 13:35:39 +02:00
Milan Nikolic
99948a86e1 Update raylib-go bindings (#2665) 2022-08-27 18:07:30 +02:00
Ray
f66b1a3136 REVIEWED: Support M3D file loading #2648 2022-08-26 10:04:38 +02:00
Ray
ae745e4fa8 ADDED: -latomic library on Linux (only required for ARM32)
This linkage is only required for arm 32bit but I don't know how to detect that specific architecture in the Makefile...
2022-08-22 11:25:35 +02:00
Ray
e92bc8ca4e REVIEWED: M3D implementation #2648 2022-08-22 11:11:05 +02:00
Rodrigo Escar
aa4111a3b2 Fix PATH for Web target (#2647) 2022-08-21 11:45:37 +02:00
Daijiro Fukuda
7bb8ffc29e Win32: resolve some symbols re-definition of windows.h in glfw3native.h (#2643)
* Win32: resolve some symbols re-definition of windows.h in glfw3native.h

This reflects GLFW's fix: https://github.com/glfw/glfw/issues/1348

This enables to build with a external GLFW containing the
following fix:

* 05f6c13d11

Currently, glfw3native.h of the internal GLFW is customized at
2feea87b61

This fix is compatible with the current customized glfw3native.h.

This fix enables us to update it to the latest and remove the
customization.

* Win32: remove unneeded typedef
2022-08-21 11:44:16 +02:00
Rob Loach
e835311d0d BINDINGS: raylib-cpp has support for raylib 4.2 (#2652)
https://github.com/robloach/raylib-cpp
2022-08-21 11:43:27 +02:00
Ray
4ee5fdf619 ADDED: Support M3D model file format (meshes and materials) #2648 2022-08-20 14:01:54 +02:00
Ray
35c777ef2c REVIEWED: Avoid crash on bad data provided 2022-08-18 15:11:23 +02:00
Ray
904c505125 minor tweak 2022-08-18 15:10:40 +02:00
irishgreencitrus
d8ed3fb31e Update raylib.jl and raylib.v to 4.2.0 (#2644) 2022-08-17 16:36:03 +02:00
Ray
2ad7967db8 REVIEW: Fix issue with external GLFW missing define #2638 2022-08-17 10:19:52 +02:00
Michael Scherbakow
95d3a6ac52 update raylib.zig to 4.2 (#2642) 2022-08-15 23:55:58 +02:00
moosey
f049f9dd3a Tiny documentation fix in reasings.h (#2640) 2022-08-15 09:15:43 +02:00
WIITD
67f8424eb0 raylib-freebasic updated to 4.2 (#2639) 2022-08-15 09:12:30 +02:00
Ray
7db6fe02fd Fixed issue with new output format 2022-08-14 12:56:55 +02:00
Ray
bf2ad9df5f P A I N 2022-08-13 22:42:38 +02:00
Ray
092b6f956e WARNING: REVIEWED: rlCheckRenderBatchLimit() 2022-08-13 22:30:11 +02:00
Ray
48c7f65b77 minor tweaks 2022-08-13 22:28:47 +02:00
HarriP
e0b487c641 Fix string lacking null termination in IsFileExtension (#2637)
When file extension is longer or equal length compared to buffer holding lowercased string, strncpy does not null terminate the string.
Increased buffer size by 1 to ensure it will always be null-terminated, so that following strcmp does not read out of buffer bounds.
2022-08-13 17:36:29 +02:00
Dan Bechard
56072a631d Fix Codepoint position truncation (#2636)
This truncation causes text that spans the zero coord boundary to round differently left or zero vs. right of zero, in turn causing letters to appear squished together. If you actually need the position to be an integer, you should instead `floorf()` the float, rather than doing an integer truncation, but I don't see any reason to convert it to an integer in the first place. Everything else in the equation is a float.
2022-08-13 11:18:57 +02:00
Gunko Vadim
f2fbdd1999 Update BINDINGS.md (#2631)
Update to ray4laz
2022-08-12 08:16:12 +02:00
Richard Smith
03bf7e81dd updating jaylib binding to 4.2 (#2630) 2022-08-12 00:42:07 +02:00
Richard Smith
14b1aef194 update raylib-python-cffi bindings to 4.2 (#2629) 2022-08-12 00:40:53 +02:00
Ray
d658e6772d Update android.yml 2022-08-11 20:26:45 +02:00
Ray
965057dbe2 Update android.yml 2022-08-11 20:25:58 +02:00
Ray
b38dceb2de Update android.yml 2022-08-11 20:22:42 +02:00
Ray
764254d93e Update android.yml 2022-08-11 20:16:48 +02:00
Ray
b55cb32d9b Update android.yml 2022-08-11 20:10:59 +02:00
Ray
931af3a242 Update windows.yml 2022-08-11 20:04:59 +02:00
Ray
372983c06e Update HISTORY.md 2022-08-11 19:16:37 +02:00
Ray
8b8b5ef70e Merge branch 'master' of https://github.com/raysan5/raylib 2022-08-11 19:16:32 +02:00
Ray
feb9c52374 Update CHANGELOG 2022-08-11 19:16:16 +02:00
SomeUnusualGames
71e43612d6 Fix typos and reworded a question in the FAQ (#2628) 2022-08-11 17:54:24 +02:00
Eliza Milburn
b24947c0d0 Improve the readability of the FAQ page (#2627) 2022-08-11 14:39:21 +02:00
Ray
60d9cbd754 Update CHANGELOG 2022-08-11 13:39:46 +02:00
Peter0x44
4c71f5f76e Reword FAQ page, and fix some typos (#2626) 2022-08-11 13:05:00 +02:00
Ray
75ece337ae Revert "Update core_3d_camera_mode.c"
This reverts commit 4f6fbaed41.
2022-08-11 12:28:21 +02:00
Ray
4f6fbaed41 Update core_3d_camera_mode.c 2022-08-11 12:27:51 +02:00
Ray
ddb8be3564 Merge branch 'master' of https://github.com/raysan5/raylib 2022-08-11 12:03:43 +02:00
Ray
b3ed01dbab Create FAQ.md 2022-08-11 12:03:35 +02:00
archie2x
e87caa2687 Fix #2621: Set CMP0054 policy to NEW and appropriately quote ${PLATFORM} (#2622) 2022-08-09 09:52:56 +02:00
Ray
b0f3a2c217 Update c_raylib.xml 2022-08-08 19:43:02 +02:00
Ray
d1a5d381d8 Updated Npp scripts 2022-08-08 19:20:02 +02:00
Jacob Dennis
621d6ae856 Updated to work with zig master branch (#2620)
Specifically, std.fs.OpenDirOptions struct no longer has the iterable
flag, now it's a standalone function call std.fs.openIterableDir
2022-08-08 17:36:22 +02:00
Ray
8127044748 Update CHANGELOG 2022-08-08 12:47:40 +02:00
Ray
2c0071c851 Reviewed issue with negative key #2619 2022-08-07 19:19:18 +02:00
Ray
63a23a6b74 REMOVED: VS2019 project 2022-08-06 19:31:01 +02:00
Ray
304c820a8e Merge branch 'master' of https://github.com/raysan5/raylib 2022-08-06 19:23:45 +02:00
Ray
86ac792d9a Review projects details for raylib 4.2 2022-08-06 19:23:36 +02:00
veins1
4b2357dc34 Can't alt-tab out of fullscreen window (#2618) 2022-08-06 18:42:52 +02:00
Ray
e47a3afbd8 Update BINDINGS.md 2022-08-06 18:41:50 +02:00
Ray
3ce5941106 Update BINDINGS.md 2022-08-06 18:41:03 +02:00
Anthony Walter
3edf43f1d6 Added new Free Pascal bindings (#2617) 2022-08-06 18:39:48 +02:00
Angga Permana
e06ed6c608 Fix 4coder project template (#2616) 2022-08-06 08:18:32 +02:00
Ray
ec8fabceeb Updated Notepad++ intellisense data 2022-08-05 20:02:36 +02:00
Ray
14990209ef Added comments 2022-08-05 20:01:35 +02:00
Ray
d1c53910b7 Update parser outputs for raylib 4.2 2022-08-05 20:01:25 +02:00
Ray
5940790379 Update raylib_parser.c 2022-08-05 20:00:58 +02:00
Ray
19d6f2a961 Update HISTORY.md 2022-08-05 19:59:59 +02:00
Ray
7faeaa757c Update CHANGELOG 2022-08-05 19:43:32 +02:00
veins1
d70e5cd26b Small simplifications (#2615) 2022-08-05 12:16:49 +02:00
veins1
82b76149da GetMusicTimePlayed bug fix (#2614)
GetMusicTimePlayed() was calculated using buffered frames, not played frames.
For example: calling LoadMusicStream->UpdateMusicStream->GetMusicTimePlayed would return non-zero value, even though no music was playing.
2022-08-05 08:36:59 +02:00
hartmannathan
b0b6381745 Fix typo in README: s/instrallation/installation/ (#2613) 2022-08-04 23:53:36 +02:00
Ramiro Magno
3e4a8bb640 Update bindings with raylibr (#2611)
Add R package raylibr as a new binding for the R language
2022-08-04 16:01:19 +02:00
TheManTheMythTheGameDev
090e47dca0 Fix rendering issue in audio_raw_stream.c example (#2608) 2022-08-03 08:36:23 +02:00
Ray
1a35f73d84 Review some warnings 2022-08-02 21:17:19 +02:00
Ray
50663f0890 Merge branch 'master' of https://github.com/raysan5/raylib 2022-08-02 21:17:07 +02:00
Ray
7c9d55f4d9 Move parser output to output 2022-08-02 21:17:03 +02:00
Ray
0739152057 Update README.md 2022-08-02 21:16:46 +02:00
Ray
66108c47d9 Update raylib_parser.c 2022-08-02 21:10:35 +02:00
Ray
75c8df348f Update README.md 2022-08-02 21:07:47 +02:00
Ray
273c780b67 Update raylib_parser.c 2022-08-02 21:05:31 +02:00
Ray
2ce0722fb8 Update README.md 2022-08-02 21:02:11 +02:00
Ray
72b2d1335a Update cgltf.h 2022-08-02 19:05:42 +02:00
Ray
b79df1c329 Updated easings examples 2022-08-02 18:55:49 +02:00
Ray
d791c1cf64 Update miniaudio.h 2022-08-02 18:50:12 +02:00
Ray
94165a40b9 REMOVED: rmem library from raylib sources
Moved to own repo: https://github.com/raylib-extras/rmem
2022-08-02 18:50:08 +02:00
Ray
dd455c626e Update rlgl.h 2022-08-02 18:33:00 +02:00
Ray
0ce8a8f360 Remove easings.h from raylib/src, moved to examples 2022-08-02 18:31:57 +02:00
Ray
b187d6ca16 Delete rlights.h 2022-08-02 18:30:54 +02:00
Ray
5840cd6e50 Remove unneeded comment 2022-08-02 18:12:57 +02:00
Ray
df5514088e REVIEWED: GetMouseWheelMove(), avoid move scaling on PLATFORM_WEB
Tested with latest emscripten 3.1.18
2022-08-02 18:07:44 +02:00
Ray
312fa64b88 Updated raylib resource data (32bit) 2022-08-02 18:06:00 +02:00
Ray
222997f951 Update HISTORY.md 2022-08-02 17:26:20 +02:00
Ray
2a2c9e4da8 minor tweaks 2022-08-02 17:25:24 +02:00
Ray
6ecb29f33f REMOVED: Sponsors doc
This file requires manual maintenance and continuous review, it also changes from day to day moving sponsors from present-to-past and sometimes the other way round.

GitHub already lists the sponsors on the user profile, in a better an more visual way.

I also have doubts this should be a document distributed with raylib sources...
2022-08-02 12:03:03 +02:00
Ray
ddbe8972bc REMOVE: Unmaintained and outdated contributors doc 2022-08-02 10:38:13 +02:00
Ray
9cbbf149d8 Update audio_music_stream.c 2022-08-02 10:23:54 +02:00
Ray
328d65b1b3 Update Makefile.Web 2022-08-02 10:22:22 +02:00
Ray
c457835938 Update audio_raw_stream.c 2022-08-02 10:22:17 +02:00
Ray
d68ddda766 Added note for multi-threading web compilation 2022-08-02 09:59:12 +02:00
Ray
24e6bf0565 Update shapes_draw_ring.c 2022-08-02 09:58:56 +02:00
Ray
4492e64cb5 Update version 2022-08-02 09:27:13 +02:00
Ray
191c340409 Update Makefile.Web 2022-08-02 09:26:46 +02:00
Ray
ed7548051b Update version to 4.2 2022-08-02 09:21:03 +02:00
Ray
eb8d14e5b2 Update version to raylib 4.2 2022-08-02 00:36:59 +02:00
Ray
fd191a32ea Remove trailing spaces 2022-08-02 00:36:31 +02:00
Ray
fe9e82b2e6 Remove line breaks 2022-08-02 00:30:57 +02:00
Ray
b20d416131 Added latest examples 2022-08-02 00:30:26 +02:00
Ray
dacd500ef0 Update CHANGELOG 2022-08-02 00:00:57 +02:00
Ray
a0b4b28427 Update Makefile.Web 2022-08-01 23:57:09 +02:00
Ray
f9b71e7bcd Update Makefile 2022-08-01 23:57:05 +02:00
Ray
0f47054ece Added example to VS2022 2022-08-01 23:45:14 +02:00
veins1
a6b3c8aa1e Music doesn't stop looping fix (#2605)
This PR fixes a bug when music.looping is set to false but the music continues looping.
Also using proper functions to seek to start of an audio file.
Removed old comment.
2022-08-01 20:07:32 +02:00
Ray
2e5fc3d0c2 Avoid cleaning the front buffer to a specific color!
ISSUE: Front buffer and backbuffer have different clear colors, if no `ClearBackground()` is called by user, there is screen flickering on buffers swap.

It's up to the user to call `ClearBackground()` if desired
2022-08-01 10:05:40 +02:00
Ray
f596815973 Merge branch 'master' of https://github.com/raysan5/raylib 2022-08-01 09:57:29 +02:00
Ray
7853155f99 REMOVED: Config option: SUPPORT_MOUSE_CURSOR_POINT 2022-08-01 09:57:11 +02:00
BlueStag
f31e4ebb3d Use American spelling of colourSpace (#2604) 2022-07-31 21:09:41 +02:00
sDos280
85bd13c41d removing typo, Colours->Colors (#2603) 2022-07-31 10:31:14 +02:00
sDos280
d59ea21405 removing typo in line 41 line, presssed -> pressed (#2602) 2022-07-31 01:51:25 +02:00
Ray
93b633b6e6 Create audio_stream_effects.png 2022-07-29 19:56:36 +02:00
Ray
bc8cecc6aa Update CHANGELOG 2022-07-29 19:56:27 +02:00
Ray
6c61f83d63 Update ROADMAP.md 2022-07-29 18:45:14 +02:00
veins1
0ef3e4c4d5 Audio looping fix (#2579)
* WAVs looping fix. But broke other formats looping

* Fix audio looping issue

* Follow raylib formatting

* Cast void* to char* to make MSVC compiler happy

Co-authored-by: Ray <raysan5@gmail.com>
2022-07-29 13:10:59 +02:00
Ray
b6f87023ad Update rlgl_standalone.c 2022-07-29 12:38:01 +02:00
Ray
fccdb68df8 Create audio_stream_effects.c 2022-07-29 12:36:56 +02:00
Ray
277dd2bb57 Update audio_music_stream.c 2022-07-29 12:36:51 +02:00
Ray
721e7914b1 Update audio_music_stream.c 2022-07-29 12:08:04 +02:00
Ray
e4229e1be7 Merge branch 'master' of https://github.com/raysan5/raylib 2022-07-29 12:01:26 +02:00
Ray
bb6b43b7cb REVIEWED: GenImageFontAtlas() #2556
Just reviewed font atlas size estimation, now it considers `fontSize` instead of `chars[i].image.height`, increasing considerably the atlas size estimation.
2022-07-29 12:01:18 +02:00
Nikolay Krasheninnikov
52345fd883 [raymath] Rotation functions returns clockwise rotation matrix, #2595 (#2599)
Co-authored-by: Nikolai Krasheninnikov <nikolai.krasheninnikov@kronshtadt.ru>
2022-07-29 11:54:37 +02:00
Ray
241d6526b0 Some camera improvements #2563
Reviewed some camera functionality:

 - Reviewed camera swinging (up-down movement)
 - Reviewed camera tilting (left-right movement)
 - Make movement independent of frame-rate
 - removed unneeded variables

NOTE: Camera rotation has some speed issues on first person when fixed 60 fps are used: it moves too fast. Independent framerate movement is not properly implemented.
2022-07-29 10:04:12 +02:00
Ray
7b05444af8 Review comments and parameter names 2022-07-29 09:45:19 +02:00
Piotr Wierciński
024a803665 rtextures: Improve numerical stability of float multiplication (#2596)
Dimensions of Rectangle should be casted to int before multiplication,
otherwise there is a risk for underallocation/overallocation of memory.
2022-07-27 17:31:52 +02:00
Piotr Wierciński
5a2f25cc7c rtextures: Fix ImageFromImage crash (#2594)
Height of the rectangle can be float, which
may lead to doing extra iteration of loop and
writing out of bounds.
2022-07-26 20:53:36 +02:00
MyUncle
6f3a633f2e add: cmake config include guard (#2592) 2022-07-26 14:28:26 +02:00
Crydsch
00c7509454 add Vector3RotateByAxisAngle (#2590) 2022-07-26 14:27:28 +02:00
hitomi kirigri
64710e6030 fix QuaternionFromMatrix & QuaternionEquals (#2591)
Co-authored-by: kirigiri hitomi <chenjw@hiscene.com>
2022-07-26 14:25:31 +02:00
Ray
d78177d246 Update year 2022-07-25 00:52:10 +02:00
Ray
39d9d1da42 Update config.h 2022-07-25 00:48:15 +02:00
/ˈɛvən/
4b0f28b782 add hare-raylib to BINDINGS.md (#2589) 2022-07-24 10:40:27 +02:00
Ray
65c3edf797 ADDED: Missing examples to VS2022 solution #2580 2022-07-23 12:48:15 +02:00
Julianiolo
6ed1ce0082 fixed build for cygwin (#2588) 2022-07-23 12:33:23 +02:00
Ray
0abba4dc18 Update README.md 2022-07-22 11:48:00 +02:00
Andrew
55c43fcd26 Update README.md (#2587)
* Update README.md

Simple change of
- "specially" -> "especially" when appropriate
- "fileformats" -> "file formats"

* Update README.md

Remove an unwanted change in the README file.
2022-07-22 11:33:54 +02:00
George Linkovsky
b40696eab6 Fix Vector3ClampValue and Vector2ClampValue (#2585)
Co-authored-by: Timofffee <timofffee@gmail.com>
2022-07-20 14:46:11 +02:00
Ray
4a9391ae83 REVIEWED: examples descriptions 2022-07-20 01:28:37 +02:00
Ray
4fced50fd1 Reviewed example formating 2022-07-19 22:06:18 +02:00
Ray
a3a6b3f24a Update core_2d_camera.c 2022-07-19 22:05:07 +02:00
Jeffery Myers
39ead974a4 add mouse zoom example (#2583) 2022-07-19 21:55:10 +02:00
Jeffery Myers
e9029d3d00 [CORE] Fix Warnings (#2582)
* Fix raymath warning with floor to floorf

* signed unsigned missmatches
2022-07-19 06:36:03 +02:00
Mike DX
0f7c4f762f Update BINDINGS.md (#2581)
Added Binding for VALA language
2022-07-19 00:47:43 +02:00
Ray
49a534b5d4 Removed raudio.h from public header 2022-07-15 19:11:42 +02:00
Ray
cccea34c6f Update raudio.c 2022-07-15 19:09:14 +02:00
Ray
8aa105fd5b WARNING: REMOVED: raudio_standalone example
Moved to raudio library repo: https://github.com/raysan5/raudio
2022-07-15 19:05:05 +02:00
Ray
6c2c176a99 Added note 2022-07-15 18:53:08 +02:00
Ray
3ebfee5dbc REVIEWED: UpdateMusicStream() #2228
Trying to implement proper looping, independently of frame rate.
2022-07-11 21:19:21 +02:00
Ray
0379b94b7a Minor tweaks 2022-07-11 21:18:31 +02:00
Ray
b92573e711 Update raudio.c 2022-07-10 23:00:09 +02:00
CastimierDev
0ac825b22a set the maintained bindings in alphabetical order (#2570)
reordered the maintained bindings into alphabetical order
2022-07-10 21:43:33 +02:00
Ray
2245500245 Added comment about buffer refill issue on looping #2228 2022-07-10 21:39:13 +02:00
Ray
066bd5be87 Reviewed formating 2022-07-10 21:38:33 +02:00
Ray
29a0f60778 REVIEWED: ImageResize() #2572 2022-07-10 21:12:34 +02:00
Ray
05dc300296 Remove unneded TABS 2022-07-09 19:36:33 +02:00
Audi Nugraha
d1aabb3957 Allow DLL creation using TCC (#2569)
* Fix Undefined Symbol `_ftelli64`

* Add files via upload

* Update raylib.h

* Update raylib.h
2022-07-09 19:33:18 +02:00
Ray
5842a6a399 Merge branch 'master' of https://github.com/raysan5/raylib 2022-07-09 00:13:27 +02:00
Ray
53e3375186 Create rlgl_standalone.png 2022-07-09 00:12:50 +02:00
Richard Smith
f7e1550eea Fix fat universal (arm64 + x86_64) macos Github Actions build (#2567)
* test if clang supports multiple targets

* didnt work, so trying lipo to join separate targets together

* add CUSTOM_LDFLAGS to try to fix arm64 mac dynamic build

* fix sym links

* try again to fix sym links

* auto extract raylib version numbers from makefile

* fix macos missing gnu grep

* dont use custom name for raylib dlls
2022-07-08 07:57:10 +02:00
Ray
41a19cd007 Merge branch 'master' of https://github.com/raysan5/raylib 2022-07-07 20:23:48 +02:00
Ray
5f9972dfd1 Update raylib.sln 2022-07-07 20:23:46 +02:00
Ray
1343f5f31f Update CHANGELOG 2022-07-07 19:58:14 +02:00
Ray
0295ab968c Update README.md 2022-07-07 19:14:08 +02:00
Ray
ab23e2f130 Merge branch 'master' of https://github.com/raysan5/raylib 2022-07-07 19:12:44 +02:00
Ray
61695c5315 Added some examples screenshots 2022-07-07 19:12:37 +02:00
Ray
4e763b4aa3 Update example reviews raylib versions 2022-07-07 19:07:09 +02:00
Ray
870b7fa05f Added new examples to Makefile 2022-07-07 18:29:06 +02:00
Ray
ff838b48fd UPDATED: examples: Assigned **DIFFICULTY LEVELS**! 2022-07-07 14:34:38 +02:00
Ray
8e229ada1d ADDED: example: textures_gif_player 2022-07-07 12:15:55 +02:00
Ray
e121058eb6 RENAMED: example: textures_rectangle -> textures_sprite_anim 2022-07-07 12:09:30 +02:00
Ray
e3ff5f3dc2 ADDED: example: textures_fog_of_war 2022-07-07 11:13:45 +02:00
Ray
9e97a2c4a1 ADDED: example: core_window_should_close 2022-07-07 11:07:41 +02:00
Ray
8f65cb1d94 ADDED: example: text_codepoints_loading 2022-07-07 01:00:57 +02:00
Ray
7fb7591e4f Update raylib.h 2022-07-05 13:27:07 +02:00
Ray
e722a8dbef WARNING: BREAKING: REMOVED: *StorageValue() functions
Those functions were platform dependent and user has no control over the file created. They have been removed from raylib and just moved to `core_storage_values` example.
2022-07-05 13:24:14 +02:00
Ray
e0f0a5f663 REMOVED: GenMeshBinormals(), actually, never implemented 2022-07-05 12:55:51 +02:00
Ray
d0f53db65f REMOVED: example: core_quat_conversion 2022-07-05 00:54:50 +02:00
Ray
cd53531050 Added some comments 2022-07-05 00:50:23 +02:00
Ray
bf07d17cec REMOVED: example: core_quat_conversion
This example requires a complete remake to be more clear. Also current quaternion maths could have issues.
2022-07-05 00:50:04 +02:00
Ray
5c5db2c016 Update rlgl_compute_shader.c 2022-07-04 18:34:38 +02:00
Ray
c6c71fe73c REVIEWED: DrawMesh() #2511
Disable color vertex attribute if not provided by mesh
2022-07-04 17:47:47 +02:00
Ray
850321cf2b Update ROADMAP.md 2022-07-03 13:37:17 +02:00
Ray
f579a3a708 REVIEWED: DecompressData() 2022-07-03 11:11:50 +02:00
Ray
061e828524 REVIEWED: example: gltf models loading -WIP- 2022-07-01 14:02:30 +02:00
Omer Kilinc
b84fc30284 Fixed various grammar mistakes (#2559)
* Fixed various grammar mistakes

* Fixed various grammar mistakes

* Update README.md
2022-07-01 13:47:50 +02:00
Ray
9be186624c REVIEWED: DrawBillboard*() 2022-06-29 21:56:19 +02:00
Ray
61e691d94f Remove unneeded rlPushMatrix() 2022-06-27 13:27:16 +02:00
Ray
e9fcc8a391 Update CHANGELOG 2022-06-26 19:46:13 +02:00
Ray
da5d04061e Updated PLATFORM_RPI info #2547 2022-06-25 12:10:28 +02:00
Ray
e4972f4cdd REMOVED: Physac projects #2551 2022-06-24 20:44:40 +02:00
Ray
1211047e1c Removed physac #2543 2022-06-24 11:09:12 +02:00
veclavtalica
63568721f9 fix: precision loss, discard unused (#2541) 2022-06-24 10:59:31 +02:00
Richard Smith
3c3f08c416 Fix CMake build on Raspberry Pi OS Bullseye (#2548) 2022-06-24 10:50:24 +02:00
Hanaxar
6f231ea9ac Fix signedness in rlBindImageTexture (#2539)
rlGetGlTextureFormats was expecting unsigned int, corrected variables according to that.
2022-06-23 12:23:14 +02:00
veclavtalica
b1fb469e0d fix: small things in CONVENTIONS.md (#2536) 2022-06-23 08:03:16 +02:00
Ray
d7a0b46006 Update rlights.h 2022-06-22 00:35:06 +02:00
Ray
77b9ca50e0 Update shaders_basic_lighting.c 2022-06-22 00:35:04 +02:00
Ray
3879decb9f REVIEWED: example: shaders_mesh_instancing
Simplified example
2022-06-21 21:06:03 +02:00
Ray
371aa0fe7f Update rlgl.h 2022-06-21 20:59:54 +02:00
Ray
5044ce9de3 Reviewed batch buffer overflow #2526 2022-06-21 20:28:50 +02:00
Ray
68c7cc0cc4 minor tweak 2022-06-21 19:53:28 +02:00
Ray
c1b01c0d5d Added new comment to examples 2022-06-21 19:53:18 +02:00
Dan Bechard
8bd3ecaa66 Share PCM streaming buffer to reduce dynamic allocations (#2532) 2022-06-21 19:26:21 +02:00
Ray
0afa79067b Revert "Update rlgl.h"
This reverts commit 8fe6bfabbf.
2022-06-18 20:47:49 +02:00
Ray
5426262ae6 REVIEWED: IsFileExtension() #2530
Max file extension size set to 16
2022-06-18 20:44:15 +02:00
Ray
8fe6bfabbf Update rlgl.h 2022-06-18 19:24:11 +02:00
Ray
6f3b2a7661 Update rlgl.h 2022-06-18 16:22:47 +02:00
Ray
c1d9489294 Update rcore.c 2022-06-18 16:22:42 +02:00
Ray
8d9c45a08a tweak 2022-06-17 21:24:59 +02:00
Ray
d4f60f8303 REVIEWED: LoadDroppedFiles(), fixed issues 2022-06-17 12:06:58 +02:00
The Tophat Demon
a6e31cadbd Changed ExportFontAsCode to use given font's padding. (#2525) 2022-06-17 00:12:21 +02:00
Roy Qu
0964353073 fix: round off error in ColorAlphaBlend (#2524) 2022-06-16 14:47:46 +02:00
Ray
309ad3e08b REVIEWED: rlTextureParameters(), reset anisotropy level 2022-06-16 13:07:38 +02:00
Ray
7ed3d870fe REVIEWED: rlGenTextureMipmaps(), removed filtering setup 2022-06-16 13:07:09 +02:00
Ray
2824aacd5d Update rcore.c 2022-06-16 13:06:18 +02:00
Pijus
c392f0c16b Add wrap (#2522)
* add wrap function

* fixed Wrap function wrapping wrong
2022-06-14 21:28:39 +02:00
Ray
377dcef9f4 Revert "add wrap function (#2521)"
This reverts commit 81157e4e72.
2022-06-14 20:53:35 +02:00
Pijus
81157e4e72 add wrap function (#2521) 2022-06-14 19:12:37 +02:00
Ray
d37a63fad7 Reviewed easings include 2022-06-12 23:01:48 +02:00
Ray
9998a86625 Update rcore.c 2022-06-12 22:56:24 +02:00
Ray
a2c56b5929 Update rmem.h 2022-06-12 21:22:01 +02:00
Ray
043fa4cba7 Removed extras directory 2022-06-12 21:13:46 +02:00
Ray
7743af853a Update easings.h 2022-06-12 21:13:27 +02:00
Ray
ad56a49da8 Reviewed latest PR 2022-06-12 20:51:31 +02:00
Steven Schveighoffer
e1e0bc4266 Add function to read both X and Y mouse scrolling from a trackpad (#2517)
(GetMouseWheelMoveV).
2022-06-12 17:30:07 +02:00
Ray
875601c4cc REVIEWED: FilePathList, consider maximum capacity 2022-06-12 11:32:10 +02:00
Ray
96292bc859 Update models_skybox.c 2022-06-12 01:00:13 +02:00
Ray
f9426912f6 Update text_font_filters.c 2022-06-12 00:52:15 +02:00
Ray
ad332f49ed Update core_drop_files.c 2022-06-12 00:04:25 +02:00
Ray
8c2019f5ad Update core_drop_files.c 2022-06-12 00:01:47 +02:00
Ray
b8f67c6285 WARNING: BREAKING: REDESIGNED: Filepath loading API
REDESIGNED: `LoadDirectoryFiles()`
ADDED: `LoadDirectoryFilesEx()`
REDESIGNED: `LoadDroppedFiles()`
ADDED: `IsPathFile()`

This BIG BREAKING change simplifies the functions and gives more control to the user:
 - A new `struct FilePathList` has been added to avoid exposing complex pointers.
 - User is responsible of memory loading/unloading
 - Filepaths loading support recursive directories and file extension filters
2022-06-11 23:24:13 +02:00
Ray
f7744404d6 Remove physics projects 2022-06-11 23:01:22 +02:00
Ray
b1c413237c Update config.h 2022-06-11 20:44:47 +02:00
Ray
b9f617aaee Update raylib.h 2022-06-11 18:13:15 +02:00
Ray
702f2bccfc REVIEWED: Issue with MOUSE_PASSTROUGH #2516 2022-06-11 18:12:39 +02:00
Ray
b549baa6b7 New feature: support MOUSE_PASSTHROUGH #2516 2022-06-11 12:08:16 +02:00
Ray
4a6e8bb90b Minor formattng tweak 2022-06-09 21:01:51 +02:00
gulrak
5e3ef42201 GetMonitorWidth()/GetMonitorHeight(): return current video resolution instead max available (#2514)
* GetMonitorWidth()/GetMonitorHeight(): current video resolution instead max available

* adapt header comment to reflect change
2022-06-09 21:00:04 +02:00
Ray
59a808516e Update README.md 2022-06-08 23:05:51 +02:00
Ray
484a61c1d4 Update CHANGELOG 2022-06-08 21:17:37 +02:00
Ray
3fc1bd0670 Update CHANGELOG 2022-06-08 21:15:33 +02:00
rc-05
70ec71a373 Update BINDINGS.md (#2513) 2022-06-08 13:57:02 +02:00
flashback-fx
8c55b40e9e Unify busy waiting behavior across conditional compilation branches (#2508)
* Unify busy waiting behavior across conditional compilation branches

* Inline busy waiting code instead of using static function
2022-06-07 21:01:29 +02:00
Ray
ae715ba0d8 Update CHANGELOG 2022-06-07 20:43:27 +02:00
Ray
b3187e1291 Update CHANGELOG 2022-06-07 19:06:23 +02:00
Ray
a7459043c6 Update CHANGELOG 2022-06-07 19:03:44 +02:00
Ray
b5191a03b2 Update CHANGELOG 2022-06-07 18:50:31 +02:00
Ray
a53411013a Update CHANGELOG 2022-06-07 18:48:20 +02:00
Ray
dca23cb3ff RENAMED: BLEND_ALPHA_PREMUL to BLEND_ALPHA_PREMULTIPLY 2022-06-07 18:46:14 +02:00
Ray
fc86b5c1b4 Added raylib 4.2 release CHANGELOG 2022-06-07 14:15:06 +02:00
Ray
9dd28feadf Added rea change 2022-06-07 14:14:04 +02:00
Ray
bf208decc0 REVIEWED: Compilation warnings 2022-06-07 10:04:24 +02:00
Daw-Ran Liou
06db2767fe Update cl-raylib binding (#2509)
Commit d57c8136426b7cc8a39e77f05097c8585d4bb1eb from longlene/cl-raylib now puts
the binding on track with raylib version 4.0.
2022-06-07 00:05:58 +02:00
Ray
9c676e599e Update android.yml 2022-06-06 20:53:48 +02:00
Ray
e6bc401c93 WARNING: RENAMED: GetDroppedFiles() to LoadDroppedFiles()
RENAMED: `ClearDroppedFiles()` to `UnloadDroppedFiles()`
2022-06-06 20:39:37 +02:00
Ray
ebbcc2ffce WARNING: RENAMED: GetDirectoryFiles() to LoadDirectoryFiles()
RENAMED: `ClearDirectoryFiles()` to `UnloadDirectoryFiles()`
2022-06-06 20:30:24 +02:00
Ray
461cdda71e Reviewed latest PR, variable name 2022-06-06 20:23:14 +02:00
flashback-fx
c11d30bafe Change WaitTime argument from milliseconds to seconds (#2506) 2022-06-06 20:18:37 +02:00
Ray
609d92003b WARNING: REMOVED raygui from raylib/src/extras 2022-06-06 11:11:39 +02:00
Ray
8da566d6e7 WARNING: Removed physac from raylib sources/examples
`physac` is available on its own repo
2022-06-06 11:00:06 +02:00
Ray
865a44adda REVIEWED: Mouse device support on PLATFORM_DRM #2381 2022-06-05 11:34:23 +02:00
flashback-fx
cda89ebb58 Fix regression that was causing video stuttering (#2503) 2022-06-05 11:14:26 +02:00
Ray
6fccfc57a4 Minor tweak 2022-06-02 19:22:42 +02:00
Ray
91af3a3152 Update text_draw_3d.c 2022-06-02 19:22:31 +02:00
Ray
99841b8fde Merge branch 'master' of https://github.com/raysan5/raylib 2022-05-31 23:25:33 +02:00
Ray
a28dfbae9f REVIEWED: Batch limits check #2489 2022-05-31 23:25:21 +02:00
Naveen
023eb3380d chore: Set permissions for GitHub actions (#2496)
Restrict the GitHub token permissions only to the required ones; this way, even if the attackers will succeed in compromising your workflow, they won’t be able to do much.

- Included permissions for the action. https://github.com/ossf/scorecard/blob/main/docs/checks.md#token-permissions

https://docs.github.com/en/actions/using-workflows/workflow-syntax-for-github-actions#permissions

https://docs.github.com/en/actions/using-jobs/assigning-permissions-to-jobs

[Keeping your GitHub Actions and workflows secure Part 1: Preventing pwn requests](https://securitylab.github.com/research/github-actions-preventing-pwn-requests/)

Signed-off-by: naveen <172697+naveensrinivasan@users.noreply.github.com>
2022-05-31 23:23:12 +02:00
Ray
d0318aac4a REVIEWED: DrawBillboardPro() #2494 2022-05-30 20:30:16 +02:00
Ray
8294e04749 Correct typo 2022-05-29 18:23:48 +02:00
Ray
fe28aa7c9b Review log messages 2022-05-29 17:39:10 +02:00
Ray
1f806b555d ADDED: -latomic linkage, required by miniaudio on ARM 32bit #2452 2022-05-20 17:45:36 +02:00
gulrak
789e504069 use GetWindowScaleDPI to calculate size for rlReadScreenPixels in screenshot/recording (#2446) 2022-05-20 17:25:47 +02:00
Patrick
76c3881944 Fixed Android CMake build error (#2486)
`android_native_app_glue.c` wasn't appended to the `raylib_sources` as other libraries were.

Co-authored-by: Patrick Martin <martinpatrick@google.com>
2022-05-20 17:21:45 +02:00
Jonathan Poncelet
5bdd8f134f Improved boolean definitions (#2485) 2022-05-19 21:21:09 +02:00
Ray
426e8252d4 Update raylib-jai binding 2022-05-19 17:33:30 +02:00
Angga Permana
d3caee0e72 generate compile_commands.json to be used by language server (#2481)
* cmake: Generate compile commands

* Update README.md

simplify build process
2022-05-19 13:18:12 +02:00
Ray
6259dc4121 Revert "UPDATE: DEFLATE algorithm"
This reverts commit d786af83fc.
2022-05-18 16:23:52 +02:00
Ray
d786af83fc UPDATE: DEFLATE algorithm 2022-05-18 13:39:07 +02:00
Ray
5ecc289201 REVIEWED: Support OpneBSD for timming functions 2022-05-16 19:24:16 +02:00
Crydsch
020e903193 Fix lgtm warnings (#2477)
* Comparison is always true because finalSample >= 1

* Comparison is always false because keyCount >= 0
2022-05-14 15:02:29 +02:00
Ray
db16833d8c ADDED: EnableEventWaiting() / DisableEventWaiting()
Events waiting can be enabled/disabled, it toggles event polling.
2022-05-12 16:51:46 +02:00
Ray
f3aac87422 Some minor tweaks 2022-05-12 16:35:28 +02:00
ptarabbia
ea598f7d77 Fix crash with delay demo. (#2472) 2022-05-12 15:26:36 +02:00
Rob Loach
c0275df820 Easings: Add function descriptions (#2471) 2022-05-12 14:48:51 +02:00
Crydsch
b2c2b5ee21 remove fps requirement for drm connector selection (#2468) 2022-05-09 17:12:38 +02:00
Ray
df3f64bfd2 Corrected typo 2022-05-07 18:04:34 +02:00
lazaray
aa318674e8 Add support for calculated defines to parser (#2463)
* Add support for calculated defines to parser

* Regenerate parser output
2022-05-06 20:23:07 +02:00
lazaray
bbc8d39185 Add support for truncating parser input (#2464)
* Add support for truncating parser input

* Remove RLAPI from implementations in rlgl.h
2022-05-06 20:18:39 +02:00
Daniel Nagy
19f88241ec Flush stdout after trace messages (#2465)
This immediately shows log messages when stdout is not connected to a
tty.
2022-05-06 20:15:13 +02:00
Capital-EX
7fc9662480 Update Note About Factor's Raylib Bindings (#2466)
Factor's bindings have been moved into the main repo. Additionally, they have been updated to 4.0.
2022-05-06 19:24:24 +02:00
Ray
ed29b4eedf Update utils.c 2022-05-06 00:46:43 +02:00
Ray
d9a30b8480 ADDED: ExportDataAsCode() 2022-05-06 00:14:28 +02:00
Ray
ed2ab55034 Remove line ending spaces 2022-05-05 20:39:14 +02:00
lazaray
4eb3d8857f Reorder parser (#2462)
* Reorder parser output

* Regenerate parser output

* Reorder parser line reading

* Reorder parser data parsing

* Reorder remaining parser stuff
2022-05-04 13:44:55 +02:00
lazaray
df6caea25d Parser improvements (#2461)
* Fix parser function description detection

Some functions in easings.h are defined on a single line and include a
division which was mistaken for the start of the description.

* Fix parser detection of macros including spaces

* Add support for self-referencing structs to parser

* Fix parser code style

* Fix parser handling of multiple fields on one line

* Increase parser MAX_STRUCT_FIELDS

For internal rlglData State struct (internal structs are still not
supported but this makes it less wrong).

* Add description helper to parser

* Regenerate parser output

* Add cakkbacks to parser

* Regenerate parser output

* Refactor funcLines to be an array of line numbers

It used to be an array of pointers into the text buffer but was changed
to be an array of pointers to the lines. Now it is an array of line
numbers like the others.

* Fix code style

* Move array size from name to type

* Regenerate parser output
2022-05-04 11:06:01 +02:00
Benedek Szilvasy
8cb03ef524 Add racket-raylib to BINDINGS.md (#2454) 2022-05-01 21:50:11 +02:00
lazaray
6f044c57ac Add aliases to parser (#2444)
* Fix parser indentation

* Fix  parser comments

* Add aliases to parser

* Regenerate parser output

* Fix parser handling of multiple fields on one line

* Regenerate parser output

* Fix parser code style
2022-05-01 12:34:15 +02:00
Ray
666aa44a84 Reviewed some comments 2022-05-01 11:14:28 +02:00
Ray
f169530d8f Update raylib.h 2022-04-29 17:52:22 +02:00
Ray
5c66cc1c9b Update rcore.c 2022-04-28 17:38:52 +02:00
Ratul Krisna
db6c677755 Update raylib haxe binding name (#2451)
As title says
2022-04-28 12:14:51 +02:00
Michael Scherbakow
28ac82aeb0 add raylib.zig bindings (#2449) 2022-04-28 10:59:16 +02:00
Leonardo Montagner
3580267479 Fix Issue #2441 (#2442)
Remove line that caused a memory leak
2022-04-26 12:25:39 +02:00
Ray
a7ce537d32 Check for mouse devices on PLATFORM_DRM 2022-04-26 09:30:20 +02:00
Ray
38a3523f59 REVIEWED: SwapScreenBuffers() for PLATFORM_DRM
Avoid calling `abort()`, `LOG_ERROR` already manages it. Code looks cleaner now.
2022-04-25 21:00:17 +02:00
Ray
bdfa256cea Update rlgl.h 2022-04-25 19:35:23 +02:00
Ray
6e722d416b Update rcore.c 2022-04-25 19:35:19 +02:00
Ray
e543922055 Review formatting 2022-04-24 17:58:51 +02:00
Juan Carlos González Amestoy
f2c7b0d3bf - Fix issue #2371 (#2437) 2022-04-24 17:05:45 +02:00
Ray
74ca81338e REDESIGNED: Set rlgl internal framebuffer #2420 2022-04-24 12:37:50 +02:00
Ray
dc553d1996 Update rlgl.h 2022-04-24 12:25:26 +02:00
Ray
f798ee2bc1 Update rlgl.h 2022-04-24 12:19:41 +02:00
Maiko Steeman
ccfac59c60 Fix for vr rendering not taking render target size into account (#2424) 2022-04-24 11:48:50 +02:00
Ray
e1ee4b1466 Reviewed MouseScrollCallback() #2371 2022-04-24 11:16:35 +02:00
Ray
d433de7efa Initialize (reset) input global state #2360 2022-04-24 11:02:50 +02:00
Ray
233cf3970c Removed bool type from raymath, it broke raylib 2022-04-24 00:38:11 +02:00
Ray
ff95f05386 Update rlgl.h 2022-04-24 00:29:15 +02:00
Ray
47d768c3d6 REVIEWED: ToggleFullscreen() 2022-04-23 23:40:56 +02:00
Ray
015a71fc40 Update raymath.h 2022-04-23 23:39:50 +02:00
Ray
be3ae71aec Review new functions formatting 2022-04-23 23:24:13 +02:00
saccharineboi
52befa0815 Augment raymath.h with useful functions (#2428)
* Augment raymath.h with useful functions

* Rename Vector2ClampMagnitude and Vector3ClampMagnitude to Vector2ClampValue and Vector3ClampValue

* Remove Vector3{Up,Down,Left,Right,Forward,Backward}
2022-04-23 23:13:33 +02:00
Anilforextra
a5daee3812 Optimize Some Image Functions. (#2429) 2022-04-23 10:51:47 +02:00
tuckie
559ffc6331 Update BINDINGS.md (#2431)
node-raylib is updated to 4.0!
2022-04-11 18:13:43 +02:00
Ray
f71cc53bc9 WARNING: RENAMED: some parameters from length to size
When referring to byte array SIZE, I find it more clear than length
2022-04-06 20:50:50 +02:00
GoldenThumbs
07240b96ad Fix OpenGL 4.3 graphics option in CMake (#2427) 2022-04-05 09:59:53 +02:00
Benedek Szilvasy
aa8af23f10 Fix string defines generating invalid XML (#2426) 2022-04-05 00:00:41 +02:00
Anilforextra
9c66e2f97e [Examples] Free Allocated Matrices. (#2425) 2022-04-04 10:32:46 +02:00
ZimonIsHim
c064eefe26 Update SPONSORS.md (#2423) 2022-04-01 17:03:35 +02:00
Ray
709ec1663d Update audio_music_stream.c 2022-03-30 20:25:46 +02:00
Ray
1612ba63ab ADDED: Audio stream processors support -WIP- #2212
This feature is still under consideration/testing and it doesn't work properly, at least the Delay Effect processor.
2022-03-30 20:13:02 +02:00
Ray
90fc7c0376 WARNING: BREAKING: REMOVED: GetRayCollisionModel() #2405 2022-03-30 20:11:22 +02:00
Satoshi Tanaka
5abb87a0d2 Fix QuaternionScale (#2419) 2022-03-30 19:53:44 +02:00
Ray
9c2d337e99 Update rtext.c 2022-03-29 18:11:33 +02:00
Ray
3bcb19e040 Merge branch 'master' of https://github.com/raysan5/raylib 2022-03-28 11:58:25 +02:00
Ray
cfe7823453 REMOVED: MatrixNormalize() #2412 2022-03-28 11:58:16 +02:00
Ray
c2c1c93041 Corrected typo 2022-03-26 10:42:46 +01:00
Ray
418a595b6f Corrected typo 2022-03-25 15:39:32 +01:00
Ray
45cc806a5c Update README.md 2022-03-25 11:24:03 +01:00
Ray
69ccf6d472 Update README.md 2022-03-25 11:12:49 +01:00
Ray
a2399bd2bc Update README.md 2022-03-25 11:00:09 +01:00
Ray
8e28872fe1 Rename audio callback 2022-03-25 10:19:40 +01:00
Ray
381236051f ADDED: Audio stream input callback #2212 -WIP-
WARNING: This addition is based on a PR and it's still under review, not sure if it will be maintained in the future. In general, raylib tries to avoid callbacks usage mechanisms.
2022-03-24 20:49:11 +01:00
Ray
bcd84cd36d Some code reviews -WIP- 2022-03-24 18:56:53 +01:00
Ray
22c17da4d7 Update to miniaudio 11.8 2022-03-24 18:22:09 +01:00
Ray
ca12ef48e9 Fixes #2408 2022-03-24 11:44:52 +01:00
Ray
65f28460a1 Update shaders_raymarching.c 2022-03-22 23:53:32 +01:00
Ray
3634adf8d4 Update textures_draw_tiled.c 2022-03-22 21:11:56 +01:00
Ray
bd95408b06 Update textures_draw_tiled.c 2022-03-22 21:10:51 +01:00
Ray
cb62cb675f Minor tweaks const 2022-03-22 18:45:41 +01:00
irishgreencitrus
40794da9e4 Add raylib.jl binding for Julia (#2403) 2022-03-22 14:45:26 +01:00
Ray
0da7830745 REVIEWED: Avoid some float -> double promotions 2022-03-20 12:15:51 +01:00
Jeffery Myers
c65efecf0a Verify there is enough space in the batch for the npatch geometry. (#2401) 2022-03-19 22:26:27 +01:00
João Távora
9ecbc465a9 Fix too many opening parens in src/rtextures.c (#2398)
This is a tiny change that makes code in src/rtextures.c "fold"
correctly in editors/IDE's by matching the number of opening
parenthesis to closing parenthesis.  One of those editors is Emacs ;-)
2022-03-18 12:32:00 +01:00
Rodrigo Escar
9723489ccc Implements OpenURL() for Android Platform (#2396) 2022-03-18 11:41:41 +01:00
Ethan Conneely
3d812f8d0c Fix inline enum (#2393) 2022-03-17 11:52:13 +01:00
Kristian Lein-Mathisen
4954778f68 Improve joystick visualisation in gamepad example again (#2391)
As prior commit, but complete fix for XBox controller and trigger
buttons too.

> The joystick range is a float from -1 through +1. Casting this to int
> yields only three possible values: -1, 0, and 1. This gives a
> misleading joystick placement in the demo.
>
> By casting to int after the multiplication to get pixel values, the
> demo reveals the analog feel of the joystick.
2022-03-14 17:16:09 +01:00
Kristian Lein-Mathisen
ec7250ca54 Improve joystick visualisation in gamepad example (#2390)
The joystick range is a float from -1 through +1. Casting this to int
yields only three possible values: -1, 0, and 1. This gives a
misleading joystick placement in the demo.

