Merge branch 'master' into RicoP/ShaderUniformEnum
This commit is contained in:
commit
18dbd69888
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@ -85,6 +85,7 @@ Some people ported raylib to other languages in the form of bindings or wrappers
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| [raylib-cobol](https://codeberg.org/glowiak/raylib-cobol) | **auto** | [COBOL](https://gnucobol.sourceforge.io) | Public domain |
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| [raylib-apl](https://github.com/Brian-ED/raylib-apl) | **5.0** | [Dyalog APL](https://www.dyalog.com/) | MIT |
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| [raylib-jai](https://github.com/ahmedqarmout2/raylib-jai) | **5.5** | [Jai](https://github.com/BSVino/JaiPrimer/blob/master/JaiPrimer.md) | MIT |
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| [fnl-raylib](https://github.com/0riginaln0/fnl-raylib) | **5.5** | [Fennel](https://fennel-lang.org/) | MIT |
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### Utility Wrapers
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@ -54,10 +54,15 @@
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# Define target platform: PLATFORM_DESKTOP, PLATFORM_DESKTOP_SDL, PLATFORM_DRM, PLATFORM_ANDROID, PLATFORM_WEB
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PLATFORM ?= PLATFORM_DESKTOP
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ifeq ($(PLATFORM), PLATFORM_DESKTOP)
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TARGET_PLATFORM = PLATFORM_DESKTOP_GLFW
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ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_DESKTOP_GLFW PLATFORM_DESKTOP_SDL PLATFORM_DESKTOP_RGFW))
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TARGET_PLATFORM := $(PLATFORM)
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override PLATFORM = PLATFORM_DESKTOP
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else
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ifeq ($(PLATFORM), PLATFORM_DESKTOP)
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TARGET_PLATFORM = PLATFORM_DESKTOP_GLFW
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else
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TARGET_PLATFORM = $(PLATFORM)
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endif
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endif
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# Define required raylib variables
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@ -6,7 +6,8 @@
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*
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* Example create by GreenSnakeLinux (@GreenSnakeLinux),
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* lighter by oblerion (@oblerion) and
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* reviewed by Ramon Santamaria (@raysan5)
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* reviewed by Ramon Santamaria (@raysan5) and
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* improved by danilwhale (@danilwhale)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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@ -17,6 +18,16 @@
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#include "raylib.h"
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#include <math.h>
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typedef enum {
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BUTTON_NONE = -1,
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BUTTON_UP,
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BUTTON_LEFT,
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BUTTON_RIGHT,
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BUTTON_DOWN,
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BUTTON_MAX
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} PadButton;
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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@ -29,24 +40,38 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [core] example - input virtual controls");
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const float dpadX = 90;
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const float dpadY = 300;
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const float dpadRad = 25.0f;//radius of each pad
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Color dpadColor = BLUE;
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int dpadKeydown = -1;//-1 if not down, else 0,1,2,3
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Vector2 padPosition = { 100, 350 };
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float buttonRadius = 30;
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const float dpadCollider[4][2]= // collider array with x,y position
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Vector2 buttonPositions[BUTTON_MAX] =
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{
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{dpadX,dpadY-dpadRad*1.5f},//up
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{dpadX-dpadRad*1.5f,dpadY},//left
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{dpadX+dpadRad*1.5f,dpadY},//right
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{dpadX,dpadY+dpadRad*1.5f}//down
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{ padPosition.x,padPosition.y - buttonRadius*1.5f }, // Up
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{ padPosition.x - buttonRadius*1.5f, padPosition.y }, // Left
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{ padPosition.x + buttonRadius*1.5f, padPosition.y }, // Right
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{ padPosition.x, padPosition.y + buttonRadius*1.5f } // Down
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};
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const char dpadLabel[4]="XYBA";//label of Dpad
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float playerX=100;
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float playerY=100;
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const char *buttonLabels[BUTTON_MAX] =
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{
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"Y", // Up
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"X", // Left
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"B", // Right
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"A" // Down
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};
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Color buttonLabelColors[BUTTON_MAX] =
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{
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YELLOW, // Up
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BLUE, // Left
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RED, // Right
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GREEN // Down
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};
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int pressedButton = BUTTON_NONE;
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Vector2 inputPosition = { 0, 0 };
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Vector2 playerPosition = { (float)screenWidth/2, (float)screenHeight/2 };
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float playerSpeed = 75;
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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@ -56,59 +81,85 @@ int main(void)
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{
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// Update
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//--------------------------------------------------------------------------
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dpadKeydown = -1; //reset
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int inputX = 0;
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int inputY = 0;
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if(GetTouchPointCount()>0)
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{//use touch pos
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inputX = GetTouchX();
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inputY = GetTouchY();
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if ((GetTouchPointCount() > 0))
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{
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// Use touch position
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inputPosition = GetTouchPosition(0);
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}
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else
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{//use mouse pos
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inputX = GetMouseX();
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inputY = GetMouseY();
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}
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for(int i=0;i<4;i++)
