diff --git a/BINDINGS.md b/BINDINGS.md index 5d158c998..873e6af0e 100644 --- a/BINDINGS.md +++ b/BINDINGS.md @@ -85,6 +85,7 @@ Some people ported raylib to other languages in the form of bindings or wrappers | [raylib-cobol](https://codeberg.org/glowiak/raylib-cobol) | **auto** | [COBOL](https://gnucobol.sourceforge.io) | Public domain | | [raylib-apl](https://github.com/Brian-ED/raylib-apl) | **5.0** | [Dyalog APL](https://www.dyalog.com/) | MIT | | [raylib-jai](https://github.com/ahmedqarmout2/raylib-jai) | **5.5** | [Jai](https://github.com/BSVino/JaiPrimer/blob/master/JaiPrimer.md) | MIT | +| [fnl-raylib](https://github.com/0riginaln0/fnl-raylib) | **5.5** | [Fennel](https://fennel-lang.org/) | MIT | ### Utility Wrapers diff --git a/examples/Makefile b/examples/Makefile index a65a4961e..34cf36f04 100644 --- a/examples/Makefile +++ b/examples/Makefile @@ -54,10 +54,15 @@ # Define target platform: PLATFORM_DESKTOP, PLATFORM_DESKTOP_SDL, PLATFORM_DRM, PLATFORM_ANDROID, PLATFORM_WEB PLATFORM ?= PLATFORM_DESKTOP -ifeq ($(PLATFORM), PLATFORM_DESKTOP) - TARGET_PLATFORM = PLATFORM_DESKTOP_GLFW +ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_DESKTOP_GLFW PLATFORM_DESKTOP_SDL PLATFORM_DESKTOP_RGFW)) + TARGET_PLATFORM := $(PLATFORM) + override PLATFORM = PLATFORM_DESKTOP else - TARGET_PLATFORM = $(PLATFORM) + ifeq ($(PLATFORM), PLATFORM_DESKTOP) + TARGET_PLATFORM = PLATFORM_DESKTOP_GLFW + else + TARGET_PLATFORM = $(PLATFORM) + endif endif # Define required raylib variables @@ -653,7 +658,7 @@ OTHERS = \ ifeq ($(TARGET_PLATFORM), PLATFORM_DESKTOP_GFLW) OTHERS += others/rlgl_standalone endif - + CURRENT_MAKEFILE = $(lastword $(MAKEFILE_LIST)) diff --git a/examples/core/core_input_virtual_controls.c b/examples/core/core_input_virtual_controls.c index bbbad208f..76eeafee4 100644 --- a/examples/core/core_input_virtual_controls.c +++ b/examples/core/core_input_virtual_controls.c @@ -6,7 +6,8 @@ * * Example create by GreenSnakeLinux (@GreenSnakeLinux), * lighter by oblerion (@oblerion) and -* reviewed by Ramon Santamaria (@raysan5) +* reviewed by Ramon Santamaria (@raysan5) and +* improved by danilwhale (@danilwhale) * * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software @@ -17,6 +18,16 @@ #include "raylib.h" #include + +typedef enum { + BUTTON_NONE = -1, + BUTTON_UP, + BUTTON_LEFT, + BUTTON_RIGHT, + BUTTON_DOWN, + BUTTON_MAX +} PadButton; + //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ @@ -29,24 +40,38 @@ int main(void) InitWindow(screenWidth, screenHeight, "raylib [core] example - input virtual controls"); - const float dpadX = 90; - const float dpadY = 300; - const float dpadRad = 25.0f;//radius of each pad - Color dpadColor = BLUE; - int dpadKeydown = -1;//-1 if not down, else 0,1,2,3 + Vector2 padPosition = { 100, 350 }; + float buttonRadius = 30; - - const float dpadCollider[4][2]= // collider array with x,y position + Vector2 buttonPositions[BUTTON_MAX] = { - {dpadX,dpadY-dpadRad*1.5f},//up - {dpadX-dpadRad*1.5f,dpadY},//left - {dpadX+dpadRad*1.5f,dpadY},//right - {dpadX,dpadY+dpadRad*1.5f}//down + { padPosition.x,padPosition.y - buttonRadius*1.5f }, // Up + { padPosition.x - buttonRadius*1.5f, padPosition.y }, // Left + { padPosition.x + buttonRadius*1.5f, padPosition.y }, // Right + { padPosition.x, padPosition.y + buttonRadius*1.5f } // Down }; - const char dpadLabel[4]="XYBA";//label of Dpad - float playerX=100; - float playerY=100; + const char *buttonLabels[BUTTON_MAX] = + { + "Y", // Up + "X", // Left + "B", // Right + "A" // Down + }; + + Color buttonLabelColors[BUTTON_MAX] = + { + YELLOW, // Up + BLUE, // Left + RED, // Right + GREEN // Down + }; + + int pressedButton = BUTTON_NONE; + Vector2 inputPosition = { 0, 0 }; + + Vector2 playerPosition = { (float)screenWidth/2, (float)screenHeight/2 }; + float playerSpeed = 75; SetTargetFPS(60); //-------------------------------------------------------------------------------------- @@ -54,63 +79,89 @@ int main(void) // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { - // Update - //-------------------------------------------------------------------------- - dpadKeydown = -1; //reset - int inputX = 0; - int inputY = 0; - if(GetTouchPointCount()>0) - {//use touch pos - inputX = GetTouchX(); - inputY = GetTouchY(); + // Update + //-------------------------------------------------------------------------- + if ((GetTouchPointCount() > 0)) + { + // Use touch position + inputPosition = GetTouchPosition(0); } else - {//use mouse pos - inputX = GetMouseX(); - inputY = GetMouseY(); - } - for(int i=0;i<4;i++) { - //test distance each collider and input < radius - if( fabsf(dpadCollider[i][1]-inputY) + fabsf(dpadCollider[i][0]-inputX) < dpadRad) - { - dpadKeydown = i; - break; - } + // Use mouse position + inputPosition = GetMousePosition(); } - // move player - switch(dpadKeydown){ - case 0: playerY -= 50*GetFrameTime(); - break; - case 1: playerX -= 50*GetFrameTime(); - break; - case 2: playerX += 50*GetFrameTime(); - break; - case 3: playerY += 50*GetFrameTime(); - default:; - }; - //-------------------------------------------------------------------------- - // Draw - //-------------------------------------------------------------------------- - BeginDrawing(); - ClearBackground(RAYWHITE); - for(int i=0;i<4;i++) + + // Reset pressed button to none + pressedButton = BUTTON_NONE; + + // Make sure user is pressing left mouse button if they're from desktop + if ((GetTouchPointCount() > 0) || ((GetTouchPointCount() == 0) && IsMouseButtonDown(MOUSE_BUTTON_LEFT))) + { + // Find nearest D-Pad button to the input position + for (int i = 0; i < BUTTON_MAX; i++) { - //draw all pad - DrawCircleV((Vector2) { dpadCollider[i][0], dpadCollider[i][1] }, dpadRad, dpadColor); - if(i!=dpadKeydown) + float distX = fabsf(buttonPositions[i].x - inputPosition.x); + float distY = fabsf(buttonPositions[i].y - inputPosition.y); + + if ((distX + distY < buttonRadius)) { - //draw label - DrawText(TextSubtext(dpadLabel,i,1), - (int)dpadCollider[i][0]-7, - (int)dpadCollider[i][1]-8,20,BLACK); + pressedButton = i; + break; } } + } + + // Move player according to pressed button + switch (pressedButton) + { + case BUTTON_UP: + { + playerPosition.y -= playerSpeed*GetFrameTime(); + break; + } + case BUTTON_LEFT: + { + playerPosition.x -= playerSpeed*GetFrameTime(); + break; + } + case BUTTON_RIGHT: + { + playerPosition.x += playerSpeed*GetFrameTime(); + break; + } + case BUTTON_DOWN: + { + playerPosition.y += playerSpeed*GetFrameTime(); + break; + } + default: break; + }; + + //-------------------------------------------------------------------------- + // Draw + //-------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + // Draw world + DrawCircleV(playerPosition, 50, MAROON); + + // Draw GUI + for (int i = 0; i < BUTTON_MAX; i++) + { + DrawCircleV(buttonPositions[i], buttonRadius, (i == pressedButton)? DARKGRAY : BLACK); + + DrawText(buttonLabels[i], + (int)buttonPositions[i].x - 7, (int)buttonPositions[i].y - 8, + 20, buttonLabelColors[i]); + } + + DrawText("move the player with D-Pad buttons", 10, 10, 20, DARKGRAY); - DrawRectangleRec((Rectangle) { playerX - 4, playerY - 4, 75, 28 }, RED); - DrawText("Player", (int)playerX, (int)playerY, 20, WHITE); EndDrawing(); - //-------------------------------------------------------------------------- + //-------------------------------------------------------------------------- } // De-Initialization diff --git a/examples/core/core_input_virtual_controls.png b/examples/core/core_input_virtual_controls.png index cb1444598..83097a54c 100644 Binary files a/examples/core/core_input_virtual_controls.png and b/examples/core/core_input_virtual_controls.png differ diff --git a/examples/shaders/resources/shaders/glsl330/lighting_instancing.vs b/examples/shaders/resources/shaders/glsl330/lighting_instancing.vs index 