Merge branch 'raysan5:master' into patch-2
4
.github/ISSUE_TEMPLATE/new-issue-template.md
vendored
|
|
@ -11,7 +11,7 @@ assignees: ''
|
||||||
|
|
||||||
It is important to realise that **this is NOT A SUPPORT FORUM**, this is for reproducible BUGS with raylib ONLY.
|
It is important to realise that **this is NOT A SUPPORT FORUM**, this is for reproducible BUGS with raylib ONLY.
|
||||||
|
|
||||||
There are lots of generous and helpful people ready to help you out on [raylib Discord forum](https://discord.gg/VkzNHUE) or [raylib reddit](https://www.reddit.com/r/raylib/).
|
There are lots of generous and helpful people ready to help you out on [raylib Discord forum](https://discord.gg/raylib) or [raylib reddit](https://www.reddit.com/r/raylib/).
|
||||||
|
|
||||||
Remember that asking for support questions here actively takes developer time away from improving raylib.
|
Remember that asking for support questions here actively takes developer time away from improving raylib.
|
||||||
|
|
||||||
|
|
@ -25,7 +25,7 @@ Please, before submitting a new issue verify and check:
|
||||||
|
|
||||||
### Issue description
|
### Issue description
|
||||||
|
|
||||||
*Briefly describe the issue you are experiencing (or the feature you want to see added to raylib). Tell us what you were trying to do and what happened instead. Remember, this is not the best place to ask questions. For questions, go to [raylib Discord server](https://discord.gg/VkzNHUE).*
|
*Briefly describe the issue you are experiencing (or the feature you want to see added to raylib). Tell us what you were trying to do and what happened instead. Remember, this is not the best place to ask questions. For questions, go to [raylib Discord server](https://discord.gg/raylib).*
|
||||||
|
|
||||||
### Environment
|
### Environment
|
||||||
|
|
||||||
|
|
|
||||||
2
.github/workflows/android.yml
vendored
|
|
@ -50,6 +50,8 @@ jobs:
|
||||||
- name: Generate Artifacts
|
- name: Generate Artifacts
|
||||||
run: |
|
run: |
|
||||||
cp -v ./src/raylib.h ./build/${{ env.RELEASE_NAME }}/include
|
cp -v ./src/raylib.h ./build/${{ env.RELEASE_NAME }}/include
|
||||||
|
cp -v ./README.md ./build/${{ env.RELEASE_NAME }}/README.md
|
||||||
|
cp -v ./LICENSE ./build/${{ env.RELEASE_NAME }}/LICENSE
|
||||||
cd build
|
cd build
|
||||||
tar -czvf ${{ env.RELEASE_NAME }}.tar.gz ${{ env.RELEASE_NAME }}
|
tar -czvf ${{ env.RELEASE_NAME }}.tar.gz ${{ env.RELEASE_NAME }}
|
||||||
|
|
||||||
|
|
|
||||||
93
.github/workflows/cmake.yml
vendored
Normal file
|
|
@ -0,0 +1,93 @@
|
||||||
|
name: CMakeBuilds
|
||||||
|
|
||||||
|
on:
|
||||||
|
push:
|
||||||
|
pull_request:
|
||||||
|
|
||||||
|
env:
|
||||||
|
# Customize the CMake build type here (Release, Debug, RelWithDebInfo, etc.)
|
||||||
|
BUILD_TYPE: Release
|
||||||
|
|
||||||
|
jobs:
|
||||||
|
build_windows:
|
||||||
|
name: Windows Build
|
||||||
|
# The CMake configure and build commands are platform agnostic and should work equally
|
||||||
|
# well on Windows or Mac. You can convert this to a matrix build if you need
|
||||||
|
# cross-platform coverage.
|
||||||
|
# See: https://docs.github.com/en/free-pro-team@latest/actions/learn-github-actions/managing-complex-workflows#using-a-build-matrix
|
||||||
|
runs-on: windows-latest
|
||||||
|
|
||||||
|
steps:
|
||||||
|
- uses: actions/checkout@v2
|
||||||
|
|
||||||
|
- name: Create Build Environment
|
||||||
|
# Some projects don't allow in-source building, so create a separate build directory
|
||||||
|
# We'll use this as our working directory for all subsequent commands
|
||||||
|
run: cmake -E make_directory ${{github.workspace}}/build
|
||||||
|
|
||||||
|
- name: Configure CMake
|
||||||
|
# Use a bash shell so we can use the same syntax for environment variable
|
||||||
|
# access regardless of the host operating system
|
||||||
|
shell: powershell
|
||||||
|
working-directory: ${{github.workspace}}/build
|
||||||
|
# Note the current convention is to use the -S and -B options here to specify source
|
||||||
|
# and build directories, but this is only available with CMake 3.13 and higher.
|
||||||
|
# The CMake binaries on the Github Actions machines are (as of this writing) 3.12
|
||||||
|
run: cmake $env:GITHUB_WORKSPACE -DCMAKE_BUILD_TYPE=$env:BUILD_TYPE -DPLATFORM=Desktop
|
||||||
|
|
||||||
|
- name: Build
|
||||||
|
working-directory: ${{github.workspace}}/build
|
||||||
|
shell: powershell
|
||||||
|
# Execute the build. You can specify a specific target with "--target <NAME>"
|
||||||
|
run: cmake --build . --config $env:BUILD_TYPE
|
||||||
|
|
||||||
|
- name: Test
|
||||||
|
working-directory: ${{github.workspace}}/build
|
||||||
|
shell: powershell
|
||||||
|
# Execute tests defined by the CMake configuration.
|
||||||
|
# See https://cmake.org/cmake/help/latest/manual/ctest.1.html for more detail
|
||||||
|
run: ctest -C $env:BUILD_TYPE
|
||||||
|
|
||||||
|
build_linux:
|
||||||
|
name: Linux Build
|
||||||
|
# The CMake configure and build commands are platform agnostic and should work equally
|
||||||
|
# well on Windows or Mac. You can convert this to a matrix build if you need
|
||||||
|
# cross-platform coverage.
|
||||||
|
# See: https://docs.github.com/en/free-pro-team@latest/actions/learn-github-actions/managing-complex-workflows#using-a-build-matrix
|
||||||
|
runs-on: ubuntu-latest
|
||||||
|
|
||||||
|
steps:
|
||||||
|
- uses: actions/checkout@v2
|
||||||
|
|
||||||
|
- name: Create Build Environment
|
||||||
|
# Some projects don't allow in-source building, so create a separate build directory
|
||||||
|
# We'll use this as our working directory for all subsequent commands
|
||||||
|
run: cmake -E make_directory ${{github.workspace}}/build
|
||||||
|
|
||||||
|
- name: Setup Environment
|
||||||
|
run: |
|
||||||
|
sudo apt-get update -qq
|
||||||
|
sudo apt-get install gcc-multilib
|
||||||
|
sudo apt-get install -y --no-install-recommends libglfw3 libglfw3-dev libx11-dev libxcursor-dev libxrandr-dev libxinerama-dev libxi-dev libxext-dev libxfixes-dev