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{
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//test distance each collider and input < radius
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if( fabsf(dpadCollider[i][1]-inputY) + fabsf(dpadCollider[i][0]-inputX) < dpadRad)
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// Use mouse position
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inputPosition = GetMousePosition();
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}
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// Reset pressed button to none
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pressedButton = BUTTON_NONE;
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// Make sure user is pressing left mouse button if they're from desktop
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if ((GetTouchPointCount() > 0) || ((GetTouchPointCount() == 0) && IsMouseButtonDown(MOUSE_BUTTON_LEFT)))
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{
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dpadKeydown = i;
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// Find nearest D-Pad button to the input position
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for (int i = 0; i < BUTTON_MAX; i++)
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{
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float distX = fabsf(buttonPositions[i].x - inputPosition.x);
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float distY = fabsf(buttonPositions[i].y - inputPosition.y);
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if ((distX + distY < buttonRadius))
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{
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pressedButton = i;
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break;
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}
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}
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// move player
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switch(dpadKeydown){
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case 0: playerY -= 50*GetFrameTime();
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}
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// Move player according to pressed button
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switch (pressedButton)
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{
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case BUTTON_UP:
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{
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playerPosition.y -= playerSpeed*GetFrameTime();
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break;
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case 1: playerX -= 50*GetFrameTime();
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}
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case BUTTON_LEFT:
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{
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playerPosition.x -= playerSpeed*GetFrameTime();
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break;
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case 2: playerX += 50*GetFrameTime();
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}
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case BUTTON_RIGHT:
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{
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playerPosition.x += playerSpeed*GetFrameTime();
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break;
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case 3: playerY += 50*GetFrameTime();
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default:;
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}
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case BUTTON_DOWN:
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{
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playerPosition.y += playerSpeed*GetFrameTime();
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break;
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}
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default: break;
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};
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//--------------------------------------------------------------------------
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// Draw
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//--------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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for(int i=0;i<4;i++)
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// Draw world
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DrawCircleV(playerPosition, 50, MAROON);
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// Draw GUI
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for (int i = 0; i < BUTTON_MAX; i++)
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{
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//draw all pad
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DrawCircleV((Vector2) { dpadCollider[i][0], dpadCollider[i][1] }, dpadRad, dpadColor);
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if(i!=dpadKeydown)
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{
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//draw label
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DrawText(TextSubtext(dpadLabel,i,1),
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(int)dpadCollider[i][0]-7,
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(int)dpadCollider[i][1]-8,20,BLACK);
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}
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DrawCircleV(buttonPositions[i], buttonRadius, (i == pressedButton)? DARKGRAY : BLACK);
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DrawText(buttonLabels[i],
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(int)buttonPositions[i].x - 7, (int)buttonPositions[i].y - 8,
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20, buttonLabelColors[i]);
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}
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DrawRectangleRec((Rectangle) { playerX - 4, playerY - 4, 75, 28 }, RED);
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DrawText("Player", (int)playerX, (int)playerY, 20, WHITE);
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DrawText("move the player with D-Pad buttons", 10, 10, 20, DARKGRAY);
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EndDrawing();
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//--------------------------------------------------------------------------
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}
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Binary file not shown.
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Before Width: | Height: | Size: 8.9 KiB After Width: | Height: | Size: 1.8 KiB |
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@ -25,7 +25,7 @@ void main()
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// Send vertex attributes to fragment shader
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fragPosition = vec3(instanceTransform*vec4(vertexPosition, 1.0));
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fragTexCoord = vertexTexCoord;
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//fragColor = vertexColor;
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fragColor = vec4(1.0);
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fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
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// Calculate final vertex position, note that we multiply mvp by instanceTransform
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@ -61,7 +61,7 @@ int main(void)
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{
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Matrix translation = MatrixTranslate((float)GetRandomValue(-50, 50), (float)GetRandomValue(-50, 50), (float)GetRandomValue(-50, 50));
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Vector3 axis = Vector3Normalize((Vector3){ (float)GetRandomValue(0, 360), (float)GetRandomValue(0, 360), (float)GetRandomValue(0, 360) });
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float angle = (float)GetRandomValue(0, 10)*DEG2RAD;
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float angle = (float)GetRandomValue(0, 180)*DEG2RAD;
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Matrix rotation = MatrixRotate(axis, angle);
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transforms[i] = MatrixMultiply(rotation, translation);
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@ -73,7 +73,6 @@ int main(void)
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// Get shader locations
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shader.locs[SHADER_LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp");