By casting to int after the multiplication, the demo reveals the
analog feel of the joystick.
2022-03-14 16:00:59 +01:00
Ray
d2119848ed REVIEWED: OpenURL() 2022-03-14 15:31:37 +01:00
Antonis Geralis
f3b0d7f2fe Add naylib (#2386)
* Add naylib

* Fix license
2022-03-13 22:16:18 +01:00
Guido Bartolucci
c3a7bd8c51 Updated Zig bindings to reflect updates to that library (#2385)
* Updated zig bindings info

* Updated raylib-zig license
2022-03-12 21:31:24 +01:00
tixvage
3f01b8a93f Fixed an issue in Makefile when using raygui and physac on unix systems (#2384)
* Fixed an issue when using raygui and physac on unix systems
hash "#" is single-line comment character in bash so echo ignores #include and #define

* tab fix
2022-03-12 21:30:54 +01:00
Ray
a5a098c97f Remove space 2022-03-12 21:27:24 +01:00
Komari Spaghetti
8065504aba Simplify build.zig to not require user to specify raylib path (#2383)
We can figure out the source file location based on the location of the
build.zig file. No need to require the library user to specify where
raylib is stored.
2022-03-11 19:04:24 +01:00
Anilforextra
cda1324e87 Vector2/Vector3: Add squared distance. (#2376) 2022-03-09 20:05:08 +01:00
Ethan Conneely
43dbe67431 Update parser (#2375)
* Add variable len args support

* Api Regen for 4.1dev
2022-03-08 20:00:09 +01:00
Michael Vetter
e9f97e1165 Add repology badge (#2367)
So we can see which distributions package raylib.
And in which version they are.
2022-03-08 19:02:39 +01:00
Marco G. Maia
c5d2cc8e66 Update raylib-config.cmake (#2374)
Updated cmake to windows users.
So they can `find_package(raylib [...])` with exported target as raylib instead of ${raylib_LIBRARIES}, etc
2022-03-08 18:58:27 +01:00
megagrump
7584ce6f48 Increase atlas size guesstimate; print warnings if atlas size is too small (#2365) 2022-03-01 11:26:48 +01:00
Chris Warren-Smith
7bbaba38e4 Update BINDINGS.md (#2366)
Update SmallBASIC to 4.1-dev
2022-02-28 14:38:04 +01:00
Ray
7fa75cb24e Removed memset() 2022-02-27 22:32:17 +01:00
Ray
ead8003044 Possible fix for #2360 2022-02-25 20:41:18 +01:00
Conifer Coniferoslav
296b57e1f5 Update Swift binding version (#2352)
3.7 -> 4.0
2022-02-22 10:28:30 +01:00
Ray
6e9ec253c8 Support clipboard copy/paste on web 2022-02-20 22:07:52 +01:00
raysan5
937e7b3dd9 REVIEWED: Some functions input parametes that should be const 2022-02-20 20:35:28 +01:00
Antonis Geralis
68bad6986d make const (#2348)
* make const

* make const
2022-02-20 20:12:55 +01:00
DavidLyhedDanielsson
761669272f Fix free camera panning in the wrong direction (#2347) 2022-02-20 19:52:13 +01:00
raysan5
d4382f4a52 Removed trailing spaces 2022-02-18 20:30:46 +01:00
Antonis Geralis
963de06d08 follow style guide (#2346)
* follow style guide

* Update rmodels.c
2022-02-17 00:54:21 +01:00
raysan5
4f2bfc5476 Reviewed bug on FindNearestConnectorMode() 2022-02-15 19:38:28 +01:00
Chris
4815065c47 Update Raylib-cs bindings version (#2343) 2022-02-15 19:35:17 +01:00
Jaedeok Kim
b54e9db764 Optimize Vector2Rotate() function (#2340) 2022-02-13 18:43:17 +01:00
megagrump
f40eed5adf add premultiplied alpha blend mode (#2342) 2022-02-13 18:42:24 +01:00
Ray
4bc6e0d7de Update rtext.c 2022-02-13 10:47:19 +01:00
Ray
9cf170e6e9 Reviewed makefile to use right shell on right platform 2022-02-13 10:47:09 +01:00
raysan5
8c9a0221a4 Update Makefile 2022-02-12 19:38:14 +01:00
raysan5
2f3fc41c33 Allow setting a custom PLATFORM_SHELL 2022-02-12 19:31:27 +01:00
raysan5
6ef6dbff2d REVIEWED: PLATFORM_OS for PLATFORM_WEB 2022-02-12 19:08:31 +01:00
raysan5
d0008ae8cd REVIEWED: Issue when compiling for PLATFORM_WEB 2022-02-12 18:06:21 +01:00
Peter0x44
dd15531e25 Properly fix make clean under windows (#2341)
* Properly fix make clean under sh.exe

* Ensure make clean works properly under Windows if RAYLIB_RELEASE_PATH is modified
2022-02-12 17:59:48 +01:00
raysan5
ddba8478c5 Revert "Reviewed Makefile clean target to use CMD shell on Windows"
This reverts commit ab47c6401e.
2022-02-12 17:58:38 +01:00
raysan5
ab47c6401e Reviewed Makefile clean target to use CMD shell on Windows
Tested on the following environments:
 - w64devkit.exe
 - Windows 10 cmd
 - Notepad++ NppExec console
2022-02-12 17:37:12 +01:00
Peter0x44
81cced4d83 Fix make clean target failing when shell is not cmd (#2338)
GNU make on Windows first tries to find sh.exe on the path,
and will execute build rules using it if it is present.
The make clean target uses the builtin cmd.exe command del, which
won't work under sh.exe

The reason this is not done for the entire Makefile is because it would
break cross-compilation of raylib.
2022-02-10 20:52:34 +01:00
gtrxAC
30797d3201 Update file names in build scripts (#2339)
* JSON parser: Use array for function params (#2255)

* Parser: follow C convention of type before name

* Update file names in build scripts
2022-02-10 20:51:46 +01:00
Scribe of the Ziggurat
96452637d9 Add BSD support for zig builds (#2332)
- Adds a new OS clause to build.zig for the BSDs
- Tested on my FreeBSD box using https://github.com/Not-Nik/raylib-zig
- All demos build and render just fine.  Nice !
2022-02-09 08:23:14 +01:00
locriacyber
1e436be51d Make audio examples compile with external glfw on Linux (#2329) 2022-02-05 13:33:05 +01:00
iskolbin
c895bed5e6 Added defines to parser (#2269)
* added defines to parser

* added value and description for defines in parser

* parser: fixed lua defines output, fixed makefile for raygui, added LONG type for defines

* parser defines: remove postfix for LONG/FLOAT, support for hexadecimal consts, convert hex ints to decimal for JSON output

* removed defines from raylib_apis
2022-02-03 14:56:00 +01:00
Audi Nugraha
a0895f1a3c Fix Undefined Symbol _ftelli64 (#2319) 2022-02-03 12:00:33 +01:00
megagrump
c54d9cd552 simplify QuaternionInvert (#2324) 2022-01-31 09:39:21 +01:00
Macoy Madson
680cc72d43 Add missing defines to CUSTOMIZE_BUILD block (#2318)
This fixes compilation and linking errors when CUSTOMIZE_BUILD is
ON. Any option wasn't actually applied if it wasn't in this list.

I also added a message which makes it a bit easier to confirm you have
successfully enabled an option.
2022-01-29 19:12:13 +01:00
Macoy Madson
6e9bb7e480 Add missing defines to CUSTOMIZE_BUILD block (#2318)
This fixes compilation and linking errors when CUSTOMIZE_BUILD is
ON. Any option wasn't actually applied if it wasn't in this list.

I also added a message which makes it a bit easier to confirm you have
successfully enabled an option.
2022-01-29 19:11:45 +01:00
raysan5
44d3cee5d1 Minor tweak 2022-01-28 21:25:40 +01:00
Ray
d38fe92c3f RENAMED: GetFileSize() to GetFileLength()
`GetFileSize()` conflicts with the infamous `windows.h`
2022-01-28 00:23:28 +01:00
raysan5
0f00c41aad ADDED: GetFileSize() 2022-01-27 14:07:05 +01:00
raysan5
524bf57b74 Update qoi.h 2022-01-26 16:33:38 +01:00
Siddharth Roy
e5ee69a0f5 Add DrawTextCodepoints (#2308)
* Add DrawTextCodepoints

* Fixed top comment
2022-01-26 12:55:34 +01:00
Ray
76b6efc827 Support export .jpeg files 2022-01-26 11:30:38 +01:00
raysan5
ebdc34a20e Update minshell.html 2022-01-25 14:04:55 +01:00
Tobias Mock
b4e0f7ab08 Update raylib-ocaml to 4.0 (#2305) 2022-01-23 12:22:25 +01:00
Ray
b422e407e8 Update rtextures.c 2022-01-22 18:42:44 +01:00
Nikolas
5b8b24c0c5 Fix GetApplicationDirectory on macOS (#2304)
Previously failed to build with an implicit declaration of `_NSGetExecutablePath`.
2022-01-22 17:25:53 +01:00
Roy Qu
45ef46c5e8 fix: material color won't be loaded if there's no texture for that material (#2298) 2022-01-21 12:52:07 +01:00
Philip Shenk
dfac74ffa7 updated VSCode project to work with latest raylib makefile and 'working for web' instructions (#2296) 2022-01-21 08:53:25 +01:00
Laurentino Luna
3c359ff4bc Review code conventions for specific defines for GetApplicationDirectory() (#2293)
Unless these imports require to have this format, the code has been adjusted to the conventions
2022-01-18 18:30:19 +01:00
Jeffery Myers
bec27a6ebc [CORE] Fixes for GetApplicationDirectory on 32 bit windows builds (#2290)
* Fix a signature error with the windows calls in GetApplicationDirectory for 32 bit builds.

* break is better than loop var to -1
2022-01-17 18:05:48 +01:00
raysan5
61d0c71b3c REVIEWED: example: shapes_top_down_lights 2022-01-16 18:07:11 +01:00
Jeffery Myers
4b998cfd05 [Examples] Top down lights example (#2199)
* Start 2d lights example.

* finish example

* update image.

* Cleanup render textures

* Fixes to handle shadows on edges that are near to the light better.

* tabs

* move to shapes

Co-authored-by: Jeffery Myers <JefMyers@blizzard.com>
2022-01-16 17:47:17 +01:00
raysan5
15b36e04b2 Review formating 2022-01-16 17:16:04 +01:00
ptarabbia
5ac07122bd Add panning to raudio and update audio_raw_stream example. (#2205)
* Add panning to raudio and update audio_raw_stream example.

* remove pan smoothing, code formatting changes following pull request comments

Co-authored-by: Ray <raysan5@gmail.com>
2022-01-16 12:49:58 +01:00
Ray
48a463cca8 REVIEWED: Vector2Transform(() 2022-01-15 22:19:48 +01:00
Ray
8ee0eb8f36 ADDED: Vector2Transform() 2022-01-15 22:12:58 +01:00
Jeffery Myers
f4dea6919a [CORE] Bug and formating fixes for GetApplicatonDir (#2285)
* Fix formating problems with GetApplicationDir.
Don't ever return an empty string

* always return a valid path even if it's ./

* remove the need for the dll and just use the normal GetModuleFileName function
2022-01-14 20:16:25 +01:00
raysan5
f57727995a REVIEWED: rlLoadShaderCode() 2022-01-13 19:05:45 +01:00
Matthew Owens
e621efe79f rlLoadShaderCode - set ShaderId variables to RLGL.State.default[VF]ShaderId if repesctive Code is NULL (#2281) 2022-01-13 18:42:44 +01:00
Ray
464026f15c Update rcore.c 2022-01-12 12:00:47 +01:00
Ray
a134b8bc6d Update Makefile 2022-01-11 15:39:08 +01:00
Ray
b61c9afd04 Update Makefile, simplified 2022-01-11 11:57:26 +01:00
Ray
0416d5ff7b Update Makefile 2022-01-11 11:26:45 +01:00
Ray
cabb5518e5 Improve Makefile organization 2022-01-11 11:20:04 +01:00
hartmannathan
aaf0175d07 Fix typo in comment: s/simluate/simulate/ (#2277) 2022-01-11 09:04:09 +01:00
Archie
7b7424802f Fixes an error in the spelling of "appearance" (#2276) 2022-01-10 23:55:21 +01:00
Ray
8db56cfc3b Added minimal web shell 2022-01-10 22:31:30 +01:00
Ray
8089ef0f2d Merge branch 'master' of https://github.com/raysan5/raylib 2022-01-10 13:55:04 +01:00
Ray
b4e0ed6007 Review formating 2022-01-10 13:54:51 +01:00
Rob Loach
c0da80c2b8 cmake: Update CMake project template with docs and web (#2274) 2022-01-10 08:55:32 +01:00
Nikolas
a6aa5a1e4c Make zig build functionality available to zig programs (#2271) 2022-01-08 22:13:44 +01:00
hero2002
9d6fcd1710 Fixed Compiling Raylib for android Using cmake (#2270)
* Fixed Compiling Raylib for android Using cmake

* improved the cmake config for android so it don't conflict

* improved the cmake config for android so it don't conflict
2022-01-08 20:14:10 +01:00
Ray
7a159664bc Improved shader loading code 2022-01-08 20:12:03 +01:00
Ray
612c4ad1dc Reviewed possible issue with shaders detaching 2022-01-08 19:55:14 +01:00
Jeffery Myers
fbf34f7c0d [CORE] Add a function to return the application directory. (#2256)
* Add a function to return the application directory.

* CI fixes
2022-01-08 19:47:52 +01:00
Ray
549ca669aa Added VS2022 project 2022-01-05 23:40:22 +01:00
Ray
f7ed804131 Review parameters description size (not used) 2022-01-05 21:35:01 +01:00
gtrxAC
2e3cfdcc2f JSON parser: Use array for function params (#2255) (#2264)
* JSON parser: Use array for function params (#2255)

* Parser: follow C convention of type before name
2022-01-04 14:06:10 +01:00
Ray
2116a98745 ADDED: ExportFontAsCode() 2022-01-03 20:45:56 +01:00
Ray
62858e11f7 Review tracelogs 2022-01-03 20:45:19 +01:00
Calvin Day
744bbd12a7 Update Raylib-J version/licence info (#2258) 2022-01-03 10:08:53 +01:00
Gerber Lóránt Viktor
ba1e91b4d7 Change comment about custom blend modes in rlgl.h (#2260) 2022-01-02 22:50:39 +01:00
Ray
7eb341ccaf WARNING: REVIEWED: A big bug with GetMouseWheelMove() 2022-01-01 17:49:07 +01:00
ArnautDaniel
f5a832e770 Update BINDINGS.md (#2257) 2022-01-01 17:18:29 +01:00
raysan5
a940f41b4b Update year to 2022 2021-12-31 20:06:22 +01:00
raysan5
bb875b1db7 Update rcore.c 2021-12-31 18:18:27 +01:00
raysan5
8f2d9838a3 Reviewed fullscreen switch on PLATFORM_WEB
The previous implementation somewhat break the expected behaviour for games and examples when pressing the `Fullscreen` button in the provided `shell.html`.

Just reverted for the moment for further investigation.
2021-12-31 17:46:31 +01:00
Ray
4bb894f171 tweaks 2021-12-31 11:01:43 +01:00
Tushar Singh
d91b9171fa [Feature] Added SetWindowOpacity(float opacity) (#2254)
* Added drawing text with shadow

* Added SetWindowOpacity()

* Edited Mis-spell

* Fixed conventions
2021-12-30 13:13:50 +01:00
raysan5
fef5be0bc7 Merge branch 'master' of https://github.com/raysan5/raylib 2021-12-29 19:06:56 +01:00
raysan5
c862c4bdf2 Support CUSTOM_CFLAGS 2021-12-29 19:06:43 +01:00
Ray
79992a8d50 Update linux.yml 2021-12-29 19:05:23 +01:00
Ray
be5f36444d Update macos.yml 2021-12-29 19:05:00 +01:00
Ray
b1607ad9e7 Update linux.yml 2021-12-29 19:01:20 +01:00
raysan5
e222209732 Reviewed CFLAGS 2021-12-29 18:22:31 +01:00
shivajiva101
0d064b7808 Added: missing / (#2253)
Specify root as the starting point for the linux compiler path
2021-12-29 01:07:30 +01:00
raysan5
c9db9e6bb7 Updated version number to avoid confusions with release 2021-12-28 15:40:26 +01:00
raysan5
803ce9f44b Detected some pixel-errors due to rounding issues on position 2021-12-28 15:39:57 +01:00
Ray
611e54e67e Reviewed makefiles 2021-12-27 19:01:07 +01:00
Ray
5f2bc20191 Update Makefile 2021-12-27 16:49:01 +01:00
Ray
8844ad6f0b Update Makefile 2021-12-27 16:38:11 +01:00
Ray
bf0fed8431 Update Makefile 2021-12-27 16:14:58 +01:00
Laurentino Luna
011aebe4b3 Update SPONSORS.md (#2248)
Add catmanl + fix broken redirects
2021-12-27 16:03:35 +01:00
raysan5
423fdb320a Update raudio.c 2021-12-24 19:57:32 +01:00
Antonis Geralis
dcc0791502 check not null before accessing by index (#2243) 2021-12-24 19:54:25 +01:00
salotz
f66ae2366f fix scopes binding URL (#2240) 2021-12-23 11:12:05 +01:00
Ray
4874c45ebf REVIEWED: ExportWaveAsCode() 2021-12-23 11:02:20 +01:00
Ray
31dd7b95bc Update Makefile.Web 2021-12-23 11:01:52 +01:00
salotz
bb014ee61b add the raylib-scopes binding (#2238) 2021-12-22 10:38:39 +01:00
Ray
9e5a9892be REVIEWED: PlaySoundMulti() #2231 2021-12-21 23:57:13 +01:00
raysan5
58f2bf4181 REVIEWED: Export format for float 32bit 2021-12-21 20:32:58 +01:00
raysan5
a7bc5196cc Update dr_wav.h 2021-12-21 20:21:00 +01:00
Damien Pitard
bb7b13ef3c fixed cross-compilation from x86-64 (debian buster) to Raspberry Pi (raspbian) (#2233) 2021-12-21 19:03:25 +01:00
Michał KM
87b9ee9183 updated license of raylib-freebasic bindings (#2235) 2021-12-21 14:44:12 +01:00
Uneven Prankster
588de4d095 Re-enable QOI support (#2236)
* Updated QOI to latest version.

* Enable back QOI support!

* Stray extra space! Should be good now.
2021-12-21 14:42:27 +01:00
raysan5
22d0baa896 Review makefiles debug flag 2021-12-21 12:24:03 +01:00
Laurentino Luna
dcb0e62095 Remove TODO on Makefile (#2232)
Justification: original comment said the following
"TODO: Add other platforms. Remove sudo requirement, i.e. add USER mode."

For the other platforms part, installing is included on unix-like
systems, so for example Windows doesn't have a path where to install
libraries.

Removing the requirement for sudo is also quite contradictory since
we're writing files to directories which require root. Not sure what the
original commiter meant by USER mode.
2021-12-20 17:04:36 +01:00
Ray
5499388a4c REVIEWED: GenMeshCylinder() #2225 2021-12-19 13:40:55 +01:00
Ray
278c9fa5bd REVIEWED: LoadTextureCubemap() #2224 2021-12-19 13:17:37 +01:00
Ray
76daf6e364 REVIEWED: LoadTextureCubemap() #2223 2021-12-19 13:10:43 +01:00
Ray
05428df667 ADDED NOTE: ImageDraw() does not support f32bit #2222
Added a note for a future improvement
2021-12-19 12:48:06 +01:00
Jeffery Myers
f5e951145a Add a comment to LoadFontEx to specify how to get the default character set. (#2221)
Co-authored-by: Jeffery Myers <JefMyers@blizzard.com>
2021-12-18 19:33:19 +01:00
raysan5
ef5be632fe REVIEWED: ExportMesh() #2220 2021-12-17 20:55:38 +01:00
Tomas S
87fa23beee Fix build results path on Linux and RPi (#2218)
Built files should be put into src/ not into the project root
as it was now on these platforms
2021-12-16 17:10:13 +01:00
Benedek Szilvasy
51c929ef21 Parse struct descriptions (#2214)
* Update struct parser to parse from lines buffer

* Parse struct description

* Fix erroneous comment
2021-12-16 16:34:55 +01:00
Tomas S
60b1f29783 Fix RPi make install (#2217) 2021-12-16 16:29:09 +01:00
ptarabbia
2db44bc34a Turn on interpolation for XM playback (#2216) 2021-12-16 16:28:30 +01:00
ptarabbia
86611e6459 Fix issue #2092 (#2215) 2021-12-16 16:27:31 +01:00
Ray
55d310fcc3 REVIEWED: EscapeBackslashes() in raylib-parser 2021-12-16 14:59:40 +01:00
Benedek Szilvasy
fffd78e7c8 Parse enum descriptions and value descriptions (#2208)
* Parse enum descriptions and value descriptions

* Put braces on newline

* Properly escape strings

* Realise that XML doesn't actually need backslash escapes

* Replace FPrintfEscapes with EscapeBackslashes

* Remove #include <stdarg.h>

* Update EscapeBackslashes description
2021-12-16 14:49:17 +01:00
Ray
48918ca5c6 REVIEWED: DrawMesh*() issue #2211 2021-12-16 00:19:41 +01:00
Ray
1653fc5bb5 Update rcore.c 2021-12-16 00:19:09 +01:00
raysan5
0454acaacf REVIEWED: Clear SSBO buffers on loading #2185 2021-12-15 13:09:24 +01:00
Ray
20f4d8c147 Reviewed typo 2021-12-10 11:41:45 +01:00
Ray
7787102573 Remove hardcoded path #2200 2021-12-10 10:42:13 +01:00
Andrea Fontana
c0715c1225 Fixed functions Vector2Angle and Vector3Angle (#2203)
* Fixed functions Vector2Angle and Vector3Angle

* typo

* Unrolled everything.
2021-12-09 22:30:52 +01:00
Ray
fd0e3a4fdd REVIEWED: GetCodepoint() #2201 2021-12-09 20:13:53 +01:00
peter elliott
fe95d82890 Add raylib-guile to BINDINGS.md (#2202) 2021-12-09 20:08:58 +01:00
Ray
f09a916587 Update raudio.c 2021-12-08 14:02:54 +01:00
Ray
ed1e1f35df REVIEWED: GenImageCellular() #2178 2021-12-08 11:01:41 +01:00
raysan5
7d25480723 REVIEWED: DrawTextureTiled() #2173 2021-12-07 19:06:18 +01:00
raysan5
81240fe960 REVIEWED: vox_loader.h, 64bit issue #2186 2021-12-07 19:00:58 +01:00
Jaedeok Kim
72f3b00b00 Fix Vector2Angle() not working as expected (#2196) 2021-12-07 10:45:36 +01:00
Steven Schveighoffer
3d0b56045a Add raylib-d binding. Also fix some spelling/grammar (#2194) 2021-12-07 00:09:54 +01:00
Ray
ef6959ed54 ADDED: raylibVersion symbol #2190 2021-12-06 19:53:09 +01:00
Ray
e7f48eb16b Tweaks 2021-12-06 19:08:06 +01:00
HarriP
3cb4ef2599 Fix inverse length in Vector2Normalize (#2189)
Following the pattern in Vector3Normalize.
2021-12-06 19:07:05 +01:00
Steven Schveighoffer
fa7337e19c Vector2Angle returns degrees instead of radians, but all other raymath (#2193)
functions use radians, making this awkward to use.
2021-12-06 19:05:28 +01:00
Ray
93f05d851d Update webassembly.yml 2021-12-06 18:37:44 +01:00
Ray
c5eaaed873 Update Makefile 2021-12-06 12:09:44 +01:00
Ray
c4a62ca1e4 ADDED: Modules info at initialization 2021-12-06 12:02:57 +01:00
Novaleaf
895f5ddd98 raylib-cslo switches to MPL-2.0 (#2187)
from LGPL 2.1
2021-12-05 10:24:35 +01:00
Ray
e637ad9d2a Support custom modules inclusion
Allow to choose which modules are compiled with raylib, if some modules are excluded from compilation, required functionality is not available but smaller builds are possible.
2021-12-04 19:56:02 +01:00
Ray
48d4806e53 Update raylib_compile_execute.bat 2021-12-03 15:39:46 +01:00
Ray
930941e85e Added a couple of notes 2021-12-03 00:30:27 +01:00
raysan5
ba8c73a327 Added some reference code to load bones id and weight data for animations 2021-12-02 20:48:12 +01:00
Gunko Vadim
d6517f9cd9 Add License to Ray4Laz (#2182) 2021-12-02 19:22:13 +01:00
Ray
3aff6dd63e Update BINDINGS.md 2021-12-02 18:35:56 +01:00
raysan5
6a0d5f6335 Added Licenses to BINDINGS
Only added to updated ones
2021-12-02 18:30:41 +01:00
raysan5
59c4facd90 Disabled QOI image format 2021-12-01 20:56:39 +01:00
Tobias Berger
7c6adc5d97 Update LICENSE.md (#2179)
Fix typo in link
2021-12-01 15:12:56 +01:00
Richard Smith
65e07036a6 update to Jaylib 4.0 in BINDINGS.md (#2177) 2021-11-30 13:13:12 +01:00
Ray
d1b8d4f2c7 REVIEWED: Updated QOI to first official release 2021-11-28 01:22:56 +01:00
Anders Holmberg
71f2e2b1e4 Add macos support to zig build system (#2175) 2021-11-27 10:46:18 +01:00
Ray
2b2141902b ADDED: Support for QOI image format 2021-11-27 10:35:00 +01:00
red thing
49a5547386 dray has been updated to raylib v4.0! (#2171) 2021-11-25 09:11:40 +01:00
Ray
9088135b49 REVIEWED: Formating and comments 2021-11-25 01:07:54 +01:00
Arnaud Valensi
b248a00c90 Fix scissor on macos (#2170)
* Expose GetRenderWidth and GetRenderHeight functions

* Fix scissor on macos

* Fix typo
2021-11-25 01:03:20 +01:00
Novaleaf
e60aa8e935 add raylib-cslo to bindings.md (#2169) 2021-11-23 22:21:39 +01:00
Novaleaf
c5fc7c7640 allow physac to be built as a shared library (#2168)
if `BUILD_LIBTYPE_SHARED` is defined allow build as a shared dll
2021-11-23 22:21:01 +01:00
Dmitry Matveyev
460eba53c7 Update NimraylibNow!'s supported Raylib version (#2166) 2021-11-23 08:57:22 +01:00
めぐみ発動機 (isVowel / GreenWing)
924b1c7b0c fixed typo: aproximation to approximation (#2164) 2021-11-21 18:06:52 +01:00
めぐみ発動機 (isVowel / GreenWing)
478b70e53e fixed typo: aproximation to approximation (#2163) 2021-11-21 18:06:20 +01:00
Ratul Krisna
4d3c79f91f Updated hxRaylib to 4.0 (#2158) 2021-11-19 15:42:18 +01:00
Lorenzo
73bded3b0c Move raylib-v7 to list of unmaintained bindings (#2156)
raylib-v7 is no longer being maintained as per their README.
2021-11-18 21:22:14 +01:00
raysan5
7755cd0019 Tweak to minimize buffer overflow possibility 2021-11-18 10:25:28 +01:00
Jochum van der Ploeg
3a9f089018 Added dart-raylib to BINDINGS.md (#2149) 2021-11-17 22:13:39 +01:00
WilledgeR
e24443bbbc Fixes CC while compiling for ANDROID_ARCH x86 (#2148)
* Override CC while compiling for ANDROID_ARCH x86

* REfix Override CC while compiling
2021-11-17 20:45:07 +01:00
raysan5
03f55d8f9e Minor tweaks 2021-11-17 13:36:28 +01:00
Ray
be371ebf99 REVIEWED: LoadTextureFromImage()
Allow texture loading with no data transfer (in case image.data = NULL)
2021-11-15 11:41:05 +01:00
Ray
b7bf220598 REVIEWED: rlUpdateTexture() 2021-11-15 10:25:24 +01:00
Ray
ed125f27b0 Merge branch 'master' of https://github.com/raysan5/raylib 2021-11-15 10:14:03 +01:00
Ray
5a6aa52a7c REVIEWED: ExportMesh() #2138 2021-11-15 10:14:00 +01:00
Ronnie Holm
6342cf103a Fix memory leak in parser (#2136) 2021-11-13 18:40:35 +01:00
Milan Nikolic
864e3ee9f3 Update BINDINGS.md (#2131) 2021-11-11 19:37:11 +01:00
Ray
2c38dad214 Merge branch 'master' of https://github.com/raysan5/raylib 2021-11-11 18:26:28 +01:00
Ray
c8f029dba9 Expose MAX_KEYBOARD_KEYS and MAX_MOUSE_BUTTONS #2127 2021-11-11 18:26:25 +01:00
iskolbin
802a1a1529 added LUA output format for parser; added Makefile for raylib_parser; added raylib_api.lua parser result; added raylib_parser binary to gitignore (#2129) 2021-11-11 18:12:30 +01:00
Ian Rash
fc268129ef Update BINDINGS.md (#2130)
I just updated it to 4.0. :)
2021-11-11 18:09:50 +01:00
lib-omar
91135c8799 Fixed file/alloc limitation in GetDirectoryFiles() (#2126)
MAX_DIRECTORY_FILES macro removed.
ClearDirectoryFiles() tweaked to reflect changes.
2021-11-10 19:52:30 +01:00
Ray
da7e0ba9d9 ouch 2021-11-10 13:37:50 +01:00
Ray
c82390e3f1 Reviewed descriptions and notes 2021-11-10 13:31:42 +01:00
Ray
4853082a4f REVIEWED: DrawRectanglePro(), support TRIANGLES drawing 2021-11-10 13:28:43 +01:00
Ray
f6180efd35 REVIEWED: CheckCollision*() consistency 2021-11-10 13:28:05 +01:00
Ray
7158c80448 tweak 2021-11-10 13:26:50 +01:00
Laurentino Luna
15fffa12a6 Update parser files (#2125) 2021-11-10 00:30:21 +01:00
Uneven Prankster
35cbacc68b Allow GL4.3 capabilities to be shown (#2124)
Now that 4.3 was added this can be enabled with the compile flag.
2021-11-09 15:24:39 +01:00
Ray
44ba3a50ba Updated ODIN binding 2021-11-09 13:29:56 +01:00
Ray
14e4992d73 REVIEWED: rlGetCompressedFormatName() 2021-11-09 11:53:18 +01:00
Ray
21ec8c38ae Review variables initialization
- All variables are initialized on declaration, some arrays were not properly initialized
 - Static array buffers require memset() for re-initialization on every function call
2021-11-09 11:49:03 +01:00
Luke Krasnoff
8ec5b2dc2f Protect TextIsEqual from NULLs (#2121) 2021-11-09 11:37:55 +01:00
Calvin Day
3f595fda26 Update BINDINGS.md (#2119)
Raylib-J currently targets 3,7 and is still in active development
2021-11-08 18:43:33 +01:00
Ray
42f5903b91 Update BINDINGS.md 2021-11-07 20:24:48 +01:00
Michał KM
bb87d2ae82 Update BINDINGS.md (#2116) 2021-11-07 17:17:02 +01:00
Kai
43c8c8ec34 README.md: HTTP => HTTPS (#2114) 2021-11-07 16:42:45 +01:00
AKDev
9cb8934688 Updated the version of nelua-raylib to 4.0 (#2113) 2021-11-07 14:57:47 +01:00
Ray
f67947325b Update README.md 2021-11-07 12:56:34 +01:00
Ray
1bfdc468da Update BINDINGS.md 2021-11-07 11:53:03 +01:00
Ratul Krisna
f78b666c26 Changed hxRaylib version to 4.0-dev (#2112) 2021-11-07 11:51:39 +01:00
KonPet
34f9f51835 Fix Render Batch Limit not being checked in DrawRectangleGradientEx() (#2111) 2021-11-07 11:50:15 +01:00
Richard Smith
9e6133bb09 update BINDINGS.md (#2108) 2021-11-06 17:35:05 +01:00
irishgreencitrus
bf6dac5fa3 Updated the raylib.v binding to the latest version (#2103) 2021-11-05 21:01:54 +01:00
mandar1jn
2021f09db4 added the guide for working with raylib on Chrome OS to the readme (#2101) 2021-11-05 15:30:18 +01:00
Astie Teddy
6055e44518 Update BINDINGS.md (#2100)
https://github.com/TSnake41/raylib-lua/releases/tag/v4.0a
2021-11-05 14:38:08 +01:00
Gunko Vadim
db0cc3c036 Update BINDINGS.md (#2099) 2021-11-05 08:08:40 +01:00
Rob Loach
87a4ee52b9 BINDINGS: raylib-cpp now targets raylib 4.0.0 (#2098)
https://github.com/RobLoach/raylib-cpp/releases/tag/v4.0.0
2021-11-05 08:08:09 +01:00
o3o
7bf8d6bc98 Update BINDINGS.md (#2097) 2021-11-05 00:02:01 +01:00
Ray
a56b8cd2b7 Corrected typo 2021-11-04 20:44:47 +01:00
535 changed files with 112745 additions and 45967 deletions

View File

@@ -3,7 +3,6 @@ name: Android
on:
workflow_dispatch:
push:
workflow_dispatch:
paths:
- 'src/**'
- 'examples/**'
@@ -16,8 +15,13 @@ on:
release:
types: [published]
permissions:
contents: read
jobs:
build:
permissions:
contents: write # for actions/upload-release-asset to upload release asset
runs-on: windows-latest
strategy:
fail-fast: false
@@ -38,6 +42,15 @@ jobs:
shell: bash
if: github.event_name == 'release' && github.event.action == 'published'
- name: Setup Android NDK
id: setup-ndk
uses: nttld/setup-ndk@v1
with:
ndk-version: r25
add-to-path: false
env:
ANDROID_NDK_HOME: ${{ steps.setup-ndk.outputs.ndk-path }}
- name: Setup Environment
run: |
mkdir build
@@ -52,8 +65,8 @@ jobs:
- name: Build Library
run: |
cd src
make PLATFORM=PLATFORM_ANDROID ANDROID_ARCH=${{ 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/${{ env.RELEASE_NAME }}/lib" -B
make PLATFORM=PLATFORM_ANDROID ANDROID_ARCH=${{ matrix.ARCH }} ANDROID_API_VERSION=29 ANDROID_NDK=${{ env.ANDROID_NDK_HOME }} RAYLIB_LIBTYPE=STATIC RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib"
make PLATFORM=PLATFORM_ANDROID ANDROID_ARCH=${{ matrix.ARCH }} ANDROID_API_VERSION=29 ANDROID_NDK=${{ env.ANDROID_NDK_HOME }} RAYLIB_LIBTYPE=SHARED RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" -B
cd ..
shell: cmd
@@ -62,14 +75,14 @@ jobs:
cp -v ./src/raylib.h ./build/${{ env.RELEASE_NAME }}/include
cp -v ./src/raymath.h ./build/${{ env.RELEASE_NAME }}/include
cp -v ./src/rlgl.h ./build/${{ env.RELEASE_NAME }}/include
cp -v ./src/extras/raygui.h ./build/${{ env.RELEASE_NAME }}/include
cp -v ./CHANGELOG ./build/${{ env.RELEASE_NAME }}/CHANGELOG
cp -v ./README.md ./build/${{ env.RELEASE_NAME }}/README.md
cp -v ./LICENSE ./build/${{ env.RELEASE_NAME }}/LICENSE
cd build
tar -czvf ${{ env.RELEASE_NAME }}.tar.gz ${{ env.RELEASE_NAME }}
- name: Upload Artifacts
uses: actions/upload-artifact@v2
uses: actions/upload-artifact@v3
with:
name: ${{ env.RELEASE_NAME }}.tar.gz
path: ./build/${{ env.RELEASE_NAME }}.tar.gz

View File

@@ -23,6 +23,9 @@ env:
# Customize the CMake build type here (Release, Debug, RelWithDebInfo, etc.)
BUILD_TYPE: Release
permissions:
contents: read
jobs:
build_windows:
name: Windows Build
@@ -33,7 +36,7 @@ jobs:
runs-on: windows-latest
steps:
- uses: actions/checkout@v2
- uses: actions/checkout@v3
- name: Create Build Environment
# Some projects don't allow in-source building, so create a separate build directory
@@ -72,7 +75,7 @@ jobs:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v2
- uses: actions/checkout@v3
- name: Create Build Environment
# Some projects don't allow in-source building, so create a separate build directory

View File

@@ -15,8 +15,13 @@ on:
release:
types: [published]
permissions:
contents: read
jobs:
build:
permissions:
contents: write # for actions/upload-release-asset to upload release asset
runs-on: ubuntu-latest
strategy:
fail-fast: false
@@ -60,11 +65,11 @@ jobs:
cd ../../../raylib
# ${{ matrix.ARCH }}-linux-gnu-gcc -v
# TODO: Support 32bit (i386) shared library building
# TODO: Support 32bit (i386) static/shared library building
- name: Build Library
run: |
cd src
make PLATFORM=PLATFORM_DESKTOP CC=gcc RAYLIB_LIBTYPE=STATIC RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" CFLAGS="-m32" -B
make PLATFORM=PLATFORM_DESKTOP CC=gcc RAYLIB_LIBTYPE=STATIC RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" CUSTOM_CFLAGS="-m32" -B
# make PLATFORM=PLATFORM_DESKTOP CC=gcc RAYLIB_LIBTYPE=SHARED RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" -B
cd ..
if: matrix.bits == 32
@@ -82,14 +87,14 @@ jobs:
cp -v ./src/raylib.h ./build/${{ env.RELEASE_NAME }}/include
cp -v ./src/raymath.h ./build/${{ env.RELEASE_NAME }}/include
cp -v ./src/rlgl.h ./build/${{ env.RELEASE_NAME }}/include
cp -v ./src/extras/raygui.h ./build/${{ env.RELEASE_NAME }}/include
cp -v ./CHANGELOG ./build/${{ env.RELEASE_NAME }}/CHANGELOG
cp -v ./README.md ./build/${{ env.RELEASE_NAME }}/README.md
cp -v ./LICENSE ./build/${{ env.RELEASE_NAME }}/LICENSE
cd build
tar -czvf ${{ env.RELEASE_NAME }}.tar.gz ${{ env.RELEASE_NAME }}
- name: Upload Artifacts
uses: actions/upload-artifact@v2
uses: actions/upload-artifact@v3
with:
name: ${{ env.RELEASE_NAME }}.tar.gz
path: ./build/${{ env.RELEASE_NAME }}.tar.gz

View File

@@ -14,12 +14,15 @@ on:
- 'examples/**'
- '.github/workflows/linux_examples.yml'
permissions:
contents: read
jobs:
build:
runs-on: ubuntu-latest
steps:
- name: Checkout code
uses: actions/checkout@v2
uses: actions/checkout@v3
- name: Setup Environment
run: |

View File

@@ -15,8 +15,13 @@ on:
release:
types: [published]
permissions:
contents: read
jobs:
build:
permissions:
contents: write # for actions/upload-release-asset to upload release asset
runs-on: macos-latest
env:
@@ -44,22 +49,42 @@ jobs:
# 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/${{ env.RELEASE_NAME }}/lib" CFLAGS="-target x86_64-apple-macos10.12 -DGL_SILENCE_DEPRECATION" -B
# make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=STATIC RAYLIB_LIB_NAME=raylib_x86_64 CFLAGS="-target x86_64-apple-macos10.12 -DGL_SILENCE_DEPRECATION"
# make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=STATIC RAYLIB_LIB_NAME=raylib_arm64 CFLAGS="-target arm64-apple-macos11 -DGL_SILENCE_DEPRECATION" -B
# lipo -create -output ../build/${{ env.RELEASE_NAME }}/lib/libraylib.a libraylib_x86_64.a libraylib_arm64.a
# Extract version numbers from Makefile
brew install grep
RAYLIB_API_VERSION=`ggrep -Po 'RAYLIB_API_VERSION\s*=\s\K(.*)' Makefile`
RAYLIB_VERSION=`ggrep -Po 'RAYLIB_VERSION\s*=\s\K(.*)' Makefile`
# Build raylib x86_64 static
make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=STATIC CUSTOM_CFLAGS="-target x86_64-apple-macos10.12 -DGL_SILENCE_DEPRECATION"
mv libraylib.a /tmp/libraylib_x86_64.a
make clean
make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=SHARED RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" CFLAGS="-target x86_64-apple-macos10.12 -DGL_SILENCE_DEPRECATION" -B
# make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=SHARED RAYLIB_LIB_NAME=raylib_x86_64 CFLAGS="-target x86_64-apple-macos10.12 -DGL_SILENCE_DEPRECATION" -B
# make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=SHARED RAYLIB_LIB_NAME=raylib_arm64 CFLAGS="-target i686-apple-macos -DGL_SILENCE_DEPRECATION" -B
# lipo -create -output ../build/${{ 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
# Build raylib arm64 static
make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=STATIC CUSTOM_CFLAGS="-target arm64-apple-macos11 -DGL_SILENCE_DEPRECATION" -B
mv libraylib.a /tmp/libraylib_arm64.a
make clean
# Join x86_64 and arm64 static
lipo -create -output ../build/${{ env.RELEASE_NAME }}/lib/libraylib.a /tmp/libraylib_x86_64.a /tmp/libraylib_arm64.a
# Build raylib x86_64 dynamic
make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=SHARED CUSTOM_CFLAGS="-target x86_64-apple-macos10.12 -DGL_SILENCE_DEPRECATION" CUSTOM_LDFLAGS="-target x86_64-apple-macos10.12" -B
mv libraylib.${RAYLIB_VERSION}.dylib /tmp/libraylib_x86_64.${RAYLIB_VERSION}.dylib
make clean
# Build raylib arm64 dynamic
make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=SHARED CUSTOM_CFLAGS="-target arm64-apple-macos11 -DGL_SILENCE_DEPRECATION" CUSTOM_LDFLAGS="-target arm64-apple-macos11" -B
mv libraylib.${RAYLIB_VERSION}.dylib /tmp/libraylib_arm64.${RAYLIB_VERSION}.dylib
# Join x86_64 and arm64 dynamic
lipo -create -output ../build/${{ env.RELEASE_NAME }}/lib/libraylib.${RAYLIB_VERSION}.dylib /tmp/libraylib_x86_64.${RAYLIB_VERSION}.dylib /tmp/libraylib_arm64.${RAYLIB_VERSION}.dylib
ln -sv libraylib.${RAYLIB_VERSION}.dylib ../build/${{ env.RELEASE_NAME }}/lib/libraylib.dylib
ln -sv libraylib.${RAYLIB_VERSION}.dylib ../build/${{ env.RELEASE_NAME }}/lib/libraylib.${RAYLIB_API_VERSION}.dylib
cd ..
- name: Generate Artifacts
@@ -67,14 +92,14 @@ jobs:
cp -v ./src/raylib.h ./build/${{ env.RELEASE_NAME }}/include
cp -v ./src/raymath.h ./build/${{ env.RELEASE_NAME }}/include
cp -v ./src/rlgl.h ./build/${{ env.RELEASE_NAME }}/include
cp -v ./src/extras/raygui.h ./build/${{ env.RELEASE_NAME }}/include
cp -v ./CHANGELOG ./build/${{ env.RELEASE_NAME }}/CHANGELOG
cp -v ./README.md ./build/${{ env.RELEASE_NAME }}/README.md
cp -v ./LICENSE ./build/${{ env.RELEASE_NAME }}/LICENSE
cd build
tar -czvf ${{ env.RELEASE_NAME }}.tar.gz ${{ env.RELEASE_NAME }}
- name: Upload Artifacts
uses: actions/upload-artifact@v2
uses: actions/upload-artifact@v3
with:
name: ${{ env.RELEASE_NAME }}.tar.gz
path: ./build/${{ env.RELEASE_NAME }}.tar.gz

View File

@@ -27,9 +27,9 @@ jobs:
uses: actions/checkout@master
- name: Setup emsdk
uses: mymindstorm/setup-emsdk@v9
uses: mymindstorm/setup-emsdk@v11
with:
version: 2.0.0
version: 3.1.30
actions-cache-folder: 'emsdk-cache'
- name: Setup Release Version
@@ -52,7 +52,7 @@ jobs:
run: |
cd src
emcc -v
make PLATFORM=PLATFORM_WEB EMSDK_PATH="D:/a/raylib/raylib/emsdk-cache/emsdk-master" RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" -B
make PLATFORM=PLATFORM_WEB EMSDK_PATH="D:/a/raylib/raylib/emsdk-cache/emsdk-main" RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" -B
cd ..
- name: Generate Artifacts
@@ -60,7 +60,7 @@ jobs:
copy /Y .\src\raylib.h .\build\${{ env.RELEASE_NAME }}\include\raylib.h
copy /Y .\src\raymath.h .\build\${{ env.RELEASE_NAME }}\include\raymath.h
copy /Y .\src\rlgl.h .\build\${{ env.RELEASE_NAME }}\include\rlgl.h
copy /Y .\src\extras\raygui.h .\build\${{ env.RELEASE_NAME }}\include\raygui.h
copy /Y .\CHANGELOG .\build/${{ env.RELEASE_NAME }}\CHANGELOG
copy /Y .\README.md .\build\${{ env.RELEASE_NAME }}\README.md
copy /Y .\LICENSE .\build\${{ env.RELEASE_NAME }}\LICENSE
cd build
@@ -69,7 +69,7 @@ jobs:
shell: cmd
- name: Upload Artifacts
uses: actions/upload-artifact@v2
uses: actions/upload-artifact@v3
with:
name: ${{ env.RELEASE_NAME }}.zip
path: ./build/${{ env.RELEASE_NAME }}.zip

View File

@@ -15,8 +15,13 @@ on:
release:
types: [published]
permissions:
contents: read
jobs:
build:
permissions:
contents: write # for actions/upload-release-asset to upload release asset
runs-on: windows-latest
strategy:
fail-fast: false
@@ -28,12 +33,10 @@ jobs:
- 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
@@ -71,25 +74,42 @@ jobs:
# Setup MSBuild.exe path if required
- name: Setup MSBuild
uses: microsoft/setup-msbuild@v1.0.2
uses: microsoft/setup-msbuild@v1.1
if: matrix.compiler == 'msvc16'
- name: Build Library (MinGW-w64)
- name: Build Library (MinGW-w64 32bit)
run: |
cd src
x86_64-w64-mingw32-gcc.exe --version
windres.exe --version
dir C:\msys64\mingw64\bin
make PLATFORM=PLATFORM_DESKTOP CC=x86_64-w64-mingw32-gcc.exe RAYLIB_LIBTYPE=STATIC RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" CUSTOM_CFLAGS=-m32
//windres.exe -i raylib.dll.rc -o raylib.dll.rc.data -O coff --target=${{ 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' &&
matrix.bits == 32
- name: Build Library (MinGW-w64 64bit)
run: |
cd src
set PATH=%PATH%;${{ matrix.COMPILER_PATH }}
${{ matrix.ARCH }}-w64-mingw32-gcc.exe --version
${{ matrix.COMPILER_PATH }}/windres.exe --version
windres.exe --version
dir C:\msys64\mingw64\bin
make PLATFORM=PLATFORM_DESKTOP CC=${{ 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 }}
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/${{ env.RELEASE_NAME }}/lib" -B
cd ..
shell: cmd
if: matrix.compiler == 'mingw-w64'
if: |
matrix.compiler == 'mingw-w64' &&
matrix.bits == 64
- name: Build Library (MSVC16)
run: |
cd projects/VS2019
cd projects/VS2022
msbuild.exe raylib.sln /target:raylib /property:Configuration=Release /property:Platform=${{ matrix.ARCH }}
copy /Y .\build\raylib\bin\${{ matrix.VSARCHPATH }}\Release\raylib.lib .\..\..\build\${{ env.RELEASE_NAME }}\lib\raylib.lib
msbuild.exe raylib.sln /target:raylib /property:Configuration=Release.DLL /property:Platform=${{ matrix.ARCH }}
@@ -104,7 +124,7 @@ jobs:
copy /Y .\src\raylib.h .\build\${{ env.RELEASE_NAME }}\include\raylib.h
copy /Y .\src\raymath.h .\build\${{ env.RELEASE_NAME }}\include\raymath.h
copy /Y .\src\rlgl.h .\build\${{ env.RELEASE_NAME }}\include\rlgl.h
copy /Y .\src\extras\raygui.h .\build\${{ env.RELEASE_NAME }}\include\raygui.h
copy /Y .\CHANGELOG .\build\${{ env.RELEASE_NAME }}\CHANGELOG
copy /Y .\README.md .\build\${{ env.RELEASE_NAME }}\README.md
copy /Y .\LICENSE .\build\${{ env.RELEASE_NAME }}\LICENSE
cd build
@@ -113,7 +133,7 @@ jobs:
shell: cmd
- name: Upload Artifacts
uses: actions/upload-artifact@v2
uses: actions/upload-artifact@v3
with:
name: ${{ env.RELEASE_NAME }}.zip
path: ./build/${{ env.RELEASE_NAME }}.zip

View File

@@ -14,12 +14,15 @@ on:
- 'examples/**'
- '.github/workflows/windows_examples.yml'
permissions:
contents: read
jobs:
build:
runs-on: windows-latest
steps:
- uses: actions/checkout@v2
- uses: actions/checkout@v3
- name: Add MSBuild to PATH
uses: microsoft/setup-msbuild@v1

3
.gitignore vendored
View File

@@ -101,3 +101,6 @@ zig-out/
build/
build-*/
docgen_tmp/
# Parser stuff
parser/raylib_parser