3e4da1e28..32db8cdd4 100644 --- a/examples/shaders/resources/shaders/glsl330/lighting_instancing.vs +++ b/examples/shaders/resources/shaders/glsl330/lighting_instancing.vs @@ -25,7 +25,7 @@ void main() // Send vertex attributes to fragment shader fragPosition = vec3(instanceTransform*vec4(vertexPosition, 1.0)); fragTexCoord = vertexTexCoord; - //fragColor = vertexColor; + fragColor = vec4(1.0); fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0))); // Calculate final vertex position, note that we multiply mvp by instanceTransform diff --git a/examples/shaders/shaders_mesh_instancing.c b/examples/shaders/shaders_mesh_instancing.c index eb42cb471..1e0bf0696 100644 --- a/examples/shaders/shaders_mesh_instancing.c +++ b/examples/shaders/shaders_mesh_instancing.c @@ -61,7 +61,7 @@ int main(void) { Matrix translation = MatrixTranslate((float)GetRandomValue(-50, 50), (float)GetRandomValue(-50, 50), (float)GetRandomValue(-50, 50)); Vector3 axis = Vector3Normalize((Vector3){ (float)GetRandomValue(0, 360), (float)GetRandomValue(0, 360), (float)GetRandomValue(0, 360) }); - float angle = (float)GetRandomValue(0, 10)*DEG2RAD; + float angle = (float)GetRandomValue(0, 180)*DEG2RAD; Matrix rotation = MatrixRotate(axis, angle); transforms[i] = MatrixMultiply(rotation, translation); @@ -73,7 +73,6 @@ int main(void) // Get shader locations shader.locs[SHADER_LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp"); shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos"); - shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader, "instanceTransform"); // Set shader value: ambient light level int ambientLoc = GetShaderLocation(shader, "ambient"); diff --git a/parser/output/raylib_api.json b/parser/output/raylib_api.json index 3a3b2bad4..e05d8a748 100644 --- a/parser/output/raylib_api.json +++ b/parser/output/raylib_api.json @@ -2543,6 +2543,11 @@ "name": "SHADER_LOC_BONE_MATRICES", "value": 28, "description": "Shader location: array of matrices uniform: boneMatrices" + }, + { + "name": "SHADER_LOC_VERTEX_INSTANCE_TX", + "value": 29, + "description": "Shader location: vertex attribute: instanceTransform" } ] }, diff --git a/parser/output/raylib_api.lua b/parser/output/raylib_api.lua index 41ecc8672..d8a848b45 100644 --- a/parser/output/raylib_api.lua +++ b/parser/output/raylib_api.lua @@ -2543,6 +2543,11 @@ return { name = "SHADER_LOC_BONE_MATRICES", value = 28, description = "Shader location: array of matrices uniform: boneMatrices" + }, + { + name = "SHADER_LOC_VERTEX_INSTANCE_TX", + value = 29, + description = "Shader location: vertex attribute: instanceTransform" } } }, diff --git a/parser/output/raylib_api.txt b/parser/output/raylib_api.txt index c3c739b70..d3b6eb895 100644 --- a/parser/output/raylib_api.txt +++ b/parser/output/raylib_api.txt @@ -795,7 +795,7 @@ Enum 08: MaterialMapIndex (11 values) Value[MATERIAL_MAP_IRRADIANCE]: 8 Value[MATERIAL_MAP_PREFILTER]: 9 Value[MATERIAL_MAP_BRDF]: 10 -Enum 09: ShaderLocationIndex (29 values) +Enum 09: ShaderLocationIndex (30 values) Name: ShaderLocationIndex Description: Shader location index Value[SHADER_LOC_VERTEX_POSITION]: 0 diff --git a/parser/output/raylib_api.xml b/parser/output/raylib_api.xml index f4a4ba4fd..e1b1f35e2 100644 --- a/parser/output/raylib_api.xml +++ b/parser/output/raylib_api.xml @@ -507,7 +507,7 @@ - + @@ -537,6 +537,7 @@ + diff --git a/src/config.h b/src/config.h index d8f7112eb..74e0a1353 100644 --- a/src/config.h +++ b/src/config.h @@ -151,6 +151,8 @@ #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS 7 #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 8 #endif +#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCE_TX 9 + // Default shader vertex attribute names to set location points // NOTE: When a new shader is loaded, the following locations are tried to be set for convenience diff --git a/src/raylib.h b/src/raylib.h index 9aba5f1c8..7482d4392 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -801,7 +801,8 @@ typedef enum { SHADER_LOC_MAP_BRDF, // Shader location: sampler2d texture: brdf SHADER_LOC_VERTEX_BONEIDS, // Shader location: vertex attribute: boneIds SHADER_LOC_VERTEX_BONEWEIGHTS, // Shader location: vertex attribute: boneWeights - SHADER_LOC_BONE_MATRICES // Shader location: array of matrices uniform: boneMatrices + SHADER_LOC_BONE_MATRICES, // Shader location: array of matrices uniform: boneMatrices + SHADER_LOC_VERTEX_INSTANCE_TX // Shader location: vertex attribute: instanceTransform } ShaderLocationIndex; #define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO diff --git a/src/rcore.c b/src/rcore.c index bcff5acb0..d69fa0f6c 100644 --- a/src/rcore.c +++ b/src/rcore.c @@ -1346,6 +1346,7 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode) shader.locs[SHADER_LOC_VERTEX_COLOR] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR); shader.locs[SHADER_LOC_VERTEX_BONEIDS] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS); shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS); + shader.locs[SHADER_LOC_VERTEX_INSTANCE_TX] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCE_TX); // Get handles to GLSL uniform locations (vertex shader) shader.locs[SHADER_LOC_MATRIX_MVP] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_MVP); diff --git a/src/rlgl.h b/src/rlgl.h index c08623de3..b09b04b18 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -355,6 +355,9 @@ #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 8 #endif #endif +#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCE_TX + #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCE_TX 9 +#endif //---------------------------------------------------------------------------------- // Types and Structures Definition @@ -998,6 +1001,9 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad #ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS #endif +#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCE_TX + #define RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCE_TX "instanceTransform" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCE_TX +#endif #ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MVP #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix @@ -4216,6 +4222,7 @@ unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId) glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR); glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT); glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2); + glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCE_TX, RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCE_TX); #ifdef RL_SUPPORT_MESH_GPU_SKINNING glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS); diff --git a/src/rmodels.c b/src/rmodels.c index 24f4a4fc9..a159d5432 100644 --- a/src/rmodels.c +++ b/src/rmodels.c @@ -1734,12 +1734,12 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i // no faster, since we're transferring all the transform matrices anyway instancesVboId = rlLoadVertexBuffer(instanceTransforms, instances*sizeof(float16), false); - // Instances transformation matrices are send to shader attribute location: SHADER_LOC_MATRIX_MODEL + // Instances transformation matrices are sent to shader attribute location: SHADER_LOC_VERTEX_INSTANCE_TX for (unsigned int i = 0; i < 4; i++) { - rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_MATRIX_MODEL] + i); - rlSetVertexAttribute(material.shader.locs[SHADER_LOC_MATRIX_MODEL] + i, 4, RL_FLOAT, 0, sizeof(Matrix), i*sizeof(Vector4)); - rlSetVertexAttributeDivisor(material.shader.locs[SHADER_LOC_MATRIX_MODEL] + i, 1); + rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_INSTANCE_TX] + i); + rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_INSTANCE_TX] + i, 4, RL_FLOAT, 0, sizeof(Matrix), i*sizeof(Vector4)); + rlSetVertexAttributeDivisor(material.shader.locs[SHADER_LOC_VERTEX_INSTANCE_TX] + i, 1); } rlDisableVertexBuffer();