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shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
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shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader, "instanceTransform");
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// Set shader value: ambient light level
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int ambientLoc = GetShaderLocation(shader, "ambient");
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@ -2543,6 +2543,11 @@
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"name": "SHADER_LOC_BONE_MATRICES",
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"value": 28,
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"description": "Shader location: array of matrices uniform: boneMatrices"
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},
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{
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"name": "SHADER_LOC_VERTEX_INSTANCE_TX",
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"value": 29,
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"description": "Shader location: vertex attribute: instanceTransform"
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}
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]
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},
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@ -2543,6 +2543,11 @@ return {
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name = "SHADER_LOC_BONE_MATRICES",
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value = 28,
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description = "Shader location: array of matrices uniform: boneMatrices"
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},
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{
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name = "SHADER_LOC_VERTEX_INSTANCE_TX",
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value = 29,
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description = "Shader location: vertex attribute: instanceTransform"
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}
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}
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},
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@ -795,7 +795,7 @@ Enum 08: MaterialMapIndex (11 values)
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Value[MATERIAL_MAP_IRRADIANCE]: 8
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Value[MATERIAL_MAP_PREFILTER]: 9
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Value[MATERIAL_MAP_BRDF]: 10
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Enum 09: ShaderLocationIndex (29 values)
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Enum 09: ShaderLocationIndex (30 values)
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Name: ShaderLocationIndex
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Description: Shader location index
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Value[SHADER_LOC_VERTEX_POSITION]: 0
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@ -507,7 +507,7 @@
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<Value name="MATERIAL_MAP_PREFILTER" integer="9" desc="Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP)" />
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<Value name="MATERIAL_MAP_BRDF" integer="10" desc="Brdf material" />
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</Enum>
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<Enum name="ShaderLocationIndex" valueCount="29" desc="Shader location index">
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<Enum name="ShaderLocationIndex" valueCount="30" desc="Shader location index">
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<Value name="SHADER_LOC_VERTEX_POSITION" integer="0" desc="Shader location: vertex attribute: position" />
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<Value name="SHADER_LOC_VERTEX_TEXCOORD01" integer="1" desc="Shader location: vertex attribute: texcoord01" />
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<Value name="SHADER_LOC_VERTEX_TEXCOORD02" integer="2" desc="Shader location: vertex attribute: texcoord02" />
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@ -537,6 +537,7 @@
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<Value name="SHADER_LOC_VERTEX_BONEIDS" integer="26" desc="Shader location: vertex attribute: boneIds" />
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<Value name="SHADER_LOC_VERTEX_BONEWEIGHTS" integer="27" desc="Shader location: vertex attribute: boneWeights" />
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<Value name="SHADER_LOC_BONE_MATRICES" integer="28" desc="Shader location: array of matrices uniform: boneMatrices" />
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<Value name="SHADER_LOC_VERTEX_INSTANCE_TX" integer="29" desc="Shader location: vertex attribute: instanceTransform" />
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</Enum>
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<Enum name="ShaderUniformDataType" valueCount="13" desc="Shader uniform data type">
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<Value name="SHADER_UNIFORM_FLOAT" integer="0" desc="Shader uniform type: float" />
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@ -151,6 +151,8 @@
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS 7
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 8
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#endif
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCE_TX 9
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// Default shader vertex attribute names to set location points
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// NOTE: When a new shader is loaded, the following locations are tried to be set for convenience
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@ -801,7 +801,8 @@ typedef enum {
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SHADER_LOC_MAP_BRDF, // Shader location: sampler2d texture: brdf
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SHADER_LOC_VERTEX_BONEIDS, // Shader location: vertex attribute: boneIds
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SHADER_LOC_VERTEX_BONEWEIGHTS, // Shader location: vertex attribute: boneWeights
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SHADER_LOC_BONE_MATRICES // Shader location: array of matrices uniform: boneMatrices
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SHADER_LOC_BONE_MATRICES, // Shader location: array of matrices uniform: boneMatrices
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SHADER_LOC_VERTEX_INSTANCE_TX // Shader location: vertex attribute: instanceTransform
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} ShaderLocationIndex;
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#define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO
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@ -1346,6 +1346,7 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
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shader.locs[SHADER_LOC_VERTEX_COLOR] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
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shader.locs[SHADER_LOC_VERTEX_BONEIDS] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS);
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shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS);
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shader.locs[SHADER_LOC_VERTEX_INSTANCE_TX] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCE_TX);
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// Get handles to GLSL uniform locations (vertex shader)
|
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shader.locs[SHADER_LOC_MATRIX_MVP] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_MVP);
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@ -355,6 +355,9 @@
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 8
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#endif
|
||||
#endif
|
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCE_TX
|
||||
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCE_TX 9
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
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@ -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
|
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#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
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||||
#define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
|
||||
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@ -4216,6 +4222,7 @@ unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
|
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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);
|
||||
|
|
|
|||
|
|
@ -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();
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user