View File

@@ -1,50 +1,85 @@
# raylib bindings and wrappers
Some people ported raylib to other languages in form of bindings or wrappers to the library. Here it is alist with all the ports available. Feel free to send a PR if you know of any binding/wrapper not in this list.
Some people ported raylib to other languages in form of bindings or wrappers to the library. Here is a list with all the ports available. Feel free to send a PR if you know of any binding/wrapper not in this list.
### Language Bindings
| name | raylib version | language | repo |
|:------------------:|:-------------: | :--------:|----------------------------------------------------------------------|
| raylib | **3.7** | [C/C++](https://en.wikipedia.org/wiki/C_(programming_language)) | https://github.com/raysan5/raylib |
| Raylib-cs | 3.7 | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | https://github.com/ChrisDill/Raylib-cs |
| raylib-boo | 3.7 | [Boo](http://boo-language.github.io/) | https://github.com/Rabios/raylib-boo |
| dray | 3.5 | [D](https://dlang.org/) | https://github.com/xdrie/dray |
| raylib-go | 4.0-dev | [Go](https://golang.org/) | https://github.com/gen2brain/raylib-go |
| raylib-rs | 3.5 | [Rust](https://www.rust-lang.org/) | https://github.com/deltaphc/raylib-rs |
| raylib-lua | 3.7 | [Lua](http://www.lua.org/) | https://github.com/TSnake41/raylib-lua |
| raylua | 3.7 | [Lua](http://www.lua.org/) | https://github.com/Rabios/raylua |
| nelua-raylib | 3.7 | [nelua](https://nelua.io/) | https://github.com/AKDev21/nelua-raylib |
| NimraylibNow! | 3.7 | [Nim](https://nim-lang.org/) | https://github.com/greenfork/nimraylib_now |
| raylib-Forever | auto | [Nim](https://nim-lang.org/) | https://github.com/Guevara-chan/Raylib-Forever |
| Ray4Laz | 3.7 | [Pascal](https://en.wikipedia.org/wiki/Pascal_(programming_language)) | https://github.com/GuvaCode/Ray4Laz |
| pyraylib | 3.7 | [Python](https://www.python.org/) | https://github.com/Ho011/pyraylib |
| raylib-python-cffi | 3.7 | [Python](https://www.python.org/) | https://github.com/electronstudio/raylib-python-cffi |
| jaylib | 3.7 | [Java](https://en.wikipedia.org/wiki/Java_(programming_language)) | https://github.com/electronstudio/jaylib/ |
| node-raylib | 3.5 | [Node.js](https://nodejs.org/en/) | https://github.com/RobLoach/node-raylib |
| raylib-v7 | 3.5 | [JavaScript (v7)](https://en.wikipedia.org/wiki/JavaScript) | https://github.com/Rabios/raylib-v7 |
| raylib-php | 3.5 | [PHP](https://en.wikipedia.org/wiki/PHP) | https://github.com/joseph-montanez/raylib-php |
| raylib-phpcpp | 3.5 | [PHP](https://en.wikipedia.org/wiki/PHP) | https://github.com/oraoto/raylib-phpcpp |
| raylib-factor | 3.5 | [Factor](https://factorcode.org/) | https://github.com/ArnautDaniel/raylib-factor |
| gforth-raylib | 3.5 | [Gforth](https://gforth.org/) | https://github.com/ArnautDaniel/gforth-raylib |
| hxRaylib | 3.7 | [Haxe](https://haxe.org/) | https://github.com/ForeignSasquatch/hxRaylib |
| raylib-wren | 3.7 | [Wren](http://wren.io/) | https://github.com/TSnake41/raylib-wren |
| raylib_odin_bindings | 4.0-dev | [Odin](https://odin-lang.org/) | https://github.com/Deathbat2190/raylib_odin_bindings |
| raylib-odin | 3.7| [Odin](https://odin-lang.org/) | https://github.com/odin-lang/Odin/tree/master/vendor/raylib |
| raylib.v | 3.7 | [V](https://vlang.io/) | https://github.com/irishgreencitrus/raylib.v |
| raylib-ocaml | 3.7 | [OCaml](https://ocaml.org/) | https://github.com/tjammer/raylib-ocaml |
| raylib-swift | 3.7 | [Swift](https://swift.org/) | https://github.com/STREGAsGate/Raylib |
| hb-raylib | 3.5 | [Harbour](https://harbour.github.io) | https://github.com/MarcosLeonardoMendezGerencir/hb-raylib |
| Relib | 3.5 | [ReCT](https://github.com/RedCubeDev-ByteSpace/ReCT) | https://github.com/RedCubeDev-ByteSpace/Relib |
| rayex | 3.7 | [elixir](https://elixir-lang.org/) | https://github.com/shiryel/rayex |
| kaylib | 3.7 | [Kotlin/native](https://kotlinlang.org) | https://github.com/electronstudio/kaylib |
| dlang_raylib | 3.7 | [D](https://dlang.org) | https://github.com/rc-05/dlang_raylib |
| name | raylib version | language | license | repo |
|:------------------:|:---------------:|:---------:|:----------:|-----------------------------------------------------------|
| raylib | **4.2** | [C/C++](https://en.wikipedia.org/wiki/C_(programming_language)) | Zlib | https://github.com/raysan5/raylib |
| raylib-boo | 3.7 | [Boo](http://boo-language.github.io/)| MIT | https://github.com/Rabios/raylib-boo |
| Raylib-cs | **4.2** | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | Zlib | https://github.com/ChrisDill/Raylib-cs |
| Raylib-CsLo | **4.2** | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | MPL-2.0 | https://github.com/NotNotTech/Raylib-CsLo |
| cl-raylib | **4.0** | [Common Lisp](https://common-lisp.net/) | MIT | https://github.com/longlene/cl-raylib |
| claylib/wrap | **4.2** | [Common Lisp](https://common-lisp.net/) | Zlib | https://github.com/defun-games/claylib |
| chez-raylib | auto | [Chez Scheme](https://cisco.github.io/ChezScheme/) | GPLv3 | https://github.com/Yunoinsky/chez-raylib |
| raylib-cr | **4.5-dev (7e7939e)** | [Crystal](https://crystal-lang.org/) | Apache-2.0 | https://github.com/sol-vin/raylib-cr |
| ray-cyber | **4.2** | [Cyber](https://cyberscript.dev) | MIT | https://github.com/fubark/ray-cyber |
| raylib-c3 | **4.5-dev** | [C3](https://c3-lang.org/) | MIT | https://github.com/Its-Kenta/Raylib-C3 |
| dart-raylib | **4.0** | [Dart](https://dart.dev/) | MIT | https://gitlab.com/wolfenrain/dart-raylib |
| bindbc-raylib3 | **4.0** | [D](https://dlang.org/) | BSL-1.0 | https://github.com/o3o/bindbc-raylib3 |
| dray | **4.2** | [D](https://dlang.org/) | Apache-2.0 | https://github.com/redthing1/dray |
| raylib-d | **4.2** | [D](https://dlang.org/) | Zlib | https://github.com/schveiguy/raylib-d |
| dlang_raylib | **4.0** | [D](https://dlang.org) | MPL-2.0 |https://github.com/rc-05/dlang_raylib |
| rayex | 3.7 | [elixir](https://elixir-lang.org/) | Apache-2.0 | https://github.com/shiryel/rayex |
| raylib-factor | **4.0** | [Factor](https://factorcode.org/) | BSD | https://github.com/factor/factor/blob/master/extra/raylib/raylib.factor |
| raylib-freebasic | **4.2** | [FreeBASIC](https://www.freebasic.net/) | MIT | https://github.com/WIITD/raylib-freebasic |
| raylib-go | **4.2** | [Go](https://golang.org/) | Zlib | https://github.com/gen2brain/raylib-go |
| raylib-guile | auto | [Guile](https://www.gnu.org/software/guile/) | Zlib | https://github.com/petelliott/raylib-guile |
| gforth-raylib | 3.5 | [Gforth](https://gforth.org/) | MIT | https://github.com/ArnautDaniel/gforth-raylib |
| h-raylib | 4.5-dev | [Haskell](https://haskell.org/) | Apache-2.0 | https://github.com/Anut-py/h-raylib |
| raylib-hx | **4.2** | [Haxe](https://haxe.org/) | Zlib | https://github.com/foreignsasquatch/raylib-hx |
| hb-raylib | 3.5 | [Harbour](https://harbour.github.io) | MIT | https://github.com/MarcosLeonardoMendezGerencir/hb-raylib |
| jaylib | **4.2** | [Java](https://en.wikipedia.org/wiki/Java_(programming_language)) | GPLv3+CE | https://github.com/electronstudio/jaylib/ |
| raylib-j | **4.0** | [Java](https://en.wikipedia.org/wiki/Java_(programming_language)) | Zlib | https://github.com/CreedVI/Raylib-J |
| raylib.jl | **4.2** | [Julia](https://julialang.org/) | Zlib | https://github.com/irishgreencitrus/raylib.jl |
| kaylib | 3.7 | [Kotlin/native](https://kotlinlang.org) | ? | https://github.com/electronstudio/kaylib |
| kaylib | **4.5-dev**| [Kotlin/native](https://kotlinlang.org) | Zlib | https://codeberg.org/Kenta/Kaylib |
| raylib-lua | **4.2** | [Lua](http://www.lua.org/) | ISC | https://github.com/TSnake41/raylib-lua |
| raylua | **4.0** | [Lua](http://www.lua.org/) | MIT | https://github.com/Rabios/raylua |
| nelua-raylib | 4.0 | [nelua](https://nelua.io/) | MIT | https://github.com/AKDev21/nelua-raylib |
| Raylib-Nelua | **4.5-dev** | [nelua](https://nelua.io/) | MIT | https://github.com/Its-Kenta/Raylib-Nelua |
| NimraylibNow! | 4.2 | [Nim](https://nim-lang.org/) | MIT | https://github.com/greenfork/nimraylib_now |
| raylib-Forever | auto | [Nim](https://nim-lang.org/) | ? | https://github.com/Guevara-chan/Raylib-Forever |
| naylib | auto | [Nim](https://nim-lang.org/) | MIT | https://github.com/planetis-m/naylib |
| node-raylib | **4.0** | [Node.js](https://nodejs.org/en/) | Zlib | https://github.com/RobLoach/node-raylib |
| raylib_odin_bindings | 4.0-dev | [Odin](https://odin-lang.org/) | MIT | https://github.com/Deathbat2190/raylib_odin_bindings |
| raylib-odin | **4.0** | [Odin](https://odin-lang.org/) | BSD-3Clause | https://github.com/odin-lang/Odin/tree/master/vendor/raylib |
| raylib-ocaml | **4.2** | [OCaml](https://ocaml.org/) | MIT | https://github.com/tjammer/raylib-ocaml |
| TurboRaylib | **4.2** | [Object Pascal](https://en.wikipedia.org/wiki/Object_Pascal) | MIT | https://github.com/turborium/TurboRaylib |
| Ray4Laz | **4.2** | [Free Pascal](https://en.wikipedia.org/wiki/Free_Pascal)| Zlib | https://github.com/GuvaCode/Ray4Laz |
| Raylib.4.0.Pascal | **4.0** | [Free Pascal](https://en.wikipedia.org/wiki/Free_Pascal)| Zlib | https://github.com/sysrpl/Raylib.4.0.Pascal |
| pyraylib | 3.7 | [Python](https://www.python.org/) | Zlib | https://github.com/Ho011/pyraylib |
| raylib-python-cffi | **4.2** | [Python](https://www.python.org/) | EPL-2.0 | https://github.com/electronstudio/raylib-python-cffi |
| raylibpyctbg | **4.2** | [Python](https://www.python.org/) | MIT | https://github.com/overdev/raylibpyctbg |
| raylib-py | **4.2** | [Python](https://www.python.org/) | MIT | https://github.com/overdev/raylib-py |
| raylib-python-ctypes | **4.2** | [Python](https://www.python.org/) | MIT | https://github.com/sDos280/raylib-python-ctypes |
| raylib-php | 3.5 | [PHP](https://en.wikipedia.org/wiki/PHP) | Zlib | https://github.com/joseph-montanez/raylib-php |
| raylib-phpcpp | 3.5 | [PHP](https://en.wikipedia.org/wiki/PHP) | Zlib | https://github.com/oraoto/raylib-phpcpp |
| raylibr | **4.0** | [R](https://www.r-project.org) | MIT | https://github.com/jeroenjanssens/raylibr |
| raylib-rs | 3.5 | [Rust](https://www.rust-lang.org/) | Zlib | https://github.com/deltaphc/raylib-rs |
| Relib | 3.5 | [ReCT](https://github.com/RedCubeDev-ByteSpace/ReCT) | ? | https://github.com/RedCubeDev-ByteSpace/Relib |
| racket-raylib | **4.0** | [Racket](https://racket-lang.org/) | MIT/Apache-2.0 | https://github.com/eutro/racket-raylib |
| raylib-swift | **4.0** | [Swift](https://swift.org/) | MIT | https://github.com/STREGAsGate/Raylib |
| raylib-scopes | auto | [Scopes](http://scopes.rocks) | MIT | https://github.com/salotz/raylib-scopes |
| raylib-smallBasic | 4.1-dev | [SmallBASIC](https://github.com/smallbasic/SmallBASIC) | GPLv3 | https://github.com/smallbasic/smallbasic.plugins/tree/master/raylib |
| raylib-umka | **4.2** | [Umka](https://github.com/vtereshkov/umka-lang) | Zlib | https://github.com/robloach/raylib-umka |
| raylib.v | **4.2** | [V](https://vlang.io/) | Zlib | https://github.com/irishgreencitrus/raylib.v |
| raylib-vapi | **4.2** | [Vala](https://vala.dev/) | Zlib | https://github.com/lxmcf/raylib-vapi |
| raylib-wren | **4.0** | [Wren](http://wren.io/) | ISC | https://github.com/TSnake41/raylib-wren |
| raylib-zig | **4.2** | [Zig](https://ziglang.org/) | MIT | https://github.com/Not-Nik/raylib-zig |
| raylib.zig | **4.2** | [Zig](https://ziglang.org/) | MIT | https://github.com/ryupold/raylib.zig |
| hare-raylib | auto | [Hare](https://harelang.org/) | Zlib | https://git.sr.ht/~evantj/hare-raylib |
| raylib-sunder | auto | [Sunder](https://github.com/ashn-dot-dev/sunder) | 0BSD | https://github.com/ashn-dot-dev/raylib-sunder |
| rayed-bqn | auto | [BQN](https://mlochbaum.github.io/BQN/) | MIT | https://github.com/Brian-ED/rayed-bqn |
### Utility Wrapers
These are utility wrappers for specific languages, they are not required to use raylib in the language but may adapt the raylib API to be more inline with the language's pardigm.
| name | raylib version | language | repo |
|:------------------:|:-------------: | :--------:|----------------------------------------------------------------------|
| raylib-cpp | 3.7 | [C++](https://en.wikipedia.org/wiki/C%2B%2B) | https://github.com/robloach/raylib-cpp |
| name | raylib version | language | license | repo |
|:------------------:|:-------------: | :--------:|:-------:|:-------------------------------------------------------------|
| raylib-cpp | **4.2** | [C++](https://en.wikipedia.org/wiki/C%2B%2B) | Zlib | https://github.com/robloach/raylib-cpp |
| claylib | **4.2** | [Common Lisp](https://common-lisp.net/) | Zlib | https://github.com/defun-games/claylib |
### Older or Unmaintained Language Bindings
These are older raylib bindings that are more than 2 versions old or have not been maintained.
@@ -76,28 +111,25 @@ These are older raylib bindings that are more than 2 versions old or have not be
| raylib-ruby | 2.6 | [Ruby](https://www.ruby-lang.org/en/) | https://github.com/a0/raylib-ruby |
| raylib-ruby-ffi | 2.0 | [Ruby](https://www.ruby-lang.org/en/) | https://github.com/D3nX/raylib-ruby-ffi |
| raylib-mruby | 2.5-dev | [mruby](https://github.com/mruby/mruby) | https://github.com/lihaochen910/raylib-mruby |
| raylib-py-ctbg | 2.6 | [Python](https://www.python.org/) | https://github.com/overdev/raylib-py-ctbg |
| raylib-py | 2.0 | [Python](https://www.python.org/) | https://github.com/overdev/raylib-py |
| raylib-java | 2.0 | [Java](https://en.wikipedia.org/wiki/Java_(programming_language)) | https://github.com/XoanaIO/raylib-java |
| raylib-j | 3.5 | [Java](https://en.wikipedia.org/wiki/Java_(programming_language)) | https://github.com/CreedVI/Raylib-J |
| clj-raylib | 3.0 | [Clojure](https://clojure.org/) | https://github.com/lsevero/clj-raylib |
| QuickJS-raylib | 3.0 | [QuickJS](https://bellard.org/quickjs/) | https://github.com/sntg-p/QuickJS-raylib |
| raylib-duktape | 2.6 | [JavaScript (Duktape)](https://en.wikipedia.org/wiki/JavaScript) | https://github.com/RobLoach/raylib-duktape |
| raylib-v7 | 3.5 | [JavaScript (v7)](https://en.wikipedia.org/wiki/JavaScript) | https://github.com/Rabios/raylib-v7 |
| 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-ffi | 2.4-dev | [PHP](https://en.wikipedia.org/wiki/PHP) | https://github.com/oraoto/raylib-php-ffi |
| 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 | 2.5 | [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-odin | 3.0 | [Odin](https://odin-lang.org/) | https://github.com/kevinw/raylib-odin |
| vraylib | 3.5 | [V](https://vlang.io/) | https://github.com/waotzi/vraylib |
| 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 |
| raylib-vala | 3.0 | [Vala](https://wiki.gnome.org/Projects/Vala) | https://code.guddler.uk/mart/raylibVapi |
| raylib-jai | 3.1-dev | [Jai](https://github.com/BSVino/JaiPrimer/blob/master/JaiPrimer.md) | https://github.com/kujukuju/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 |
@@ -108,14 +140,12 @@ These are older raylib bindings that are more than 2 versions old or have not be
| 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 | 3.0 | [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 | 2.0 | [COBOL](https://en.wikipedia.org/wiki/COBOL) | *[code examples](https://github.com/Martinfx/Cobol/tree/master/OpenCobol/Games/raylib)* |
Missing some language or wrapper? Feel free to create a new one! :)
Usually, raylib bindings follow the convention: `raylib-{language}`

397
CHANGELOG
View File

@@ -1,13 +1,406 @@
changelog
---------
Current Release: raylib 4.0.0 (05 November 2021)
Current Release: raylib 4.5.0 (18 March 2023)
-------------------------------------------------------------------------
Release: raylib 4.5 (18 March 2023)
-------------------------------------------------------------------------
KEY CHANGES:
- ADDED: Improved ANGLE support on Desktop platforms
- ADDED: rcamera module, simpler and more extendable
- ADDED: Support for M3D models and M3D/GLTF animations
- ADDED: Support QOA audio format (import/export)
- ADDED: rl_gputex module for compressed textures loading
- REDESIGNED: rlgl module for automatic render-batch limits checking
- REDESIGNED: rshapes module to minimize the rlgl dependency
Detailed changes:
[core] ADDED: RAYLIB_VERSION_* values to raylib.h (#2856) by @RobLoach
[core] ADDED: Basic gamepad support for Android (#2709) by @deniska
[core] ADDED: Support CAPS/NUM lock keys registering if locked
[core] ADDED: _GNU_SOURCE define on Linux (#2729)
[core] ADDED: SetWindowIcons() to set multiple icon image sizes
[core] `WARNING`: RENAMED: Exported raylib version symbol to raylib_version #2671
[core] REMOVED: Touch points on touch up events on Android (#2711) by @deniska
[core] REVIEWED: Window position setup on InitWindow() (#2732) by @RandomErrorMessage
[core] REVIEWED: Touchscreen input related functions on Android (#2702) by @deniska
[core] REVIEWED: Viewport scaling on Android after context rebind (#2703) by @deniska
[core] REVIEWED: ScanDirectoryFilesRecursively() (#2704)
[core] REVIEWED: Gamepad mappings with latest gamecontrollerdb (#2725)
[core] REVIEWED: Monitor order check on app initialization
[core] REVIEWED: Application monitor when opening (#2728, #2731) by @RandomErrorMessage
[core] REVIEWED: Gestures module to use GetTime() if available (#2733) by @RobLoach
[core] REVIEWED: Resolve GLFW3 some symbols re-definition of windows.h in glfw3native (#2643) by @daipom
[core] REVIEWED: OpenURL(), string buffer too short sometimes
[core] REVIEWED: GetRandomValue() range limit warning (#2800) by @Pere001
[core] REVIEWED: UnloadDirectoryFiles()
[core] REVIEWED: GetKeyPressed(), out of range issue (#2814) by @daipom
[core] REVIEWED: GetTime(), renamed variable 'time' to 'nanoSeconds' (#2816) by @jtainer
[core] REVIEWED: LoadShaderFromMemory(), issue with shader linkage
[core] REVIEWED: Avoid possible gamepad index as -1 (#2839)
[core] REVIEWED: SetShaderValue*(), avoid setup uniforms for invalid locations
[core] REVIEWED: GetClipboardText() on PLATFORM_WEB, permissions issues
[core] REVIEWED: Initial window position for display-sized fullscreen (#2742) by @daipom
[core] REVIEWED: Sticky touches input (#2857) by @ImazighenGhost
[core] REVIEWED: Enable GetWindowHandle() on macOS (#2915) by @Not-Nik
[core] REVIEWED: Window position always inits centered in current monitor
[core] REVIEWED: IsWindowFocused() to consider Android App state (#2935)
[core] REVIEWED: GetMonitorWidth() and GetMonitorHeight() (#2934)
[core] REVIEWED: GetWindowHandle() to return Linux window (#2938)
[core] REVIEWED: WindowDropCallback(), additional security check (#2943)
[core] REVIEWED: Security checks for emscripten_run_script() (#2954)
[utils] REVIEWED: TraceLog() message size limit overflow
[rcamera] REDESIGNED: New implementation from scratch (#2563) by @Crydsch
[rcamera] REVIEWED: Make orbital camera work as expected (#2926) by @JeffM2501
[rcamera] REVIEWED: Multiple reviews on the new implementation
[rcamera] ADDED: UpdateCameraPro(), supporting custom user inputs
[rlgl] ADDED: OpenGL ES 2.0 support on PLATFORM_DESKTOP (#2840) by @wtnbgo
[rlgl] ADDED: Separate blending modes for color and alpha, BLEND_CUSTOM_SEPARATE (#2741)
[rlgl] ADDED: rlSetBlendFactorsSeparate and custom blend mode modification checks (#2741) by @pure01fx
[rlgl] ADDED: RL_TEXTURE_MIPMAP_BIAS_RATIO support to `rlTextureParameters()` for OpenGL 3.3 #2674
[rlgl] ADDED: rlCubemapParameters() (#2862) by @GithubPrankster
[rlgl] ADDED: rlSetCullFace() (#2797) by @jtainer
[rlgl] REMOVED: Mipmaps software generation for OpenGL 1.1
[rlgl] REVIEWED: Check for extensions before enabling them (#2706) by @Not-Nik
[rlgl] REVIEWED: SSBO usage to avoid long long data types
[rlgl] REVIEWED: Enable DXT compression on __APPLE__ targets (#2694) by @Not-Nik
[rlgl] REVIEWED: enums exposed and description comments
[rlgl] REVIEWED: rlBindImageTexture(), correct data types (#2808) by @planetis-m
[rlgl] REVIEWED: rlMultMatrixf(), use const pointer (#2807) by @planetis-m
[rlgl] REVIEWED: Expose OpenGL blending mode factors and functions/equations
[rlgl] REVIEWED: rLoadTextureDepth(), issue with depth textures on WebGL (#2824)
[rlgl] REVIEWED: rlUnloadFramebuffer() (#2937)
[raymath] ADDED: Vector2LineAngle() (#2887)
[raymath] REVIEWED: Vector2Angle() (#2829, #2832) by @AlxHnr, @planetis-m
[shapes] ADDED: CheckCollisionPointPoly() (#2685) by @acejacek
[shapes] REVIEWED: DrawPixel*(), use RL_QUADS/RL_TRIANGLES (#2750) by @hatkidchan
[shapes] REVIEWED: DrawLineBezier*(), fix bezier line breaking (#2735, #2767) by @nobytesgiven
[textures] ADDED: ColorBrightness()
[textures] ADDED: ColorTint()
[textures] ADDED: ColorContrast()
[textures] ADDED: Support for PNM images (.ppm, .pgm)
[textures] ADDED: GenImagePerlinNoise()
[textures] ADDED: GenImageText(), generate grayscale image from text byte data
[textures] ADDED: ImageDrawCircleLines(), ImageDrawCircleLinesV() (#2713) by @RobLoach
[textures] ADDED: ImageBlurGaussian() (#2770) by @nobytesgiven
[textures] REVIEWED: Image fileformat support: PIC, PNM
[textures] REVIEWED: ImageTextEx() and ImageDrawTextEx() scaling (#2756) by @hatkidchan
[textures] `WARNING`: REMOVED: DrawTextureQuad()
[textures] `WARNING`: REMOVED: DrawTexturePoly(), function moved to example: `textures_polygon`
[textures] `WARNING`: REMOVED: DrawTextureTiled(),function implementation moved to the textures_tiled.c
[text] ADDED: GetCodepointPrevious()
[text] ADDED: UnloadUTF8(), aligned with LoadUTF8()
[text] `WARNING`: RENAMED: TextCodepointsToUTF8() to LoadUTF8()
[text] `WARNING`: RENAMED: GetCodepoint() -> GetCodepointNext()
[text] REDESIGNED: GetCodepointNext()
[text] REVIEWED: MeasureTextEx(), avoid crash on bad data
[text] REVIEWED: UnloadFontData(), avoid crash on invalid font data
[models] ADDED: Support M3D model file format (meshes and materials) (#2648) by @bztsrc
[models] ADDED: Support for M3D animations (#2648) by @bztsrc
[models] ADDED: GLTF animation support (#2844) by @charles-l
[models] ADDED: DrawCapsule() and DrawCapsuleWires() (#2761) by @IanBand
[models] ADDED: LoadMaterials(), MTL files loading, same code as OBJ loader (#2872) by @JeffM2501
[models] `WARNING`: REMOVED: UnloadModelKeepMeshes()
[models] `WARNING`: REMOVED: DrawCubeTexture(), DrawCubeTextureRec(), functions moved to new example: `models_draw_cube_texture`
[models] REVIEWED: DrawMesh(), using SHADER_LOC_COLOR_SPECULAR as a material map (#2908) by @haved
[models] REVIEWED: LoadM3D() vertex color support (#2878) by @GithubPrankster, @bztsrc
[models] REVIEWED: GenMeshHeightmap() (#2716)
[models] REVIEWED: LoadIQM() (#2676)
[models] REVIEWED: Simplify .vox signature check (#2752) by @CrezyDud
[models] REVIEWED: LoadIQM(), support bone names loading if available (#2882) by @PencilAmazing
[models] REVIEWED: GenMeshTangents(), avoid crash on missing texcoords data (#2927)
[audio] ADDED: Full support for QOA audio file format
[audio] ADDED: Mixed audio processor (#2929) by @hatkidchan
[audio] ADDED: IsWaveReady()`, IsSoundReady(), IsMusicReady() (#2892) by @RobLoach
[audio] `WARNING`: REMOVED: Multichannel audio API: PlaySoundMulti(), StopSoundMulti()
[audio] REVIEWED: Clear PCM buffer state when closing audio device (#2736) by @veins1
[audio] REVIEWED: Android backend selected (#2118, #2875) by @planetis-m
[audio] REVIEWED: Change default threading model for COM objects in miniaudio
[multi] ADDED: IsShaderReady(), IsImageReady(), IsFontReady() (#2892) by @RobLoach
[multi] ADDED: IsModelReady(), IsMaterialReady(), IsTextureReady(), IsRenderTextureReady() (#2895) by @RobLoach
[multi] REVIEWED: Multiple code/comment typos by @sDos280
[multi] REVIEWED: Grammar mistakes and typos (#2914) by @stickM4N
[multi] REVIEWED: Use TRACELOG() macro instead of TraceLog() in internal modules (#2881) by @RobLoach
[examples] ADDED: textures_textured_curve (#2821) by @JeffM2501
[examples] ADDED: models_draw_cube_texture
[examples] ADDED: models_loading_m3d (#2648) by @bztsrc
[examples] ADDED: shaders_write_depth (#2836) by @BugraAlptekinSari
[examples] ADDED: shaders_hybrid_render (#2919) by @BugraAlptekinSari
[examples] REMOVED: audio_multichannel_sound
[examples] RENAMED: Several shaders for naming consistency (#2707)
[examples] RENAMED: lighting_instanced.fs to lighting_instancing.fs (glsl100) (#2805) by @gtrxAC
[examples] REVIEWED: core_custom_logging.c (#2692) by @hartmannathan
[examples] REVIEWED: core_camera_2d_platformer (#2687) by @skylar779
[examples] REVIEWED: core_input_gamepad.c (#2903) by @planetis-m
[examples] REVIEWED: core_custom_frame_control
[examples] REVIEWED: core_drop_files (#2943)
[examples] REVIEWED: text_rectangle_bounds (#2746) by @SzieberthAdam
[examples] REVIEWED: textures_image_processing, added gaussian blurring (#2775) by @nobytesgiven
[examples] REVIEWED: models_billboard, highlighting rotation and draw order (#2779) by @nobytesgiven
[examples] REVIEWED: core_loading_thread, join thread on completion (#2845) by @planetis-m
[examples] REVIEWED: models_loading_gltf
[examples] REVIEWED: Shader lighting.fs for GLSL120 (#2651)
[examples] REVIEWED: text_codepoints_loading.c
[parser] REVIEWED: raylib-parser Makefile (#2765) by @Peter0x44
[build] ADDED: Packaging for distros with deb-based and rpm-based packages (#2877) by @KOLANICH
[build] ADDED: Linkage library -latomic on Linux (only required for ARM32)
[build] ADDED: Required frameworks on macOS (#2793) by @SpexGuy
[build] ADDED: WASM support for Zig build (#2901) by @Not-Nik
[build] ADDED: New raylib examples as VS2022 project (to raylib solution)
[build] REVIEWED: config.h format and inconsistencies
[build] REVIEWED: Zig build to latest master, avoid deprecated functions (#2910) by @star-tek-mb
[build] REVIEWED: CMake project template to easily target raylib version (#2700) by @RobLoach
[build] REVIEWED: PATH for PLATFORM_WEB target (#2647) by @futureapricot
[build] REVIEWED: build.zig to let user decide how to set build mode and linker fixes by @InKryption
[build] REVIEWED: Deprecation error on Android API higher than 23 (#2778) by @anggape
[build] REVIEWED: Android x86 Architecture name (#2783) by @IsaacTCB
[build] REVIEWED: examples/build.zig for the latest Zig version (#2786) by @RomanAkberov
[utils] REVIEWED: ExportDataAsCode() data types (#2787) by @RGDTAB
[build] REVIEWED: Makefile emscripten path (#2785) by @Julianiolo
[build] REVIEWED: Several compilation warnings (for strict rules)
[build] REVIEWED: All github workflows using deprecated actions
[build] REVIEWED: CMake when compiling for web (#2820) by @object71
[build] REVIEWED: DLL build on Windows (#2951) by @Skaytacium
[build] REVIEWED: Avoid MSVC warnings in raylib project (#2871) by @JeffM2501
[build] REVIEWED: Paths in .bat files to build examples (#2870) by @masoudd
[build] REVIEWED: CMake, use GLVND for old cmake versions (#2826) by @simendsjo
[build] REVIEWED: Makefile, multiple tweaks
[build] REVIEWED: CI action: linux_examples.yml
[build] REVIEWED: CI action: cmake.yml
[bindings] ADDED: h-raylib (Haskell) by @Anut-py
[bindings] ADDED: raylib-c3 (C3) by @Its-Kenta
[bindings] ADDED: raylib-umka (Umka) by @RobLoach
[bindings] ADDED: chez-raylib (Chez Scheme) by @Yunoinsky
[bindings] ADDED: raylib-python-ctypes (Python) by @sDos280
[bindings] ADDED: claylib (Common Lisp) by @shelvick
[bindings] ADDED: raylib-vapi (Vala) by @lxmcf
[bindings] ADDED: TurboRaylib (Object Pascal) by @turborium
[bindings] ADDED: Kaylib (Kotlin/Native) by @Its-Kenta
[bindings] ADDED: Raylib-Nelua (Nelua) by @Its-Kenta
[bindings] ADDED: Cyber (Cyber) by @fubark
[bindings] ADDED: raylib-sunder (Sunder) by @ashn-dot-dev
[bindings] ADDED: raylib BQN (#2962) by @Brian-ED
[misc] REVIEWED: Update external libraries to latest versions
-------------------------------------------------------------------------
Release: raylib 4.2 (11 August 2022)
-------------------------------------------------------------------------
KEY CHANGES:
- REMOVED: extras libraries (raygui, physac, rrem, reasings, raudio.h) moved to independent separate repos
- UPDATED: examples: Added creation and update raylib versions and assigned **DIFFICULTY LEVELS**!
- rres 1.0: A custom resource-processing and packaging file format, including tooling and raylib integration examples
- raygui 3.2: New version of the immediate-mode gui system for tools development with raylib
- raylib_parser: Multiple improvements of the raylib parser to automatize bindings generation
- ADDED: New file system API: Reviewed to be more aligned with raylib conventions and one advance function added
- ADDED: New audio stream processors API (_experimental_): Allowing to add custom audio stream data processors using callbacks
Detailed changes:
[multi] ADDED: Frequently Asked Questions (FAQ.md)
[multi] REVIEWED: Multiple trace log messages
[multi] REVIEWED: Avoid some float to double promotions
[multi] REVIEWED: Some functions input parametes that should be const
[multi] REVIEWED: Variables initialization, all variables are initialized on declaration
[multi] REVIEWED: Static array buffers are always re-initialized with memset()
[multi] `WARNING`: RENAMED: Some function input parameters from "length" to "size"
[core] ADDED: GetApplicatonDirectory() (#2256, #2285, #2290) by @JeffM2501
[core] ADDED: raylibVersion symbol, it could be required by some bindings (#2190)
[core] ADDED: SetWindowOpacity() (#2254) by @tusharsingh09
[core] ADDED: GetRenderWidth() and GetRenderHeight() by @ArnaudValensi
[core] ADDED: EnableEventWaiting() and DisableEventWaiting()
[core] ADDED: GetFileLength()
[core] ADDED: Modules info at initialization
[core] ADDED: Support clipboard copy/paste on web
[core] ADDED: Support OpenURL() on Android platform (#2396) by @futureapricot
[core] ADDED: Support MOUSE_PASSTHROUGH (#2516)
[core] ADDED: GetMouseWheelMoveV() (#2517) by @schveiguy
[core] `WARNING`: REMOVED: LoadStorageValue() / SaveStorageValue(), moved to example
[core] `WARNING`: RENAMED: GetDirectoryFiles() to LoadDirectoryFiles()
[core] `WARNING`: RENAMED: `ClearDroppedFiles()` to `UnloadDroppedFiles()`
[core] `WARNING`: RENAMED: GetDroppedFiles() to LoadDroppedFiles()
[core] `WARNING`: RENAMED: `ClearDirectoryFiles()` to `UnloadDirectoryFiles()`
[core] `WARNING`: REDESIGNED: WaitTime() argument from milliseconds to seconds (#2506) by @flashback-fx
[core] REVIEWED: GetMonitorWidth()/GetMonitorHeight() by @gulrak
[core] REVIEWED: GetDirectoryFiles(), maximum files allocation (#2126) by @ampers0x26
[core] REVIEWED: Expose MAX_KEYBOARD_KEYS and MAX_MOUSE_BUTTONS (#2127)
[core] REVIEWED: ExportMesh() (#2138)
[core] REVIEWED: Fullscreen switch on PLATFORM_WEB
[core] REVIEWED: GetMouseWheelMove(), fixed bug
[core] REVIEWED: GetApplicationDirectory() on macOS (#2304)
[core] REVIEWED: ToggleFullscreen()
[core] REVIEWED: Initialize/reset CORE.inputs global state (#2360)
[core] REVIEWED: MouseScrollCallback() (#2371)
[core] REVIEWED: SwapScreenBuffers() for PLATFORM_DRM
[core] REVIEWED: WaitTime(), fix regression causing video stuttering (#2503) by @flashback-fx
[core] REVIEWED: Mouse device support on PLATFORM_DRM (#2381)
[core] REVIEWED: Support OpenBSD timming functions
[core] REVIEWED: Improved boolean definitions (#2485) by @noodlecollie
[core] REVIEWED: TakeScreenshot(), use GetWindowScaleDPI() to calculate size in screenshot/recording (#2446) by @gulrak
[core] REVIEWED: Remove fps requirement for drm connector selection (#2468) by @Crydsch
[core] REVIEWED: IsFileExtension() (#2530)
[camera] REVIEWED: Some camera improvements (#2563)
[rlgl] ADDED: Premultiplied alpha blend mode (#2342) by @megagrump
[rlgl] REVIEWED: VR rendering not taking render target size into account (#2424) by @FireFlyForLife
[rlgl] REVIEWED: Set rlgl internal framebuffer (#2420)
[rlgl] REVIEWED: rlGetCompressedFormatName()
[rlgl] REVIEWED: Display OpenGL 4.3 capabilities with a compile flag (#2124) by @GithubPrankster
[rlgl] REVIEWED: rlUpdateTexture()
[rlgl] REVIEWED: Minimize buffer overflow probability
[rlgl] REVIEWED: Fix scissor mode on macOS (#2170) by @ArnaudValensi
[rlgl] REVIEWED: Clear SSBO buffers on loading (#2185)
[rlgl] REVIEWED: rlLoadShaderCode(), improved shader loading code
[rlgl] REVIEWED: Comment notes about custom blend modes (#2260) by @glorantq
[rlgl] REVIEWED: rlGenTextureMipmaps()
[rlgl] REVIEWED: rlTextureParameters()
[raymath] ADDED: Wrap() (#2522) by @Tekkitslime
[raymath] ADDED: Vector2Transform()
[raymath] ADDED: Vector2DistanceSqr() (#2376) by @AnilBK
[raymath] ADDED: Vector3DistanceSqr() (#2376) by @AnilBK
[raymath] ADDED: Vector2ClampValue(), Vector3ClampValue() (#2428) by @saccharineboi
[raymath] ADDED: Vector3RotateByAxisAngle() (#2590) by @Crydsch
[raymath] `WARNING`: REDESIGNED: Vector2Angle() returns radians instead of degrees (#2193) by @schveiguy
[raymath] `WARNING`: REMOVED: MatrixNormalize() (#2412)
[raymath] REVIEWED: Fix inverse length in Vector2Normalize() (#2189) by @HarriP
[raymath] REVIEWED: Vector2Angle() not working as expected (#2196) by @jdeokkim
[raymath] REVIEWED: Vector2Angle() and Vector3Angle() (#2203) by @trikko
[raymath] REVIEWED: QuaternionInvert(), code simplified (#2324) by @megagrump
[raymath] REVIEWED: QuaternionScale() (#2419) by @tana
[raymath] REVIEWED: Vector2Rotate(), optimized (#2340) by @jdeokkim
[raymath] REVIEWED: QuaternionFromMatrix(), QuaternionEquals() (#2591) by @kirigirihitomi
[raymath] REVIEWED: MatrixRotate*() (#2595, #2599) by @GoodNike
[shapes] REVIEWED: CheckCollision*() consistency
[shapes] REVIEWED: DrawRectanglePro(), support TRIANGLES drawing
[textures] ADDED: Support for QOI image format
[textures] REVIEWED: ImageColorTint(), GetImageColor(), ImageDrawRectangleRec(), optimized functions (#2429) by @AnilBK
[textures] REVIEWED: LoadTextureFromImage(), allow texture loading with no data transfer
[textures] REVIEWED: ImageDraw(), comment to note that f32bit is not supported (#2222)
[textures] REVIEWED: DrawTextureNPatch(), avoid batch overflow (#2401) by @JeffM2501
[textures] REVIEWED: DrawTextureTiled() (#2173)
[textures] REVIEWED: GenImageCellular() (#2178)
[textures] REVIEWED: LoadTextureCubemap() (#2223, #2224)
[textures] REVIEWED: Export format for float 32bit
[textures] REVIEWED: ExportImage(), support export ".jpeg" files
[textures] REVIEWED: ColorAlphaBlend() (#2524) by @royqh1979
[textures] REVIEWED: ImageResize() (#2572)
[textures] REVIEWED: ImageFromImage() (#2594) by @wiertek
[text] ADDED: ExportFontAsCode()
[text] ADDED: DrawTextCodepoints() (#2308) by @siddharthroy12
[text] REVIEWED: TextIsEqual(), protect from NULLs (#2121) by @lukekras
[text] REVIEWED: LoadFontEx(), comment to specify how to get the default character set (#2221) by @JeffM2501
[text] REVIEWED: GenImageFontAtlas(), increase atlas size guesstimate by @megagrump
[text] REVIEWED: GetCodepoint() (#2201)
[text] REVIEWED: GenImageFontAtlas() (#2556)
[text] REVIEWED: ExportFontAsCode() to use given font padding (#2525) by @TheTophatDemon
[models] ADDED: Reference code to load bones id and weight data for animations
[models] `WARNING`: REMOVED: GetRayCollisionModel() (#2405)
[models] REMOVED: GenMeshBinormals()
[models] REVIEWED: External library: vox_loader.h, 64bit issue (#2186)
[models] REVIEWED: Material color loading when no texture material is available (#2298) by @royqh1979
[models] REVIEWED: Fix Undefined Symbol _ftelli64 in cgltf (#2319) by @audinue
[models] REVIEWED: LoadGLTF(), fix memory leak (#2441, #2442) by @leomonta
[models] REVIEWED: DrawTriangle3D() batch limits check (#2489)
[models] REVIEWED: DrawBillboardPro() (#2494)
[models] REVIEWED: DrawMesh*() issue (#2211)
[models] REVIEWED: ExportMesh() (#2220)
[models] REVIEWED: GenMeshCylinder() (#2225)
[audio] `WARNING`: ADDED: rAudioProcessor pointer to AudioStream struct (used by Sound and Music structs)
[audio] ADDED: SetSoundPan(), SetMusicPan(), SetAudioStreamPan(), panning support (#2205) by ptarabbia
[audio] ADDED: Audio stream input callback (#2212) by ptarabbia
[audio] ADDED: Audio stream processors support (#2212) by ptarabbia
[audio] REVIEWED: GetMusicTimePlayed(), incorrect value after the stream restarted for XM audio (#2092 #2215) by @ptarabbia
[audio] REVIEWED: Turn on interpolation for XM playback (#2216) by @ptarabbia
[audio] REVIEWED: Fix crash with delay example (#2472) by @ptarabbia
[audio] REVIEWED: PlaySoundMulti() (#2231)
[audio] REVIEWED: ExportWaveAsCode()
[audio] REVIEWED: UpdateMusicStream(), reduce dynamic allocations (#2532) by @dbechrd
[audio] REVIEWED: UpdateMusicStream() to support proper stream looping (#2579) by @veins1
[utils] ADDED: ExportDataAsCode()
[utils] REVIEWED: Force flush stdout after trace messages (#2465) by @nagy
[easings] ADDED: Function descriptions (#2471) by @RobLoach
[camera] REVIEWED: Fix free camera panning in the wrong direction (#2347) by @DavidLyhedDanielsson
[examples] ADDED: core_window_should_close
[examples] ADDED: core_2d_camera_mouse_zoom (#2583) by @JeffM2501
[examples] ADDED: shapes_top_down_lights (#2199) by @JeffM2501
[examples] ADDED: textures_fog_of_war
[examples] ADDED: textures_gif_player
[examples] ADDED: text_codepoints_loading
[examples] ADDED: audio_stream_effects
[examples] REMOVED: core_quat_conversion, not working properly
[examples] REMOVED: raudio_standalone, moved to raudio repo
[examples] RENAMED: textures_rectangle -> textures_sprite_anim
[examples] REVIEWED: core_input_gamepad, improve joystick visualisation (#2390) by @kristianlm
[examples] REVIEWED: textures_draw_tiled
[examples] REVIEWED: shaders_mesh_instancing, free allocated matrices (#2425) by @AnilBK
[examples] REVIEWED: shaders_raymarching
[examples] REVIEWED: audio_raw_stream (#2205) by ptarabbia
[examples] REVIEWED: audio_music_stream
[examples] REVIEWED: shaders_mesh_instancing, simplified
[examples] REVIEWED: shaders_basic_lighting, rlights.h simplified
[examples] REVIEWED: All examples descriptions, included creation/update raylib versions
[parser] ADDED: Defines to parser (#2269) by @iskolbin
[parser] ADDED: Aliases to parser (#2444) by @lazaray
[parser] ADDED: Parse struct descriptions (#2214) by @eutro
[parser] ADDED: Parse enum descriptions and value descriptions (#2208) by @eutro
[parser] ADDED: Lua output format for parser by @iskolbin
[parser] ADDED: Makefile for raylib_parser by @iskolbin
[parser] ADDED: Support for truncating parser input (#2464) by @lazaray
[parser] ADDED: Support for calculated defines to parser (#2463) by @lazaray
[parser] REVIEWED: Update parser files (#2125) by @catmanl
[parser] REVIEWED: Fix memory leak in parser (#2136) by @ronnieholm
[parser] REVIEWED: EscapeBackslashes()
[parser] REVIEWED: Parser improvements (#2461 #2462) by @lazaray
[bindings] ADDED: License details for BINDINGS
[bindings] ADDED: dart-raylib (#2149) by @wolfenrain
[bindings] ADDED: raylib-cslo (#2169) by @jasonswearingen
[bindings] ADDED: raylib-d (#2194) by @schveiguy
[bindings] ADDED: raylib-guile (#2202) by @petelliott
[bindings] ADDED: raylib-scopes (#2238) by @salotz
[bindings] ADDED: naylib (Nim) (#2386) by @planetis-m
[bindings] ADDED: raylib.jl (Julia) (#2403) by @irishgreencitrus
[bindings] ADDED: raylib.zig (#2449) by @ryupold
[bindings] ADDED: racket-raylib (#2454) by @eutro
[bindings] ADDED: raylibr (#2611) by @ramiromagno
[bindings] ADDED: Raylib.4.0.Pascal (#2617) by @sysrpl
[bindings] REVIEWED: Multiple bindings updated to raylib 4.0
[build] ADDED: VS2022 project
[build] ADDED: Support macOS by zig build system (#2175)
[build] ADDED: Support custom modules selection on compilation
[build] ADDED: Minimal web shell for WebAssembly compilation
[build] ADDED: BSD support for zig builds (#2332) by @zigster64
[build] ADDED: Repology badge (#2367) by @jubalh
[build] ADDED: Support DLL compilation with TCC compiler (#2569) by @audinue
[build] ADDED: Missing examples to VS2022 examples solution
[build] REMOVED: VS2019 project (unmaintained)
[build] REMOVED: SUPPORT_MOUSE_CURSOR_POINT config option
[build] REVIEWED: Fixed RPi make install (#2217) by @wereii
[build] REVIEWED: Fix build results path on Linux and RPi (#2218) by @wereii
[build] REVIEWED: Makefiles debug flag
[build] REVIEWED: Fixed cross-compilation from x86-64 to RPi (#2233) by @pitpit
[build] REVIEWED: All Makefiles, simplified
[build] REVIEWED: All Makefiles, improve organization
[build] REVIEWED: All Makefiles, support CUSTOM_CFLAGS
[build] REVIEWED: Fixed compiling for Android using CMake (#2270) by @hero2002
[build] REVIEWED: Make zig build functionality available to zig programs (#2271) by @Not-Nik
[build] REVIEWED: Update CMake project template with docs and web (#2274) by @RobLoach
[build] REVIEWED: Update VSCode project to work with latest makefile and web (#2296) by @phil-shenk
[build] REVIEWED: Support audio examples compilation with external glfw (#2329) by @locriacyber
[build] REVIEWED: Fix "make clean" target failing when shell is not cmd (#2338) by @Peter0x44
[build] REVIEWED: Makefile linkage -latomic, required by miniaudio on ARM 32bit #2452
[build] REVIEWED: Update raylib-config.cmake (#2374) by @marcogmaia
[build] REVIEWED: Simplify build.zig to not require user to specify raylib path (#2383) by @Hejsil
[build] REVIEWED: Fix OpenGL 4.3 graphics option in CMake (#2427) by @GoldenThumbs
[extras] `WARNING`: REMOVED: physac from raylib sources/examples, use github.com/raysan5/physac
[extras] `WARNING`: REMOVED: raygui from raylib/src/extras, use github.com/raysan5/raygui
[extras] `WARNING`: REMOVED: rmem from raylib/src/extras, moved to github.com/raylib-extras/rmem
[extras] `WARNING`: REMOVED: easings from raylib/src/extras, moved to github.com/raylib-extras/reasings
[extras] `WARNING`: REMOVED: raudio.h from raylib/src, moved to github.com/raysan5/raudio
[misc] REVIEWED: Update some external libraries to latest versions
-------------------------------------------------------------------------
Release: raylib 4.0 - 8th Anniversary Edition (05 November 2021)
-------------------------------------------------------------------------
KEY CHANGES:
- Naming consistency and coherency: Complete review of the library: sintax, naming, comments, decriptions, logs...
- Naming consistency and coherency: Complete review of the library: syntax, naming, comments, decriptions, logs...
- Event Automation System: Support for input events recording and automatic re-playing, useful for automated testing and more!
- Custom game-loop control: Intended for advance users that want to control the events polling and the timming mechanisms
- rlgl 4.0: Completely decoupling from platform layer and raylib, intended for standalone usage as single-file header-only

12
CMakeLists.txt Executable file → Normal file
View File

@@ -1,6 +1,18 @@
cmake_minimum_required(VERSION 3.0)
project(raylib)
# Avoid excessive expansion of variables in conditionals. In particular, if
# "PLATFORM" is "DRM" than:
#
# if (${PLATFORM} MATCHES "DRM")
#
# may expand e.g to:
#
# if (/usr/lib/aarch64-linux-gnu/libdrm.so MATCHES "DRM")
#
# See https://cmake.org/cmake/help/latest/policy/CMP0054.html
cmake_policy(SET CMP0054 NEW)
# Directory for easier includes
# Anywhere you see include(...) you can check <root>/cmake for that file
set(CMAKE_MODULE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cmake)

View File

@@ -27,6 +27,13 @@ endif()
option(INCLUDE_EVERYTHING "Include everything disabled by default (for CI usage" OFF)
set(OFF ${INCLUDE_EVERYTHING} CACHE INTERNAL "Replace any OFF by default with \${OFF} to have it covered by this option")
# raylib modules included
cmake_dependent_option(SUPPORT_MODULE_RSHAPES "Include module: rshapes" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_MODULE_RTEXTURES "Include module: rtextures" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_MODULE_RTEXT "Include module: rtext" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_MODULE_RMODELS "Include module: rmodels" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_MODULE_RAUDIO "Include module: raudio" ON CUSTOMIZE_BUILD ON)
# rcore.c
cmake_dependent_option(SUPPORT_CAMERA_SYSTEM "Provide camera module (rcamera.h) with multiple predefined cameras: free, 1st/3rd person, orbital" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_GESTURES_SYSTEM "Gestures module is included (rgestures.h) to support gestures detection: tap, hold, swipe, drag" ON CUSTOMIZE_BUILD ON)
@@ -38,7 +45,6 @@ cmake_dependent_option(SUPPORT_GIF_RECORDING "Allow automatic gif recording of c
cmake_dependent_option(SUPPORT_BUSY_WAIT_LOOP "Use busy wait loop for timing sync instead of a high-resolution timer" OFF CUSTOMIZE_BUILD OFF)
cmake_dependent_option(SUPPORT_EVENTS_WAITING "Wait for events passively (sleeping while no events) instead of polling them actively every frame" OFF CUSTOMIZE_BUILD OFF)
cmake_dependent_option(SUPPORT_WINMM_HIGHRES_TIMER "Setting a higher resolution can improve the accuracy of time-out intervals in wait functions" OFF CUSTOMIZE_BUILD OFF)
cmake_dependent_option(SUPPORT_DATA_STORAGE "Support for persistent data storage" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_COMPRESSION_API "Support for compression API" ON CUSTOMIZE_BUILD ON)
# rshapes.c
@@ -51,12 +57,14 @@ cmake_dependent_option(SUPPORT_IMAGE_MANIPULATION "Support multiple image editin
cmake_dependent_option(SUPPORT_FILEFORMAT_PNG "Support loading PNG as textures" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_FILEFORMAT_DDS "Support loading DDS as textures" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_FILEFORMAT_HDR "Support loading HDR as textures" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_FILEFORMAT_PNM "Support loading PNM as textures" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_FILEFORMAT_KTX "Support loading KTX as textures" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_FILEFORMAT_ASTC "Support loading ASTC as textures" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_FILEFORMAT_BMP "Support loading BMP as textures" ${OFF} CUSTOMIZE_BUILD OFF)
cmake_dependent_option(SUPPORT_FILEFORMAT_TGA "Support loading TGA as textures" ${OFF} CUSTOMIZE_BUILD OFF)
cmake_dependent_option(SUPPORT_FILEFORMAT_JPG "Support loading JPG as textures" ${OFF} CUSTOMIZE_BUILD OFF)
cmake_dependent_option(SUPPORT_FILEFORMAT_GIF "Support loading GIF as textures" ${OFF} CUSTOMIZE_BUILD OFF)
cmake_dependent_option(SUPPORT_FILEFORMAT_QOI "Support loading QOI as textures" ${OFF} CUSTOMIZE_BUILD OFF)
cmake_dependent_option(SUPPORT_FILEFORMAT_PSD "Support loading PSD as textures" ${OFF} CUSTOMIZE_BUILD OFF)
cmake_dependent_option(SUPPORT_FILEFORMAT_PKM "Support loading PKM as textures" ${OFF} CUSTOMIZE_BUILD OFF)
cmake_dependent_option(SUPPORT_FILEFORMAT_PVR "Support loading PVR as textures" ${OFF} CUSTOMIZE_BUILD OFF)

View File

@@ -1,63 +0,0 @@
### WARNING: This file is unmaintained! This list of contributors is uncomplete!
### Check CHANGELOG for some of the contributors details or just the official contributors list of the repo
---
Here is a list of raylib contributors, these people have invested part of their time
contributing (in some way or another) to make the raylib project better. Huge thanks to all of them!
- [Zopokx](https://github.com/Zopokx) for testing the web.
- [Elendow](http://www.elendow.com) for testing and helping on web development.
- Victor Dual for implementing and testing 3D shapes functions.
- Marc Palau for implementing and testing 3D shapes functions and contribute on camera and gestures modules.
- Kevin Gato for improving texture internal formats support and helping on raygui development.
- Daniel Nicolas for improving texture internal formats support and helping on raygui development.
- Marc Agüera for testing and using raylib on a real product ([Koala Seasons](http://www.koalaseasons.com))
- Daniel Moreno for testing and using raylib on a real product ([Koala Seasons](http://www.koalaseasons.com))
- Daniel Gomez for testing and using raylib on a real product ([Koala Seasons](http://www.koalaseasons.com))
- [Sergio Martinez](https://github.com/anidealgift) for helping on raygui development and tools development (raygui_styler).
- [Victor Fisac](https://github.com/victorfisac) for developing physics raylib module (physac) and implementing PBR materials and lighting systems... among multiple other improvements and multiple tools and games.
- Albert Martos for helping on raygui and porting examples and game-templates to Android and HTML5.
- Ian Eito for helping on raygui and porting examples and game-templates to Android and HTML5.
- [procedural](https://github.com/procedural) for testing raylib on Linux, correcting some bugs and adding several mouse functions.
- [Chris Hemingway](https://github.com/cHemingway) for improving raylib on OSX build system.
- [Emanuele Petriglia](https://github.com/LelixSuper) for working on multiple GNU/Linux improvements and developing [TicTacToe](https://github.com/LelixSuper/TicTacToe) raylib game.
- [Joshua Reisenauer](https://github.com/kd7tck) for adding audio modules support (XM, MOD) and reviewing audio system.
- [Marcelo Paez](https://github.com/paezao) for helping on OSX High DPI display issue.
- [Ghassan Al-Mashareqa](https://github.com/ghassanpl) for an amazing contribution to raylib Lua module.
- [Teodor Stoenescu](https://github.com/teodor-stoenescu) for improvements on OBJ object loading.
- [RDR8](https://github.com/RDR8) for helping with Linux build improvements.
- [Saggi Mizrahi](https://github.com/ficoos) for multiple fixes on Linux and audio system.
- [Daniel Lemos](https://github.com/xspager) for fixing issues on Linux games building.
- [Joel Davis](https://github.com/joeld42) for adding raycast picking utilities and a [great example](https://github.com/raysan5/raylib/blob/master/examples/models/models_mesh_picking.c)
- [Richard Goodwin](https://github.com/AudioMorphology) for adding RPI touchscreen support.
- [Milan Nikolic](https://github.com/gen2brain) for adding Android build support with custom standalone toolchain.
- [Michael Vetter](https://github.com/jubalh) for improvements on build system and his work on Suse Linux package... and multiple fixes!
- [Wilhem Barbier](https://github.com/nounoursheureux) for adding Image generation functions, shaders work and some fixes.
- [Benjamin Summerton](https://github.com/define-private-public) for improving OSX building and his amazing work on CMake build sytem.
- [MartinFX](https://github.com/Martinfx) for adding compilation support for FreeBSD OS and derivatives.
- [Ahmad Fatoum](https://github.com/a3f) for implementing CI support for raylib (Travis and AppVeyor) and great improvements on build system.
- [SamNChiet](https://github.com/SamNChiet) for a greatly improved UWP input implementation.
- [David Reid](https://github.com/mackron) for a complete review of audio module to support his amazing miniaudio library.
- [Kai](https://github.com/questor) for multiple code reviews and improvements.
- [Max Danielsson](https://github.com/autious) for adding support for orthographic 3d camera projection
- [Lumaio](https://github.com/TheLumaio) for his great work on GBuffers and GetCollisionRayModel().
- [Jonas Daeyaert](https://github.com/culacant) for an amazing work on IQM animated models support.
- [Seth Archambault](https://github.com/SethArchambault) for the work on Android Gamepad support (SNES model).
- [D3nX](https://github.com/D3nX) for adding Code::Blocks project template.
- [Jak Barnes](https://github.com/Syphonx) for a great work on `rnet`, new raylib network module
- [Vlad Adrian](https://github.com/Demizdor) for an amazing work on Unicode support, new shapes functions and raygui.
- [Reece Mackie](https://github.com/Rover656) for a great work on improving UWP support
- [flashback-fx](flashback-fx) for improving easings library and example
- [Jorge A. Gomes](https://github.com/overdev) for adding nine-patch textures support and example
- [Berni8k](https://github.com/Berni8k) for improving Raspberry Pi input system, using evdev
- [Wilhem Barbier](https://github.com/wbrbr) for implementing glTF loading support and solving several issues
- [Marco Lizza](https://github.com/MarcoLizza) for improving logging system and multiple issues
- [Anata](https://github.com/anatagawa) for creating amazing examples and contributing with them
- [Narice](https://github.com/narice) made easings.h includable as standalone header
- [Eric J.](https://github.com/ProfJski) for shaders_eratosthenes example contribution
- [PompPenguin](https://github.com/PompPenguin) for reviewing 3rd person camera
- [Mohamed Shazan](https://github.com/msmshazan) for adding support for ANGLE graphics backend
Please, if I forget someone in this list, excuse me and send me a PR!

View File

@@ -19,7 +19,7 @@ Operators | value1 - value2 | `int res = value - 5;`
Enum | TitleCase | `enum TextureFormat`
Enum members | ALL_CAPS | `PIXELFORMAT_UNCOMPRESSED_R8G8B8`
Struct | TitleCase | `struct Texture2D`, `struct Material`
Struct members |lowerCase | `texture.width`, `color.r`
Struct members | lowerCase | `texture.width`, `color.r`
Functions | TitleCase | `InitWindow()`, `LoadImageFromMemory()`
Functions params | lowerCase | `width`, `height`
Ternary Operator | (condition)? result1 : result2 | `printf("Value is 0: %s", (value == 0)? "yes" : "no");`
@@ -52,7 +52,7 @@ switch (value)
```
- All conditions checks are **always between parenthesis** but not boolean values:
```c
if ((value > 1) && (value < 50) && valueActive))
if ((value > 1) && (value < 50) && valueActive)
{
}
@@ -92,4 +92,3 @@ resources/characters/enemy_slime.png
resources/common/font_arial.ttf
resources/common/gui.png
```

137
FAQ.md Normal file
View File

@@ -0,0 +1,137 @@
# Frequently Asked Questions
- [What is raylib?](#what-is-raylib)
- [What can I do with raylib?](#what-can-i-do-with-raylib)
- [Which kinds of games can I make with raylib?](#which-kinds-of-games-can-i-make-with-raylib)
- [Can I create non-game applications with raylib?](#can-i-create-non-game-applications-with-raylib)
- [How can I learn to use raylib? Is there some official documentation or tutorials?](#how-can-i-learn-to-use-raylib-is-there-some-official-documentation-or-tutorials)
- [How much does it cost?](#how-much-does-it-cost)
- [What is the raylib license?](#what-is-the-raylib-license)
- [What platforms are supported by raylib?](#what-platforms-are-supported-by-raylib)
- [What programming languages can I use with raylib?](#what-programming-languages-can-i-use-with-raylib)
- [Why is it coded in C?](#why-is-it-coded-in-c)
- [Is raylib a videogames engine?](#is-raylib-a-videogames-engine)
- [What does raylib provide that other engines or libraries don't?](#what-does-raylib-provide-that-other-engines-or-libraries-dont)
- [How does raylib compare to Unity/Unreal/Godot?](#how-does-raylib-compare-to-unityunrealgodot)
- [What development tools are required for raylib?](#what-development-tools-are-required-for-raylib)
- [Which are raylib external dependencies?](#which-are-raylib-external-dependencies)
- [Can I use raylib with other technologies or libraries?](#can-i-use-raylib-with-other-technologies-or-libraries)
- [What file formats are supported by raylib?](#what-file-formats-are-supported-by-raylib)
- [Does raylib support the Vulkan API?](#does-raylib-support-the-vulkan-api)
- [What could I expect to see in raylib in the future?](#what-could-i-expect-to-see-in-raylib-in-the-future)
- [Who are the raylib developers?](#who-are-the-raylib-developers)
### What is raylib?
raylib is a C programming library, designed to be simple and easy-to-use. It provides a set of functions intended for graphics/multimedia applications programming.
### What can I do with raylib?
raylib can be used to create any kind of graphics/multimedia applications: videogames, tools, mobile apps, web applications... Actually it can be used to create any application that requires something to be shown in a display with graphic hardware acceleration (OpenGL); including [IoT](https://en.wikipedia.org/wiki/Internet_of_things) devices with a graphics display.
### Which kinds of games can I make with raylib?
With enough time and effort any kind of game/application can be created but small-mid sized 2d videogames are the best fit. The raylib [examples](https://www.raylib.com/examples.html)/[games](https://www.raylib.com/games.html) and [raylibtech](https://raylibtech.itch.io/) tools are an example of what can be accomplished with raylib.
### Can I create non-game applications with raylib?
Yes, raylib can be used to create any kind of application, not just videogames. For example, it can be used to create [desktop/web tools](https://raylibtech.itch.io/) or also applications for an IoT devices like [Raspberry Pi](https://www.raspberrypi.org/).
### How can I learn to use raylib? Is there some official documentation or tutorials?
raylib does not provide a "standard" API reference documentation like other libraries, all of the raylib functionality is exposed in a simple [cheatsheet](https://www.raylib.com/cheatsheet/cheatsheet.html). Most of the functions are self-explanatory and the required parameters are very intuitive. It's also highly recommended to take a look to [`raylib.h`](https://github.com/raysan5/raylib/blob/master/src/raylib.h) header file or even the source code, that is very clean and organized, intended for teaching.
raylib also provides a big [collection of examples](https://www.raylib.com/examples.html), to showcase the multiple functionality usage (+120 examples). Examples are categorized by the internal module functionality and also define an estimated level of difficulty to guide the users checking them.
There is also a [FAQ on the raylib Wiki](https://github.com/raysan5/raylib/wiki/Frequently-Asked-Questions) with common technical questions.
There are also many tutorials on the internet and YouTube created by the growing raylib community along the years.
[raylib Discord Community](https://discord.gg/raylib) is also a great place to join and ask questions, the community is very friendly and always ready to help.
### How much does it cost?
raylib is [free and open source](https://github.com/raysan5/raylib). Anyone can use raylib library for free to create games/tools/apps but also the source code of raylib is open for anyone to check it, modify it, adapt it as required or just learn how it works internally.
### What is the raylib license?
raylib source code 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](https://github.com/raysan5/raylib/blob/master/LICENSE) for further details.
### What platforms are supported by raylib?
raylib source code can be compiled for the following platforms:
- Windows (7, 8.1, 10, 11)
- Linux - Desktop (multiple distributions, X11 and Wayland based)
- Linux - Native (no windowing system, [DRM](https://en.wikipedia.org/wiki/Direct_Rendering_Manager))
- macOS (multiple versions, including ARM64)
- FreeBSD, OpenBSD, NetBSD, DragonFly
- Raspberry Pi (desktop and native)
- Android (multiple API versions and architectures)
- HTML5 (WebAssembly)
- Haiku
raylib code has also been ported to several [homebrew](https://en.wikipedia.org/wiki/Homebrew_(video_games)) platforms: N3DS, Switch, PS4, PSVita.
Also note that raylib is a low-level library that can be easily ported to any platform with OpenGL support (or similar API).
### What programming languages can I use with raylib?
raylib original version is coded in C language (using some C99 features) but it has bindings to +60 programming languages. Check [BINDINGS.md](https://github.com/raysan5/raylib/blob/master/BINDINGS.md) for details.
### Why is it coded in C?
It's a simple language, no high-level code abstractions like [OOP](https://en.wikipedia.org/wiki/Object-oriented_programming), just data types and functions. It's a very enjoyable language to code.
### Is raylib a videogames engine?
I personally consider raylib a graphics library with some high-level features rather than an engine. The line that separates a library/framework from an engine could be very confusing; raylib provides all the required functionality to create simple games or small applications but it does not provide 3 elements that I personally consider any "engine" should provide: Screen manager, GameObject/Entity manager and Resource Manager. Still, most users do not need those elements or just code simple approaches on their own.
### What does raylib provide that other engines or libraries don't?
I would say "simplicity" and "enjoyment" at a really low-level of coding but actually is up to the user to discover it, to try it and to see if it fits their needs. raylib is not good for everyone but it's worth a try.
### How does raylib compare to Unity/Unreal/Godot?
Those engines are usually big and complex to use, providing lot of functionality. They require some time to learn and test, they usually abstract many parts of the game development process and they usually provide a set of tools to assist users on their creations (like a GUI editor).
raylib is a simple programming library, with no integrated tools or editors. It gives full control to users at a very low-level to create graphics applications in a more handmade way.
### What development tools are required for raylib?
To develop raylib programs you only need a text editor (with recommended code syntax highlighting) and a compiler.
A [raylib Windows Installer](https://raysan5.itch.io/raylib) package is distributed including the Notepad++ editor and MinGW (GCC) compiler pre-configured for Windows for new users as an starter-pack but for more advance configurations with other editors/compilers, [raylib Wiki](https://github.com/raysan5/raylib/wiki) provides plenty of configuration tutorials.
### What are raylib's external dependencies?
raylib is self-contained, it has no external dependencies to build it. But internally raylib uses several libraries from other developers, mostly used to load specific file-formats.
A detailed list of raylib dependencies could be found on the [raylib Wiki](https://github.com/raysan5/raylib/wiki/raylib-dependencies).
### Can I use raylib with other technologies or libraries?
Yes, raylib can be used with other libraries that provide specific functionality. There are multiple examples of raylib integrations with libraries like Spine, Tiled, Dear Imgui and several physics engines.
### What file formats are supported by raylib?
raylib can load data from multiple standard file formats:
- Image/Textures: PNG, BMP, TGA, JPG, GIF, QOI, PSD, DDS, HDR, KTX, ASTC, PKM, PVR
- Fonts: FNT (sprite font), TTF, OTF
- Models/Meshes: OBJ, IQM, GLTF, VOX
- Audio: WAV, OGG, MP3, FLAC, XM, MOD
### Does raylib support the Vulkan API?
No, raylib is built on top of OpenGL API, and there are currently no plans to support any other graphics APIs. In any case, raylib uses rlgl as an abstraction layer to support different OpenGL versions. If really required, a Vulkan backend equivalent could be added but creating that abstraction layer would imply a considerable amount of work.
### What could I expect to see in raylib in the future?
The main focus of the library is simplicity. Most of the efforts are invested in maintainability and bug-fixing. Despite new small features are regularly added, it's not the objective for raylib to become a full-featured engine. Personally I prefer to keep it small and enjoyable.
### Who are the raylib developers?
The main raylib developer and maintainer is [Ramon Santamaria](https://www.linkedin.com/in/raysan/) but there's 360+ contributors that have helped by adding new features, testing the library and solving issues in the 9+ years life of raylib.
The full list of raylib contributors can be seen [on GitHub](https://github.com/raysan5/raylib/graphs/contributors).

View File

@@ -339,7 +339,7 @@ Let's start with some numbers:
Highlights for `raylib 4.0`:
- **Naming consistency and coherency**: `raylib` API has been completely reviewed to be consistent on naming conventions for data structures and functions, comments and descriptions have been reviewed, also the sintax of many symbols for consistency; some functions and structs have been renamed (i.e. `struct CharInfo` to `struct GlyphInfo`). Output log messages have been also improved to show more info to the users. Several articles have been writen in this process: [raylib_syntax analysis](https://github.com/raysan5/raylib/wiki/raylib-syntax-analysis) and [raylib API usage analysis](https://gist.github.com/raysan5/7c0c9fff1b6c19af24bb4a51b7383f1e). In general, a big polishment of the library to make it more consistent and coherent.
- **Naming consistency and coherency**: `raylib` API has been completely reviewed to be consistent on naming conventions for data structures and functions, comments and descriptions have been reviewed, also the syntax of many symbols for consistency; some functions and structs have been renamed (i.e. `struct CharInfo` to `struct GlyphInfo`). Output log messages have been also improved to show more info to the users. Several articles have been writen in this process: [raylib_syntax analysis](https://github.com/raysan5/raylib/wiki/raylib-syntax-analysis) and [raylib API usage analysis](https://gist.github.com/raysan5/7c0c9fff1b6c19af24bb4a51b7383f1e). In general, a big polishment of the library to make it more consistent and coherent.
- **Event Automation System**: This new _experimental_ feature has been added for future usage, it allows to **record input events and re-play them automatically**. This feature could be very useful to automatize examples testing but also for tutorials with assited game playing, in-game cinematics, speedruns, AI playing and more! Note this feature is still experimental.
@@ -362,3 +362,73 @@ Highlights for `raylib 4.0`:
Those are some of the key features for this new release but actually there is way more! **Support for `VOX` ([MagikaVoxel](https://ephtracy.github.io/)) 3d model format** has been added, **new [raylib_game_template](https://github.com/raysan5/raylib-game-template)** repo shared, **new `EncodeDataBase64()` and `DecodeDataBase64()` functions** added, **improved HiDPI support**, new `DrawTextPro()` with support for text rotations, completely **reviewed `glTF` models loading**, added **`SeekMusicStream()` for music seeking**, many new examples and +20 examples reviewed... **hundreds of improvements and bug fixes**! Make sure to check [CHANGELOG](CHANGELOG) for a detailed list of changes!
Undoubtely, **this is the best raylib ever**. Enjoy gamedev/tools/graphics programming! :)
notes on raylib 4.2
-------------------
**New raylib release!** Nine months after latest raylib, here it is a new version. It was supposed to be just a small update but, actually, it's a huge update with lots of changes a improvements. It has been possible thanks to the many contributors that has helped with issues and improvements, it's the **update with more contributors to date** and that's amazing!
Some numbers to start with:
- **+200** closed issues (for a TOTAL of **1230**!)
- **+540** commits since previous RELEASE (for a TOTAL of **+6000**!)
- **+20** functions ADDED to raylib API (for a TOTAL of **502**!)
- **+60** functions REVIEWED/REDESIGNED
- **+70** new contributors (for a TOTAL of **+360**!)
Highlights for `raylib 4.2`:
- **raylib extra libraries cleanup**: raylib has been on diet and all the _extra_ libraries included on previous releases have been removed from raylib. Now raylib only includes the original **7** raylib modules: `rcore`, `rlgl`, `rshapes`, `rtextures`, `rtext`, `rmodels` and `raudio`. But no worries, _extra_ libraries have not been deleted, they have been moved to their own repos for better maintainability and more focus on its functionality. The libraries moved out from raylib repo are: [`raygui`](https://github.com/raysan5/raygui), [`physac`](https://github.com/raysan5/physac), [`rmem`](https://github.com/raylib-extras/rmem), [`reasings`](https://github.com/raylib-extras/reasings) and [`raudio`](https://github.com/raysan5/raudio) (standalone mode). On that same line, a new **amazing GitHub group:** [`raylib-extras`](https://github.com/raylib-extras) has been created by @JeffM2501 to contain raylib extra libraries as well as other raylib add-ons provided by the community. Jeff has done an amazing work on that line, providing multiple libraries and examples for raylib, like [custom first-person and third person camera systems](https://github.com/raylib-extras/extras-c/tree/main/cameras), [Dear ImGui raylib integration](https://github.com/raylib-extras/rlImGui), [multiple specific examples](https://github.com/raylib-extras/examples-c) and even a complete [RPG Game Example](https://github.com/raylib-extras/RPGExample)! Great work Jeff! :D
- **raylib examples review**: The +120 raylib examples have been reviewed to add clearer information about when the were first created (raylib version used) and when they were updated for the last time. But the greatest improvement for users has been the **addition of an estimated difficulty level** for every example, [web has been updated accordingly](https://www.raylib.com/examples.html) to reflect those difficulty levels. Now examples are classified with **1 to 4 stars** depending on difficulty to help users with their learning process. Personally, I think this "small" addition could be a game-changer to better guide new users on the library adoption! Additionally, this new raylib release includes 7 new examples; the most interesting one: [`text_codepoints_loading`](https://www.raylib.com/examples/text/loader.html?name=text_codepoints_loading) that illustrates how to load and draw custom codepoints from a font file, very useful for Asian languages.
- [**`rres 1.0`**](https://github.com/raysan5/rres): New `rres` **resources packaging file-format**, including a [`rres-raylib`](https://github.com/raysan5/rres/blob/master/src/rres-raylib.h) library implementation and [`rrespacker`](https://raylibtech.itch.io/rrespacker) tool. `rres` file format has been [under development for +8 years](https://github.com/raysan5/rres#design-history) and it was originally created to be part of raylib. It was highly inspired by _XNA XNB_ resources file format but design has changed a lot along the years. This first release of the format specs is engine-agnostic and has been designed to be portable to any engine, including lots of professional features like data processing, compression and encryption.
- [**`raygui 3.2`**](https://github.com/raysan5/raygui): The **official raylib immediate-mode gui library** designed for tools development has been updated to a new version aligned with raylib 4.2. Multiple controls have been reviewed for library consistency, now all controls follow a similar function signature. It has been battle-tested with the development of +8 published tools in the last months. The tools can be seen and used for free in the [raylib technologies tools page](https://raylibtech.itch.io/). Worth mentioning that several of those **tools have been open sourced** for anyone to use, compile, contribute or learn how the code works.
- [**`raylib_parser`**](https://github.com/raysan5/raylib/tree/master/parser): Multiple contributors **using the tool to automatize bindings creation** have contributed with improvements of this **tool to parse `raylib.h`** (and other raylib-style headers) to tokenize its enums, structs and functions. Processed data can be exported to custom file formats (i.e XML, JSON, LUA) for bindings generation or even docs generation if required.
- **New file system API**: Current API has been redesigned to be more comprehensive and better aligned with raylib naming conventions, two new functions are provided `LoadDirectoryFiles()`/`LoadDirectoryFilesEx()` to load a `FilePathList` for provided path, supporting extension filtering and recursive directory scan. `LoadDroppedFiles()` has been renamed to better reflect its internal functionality. Now, all raylib functions that start with `Load*()` allocate memory internally and a equivalent `Unload*()` function is defined to take care of that memory internally when not required any more!
- **New audio stream processors API** (_experimental_): Now real-time audio stream data processors can be added using callbacks to played Music. It allows users to create custom effects for audio like delays of low-pass-filtering (example provided). The new API uses a callback system and it's still _ highly experimental_, it differs from the usual level of complexity that provides raylib and it is intended for advance users. It could change in the future but, actually, `raudio` module is in the spotlight for future updates; [miniaudio](https://github.com/mackron/miniaudio) implements a new higher-level API that can be useful in the future for raylib.
As always, there are more improvements than the key features listed, make sure to check raylib [CHANGELOG](CHANGELOG) for the detailed list of changes; for this release a `WARNING` flag has been added to all the changes that could affect bindings or productivity code. **raylib keeps improving one more version** and a special focus on maintainability has been put on the library for the future. Specific/advance functionality will be provided through **raylib-extras** repos and raylib main repo devlelopment will be focused on what made raylib popular: being a simple and easy-to-use library to **enjoy videogames programming**.
**Enjoy gamedev/tools/graphics programming!** :)
notes on raylib 4.5
-------------------
It's been **7 months** since latest raylib release. As usual, **many parts of the library have been reviewed and improved** along those months. Many issues have been closed, staying under 10 open issues at the moment of this writting and also many PRs from contributors have been received, reviewed and merged into raylib library. Some new functions have been added and some others have been removed to improve library coherence and avoid moving too high level, giving the users the tools to implement advance functionality themselfs over raylib. Again, this is a big release with a considerable amount of changes and improvements. Here it is a small summary highlighting this new **rayib 4.5**.
Some numbers for this release:
- **+100** closed issues (for a TOTAL of **+1340**!)
- **+350** commits since previous RELEASE (for a TOTAL of **+6350**!)
- **+25** functions ADDED to raylib API (for a TOTAL of **516**!)
- **+40** functions REVIEWED/REDESIGNED
- **+40** new contributors (for a TOTAL of **405**!)
Highlights for `raylib 4.5`:
- **`NEW` Improved ANGLE support on Desktop platforms**: Support for OpenGL ES 2.0 on Desktop platforms (Windows, Linux, macOS) has been reviewed by @wtnbgo GitHub user. Now raylib can be compiled on desktop for OpenGL ES 2.0 and linked against [`ANGLE`](https://github.com/google/angle). This _small_ addition open the door to building raylib for all **ANGLE supported backends: Direct3D 11, Vulkan and Metal**. Please note that this new feature is still experimental and requires further testing!
- **`NEW` Camera module**: A brand new implementation from scratch for `rcamera` module, contributed by @Crydsch GitHub user! **New camera system is simpler, more flexible, more granular and more extendable**. Specific camera math transformations (movement/rotation) have been moved to individual functions, exposing them to users if required. Global state has been removed from the module and standalone usage has been greatly improved; now `rcamera.h` single-file header-only library can be used externally, independently of raylib. A new `UpdateCameraPro()` function has been added to address input-dependency of `UpdateCamera()`, now advance users have **full control over camera inputs and movement/rotation speeds**!
- **`NEW` Support for M3D models and M3D/GLTF animations**: 3d models animations support has been a limited aspect of raylib for long time, some versions ago IQM animations were supported but raylib 4.5 also adds support for the brand new [M3D file format](https://bztsrc.gitlab.io/model3d/), including animations and the long expected support for **GLTF animations**! The new M3D file format is **simple, portable, feature complete, extensible and open source**. It also provides a complete set of tools to export/visualize M3D models from/to Blender! Now raylib supports up to **3 model file-formats with animations**: `IQM`, `GLTF` and `M3D`.
- **`NEW` Support QOA audio format (import/export)**: Just a couple of months ago the new [QOA file format](https://qoaformat.org/) was published, a very simple, portable and open source quite-ok-audio file format. raylib already supports it, added to `raudio` module and including audio loading from file, loading from memory, streaming from file, streaming from memory and **exporting to QOA** audio format. **Because simplicity really matters to raylib!**
- **`NEW` Module for compressed textures loading**: [`rl_gputex`](https://github.com/raysan5/raylib/blob/master/src/external/rl_gputex.h), a portable single-file header-only small library to load compressed texture file-formats (DDS, PKM, KTX, PVR, ASTC). Provided functionality is not new to raylib but it was part of the raylib `rtextures` module, now it has been moved into a separate self-contained library, **improving portability**. Note that this module is only intended to **load compressed data from files, ready to be uploaded to GPU**, no compression/decompression functionality is provided. This change is a first step towards a better modularization of raylib library.
- **Reviewed `rlgl` module for automatic limits checking**: Again, [`rlgl`](https://github.com/raysan5/raylib/blob/master/src/rlgl.h) has been reviewed to simplify usage. Now users do not need to worry about reaching the internal render-batch limits when they send their triangles to draw 2d/3d, `rlgl` manages it automatically! This change allows a **great simplification for other modules** like `rshapes`, `rtextures` and `rmodels` that do not need to worry about bufffer overflows and can just define as many vertex as desired!
- **Reviewed `rshapes` module to minimize the rlgl dependency**: Now `rshapes` 2d shapes drawing functions **only depend on 6 low-level functions**: `rlBegin()`, `rlEnd()`, `rlVertex3f()`, `rlTexCoord2f()`, `rlNormal3f()`, `rlSetTexture()`. With only those pseudo-OpenGl 1.1 minimal functionality, everything can be drawn! This improvement converts `rshapes` module in a **self-contained, portable shapes-drawing library that can be used independently of raylib**, as far as entry points for those 6 functions are provided by the user. It even allows to be used for software rendering, with the proper backend!
- **Added data structures validation functions**: Multiple functions have been added by @RobLoach GitHub user to ease the validation of raylib data structures: `IsImageReady()`, `IsTextureReady()`, `IsSoundReady()`... Now users have a simple mechanism to **make sure data has been correctly loaded**, instead of checking internal structure values by themselfs.
As usual, those are only some highlights but there is much more! New image generators, new color transformation functionality, improved blending support for color/alpha, etc... Make sure to check raylib [CHANGELOG]([CHANGELOG](https://github.com/raysan5/raylib/blob/master/CHANGELOG)) for a detailed list of changes! Please, note that all breaking changes have been flagged with a `WARNING` in the CHANGELOG, specially useful for binding creators!
**raylib keeps improving one more version** with a special focus on maintainability and sustainability. Always working towards making the library more **simple and easy-to-use**.
Let's keep **enjoying games/tools/graphics programming!** :)

View File

@@ -1,4 +1,4 @@
Copyright (c) 2013-2021 Ramon Santamaria (@raysan5)
Copyright (c) 2013-2023 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.

View File

@@ -6,21 +6,23 @@ raylib is highly inspired by Borland BGI graphics lib and by XNA framework and i
*NOTE for ADVENTURERS: raylib is a programming library to enjoy videogames programming; no fancy interface, no visual helpers, no debug button... just coding in the most pure spartan-programmers way.*
Ready to learn? Jump to [code examples!](http://www.raylib.com/examples.html)
Ready to learn? Jump to [code examples!](https://www.raylib.com/examples.html)
---
<br>
[![GitHub contributors](https://img.shields.io/github/contributors/raysan5/raylib)](https://github.com/raysan5/raylib/graphs/contributors)
[![GitHub All Releases](https://img.shields.io/github/downloads/raysan5/raylib/total)](https://github.com/raysan5/raylib/releases)
[![GitHub commits since tagged version](https://img.shields.io/github/commits-since/raysan5/raylib/3.7.0)](https://github.com/raysan5/raylib/commits/master)
[![GitHub Releases Downloads](https://img.shields.io/github/downloads/raysan5/raylib/total)](https://github.com/raysan5/raylib/releases)
[![GitHub Stars](https://img.shields.io/github/stars/raysan5/raylib?style=flat&label=stars)](https://github.com/raysan5/raylib/stargazers)
[![GitHub commits since tagged version](https://img.shields.io/github/commits-since/raysan5/raylib/4.2.0)](https://github.com/raysan5/raylib/commits/master)
[![GitHub Sponsors](https://img.shields.io/github/sponsors/raysan5?label=sponsors)](https://github.com/sponsors/raysan5)
[![Packaging Status](https://repology.org/badge/tiny-repos/raylib.svg)](https://repology.org/project/raylib/versions)
[![License](https://img.shields.io/badge/license-zlib%2Flibpng-blue.svg)](LICENSE)
[![Chat on Discord](https://img.shields.io/discord/426912293134270465.svg?logo=discord)](https://discord.gg/raylib)
[![GitHub stars](https://img.shields.io/github/stars/raysan5/raylib?style=social)](https://github.com/raysan5/raylib/stargazers)
[![Twitter Follow](https://img.shields.io/twitter/follow/raysan5?style=social)](https://twitter.com/raysan5)
[![Subreddit subscribers](https://img.shields.io/reddit/subreddit-subscribers/raylib?style=social)](https://www.reddit.com/r/raylib/)
[![Discord Members](https://img.shields.io/discord/426912293134270465.svg?label=Discord&logo=discord)](https://discord.gg/raylib)
[![Subreddit Subscribers](https://img.shields.io/reddit/subreddit-subscribers/raylib?label=reddit%20r%2Fraylib&logo=reddit)](https://www.reddit.com/r/raylib/)
[![Youtube Subscribers](https://img.shields.io/youtube/channel/subscribers/UC8WIBkhYb5sBNqXO1mZ7WSQ?style=flat&label=Youtube&logo=youtube)](https://www.youtube.com/c/raylib)
[![Twitch Status](https://img.shields.io/twitch/status/raysan5?style=flat&label=Twitch&logo=twitch)](https://www.twitch.tv/raysan5)
[![Windows](https://github.com/raysan5/raylib/workflows/Windows/badge.svg)](https://github.com/raysan5/raylib/actions?query=workflow%3AWindows)
[![Linux](https://github.com/raysan5/raylib/workflows/Linux/badge.svg)](https://github.com/raysan5/raylib/actions?query=workflow%3ALinux)
@@ -36,10 +38,10 @@ features
--------
- **NO external dependencies**, all required libraries are [bundled into raylib](https://github.com/raysan5/raylib/tree/master/src/external)
- Multiple platforms supported: **Windows, Linux, MacOS, RPI, Android, HTML5... and more!**
- Written in plain C code (C99) in PascalCase/camelCase notation
- Written in plain C code (C99) using PascalCase/camelCase notation
- Hardware accelerated with OpenGL (**1.1, 2.1, 3.3, 4.3 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 (TTF, XNA fonts, AngelCode fonts)
- Multiple **Fonts** formats supported (TTF, Image fonts, AngelCode fonts)
- Multiple texture formats supported, 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**
@@ -49,7 +51,7 @@ features
- 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 [+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)!
- Bindings to [+60 programming languages](https://github.com/raysan5/raylib/blob/master/BINDINGS.md)!
- **Free and open source**.
basic example
@@ -90,28 +92,29 @@ raylib is also available via multiple [package managers](https://github.com/rays
- [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 Chrome OS](https://github.com/raysan5/raylib/wiki/Working-on-Chrome-OS)
- [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 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.*
*Note that the Wiki is open for edit, if you find some issues while building raylib for your target platform, feel free to edit the Wiki or open an issue related to it.*
#### Setup 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.
raylib has been developed on Windows platform using [Notepad++](https://notepad-plus-plus.org/) and [MinGW GCC](https://www.mingw-w64.org/) 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.*
*Note that there are lots of IDEs supported, some of the provided templates could require some review, so please, if you find some issue with a template or you think they could be improved, feel free to send a PR or open a related issue.*
learning and docs
------------------
raylib is designed to be learned using [the examples](https://github.com/raysan5/raylib/tree/master/examples) as the main reference. There is no standard API documentation but there is a [**cheatsheet**](https://www.raylib.com/cheatsheet/cheatsheet.html) containing all the functions available on the library and a short description of each one of them, input parameters and result value names should be intuitive enough to understand how each function works.
raylib is designed to be learned using [the examples](https://github.com/raysan5/raylib/tree/master/examples) as the main reference. There is no standard API documentation but there is a [**cheatsheet**](https://www.raylib.com/cheatsheet/cheatsheet.html) containing all the functions available on the library a short description of each one of them, input parameters and result value names should be intuitive enough to understand how each function works.
Some additional documentation about raylib design can be found in raylib GitHub Wiki. Here the more relevant links:
Some additional documentation about raylib design can be found in raylib GitHub Wiki. Here are the relevant links:
- [raylib cheatsheet](https://www.raylib.com/cheatsheet/cheatsheet.html)
- [raylib architecture](https://github.com/raysan5/raylib/wiki/raylib-architecture)
@@ -125,10 +128,10 @@ contact and networks
raylib is present in several networks and raylib community is growing everyday. If you are using raylib and enjoying it, feel free to join us in any of these networks. The most active network is our [Discord server](https://discord.gg/raylib)! :)
- Webpage: [http://www.raylib.com](http://www.raylib.com)
- Webpage: [https://www.raylib.com](https://www.raylib.com)
- Discord: [https://discord.gg/raylib](https://discord.gg/raylib)
- Twitter: [http://www.twitter.com/raysan5](http://www.twitter.com/raysan5)
- Twitch: [http://www.twitch.tv/raysan5](http://www.twitch.tv/raysan5)
- Twitter: [https://www.twitter.com/raysan5](https://www.twitter.com/raysan5)
- Twitch: [https://www.twitch.tv/raysan5](https://www.twitch.tv/raysan5)
- Reddit: [https://www.reddit.com/r/raylib](https://www.reddit.com/r/raylib)
- Patreon: [https://www.patreon.com/raylib](https://www.patreon.com/raylib)
- YouTube: [https://www.youtube.com/channel/raylib](https://www.youtube.com/c/raylib)
@@ -138,4 +141,4 @@ 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) for further details.
raylib uses internally some libraries for window/graphics/inputs management and also to support different fileformats loading, all those libraries are embedded with and are available in [src/external](https://github.com/raysan5/raylib/tree/master/src/external) directory. Check [raylib dependencies LICENSES](https://github.com/raysan5/raylib/wiki/raylib-dependencies) on raylib Wiki for details.
raylib uses internally some libraries for window/graphics/inputs management and also to support different file formats loading, all those libraries are embedded with and are available in [src/external](https://github.com/raysan5/raylib/tree/master/src/external) directory. Check [raylib dependencies LICENSES](https://github.com/raysan5/raylib/wiki/raylib-dependencies) on raylib Wiki for details.

View File

@@ -1,19 +1,25 @@
# raylib roadmap
Here it is a wish-list with features and ideas to improve the library. Note that features listed here are usually long term improvements or just describe a route to follow for the library. There are also some additional places to look for raylib improvements of ideas:
Here it is a wishlist with features and ideas to improve the library. Note that features listed here are usually long term improvements or just describe a route to follow for the library. There are also some additional places to look for raylib improvements and ideas:
- [GitHub Issues](https://github.com/raysan5/raylib/issues) has several open issues for possible improvements or bugs to fix.
- [raylib source code](https://github.com/raysan5/raylib/tree/master/src) has multiple *TODO* comments around code with pending things to review or improve.
- [raylib wishlist](https://github.com/raysan5/raylib/discussions/1502) is open to everyone to ask for improvements, feel free to check and comment.
- raylib wishlists discussions are open to everyone to ask for improvements, feel free to check and comment:
- [raylib wishlist 2021](https://github.com/raysan5/raylib/discussions/1502)
- [raylib wishlist 2022](https://github.com/raysan5/raylib/discussions/2272)
- [raylib 5.0 wishlist](https://github.com/raysan5/raylib/discussions/2952)
_Current version of raylib is complete and functional but, as always, there is lot of room for improvement._
_Current version of raylib is complete and functional but there is always room for improvements._
**raylib 4.x**
- [ ] Redesign camera module (more flexible) ([#1143](https://github.com/raysan5/raylib/issues/1143))
- [ ] Split core module into separate platforms?
- [ ] Basic 2d software renderer, using `Image` provided API
- [ ] Redesign gestures system, improve touch inputs management
- [ ] Better documentation and improved examples
- [ ] Focus on HTML5 and embedded platforms
- [ ] Additional support libraries: [raygui](https://github.com/raysan5/raygui), [rres](https://github.com/raysan5/rres)...
- [ ] Redesign audio module, implement miniaudio high-level provided features
- [x] Redesign camera module (more flexible) ([#1143](https://github.com/raysan5/raylib/issues/1143), https://github.com/raysan5/raylib/discussions/2507)
- [x] Better documentation and improved examples, reviewed webpage with examples complexity level
- [x] Focus on HTML5 ([raylib 5k gamejam](https://itch.io/jam/raylib-5k-gamejam)) and embedded platforms (RPI and similar SOCs)
- [x] Additional support libraries: [raygui](https://github.com/raysan5/raygui), [rres](https://github.com/raysan5/rres)
**raylib 4.0**
- [x] Improved consistency and coherency in raylib API

View File

@@ -1,68 +0,0 @@
## raylib GitHub Sponsors
### Current raylib GitHub Sponsors (raylib 4.0 release)
The following people are currently [**sponsoring raylib**](https://github.com/sponsors/raysan5) with a generous donation to allow improving and growing the project!
- Eric J. ([@ProfJski](https://github.com/ProfJski))
- Zach Geis ([@zacgeis](https://github.com/zacgeis))
- minirop ([@minirop](https://github.com/minirop))
- Daniel Gómez ([@Koocachookies](https://github.com/Koocachookies))
- Marc Agüera ([@maguera93](https://github.com/maguera93))
- Robin Mattheussen ([@romatthe](https://github.com/romatthe))
- Grant Haywood ([@cinterloper](https://github.com/cinterloper))
- Terry Nguyen ([@terrehbyte](https://github.com/terrehbyte))
- Tommi Sinivuo ([@TommiSinivuo](https://github.com/TommiSinivuo))
- 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))
- Merlyn Morgan-Graham ([@kavika13](https://github.com/kavika13))
- linus ([@hochbaum](https://github.com/hochbaum))
- Níckolas Daniel da Silva ([@nawarian](https://github.com/nawarian) - [thephp.website](https://thephp.website/))
- kenzie ([@sme-ek](https://github.com/sme-ek))
- Allan Regush ([@AllanRegush](https://github.com/AllanRegush))
- Jeffery Myers ([@JeffM2501](https://github.com/ProfJski))
- Ryan Roden-Corrent ([@rcorre](https://github.com/ProfJski))
- michaelfiber ([@michaelfiber](https://github.com/ProfJski))
- Nikhilesh S ([@nikki93](https://github.com/ProfJski))
- kevinabraun ([@kevinabraun](https://github.com/ProfJski))
- Matthew Owens ([@MatthewOwens](https://github.com/ProfJski))
- Tim Eilers ([@eilerstim](https://github.com/ProfJski))
### Past raylib GitHub Sponsors
The following people has **sponsored raylib** in the past, allowing the project to reach current amazing state.
- Jonathan Johnson ([@ecton](https://github.com/ecton))
- Rudy Faile ([@rfaile313](https://github.com/rfaile313)) - https://rudyfaile.com/
- frithrah ([@frithrah](https://github.com/frithrah))
- Jens Pitkänen ([@neonmoe](https://github.com/neonmoe))
- Rahul Nair ([@rahulunair](https://github.com/rahulunair))
- 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))
- Joakim Wennergren ([@joakimwennergren](https://github.com/joakimwennergren))
- 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))
- Guido Offermans ([@jghawaly](https://github.com/GuidoOffermans))
- devdad ([@devdad](https://github.com/devdad))
- Pau Fernández ([@pauek](https://github.com/pauek))
- Sergio ([@anidealgift](https://github.com/anidealgift))
- Snowminx ([@Gamerfiend](https://github.com/Gamerfiend))
- NimbusFox ([@NimbusFox](https://github.com/NimbusFox))
- Shylie ([@Shylie](https://github.com/Shylie))
- Livio Dal Maso ([@Humeur](https://github.com/Humeur))
- Diego Vaccher ([@denny0754](https://github.com/denny0754))
- Ricardo Alcantara ([@ricardoalcantara](https://github.com/ricardoalcantara))
- Toby4213 ([@Toby4213](https://github.com/Toby4213))
### Notes for Current/Past raylib Sponsor
- If you are not on the list, feel free to send a PR to be added (if desired).
- If you want your personal webpage or project listed, feel free to send a PR to be added.
- If you prefer not to be in this list, feel free to send a PR to be remove.

18
build.zig Normal file
View File

@@ -0,0 +1,18 @@
const std = @import("std");
const raylib = @import("src/build.zig");
pub fn build(b: *std.Build) void {
// Standard target options allows the person running `zig build` to choose
// what target to build for. Here we do not override the defaults, which
// means any target is allowed, and the default is native. Other options
// for restricting supported target set are available.
const target = b.standardTargetOptions(.{});
// Standard optimization options allow the person running `zig build` to select
// between Debug, ReleaseSafe, ReleaseFast, and ReleaseSmall. Here we do not
// set a preferred release mode, allowing the user to decide how to optimize.
const optimize = b.standardOptimizeOption(.{});
const lib = raylib.addRaylib(b, target, optimize);
lib.installHeader("src/raylib.h", "raylib.h");
lib.install();
}

View File

@@ -4,60 +4,65 @@ target_compile_definitions("raylib" PUBLIC "${GRAPHICS}")
function(define_if target variable)
if (${${variable}})
message(STATUS "${variable}=${${variable}}")
target_compile_definitions(${target} PUBLIC "${variable}")
endif ()
endfunction()
if (${CUSTOMIZE_BUILD})
target_compile_definitions("raylib" PUBLIC EXTERNAL_CONFIG_FLAGS)
define_if("raylib" USE_AUDIO)
define_if("raylib" SUPPORT_MODULE_RSHAPES)
define_if("raylib" SUPPORT_MODULE_RTEXTURES)
define_if("raylib" SUPPORT_MODULE_RTEXT)
define_if("raylib" SUPPORT_MODULE_RMODELS)
define_if("raylib" SUPPORT_MODULE_RAUDIO)
define_if("raylib" SUPPORT_CAMERA_SYSTEM)
define_if("raylib" SUPPORT_GESTURES_SYSTEM)
define_if("raylib" SUPPORT_MOUSE_GESTURES)
define_if("raylib" SUPPORT_SSH_KEYBOARD_RPI)
define_if("raylib" SUPPORT_BUSY_WAIT_LOOP)
define_if("raylib" SUPPORT_EVENTS_WAITING)
define_if("raylib" SUPPORT_DEFAULT_FONT)
define_if("raylib" SUPPORT_SCREEN_CAPTURE)
define_if("raylib" SUPPORT_GIF_RECORDING)
define_if("raylib" SUPPORT_HIGH_DPI)
define_if("raylib" SUPPORT_BUSY_WAIT_LOOP)
define_if("raylib" SUPPORT_EVENTS_WAITING)
define_if("raylib" SUPPORT_WINMM_HIGHRES_TIMER)
define_if("raylib" SUPPORT_COMPRESSION_API)
define_if("raylib" SUPPORT_DATA_STORAGE)
define_if("raylib" SUPPORT_VR_SIMULATOR)
define_if("raylib" SUPPORT_FONT_TEXTURE)
define_if("raylib" SUPPORT_QUADS_DRAW_MODE)
define_if("raylib" SUPPORT_IMAGE_EXPORT)
define_if("raylib" SUPPORT_IMAGE_GENERATION)
define_if("raylib" SUPPORT_IMAGE_MANIPULATION)
define_if("raylib" SUPPORT_FILEFORMAT_PNG)
define_if("raylib" SUPPORT_FILEFORMAT_DDS)
define_if("raylib" SUPPORT_FILEFORMAT_HDR)
define_if("raylib" SUPPORT_FILEFORMAT_PNM)
define_if("raylib" SUPPORT_FILEFORMAT_KTX)
define_if("raylib" SUPPORT_FILEFORMAT_ASTC)
define_if("raylib" SUPPORT_FILEFORMAT_BMP)
define_if("raylib" SUPPORT_FILEFORMAT_TGA)
define_if("raylib" SUPPORT_FILEFORMAT_JPG)
define_if("raylib" SUPPORT_FILEFORMAT_GIF)
define_if("raylib" SUPPORT_FILEFORMAT_QOI)
define_if("raylib" SUPPORT_FILEFORMAT_PSD)
define_if("raylib" SUPPORT_FILEFORMAT_PKM)
define_if("raylib" SUPPORT_FILEFORMAT_PVR)
define_if("raylib" ORT_IMAGE_EXPORT)
define_if("raylib" SUPPORT_IMAGE_MANIPULATION)
define_if("raylib" SUPPORT_IMAGE_GENERATION)
define_if("raylib" SUPPORT_DEFAULT_FONT)
define_if("raylib" SUPPORT_FILEFORMAT_FNT)
define_if("raylib" SUPPORT_FILEFORMAT_TTF)
define_if("raylib" SUPPORT_TEXT_MANIPULATION)
define_if("raylib" SUPPORT_MESH_GENERATION)
define_if("raylib" SUPPORT_FILEFORMAT_OBJ)
define_if("raylib" SUPPORT_FILEFORMAT_MTL)
define_if("raylib" SUPPORT_FILEFORMAT_IQM)
define_if("raylib" SUPPORT_FILEFORMAT_GLTF)
define_if("raylib" SUPPORT_MESH_GENERATION)
define_if("raylib" SUPPORT_FILEFORMAT_VOX)
define_if("raylib" SUPPORT_FILEFORMAT_WAV)
define_if("raylib" SUPPORT_FILEFORMAT_OGG)
define_if("raylib" SUPPORT_FILEFORMAT_XM)
define_if("raylib" SUPPORT_FILEFORMAT_MOD)
define_if("raylib" SUPPORT_FILEFORMAT_FLAC)
define_if("raylib" SUPPORT_FILEFORMAT_MP3)
define_if("raylib" SUPPORT_FILEFORMAT_FLAC)
define_if("raylib" SUPPORT_STANDARD_FILEIO)
define_if("raylib" SUPPORT_TRACELOG)
define_if("raylib" SUPPORT_COMPRESSION_API)
if (UNIX AND NOT APPLE)
target_compile_definitions("raylib" PUBLIC "MAX_FILEPATH_LENGTH=4096")
@@ -72,7 +77,7 @@ if (${CUSTOMIZE_BUILD})
target_compile_definitions("raylib" PUBLIC "MAX_KEY_PRESSED_QUEUE=16")
target_compile_definitions("raylib" PUBLIC "STORAGE_DATA_FILE=\"storage.data\"")
target_compile_definitions("raylib" PUBLIC "MAX_KEY_PRESSED_QUEUE=16")
target_compile_definitions("raylib" PUBLIC "MAX_CHAR_PRESSED_QUEUE=16")
target_compile_definitions("raylib" PUBLIC "MAX_DECOMPRESSION_SIZE=64")
if (${GRAPHICS} MATCHES "GRAPHICS_API_OPENGL_33" OR ${GRAPHICS} MATCHES "GRAPHICS_API_OPENGL_11")

View File

@@ -28,6 +28,8 @@ if(NOT glfw3_FOUND AND NOT USE_EXTERNAL_GLFW STREQUAL "ON" AND "${PLATFORM}" MAT
list(APPEND raylib_sources $<TARGET_OBJECTS:glfw>)
include_directories(BEFORE SYSTEM external/glfw/include)
elseif("${PLATFORM}" STREQUAL "DRM")
MESSAGE(STATUS "No GLFW required on PLATFORM_DRM")
else()
MESSAGE(STATUS "Using external GLFW")
set(GLFW_PKG_DEPS glfw3)

View File

@@ -1,3 +1,12 @@
# Set OpenGL_GL_PREFERENCE to new "GLVND" even when legacy library exists and
# cmake is <= 3.10
#
# See https://cmake.org/cmake/help/latest/policy/CMP0072.html for more
# information.
if(POLICY CMP0072)
cmake_policy(SET CMP0072 NEW)
endif()
if (${PLATFORM} MATCHES "Desktop")
set(PLATFORM_CPP "PLATFORM_DESKTOP")
@@ -27,7 +36,11 @@ if (${PLATFORM} MATCHES "Desktop")
find_library(OSS_LIBRARY ossaudio)
endif ()
set(LIBS_PRIVATE m pthread ${OPENGL_LIBRARIES} ${OSS_LIBRARY})
set(LIBS_PRIVATE m atomic pthread ${OPENGL_LIBRARIES} ${OSS_LIBRARY})
if (USE_AUDIO)
set(LIBS_PRIVATE ${LIBS_PRIVATE} dl)
endif ()
endif ()
elseif (${PLATFORM} MATCHES "Web")
@@ -40,10 +53,9 @@ elseif (${PLATFORM} MATCHES "Android")
set(PLATFORM_CPP "PLATFORM_ANDROID")
set(GRAPHICS "GRAPHICS_API_OPENGL_ES2")
set(CMAKE_POSITION_INDEPENDENT_CODE ON)
add_definitions(-DANDROID -D__ANDROID_API__=21)
include_directories(external/android/native_app_glue)
set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_SHARED_LINKER_FLAGS} -Wl,--exclude-libs,libatomic.a -Wl,--build-id -Wl,-z,noexecstack -Wl,-z,relro -Wl,-z,now -Wl,--warn-shared-textrel -Wl,--fatal-warnings -uANativeActivity_onCreate")
list(APPEND raylib_sources ${ANDROID_NDK}/sources/android/native_app_glue/android_native_app_glue.c)
include_directories(${ANDROID_NDK}/sources/android/native_app_glue)
set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_SHARED_LINKER_FLAGS} -Wl,--exclude-libs,libatomic.a -Wl,--build-id -Wl,-z,noexecstack -Wl,-z,relro -Wl,-z,now -Wl,--warn-shared-textrel -Wl,--fatal-warnings -u ANativeActivity_onCreate -Wl,-undefined,dynamic_lookup")
find_library(OPENGL_LIBRARY OpenGL)
set(LIBS_PRIVATE m log android EGL GLESv2 OpenSLES atomic c)
@@ -61,7 +73,7 @@ elseif (${PLATFORM} MATCHES "Raspberry Pi")
link_directories(/opt/vc/lib)
set(LIBS_PRIVATE ${GLESV2} ${EGL} ${BCMHOST} pthread rt m dl)
elseif (${PLATFORM} MATCHES "DRM")
elseif ("${PLATFORM}" MATCHES "DRM")
set(PLATFORM_CPP "PLATFORM_DRM")
set(GRAPHICS "GRAPHICS_API_OPENGL_ES2")
@@ -77,13 +89,15 @@ elseif (${PLATFORM} MATCHES "DRM")
if (NOT CMAKE_CROSSCOMPILING)
include_directories(/usr/include/libdrm)
endif ()
set(LIBS_PRIVATE ${GLESV2} ${EGL} ${DRM} ${GBM} pthread m dl)
set(LIBS_PRIVATE ${GLESV2} ${EGL} ${DRM} ${GBM} atomic pthread m dl)
endif ()
if (${OPENGL_VERSION})
if (NOT ${OPENGL_VERSION})
set(${SUGGESTED_GRAPHICS} "${GRAPHICS}")
if (${OPENGL_VERSION} MATCHES "3.3")
if (${OPENGL_VERSION} MATCHES "4.3")
set(GRAPHICS "GRAPHICS_API_OPENGL_43")
elseif (${OPENGL_VERSION} MATCHES "3.3")
set(GRAPHICS "GRAPHICS_API_OPENGL_33")
elseif (${OPENGL_VERSION} MATCHES "2.1")
set(GRAPHICS "GRAPHICS_API_OPENGL_21")

View File

@@ -1,5 +1,6 @@
# Packaging
SET(CPACK_PACKAGE_NAME "raylib")
SET(CPACK_PACKAGE_CONTACT "raysan5")
SET(CPACK_PACKAGE_DESCRIPTION_SUMMARY "Simple and easy-to-use library to enjoy videogames programming")
SET(CPACK_PACKAGE_VERSION "${PROJECT_VERSION}")
SET(CPACK_PACKAGE_VERSION_MAJOR "${PROJECT_VERSION_MAJOR}")
@@ -9,5 +10,9 @@ SET(CPACK_PACKAGE_DESCRIPTION_FILE "${PROJECT_SOURCE_DIR}/../README.md")
SET(CPACK_RESOURCE_FILE_WELCOME "${PROJECT_SOURCE_DIR}/../README.md")
SET(CPACK_RESOURCE_FILE_LICENSE "${PROJECT_SOURCE_DIR}/../LICENSE")
SET(CPACK_PACKAGE_FILE_NAME "raylib-${PROJECT_VERSION}$ENV{RAYLIB_PACKAGE_SUFFIX}")
SET(CPACK_GENERATOR "ZIP;TGZ") # Remove this, if you want the NSIS installer on Windows
SET(CPACK_GENERATOR "ZIP;TGZ;DEB;RPM") # Remove this, if you want the NSIS installer on Windows
SET(CPACK_DEBIAN_PACKAGE_SHLIBDEPS OFF) # can be used to generate deps, slow and requires tools.
SET(CPACK_DEBIAN_PACKAGE_DEPENDS "libatomic1, libc6, libglfw3, libglu1-mesa | libglu1, libglx0, libopengl0")
SET(CPACK_DEBIAN_PACKAGE_NAME "lib${CPACK_PACKAGE_NAME}-dev")
SET(CPACK_RPM_PACKAGE_NAME "lib${CPACK_PACKAGE_NAME}-devel")
include(CPack)

View File

@@ -11,66 +11,69 @@
# raylib_LDFLAGS - The linker flags needed with raylib
# raylib_DEFINITIONS - Compiler switches required for using raylib
set(XPREFIX PC_RAYLIB)
if (NOT TARGET raylib)
set(XPREFIX PC_RAYLIB)
find_package(PkgConfig QUIET)
pkg_check_modules(${XPREFIX} QUIET raylib)
find_package(PkgConfig QUIET)
pkg_check_modules(${XPREFIX} QUIET raylib)
if (raylib_USE_STATIC_LIBS)
if (raylib_USE_STATIC_LIBS)
set(XPREFIX ${XPREFIX}_STATIC)
endif()
endif()
set(raylib_DEFINITIONS ${${XPREFIX}_CFLAGS})
set(raylib_DEFINITIONS ${${XPREFIX}_CFLAGS})
find_path(raylib_INCLUDE_DIR
find_path(raylib_INCLUDE_DIR
NAMES raylib.h
HINTS ${${XPREFIX}_INCLUDE_DIRS}
)
)
set(RAYLIB_NAMES raylib)
set(RAYLIB_NAMES raylib)
if (raylib_USE_STATIC_LIBS)
if (raylib_USE_STATIC_LIBS)
set(RAYLIB_NAMES libraylib.a raylib.lib ${RAYLIB_NAMES})
endif()
endif()
find_library(raylib_LIBRARY
find_library(raylib_LIBRARY
NAMES ${RAYLIB_NAMES}
HINTS ${${XPREFIX}_LIBRARY_DIRS}
)
)
set(raylib_LIBRARIES ${raylib_LIBRARY})
set(raylib_LIBRARY_DIRS ${${XPREFIX}_LIBRARY_DIRS})
set(raylib_LIBRARY_DIR ${raylib_LIBRARY_DIRS})
set(raylib_INCLUDE_DIRS ${raylib_INCLUDE_DIR})
set(raylib_LDFLAGS ${${XPREFIX}_LDFLAGS})
set(raylib_LIBRARIES ${raylib_LIBRARY})
set(raylib_LIBRARY_DIRS ${${XPREFIX}_LIBRARY_DIRS})
set(raylib_LIBRARY_DIR ${raylib_LIBRARY_DIRS})
set(raylib_INCLUDE_DIRS ${raylib_INCLUDE_DIR})
set(raylib_LDFLAGS ${${XPREFIX}_LDFLAGS})
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(raylib DEFAULT_MSG
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(raylib DEFAULT_MSG
raylib_LIBRARY
raylib_INCLUDE_DIR
)
)
mark_as_advanced(raylib_LIBRARY raylib_INCLUDE_DIR)
mark_as_advanced(raylib_LIBRARY raylib_INCLUDE_DIR)
if (raylib_USE_STATIC_LIBS)
if (raylib_USE_STATIC_LIBS)
add_library(raylib STATIC IMPORTED GLOBAL)
else()
else()
add_library(raylib SHARED IMPORTED GLOBAL)
endif()
string (REPLACE ";" " " raylib_LDFLAGS "${raylib_LDFLAGS}")
endif()
string (REPLACE ";" " " raylib_LDFLAGS "${raylib_LDFLAGS}")
set_target_properties(raylib
set_target_properties(raylib
PROPERTIES
IMPORTED_LOCATION "${raylib_LIBRARIES}"
IMPORTED_IMPLIB "${raylib_LIBRARIES}"
INTERFACE_INCLUDE_DIRECTORIES "${raylib_INCLUDE_DIRS}"
INTERFACE_LINK_LIBRARIES "${raylib_LDFLAGS}"
INTERFACE_COMPILE_OPTIONS "${raylib_DEFINITIONS}"
)
)
if (raylib_VERBOSE)
if (raylib_VERBOSE)
message(STATUS "raylib_FOUND: ${raylib_FOUND}")
message(STATUS "raylib_INCLUDE_DIRS: ${raylib_INCLUDE_DIRS}")
message(STATUS "raylib_LIBRARIES: ${raylib_LIBRARIES}")
message(STATUS "raylib_LDFLAGS: ${raylib_LDFLAGS}")
message(STATUS "raylib_DEFINITIONS: ${raylib_DEFINITIONS}")
endif()
endif()

View File

@@ -102,10 +102,17 @@ elseif (${PLATFORM} MATCHES "Web")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} --shell-file ${CMAKE_SOURCE_DIR}/src/shell.html")
set(CMAKE_EXECUTABLE_SUFFIX ".html")
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/raylib_opengl_interop.c)
# Remove the -rdynamic flag because otherwise emscripten
# does not generate HTML+JS+WASM files, only a non-working
# and fat HTML
string(REPLACE "-rdynamic" "" CMAKE_SHARED_LIBRARY_LINK_C_FLAGS "${CMAKE_SHARED_LIBRARY_LINK_C_FLAGS}")
elseif ("${PLATFORM}" STREQUAL "DRM")
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/rlgl_standalone.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/raylib_opengl_interop.c)
endif ()
include_directories(BEFORE SYSTEM others/external/include)

View File

@@ -2,7 +2,7 @@
#
# raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5
#
# Copyright (c) 2013-2021 Ramon Santamaria (@raysan5)
# Copyright (c) 2013-2023 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.
@@ -23,97 +23,101 @@
.PHONY: all clean
# Define required raylib variables
PROJECT_NAME ?= raylib_examples
RAYLIB_VERSION ?= 4.0.0
RAYLIB_PATH ?= ..
# Define default options
# One of PLATFORM_DESKTOP, PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
# Define required environment variables
#------------------------------------------------------------------------------------------------
# Define target platform: PLATFORM_DESKTOP, PLATFORM_RPI, PLATFORM_DRM, PLATFORM_ANDROID, PLATFORM_WEB
PLATFORM ?= PLATFORM_DESKTOP
# Locations of your newly installed library and associated headers. See ../src/Makefile
# On Linux, if you have installed raylib but cannot compile the examples, check that
# the *_INSTALL_PATH values here are the same as those in src/Makefile or point to known locations.
# To enable system-wide compile-time and runtime linking to libraylib.so, run ../src/$ sudo make install RAYLIB_LIBTYPE_SHARED.
# To enable compile-time linking to a special version of libraylib.so, change these variables here.
# To enable runtime linking to a special version of libraylib.so, see EXAMPLE_RUNTIME_PATH below.
# If there is a libraylib in both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH, at runtime,
# the library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over the one at RAYLIB_INSTALL_PATH.
# RAYLIB_INSTALL_PATH should be the desired full path to libraylib. No relative paths.
DESTDIR ?= /usr/local
RAYLIB_INSTALL_PATH ?= $(DESTDIR)/lib
# RAYLIB_H_INSTALL_PATH locates the installed raylib header and associated source files.
RAYLIB_H_INSTALL_PATH ?= $(DESTDIR)/include
# Define required raylib variables
PROJECT_NAME ?= raylib_examples
RAYLIB_VERSION ?= 4.5.0
RAYLIB_PATH ?= ..
# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
# Locations of raylib.h and libraylib.a/libraylib.so
# NOTE: Those variables are only used for PLATFORM_OS: LINUX, BSD
RAYLIB_INCLUDE_PATH ?= /usr/local/include
RAYLIB_LIB_PATH ?= /usr/local/lib
# Library type compilation: STATIC (.a) or SHARED (.so/.dll)
RAYLIB_LIBTYPE ?= STATIC
# Build mode for project: DEBUG or RELEASE
BUILD_MODE ?= RELEASE
# Use external GLFW library instead of rglfw module
# TODO: Review usage on Linux. Target version of choice. Switch on -lglfw or -lglfw3
USE_EXTERNAL_GLFW ?= FALSE
# Use Wayland display server protocol on Linux desktop
# by default it uses X11 windowing system
# Use Wayland display server protocol on Linux desktop (by default it uses X11 windowing system)
# NOTE: This variable is only used for PLATFORM_OS: LINUX
USE_WAYLAND_DISPLAY ?= FALSE
# Determine PLATFORM_OS in case PLATFORM_DESKTOP selected
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# PLATFORM_WEB: Default properties
BUILD_WEB_ASYNCIFY ?= TRUE
BUILD_WEB_SHELL ?= $(RAYLIB_PATH)/src/minshell.html
BUILD_WEB_HEAP_SIZE ?= 134217728
BUILD_WEB_RESOURCES ?= TRUE
BUILD_WEB_RESOURCES_PATH ?= $(dir $<)resources@resources
# Use cross-compiler for PLATFORM_RPI
ifeq ($(PLATFORM),PLATFORM_RPI)
USE_RPI_CROSS_COMPILER ?= FALSE
ifeq ($(USE_RPI_CROSS_COMPILER),TRUE)
RPI_TOOLCHAIN ?= C:/SysGCC/Raspberry
RPI_TOOLCHAIN_SYSROOT ?= $(RPI_TOOLCHAIN)/arm-linux-gnueabihf/sysroot
endif
endif
# Determine PLATFORM_OS in case PLATFORM_DESKTOP or PLATFORM_WEB selected
ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_DESKTOP PLATFORM_WEB))
# No uname.exe on MinGW!, but OS=Windows_NT on Windows!
# ifeq ($(UNAME),Msys) -> Windows
ifeq ($(OS),Windows_NT)
PLATFORM_OS=WINDOWS
PLATFORM_OS = WINDOWS
else
UNAMEOS=$(shell uname)
UNAMEOS = $(shell uname)
ifeq ($(UNAMEOS),Linux)
PLATFORM_OS=LINUX
PLATFORM_OS = LINUX
endif
ifeq ($(UNAMEOS),FreeBSD)
PLATFORM_OS=BSD
PLATFORM_OS = BSD
endif
ifeq ($(UNAMEOS),OpenBSD)
PLATFORM_OS=BSD
PLATFORM_OS = BSD
endif
ifeq ($(UNAMEOS),NetBSD)
PLATFORM_OS=BSD
PLATFORM_OS = BSD
endif
ifeq ($(UNAMEOS),DragonFly)
PLATFORM_OS=BSD
PLATFORM_OS = BSD
endif
ifeq ($(UNAMEOS),Darwin)
PLATFORM_OS=OSX
PLATFORM_OS = OSX
endif
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
UNAMEOS=$(shell uname)
UNAMEOS = $(shell uname)
ifeq ($(UNAMEOS),Linux)
PLATFORM_OS=LINUX
PLATFORM_OS = LINUX
endif
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
UNAMEOS=$(shell uname)
UNAMEOS = $(shell uname)
ifeq ($(UNAMEOS),Linux)
PLATFORM_OS=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?
# Required for ldconfig or other tools that do not perform path expansion.
# RAYLIB_PATH adjustment for LINUX platform
# TODO: Do we really need this?
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),LINUX)
RAYLIB_PREFIX ?= ..
RAYLIB_PATH = $(realpath $(RAYLIB_PREFIX))
endif
endif
# Default path for raylib on Raspberry Pi, if installed in different path, update it!
# This is not currently used by src/Makefile. Not sure of its origin or usage. Refer to wiki.
# TODO: update install: target in src/Makefile for RPI, consider relation to LINUX.
# Default path for raylib on Raspberry Pi
ifeq ($(PLATFORM),PLATFORM_RPI)
RAYLIB_PATH ?= /home/pi/raylib
endif
@@ -121,36 +125,23 @@ ifeq ($(PLATFORM),PLATFORM_DRM)
RAYLIB_PATH ?= /home/pi/raylib
endif
# Define raylib release directory for compiled library
RAYLIB_RELEASE_PATH ?= $(RAYLIB_PATH)/src
ifeq ($(PLATFORM),PLATFORM_WEB)
ifeq ($(PLATFORM_OS),WINDOWS)
# Emscripten required variables
EMSDK_PATH ?= C:/emsdk
EMSCRIPTEN_PATH ?= $(EMSDK_PATH)/upstream/emscripten
CLANG_PATH = $(EMSDK_PATH)/upstream/bin
PYTHON_PATH = $(EMSDK_PATH)/python/3.9.2-1_64bit
NODE_PATH = $(EMSDK_PATH)/node/14.15.5_64bit/bin
export PATH = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH);C:\raylib\MinGW\bin:$$(PATH)
export PATH = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH):$$(PATH)
endif
endif
# Define raylib release directory for compiled library.
# RAYLIB_RELEASE_PATH points to provided binaries or your freshly built version
RAYLIB_RELEASE_PATH ?= $(RAYLIB_PATH)/src
# EXAMPLE_RUNTIME_PATH embeds a custom runtime location of libraylib.so or other desired libraries
# into each example binary compiled with RAYLIB_LIBTYPE=SHARED. It defaults to RAYLIB_RELEASE_PATH
# so that these examples link at runtime with your version of libraylib.so in ../release/libs/linux
# without formal installation from ../src/Makefile. It aids portability and is useful if you have
# multiple versions of raylib, have raylib installed to a non-standard location, or want to
# bundle libraylib.so with your game. Change it to your liking.
# NOTE: If, at runtime, there is a libraylib.so at both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH,
# The library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over RAYLIB_INSTALL_PATH,
# Implemented for LINUX below with CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH)
# To see the result, run readelf -d core/core_basic_window; looking at the RPATH or RUNPATH attribute.
# To see which libraries a built example is linking to, ldd core/core_basic_window;
# Look for libraylib.so.1 => $(RAYLIB_INSTALL_PATH)/libraylib.so.1 or similar listing.
EXAMPLE_RUNTIME_PATH ?= $(RAYLIB_RELEASE_PATH)
# Define default C compiler: gcc
# NOTE: define g++ compiler if using C++
# Define default C compiler: CC
#------------------------------------------------------------------------------------------------
CC = gcc
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
@@ -177,8 +168,9 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
CC = emcc
endif
# Define default make program
MAKE = make
# Define default make program: MAKE
#------------------------------------------------------------------------------------------------
MAKE ?= make
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
@@ -192,7 +184,8 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
MAKE = mingw32-make
endif
# Define compiler flags:
# Define compiler flags: CFLAGS
#------------------------------------------------------------------------------------------------
# -O1 defines optimization level
# -g include debug information on compilation
# -s strip unnecessary data from build
@@ -200,23 +193,32 @@ endif
# -std=c99 defines C language mode (standard C from 1999 revision)
# -std=gnu99 defines C language mode (GNU C from 1999 revision)
# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
# -Wno-unused-value ignore unused return values of some functions (i.e. fread())
# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
CFLAGS += -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces -Wunused-result
CFLAGS = -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces -Wunused-result
ifeq ($(BUILD_MODE),DEBUG)
CFLAGS += -g
CFLAGS += -g -D_DEBUG
ifeq ($(PLATFORM),PLATFORM_WEB)
CFLAGS += -s ASSERTIONS=1 --profiling
endif
else
ifeq ($(PLATFORM),PLATFORM_WEB)
CFLAGS += -Os
ifeq ($(BUILD_WEB_ASYNCIFY),TRUE)
CFLAGS += -O3
else
CFLAGS += -s -O1
CFLAGS += -Os
endif
else
CFLAGS += -O2
endif
endif
# Additional flags for compiler (if desired)
# -Wextra enables some extra warning flags that are not enabled by -Wall
# -Wmissing-prototypes warn if a global function is defined without a previous prototype declaration
# -Wstrict-prototypes warn if a function is declared or defined without specifying the argument types
# -Werror=implicit-function-declaration catch function calls without prior declaration
#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),LINUX)
@@ -225,7 +227,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
endif
ifeq ($(RAYLIB_LIBTYPE),SHARED)
# Explicitly enable runtime link to libraylib.so
CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH)
CFLAGS += -Wl,-rpath,$(RAYLIB_RELEASE_PATH)
endif
endif
endif
@@ -236,51 +238,47 @@ ifeq ($(PLATFORM),PLATFORM_DRM)
CFLAGS += -std=gnu99 -DEGL_NO_X11
endif
# Define include paths for required headers
# NOTE: Some external/extras libraries could be required (stb, physac, easings...)
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external -I$(RAYLIB_PATH)/src/extras
# Define include paths for required headers: INCLUDE_PATHS
# NOTE: Some external/extras libraries could be required (stb, easings...)
#------------------------------------------------------------------------------------------------
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
# Define additional directories containing required header files
ifeq ($(PLATFORM),PLATFORM_RPI)
# RPI required libraries
INCLUDE_PATHS += -I/opt/vc/include
INCLUDE_PATHS += -I/opt/vc/include/interface/vmcs_host/linux
INCLUDE_PATHS += -I/opt/vc/include/interface/vcos/pthreads
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
# DRM required libraries
INCLUDE_PATHS += -I/usr/include/libdrm
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),BSD)
# Consider -L$(RAYLIB_H_INSTALL_PATH)
INCLUDE_PATHS += -I/usr/local/include
INCLUDE_PATHS += -I$(RAYLIB_INCLUDE_PATH)
endif
ifeq ($(PLATFORM_OS),LINUX)
INCLUDE_PATHS += -I$(RAYLIB_H_INSTALL_PATH)
INCLUDE_PATHS += -I$(RAYLIB_INCLUDE_PATH)
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
INCLUDE_PATHS += -I$(RPI_TOOLCHAIN_SYSROOT)/opt/vc/include
INCLUDE_PATHS += -I$(RPI_TOOLCHAIN_SYSROOT)/opt/vc/include/interface/vmcs_host/linux
INCLUDE_PATHS += -I$(RPI_TOOLCHAIN_SYSROOT)/opt/vc/include/interface/vcos/pthreads
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
INCLUDE_PATHS += -I/usr/include/libdrm
endif
# Define library paths containing required libs.
# Define library paths containing required libs: LDFLAGS
#------------------------------------------------------------------------------------------------
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
# NOTE: The resource .rc 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
endif
ifeq ($(PLATFORM_OS),LINUX)
# Reset everything.
# Precedence: immediately local, installed version, raysan5 provided libs
LDFLAGS = -L. -L$(RAYLIB_INSTALL_PATH) -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)
LDFLAGS += -L$(RAYLIB_LIB_PATH)
endif
ifeq ($(PLATFORM_OS),BSD)
LDFLAGS += -Lsrc -L$(RAYLIB_LIB_PATH)
endif
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
@@ -298,30 +296,45 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
# --preload-file resources # specify a resources folder for data compilation
# --source-map-base # allow debugging in browser with source map
LDFLAGS += -s USE_GLFW=3 -s ASYNCIFY -s TOTAL_MEMORY=67108864 -s FORCE_FILESYSTEM=1 --preload-file $(dir $<)resources@resources
LDFLAGS += -s USE_GLFW=3 -s TOTAL_MEMORY=$(BUILD_WEB_HEAP_SIZE) -s FORCE_FILESYSTEM=1
# Build using asyncify
ifeq ($(BUILD_WEB_ASYNCIFY),TRUE)
LDFLAGS += -s ASYNCIFY
endif
# Add resources building if required
ifeq ($(BUILD_WEB_RESOURCES),TRUE)
LDFLAGS += --preload-file $(BUILD_WEB_RESOURCES_PATH)
endif
# Add debug mode flags if required
ifeq ($(BUILD_MODE),DEBUG)
LDFLAGS += -s ASSERTIONS=1 --profiling
endif
# Define a custom shell .html and output extension
LDFLAGS += --shell-file $(BUILD_WEB_SHELL)
EXT = .html
# 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.
# Define a custom shell .html and output extension
LDFLAGS += --shell-file $(RAYLIB_PATH)/src/shell.html
EXT = .html
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
LDFLAGS += -L/opt/vc/lib
LDFLAGS += -L$(RPI_TOOLCHAIN_SYSROOT)/opt/vc/lib
endif
# Define any libraries required on linking
# if you want to link libraries (libname.so or libname.a), use the -lname
# Define libraries required on linking: LDLIBS
# NOTE: To link libraries (lib<name>.so or lib<name>.a), use -l<name>
#------------------------------------------------------------------------------------------------
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
# Libraries for Windows desktop compilation
# NOTE: WinMM library required to set high-res timer resolution
LDLIBS = -lraylib -lopengl32 -lgdi32 -lwinmm
# Required for physac examples
LDLIBS += -static -lpthread
endif
ifeq ($(PLATFORM_OS),LINUX)
# Libraries for Debian GNU/Linux desktop compiling
@@ -341,6 +354,9 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(RAYLIB_LIBTYPE),SHARED)
LDLIBS += -lc
endif
# NOTE: On ARM 32bit arch, miniaudio requires atomics library
LDLIBS += -latomic
endif
ifeq ($(PLATFORM_OS),OSX)
# Libraries for OSX 10.9 desktop compiling
@@ -363,19 +379,23 @@ endif
ifeq ($(PLATFORM),PLATFORM_RPI)
# Libraries for Raspberry Pi compiling
# NOTE: Required packages: libasound2-dev (ALSA)
LDLIBS = -lraylib -lbrcmGLESv2 -lbrcmEGL -lpthread -lrt -lm -lbcm_host -ldl
LDLIBS = -lraylib -lbrcmGLESv2 -lbrcmEGL -lpthread -lrt -lm -lbcm_host -ldl -latomic
ifeq ($(USE_RPI_CROSS_COMPILER),TRUE)
LDLIBS += -lvchiq_arm -lvcos
endif
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
# Libraries for DRM compiling
# NOTE: Required packages: libasound2-dev (ALSA)
LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lgbm -ldrm -ldl
LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lgbm -ldrm -ldl -latomic
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
# Libraries for web (HTML5) compiling
LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.a
endif
# Define all object files required
# Define source code object files required
#------------------------------------------------------------------------------------------------
CORE = \
core/core_basic_window \
core/core_basic_screen_manager \
@@ -387,21 +407,22 @@ CORE = \
core/core_input_gestures \
core/core_2d_camera \
core/core_2d_camera_platformer \
core/core_2d_camera_mouse_zoom \
core/core_3d_camera_mode \
core/core_3d_camera_free \
core/core_3d_camera_first_person \
core/core_3d_picking \
core/core_world_screen \
core/core_custom_logging \
core/core_window_letterbox \
core/core_drop_files \
core/core_random_values \
core/core_scissor_test \
core/core_storage_values \
core/core_vr_simulator \
core/core_loading_thread \
core/core_quat_conversion \
core/core_window_flags \
core/core_window_letterbox \
core/core_window_should_close \
core/core_split_screen \
core/core_smooth_pixelperfect \
core/core_custom_frame_control
@@ -421,12 +442,12 @@ SHAPES = \
shapes/shapes_easings_rectangle_array \
shapes/shapes_draw_ring \
shapes/shapes_draw_circle_sector \
shapes/shapes_draw_rectangle_rounded
shapes/shapes_draw_rectangle_rounded \
shapes/shapes_top_down_lights
TEXTURES = \
textures/textures_logo_raylib \
textures/textures_mouse_painting \
textures/textures_rectangle \
textures/textures_srcrec_dstrec \
textures/textures_image_drawing \
textures/textures_image_generation \
@@ -438,12 +459,16 @@ TEXTURES = \
textures/textures_particles_blending \
textures/textures_npatch_drawing \
textures/textures_background_scrolling \
textures/textures_sprite_anim \
textures/textures_sprite_button \
textures/textures_sprite_explosion \
textures/textures_textured_curve \
textures/textures_bunnymark \
textures/textures_blend_modes \
textures/textures_draw_tiled \
textures/textures_polygon
textures/textures_polygon \
textures/textures_gif_player \
textures/textures_fog_of_war
TEXT = \
text/text_raylib_fonts \
@@ -456,13 +481,15 @@ TEXT = \
text/text_writing_anim \
text/text_rectangle_bounds \
text/text_unicode \
text/text_draw_3d
text/text_draw_3d \
text/text_codepoints_loading
MODELS = \
models/models_animation \
models/models_billboard \
models/models_box_collisions \
models/models_cubicmap \
models/models_draw_cube_texture \
models/models_first_person_maze \
models/models_geometric_shapes \
models/models_mesh_generation \
@@ -470,6 +497,7 @@ MODELS = \
models/models_loading \
models/models_loading_vox \
models/models_loading_gltf \
models/models_loading_m3d \
models/models_orthographic_projection \
models/models_rlgl_solar_system \
models/models_skybox \
@@ -495,27 +523,24 @@ SHADERS = \
shaders/shaders_spotlight \
shaders/shaders_hot_reloading \
shaders/shaders_mesh_instancing \
shaders/shaders_multi_sample2d
shaders/shaders_multi_sample2d \
shaders/shaders_write_depth \
shaders/shaders_hybrid_render
AUDIO = \
audio/audio_module_playing \
audio/audio_music_stream \
audio/audio_raw_stream \
audio/audio_sound_loading \
audio/audio_multichannel_sound
PHYSICS = \
physics/physics_demo \
physics/physics_friction \
physics/physics_movement \
physics/physics_restitution \
physics/physics_shatter
audio/audio_stream_effects \
audio/audio_mixed_processor
CURRENT_MAKEFILE = $(lastword $(MAKEFILE_LIST))
# Define processes to execute
#------------------------------------------------------------------------------------------------
# Default target entry
all: $(CORE) $(SHAPES) $(TEXT) $(TEXTURES) $(MODELS) $(SHADERS) $(AUDIO) $(PHYSICS)
all: $(CORE) $(SHAPES) $(TEXT) $(TEXTURES) $(MODELS) $(SHADERS) $(AUDIO)
core: $(CORE)
shapes: $(SHAPES)
@@ -524,7 +549,6 @@ text: $(TEXT)
models: $(MODELS)
shaders: $(SHADERS)
audio: $(AUDIO)
physics: $(PHYSICS)
# Generic compilation pattern
# NOTE: Examples must be ready for Android compilation!
@@ -559,7 +583,10 @@ ifeq ($(PLATFORM),PLATFORM_DRM)
rm -fv *.o
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
del *.o *.html *.js
ifeq ($(PLATFORM_OS),WINDOWS)
del *.wasm *.html *.js *.data
else
rm -f */*.wasm */*.html */*.js */*.data
endif
endif
@echo Cleaning done

View File

@@ -2,7 +2,7 @@
#
# raylib makefile for Android project (APK building)
#
# Copyright (c) 2017-2021 Ramon Santamaria (@raysan5)
# Copyright (c) 2017-2023 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.
@@ -48,7 +48,7 @@ ifeq ($(ANDROID_ARCH),ARM64)
ANDROID_ARCH_NAME = arm64-v8a
endif
ifeq ($(ANDROID_ARCH),x86)
ANDROID_ARCH_NAME = i686
ANDROID_ARCH_NAME = x86
endif
ifeq ($(ANDROID_ARCH),x86_64)
ANDROID_ARCH_NAME = x86_64

View File

@@ -2,7 +2,7 @@
#
# raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5
#
# Copyright (c) 2013-2021 Ramon Santamaria (@raysan5)
# Copyright (c) 2013-2023 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.
@@ -23,97 +23,94 @@
.PHONY: all clean
# Define required environment variables
#------------------------------------------------------------------------------------------------
# Define target platform: PLATFORM_DESKTOP, PLATFORM_RPI, PLATFORM_DRM, PLATFORM_ANDROID, PLATFORM_WEB
PLATFORM ?= PLATFORM_WEB
# Define required raylib variables
PROJECT_NAME ?= raylib_examples
RAYLIB_VERSION ?= 4.0.0
RAYLIB_VERSION ?= 4.5.0
RAYLIB_PATH ?= ..
# Define default options
# Locations of raylib.h and libraylib.a/libraylib.so
# NOTE: Those variables are only used for PLATFORM_OS: LINUX, BSD
RAYLIB_INCLUDE_PATH ?= /usr/local/include
RAYLIB_LIB_PATH ?= /usr/local/lib
# One of PLATFORM_DESKTOP, PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
PLATFORM ?= PLATFORM_DESKTOP
# Locations of your newly installed library and associated headers. See ../src/Makefile
# On Linux, if you have installed raylib but cannot compile the examples, check that
# the *_INSTALL_PATH values here are the same as those in src/Makefile or point to known locations.
# To enable system-wide compile-time and runtime linking to libraylib.so, run ../src/$ sudo make install RAYLIB_LIBTYPE_SHARED.
# To enable compile-time linking to a special version of libraylib.so, change these variables here.
# To enable runtime linking to a special version of libraylib.so, see EXAMPLE_RUNTIME_PATH below.
# If there is a libraylib in both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH, at runtime,
# the library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over the one at RAYLIB_INSTALL_PATH.
# RAYLIB_INSTALL_PATH should be the desired full path to libraylib. No relative paths.
DESTDIR ?= /usr/local
RAYLIB_INSTALL_PATH ?= $(DESTDIR)/lib
# RAYLIB_H_INSTALL_PATH locates the installed raylib header and associated source files.
RAYLIB_H_INSTALL_PATH ?= $(DESTDIR)/include
# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
# Library type compilation: STATIC (.a) or SHARED (.so/.dll)
RAYLIB_LIBTYPE ?= STATIC
# Build mode for project: DEBUG or RELEASE
BUILD_MODE ?= RELEASE
# Use external GLFW library instead of rglfw module
# TODO: Review usage on Linux. Target version of choice. Switch on -lglfw or -lglfw3
USE_EXTERNAL_GLFW ?= FALSE
# Use Wayland display server protocol on Linux desktop
# by default it uses X11 windowing system
# Use Wayland display server protocol on Linux desktop (by default it uses X11 windowing system)
# NOTE: This variable is only used for PLATFORM_OS: LINUX
USE_WAYLAND_DISPLAY ?= FALSE
# Determine PLATFORM_OS in case PLATFORM_DESKTOP selected
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# Use cross-compiler for PLATFORM_RPI
ifeq ($(PLATFORM),PLATFORM_RPI)
USE_RPI_CROSS_COMPILER ?= FALSE
ifeq ($(USE_RPI_CROSS_COMPILER),TRUE)
RPI_TOOLCHAIN ?= C:/SysGCC/Raspberry
RPI_TOOLCHAIN_SYSROOT ?= $(RPI_TOOLCHAIN)/arm-linux-gnueabihf/sysroot
endif
endif
# Determine PLATFORM_OS in case PLATFORM_DESKTOP or PLATFORM_WEB selected
ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_DESKTOP PLATFORM_WEB))
# No uname.exe on MinGW!, but OS=Windows_NT on Windows!
# ifeq ($(UNAME),Msys) -> Windows
ifeq ($(OS),Windows_NT)
PLATFORM_OS=WINDOWS
PLATFORM_OS = WINDOWS
else
UNAMEOS=$(shell uname)
UNAMEOS = $(shell uname)
ifeq ($(UNAMEOS),Linux)
PLATFORM_OS=LINUX
PLATFORM_OS = LINUX
endif
ifeq ($(UNAMEOS),FreeBSD)
PLATFORM_OS=BSD
PLATFORM_OS = BSD
endif
ifeq ($(UNAMEOS),OpenBSD)
PLATFORM_OS=BSD
PLATFORM_OS = BSD
endif
ifeq ($(UNAMEOS),NetBSD)
PLATFORM_OS=BSD
PLATFORM_OS = BSD
endif
ifeq ($(UNAMEOS),DragonFly)
PLATFORM_OS=BSD
PLATFORM_OS = BSD
endif
ifeq ($(UNAMEOS),Darwin)
PLATFORM_OS=OSX
PLATFORM_OS = OSX
endif
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
UNAMEOS=$(shell uname)
UNAMEOS = $(shell uname)
ifeq ($(UNAMEOS),Linux)
PLATFORM_OS=LINUX
PLATFORM_OS = LINUX
endif
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
UNAMEOS=$(shell uname)
UNAMEOS = $(shell uname)
ifeq ($(UNAMEOS),Linux)
PLATFORM_OS=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?
# Required for ldconfig or other tools that do not perform path expansion.
# RAYLIB_PATH adjustment for LINUX platform
# TODO: Do we really need this?
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),LINUX)
RAYLIB_PREFIX ?= ..
RAYLIB_PATH = $(realpath $(RAYLIB_PREFIX))
endif
endif
# Default path for raylib on Raspberry Pi, if installed in different path, update it!
# This is not currently used by src/Makefile. Not sure of its origin or usage. Refer to wiki.
# TODO: update install: target in src/Makefile for RPI, consider relation to LINUX.
# Default path for raylib on Raspberry Pi
ifeq ($(PLATFORM),PLATFORM_RPI)
RAYLIB_PATH ?= /home/pi/raylib
endif
@@ -121,36 +118,23 @@ ifeq ($(PLATFORM),PLATFORM_DRM)
RAYLIB_PATH ?= /home/pi/raylib
endif
# Define raylib release directory for compiled library
RAYLIB_RELEASE_PATH ?= $(RAYLIB_PATH)/src
ifeq ($(PLATFORM),PLATFORM_WEB)
ifeq ($(PLATFORM_OS),WINDOWS)
# Emscripten required variables
EMSDK_PATH ?= C:/emsdk
EMSCRIPTEN_PATH ?= $(EMSDK_PATH)/upstream/emscripten
CLANG_PATH = $(EMSDK_PATH)/upstream/bin
PYTHON_PATH = $(EMSDK_PATH)/python/3.9.2-1_64bit
NODE_PATH = $(EMSDK_PATH)/node/14.15.5_64bit/bin
export PATH = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH);C:\raylib\MinGW\bin:$$(PATH)
export PATH = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH):$$(PATH)
endif
endif
# Define raylib release directory for compiled library.
# RAYLIB_RELEASE_PATH points to provided binaries or your freshly built version
RAYLIB_RELEASE_PATH ?= $(RAYLIB_PATH)/src
# EXAMPLE_RUNTIME_PATH embeds a custom runtime location of libraylib.so or other desired libraries
# into each example binary compiled with RAYLIB_LIBTYPE=SHARED. It defaults to RAYLIB_RELEASE_PATH
# so that these examples link at runtime with your version of libraylib.so in ../release/libs/linux
# without formal installation from ../src/Makefile. It aids portability and is useful if you have
# multiple versions of raylib, have raylib installed to a non-standard location, or want to
# bundle libraylib.so with your game. Change it to your liking.
# NOTE: If, at runtime, there is a libraylib.so at both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH,
# The library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over RAYLIB_INSTALL_PATH,
# Implemented for LINUX below with CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH)
# To see the result, run readelf -d core/core_basic_window; looking at the RPATH or RUNPATH attribute.
# To see which libraries a built example is linking to, ldd core/core_basic_window;
# Look for libraylib.so.1 => $(RAYLIB_INSTALL_PATH)/libraylib.so.1 or similar listing.
EXAMPLE_RUNTIME_PATH ?= $(RAYLIB_RELEASE_PATH)
# Define default C compiler: gcc
# NOTE: define g++ compiler if using C++
# Define default C compiler: CC
#------------------------------------------------------------------------------------------------
CC = gcc
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
@@ -177,8 +161,9 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
CC = emcc
endif
# Define default make program
MAKE = make
# Define default make program: MAKE
#------------------------------------------------------------------------------------------------
MAKE ?= make
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
@@ -192,7 +177,8 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
MAKE = mingw32-make
endif
# Define compiler flags:
# Define compiler flags: CFLAGS
#------------------------------------------------------------------------------------------------
# -O1 defines optimization level
# -g include debug information on compilation
# -s strip unnecessary data from build
@@ -200,23 +186,32 @@ endif
# -std=c99 defines C language mode (standard C from 1999 revision)
# -std=gnu99 defines C language mode (GNU C from 1999 revision)
# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
# -Wno-unused-value ignore unused return values of some functions (i.e. fread())
# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
CFLAGS += -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces -Wunused-result
CFLAGS = -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces -Wunused-result
ifeq ($(BUILD_MODE),DEBUG)
CFLAGS += -g
CFLAGS += -g -D_DEBUG
ifeq ($(PLATFORM),PLATFORM_WEB)
CFLAGS += -s ASSERTIONS=1 --profiling
endif
else
ifeq ($(PLATFORM),PLATFORM_WEB)
CFLAGS += -Os
ifeq ($(BUILD_WEB_ASYNCIFY),TRUE)
CFLAGS += -O3
else
CFLAGS += -s -O1
CFLAGS += -Os
endif
else
CFLAGS += -s -O2
endif
endif
# Additional flags for compiler (if desired)
# -Wextra enables some extra warning flags that are not enabled by -Wall
# -Wmissing-prototypes warn if a global function is defined without a previous prototype declaration
# -Wstrict-prototypes warn if a function is declared or defined without specifying the argument types
# -Werror=implicit-function-declaration catch function calls without prior declaration
#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),LINUX)
@@ -225,7 +220,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
endif
ifeq ($(RAYLIB_LIBTYPE),SHARED)
# Explicitly enable runtime link to libraylib.so
CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH)
CFLAGS += -Wl,-rpath,$(RAYLIB_RELEASE_PATH)
endif
endif
endif
@@ -236,51 +231,47 @@ ifeq ($(PLATFORM),PLATFORM_DRM)
CFLAGS += -std=gnu99 -DEGL_NO_X11
endif
# Define include paths for required headers
# NOTE: Some external/extras libraries could be required (stb, physac, easings...)
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external -I$(RAYLIB_PATH)/src/extras
# Define include paths for required headers: INCLUDE_PATHS
# NOTE: Some external/extras libraries could be required (stb, easings...)
#------------------------------------------------------------------------------------------------
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
# Define additional directories containing required header files
ifeq ($(PLATFORM),PLATFORM_RPI)
# RPI required libraries
INCLUDE_PATHS += -I/opt/vc/include
INCLUDE_PATHS += -I/opt/vc/include/interface/vmcs_host/linux
INCLUDE_PATHS += -I/opt/vc/include/interface/vcos/pthreads
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
# DRM required libraries
INCLUDE_PATHS += -I/usr/include/libdrm
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),BSD)
# Consider -L$(RAYLIB_H_INSTALL_PATH)
INCLUDE_PATHS += -I/usr/local/include
INCLUDE_PATHS += -I$(RAYLIB_INCLUDE_PATH)
endif
ifeq ($(PLATFORM_OS),LINUX)
INCLUDE_PATHS += -I$(RAYLIB_H_INSTALL_PATH)
INCLUDE_PATHS += -I$(RAYLIB_INCLUDE_PATH)
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
INCLUDE_PATHS += -I$(RPI_TOOLCHAIN_SYSROOT)/opt/vc/include
INCLUDE_PATHS += -I$(RPI_TOOLCHAIN_SYSROOT)/opt/vc/include/interface/vmcs_host/linux
INCLUDE_PATHS += -I$(RPI_TOOLCHAIN_SYSROOT)/opt/vc/include/interface/vcos/pthreads
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
INCLUDE_PATHS += -I/usr/include/libdrm
endif
# Define library paths containing required libs.
# Define library paths containing required libs: LDFLAGS
#------------------------------------------------------------------------------------------------
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
# NOTE: The resource .rc 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
endif
ifeq ($(PLATFORM_OS),LINUX)
# Reset everything.
# Precedence: immediately local, installed version, raysan5 provided libs
LDFLAGS = -L. -L$(RAYLIB_INSTALL_PATH) -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)
LDFLAGS += -L$(RAYLIB_LIB_PATH)
endif
ifeq ($(PLATFORM_OS),BSD)
LDFLAGS += -Lsrc -L$(RAYLIB_LIB_PATH)
endif
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
@@ -294,11 +285,12 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
# -s ASYNCIFY # lets synchronous C/C++ code interact with asynchronous JS
# -s FORCE_FILESYSTEM=1 # force filesystem to load/save files data
# -s ASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off)
# -s EXPORTED_RUNTIME_METHODS=ccall # require exporting some LEGACY_RUNTIME functions, ccall() is required by miniaudio
# --profiling # include information for code profiling
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
# --preload-file resources # specify a resources folder for data compilation
# --source-map-base # allow debugging in browser with source map
LDFLAGS += -s USE_GLFW=3 -s ASYNCIFY
LDFLAGS += -s USE_GLFW=3 -s ASYNCIFY -s EXPORTED_RUNTIME_METHODS=ccall
# NOTE: Simple raylib examples are compiled to be interpreter with asyncify, that way,
# we can compile same code for ALL platforms with no change required, but, working on bigger
@@ -313,18 +305,17 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
EXT = .html
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
LDFLAGS += -L/opt/vc/lib
LDFLAGS += -L$(RPI_TOOLCHAIN_SYSROOT)/opt/vc/lib
endif
# Define any libraries required on linking
# if you want to link libraries (libname.so or libname.a), use the -lname
# Define libraries required on linking: LDLIBS
# NOTE: To link libraries (lib<name>.so or lib<name>.a), use -l<name>
#------------------------------------------------------------------------------------------------
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
# Libraries for Windows desktop compilation
# NOTE: WinMM library required to set high-res timer resolution
LDLIBS = -lraylib -lopengl32 -lgdi32 -lwinmm
# Required for physac examples
LDLIBS += -static -lpthread
endif
ifeq ($(PLATFORM_OS),LINUX)
# Libraries for Debian GNU/Linux desktop compiling
@@ -344,6 +335,9 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(RAYLIB_LIBTYPE),SHARED)
LDLIBS += -lc
endif
# NOTE: On ARM 32bit arch, miniaudio requires atomics library
LDLIBS += -latomic
endif
ifeq ($(PLATFORM_OS),OSX)
# Libraries for OSX 10.9 desktop compiling
@@ -366,19 +360,23 @@ endif
ifeq ($(PLATFORM),PLATFORM_RPI)
# Libraries for Raspberry Pi compiling
# NOTE: Required packages: libasound2-dev (ALSA)
LDLIBS = -lraylib -lbrcmGLESv2 -lbrcmEGL -lpthread -lrt -lm -lbcm_host -ldl
LDLIBS = -lraylib -lbrcmGLESv2 -lbrcmEGL -lpthread -lrt -lm -lbcm_host -ldl -latomic
ifeq ($(USE_RPI_CROSS_COMPILER),TRUE)
LDLIBS += -lvchiq_arm -lvcos
endif
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
# Libraries for DRM compiling
# NOTE: Required packages: libasound2-dev (ALSA)
LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lgbm -ldrm -ldl
LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lgbm -ldrm -ldl -latomic
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
# Libraries for web (HTML5) compiling
LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.a
endif
# Define all object files required
# Define source code object files required
#------------------------------------------------------------------------------------------------
CORE = \
core/core_basic_window \
core/core_basic_screen_manager \
@@ -390,24 +388,25 @@ CORE = \
core/core_input_gestures \
core/core_2d_camera \
core/core_2d_camera_platformer \
core/core_2d_camera_mouse_zoom \
core/core_3d_camera_mode \
core/core_3d_camera_free \
core/core_3d_camera_first_person \
core/core_3d_picking \
core/core_world_screen \
core/core_custom_logging \
core/core_window_letterbox \
core/core_drop_files \
core/core_random_values \
core/core_scissor_test \
core/core_storage_values \
core/core_vr_simulator \
core/core_loading_thread \
core/core_quat_conversion \
core/core_window_flags \
core/core_window_letterbox \
core/core_window_should_close \
core/core_split_screen \
core/core_smooth_pixelperfect \
core/core_custom_frame_control
core/core_custom_frame_control \
core/core_loading_thread
SHAPES = \
shapes/shapes_basic_shapes \
@@ -424,12 +423,12 @@ SHAPES = \
shapes/shapes_easings_rectangle_array \
shapes/shapes_draw_ring \
shapes/shapes_draw_circle_sector \
shapes/shapes_draw_rectangle_rounded
shapes/shapes_draw_rectangle_rounded \
shapes/shapes_top_down_lights
TEXTURES = \
textures/textures_logo_raylib \
textures/textures_mouse_painting \
textures/textures_rectangle \
textures/textures_srcrec_dstrec \
textures/textures_image_drawing \
textures/textures_image_generation \
@@ -441,12 +440,16 @@ TEXTURES = \
textures/textures_particles_blending \
textures/textures_npatch_drawing \
textures/textures_background_scrolling \
textures/textures_sprite_anim \
textures/textures_sprite_button \
textures/textures_sprite_explosion \
textures/textures_textured_curve \
textures/textures_bunnymark \
textures/textures_blend_modes \
textures/textures_draw_tiled \
textures/textures_polygon
textures/textures_polygon \
textures/textures_gif_player \
textures/textures_fog_of_war
TEXT = \
text/text_raylib_fonts \
@@ -459,13 +462,15 @@ TEXT = \
text/text_writing_anim \
text/text_rectangle_bounds \
text/text_unicode \
text/text_draw_3d
text/text_draw_3d \
text/text_codepoints_loading
MODELS = \
models/models_animation \
models/models_billboard \
models/models_box_collisions \
models/models_cubicmap \
models/models_draw_cube_texture \
models/models_first_person_maze \
models/models_geometric_shapes \
models/models_mesh_generation \
@@ -473,6 +478,7 @@ MODELS = \
models/models_loading \
models/models_loading_vox \
models/models_loading_gltf \
models/models_loading_m3d \
models/models_orthographic_projection \
models/models_rlgl_solar_system \
models/models_skybox \
@@ -498,26 +504,24 @@ SHADERS = \
shaders/shaders_spotlight \
shaders/shaders_hot_reloading \
shaders/shaders_mesh_instancing \
shaders/shaders_multi_sample2d
shaders/shaders_multi_sample2d \
shaders/shaders_write_depth \
shaders/shaders_hybrid_render
AUDIO = \
audio/audio_module_playing \
audio/audio_music_stream \
audio/audio_raw_stream \
audio/audio_sound_loading \
audio/audio_multichannel_sound
PHYSICS = \
physics/physics_demo \
physics/physics_friction \
physics/physics_movement \
physics/physics_restitution \
physics/physics_shatter
audio/audio_stream_effects \
audio/audio_mixed_processor
CURRENT_MAKEFILE = $(lastword $(MAKEFILE_LIST))
# Define processes to execute
#------------------------------------------------------------------------------------------------
# Default target entry
all: $(CORE) $(SHAPES) $(TEXT) $(TEXTURES) $(MODELS) $(SHADERS) $(AUDIO) $(PHYSICS)
all: $(CORE) $(SHAPES) $(TEXT) $(TEXTURES) $(MODELS) $(SHADERS) $(AUDIO)
core: $(CORE)
shapes: $(SHAPES)
@@ -526,7 +530,6 @@ text: $(TEXT)
models: $(MODELS)
shaders: $(SHADERS)
audio: $(AUDIO)
physics: $(PHYSICS)
# Compile CORE examples
core/core_basic_window: core/core_basic_window.c
@@ -561,6 +564,9 @@ core/core_2d_camera: core/core_2d_camera.c
core/core_2d_camera_platformer: core/core_2d_camera_platformer.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
core/core_2d_camera_mouse_zoom: core/core_2d_camera_mouse_zoom.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
core/core_3d_camera_mode: core/core_3d_camera_mode.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
@@ -598,14 +604,6 @@ core/core_vr_simulator: core/core_vr_simulator.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file core/resources/distortion100.fs@resources/distortion100.fs
# NOTE: To use multi-threading raylib must be compiled with multi-theading support (-s USE_PTHREADS=1)
# WARNING: For security reasons multi-threading is not supported on browsers, it requires cross-origin isolation (Oct.2021)
core/core_loading_thread: core/core_loading_thread.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s USE_PTHREADS=1
core/core_quat_conversion: core/core_quat_conversion.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
core/core_window_flags: core/core_window_flags.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
@@ -618,6 +616,17 @@ core/core_smooth_pixelperfect: core/core_smooth_pixelperfect.c
core/core_custom_frame_control: core/core_custom_frame_control.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
core/core_window_should_close: core/core_window_should_close.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# NOTE: To use multi-threading raylib must be compiled with multi-theading support (-s USE_PTHREADS=1)
# WARNING: For security reasons multi-threading is not supported on browsers, it requires cross-origin isolation (Oct.2021)
# WARNING: It requires raylib to be compiled using -pthread, so atomic operations and thread-local data (if any)
# in its source were transformed to non-atomic operations and non-thread-local data
core/core_loading_thread: core/core_loading_thread.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s USE_PTHREADS=1
# Compile SHAPES examples
shapes/shapes_basic_shapes: shapes/shapes_basic_shapes.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
@@ -664,6 +673,9 @@ shapes/shapes_draw_circle_sector: shapes/shapes_draw_circle_sector.c
shapes/shapes_draw_rectangle_rounded: shapes/shapes_draw_rectangle_rounded.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
shapes/shapes_top_down_lights: shapes/shapes_top_down_lights.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# Compile TEXTURES examples
textures/textures_logo_raylib: textures/textures_logo_raylib.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
@@ -672,7 +684,7 @@ textures/textures_logo_raylib: textures/textures_logo_raylib.c
textures/textures_mouse_painting: textures/textures_mouse_painting.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
textures/textures_rectangle: textures/textures_rectangle.c
textures/textures_sprite_anim: textures/textures_sprite_anim.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file textures/resources/scarfy.png@resources/scarfy.png
@@ -734,23 +746,34 @@ textures/textures_sprite_explosion: textures/textures_sprite_explosion.c
--preload-file textures/resources/explosion.png@resources/explosion.png \
--preload-file textures/resources/boom.wav@resources/boom.wav
textures/textures_textured_curve: textures/textures_textured_curve.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file textures/resources/road.png@resources/road.png
textures/textures_bunnymark: textures/textures_bunnymark.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file textures/resources/wabbit_alpha.png@resources/wabbit_alpha.png
textures/textures_blend_modes: textures/textures_blend_modes.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s ASYNCIFY \
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file textures/resources/cyberpunk_street_background.png@resources/cyberpunk_street_background.png \
--preload-file textures/resources/cyberpunk_street_foreground.png@resources/cyberpunk_street_foreground.png
textures/textures_draw_tiled: textures/textures_draw_tiled.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s ASYNCIFY \
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file textures/resources/patterns.png@resources/patterns.png
textures/textures_polygon: textures/textures_polygon.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file textures/resources/cat.png@resources/cat.png
textures/textures_gif_player: textures/textures_gif_player.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file textures/resources/scarfy_run.gif@resources/scarfy_run.gif
textures/textures_fog_of_war: textures/textures_fog_of_war.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# Compile TEXT examples
text/text_raylib_fonts: text/text_raylib_fonts.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
@@ -809,6 +832,10 @@ text/text_draw_3d: text/text_draw_3d.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file text/resources/shaders/glsl100/alpha_discard.fs@resources/shaders/glsl100/alpha_discard.fs
text/text_codepoints_loading: text/text_codepoints_loading.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file text/resources/DotGothic16-Regular.ttf@resources/DotGothic16-Regular.ttf
# Compile MODELS examples
models/models_animation: models/models_animation.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 \
@@ -828,6 +855,10 @@ models/models_cubicmap: models/models_cubicmap.c
--preload-file models/resources/cubicmap.png@resources/cubicmap.png \
--preload-file models/resources/cubicmap_atlas.png@resources/cubicmap_atlas.png
models/models_draw_cube_texture: models/models_draw_cube_texture.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file models/resources/cubicmap_atlas.png@resources/cubicmap_atlas.png
models/models_first_person_maze: models/models_first_person_maze.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file models/resources/cubicmap.png@resources/cubicmap.png \
@@ -857,14 +888,11 @@ models/models_loading_vox: models/models_loading_vox.c
models/models_loading_gltf: models/models_loading_gltf.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 \
--preload-file models/resources/models/gltf/raylib_32x32.glb@resources/models/gltf/raylib_32x32.glb \
--preload-file models/resources/models/gltf/girl.glb@resources/models/gltf/girl.glb \
--preload-file models/resources/models/gltf/rigged_figure.glb@resources/models/gltf/rigged_figure.glb \
--preload-file models/resources/models/gltf/GearboxAssy.glb@resources/models/gltf/GearboxAssy.glb \
--preload-file models/resources/models/gltf/BoxAnimated.glb@resources/models/gltf/BoxAnimated.glb \
--preload-file models/resources/models/gltf/AnimatedTriangle.gltf@resources/models/gltf/AnimatedTriangle.gltf \
--preload-file models/resources/models/gltf/AnimatedMorphCube.glb@resources/models/gltf/AnimatedMorphCube.glb \
--preload-file models/resources/models/gltf/vertex_colored_object.glb@resources/models/gltf/vertex_colored_object.glb
--preload-file models/resources/models/gltf/robot.glb@resources/models/gltf/robot.glb
models/models_loading_m3d: models/models_loading_m3d.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 \
--preload-file models/resources/models/m3d/cesium_man.m3d@resources/models/m3d/cesium_man.m3d
models/models_orthographic_projection: models/models_orthographic_projection.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
@@ -882,7 +910,7 @@ models/models_skybox: models/models_skybox.c
models/models_yaw_pitch_roll: models/models_yaw_pitch_roll.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 \
--preload-file models/resources/models/obj/plane.gltf@resources/modelsobj/plane.gltf \
--preload-file models/resources/models/obj/plane.obj@resources/models/obj/plane.obj \
--preload-file models/resources/models/obj/plane_diffuse.png@resources/models/obj/plane_diffuse.png
models/models_heightmap: models/models_heightmap.c
@@ -946,13 +974,13 @@ shaders/shaders_basic_lighting: shaders/shaders_basic_lighting.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file shaders/resources/texel_checker.png@resources/texel_checker.png \
--preload-file shaders/resources/shaders/glsl100/lighting.fs@resources/shaders/glsl100/lighting.fs \
--preload-file shaders/resources/shaders/glsl100/base_lighting.vs@resources/shaders/glsl100/base_lighting.vs
--preload-file shaders/resources/shaders/glsl100/lighting.vs@resources/shaders/glsl100/lighting.vs
shaders/shaders_fog: shaders/shaders_fog.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file shaders/resources/texel_checker.png@resources/texel_checker.png \
--preload-file shaders/resources/shaders/glsl100/fog.fs@resources/shaders/glsl100/fog.fs \
--preload-file shaders/resources/shaders/glsl100/base_lighting.vs@resources/shaders/glsl100/base_lighting.vs
--preload-file shaders/resources/shaders/glsl100/lighting.vs@resources/shaders/glsl100/lighting.vs
shaders/shaders_simple_mask: shaders/shaders_simple_mask.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
@@ -971,10 +999,9 @@ shaders/shaders_hot_reloading: shaders/shaders_hot_reloading.c
shaders/shaders_mesh_instancing: shaders/shaders_mesh_instancing.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file shaders/resources/shaders/glsl100/base_lighting_instanced.vs@resources/shaders/glsl100/base_lighting_instanced.vs \
--preload-file shaders/resources/shaders/glsl100/lighting_instancing.vs@resources/shaders/glsl100/lighting_instancing.vs \
--preload-file shaders/resources/shaders/glsl100/lighting.fs@resources/shaders/glsl100/lighting.fs
shaders/shaders_multi_sample2d: shaders/shaders_multi_sample2d.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file shaders/resources/shaders/glsl100/color_mix.fs@resources/shaders/glsl100/color_mix.fs
@@ -984,6 +1011,15 @@ shaders/shaders_texture_outline: shaders/shaders_texture_outline.c
--preload-file shaders/resources/shaders/glsl100/outline.fs@resources/shaders/glsl100/outline.fs \
--preload-file shaders/resources/fudesumi.png@resources/fudesumi.png
shaders/shaders_write_depth: shaders/shaders_write_depth.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file shaders/resources/shaders/glsl100/write_depth.fs@resources/shaders/glsl100/write_depth.fs
shaders/shaders_hybrid_render: shaders/shaders_hybrid_render.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file shaders/resources/shaders/glsl100/hybrid_raymarch.fs@resources/shaders/glsl100/hybrid_raymarch.fs \
--preload-file shaders/resources/shaders/glsl100/hybrid_raster.fs@resources/shaders/glsl100/hybrid_raster.fs
# Compile AUDIO examples
audio/audio_module_playing: audio/audio_module_playing.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
@@ -1001,27 +1037,14 @@ audio/audio_sound_loading: audio/audio_sound_loading.c
--preload-file audio/resources/sound.wav@resources/sound.wav \
--preload-file audio/resources/target.ogg@resources/target.ogg
audio/audio_multichannel_sound: audio/audio_multichannel_sound.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file audio/resources/sound.wav@resources/sound.wav \
--preload-file audio/resources/target.ogg@resources/target.ogg
# Compile PHYSICS examples
physics/physics_demo: physics/physics_demo.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -DPHYSAC_AVOID_TIMMING_SYSTEM
physics/physics_friction: physics/physics_friction.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -DPHYSAC_AVOID_TIMMING_SYSTEM
physics/physics_movement: physics/physics_movement.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -DPHYSAC_AVOID_TIMMING_SYSTEM
physics/physics_restitution: physics/physics_restitution.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -DPHYSAC_AVOID_TIMMING_SYSTEM
physics/physics_shatter: physics/physics_shatter.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -DPHYSAC_AVOID_TIMMING_SYSTEM
audio/audio_stream_effects: audio/audio_stream_effects.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 \
--preload-file audio/resources/country.mp3@resources/country.mp3
audio/audio_mixed_processor: audio/audio_mixed_processor.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 \
--preload-file audio/resources/country.mp3@resources/country.mp3 \
--preload-file audio/resources/coin.wav@resources/coin.wav
# Clean everything
clean:

View File

@@ -22,182 +22,182 @@ You may find it easier to use than other toolchains, especially when it comes to
Examples using raylib core platform functionality like window creation, inputs, drawing modes and system functionality.
| ## | example | image | developer | new |
|----|----------|--------|:----------:|:---:|
| 01 | [core_basic_window](core/core_basic_window.c) | <img src="core/core_basic_window.png" alt="core_basic_window" width="200"> | ray | |
| 02 | [core_input_keys](core/core_input_keys.c) | <img src="core/core_input_keys.png" alt="core_input_keys" width="200"> | ray | |
| 03 | [core_input_mouse](core/core_input_mouse.c) | <img src="core/core_input_mouse.png" alt="core_input_mouse" width="200"> | ray | |
| 04 | [core_input_mouse_wheel](core/core_input_mouse_wheel.c) | <img src="core/core_input_mouse_wheel.png" alt="core_input_mouse_wheel" width="200"> | ray | |
| 05 | [core_input_gamepad](core/core_input_gamepad.c) | <img src="core/core_input_gamepad.png" alt="core_input_gamepad" width="200"> | ray | |
| 06 | [core_input_multitouch](core/core_input_multitouch.c) | <img src="core/core_input_multitouch.png" alt="core_input_multitouch" width="200"> | [Berni](https://github.com/Berni8k) | |
| 07 | [core_input_gestures](core/core_input_gestures.c) | <img src="core/core_input_gestures.png" alt="core_input_gestures" width="200"> | ray | |
| 08 | [core_2d_camera](core/core_2d_camera.c) | <img src="core/core_2d_camera.png" alt="core_2d_camera" width="200"> | ray | |
| 09 | [core_2d_camera_platformer](core/core_2d_camera_platformer.c) | <img src="core/core_2d_camera_platformer.png" alt="core_2d_camera_platformer" width="200"> | [avyy](https://github.com/avyy) | ⭐️ |
| 10 | [core_3d_camera_mode](core/core_3d_camera_mode.c) | <img src="core/core_3d_camera_mode.png" alt="core_3d_camera_mode" width="200"> | ray | |
| 11 | [core_3d_camera_free](core/core_3d_camera_free.c) | <img src="core/core_3d_camera_free.png" alt="core_3d_camera_free" width="200"> | ray | |
| 12 | [core_3d_camera_first_person](core/core_3d_camera_first_person.c) | <img src="core/core_3d_camera_first_person.png" alt="core_3d_camera_first_person" width="200"> | ray | |
| 13 | [core_3d_picking](core/core_3d_picking.c) | <img src="core/core_3d_picking.png" alt="core_3d_picking" width="200"> | ray | |
| 14 | [core_world_screen](core/core_world_screen.c) | <img src="core/core_world_screen.png" alt="core_world_screen" width="200"> | ray | |
| 15 | [core_custom_logging](core/core_custom_logging.c) | <img src="core/core_custom_logging.png" alt="core_custom_logging" width="200"> | [Pablo Marcos](https://github.com/pamarcos) | |
| 16 | [core_window_letterbox](core/core_window_letterbox.c) | <img src="core/core_window_letterbox.png" alt="core_window_letterbox" width="200"> | [Anata](https://github.com/anatagawa) | |
| 17 | [core_drop_files](core/core_drop_files.c) | <img src="core/core_drop_files.png" alt="core_drop_files" width="200"> | ray | |
| 18 | [core_random_values](core/core_random_values.c) | <img src="core/core_random_values.png" alt="core_random_values" width="200"> | ray | |
| 19 | [core_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 | |
| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|----|----------|--------|:-------------------:|:------------------:|:------------------:|:----------|
| 01 | [core_basic_window](core/core_basic_window.c) | <img src="core/core_basic_window.png" alt="core_basic_window" width="80"> | ⭐️☆☆☆ | 1.0 | 1.0 | [Ray](https://github.com/raysan5) |
| 02 | [core_input_keys](core/core_input_keys.c) | <img src="core/core_input_keys.png" alt="core_input_keys" width="80"> | ⭐️☆☆☆ | 1.0 | 1.0 | [Ray](https://github.com/raysan5) |
| 03 | [core_input_mouse](core/core_input_mouse.c) | <img src="core/core_input_mouse.png" alt="core_input_mouse" width="80"> | ⭐️☆☆☆ | 1.0 | **4.0** | [Ray](https://github.com/raysan5) |
| 04 | [core_input_mouse_wheel](core/core_input_mouse_wheel.c) | <img src="core/core_input_mouse_wheel.png" alt="core_input_mouse_wheel" width="80"> | ⭐️☆☆☆ | 1.1 | 1.3 | [Ray](https://github.com/raysan5) |
| 05 | [core_input_gamepad](core/core_input_gamepad.c) | <img src="core/core_input_gamepad.png" alt="core_input_gamepad" width="80"> | ⭐️☆☆☆ | 1.1 | **4.2** | [Ray](https://github.com/raysan5) |
| 06 | [core_input_multitouch](core/core_input_multitouch.c) | <img src="core/core_input_multitouch.png" alt="core_input_multitouch" width="80"> | ⭐️☆☆☆ | 2.1 | 2.5 | [Berni](https://github.com/Berni8k) |
| 07 | [core_input_gestures](core/core_input_gestures.c) | <img src="core/core_input_gestures.png" alt="core_input_gestures" width="80"> | ⭐️⭐️☆☆ | 1.4 | **4.2** | [Ray](https://github.com/raysan5) |
| 08 | [core_2d_camera](core/core_2d_camera.c) | <img src="core/core_2d_camera.png" alt="core_2d_camera" width="80"> | ⭐️⭐️☆☆ | 1.5 | 3.0 | [Ray](https://github.com/raysan5) |
| 09 | [core_2d_camera_mouse_zoom](core/core_2d_camera_mouse_zoom.c) | <img src="core/core_2d_camera_mouse_zoom.png" alt="core_2d_camera_mouse_zoom" width="80"> | ⭐️⭐️☆☆ | **4.2** | **4.2** | [Jeffery Myers](https://github.com/JeffM2501) |
| 10 | [core_2d_camera_platformer](core/core_2d_camera_platformer.c) | <img src="core/core_2d_camera_platformer.png" alt="core_2d_camera_platformer" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 3.0 | [avyy](https://github.com/avyy) |
| 11 | [core_3d_camera_mode](core/core_3d_camera_mode.c) | <img src="core/core_3d_camera_mode.png" alt="core_3d_camera_mode" width="80"> | ⭐️☆☆☆ | 1.0 | 1.0 | [Ray](https://github.com/raysan5) |
| 12 | [core_3d_camera_free](core/core_3d_camera_free.c) | <img src="core/core_3d_camera_free.png" alt="core_3d_camera_free" width="80"> | ⭐️☆☆☆ | 1.3 | 1.3 | [Ray](https://github.com/raysan5) |
| 13 | [core_3d_camera_first_person](core/core_3d_camera_first_person.c) | <img src="core/core_3d_camera_first_person.png" alt="core_3d_camera_first_person" width="80"> | ⭐️⭐️☆☆ | 1.3 | 1.3 | [Ray](https://github.com/raysan5) |
| 14 | [core_3d_picking](core/core_3d_picking.c) | <img src="core/core_3d_picking.png" alt="core_3d_picking" width="80"> | ⭐️⭐️☆☆ | 1.3 | **4.0** | [Ray](https://github.com/raysan5) |
| 15 | [core_world_screen](core/core_world_screen.c) | <img src="core/core_world_screen.png" alt="core_world_screen" width="80"> | ⭐️⭐️☆☆ | 1.3 | 1.4 | [Ray](https://github.com/raysan5) |
| 16 | [core_custom_logging](core/core_custom_logging.c) | <img src="core/core_custom_logging.png" alt="core_custom_logging" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 2.5 | [Pablo Marcos Oltra](https://github.com/pamarcos) |
| 17 | [core_window_flags](core/core_window_flags.c) | <img src="core/core_window_flags.png" alt="core_window_flags" width="80"> | ⭐️⭐️⭐️☆ | 3.5 | 3.5 | [Ray](https://github.com/raysan5) |
| 18 | [core_window_letterbox](core/core_window_letterbox.c) | <img src="core/core_window_letterbox.png" alt="core_window_letterbox" width="80"> | ⭐️⭐️☆☆ | 2.5 | **4.0** | [Anata](https://github.com/anatagawa) |
| 19 | [core_window_should_close](core/core_window_should_close.c) | <img src="core/core_window_should_close.png" alt="core_window_should_close" width="80"> | ⭐️☆☆☆ | **4.2** | **4.2** | [Ray](https://github.com/raysan5) |
| 20 | [core_drop_files](core/core_drop_files.c) | <img src="core/core_drop_files.png" alt="core_drop_files" width="80"> | ⭐️⭐️☆☆ | 1.3 | **4.2** | [Ray](https://github.com/raysan5) |
| 21 | [core_random_values](core/core_random_values.c) | <img src="core/core_random_values.png" alt="core_random_values" width="80"> | ⭐️☆☆☆ | 1.1 | 1.1 | [Ray](https://github.com/raysan5) |
| 22 | [core_storage_values](core/core_storage_values.c) | <img src="core/core_storage_values.png" alt="core_storage_values" width="80"> | ⭐️⭐️☆☆ | 1.4 | **4.2** | [Ray](https://github.com/raysan5) |
| 23 | [core_vr_simulator](core/core_vr_simulator.c) | <img src="core/core_vr_simulator.png" alt="core_vr_simulator" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | **4.0** | [Ray](https://github.com/raysan5) |
| 24 | [core_loading_thread](core/core_loading_thread.c) | <img src="core/core_loading_thread.png" alt="core_loading_thread" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 3.0 | [Ray](https://github.com/raysan5) |
| 25 | [core_scissor_test](core/core_scissor_test.c) | <img src="core/core_scissor_test.png" alt="core_scissor_test" width="80"> | ⭐️☆☆☆ | 2.5 | 3.0 | [Chris Dill](https://github.com/MysteriousSpace) |
| 26 | [core_basic_screen_manager](core/core_basic_screen_manager.c) | <img src="core/core_basic_screen_manager.png" alt="core_basic_screen_manager" width="80"> | ⭐️☆☆☆ | **4.0** | **4.0** | [Ray](https://github.com/raysan5) |
| 27 | [core_custom_frame_control](core/core_custom_frame_control.c) | <img src="core/core_custom_frame_control.png" alt="core_custom_frame_control" width="80"> | ⭐️⭐️⭐️⭐️ | **4.0** | **4.0** | [Ray](https://github.com/raysan5) |
| 28 | [core_smooth_pixelperfect](core/core_smooth_pixelperfect.c) | <img src="core/core_smooth_pixelperfect.png" alt="core_smooth_pixelperfect" width="80"> | ⭐️⭐️⭐️☆ | 3.7 | **4.0** | [Giancamillo Alessandroni](https://github.com/NotManyIdeasDev) |
| 29 | [core_split_screen](core/core_split_screen.c) | <img src="core/core_split_screen.png" alt="core_split_screen" width="80"> | ⭐️⭐️⭐️⭐️ | 3.7 | **4.0** | [Jeffery Myers](https://github.com/JeffM2501) |
| 30 | [core_window_should_close](core/core_window_should_close.c) | <img src="core/core_window_should_close.png" alt="core_window_should_close" width="80"> | ⭐️⭐️☆☆ | **4.2** | **4.2** | [Ray](https://github.com/raysan5) |
### category: shapes
Examples using raylib shapes drawing functionality, provided by raylib [shapes](../src/shapes.c) module.
| ## | example | image | developer | new |
|----|----------|--------|:----------:|:---:|
| 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) | |
| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|----|----------|--------|:-------------------:|:------------------:|:------------------:|:----------|
| 31 | [shapes_basic_shapes](shapes/shapes_basic_shapes.c) | <img src="shapes/shapes_basic_shapes.png" alt="shapes_basic_shapes" width="80"> | ⭐️☆☆☆ | 1.0 | **4.0** | [Ray](https://github.com/raysan5) |
| 32 | [shapes_bouncing_ball](shapes/shapes_bouncing_ball.c) | <img src="shapes/shapes_bouncing_ball.png" alt="shapes_bouncing_ball" width="80"> | ⭐️☆☆☆ | 2.5 | 2.5 | [Ray](https://github.com/raysan5) |
| 33 | [shapes_colors_palette](shapes/shapes_colors_palette.c) | <img src="shapes/shapes_colors_palette.png" alt="shapes_colors_palette" width="80"> | ⭐️⭐️☆☆ | 1.0 | 2.5 | [Ray](https://github.com/raysan5) |
| 34 | [shapes_logo_raylib](shapes/shapes_logo_raylib.c) | <img src="shapes/shapes_logo_raylib.png" alt="shapes_logo_raylib" width="80"> | ⭐️☆☆☆ | 1.0 | 1.0 | [Ray](https://github.com/raysan5) |
| 35 | [shapes_logo_raylib_anim](shapes/shapes_logo_raylib_anim.c) | <img src="shapes/shapes_logo_raylib_anim.png" alt="shapes_logo_raylib_anim" width="80"> | ⭐️⭐️☆☆ | 2.5 | **4.0** | [Ray](https://github.com/raysan5) |
| 36 | [shapes_rectangle_scaling](shapes/shapes_rectangle_scaling.c) | <img src="shapes/shapes_rectangle_scaling.png" alt="shapes_rectangle_scaling" width="80"> | ⭐️⭐️☆☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
| 37 | [shapes_lines_bezier](shapes/shapes_lines_bezier.c) | <img src="shapes/shapes_lines_bezier.png" alt="shapes_lines_bezier" width="80"> | ⭐️☆☆☆ | 1.7 | 1.7 | [Ray](https://github.com/raysan5) |
| 38 | [shapes_collision_area](shapes/shapes_collision_area.c) | <img src="shapes/shapes_collision_area.png" alt="shapes_collision_area" width="80"> | ⭐️⭐️☆☆ | 2.5 | 2.5 | [Ray](https://github.com/raysan5) |
| 39 | [shapes_following_eyes](shapes/shapes_following_eyes.c) | <img src="shapes/shapes_following_eyes.png" alt="shapes_following_eyes" width="80"> | ⭐️⭐️☆☆ | 2.5 | 2.5 | [Ray](https://github.com/raysan5) |
| 40 | [shapes_easings_ball_anim](shapes/shapes_easings_ball_anim.c) | <img src="shapes/shapes_easings_ball_anim.png" alt="shapes_easings_ball_anim" width="80"> | ⭐️⭐️☆☆ | 2.5 | 2.5 | [Ray](https://github.com/raysan5) |
| 41 | [shapes_easings_box_anim](shapes/shapes_easings_box_anim.c) | <img src="shapes/shapes_easings_box_anim.png" alt="shapes_easings_box_anim" width="80"> | ⭐️⭐️☆☆ | 2.5 | 2.5 | [Ray](https://github.com/raysan5) |
| 42 | [shapes_easings_rectangle_array](shapes/shapes_easings_rectangle_array.c) | <img src="shapes/shapes_easings_rectangle_array.png" alt="shapes_easings_rectangle_array" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 2.5 | [Ray](https://github.com/raysan5) |
| 43 | [shapes_draw_ring](shapes/shapes_draw_ring.c) | <img src="shapes/shapes_draw_ring.png" alt="shapes_draw_ring" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
| 44 | [shapes_draw_circle_sector](shapes/shapes_draw_circle_sector.c) | <img src="shapes/shapes_draw_circle_sector.png" alt="shapes_draw_circle_sector" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
| 45 | [shapes_draw_rectangle_rounded](shapes/shapes_draw_rectangle_rounded.c) | <img src="shapes/shapes_draw_rectangle_rounded.png" alt="shapes_draw_rectangle_rounded" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
| 46 | [shapes_top_down_lights](shapes/shapes_top_down_lights.c) | <img src="shapes/shapes_top_down_lights.png" alt="shapes_top_down_lights" width="80"> | ⭐️⭐️⭐️⭐️ | **4.2** | **4.2** | [Jeffery Myers](https://github.com/JeffM2501) |
### 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_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) | |
| -- | [textures_poly](textures/textures_poly.c) | <img src="textures/textures_poly.png" alt="textures_poly" width="200"> | [Chris Camacho](https://github.com/codifies) | ⭐️ |
| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|----|----------|--------|:-------------------:|:------------------:|:------------------:|:----------|
| 47 | [textures_logo_raylib](textures/textures_logo_raylib.c) | <img src="textures/textures_logo_raylib.png" alt="textures_logo_raylib" width="80"> | ⭐️☆☆☆ | 1.0 | 1.0 | [Ray](https://github.com/raysan5) |
| 48 | [textures_srcrec_dstrec](textures/textures_srcrec_dstrec.c) | <img src="textures/textures_srcrec_dstrec.png" alt="textures_srcrec_dstrec" width="80"> | ⭐️⭐️⭐️☆ | 1.3 | 1.3 | [Ray](https://github.com/raysan5) |
| 49 | [textures_image_drawing](textures/textures_image_drawing.c) | <img src="textures/textures_image_drawing.png" alt="textures_image_drawing" width="80"> | ⭐️⭐️☆☆ | 1.4 | 1.4 | [Ray](https://github.com/raysan5) |
| 50 | [textures_image_generation](textures/textures_image_generation.c) | <img src="textures/textures_image_generation.png" alt="textures_image_generation" width="80"> | ⭐️⭐️☆☆ | 1.8 | 1.8 | [Ray](https://github.com/raysan5) |
| 51 | [textures_image_loading](textures/textures_image_loading.c) | <img src="textures/textures_image_loading.png" alt="textures_image_loading" width="80"> | ⭐️☆☆☆ | 1.3 | 1.3 | [Ray](https://github.com/raysan5) |
| 52 | [textures_image_processing](textures/textures_image_processing.c) | <img src="textures/textures_image_processing.png" alt="textures_image_processing" width="80"> | ⭐️⭐️⭐️☆ | 1.4 | 3.5 | [Ray](https://github.com/raysan5) |
| 53 | [textures_image_text](textures/textures_image_text.c) | <img src="textures/textures_image_text.png" alt="textures_image_text" width="80"> | ⭐️⭐️☆☆ | 1.8 | **4.0** | [Ray](https://github.com/raysan5) |
| 54 | [textures_to_image](textures/textures_to_image.c) | <img src="textures/textures_to_image.png" alt="textures_to_image" width="80"> | ⭐️☆☆☆ | 1.3 | **4.0** | [Ray](https://github.com/raysan5) |
| 55 | [textures_raw_data](textures/textures_raw_data.c) | <img src="textures/textures_raw_data.png" alt="textures_raw_data" width="80"> | ⭐️⭐️⭐️☆ | 1.3 | 3.5 | [Ray](https://github.com/raysan5) |
| 56 | [textures_particles_blending](textures/textures_particles_blending.c) | <img src="textures/textures_particles_blending.png" alt="textures_particles_blending" width="80"> | ⭐️☆☆☆ | 1.7 | 3.5 | [Ray](https://github.com/raysan5) |
| 57 | [textures_npatch_drawing](textures/textures_npatch_drawing.c) | <img src="textures/textures_npatch_drawing.png" alt="textures_npatch_drawing" width="80"> | ⭐️⭐️⭐️☆ | 2.0 | 2.5 | [Jorge A. Gomes](https://github.com/overdev) |
| 58 | [textures_background_scrolling](textures/textures_background_scrolling.c) | <img src="textures/textures_background_scrolling.png" alt="textures_background_scrolling" width="80"> | ⭐️☆☆☆ | 2.0 | 2.5 | [Ray](https://github.com/raysan5) |
| 59 | [textures_sprite_anim](textures/textures_sprite_anim.c) | <img src="textures/textures_sprite_anim.png" alt="textures_sprite_anim" width="80"> | ⭐️⭐️☆☆ | 1.3 | 1.3 | [Ray](https://github.com/raysan5) |
| 60 | [textures_sprite_button](textures/textures_sprite_button.c) | <img src="textures/textures_sprite_button.png" alt="textures_sprite_button" width="80"> | ⭐️⭐️☆☆ | 2.5 | 2.5 | [Ray](https://github.com/raysan5) |
| 61 | [textures_sprite_explosion](textures/textures_sprite_explosion.c) | <img src="textures/textures_sprite_explosion.png" alt="textures_sprite_explosion" width="80"> | ⭐️⭐️☆☆ | 2.5 | 3.5 | [Ray](https://github.com/raysan5) |
| 62 | [textures_bunnymark](textures/textures_bunnymark.c) | <img src="textures/textures_bunnymark.png" alt="textures_bunnymark" width="80"> | ⭐️⭐️⭐️☆ | 1.6 | 2.5 | [Ray](https://github.com/raysan5) |
| 63 | [textures_mouse_painting](textures/textures_mouse_painting.c) | <img src="textures/textures_mouse_painting.png" alt="textures_mouse_painting" width="80"> | ⭐️⭐️⭐️☆ | 3.0 | 3.0 | [Chris Dill](https://github.com/MysteriousSpace) |
| 64 | [textures_blend_modes](textures/textures_blend_modes.c) | <img src="textures/textures_blend_modes.png" alt="textures_blend_modes" width="80"> | ⭐️☆☆☆ | 3.5 | 3.5 | [Karlo Licudine](https://github.com/accidentalrebel) |
| 65 | [textures_draw_tiled](textures/textures_draw_tiled.c) | <img src="textures/textures_draw_tiled.png" alt="textures_draw_tiled" width="80"> | ⭐️⭐️⭐️☆ | 3.0 | **4.2** | [Vlad Adrian](https://github.com/demizdor) |
| 66 | [textures_polygon](textures/textures_polygon.c) | <img src="textures/textures_polygon.png" alt="textures_polygon" width="80"> | ⭐️☆☆☆ | 3.7 | 3.7 | [Chris Camacho](https://github.com/codifies) |
| 67 | [textures_fog_of_war](textures/textures_fog_of_war.c) | <img src="textures/textures_fog_of_war.png" alt="textures_fog_of_war" width="80"> | ⭐️⭐️⭐️☆ | **4.2** | **4.2** | [Ray](https://github.com/raysan5) |
| 68 | [textures_gif_player](textures/textures_gif_player.c) | <img src="textures/textures_gif_player.png" alt="textures_gif_player" width="80"> | ⭐️⭐️⭐️☆ | **4.2** | **4.2** | [Ray](https://github.com/raysan5) |
### category: text
Examples using raylib text functionality, including sprite fonts loading/generation and text drawing, provided by raylib [text](../src/text.c) module.
| ## | example | image | developer | new |
|----|----------|--------|:----------:|:---:|
| 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) | |
| -- | [text_draw_3d](text/text_draw_3d.c) | <img src="text/text_draw_3d.png" alt="text_draw_3d" width="200"> | [Vlad Adrian](https://github.com/demizdor) | ⭐️ |
| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|----|----------|--------|:-------------------:|:------------------:|:------------------:|:----------|
| 69 | [text_raylib_fonts](text/text_raylib_fonts.c) | <img src="text/text_raylib_fonts.png" alt="text_raylib_fonts" width="80"> | ⭐️☆☆☆ | 1.7 | 3.7 | [Ray](https://github.com/raysan5) |
| 70 | [text_font_spritefont](text/text_font_spritefont.c) | <img src="text/text_font_spritefont.png" alt="text_font_spritefont" width="80"> | ⭐️☆☆☆ | 1.0 | 1.0 | [Ray](https://github.com/raysan5) |
| 71 | [text_font_filters](text/text_font_filters.c) | <img src="text/text_font_filters.png" alt="text_font_filters" width="80"> | ⭐️⭐️☆☆ | 1.3 | **4.2** | [Ray](https://github.com/raysan5) |
| 72 | [text_font_loading](text/text_font_loading.c) | <img src="text/text_font_loading.png" alt="text_font_loading" width="80"> | ⭐️☆☆☆ | 1.4 | 3.0 | [Ray](https://github.com/raysan5) |
| 73 | [text_font_sdf](text/text_font_sdf.c) | <img src="text/text_font_sdf.png" alt="text_font_sdf" width="80"> | ⭐️⭐️⭐️☆ | 1.3 | **4.0** | [Ray](https://github.com/raysan5) |
| 74 | [text_format_text](text/text_format_text.c) | <img src="text/text_format_text.png" alt="text_format_text" width="80"> | ⭐️☆☆☆ | 1.1 | 3.0 | [Ray](https://github.com/raysan5) |
| 75 | [text_input_box](text/text_input_box.c) | <img src="text/text_input_box.png" alt="text_input_box" width="80"> | ⭐️⭐️☆☆ | 1.7 | 3.5 | [Ray](https://github.com/raysan5) |
| 76 | [text_writing_anim](text/text_writing_anim.c) | <img src="text/text_writing_anim.png" alt="text_writing_anim" width="80"> | ⭐️⭐️☆☆ | 1.4 | 1.4 | [Ray](https://github.com/raysan5) |
| 77 | [text_rectangle_bounds](text/text_rectangle_bounds.c) | <img src="text/text_rectangle_bounds.png" alt="text_rectangle_bounds" width="80"> | ⭐️⭐️⭐️⭐️ | 2.5 | **4.0** | [Vlad Adrian](https://github.com/demizdor) |
| 78 | [text_unicode](text/text_unicode.c) | <img src="text/text_unicode.png" alt="text_unicode" width="80"> | ⭐️⭐️⭐️⭐️ | 2.5 | **4.0** | [Vlad Adrian](https://github.com/demizdor) |
| 79 | [text_draw_3d](text/text_draw_3d.c) | <img src="text/text_draw_3d.png" alt="text_draw_3d" width="80"> | ⭐️⭐️⭐️⭐️ | 3.5 | **4.0** | [Vlad Adrian](https://github.com/demizdor) |
| 80 | [text_codepoints_loading](text/text_codepoints_loading.c) | <img src="text/text_codepoints_loading.png" alt="text_codepoints_loading" width="80"> | ⭐️⭐️⭐️☆ | **4.2** | **4.2** | [Ray](https://github.com/raysan5) |
### category: models
Examples using raylib models functionality, including models loading/generation and drawing, provided by raylib [models](../src/models.c) module.
| ## | example | image | developer | new |
|----|----------|--------|:----------:|:---:|
| 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 | [...]() | | 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) | |
| -- | [models_gltf_model](models/models_gltf_model.c) | <img src="models/models_gltf_model.png" alt="models_gltf_model" width="200"> | [object71](https://github.com/object71) | ⭐️ |
| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|----|----------|--------|:-------------------:|:------------------:|:------------------:|:----------|
| 81 | [models_animation](models/models_animation.c) | <img src="models/models_animation.png" alt="models_animation" width="80"> | ⭐️⭐️☆☆ | 2.5 | 3.5 | [culacant](https://github.com/culacant) |
| 82 | [models_billboard](models/models_billboard.c) | <img src="models/models_billboard.png" alt="models_billboard" width="80"> | ⭐️⭐️⭐️☆ | 1.3 | 3.5 | [Ray](https://github.com/raysan5) |
| 83 | [models_box_collisions](models/models_box_collisions.c) | <img src="models/models_box_collisions.png" alt="models_box_collisions" width="80"> | ⭐️☆☆☆ | 1.3 | 3.5 | [Ray](https://github.com/raysan5) |
| 84 | [models_cubicmap](models/models_cubicmap.c) | <img src="models/models_cubicmap.png" alt="models_cubicmap" width="80"> | ⭐️⭐️☆☆ | 1.8 | 3.5 | [Ray](https://github.com/raysan5) |
| 85 | [models_first_person_maze](models/models_first_person_maze.c) | <img src="models/models_first_person_maze.png" alt="models_first_person_maze" width="80"> | ⭐️⭐️☆☆ | 2.5 | 3.5 | [Ray](https://github.com/raysan5) |
| 86 | [models_geometric_shapes](models/models_geometric_shapes.c) | <img src="models/models_geometric_shapes.png" alt="models_geometric_shapes" width="80"> | ⭐️☆☆☆ | 1.0 | 3.5 | [Ray](https://github.com/raysan5) |
| 87 | [models_mesh_generation](models/models_mesh_generation.c) | <img src="models/models_mesh_generation.png" alt="models_mesh_generation" width="80"> | ⭐️⭐️☆☆ | 1.8 | **4.0** | [Ray](https://github.com/raysan5) |
| 88 | [models_mesh_picking](models/models_mesh_picking.c) | <img src="models/models_mesh_picking.png" alt="models_mesh_picking" width="80"> | ⭐️⭐️⭐️☆ | 1.7 | **4.0** | [Joel Davis](https://github.com/joeld42) |
| 89 | [models_loading](models/models_loading.c) | <img src="models/models_loading.png" alt="models_loading" width="80"> | ⭐️☆☆☆ | 2.5 | **4.0** | [Ray](https://github.com/raysan5) |
| 90 | [models_loading_gltf](models/models_loading_gltf.c) | <img src="models/models_loading_gltf.png" alt="models_loading_gltf" width="80"> | ⭐️☆☆☆ | 3.7 | **4.2** | [Ray](https://github.com/raysan5) |
| 91 | [models_loading_vox](models/models_loading_vox.c) | <img src="models/models_loading_vox.png" alt="models_loading_vox" width="80"> | ⭐️☆☆☆ | **4.0** | **4.0** | [Johann Nadalutti](https://github.com/procfxgen) |
| 92 | [models_loading_m3d](models/models_loading_m3d.c) | <img src="models/models_loading_m3d.png" alt="models_loading_m3d" width="80"> | ⭐️☆☆☆ | **4.2** | **4.2** | [bzt](https://bztsrc.gitlab.io/model3d) |
| 93 | [models_orthographic_projection](models/models_orthographic_projection.c) | <img src="models/models_orthographic_projection.png" alt="models_orthographic_projection" width="80"> | ⭐️☆☆☆ | 2.0 | 3.7 | [Max Danielsson](https://github.com/autious) |
| 94 | [models_rlgl_solar_system](models/models_rlgl_solar_system.c) | <img src="models/models_rlgl_solar_system.png" alt="models_rlgl_solar_system" width="80"> | ⭐️⭐️⭐️⭐️ | 2.5 | **4.0** | [Ray](https://github.com/raysan5) |
| 95 | [models_yaw_pitch_roll](models/models_yaw_pitch_roll.c) | <img src="models/models_yaw_pitch_roll.png" alt="models_yaw_pitch_roll" width="80"> | ⭐️⭐️☆☆ | 1.8 | **4.0** | [Berni](https://github.com/Berni8k) |
| 96 | [models_waving_cubes](models/models_waving_cubes.c) | <img src="models/models_waving_cubes.png" alt="models_waving_cubes" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 3.7 | [codecat](https://github.com/codecat) |
| 97 | [models_heightmap](models/models_heightmap.c) | <img src="models/models_heightmap.png" alt="models_heightmap" width="80"> | ⭐️☆☆☆ | 1.8 | 3.5 | [Ray](https://github.com/raysan5) |
| 98 | [models_skybox](models/models_skybox.c) | <img src="models/models_skybox.png" alt="models_skybox" width="80"> | ⭐️⭐️☆☆ | 1.8 | **4.0** | [Ray](https://github.com/raysan5) |
### category: shaders
Examples using raylib shaders functionality, including shaders loading, parameters configuration and drawing using them (model shaders and postprocessing shaders). This functionality is directly provided by raylib [rlgl](../src/rlgl.c) module.
| ## | example | image | developer | new |
|----|----------|--------|:----------:|:---:|
| 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_mesh_instancing](shaders/shaders_mesh_instancing.c) | <img src="shaders/shaders_mesh_instancing.png" alt="shaders_mesh_instancing" width="200"> | [seanpringle](https://github.com/seanpringle), [moliad](https://github.com/moliad) | ⭐️ |
| 101 | [shaders_multi_sample2d](shaders/shaders_multi_sample2d.c) | <img src="shaders/shaders_multi_sample2d.png" alt="shaders_multi_sample2d" width="200"> | ray | |
| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|----|----------|--------|:-------------------:|:------------------:|:------------------:|:----------|
| 99 | [shaders_basic_lighting](shaders/shaders_basic_lighting.c) | <img src="shaders/shaders_basic_lighting.png" alt="shaders_basic_lighting" width="80"> | ⭐️⭐️⭐️⭐️ | 3.0 | **4.2** | [Chris Camacho](https://github.com/codifies) |
| 100 | [shaders_model_shader](shaders/shaders_model_shader.c) | <img src="shaders/shaders_model_shader.png" alt="shaders_model_shader" width="80"> | ⭐️⭐️☆☆ | 1.3 | 3.7 | [Ray](https://github.com/raysan5) |
| 101 | [shaders_shapes_textures](shaders/shaders_shapes_textures.c) | <img src="shaders/shaders_shapes_textures.png" alt="shaders_shapes_textures" width="80"> | ⭐️⭐️☆☆ | 1.7 | 3.7 | [Ray](https://github.com/raysan5) |
| 102 | [shaders_custom_uniform](shaders/shaders_custom_uniform.c) | <img src="shaders/shaders_custom_uniform.png" alt="shaders_custom_uniform" width="80"> | ⭐️⭐️☆☆ | 1.3 | **4.0** | [Ray](https://github.com/raysan5) |
| 103 | [shaders_postprocessing](shaders/shaders_postprocessing.c) | <img src="shaders/shaders_postprocessing.png" alt="shaders_postprocessing" width="80"> | ⭐️⭐️⭐️☆ | 1.3 | **4.0** | [Ray](https://github.com/raysan5) |
| 104 | [shaders_palette_switch](shaders/shaders_palette_switch.c) | <img src="shaders/shaders_palette_switch.png" alt="shaders_palette_switch" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 3.7 | [Marco Lizza](https://github.com/MarcoLizza) |
| 105 | [shaders_raymarching](shaders/shaders_raymarching.c) | <img src="shaders/shaders_raymarching.png" alt="shaders_raymarching" width="80"> | ⭐️⭐️⭐️⭐️ | 2.0 | **4.2** | [Ray](https://github.com/raysan5) |
| 106 | [shaders_texture_drawing](shaders/shaders_texture_drawing.c) | <img src="shaders/shaders_texture_drawing.png" alt="shaders_texture_drawing" width="80"> | ⭐️⭐️☆☆ | 2.0 | 3.7 | [Michał Ciesielski](https://github.com/) |
| 107 | [shaders_texture_outline](shaders/shaders_texture_outline.c) | <img src="shaders/shaders_texture_outline.png" alt="shaders_texture_outline" width="80"> | ⭐️⭐️⭐️☆ | **4.0** | **4.0** | [Samuel Skiff](https://github.com/GoldenThumbs) |
| 108 | [shaders_texture_waves](shaders/shaders_texture_waves.c) | <img src="shaders/shaders_texture_waves.png" alt="shaders_texture_waves" width="80"> | ⭐️⭐️☆☆ | 2.5 | 3.7 | [Anata](https://github.com/anatagawa) |
| 109 | [shaders_julia_set](shaders/shaders_julia_set.c) | <img src="shaders/shaders_julia_set.png" alt="shaders_julia_set" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | **4.0** | [eggmund](https://github.com/eggmund) |
| 110 | [shaders_eratosthenes](shaders/shaders_eratosthenes.c) | <img src="shaders/shaders_eratosthenes.png" alt="shaders_eratosthenes" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | **4.0** | [ProfJski](https://github.com/ProfJski) |
| 111 | [shaders_fog](shaders/shaders_fog.c) | <img src="shaders/shaders_fog.png" alt="shaders_fog" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/codifies) |
| 112 | [shaders_simple_mask](shaders/shaders_simple_mask.c) | <img src="shaders/shaders_simple_mask.png" alt="shaders_simple_mask" width="80"> | ⭐️⭐️☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/codifies) |
| 113 | [shaders_hot_reloading](shaders/shaders_hot_reloading.c) | <img src="shaders/shaders_hot_reloading.png" alt="shaders_hot_reloading" width="80"> | ⭐️⭐️⭐️☆ | 3.0 | 3.5 | [Ray](https://github.com/raysan5) |
| 114 | [shaders_mesh_instancing](shaders/shaders_mesh_instancing.c) | <img src="shaders/shaders_mesh_instancing.png" alt="shaders_mesh_instancing" width="80"> | ⭐️⭐️⭐️⭐️ | 3.7 | **4.2** | [seanpringle](https://github.com/seanpringle) |
| 115 | [shaders_multi_sample2d](shaders/shaders_multi_sample2d.c) | <img src="shaders/shaders_multi_sample2d.png" alt="shaders_multi_sample2d" width="80"> | ⭐️⭐️☆☆ | 3.5 | 3.5 | [Ray](https://github.com/raysan5) |
| 116 | [shaders_spotlight](shaders/shaders_spotlight.c) | <img src="shaders/shaders_spotlight.png" alt="shaders_spotlight" width="80"> | ⭐️⭐️☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/codifies) |
### category: audio
Examples using raylib audio functionality, including sound/music loading and playing. This functionality is provided by raylib [raudio](../src/raudio.c) module. Note this module can be used standalone independently of raylib, check [raudio_standalone](others/raudio_standalone.c) example.
| ## | example | image | developer | new |
|----|----------|--------|:----------:|:---:|
| 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
Examples showing physics functionality with raylib. This functionality is provided by [physac](https://github.com/victorfisac/Physac) library, included with raylib [sources](../src/physac.h). Note this library is not linked with raylib by default, it should be manually included in user code.
| ## | example | image | developer | new |
|----|----------|--------|:----------:|:---:|
| 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) | |
| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|----|----------|--------|:-------------------:|:------------------:|:------------------:|:----------|
| 117 | [audio_module_playing](audio/audio_module_playing.c) | <img src="audio/audio_module_playing.png" alt="audio_module_playing" width="80"> | ⭐️☆☆☆ | 1.5 | 3.5 | [Ray](https://github.com/raysan5) |
| 118 | [audio_music_stream](audio/audio_music_stream.c) | <img src="audio/audio_music_stream.png" alt="audio_music_stream" width="80"> | ⭐️☆☆☆ | 1.3 | **4.2** | [Ray](https://github.com/raysan5) |
| 119 | [audio_raw_stream](audio/audio_raw_stream.c) | <img src="audio/audio_raw_stream.png" alt="audio_raw_stream" width="80"> | ⭐️⭐️⭐️☆ | 1.6 | **4.2** | [Ray](https://github.com/raysan5) |
| 120 | [audio_sound_loading](audio/audio_sound_loading.c) | <img src="audio/audio_sound_loading.png" alt="audio_sound_loading" width="80"> | ⭐️☆☆☆ | 1.1 | 3.5 | [Ray](https://github.com/raysan5) |
### category: others
Examples showing raylib misc functionality that does not fit in other categories, like standalone modules usage or examples integrating external libraries.
| ## | example | image | developer | new |
|----|----------|--------|:----------:|:---:|
| 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) | |
| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|----|----------|--------|:-------------------:|:------------------:|:------------------:|:----------|
| 122 | [rlgl_standalone](others/rlgl_standalone.c) | <img src="others/rlgl_standalone.png" alt="rlgl_standalone" width="80"> | ⭐️⭐️⭐️⭐️ | 1.6 | **4.0** | [Ray](https://github.com/raysan5) |
| 123 | [rlgl_compute_shader](others/rlgl_compute_shader.c) | <img src="others/rlgl_compute_shader.png" alt="rlgl_compute_shader" width="80"> | ⭐️⭐️⭐️⭐️ | **4.0** | **4.0** | [Teddy Astie](https://github.com/tsnake41) |
| 124 | [easings_testbed](others/easings_testbed.c) | <img src="others/easings_testbed.png" alt="easings_testbed" width="80"> | ⭐️⭐️⭐️☆ | 3.0 | 3.0 | [Juan Miguel López](https://github.com/flashback-fx) |
| 125 | [raylib_opengl_interop](others/raylib_opengl_interop.c) | <img src="others/raylib_opengl_interop.png" alt="raylib_opengl_interop" width="80"> | ⭐️⭐️⭐️⭐️ | **4.0** | **4.0** | [Stephan Soller](https://github.com/arkanis) |
| 126 | [embedded_files_loading](others/embedded_files_loading.c) | <img src="others/embedded_files_loading.png" alt="embedded_files_loading" width="80"> | ⭐️⭐️☆☆ | 3.5 | 3.5 | [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!

View File

@@ -0,0 +1,123 @@
/*******************************************************************************************
*
* raylib [audio] example - Mixed audio processing
*
* Example originally created with raylib 4.2, last time updated with raylib 4.2
*
* Example contributed by hkc (@hatkidchan) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2023 hkc (@hatkidchan)
*
********************************************************************************************/
#include "raylib.h"
#include <math.h>
static float exponent = 1.0f; // Audio exponentiation value
static float averageVolume[400] = { 0.0f }; // Average volume history
//------------------------------------------------------------------------------------
// Audio processing function
//------------------------------------------------------------------------------------
void ProcessAudio(void *buffer, unsigned int frames)
{
float *samples = (float *)buffer; // Samples internally stored as <float>s
float average = 0.0f; // Temporary average volume
for (unsigned int frame = 0; frame < frames; frame++)
{
float *left = &samples[frame * 2 + 0], *right = &samples[frame * 2 + 1];
*left = powf(fabsf(*left), exponent) * ( (*left < 0.0f)? -1.0f : 1.0f );
*right = powf(fabsf(*right), exponent) * ( (*right < 0.0f)? -1.0f : 1.0f );
average += fabsf(*left) / frames; // accumulating average volume
average += fabsf(*right) / frames;
}
// Moving history to the left
for (int i = 0; i < 399; i++) averageVolume[i] = averageVolume[i + 1];
averageVolume[399] = average; // Adding last average value
}
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - processing mixed output");
InitAudioDevice(); // Initialize audio device
AttachAudioMixedProcessor(ProcessAudio);
Music music = LoadMusicStream("resources/country.mp3");
Sound sound = LoadSound("resources/coin.wav");
PlayMusicStream(music);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateMusicStream(music); // Update music buffer with new stream data
// Modify processing variables
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_LEFT)) exponent -= 0.05f;
if (IsKeyPressed(KEY_RIGHT)) exponent += 0.05f;
if (exponent <= 0.5f) exponent = 0.5f;
if (exponent >= 3.0f) exponent = 3.0f;
if (IsKeyPressed(KEY_SPACE)) PlaySound(sound);
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("MUSIC SHOULD BE PLAYING!", 255, 150, 20, LIGHTGRAY);
DrawText(TextFormat("EXPONENT = %.2f", exponent), 215, 180, 20, LIGHTGRAY);
DrawRectangle(199, 199, 402, 34, LIGHTGRAY);
for (int i = 0; i < 400; i++)
{
DrawLine(201 + i, 232 - averageVolume[i] * 32, 201 + i, 232, MAROON);
}
DrawRectangleLines(199, 199, 402, 34, GRAY);
DrawText("PRESS SPACE TO PLAY OTHER SOUND", 200, 250, 20, LIGHTGRAY);
DrawText("USE LEFT AND RIGHT ARROWS TO ALTER DISTORTION", 140, 280, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadMusicStream(music); // Unload music stream buffers from RAM
DetachAudioMixedProcessor(ProcessAudio); // Disconnect audio processor
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@@ -2,10 +2,12 @@
*
* raylib [audio] example - Module playing (streaming)
*
* This example has been created using raylib 1.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 1.5, last time updated with raylib 3.5
*
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2016-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@@ -21,6 +23,9 @@ typedef struct {
Color color;
} CircleWave;
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
@@ -37,7 +42,7 @@ int main(void)
Color colors[14] = { ORANGE, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK,
YELLOW, GREEN, SKYBLUE, PURPLE, BEIGE };
// Creates ome circles for visual effect
// Creates some circles for visual effect
CircleWave circles[MAX_CIRCLES] = { 0 };
for (int i = MAX_CIRCLES - 1; i >= 0; i--)

View File

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

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@@ -2,15 +2,20 @@
*
* raylib [audio] example - Music playing (streaming)
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 1.3, last time updated with raylib 4.0
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2015-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
@@ -26,10 +31,10 @@ int main(void)
PlayMusicStream(music);
float timePlayed = 0.0f;
bool pause = false;
float timePlayed = 0.0f; // Time played normalized [0.0f..1.0f]
bool pause = false; // Music playing paused
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
SetTargetFPS(30); // Set our game to run at 30 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
@@ -55,10 +60,10 @@ int main(void)
else ResumeMusicStream(music);
}
// Get timePlayed scaled to bar dimensions (400 pixels)
timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music)*400;
// Get normalized time played for current music stream
timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music);
if (timePlayed > 400) StopMusicStream(music);
if (timePlayed > 1.0f) timePlayed = 1.0f; // Make sure time played is no longer than music
//----------------------------------------------------------------------------------
// Draw
@@ -70,7 +75,7 @@ int main(void)
DrawText("MUSIC SHOULD BE PLAYING!", 255, 150, 20, LIGHTGRAY);
DrawRectangle(200, 200, 400, 12, LIGHTGRAY);
DrawRectangle(200, 200, (int)timePlayed, 12, MAROON);
DrawRectangle(200, 200, (int)(timePlayed*400.0f), 12, MAROON);
DrawRectangleLines(200, 200, 400, 12, GRAY);
DrawText("PRESS SPACE TO RESTART MUSIC", 215, 250, 20, LIGHTGRAY);

View File

@@ -2,12 +2,14 @@
*
* raylib [audio] example - Raw audio streaming
*
* This example has been created using raylib 1.6 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 1.6, last time updated with raylib 4.2
*
* Example created by Ramon Santamaria (@raysan5) and reviewed by James Hofmann (@triplefox)
*
* Copyright (c) 2015-2019 Ramon Santamaria (@raysan5) and James Hofmann (@triplefox)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2015-2023 Ramon Santamaria (@raysan5) and James Hofmann (@triplefox)
*
********************************************************************************************/
@@ -20,6 +22,38 @@
#define MAX_SAMPLES 512
#define MAX_SAMPLES_PER_UPDATE 4096
// Cycles per second (hz)
float frequency = 440.0f;
// Audio frequency, for smoothing
float audioFrequency = 440.0f;
// Previous value, used to test if sine needs to be rewritten, and to smoothly modulate frequency
float oldFrequency = 1.0f;
// Index for audio rendering
float sineIdx = 0.0f;
// Audio input processing callback
void AudioInputCallback(void *buffer, unsigned int frames)
{
audioFrequency = frequency + (audioFrequency - frequency)*0.95f;
audioFrequency += 1.0f;
audioFrequency -= 1.0f;
float incr = audioFrequency/44100.0f;
short *d = (short *)buffer;
for (unsigned int i = 0; i < frames; i++)
{
d[i] = (short)(32000.0f*sinf(2*PI*sineIdx));
sineIdx += incr;
if (sineIdx > 1.0f) sineIdx -= 1.0f;
}
}
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
@@ -33,9 +67,11 @@ int main(void)
SetAudioStreamBufferSizeDefault(MAX_SAMPLES_PER_UPDATE);
// Init raw audio stream (sample rate: 22050, sample size: 16bit-short, channels: 1-mono)
// Init raw audio stream (sample rate: 44100, sample size: 16bit-short, channels: 1-mono)
AudioStream stream = LoadAudioStream(44100, 16, 1);
SetAudioStreamCallback(stream, AudioInputCallback);
// Buffer for the single cycle waveform we are synthesizing
short *data = (short *)malloc(sizeof(short)*MAX_SAMPLES);
@@ -47,6 +83,7 @@ int main(void)
// Position read in to determine next frequency
Vector2 mousePosition = { -100.0f, -100.0f };
/*
// Cycles per second (hz)
float frequency = 440.0f;
@@ -55,6 +92,7 @@ int main(void)
// Cursor to read and copy the samples of the sine wave buffer
int readCursor = 0;
*/
// Computed size in samples of the sine wave
int waveLength = 1;
@@ -77,29 +115,38 @@ int main(void)
{
float fp = (float)(mousePosition.y);
frequency = 40.0f + (float)(fp);
float pan = (float)(mousePosition.x) / (float)screenWidth;
SetAudioStreamPan(stream, pan);
}
// Rewrite the sine wave.
// Rewrite the sine wave
// Compute two cycles to allow the buffer padding, simplifying any modulation, resampling, etc.
if (frequency != oldFrequency)
{
// Compute wavelength. Limit size in both directions.
int oldWavelength = waveLength;
//int oldWavelength = waveLength;
waveLength = (int)(22050/frequency);
if (waveLength > MAX_SAMPLES/2) waveLength = MAX_SAMPLES/2;
if (waveLength < 1) waveLength = 1;
// Write sine wave.
// Write sine wave
for (int i = 0; i < waveLength*2; i++)
{
data[i] = (short)(sinf(((2*PI*(float)i/waveLength)))*32000);
}
// Make sure the rest of the line is flat
for (int j = waveLength*2; j < MAX_SAMPLES; j++)
{
data[j] = (short)0;
}
// Scale read cursor's position to minimize transition artifacts
readCursor = (int)(readCursor * ((float)waveLength / (float)oldWavelength));
//readCursor = (int)(readCursor * ((float)waveLength / (float)oldWavelength));
oldFrequency = frequency;
}
/*
// Refill audio stream if required
if (IsAudioStreamProcessed(stream))
{
@@ -128,6 +175,7 @@ int main(void)
// Copy finished frame to audio stream
UpdateAudioStream(stream, writeBuf, MAX_SAMPLES_PER_UPDATE);
}
*/
//----------------------------------------------------------------------------------
// Draw
@@ -137,7 +185,7 @@ int main(void)
ClearBackground(RAYWHITE);
DrawText(TextFormat("sine frequency: %i",(int)frequency), GetScreenWidth() - 220, 10, 20, RED);
DrawText("click mouse button to change frequency", 10, 10, 20, DARKGRAY);
DrawText("click mouse button to change frequency or pan", 10, 10, 20, DARKGRAY);
// Draw the current buffer state proportionate to the screen
for (int i = 0; i < screenWidth; i++)

View File

@@ -2,15 +2,20 @@
*
* raylib [audio] example - Sound loading and playing
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 1.1, last time updated with raylib 3.5
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2014-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization

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@@ -0,0 +1,179 @@
/*******************************************************************************************
*
* raylib [audio] example - Music stream processing effects
*
* Example originally created with raylib 4.2, last time updated with raylib 4.2
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2022-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <stdlib.h> // Required for: NULL
// Required delay effect variables
static float *delayBuffer = NULL;
static unsigned int delayBufferSize = 0;
static unsigned int delayReadIndex = 2;
static unsigned int delayWriteIndex = 0;
//------------------------------------------------------------------------------------
// Module Functions Declaration
//------------------------------------------------------------------------------------
static void AudioProcessEffectLPF(void *buffer, unsigned int frames); // Audio effect: lowpass filter
static void AudioProcessEffectDelay(void *buffer, unsigned int frames); // Audio effect: delay
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - stream effects");
InitAudioDevice(); // Initialize audio device
Music music = LoadMusicStream("resources/country.mp3");
// Allocate buffer for the delay effect
delayBufferSize = 48000*2; // 1 second delay (device sampleRate*channels)
delayBuffer = (float *)RL_CALLOC(delayBufferSize, sizeof(float));
PlayMusicStream(music);
float timePlayed = 0.0f; // Time played normalized [0.0f..1.0f]
bool pause = false; // Music playing paused
bool enableEffectLPF = false; // Enable effect low-pass-filter
bool enableEffectDelay = false; // Enable effect delay (1 second)
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateMusicStream(music); // Update music buffer with new stream data
// Restart music playing (stop and play)
if (IsKeyPressed(KEY_SPACE))
{
StopMusicStream(music);
PlayMusicStream(music);
}
// Pause/Resume music playing
if (IsKeyPressed(KEY_P))
{
pause = !pause;
if (pause) PauseMusicStream(music);
else ResumeMusicStream(music);
}
// Add/Remove effect: lowpass filter
if (IsKeyPressed(KEY_F))
{
enableEffectLPF = !enableEffectLPF;
if (enableEffectLPF) AttachAudioStreamProcessor(music.stream, AudioProcessEffectLPF);
else DetachAudioStreamProcessor(music.stream, AudioProcessEffectLPF);
}
// Add/Remove effect: delay
if (IsKeyPressed(KEY_D))
{
enableEffectDelay = !enableEffectDelay;
if (enableEffectDelay) AttachAudioStreamProcessor(music.stream, AudioProcessEffectDelay);
else DetachAudioStreamProcessor(music.stream, AudioProcessEffectDelay);
}
// Get normalized time played for current music stream
timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music);
if (timePlayed > 1.0f) timePlayed = 1.0f; // Make sure time played is no longer than music
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("MUSIC SHOULD BE PLAYING!", 245, 150, 20, LIGHTGRAY);
DrawRectangle(200, 180, 400, 12, LIGHTGRAY);
DrawRectangle(200, 180, (int)(timePlayed*400.0f), 12, MAROON);
DrawRectangleLines(200, 180, 400, 12, GRAY);
DrawText("PRESS SPACE TO RESTART MUSIC", 215, 230, 20, LIGHTGRAY);
DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 260, 20, LIGHTGRAY);
DrawText(TextFormat("PRESS F TO TOGGLE LPF EFFECT: %s", enableEffectLPF? "ON" : "OFF"), 200, 320, 20, GRAY);
DrawText(TextFormat("PRESS D TO TOGGLE DELAY EFFECT: %s", enableEffectDelay? "ON" : "OFF"), 180, 350, 20, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadMusicStream(music); // Unload music stream buffers from RAM
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
RL_FREE(delayBuffer); // Free delay buffer
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//------------------------------------------------------------------------------------
// Module Functions Definition
//------------------------------------------------------------------------------------
// Audio effect: lowpass filter
static void AudioProcessEffectLPF(void *buffer, unsigned int frames)
{
static float low[2] = { 0.0f, 0.0f };
static const float cutoff = 70.0f / 44100.0f; // 70 Hz lowpass filter
const float k = cutoff / (cutoff + 0.1591549431f); // RC filter formula
for (unsigned int i = 0; i < frames*2; i += 2)
{
float l = ((float *)buffer)[i], r = ((float *)buffer)[i + 1];
low[0] += k * (l - low[0]);
low[1] += k * (r - low[1]);
((float *)buffer)[i] = low[0];
((float *)buffer)[i + 1] = low[1];
}
}
// Audio effect: delay
static void AudioProcessEffectDelay(void *buffer, unsigned int frames)
{
for (unsigned int i = 0; i < frames*2; i += 2)
{
float leftDelay = delayBuffer[delayReadIndex++]; // ERROR: Reading buffer -> WHY??? Maybe thread related???
float rightDelay = delayBuffer[delayReadIndex++];
if (delayReadIndex == delayBufferSize) delayReadIndex = 0;
((float *)buffer)[i] = 0.5f*((float *)buffer)[i] + 0.5f*leftDelay;
((float *)buffer)[i + 1] = 0.5f*((float *)buffer)[i + 1] + 0.5f*rightDelay;
delayBuffer[delayWriteIndex++] = ((float *)buffer)[i];
delayBuffer[delayWriteIndex++] = ((float *)buffer)[i + 1];
if (delayWriteIndex == delayBufferSize) delayWriteIndex = 0;
}
}

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@@ -1,16 +1,13 @@
const std = @import("std");
const builtin = @import("builtin");
fn add_module(comptime module: []const u8, b: *std.build.Builder, target: std.zig.CrossTarget) !*std.build.Step {
// Standard release options allow the person running `zig build` to select
// between Debug, ReleaseSafe, ReleaseFast, and ReleaseSmall.
const mode = b.standardReleaseOptions();
fn add_module(comptime module: []const u8, b: *std.Build, target: std.zig.CrossTarget, optimize: std.builtin.OptimizeMode) !*std.Build.Step {
if (target.getOsTag() == .emscripten) {
@panic("Emscripten building via Zig unsupported");
}
const all = b.step(module, "All " ++ module ++ " examples");
const dir = try std.fs.cwd().openDir(
module,
.{ .iterate = true },
);
const dir = try std.fs.cwd().openIterableDir(module, .{});
var iter = dir.iterate();
while (try iter.next()) |entry| {
if (entry.kind != .File) continue;
@@ -21,26 +18,33 @@ fn add_module(comptime module: []const u8, b: *std.build.Builder, target: std.zi
// zig's mingw headers do not include pthread.h
if (std.mem.eql(u8, "core_loading_thread", name) and target.getOsTag() == .windows) continue;
const exe = b.addExecutable(name, path);
exe.setTarget(target);
exe.setBuildMode(mode);
const exe = b.addExecutable(.{
.name = name,
.target = target,
.optimize = optimize,
});
exe.addCSourceFile(path, &[_][]const u8{});
exe.linkLibC();
exe.addObjectFile(switch (target.getOsTag()) {
.windows => "../src/raylib.lib",
.linux => "../src/libraylib.a",
.macos => "../src/libraylib.a",
.emscripten => "../src/libraylib.a",
else => @panic("Unsupported OS"),
});
exe.addIncludeDir("../src");
exe.addIncludeDir("../src/external");
exe.addIncludeDir("../src/external/glfw/include");
exe.addIncludePath("../src");
exe.addIncludePath("../src/external");
exe.addIncludePath("../src/external/glfw/include");
switch (exe.target.toTarget().os.tag) {
switch (target.getOsTag()) {
.windows => {
exe.linkSystemLibrary("winmm");
exe.linkSystemLibrary("gdi32");
exe.linkSystemLibrary("opengl32");
exe.addIncludeDir("external/glfw/deps/mingw");
exe.addIncludePath("external/glfw/deps/mingw");
exe.defineCMacro("PLATFORM_DESKTOP", null);
},
.linux => {
exe.linkSystemLibrary("GL");
@@ -48,6 +52,18 @@ fn add_module(comptime module: []const u8, b: *std.build.Builder, target: std.zi
exe.linkSystemLibrary("dl");
exe.linkSystemLibrary("m");
exe.linkSystemLibrary("X11");
exe.defineCMacro("PLATFORM_DESKTOP", null);
},
.macos => {
exe.linkFramework("Foundation");
exe.linkFramework("Cocoa");
exe.linkFramework("OpenGL");
exe.linkFramework("CoreAudio");
exe.linkFramework("CoreVideo");
exe.linkFramework("IOKit");
exe.defineCMacro("PLATFORM_DESKTOP", null);
},
else => {
@panic("Unsupported OS");
@@ -65,22 +81,25 @@ fn add_module(comptime module: []const u8, b: *std.build.Builder, target: std.zi
return all;
}
pub fn build(b: *std.build.Builder) !void {
pub fn build(b: *std.Build) !void {
// Standard target options allows the person running `zig build` to choose
// what target to build for. Here we do not override the defaults, which
// means any target is allowed, and the default is native. Other options
// for restricting supported target set are available.
const target = b.standardTargetOptions(.{});
// Standard optimization options allow the person running `zig build` to select
// between Debug, ReleaseSafe, ReleaseFast, and ReleaseSmall. Here we do not
// set a preferred release mode, allowing the user to decide how to optimize.
const optimize = b.standardOptimizeOption(.{});
const all = b.getInstallStep();
all.dependOn(try add_module("audio", b, target));
all.dependOn(try add_module("core", b, target));
all.dependOn(try add_module("models", b, target));
all.dependOn(try add_module("others", b, target));
all.dependOn(try add_module("physics", b, target));
all.dependOn(try add_module("shaders", b, target));
all.dependOn(try add_module("shapes", b, target));
all.dependOn(try add_module("text", b, target));
all.dependOn(try add_module("textures", b, target));
all.dependOn(try add_module("audio", b, target, optimize));
all.dependOn(try add_module("core", b, target, optimize));
all.dependOn(try add_module("models", b, target, optimize));
all.dependOn(try add_module("others", b, target, optimize));
all.dependOn(try add_module("shaders", b, target, optimize));
all.dependOn(try add_module("shapes", b, target, optimize));
all.dependOn(try add_module("text", b, target, optimize));
all.dependOn(try add_module("textures", b, target, optimize));
}

View File

@@ -2,10 +2,12 @@
*
* raylib [core] example - 2d camera
*
* This example has been created using raylib 1.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 1.5, last time updated with raylib 3.0
*
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2016-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@@ -13,6 +15,9 @@
#define MAX_BUILDINGS 100
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
@@ -54,7 +59,6 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
// Player movement
if (IsKeyDown(KEY_RIGHT)) player.x += 2;
else if (IsKeyDown(KEY_LEFT)) player.x -= 2;

View File

@@ -0,0 +1,105 @@
/*******************************************************************************************
*
* raylib [core] example - 2d camera mouse zoom
*
* Example originally created with raylib 4.2, last time updated with raylib 4.2
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2022-2023 Jeffery Myers (@JeffM2501)
*
********************************************************************************************/
#include "raylib.h"
#include "rlgl.h"
#include "raymath.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main ()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera mouse zoom");
Camera2D camera = { 0 };
camera.zoom = 1.0f;
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
//----------------------------------------------------------------------------------
// Translate based on mouse right click
if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT))
{
Vector2 delta = GetMouseDelta();
delta = Vector2Scale(delta, -1.0f/camera.zoom);
camera.target = Vector2Add(camera.target, delta);
}
// Zoom based on mouse wheel
float wheel = GetMouseWheelMove();
if (wheel != 0)
{
// Get the world point that is under the mouse
Vector2 mouseWorldPos = GetScreenToWorld2D(GetMousePosition(), camera);
// Set the offset to where the mouse is
camera.offset = GetMousePosition();
// Set the target to match, so that the camera maps the world space point
// under the cursor to the screen space point under the cursor at any zoom
camera.target = mouseWorldPos;
// Zoom increment
const float zoomIncrement = 0.125f;
camera.zoom += (wheel*zoomIncrement);
if (camera.zoom < zoomIncrement) camera.zoom = zoomIncrement;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(BLACK);
BeginMode2D(camera);
// Draw the 3d grid, rotated 90 degrees and centered around 0,0
// just so we have something in the XY plane
rlPushMatrix();
rlTranslatef(0, 25*50, 0);
rlRotatef(90, 1, 0, 0);
DrawGrid(100, 50);
rlPopMatrix();
// Draw a reference circle
DrawCircle(100, 100, 50, YELLOW);
EndMode2D();
DrawText("Mouse right button drag to move, mouse wheel to zoom", 10, 10, 20, WHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@@ -2,12 +2,14 @@
*
* raylib [core] example - 2d camera platformer
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 2.5, last time updated with raylib 3.0
*
* Example contributed by arvyy (@arvyy) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2019 arvyy (@arvyy)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2019-2023 arvyy (@arvyy)
*
********************************************************************************************/
@@ -30,16 +32,19 @@ typedef struct EnvItem {
Color color;
} EnvItem;
//----------------------------------------------------------------------------------
// Module functions declaration
//----------------------------------------------------------------------------------
void UpdatePlayer(Player *player, EnvItem *envItems, int envItemsLength, float delta);
void UpdateCameraCenter(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
void UpdateCameraEvenOutOnLanding(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
void UpdateCameraPlayerBoundsPush(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
@@ -172,7 +177,7 @@ void UpdatePlayer(Player *player, EnvItem *envItems, int envItemsLength, float d
ei->rect.x <= p->x &&
ei->rect.x + ei->rect.width >= p->x &&
ei->rect.y >= p->y &&
ei->rect.y < p->y + player->speed*delta)
ei->rect.y <= p->y + player->speed*delta)
{
hitObstacle = 1;
player->speed = 0.0f;

View File

@@ -2,17 +2,23 @@
*
* raylib [core] example - 3d camera first person
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 1.3, last time updated with raylib 1.3
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2015-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "rcamera.h"
#define MAX_COLUMNS 20
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
@@ -24,11 +30,13 @@ int main(void)
// Define the camera to look into our 3d world (position, target, up vector)
Camera camera = { 0 };
camera.position = (Vector3){ 4.0f, 2.0f, 4.0f };
camera.target = (Vector3){ 0.0f, 1.8f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 60.0f;
camera.projection = CAMERA_PERSPECTIVE;
camera.position = (Vector3){ 0.0f, 2.0f, 4.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 60.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
int cameraMode = CAMERA_FIRST_PERSON;
// Generates some random columns
float heights[MAX_COLUMNS] = { 0 };
@@ -42,7 +50,7 @@ int main(void)
colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
}
SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode
DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -52,7 +60,83 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
// Switch camera mode
if (IsKeyPressed(KEY_ONE))
{
cameraMode = CAMERA_FREE;
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll
}
if (IsKeyPressed(KEY_TWO))
{
cameraMode = CAMERA_FIRST_PERSON;
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll
}
if (IsKeyPressed(KEY_THREE))
{
cameraMode = CAMERA_THIRD_PERSON;
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll
}
if (IsKeyPressed(KEY_FOUR))
{
cameraMode = CAMERA_ORBITAL;
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll
}
// Switch camera projection
if (IsKeyPressed(KEY_P))
{
if (camera.projection == CAMERA_PERSPECTIVE)
{
// Create isometric view
cameraMode = CAMERA_THIRD_PERSON;
// Note: The target distance is related to the render distance in the orthographic projection
camera.position = (Vector3){ 0.0f, 2.0f, -100.0f };
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.projection = CAMERA_ORTHOGRAPHIC;
camera.fovy = 20.0f; // near plane width in CAMERA_ORTHOGRAPHIC
CameraYaw(&camera, -135 * DEG2RAD, true);
CameraPitch(&camera, -45 * DEG2RAD, true, true, false);
}
else if (camera.projection == CAMERA_ORTHOGRAPHIC)
{
// Reset to default view
cameraMode = CAMERA_THIRD_PERSON;
camera.position = (Vector3){ 0.0f, 2.0f, 10.0f };
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.projection = CAMERA_PERSPECTIVE;
camera.fovy = 60.0f;
}
}
// Update camera computes movement internally depending on the camera mode
// Some default standard keyboard/mouse inputs are hardcoded to simplify use
// For advance camera controls, it's reecommended to compute camera movement manually
UpdateCamera(&camera, cameraMode); // Update camera
/*
// Camera PRO usage example (EXPERIMENTAL)
// This new camera function allows custom movement/rotation values to be directly provided
// as input parameters, with this approach, rcamera module is internally independent of raylib inputs
UpdateCameraPro(&camera,
(Vector3){
(IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))*0.1f - // Move forward-backward
(IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))*0.1f,
(IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT))*0.1f - // Move right-left
(IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))*0.1f,
0.0f // Move up-down
},
(Vector3){
GetMouseDelta().x*0.05f, // Rotation: yaw
GetMouseDelta().y*0.05f, // Rotation: pitch
0.0f // Rotation: roll
},
GetMouseWheelMove()*2.0f); // Move to target (zoom)
*/
//----------------------------------------------------------------------------------
// Draw
@@ -75,14 +159,39 @@ int main(void)
DrawCubeWires(positions[i], 2.0f, heights[i], 2.0f, MAROON);
}
// Draw player cube
if (cameraMode == CAMERA_THIRD_PERSON)
{
DrawCube(camera.target, 0.5f, 0.5f, 0.5f, PURPLE);
DrawCubeWires(camera.target, 0.5f, 0.5f, 0.5f, DARKPURPLE);
}
EndMode3D();
DrawRectangle( 10, 10, 220, 70, Fade(SKYBLUE, 0.5f));
DrawRectangleLines( 10, 10, 220, 70, BLUE);
// Draw info boxes
DrawRectangle(5, 5, 330, 100, Fade(SKYBLUE, 0.5f));
DrawRectangleLines(5, 5, 330, 100, BLUE);
DrawText("First person camera default controls:", 20, 20, 10, BLACK);
DrawText("- Move with keys: W, A, S, D", 40, 40, 10, DARKGRAY);
DrawText("- Mouse move to look around", 40, 60, 10, DARKGRAY);
DrawText("Camera controls:", 15, 15, 10, BLACK);
DrawText("- Move keys: W, A, S, D, Space, Left-Ctrl", 15, 30, 10, BLACK);
DrawText("- Look around: arrow keys or mouse", 15, 45, 10, BLACK);
DrawText("- Camera mode keys: 1, 2, 3, 4", 15, 60, 10, BLACK);
DrawText("- Zoom keys: num-plus, num-minus or mouse scroll", 15, 75, 10, BLACK);
DrawText("- Camera projection key: P", 15, 90, 10, BLACK);
DrawRectangle(600, 5, 195, 100, Fade(SKYBLUE, 0.5f));
DrawRectangleLines(600, 5, 195, 100, BLUE);
DrawText("Camera status:", 610, 15, 10, BLACK);
DrawText(TextFormat("- Mode: %s", (cameraMode == CAMERA_FREE) ? "FREE" :
(cameraMode == CAMERA_FIRST_PERSON) ? "FIRST_PERSON" :
(cameraMode == CAMERA_THIRD_PERSON) ? "THIRD_PERSON" :
(cameraMode == CAMERA_ORBITAL) ? "ORBITAL" : "CUSTOM"), 610, 30, 10, BLACK);
DrawText(TextFormat("- Projection: %s", (camera.projection == CAMERA_PERSPECTIVE) ? "PERSPECTIVE" :
(camera.projection == CAMERA_ORTHOGRAPHIC) ? "ORTHOGRAPHIC" : "CUSTOM"), 610, 45, 10, BLACK);
DrawText(TextFormat("- Position: (%06.3f, %06.3f, %06.3f)", camera.position.x, camera.position.y, camera.position.z), 610, 60, 10, BLACK);
DrawText(TextFormat("- Target: (%06.3f, %06.3f, %06.3f)", camera.target.x, camera.target.y, camera.target.z), 610, 75, 10, BLACK);
DrawText(TextFormat("- Up: (%06.3f, %06.3f, %06.3f)", camera.up.x, camera.up.y, camera.up.z), 610, 90, 10, BLACK);
EndDrawing();
//----------------------------------------------------------------------------------

View File

@@ -2,15 +2,20 @@
*
* raylib [core] example - Initialize 3d camera free
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 1.3, last time updated with raylib 1.3
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2015-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
@@ -26,11 +31,11 @@ int main(void)
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.projection = CAMERA_PERSPECTIVE; // Camera mode type
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -40,7 +45,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
UpdateCamera(&camera, CAMERA_FREE);
if (IsKeyDown('Z')) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
//----------------------------------------------------------------------------------

View File

@@ -2,15 +2,20 @@
*
* raylib [core] example - Initialize 3d camera mode
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 1.0, last time updated with raylib 1.0
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2014-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization

View File

@@ -2,15 +2,20 @@
*
* raylib [core] example - Picking in 3d mode
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 1.3, last time updated with raylib 4.0
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2015-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
@@ -26,16 +31,13 @@ int main(void)
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.projection = CAMERA_PERSPECTIVE; // Camera mode type
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
Ray ray = { 0 }; // Picking line ray
RayCollision collision = { 0 };
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
RayCollision collision = { 0 }; // Ray collision hit info
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -45,7 +47,14 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
if (IsCursorHidden()) UpdateCamera(&camera, CAMERA_FIRST_PERSON);
// Toggle camera controls
if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT))
{
if (IsCursorHidden()) EnableCursor();
else DisableCursor();
}
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
{
@@ -88,10 +97,12 @@ int main(void)
EndMode3D();
DrawText("Try selecting the box with mouse!", 240, 10, 20, DARKGRAY);
DrawText("Try clicking on the box with your mouse!", 240, 10, 20, DARKGRAY);
if (collision.hit) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30)) / 2, (int)(screenHeight * 0.1f), 30, GREEN);
DrawText("Right click mouse to toggle camera controls", 10, 430, 10, GRAY);
DrawFPS(10, 10);
EndDrawing();

View File

@@ -2,12 +2,14 @@
*
* raylib [core] examples - basic screen manager
*
* This example illustrates a very simple screen manager based on a states machines
* NOTE: This example illustrates a very simple screen manager based on a states machines
*
* This test has been created using raylib 1.1 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 4.0, last time updated with raylib 4.0
*
* Copyright (c) 2021 Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2021-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@@ -18,9 +20,9 @@
//------------------------------------------------------------------------------------------
typedef enum GameScreen { LOGO = 0, TITLE, GAMEPLAY, ENDING } GameScreen;
//------------------------------------------------------------------------------------------
// Main entry point
//------------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization

View File

@@ -12,15 +12,20 @@
*
* Enjoy using raylib. :)
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 1.0, last time updated with raylib 1.0
*
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization

View File

@@ -2,14 +2,16 @@
*
* raylib [core] example - Basic window (adapted for HTML5 platform)
*
* This example is prepared to compile for PLATFORM_WEB, PLATFORM_DESKTOP and PLATFORM_RPI
* NOTE: This example is prepared to compile for PLATFORM_WEB, PLATFORM_DESKTOP and PLATFORM_RPI
* As you will notice, code structure is slightly diferent to the other examples...
* To compile it for PLATFORM_WEB just uncomment #define PLATFORM_WEB at beginning
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 1.3, last time updated with raylib 1.3
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2015-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@@ -24,18 +26,18 @@
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
const int screenWidth = 800;
const int screenHeight = 450;
//----------------------------------------------------------------------------------
// Module Functions Declaration
// Module functions declaration
//----------------------------------------------------------------------------------
void UpdateDrawFrame(void); // Update and Draw one frame
//----------------------------------------------------------------------------------
// Main Enry Point
//----------------------------------------------------------------------------------
int main()
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------

View File

@@ -2,7 +2,7 @@
*
* raylib [core] example - custom frame control
*
* WARNING: This is an example for advance users willing to have full control over
* NOTE: WARNING: This is an example for advance users willing to have full control over
* the frame processes. By default, EndDrawing() calls the following processes:
* 1. Draw remaining batch data: rlDrawRenderBatchActive()
* 2. SwapScreenBuffer()
@@ -17,15 +17,20 @@
* - SetTargetFPS()
* - GetFPS()
*
* This example has been created using raylib 3.8 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 4.0, last time updated with raylib 4.0
*
* Copyright (c) 2021 Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2021-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
@@ -81,8 +86,8 @@ int main(void)
DrawCircle((int)position, GetScreenHeight()/2 - 25, 50, RED);
DrawText(TextFormat("%03.0f ms", timeCounter*1000.0f), position - 40, GetScreenHeight()/2 - 100, 20, MAROON);
DrawText(TextFormat("PosX: %03.0f", position), position - 50, GetScreenHeight()/2 + 40, 20, BLACK);
DrawText(TextFormat("%03.0f ms", timeCounter*1000.0f), (int)position - 40, GetScreenHeight()/2 - 100, 20, MAROON);
DrawText(TextFormat("PosX: %03.0f", position), (int)position - 50, GetScreenHeight()/2 + 40, 20, BLACK);
DrawText("Circle is moving at a constant 200 pixels/sec,\nindependently of the frame rate.", 10, 10, 20, DARKGRAY);
DrawText("PRESS SPACE to PAUSE MOVEMENT", 10, GetScreenHeight() - 60, 20, GRAY);
@@ -105,12 +110,12 @@ int main(void)
waitTime = (1.0f/(float)targetFPS) - updateDrawTime;
if (waitTime > 0.0)
{
WaitTime((float)waitTime*1000.0f);
WaitTime((float)waitTime);
currentTime = GetTime();
deltaTime = (float)(currentTime - previousTime);
}
}
else deltaTime = updateDrawTime; // Framerate could be variable
else deltaTime = (float)updateDrawTime; // Framerate could be variable
previousTime = currentTime;
//----------------------------------------------------------------------------------

View File

@@ -2,12 +2,14 @@
*
* raylib [core] example - Custom logging
*
* This example has been created using raylib 2.1 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 2.5, last time updated with raylib 2.5
*
* Example contributed by Pablo Marcos Oltra (@pamarcos) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2018 Pablo Marcos Oltra (@pamarcos) and Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2018-2023 Pablo Marcos Oltra (@pamarcos) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@@ -16,8 +18,8 @@
#include <stdio.h> // Required for: fopen(), fclose(), fputc(), fwrite(), printf(), fprintf(), funopen()
#include <time.h> // Required for: time_t, tm, time(), localtime(), strftime()
// Custom logging funtion
void LogCustom(int msgType, const char *text, va_list args)
// Custom logging function
void CustomLog(int msgType, const char *text, va_list args)
{
char timeStr[64] = { 0 };
time_t now = time(NULL);
@@ -39,16 +41,18 @@ void LogCustom(int msgType, const char *text, va_list args)
printf("\n");
}
int main(int argc, char* argv[])
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
// First thing we do is setting our custom logger to ensure everything raylib logs
// will use our own logger instead of its internal one
SetTraceLogCallback(LogCustom);
// Set custom logger
SetTraceLogCallback(CustomLog);
InitWindow(screenWidth, screenHeight, "raylib [core] example - custom logging");

View File

@@ -2,17 +2,27 @@
*
* raylib [core] example - Windows drop files
*
* This example only works on platforms that support drag & drop (Windows, Linux, OSX, Html5?)
* NOTE: This example only works on platforms that support drag & drop (Windows, Linux, OSX, Html5?)
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 1.3, last time updated with raylib 4.2
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2015-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <stdlib.h> // Required for: calloc(), free()
#define MAX_FILEPATH_RECORDED 4096
#define MAX_FILEPATH_SIZE 2048
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
@@ -22,8 +32,14 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [core] example - drop files");
int count = 0;
char **droppedFiles = { 0 };
int filePathCounter = 0;
char *filePaths[MAX_FILEPATH_RECORDED] = { 0 }; // We will register a maximum of filepaths
// Allocate space for the required file paths
for (int i = 0; i < MAX_FILEPATH_RECORDED; i++)
{
filePaths[i] = (char *)RL_CALLOC(MAX_FILEPATH_SIZE, 1);
}
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -35,7 +51,18 @@ int main(void)
//----------------------------------------------------------------------------------
if (IsFileDropped())
{
droppedFiles = GetDroppedFiles(&count);
FilePathList droppedFiles = LoadDroppedFiles();
for (int i = 0, offset = filePathCounter; i < droppedFiles.count; i++)
{
if (filePathCounter < (MAX_FILEPATH_RECORDED - 1))
{
TextCopy(filePaths[offset + i], droppedFiles.paths[i]);
filePathCounter++;
}
}
UnloadDroppedFiles(droppedFiles); // Unload filepaths from memory
}
//----------------------------------------------------------------------------------
@@ -45,20 +72,20 @@ int main(void)
ClearBackground(RAYWHITE);
if (count == 0) DrawText("Drop your files to this window!", 100, 40, 20, DARKGRAY);
if (filePathCounter == 0) DrawText("Drop your files to this window!", 100, 40, 20, DARKGRAY);
else
{
DrawText("Dropped files:", 100, 40, 20, DARKGRAY);
for (int i = 0; i < count; i++)
for (unsigned int i = 0; i < filePathCounter; i++)
{
if (i%2 == 0) DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.5f));
else DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.3f));
DrawText(droppedFiles[i], 120, 100 + 40*i, 10, GRAY);
DrawText(filePaths[i], 120, 100 + 40*i, 10, GRAY);
}
DrawText("Drop new files...", 100, 110 + 40*count, 20, DARKGRAY);
DrawText("Drop new files...", 100, 110 + 40*filePathCounter, 20, DARKGRAY);
}
EndDrawing();
@@ -67,7 +94,10 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
ClearDroppedFiles(); // Clear internal buffers
for (int i = 0; i < MAX_FILEPATH_RECORDED; i++)
{
RL_FREE(filePaths[i]); // Free allocated memory for all filepaths
}
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

View File

@@ -8,10 +8,12 @@
* - PLAYSTATION(R)3 Controller
* Check raylib.h for buttons configuration
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 1.1, last time updated with raylib 4.2
*
* Copyright (c) 2013-2019 Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@@ -27,6 +29,9 @@
#define PS3_NAME_ID "PLAYSTATION(R)3 Controller"
#endif
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
@@ -92,20 +97,20 @@ int main(void)
// Draw axis: left joystick
DrawCircle(259, 152, 39, BLACK);
DrawCircle(259, 152, 34, LIGHTGRAY);
DrawCircle(259 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X)*20),
152 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y)*20), 25, BLACK);
DrawCircle(259 + (int)(GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X)*20),
152 + (int)(GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y)*20), 25, BLACK);
// Draw axis: right joystick
DrawCircle(461, 237, 38, BLACK);
DrawCircle(461, 237, 33, LIGHTGRAY);
DrawCircle(461 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_X)*20),
237 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK);
DrawCircle(461 + (int)(GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_X)*20),
237 + (int)(GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK);
// Draw axis: left-right triggers
DrawRectangle(170, 30, 15, 70, GRAY);
DrawRectangle(604, 30, 15, 70, GRAY);
DrawRectangle(170, 30, 15, (((1 + (int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_TRIGGER))/2)*70), RED);
DrawRectangle(604, 30, 15, (((1 + (int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_TRIGGER))/2)*70), RED);
DrawRectangle(170, 30, 15, (int)(((1 + GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_TRIGGER))/2)*70), RED);
DrawRectangle(604, 30, 15, (int)(((1 + GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_TRIGGER))/2)*70), RED);
//DrawText(TextFormat("Xbox axis LT: %02.02f", GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_TRIGGER)), 10, 40, 10, BLACK);
//DrawText(TextFormat("Xbox axis RT: %02.02f", GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_TRIGGER)), 10, 60, 10, BLACK);
@@ -140,20 +145,20 @@ int main(void)
// Draw axis: left joystick
DrawCircle(319, 255, 35, BLACK);
DrawCircle(319, 255, 31, LIGHTGRAY);
DrawCircle(319 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X) * 20),
255 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y) * 20), 25, BLACK);
DrawCircle(319 + (int)(GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X) * 20),
255 + (int)(GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y) * 20), 25, BLACK);
// Draw axis: right joystick
DrawCircle(475, 255, 35, BLACK);
DrawCircle(475, 255, 31, LIGHTGRAY);
DrawCircle(475 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_X)*20),
255 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK);
DrawCircle(475 + (int)(GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_X) * 20),
255 + (int)(GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_Y) * 20), 25, BLACK);
// Draw axis: left-right triggers
DrawRectangle(169, 48, 15, 70, GRAY);
DrawRectangle(611, 48, 15, 70, GRAY);
DrawRectangle(169, 48, 15, (((1 - (int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_TRIGGER)) / 2) * 70), RED);
DrawRectangle(611, 48, 15, (((1 - (int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_TRIGGER)) / 2) * 70), RED);
DrawRectangle(169, 48, 15, (int)(((1 - GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_TRIGGER)) / 2) * 70), RED);
DrawRectangle(611, 48, 15, (int)(((1 - GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_TRIGGER)) / 2) * 70), RED);
}
else
{
@@ -169,7 +174,7 @@ int main(void)
DrawText(TextFormat("AXIS %i: %.02f", i, GetGamepadAxisMovement(0, i)), 20, 70 + 20*i, 10, DARKGRAY);
}
if (GetGamepadButtonPressed() != -1) DrawText(TextFormat("DETECTED BUTTON: %i", GetGamepadButtonPressed()), 10, 430, 10, RED);
if (GetGamepadButtonPressed() != GAMEPAD_BUTTON_UNKNOWN) DrawText(TextFormat("DETECTED BUTTON: %i", GetGamepadButtonPressed()), 10, 430, 10, RED);
else DrawText("DETECTED BUTTON: NONE", 10, 430, 10, GRAY);
}
else

View File

@@ -2,18 +2,22 @@
*
* raylib [core] example - Input Gestures Detection
*
* This example has been created using raylib 1.4 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 1.4, last time updated with raylib 4.2
*
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2016-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <string.h>
#define MAX_GESTURE_STRINGS 20
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
@@ -53,16 +57,16 @@ int main(void)
// Store gesture string
switch (currentGesture)
{
case GESTURE_TAP: strcpy(gestureStrings[gesturesCount], "GESTURE TAP"); break;
case GESTURE_DOUBLETAP: strcpy(gestureStrings[gesturesCount], "GESTURE DOUBLETAP"); break;
case GESTURE_HOLD: strcpy(gestureStrings[gesturesCount], "GESTURE HOLD"); break;
case GESTURE_DRAG: strcpy(gestureStrings[gesturesCount], "GESTURE DRAG"); break;
case GESTURE_SWIPE_RIGHT: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE RIGHT"); break;
case GESTURE_SWIPE_LEFT: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE LEFT"); break;
case GESTURE_SWIPE_UP: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE UP"); break;
case GESTURE_SWIPE_DOWN: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE DOWN"); break;
case GESTURE_PINCH_IN: strcpy(gestureStrings[gesturesCount], "GESTURE PINCH IN"); break;
case GESTURE_PINCH_OUT: strcpy(gestureStrings[gesturesCount], "GESTURE PINCH OUT"); break;
case GESTURE_TAP: TextCopy(gestureStrings[gesturesCount], "GESTURE TAP"); break;
case GESTURE_DOUBLETAP: TextCopy(gestureStrings[gesturesCount], "GESTURE DOUBLETAP"); break;
case GESTURE_HOLD: TextCopy(gestureStrings[gesturesCount], "GESTURE HOLD"); break;
case GESTURE_DRAG: TextCopy(gestureStrings[gesturesCount], "GESTURE DRAG"); break;
case GESTURE_SWIPE_RIGHT: TextCopy(gestureStrings[gesturesCount], "GESTURE SWIPE RIGHT"); break;
case GESTURE_SWIPE_LEFT: TextCopy(gestureStrings[gesturesCount], "GESTURE SWIPE LEFT"); break;
case GESTURE_SWIPE_UP: TextCopy(gestureStrings[gesturesCount], "GESTURE SWIPE UP"); break;
case GESTURE_SWIPE_DOWN: TextCopy(gestureStrings[gesturesCount], "GESTURE SWIPE DOWN"); break;
case GESTURE_PINCH_IN: TextCopy(gestureStrings[gesturesCount], "GESTURE PINCH IN"); break;
case GESTURE_PINCH_OUT: TextCopy(gestureStrings[gesturesCount], "GESTURE PINCH OUT"); break;
default: break;
}
@@ -71,7 +75,7 @@ int main(void)
// Reset gestures strings
if (gesturesCount >= MAX_GESTURE_STRINGS)
{
for (int i = 0; i < MAX_GESTURE_STRINGS; i++) strcpy(gestureStrings[i], "\0");
for (int i = 0; i < MAX_GESTURE_STRINGS; i++) TextCopy(gestureStrings[i], "\0");
gesturesCount = 0;
}

View File

@@ -2,15 +2,20 @@
*
* raylib [core] example - Keyboard input
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 1.0, last time updated with raylib 1.0
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2014-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization

View File

@@ -2,15 +2,20 @@
*
* raylib [core] example - Mouse input
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 1.0, last time updated with raylib 4.0
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2014-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization

View File

@@ -2,15 +2,20 @@
*
* raylib [core] examples - Mouse wheel input
*
* This test has been created using raylib 1.1 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 1.1, last time updated with raylib 1.3
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2014-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization

View File

@@ -2,12 +2,14 @@
*
* raylib [core] example - Input multitouch
*
* This example has been created using raylib 2.1 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 2.1, last time updated with raylib 2.5
*
* Example contributed by Berni (@Berni8k) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2019 Berni (@Berni8k) and Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2019-2023 Berni (@Berni8k) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@@ -15,6 +17,9 @@
#define MAX_TOUCH_POINTS 10
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
@@ -34,8 +39,12 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
// Get multiple touchpoints
for (int i = 0; i < MAX_TOUCH_POINTS; ++i) touchPositions[i] = GetTouchPosition(i);
// Get the touch point count ( how many fingers are touching the screen )
int tCount = GetTouchPointCount();
// Clamp touch points available ( set the maximum touch points allowed )
if(tCount > MAX_TOUCH_POINTS) tCount = MAX_TOUCH_POINTS;
// Get touch points positions
for (int i = 0; i < tCount; ++i) touchPositions[i] = GetTouchPosition(i);
//----------------------------------------------------------------------------------
// Draw
@@ -44,7 +53,7 @@ int main(void)
ClearBackground(RAYWHITE);
for (int i = 0; i < MAX_TOUCH_POINTS; ++i)
for (int i = 0; i < tCount; ++i)
{
// Make sure point is not (0, 0) as this means there is no touch for it
if ((touchPositions[i].x > 0) && (touchPositions[i].y > 0))

View File

@@ -1,14 +1,15 @@
/*******************************************************************************************
*
* raylib example - loading thread
* raylib [core] example - loading thread
*
* NOTE: This example requires linking with pthreads library,
* on MinGW, it can be accomplished passing -static parameter to compiler
* NOTE: This example requires linking with pthreads library on MinGW,
* it can be accomplished passing -static parameter to compiler
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 2.5, last time updated with raylib 3.0
*
* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
*
* Copyright (c) 2014-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@@ -22,11 +23,14 @@
// Using C11 atomics for synchronization
// NOTE: A plain bool (or any plain data type for that matter) can't be used for inter-thread synchronization
static atomic_bool dataLoaded = ATOMIC_VAR_INIT(false); // Data Loaded completion indicator
static atomic_bool dataLoaded = false; // Data Loaded completion indicator
static void *LoadDataThread(void *arg); // Loading data thread function declaration
static int dataProgress = 0; // Data progress accumulator
static atomic_int dataProgress = 0; // Data progress accumulator
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
@@ -65,9 +69,13 @@ int main(void)
case STATE_LOADING:
{
framesCounter++;
if (atomic_load(&dataLoaded))
if (atomic_load_explicit(&dataLoaded, memory_order_relaxed))
{
framesCounter = 0;
int error = pthread_join(threadId, NULL);
if (error != 0) TraceLog(LOG_ERROR, "Error joining loading thread");
else TraceLog(LOG_INFO, "Loading thread terminated successfully");
state = STATE_FINISHED;
}
} break;
@@ -76,8 +84,8 @@ int main(void)
if (IsKeyPressed(KEY_ENTER))
{
// Reset everything to launch again
atomic_store(&dataLoaded, false);
dataProgress = 0;
atomic_store_explicit(&dataLoaded, false, memory_order_relaxed);
atomic_store_explicit(&dataProgress, 0, memory_order_relaxed);
state = STATE_WAITING;
}
} break;
@@ -96,7 +104,7 @@ int main(void)
case STATE_WAITING: DrawText("PRESS ENTER to START LOADING DATA", 150, 170, 20, DARKGRAY); break;
case STATE_LOADING:
{
DrawRectangle(150, 200, dataProgress, 60, SKYBLUE);
DrawRectangle(150, 200, atomic_load_explicit(&dataProgress, memory_order_relaxed), 60, SKYBLUE);
if ((framesCounter/15)%2) DrawText("LOADING DATA...", 240, 210, 40, DARKBLUE);
} break;
@@ -137,11 +145,11 @@ static void *LoadDataThread(void *arg)
// We accumulate time over a global variable to be used in
// main thread as a progress bar
dataProgress = timeCounter/10;
atomic_store_explicit(&dataProgress, timeCounter/10, memory_order_relaxed);
}
// When data has finished loading, we set global variable
atomic_store(&dataLoaded, true);
atomic_store_explicit(&dataLoaded, true, memory_order_relaxed);
return NULL;
}

View File

@@ -1,132 +0,0 @@
/*******************************************************************************************
*
* 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) 2020-2021 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.projection = CAMERA_PERSPECTIVE; // Camera mode type
// Load a cylinder model for testing
Model model = LoadModelFromMesh(GenMeshCylinder(0.2f, 1.0f, 32));
// Generic quaternion for operations
Quaternion q1 = { 0 };
// Transform matrices required to draw 4 cylinders
Matrix m1 = { 0 };
Matrix m2 = { 0 };
Matrix m3 = { 0 };
Matrix m4 = { 0 };
// Generic vectors for rotations
Vector3 v1 = { 0 };
Vector3 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 (v2.x < 0) v2.x += PI*2;
if (v2.y < 0) v2.y += PI*2;
if (v2.z < 0) v2.z += PI*2;
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); // Angles returned in radians
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();
DrawText(TextFormat("%2.3f", v1.x), 20, 20, 20, (v1.x == v2.x)? GREEN: BLACK);
DrawText(TextFormat("%2.3f", v1.y), 20, 40, 20, (v1.y == v2.y)? GREEN: BLACK);
DrawText(TextFormat("%2.3f", v1.z), 20, 60, 20, (v1.z == v2.z)? GREEN: BLACK);
DrawText(TextFormat("%2.3f", v2.x), 200, 20, 20, (v1.x == v2.x)? GREEN: BLACK);
DrawText(TextFormat("%2.3f", v2.y), 200, 40, 20, (v1.y == v2.y)? GREEN: BLACK);
DrawText(TextFormat("%2.3f", v2.z), 200, 60, 20, (v1.z == v2.z)? GREEN: BLACK);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadModel(model); // Unload model data (mesh and materials)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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View File

@@ -2,15 +2,20 @@
*
* raylib [core] example - Generate random values
*
* This example has been created using raylib 1.1 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 1.1, last time updated with raylib 1.1
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2014-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization

View File

@@ -2,17 +2,22 @@
*
* raylib [core] example - Scissor test
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 2.5, last time updated with raylib 3.0
*
* Example contributed by Chris Dill (@MysteriousSpace) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2019 Chris Dill (@MysteriousSpace)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2019-2023 Chris Dill (@MysteriousSpace)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization

View File

@@ -2,13 +2,15 @@
*
* raylib [core] example - smooth pixel-perfect camera
*
* This example has been created using raylib 3.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 3.7, last time updated with raylib 4.0
*
* Example contributed by Giancamillo Alessandroni (@NotManyIdeasDev) and
* reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2021 Giancamillo Alessandroni (@NotManyIdeasDev) and Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2021-2023 Giancamillo Alessandroni (@NotManyIdeasDev) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@@ -16,6 +18,9 @@
#include <math.h> // Required for: sinf(), cosf()
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization

View File

@@ -2,18 +2,19 @@
*
* raylib [core] example - split screen
*
* This example has been created using raylib 3.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 3.7, last time updated with raylib 4.0
*
* Example contributed by Jeffery Myers (@JeffM2501) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2021 Jeffery Myers (@JeffM2501)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2021-2023 Jeffery Myers (@JeffM2501)
*
********************************************************************************************/
#include "raylib.h"
Texture2D textureGrid = { 0 };
Camera cameraPlayer1 = { 0 };
Camera cameraPlayer2 = { 0 };
@@ -30,8 +31,8 @@ void DrawScene(void)
{
for (float z = -count*spacing; z <= count*spacing; z += spacing)
{
DrawCubeTexture(textureGrid, (Vector3) { x, 1.5f, z }, 1, 1, 1, GREEN);
DrawCubeTexture(textureGrid, (Vector3) { x, 0.5f, z }, 0.25f, 1, 0.25f, BROWN);
DrawCube((Vector3) { x, 1.5f, z }, 1, 1, 1, LIME);
DrawCube((Vector3) { x, 0.5f, z }, 0.25f, 1, 0.25f, BROWN);
}
}
@@ -40,6 +41,9 @@ void DrawScene(void)
DrawCube(cameraPlayer2.position, 1, 1, 1, BLUE);
}
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
@@ -49,13 +53,6 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [core] example - split screen");
// Generate a simple texture to use for trees
Image img = GenImageChecked(256, 256, 32, 32, DARKGRAY, WHITE);
textureGrid = LoadTextureFromImage(img);
UnloadImage(img);
SetTextureFilter(textureGrid, TEXTURE_FILTER_ANISOTROPIC_16X);
SetTextureWrap(textureGrid, TEXTURE_WRAP_CLAMP);
// Setup player 1 camera and screen
cameraPlayer1.fovy = 45.0f;
cameraPlayer1.up.y = 1.0f;
@@ -146,7 +143,6 @@ int main(void)
//--------------------------------------------------------------------------------------
UnloadRenderTexture(screenPlayer1); // Unload render texture
UnloadRenderTexture(screenPlayer2); // Unload render texture
UnloadTexture(textureGrid); // Unload texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

View File

@@ -2,21 +2,34 @@
*
* raylib [core] example - Storage save/load values
*
* This example has been created using raylib 1.4 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 1.4, last time updated with raylib 4.2
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2015-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <stdlib.h> // Required for: calloc(), free()
#define STORAGE_DATA_FILE "storage.data" // Storage file
// NOTE: Storage positions must start with 0, directly related to file memory layout
typedef enum {
STORAGE_POSITION_SCORE = 0,
STORAGE_POSITION_HISCORE = 1
} StorageData;
// Persistent storage functions
static bool SaveStorageValue(unsigned int position, int value);
static int LoadStorageValue(unsigned int position);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
@@ -85,3 +98,96 @@ int main(void)
return 0;
}
// Save integer value to storage file (to defined position)
// NOTE: Storage positions is directly related to file memory layout (4 bytes each integer)
bool SaveStorageValue(unsigned int position, int value)
{
bool success = false;
unsigned int dataSize = 0;
unsigned int newDataSize = 0;
unsigned char *fileData = LoadFileData(STORAGE_DATA_FILE, &dataSize);
unsigned char *newFileData = NULL;
if (fileData != NULL)
{
if (dataSize <= (position*sizeof(int)))
{
// Increase data size up to position and store value
newDataSize = (position + 1)*sizeof(int);
newFileData = (unsigned char *)RL_REALLOC(fileData, newDataSize);
if (newFileData != NULL)
{
// RL_REALLOC succeded
int *dataPtr = (int *)newFileData;
dataPtr[position] = value;
}
else
{
// RL_REALLOC failed
TraceLog(LOG_WARNING, "FILEIO: [%s] Failed to realloc data (%u), position in bytes (%u) bigger than actual file size", STORAGE_DATA_FILE, dataSize, position*sizeof(int));
// We store the old size of the file
newFileData = fileData;
newDataSize = dataSize;
}
}
else
{
// Store the old size of the file
newFileData = fileData;
newDataSize = dataSize;
// Replace value on selected position
int *dataPtr = (int *)newFileData;
dataPtr[position] = value;
}
success = SaveFileData(STORAGE_DATA_FILE, newFileData, newDataSize);
RL_FREE(newFileData);
TraceLog(LOG_INFO, "FILEIO: [%s] Saved storage value: %i", STORAGE_DATA_FILE, value);
}
else
{
TraceLog(LOG_INFO, "FILEIO: [%s] File created successfully", STORAGE_DATA_FILE);
dataSize = (position + 1)*sizeof(int);
fileData = (unsigned char *)RL_MALLOC(dataSize);
int *dataPtr = (int *)fileData;
dataPtr[position] = value;
success = SaveFileData(STORAGE_DATA_FILE, fileData, dataSize);
UnloadFileData(fileData);
TraceLog(LOG_INFO, "FILEIO: [%s] Saved storage value: %i", STORAGE_DATA_FILE, value);
}
return success;
}
// Load integer value from storage file (from defined position)
// NOTE: If requested position could not be found, value 0 is returned
int LoadStorageValue(unsigned int position)
{
int value = 0;
unsigned int dataSize = 0;
unsigned char *fileData = LoadFileData(STORAGE_DATA_FILE, &dataSize);
if (fileData != NULL)
{
if (dataSize < (position*4)) TraceLog(LOG_WARNING, "FILEIO: [%s] Failed to find storage position: %i", STORAGE_DATA_FILE, position);
else
{
int *dataPtr = (int *)fileData;
value = dataPtr[position];
}
UnloadFileData(fileData);
TraceLog(LOG_INFO, "FILEIO: [%s] Loaded storage value: %i", STORAGE_DATA_FILE, value);
}
return value;
}

View File

@@ -2,10 +2,12 @@
*
* raylib [core] example - VR Simulator (Oculus Rift CV1 parameters)
*
* This example has been created using raylib 3.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 2.5, last time updated with raylib 4.0
*
* Copyright (c) 2017-2021 Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2017-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@@ -17,6 +19,9 @@
#define GLSL_VERSION 100
#endif
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
@@ -78,7 +83,11 @@ int main(void)
// Initialize framebuffer for stereo rendering
// NOTE: Screen size should match HMD aspect ratio
RenderTexture2D target = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
RenderTexture2D target = LoadRenderTexture(device.hResolution, device.vResolution);
// The target's height is flipped (in the source Rectangle), due to OpenGL reasons
Rectangle sourceRec = { 0.0f, 0.0f, (float)target.texture.width, -(float)target.texture.height };
Rectangle destRec = { 0.0f, 0.0f, (float)GetScreenWidth(), (float)GetScreenHeight() };
// Define the camera to look into our 3d world
Camera camera = { 0 };
@@ -86,11 +95,11 @@ int main(void)
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector
camera.fovy = 60.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera type
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set first person camera mode
DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(90); // Set our game to run at 90 frames-per-second
//--------------------------------------------------------------------------------------
@@ -100,7 +109,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera (simulator mode)
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
//----------------------------------------------------------------------------------
// Draw
@@ -121,8 +130,7 @@ int main(void)
BeginDrawing();
ClearBackground(RAYWHITE);
BeginShaderMode(distortion);
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width,
(float)-target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
DrawTexturePro(target.texture, sourceRec, destRec, (Vector2){ 0.0f, 0.0f }, 0.0f, WHITE);
EndShaderMode();
DrawFPS(10, 10);
EndDrawing();

View File

@@ -2,15 +2,20 @@
*
* 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)
* Example originally created with raylib 3.5, last time updated with raylib 3.5
*
* Copyright (c) 2020 Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2020-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization

View File

@@ -2,32 +2,27 @@
*
* 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)
* Example originally created with raylib 2.5, last time updated with raylib 4.0
*
* Example contributed by Anata (@anatagawa) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2019 Anata (@anatagawa) and Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2019-2023 Anata (@anatagawa) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define max(a, b) ((a)>(b)? (a) : (b))
#define min(a, b) ((a)<(b)? (a) : (b))
#include "raymath.h" // Required for: Vector2Clamp()
// 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;
}
#define MAX(a, b) ((a)>(b)? (a) : (b))
#define MIN(a, b) ((a)<(b)? (a) : (b))
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
const int windowWidth = 800;
@@ -57,7 +52,7 @@ int main(void)
// Update
//----------------------------------------------------------------------------------
// Compute required framebuffer scaling
float scale = min((float)GetScreenWidth()/gameScreenWidth, (float)GetScreenHeight()/gameScreenHeight);
float scale = MIN((float)GetScreenWidth()/gameScreenWidth, (float)GetScreenHeight()/gameScreenHeight);
if (IsKeyPressed(KEY_SPACE))
{
@@ -70,7 +65,7 @@ int main(void)
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){ (float)gameScreenWidth, (float)gameScreenHeight });
virtualMouse = Vector2Clamp(virtualMouse, (Vector2){ 0, 0 }, (Vector2){ (float)gameScreenWidth, (float)gameScreenHeight });
// Apply the same transformation as the virtual mouse to the real mouse (i.e. to work with raygui)
//SetMouseOffset(-(GetScreenWidth() - (gameScreenWidth*scale))*0.5f, -(GetScreenHeight() - (gameScreenHeight*scale))*0.5f);

View File

@@ -0,0 +1,77 @@
/*******************************************************************************************
*
* raylib [core] example - Window should close
*
* Example originally created with raylib 4.2, last time updated with raylib 4.2
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - window should close");
SetExitKey(KEY_NULL); // Disable KEY_ESCAPE to close window, X-button still works
bool exitWindowRequested = false; // Flag to request window to exit
bool exitWindow = false; // Flag to set window to exit
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!exitWindow)
{
// Update
//----------------------------------------------------------------------------------
// Detect if X-button or KEY_ESCAPE have been pressed to close window
if (WindowShouldClose() || IsKeyPressed(KEY_ESCAPE)) exitWindowRequested = true;
if (exitWindowRequested)
{
// A request for close window has been issued, we can save data before closing
// or just show a message asking for confirmation
if (IsKeyPressed(KEY_Y)) exitWindow = true;
else if (IsKeyPressed(KEY_N)) exitWindowRequested = false;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
if (exitWindowRequested)
{
DrawRectangle(0, 100, screenWidth, 200, BLACK);
DrawText("Are you sure you want to exit program? [Y/N]", 40, 180, 30, WHITE);
}
else DrawText("Try to close the window to get confirmation message!", 120, 200, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@@ -2,15 +2,20 @@
*
* raylib [core] example - World to screen
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 1.3, last time updated with raylib 1.4
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2015-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
@@ -18,20 +23,20 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
InitWindow(screenWidth, screenHeight, "raylib [core] example - core world screen");
// Define the camera to look into our 3d world
Camera camera = { 0 };
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f };
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 45.0f;
camera.projection = CAMERA_PERSPECTIVE;
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
Vector2 cubeScreenPosition = { 0.0f, 0.0f };
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -41,7 +46,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
UpdateCamera(&camera, CAMERA_THIRD_PERSON);
// Calculate cube screen space position (with a little offset to be in top)
cubeScreenPosition = GetWorldToScreen((Vector3){cubePosition.x, cubePosition.y + 2.5f, cubePosition.z}, camera);
@@ -63,7 +68,9 @@ int main(void)
EndMode3D();
DrawText("Enemy: 100 / 100", (int)cubeScreenPosition.x - MeasureText("Enemy: 100/100", 20)/2, (int)cubeScreenPosition.y, 20, BLACK);
DrawText("Text is always on top of the cube", (screenWidth - MeasureText("Text is always on top of the cube", 20))/2, 25, 20, GRAY);
DrawText(TextFormat("Cube position in screen space coordinates: [%i, %i]", (int)cubeScreenPosition.x, (int)cubeScreenPosition.y), 10, 10, 20, LIME);
DrawText("Text 2d should be always on top of the cube", 10, 40, 20, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------

View File

@@ -41,17 +41,22 @@
*
* raylib [core] example - Basic window
*
* This example has been created using raylib 3.8 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 4.2, last time updated with raylib 4.2
*
* Example contributed by <user_name> (@<user_github>) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2021 <user_name> (@<user_github>)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2023 <user_name> (@<user_github>)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization

View File

@@ -2,26 +2,28 @@
*
* raylib [models] example - Load 3d model with animations and play them
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 2.5, last time updated with raylib 3.5
*
* Example contributed by Culacant (@culacant) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2019 Culacant (@culacant) and Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2019-2023 Culacant (@culacant) and Ramon Santamaria (@raysan5)
*
********************************************************************************************
*
* To export a model from blender, make sure it is not posed, the vertices need to be in the
* same position as they would be in edit mode.
* and that the scale of your models is set to 0. Scaling can be done from the export menu.
* NOTE: To export a model from blender, make sure it is not posed, the vertices need to be
* in the same position as they would be in edit mode and the scale of your models is
* set to 0. Scaling can be done from the export menu.
*
********************************************************************************************/
#include "raylib.h"
#include <stdlib.h>
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
@@ -50,8 +52,7 @@ int main(void)
ModelAnimation *anims = LoadModelAnimations("resources/models/iqm/guyanim.iqm", &animsCount);
int animFrameCounter = 0;
SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
DisableCursor(); // Catch cursor
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -60,7 +61,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
// Play animation when spacebar is held down
if (IsKeyDown(KEY_SPACE))
@@ -100,11 +101,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Unload texture
// Unload model animations data
for (unsigned int i = 0; i < animsCount; i++) UnloadModelAnimation(anims[i]);
RL_FREE(anims);
UnloadModelAnimations(anims, animsCount); // Unload model animations data
UnloadModel(model); // Unload model
CloseWindow(); // Close window and OpenGL context

View File

@@ -2,15 +2,21 @@
*
* raylib [models] example - Drawing billboards
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 1.3, last time updated with raylib 3.5
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2015-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
@@ -22,16 +28,32 @@ int main(void)
// Define the camera to look into our 3d world
Camera camera = { 0 };
camera.position = (Vector3){ 5.0f, 4.0f, 5.0f };
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 45.0f;
camera.projection = CAMERA_PERSPECTIVE;
camera.position = (Vector3){ 5.0f, 4.0f, 5.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
Texture2D bill = LoadTexture("resources/billboard.png"); // Our texture billboard
Vector3 billPosition = { 0.0f, 2.0f, 0.0f }; // Position where draw billboard
Texture2D bill = LoadTexture("resources/billboard.png"); // Our billboard texture
Vector3 billPositionStatic = { 0.0f, 2.0f, 0.0f }; // Position of static billboard
Vector3 billPositionRotating = { 1.0f, 2.0f, 1.0f }; // Position of rotating billboard
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
// Entire billboard texture, source is used to take a segment from a larger texture.
Rectangle source = { 0.0f, 0.0f, (float)bill.width, (float)bill.height };
// NOTE: Billboard locked on axis-Y
Vector3 billUp = { 0.0f, 1.0f, 0.0f };
// Rotate around origin
// Here we choose to rotate around the image center
// NOTE: (-1, 1) is the range where origin.x, origin.y is inside the texture
Vector2 rotateOrigin = { 0.0f };
// Distance is needed for the correct billboard draw order
// Larger distance (further away from the camera) should be drawn prior to smaller distance.
float distanceStatic;
float distanceRotating;
float rotation = 0.0f;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -41,7 +63,11 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
UpdateCamera(&camera, CAMERA_ORBITAL);
rotation += 0.4f;
distanceStatic = Vector3Distance(camera.position, billPositionStatic);
distanceRotating = Vector3Distance(camera.position, billPositionRotating);
//----------------------------------------------------------------------------------
// Draw
@@ -54,7 +80,17 @@ int main(void)
DrawGrid(10, 1.0f); // Draw a grid
DrawBillboard(camera, bill, billPosition, 2.0f, WHITE);
// Draw order matters!
if (distanceStatic > distanceRotating)
{
DrawBillboard(camera, bill, billPositionStatic, 2.0f, WHITE);
DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, (Vector2) {1.0f, 1.0f}, rotateOrigin, rotation, WHITE);
}
else
{
DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, (Vector2) {1.0f, 1.0f}, rotateOrigin, rotation, WHITE);
DrawBillboard(camera, bill, billPositionStatic, 2.0f, WHITE);
}
EndMode3D();

View File

@@ -2,15 +2,20 @@
*
* raylib [models] example - Detect basic 3d collisions (box vs sphere vs box)
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 1.3, last time updated with raylib 3.5
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2015-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization

View File

@@ -2,15 +2,20 @@
*
* raylib [models] example - Cubicmap loading and drawing
*
* This example has been created using raylib 1.8 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 1.8, last time updated with raylib 3.5
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2015-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
@@ -21,7 +26,12 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing");
// Define the camera to look into our 3d world
Camera camera = { { 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
Camera camera = { 0 };
camera.position = (Vector3){ 16.0f, 14.0f, 16.0f }; // 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.projection = CAMERA_PERSPECTIVE; // Camera projection type
Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM)
@@ -37,8 +47,6 @@ int main(void)
UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -47,7 +55,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
UpdateCamera(&camera, CAMERA_ORBITAL);
//----------------------------------------------------------------------------------
// Draw

View File

@@ -0,0 +1,245 @@
/*******************************************************************************************
*
* raylib [models] example - Draw textured cube
*
* Example originally created with raylib 4.5, last time updated with raylib 4.5
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2022-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "rlgl.h" // Required to define vertex data (immediate-mode style)
//------------------------------------------------------------------------------------
// Custom Functions Declaration
//------------------------------------------------------------------------------------
void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, float width, float height, float length, Color color); // Draw cube with a region of a texture
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - draw cube texture");
// Define the camera to look into our 3d world
Camera camera = { 0 };
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f };
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 45.0f;
camera.projection = CAMERA_PERSPECTIVE;
// Load texture to be applied to the cubes sides
Texture2D texture = LoadTexture("resources/cubicmap_atlas.png");
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
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
// Draw cube with an applied texture
DrawCubeTexture(texture, (Vector3){ -2.0f, 2.0f, 0.0f }, 2.0f, 4.0f, 2.0f, WHITE);
// Draw cube with an applied texture, but only a defined rectangle piece of the texture
DrawCubeTextureRec(texture, (Rectangle){ 0, texture.height/2, texture.width/2, texture.height/2 },
(Vector3){ 2.0f, 1.0f, 0.0f }, 2.0f, 2.0f, 2.0f, WHITE);
DrawGrid(10, 1.0f); // Draw a grid
EndMode3D();
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Unload texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//------------------------------------------------------------------------------------
// Custom Functions Definition
//------------------------------------------------------------------------------------
// Draw cube textured
// NOTE: Cube position is the center position
void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color)
{
float x = position.x;
float y = position.y;
float z = position.z;
// Set desired texture to be enabled while drawing following vertex data
rlSetTexture(texture.id);
// Vertex data transformation can be defined with the commented lines,
// but in this example we calculate the transformed vertex data directly when calling rlVertex3f()
//rlPushMatrix();
// NOTE: Transformation is applied in inverse order (scale -> rotate -> translate)
//rlTranslatef(2.0f, 0.0f, 0.0f);
//rlRotatef(45, 0, 1, 0);
//rlScalef(2.0f, 2.0f, 2.0f);
rlBegin(RL_QUADS);
rlColor4ub(color.r, color.g, color.b, color.a);
// Front Face
rlNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left Of The Texture and Quad
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right Of The Texture and Quad
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Right Of The Texture and Quad
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left Of The Texture and Quad
// Back Face
rlNormal3f(0.0f, 0.0f, - 1.0f); // Normal Pointing Away From Viewer
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Right Of The Texture and Quad
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Right Of The Texture and Quad
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Left Of The Texture and Quad
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Left Of The Texture and Quad
// Top Face
rlNormal3f(0.0f, 1.0f, 0.0f); // Normal Pointing Up
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left Of The Texture and Quad
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x - width/2, y + height/2, z + length/2); // Bottom Left Of The Texture and Quad
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x + width/2, y + height/2, z + length/2); // Bottom Right Of The Texture and Quad
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right Of The Texture and Quad
// Bottom Face
rlNormal3f(0.0f, - 1.0f, 0.0f); // Normal Pointing Down
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x - width/2, y - height/2, z - length/2); // Top Right Of The Texture and Quad
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x + width/2, y - height/2, z - length/2); // Top Left Of The Texture and Quad
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Left Of The Texture and Quad
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Right Of The Texture and Quad
// Right face
rlNormal3f(1.0f, 0.0f, 0.0f); // Normal Pointing Right
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right Of The Texture and Quad
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right Of The Texture and Quad
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Left Of The Texture and Quad
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Left Of The Texture and Quad
// Left Face
rlNormal3f( - 1.0f, 0.0f, 0.0f); // Normal Pointing Left
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Left Of The Texture and Quad
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Right Of The Texture and Quad
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Right Of The Texture and Quad
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left Of The Texture and Quad
rlEnd();
//rlPopMatrix();
rlSetTexture(0);
}
// Draw cube with texture piece applied to all faces
void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, float width, float height, float length, Color color)
{
float x = position.x;
float y = position.y;
float z = position.z;
float texWidth = (float)texture.width;
float texHeight = (float)texture.height;
// Set desired texture to be enabled while drawing following vertex data
rlSetTexture(texture.id);
// We calculate the normalized texture coordinates for the desired texture-source-rectangle
// It means converting from (tex.width, tex.height) coordinates to [0.0f, 1.0f] equivalent
rlBegin(RL_QUADS);
rlColor4ub(color.r, color.g, color.b, color.a);
// Front face
rlNormal3f(0.0f, 0.0f, 1.0f);
rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight);
rlVertex3f(x - width/2, y - height/2, z + length/2);
rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight);
rlVertex3f(x + width/2, y - height/2, z + length/2);
rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight);
rlVertex3f(x + width/2, y + height/2, z + length/2);
rlTexCoord2f(source.x/texWidth, source.y/texHeight);
rlVertex3f(x - width/2, y + height/2, z + length/2);
// Back face
rlNormal3f(0.0f, 0.0f, - 1.0f);
rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight);
rlVertex3f(x - width/2, y - height/2, z - length/2);
rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight);
rlVertex3f(x - width/2, y + height/2, z - length/2);
rlTexCoord2f(source.x/texWidth, source.y/texHeight);
rlVertex3f(x + width/2, y + height/2, z - length/2);
rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight);
rlVertex3f(x + width/2, y - height/2, z - length/2);
// Top face
rlNormal3f(0.0f, 1.0f, 0.0f);
rlTexCoord2f(source.x/texWidth, source.y/texHeight);
rlVertex3f(x - width/2, y + height/2, z - length/2);
rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight);
rlVertex3f(x - width/2, y + height/2, z + length/2);
rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight);
rlVertex3f(x + width/2, y + height/2, z + length/2);
rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight);
rlVertex3f(x + width/2, y + height/2, z - length/2);
// Bottom face
rlNormal3f(0.0f, - 1.0f, 0.0f);
rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight);
rlVertex3f(x - width/2, y - height/2, z - length/2);
rlTexCoord2f(source.x/texWidth, source.y/texHeight);
rlVertex3f(x + width/2, y - height/2, z - length/2);
rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight);
rlVertex3f(x + width/2, y - height/2, z + length/2);
rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight);
rlVertex3f(x - width/2, y - height/2, z + length/2);
// Right face
rlNormal3f(1.0f, 0.0f, 0.0f);
rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight);
rlVertex3f(x + width/2, y - height/2, z - length/2);
rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight);
rlVertex3f(x + width/2, y + height/2, z - length/2);
rlTexCoord2f(source.x/texWidth, source.y/texHeight);
rlVertex3f(x + width/2, y + height/2, z + length/2);
rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight);
rlVertex3f(x + width/2, y - height/2, z + length/2);
// Left face
rlNormal3f( - 1.0f, 0.0f, 0.0f);
rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight);
rlVertex3f(x - width/2, y - height/2, z - length/2);
rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight);
rlVertex3f(x - width/2, y - height/2, z + length/2);
rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight);
rlVertex3f(x - width/2, y + height/2, z + length/2);
rlTexCoord2f(source.x/texWidth, source.y/texHeight);
rlVertex3f(x - width/2, y + height/2, z - length/2);
rlEnd();
rlSetTexture(0);
}

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@@ -2,10 +2,12 @@
*
* raylib [models] example - first person maze
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 2.5, last time updated with raylib 3.5
*
* Copyright (c) 2019 Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2019-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@@ -13,6 +15,9 @@
#include <stdlib.h> // Required for: free()
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
@@ -23,7 +28,13 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [models] example - first person maze");
// Define the camera to look into our 3d world
Camera camera = { { 0.2f, 0.4f, 0.2f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
Camera camera = { 0 };
camera.position = (Vector3){ 0.2f, 0.4f, 0.2f }; // Camera position
camera.target = (Vector3){ 0.185f, 0.4f, 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.projection = CAMERA_PERSPECTIVE; // Camera projection type
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
Image imMap = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
Texture2D cubicmap = LoadTextureFromImage(imMap); // Convert image to texture to display (VRAM)
@@ -40,7 +51,7 @@ int main(void)
Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set camera mode
DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -52,7 +63,7 @@ int main(void)
//----------------------------------------------------------------------------------
Vector3 oldCamPos = camera.position; // Store old camera position
UpdateCamera(&camera); // Update camera
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
// Check player collision (we simplify to 2D collision detection)
Vector2 playerPos = { camera.position.x, camera.position.z };

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@@ -2,15 +2,20 @@
*
* raylib [models] example - Draw some basic geometric shapes (cube, sphere, cylinder...)
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 1.0, last time updated with raylib 3.5
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2014-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
@@ -61,6 +66,9 @@ int main(void)
DrawCylinder((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, GOLD);
DrawCylinderWires((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, PINK);
DrawCapsule ((Vector3){-3.0f, 1.5f, -4.0f}, (Vector3){-4.0f, -1.0f, -4.0f}, 1.2f, 8, 8, VIOLET);
DrawCapsuleWires((Vector3){-3.0f, 1.5f, -4.0f}, (Vector3){-4.0f, -1.0f, -4.0f}, 1.2f, 8, 8, PURPLE);
DrawGrid(10, 1.0f); // Draw a grid
EndMode3D();

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@@ -2,15 +2,20 @@
*
* raylib [models] example - Heightmap loading and drawing
*
* This example has been created using raylib 1.8 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 1.8, last time updated with raylib 3.5
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2015-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
@@ -21,7 +26,12 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing");
// Define our custom camera to look into our 3d world
Camera camera = { { 18.0f, 18.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
Camera camera = { 0 };
camera.position = (Vector3){ 18.0f, 21.0f, 18.0f }; // 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.projection = CAMERA_PERSPECTIVE; // Camera projection type
Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
@@ -34,8 +44,6 @@ int main(void)
UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -44,7 +52,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
UpdateCamera(&camera, CAMERA_ORBITAL);
//----------------------------------------------------------------------------------
// Draw

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@@ -2,7 +2,7 @@
*
* raylib [models] example - Models loading
*
* raylib supports multiple models file formats:
* NOTE: raylib supports multiple models file formats:
*
* - OBJ > Text file format. Must include vertex position-texcoords-normals information,
* if files references some .mtl materials file, it will be loaded (or try to).
@@ -12,16 +12,23 @@
* raylib can load .iqm animations.
* - VOX > Binary file format. MagikaVoxel mesh format:
* https://github.com/ephtracy/voxel-model/blob/master/MagicaVoxel-file-format-vox.txt
* - M3D > Binary file format. Model 3D format:
* https://bztsrc.gitlab.io/model3d
*
* This example has been created using raylib 4.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 2.0, last time updated with raylib 4.2
*
* Copyright (c) 2014-2021 Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2014-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
@@ -50,10 +57,10 @@ int main(void)
// NOTE: bounds are calculated from the original size of the model,
// if model is scaled on drawing, bounds must be also scaled
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
bool selected = false; // Selected object flag
DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -62,40 +69,40 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
// Load new models/textures on drag&drop
if (IsFileDropped())
{
int count = 0;
char **droppedFiles = GetDroppedFiles(&count);
FilePathList droppedFiles = LoadDroppedFiles();
if (count == 1) // Only support one file dropped
if (droppedFiles.count == 1) // Only support one file dropped
{
if (IsFileExtension(droppedFiles[0], ".obj") ||
IsFileExtension(droppedFiles[0], ".gltf") ||
IsFileExtension(droppedFiles[0], ".glb") ||
IsFileExtension(droppedFiles[0], ".vox") ||
IsFileExtension(droppedFiles[0], ".iqm")) // Model file formats supported
if (IsFileExtension(droppedFiles.paths[0], ".obj") ||
IsFileExtension(droppedFiles.paths[0], ".gltf") ||
IsFileExtension(droppedFiles.paths[0], ".glb") ||
IsFileExtension(droppedFiles.paths[0], ".vox") ||
IsFileExtension(droppedFiles.paths[0], ".iqm") ||
IsFileExtension(droppedFiles.paths[0], ".m3d")) // Model file formats supported
{
UnloadModel(model); // Unload previous model
model = LoadModel(droppedFiles[0]); // Load new model
model = LoadModel(droppedFiles.paths[0]); // Load new model
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set current map diffuse texture
bounds = GetMeshBoundingBox(model.meshes[0]);
// TODO: Move camera position from target enough distance to visualize model properly
}
else if (IsFileExtension(droppedFiles[0], ".png")) // Texture file formats supported
else if (IsFileExtension(droppedFiles.paths[0], ".png")) // Texture file formats supported
{
// Unload current model texture and load new one
UnloadTexture(texture);
texture = LoadTexture(droppedFiles[0]);
texture = LoadTexture(droppedFiles.paths[0]);
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
}
}
ClearDroppedFiles(); // Clear internal buffers
UnloadDroppedFiles(droppedFiles); // Unload filepaths from memory
}
// Select model on mouse click

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@@ -1,25 +1,28 @@
/*******************************************************************************************
*
* raylib [models] example - Load models gltf
* raylib [models] example - loading gltf with animations
*
* 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)
* LIMITATIONS:
* - Only supports 1 armature per file, and skips loading it if there are multiple armatures
* - Only supports linear interpolation (default method in Blender when checked
* "Always Sample Animations" when exporting a GLTF file)
* - Only supports translation/rotation/scale animation channel.path,
* weights not considered (i.e. morph targets)
*
* NOTE: To export a model from Blender, make sure it is not posed, the vertices need to be
* in the same position as they would be in edit mode.
* Also make sure the scale parameter of your models is set to 0.0,
* scaling can be applied from the export menu.
* Example originally created with raylib 3.7, last time updated with raylib 4.2
*
* Example contributed by Hristo Stamenov (@object71) and reviewed by Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2021 Hristo Stamenov (@object71) and Ramon Santamaria (@raysan5)
* Copyright (c) 2020-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define MAX_GLTF_MODELS 8
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
@@ -27,32 +30,28 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - model");
InitWindow(screenWidth, screenHeight, "raylib [models] example - loading gltf");
// Define the camera to look into our 3d world
Camera camera = { 0 };
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
// Load some models
Model model[MAX_GLTF_MODELS] = { 0 };
model[0] = LoadModel("resources/models/gltf/raylib_32x32.glb");
model[1] = LoadModel("resources/models/gltf/rigged_figure.glb");
model[2] = LoadModel("resources/models/gltf/GearboxAssy.glb");
model[3] = LoadModel("resources/models/gltf/BoxAnimated.glb");
model[4] = LoadModel("resources/models/gltf/AnimatedTriangle.gltf");
model[5] = LoadModel("resources/models/gltf/AnimatedMorphCube.glb");
model[6] = LoadModel("resources/models/gltf/vertex_colored_object.glb");
model[7] = LoadModel("resources/models/gltf/girl.glb");
// Load gltf model
Model model = LoadModel("resources/models/gltf/robot.glb");
int currentModel = 0;
// Load gltf model animations
unsigned int animsCount = 0;
unsigned int animIndex = 0;
unsigned int animCurrentFrame = 0;
ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/robot.glb", &animsCount);
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -62,41 +61,39 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update our camera with inputs
UpdateCamera(&camera, CAMERA_THIRD_PERSON);
// Select current animation
if (IsKeyPressed(KEY_UP)) animIndex = (animIndex + 1)%animsCount;
else if (IsKeyPressed(KEY_DOWN)) animIndex = (animIndex + animsCount - 1)%animsCount;
if (IsKeyReleased(KEY_RIGHT))
{
currentModel++;
if (currentModel == MAX_GLTF_MODELS) currentModel = 0;
}
if (IsKeyReleased(KEY_LEFT))
{
currentModel--;
if (currentModel < 0) currentModel = MAX_GLTF_MODELS - 1;
}
// Update model animation
ModelAnimation anim = modelAnimations[animIndex];
animCurrentFrame = (animCurrentFrame + 1)%anim.frameCount;
UpdateModelAnimation(model, anim, animCurrentFrame);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(SKYBLUE);
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawModel(model[currentModel], position, 1.0f, WHITE);
DrawGrid(10, 1.0f); // Draw a grid
DrawModel(model, position, 1.0f, WHITE); // Draw animated model
DrawGrid(10, 1.0f);
EndMode3D();
DrawText("Use the UP/DOWN arrow keys to switch animation", 10, 10, 20, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
for (int i = 0; i < MAX_GLTF_MODELS; i++) UnloadModel(model[i]); // Unload models
UnloadModel(model); // Unload model and meshes/material
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

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@@ -0,0 +1,173 @@
/*******************************************************************************************
*
* raylib [models] example - Load models M3D
*
* Example originally created with raylib 4.5, last time updated with raylib 4.5
*
* Example contributed by bzt (@bztsrc) and reviewed by Ramon Santamaria (@raysan5)
*
* NOTES:
* - Model3D (M3D) fileformat specs: https://gitlab.com/bztsrc/model3d
* - Bender M3D exported: https://gitlab.com/bztsrc/model3d/-/tree/master/blender
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2022-2023 bzt (@bztsrc)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - M3D model loading");
// Define the camera to look into our 3d world
Camera camera = { 0 };
camera.position = (Vector3){ 1.5f, 1.5f, 1.5f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.4f, 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.projection = CAMERA_PERSPECTIVE; // Camera projection type
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
char modelFileName[128] = "resources/models/m3d/cesium_man.m3d";
bool drawMesh = 1;
bool drawSkeleton = 1;
bool animPlaying = false; // Store anim state, what to draw
// Load model
Model model = LoadModel(modelFileName); // Load the bind-pose model mesh and basic data
// Load animations
unsigned int animsCount = 0;
int animFrameCounter = 0, animId = 0;
ModelAnimation *anims = LoadModelAnimations(modelFileName, &animsCount); // Load skeletal animation data
DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
if (animsCount)
{
// Play animation when spacebar is held down (or step one frame with N)
if (IsKeyDown(KEY_SPACE) || IsKeyPressed(KEY_N))
{
animFrameCounter++;
if (animFrameCounter >= anims[animId].frameCount) animFrameCounter = 0;
UpdateModelAnimation(model, anims[animId], animFrameCounter);
animPlaying = true;
}
// Select animation by pressing A
if (IsKeyPressed(KEY_A))
{
animFrameCounter = 0;
animId++;
if (animId >= animsCount) animId = 0;
UpdateModelAnimation(model, anims[animId], 0);
animPlaying = true;
}
}
// Toggle skeleton drawing
if (IsKeyPressed(KEY_S)) drawSkeleton ^= 1;
// Toggle mesh drawing
if (IsKeyPressed(KEY_M)) drawMesh ^= 1;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
// Draw 3d model with texture
if (drawMesh) DrawModel(model, position, 1.0f, WHITE);
// Draw the animated skeleton
if (drawSkeleton)
{
// Loop to (boneCount - 1) because the last one is a special "no bone" bone,
// needed to workaround buggy models
// without a -1, we would always draw a cube at the origin
for (int i = 0; i < model.boneCount - 1; i++)
{
// By default the model is loaded in bind-pose by LoadModel().
// But if UpdateModelAnimation() has been called at least once
// then the model is already in animation pose, so we need the animated skeleton
if (!animPlaying || !animsCount)
{
// Display the bind-pose skeleton
DrawCube(model.bindPose[i].translation, 0.04f, 0.04f, 0.04f, RED);
if (model.bones[i].parent >= 0)
{
DrawLine3D(model.bindPose[i].translation,
model.bindPose[model.bones[i].parent].translation, RED);
}
}
else
{
// Display the frame-pose skeleton
DrawCube(anims[animId].framePoses[animFrameCounter][i].translation, 0.05f, 0.05f, 0.05f, RED);
if (anims[animId].bones[i].parent >= 0)
{
DrawLine3D(anims[animId].framePoses[animFrameCounter][i].translation,
anims[animId].framePoses[animFrameCounter][anims[animId].bones[i].parent].translation, RED);
}
}
}
}
DrawGrid(10, 1.0f); // Draw a grid
EndMode3D();
DrawText("PRESS SPACE to PLAY MODEL ANIMATION", 10, GetScreenHeight() - 60, 10, MAROON);
DrawText("PRESS A to CYCLE THROUGH ANIMATIONS", 10, GetScreenHeight() - 40, 10, DARKGRAY);
DrawText("PRESS M to toggle MESH, S to toggle SKELETON DRAWING", 10, GetScreenHeight() - 20, 10, DARKGRAY);
DrawText("(c) CesiumMan model by KhronosGroup", GetScreenWidth() - 210, GetScreenHeight() - 20, 10, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
// Unload model animations data
UnloadModelAnimations(anims, animsCount);
UnloadModel(model); // Unload model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@@ -2,12 +2,14 @@
*
* raylib [models] example - Load models vox (MagicaVoxel)
*
* This example has been created using raylib 4.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 4.0, last time updated with raylib 4.0
*
* Example contributed by Johann Nadalutti (@procfxgen) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2021 Johann Nadalutti (@procfxgen) and Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2021-2023 Johann Nadalutti (@procfxgen) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@@ -17,6 +19,9 @@
#define MAX_VOX_FILES 3
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
@@ -38,7 +43,7 @@ int main(void)
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.projection = CAMERA_PERSPECTIVE; // Camera mode type
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
// Load MagicaVoxel files
Model models[MAX_VOX_FILES] = { 0 };
@@ -64,8 +69,6 @@ int main(void)
int currentModel = 0;
SetCameraMode(camera, CAMERA_ORBITAL); // Set a orbital camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -74,7 +77,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update our camera to orbit
UpdateCamera(&camera, CAMERA_ORBITAL);
// Cycle between models on mouse click
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) currentModel = (currentModel + 1)%MAX_VOX_FILES;

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@@ -2,10 +2,12 @@
*
* raylib example - procedural mesh generation
*
* This example has been created using raylib 1.8 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 1.8, last time updated with raylib 4.0
*
* Copyright (c) 2017 Ramon Santamaria (Ray San)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2017-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@@ -13,57 +15,11 @@
#define NUM_MODELS 9 // Parametric 3d shapes to generate
void AllocateMeshData(Mesh* mesh, int triangleCount)
{
mesh->vertexCount = triangleCount * 3;
mesh->triangleCount = triangleCount;
mesh->vertices = (float*)MemAlloc(mesh->vertexCount * 3 * sizeof(float));
mesh->texcoords = (float*)MemAlloc(mesh->vertexCount * 2 * sizeof(float));
mesh->normals = (float*)MemAlloc(mesh->vertexCount * 3 * sizeof(float));
}
// generate a simple triangle mesh from code
Mesh MakeMesh()
{
Mesh mesh = { 0 };
AllocateMeshData(&mesh, 1);
// vertex at the origin
mesh.vertices[0] = 0;
mesh.vertices[1] = 0;
mesh.vertices[2] = 0;
mesh.normals[0] = 0;
mesh.normals[1] = 1;
mesh.normals[2] = 0;
mesh.texcoords[0] = 0;
mesh.texcoords[1] = 0;
// vertex at 1,0,2
mesh.vertices[3] = 1;
mesh.vertices[4] = 0;
mesh.vertices[5] = 2;
mesh.normals[3] = 0;
mesh.normals[4] = 1;
mesh.normals[5] = 0;
mesh.texcoords[2] = 0.5f;
mesh.texcoords[3] = 1.0f;
// vertex at 2,0,0
mesh.vertices[6] = 2;
mesh.vertices[7] = 0;
mesh.vertices[8] = 0;
mesh.normals[6] = 0;
mesh.normals[7] = 1;
mesh.normals[8] = 0;
mesh.texcoords[4] = 1;
mesh.texcoords[5] =0;
UploadMesh(&mesh, false);
return mesh;
}
static Mesh GenMeshCustom(void); // Generate a simple triangle mesh from code
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
@@ -88,7 +44,18 @@ int main(void)
models[5] = LoadModelFromMesh(GenMeshTorus(0.25f, 4.0f, 16, 32));
models[6] = LoadModelFromMesh(GenMeshKnot(1.0f, 2.0f, 16, 128));
models[7] = LoadModelFromMesh(GenMeshPoly(5, 2.0f));
models[8] = LoadModelFromMesh(MakeMesh());
models[8] = LoadModelFromMesh(GenMeshCustom());
// Generated meshes could be exported as .obj files
//ExportMesh(models[0].meshes[0], "plane.obj");
//ExportMesh(models[1].meshes[0], "cube.obj");
//ExportMesh(models[2].meshes[0], "sphere.obj");
//ExportMesh(models[3].meshes[0], "hemisphere.obj");
//ExportMesh(models[4].meshes[0], "cylinder.obj");
//ExportMesh(models[5].meshes[0], "torus.obj");
//ExportMesh(models[6].meshes[0], "knot.obj");
//ExportMesh(models[7].meshes[0], "poly.obj");
//ExportMesh(models[8].meshes[0], "custom.obj");
// Set checked texture as default diffuse component for all models material
for (int i = 0; i < NUM_MODELS; i++) models[i].materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
@@ -101,8 +68,6 @@ int main(void)
int currentModel = 0;
SetCameraMode(camera, CAMERA_ORBITAL); // Set a orbital camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -111,7 +76,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update internal camera and our camera
UpdateCamera(&camera, CAMERA_ORBITAL);
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
{
@@ -157,7 +122,7 @@ int main(void)
case 5: DrawText("TORUS", 680, 10, 20, DARKBLUE); break;
case 6: DrawText("KNOT", 680, 10, 20, DARKBLUE); break;
case 7: DrawText("POLY", 680, 10, 20, DARKBLUE); break;
case 8: DrawText("Parametric(custom)", 580, 10, 20, DARKBLUE); break;
case 8: DrawText("Custom (triangle)", 580, 10, 20, DARKBLUE); break;
default: break;
}
@@ -177,3 +142,49 @@ int main(void)
return 0;
}
// Generate a simple triangle mesh from code
static Mesh GenMeshCustom(void)
{
Mesh mesh = { 0 };
mesh.triangleCount = 1;
mesh.vertexCount = mesh.triangleCount*3;
mesh.vertices = (float *)MemAlloc(mesh.vertexCount*3*sizeof(float)); // 3 vertices, 3 coordinates each (x, y, z)
mesh.texcoords = (float *)MemAlloc(mesh.vertexCount*2*sizeof(float)); // 3 vertices, 2 coordinates each (x, y)
mesh.normals = (float *)MemAlloc(mesh.vertexCount*3*sizeof(float)); // 3 vertices, 3 coordinates each (x, y, z)
// Vertex at (0, 0, 0)
mesh.vertices[0] = 0;
mesh.vertices[1] = 0;
mesh.vertices[2] = 0;
mesh.normals[0] = 0;
mesh.normals[1] = 1;
mesh.normals[2] = 0;
mesh.texcoords[0] = 0;
mesh.texcoords[1] = 0;
// Vertex at (1, 0, 2)
mesh.vertices[3] = 1;
mesh.vertices[4] = 0;
mesh.vertices[5] = 2;
mesh.normals[3] = 0;
mesh.normals[4] = 1;
mesh.normals[5] = 0;
mesh.texcoords[2] = 0.5f;
mesh.texcoords[3] = 1.0f;
// Vertex at (2, 0, 0)
mesh.vertices[6] = 2;
mesh.vertices[7] = 0;
mesh.vertices[8] = 0;
mesh.normals[6] = 0;
mesh.normals[7] = 1;
mesh.normals[8] = 0;
mesh.texcoords[4] = 1;
mesh.texcoords[5] =0;
// Upload mesh data from CPU (RAM) to GPU (VRAM) memory
UploadMesh(&mesh, false);
return mesh;
}

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@@ -2,12 +2,14 @@
*
* raylib [models] example - Mesh picking in 3d mode, ground plane, triangle, mesh
*
* This example has been created using raylib 1.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 1.7, last time updated with raylib 4.0
*
* Example contributed by Joel Davis (@joeld42) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2017 Joel Davis (@joeld42) and Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2017-2023 Joel Davis (@joeld42) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@@ -16,6 +18,9 @@
#define FLT_MAX 340282346638528859811704183484516925440.0f // Maximum value of a float, from bit pattern 01111111011111111111111111111111
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
@@ -31,7 +36,7 @@ int main(void)
camera.target = (Vector3){ 0.0f, 8.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.6f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
Ray ray = { 0 }; // Picking ray
@@ -59,8 +64,6 @@ int main(void)
Vector3 sp = (Vector3){ -30.0f, 5.0f, 5.0f };
float sr = 4.0f;
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
@@ -68,7 +71,14 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
if (IsCursorHidden()) UpdateCamera(&camera, CAMERA_FIRST_PERSON); // Update camera
// Toggle camera controls
if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT))
{
if (IsCursorHidden()) EnableCursor();
else DisableCursor();
}
// Display information about closest hit
RayCollision collision = { 0 };
@@ -121,9 +131,22 @@ int main(void)
cursorColor = ORANGE;
hitObjectName = "Box";
// Check ray collision against model
// NOTE: It considers model.transform matrix!
RayCollision meshHitInfo = GetRayCollisionModel(ray, tower);
// Check ray collision against model meshes
RayCollision meshHitInfo = { 0 };
for (int m = 0; m < tower.meshCount; m++)
{
// NOTE: We consider the model.transform for the collision check but
// it can be checked against any transform Matrix, used when checking against same
// model drawn multiple times with multiple transforms
meshHitInfo = GetRayCollisionMesh(ray, tower.meshes[m], tower.transform);
if (meshHitInfo.hit)
{
// Save the closest hit mesh
if ((!collision.hit) || (collision.distance > meshHitInfo.distance)) collision = meshHitInfo;
break; // Stop once one mesh collision is detected, the colliding mesh is m
}
}
if (meshHitInfo.hit)
{
@@ -201,7 +224,7 @@ int main(void)
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);
DrawText("Right click mouse to toggle camera controls", 10, 430, 10, GRAY);
DrawText("(c) Turret 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);

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@@ -2,14 +2,14 @@
*
* raylib [models] example - Show the difference between perspective and orthographic projection
*
* This program is heavily based on the geometric objects example
*
* This example has been created using raylib 2.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 2.0, last time updated with raylib 3.7
*
* Example contributed by Max Danielsson (@autious) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2018 Max Danielsson (@autious) and Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2018-2023 Max Danielsson (@autious) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@@ -18,6 +18,9 @@
#define FOVY_PERSPECTIVE 45.0f
#define WIDTH_ORTHOGRAPHIC 10.0f
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization

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@@ -2,12 +2,14 @@
*
* raylib [models] example - rlgl module usage with push/pop matrix transformations
*
* This example uses [rlgl] module funtionality (pseudo-OpenGL 1.1 style coding)
* NOTE: This example uses [rlgl] module functionality (pseudo-OpenGL 1.1 style coding)
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 2.5, last time updated with raylib 4.0
*
* Copyright (c) 2018 Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2018-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@@ -41,13 +43,11 @@ int main(void)
// Define the camera to look into our 3d world
Camera camera = { 0 };
camera.position = (Vector3){ 16.0f, 16.0f, 16.0f };
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 45.0f;
camera.projection = CAMERA_PERSPECTIVE;
SetCameraMode(camera, CAMERA_FREE);
camera.position = (Vector3){ 16.0f, 16.0f, 16.0f }; // 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.projection = CAMERA_PERSPECTIVE; // Camera projection type
float rotationSpeed = 0.2f; // General system rotation speed
@@ -64,7 +64,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
UpdateCamera(&camera, CAMERA_ORBITAL);
earthRotation += (5.0f*rotationSpeed);
earthOrbitRotation += (365/360.0f*(5.0f*rotationSpeed)*rotationSpeed);

View File

@@ -2,10 +2,12 @@
*
* raylib [models] example - Skybox loading and drawing
*
* 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 originally created with raylib 1.8, last time updated with raylib 4.0
*
* Copyright (c) 2017-2020 Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2017-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@@ -23,6 +25,9 @@
// Generate cubemap (6 faces) from equirectangular (panorama) texture
static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
@@ -33,7 +38,12 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox loading and drawing");
// Define the camera to look into our 3d world
Camera camera = { { 1.0f, 1.0f, 1.0f }, { 4.0f, 1.0f, 4.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
Camera camera = { 0 };
camera.position = (Vector3){ 1.0f, 1.0f, 1.0f }; // Camera position
camera.target = (Vector3){ 4.0f, 1.0f, 4.0f }; // 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.projection = CAMERA_PERSPECTIVE; // Camera projection type
// Load skybox model
Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
@@ -82,7 +92,7 @@ int main(void)
UnloadImage(img);
}
SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode
DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -92,23 +102,22 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
// Load new cubemap texture on drag&drop
if (IsFileDropped())
{
int count = 0;
char **droppedFiles = GetDroppedFiles(&count);
FilePathList droppedFiles = LoadDroppedFiles();
if (count == 1) // Only support one file dropped
if (droppedFiles.count == 1) // Only support one file dropped
{
if (IsFileExtension(droppedFiles[0], ".png;.jpg;.hdr;.bmp;.tga"))
if (IsFileExtension(droppedFiles.paths[0], ".png;.jpg;.hdr;.bmp;.tga"))
{
// Unload current cubemap texture and load new one
UnloadTexture(skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture);
if (useHDR)
{
Texture2D panorama = LoadTexture(droppedFiles[0]);
Texture2D panorama = LoadTexture(droppedFiles.paths[0]);
// Generate cubemap from panorama texture
skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
@@ -116,16 +125,16 @@ int main(void)
}
else
{
Image img = LoadImage(droppedFiles[0]);
Image img = LoadImage(droppedFiles.paths[0]);
skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = LoadTextureCubemap(img, CUBEMAP_LAYOUT_AUTO_DETECT);
UnloadImage(img);
}
TextCopy(skyboxFileName, droppedFiles[0]);
TextCopy(skyboxFileName, droppedFiles.paths[0]);
}
}
ClearDroppedFiles(); // Clear internal buffers
UnloadDroppedFiles(droppedFiles); // Unload filepaths from memory
}
//----------------------------------------------------------------------------------

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