|
||||||
|
- name: Configure CMake
|
||||||
|
# Use a bash shell so we can use the same syntax for environment variable
|
||||||
|
# access regardless of the host operating system
|
||||||
|
shell: bash
|
||||||
|
working-directory: ${{github.workspace}}/build
|
||||||
|
# Note the current convention is to use the -S and -B options here to specify source
|
||||||
|
# and build directories, but this is only available with CMake 3.13 and higher.
|
||||||
|
# The CMake binaries on the Github Actions machines are (as of this writing) 3.12
|
||||||
|
run: cmake $GITHUB_WORKSPACE -DCMAKE_BUILD_TYPE=$BUILD_TYPE -DPLATFORM=Desktop
|
||||||
|
|
||||||
|
- name: Build
|
||||||
|
working-directory: ${{github.workspace}}/build
|
||||||
|
shell: bash
|
||||||
|
# Execute the build. You can specify a specific target with "--target <NAME>"
|
||||||
|
run: cmake --build . --config $BUILD_TYPE
|
||||||
|
|
||||||
|
- name: Test
|
||||||
|
working-directory: ${{github.workspace}}/build
|
||||||
|
shell: bash
|
||||||
|
# Execute tests defined by the CMake configuration.
|
||||||
|
# See https://cmake.org/cmake/help/latest/manual/ctest.1.html for more detail
|
||||||
|
run: ctest -C $BUILD_TYPE
|
||||||
2
.github/workflows/linux.yml
vendored
|
|
@ -71,6 +71,8 @@ jobs:
|
||||||
- name: Generate Artifacts
|
- name: Generate Artifacts
|
||||||
run: |
|
run: |
|
||||||
cp -v ./src/raylib.h ./build/${{ env.RELEASE_NAME }}/include
|
cp -v ./src/raylib.h ./build/${{ env.RELEASE_NAME }}/include
|
||||||
|
cp -v ./README.md ./build/${{ env.RELEASE_NAME }}/README.md
|
||||||
|
cp -v ./LICENSE ./build/${{ env.RELEASE_NAME }}/LICENSE
|
||||||
cd build
|
cd build
|
||||||
tar -czvf ${{ env.RELEASE_NAME }}.tar.gz ${{ env.RELEASE_NAME }}
|
tar -czvf ${{ env.RELEASE_NAME }}.tar.gz ${{ env.RELEASE_NAME }}
|
||||||
|
|
||||||
|
|
|
||||||
32
.github/workflows/linux_examples.yml
vendored
Normal file
|
|
@ -0,0 +1,32 @@
|
||||||
|
name: Linux Examples
|
||||||
|
|
||||||
|
on:
|
||||||
|
push:
|
||||||
|
pull_request:
|
||||||
|
branches: [ master ]
|
||||||
|
paths:
|
||||||
|
- 'examples/**'
|
||||||
|
|
||||||
|
jobs:
|
||||||
|
build:
|
||||||
|
runs-on: ubuntu-latest
|
||||||
|
steps:
|
||||||
|
- name: Checkout code
|
||||||
|
uses: actions/checkout@v2
|
||||||
|
|
||||||
|
- name: Setup Environment
|
||||||
|
run: |
|
||||||
|
sudo apt-get update -qq
|
||||||
|
sudo apt-get install -y --no-install-recommends libglfw3 libglfw3-dev libx11-dev libxcursor-dev libxrandr-dev libxinerama-dev libxi-dev libxext-dev libxfixes-dev
|
||||||
|
|
||||||
|
- name: Build Library
|
||||||
|
run: |
|
||||||
|
cd src
|
||||||
|
make PLATFORM=PLATFORM_DESKTOP CC=gcc RAYLIB_LIBTYPE=STATIC
|
||||||
|
cd ..
|
||||||
|
|
||||||
|
- name: Build Examples
|
||||||
|
run: |
|
||||||
|
cd examples
|
||||||
|
make PLATFORM=PLATFORM_DESKTOP -B
|
||||||
|
cd ..
|
||||||
2
.github/workflows/macos.yml
vendored
|
|
@ -56,6 +56,8 @@ jobs:
|
||||||
- name: Generate Artifacts
|
- name: Generate Artifacts
|
||||||
run: |
|
run: |
|
||||||
cp -v ./src/raylib.h ./build/${{ env.RELEASE_NAME }}/include
|
cp -v ./src/raylib.h ./build/${{ env.RELEASE_NAME }}/include
|
||||||
|
cp -v ./README.md ./build/${{ env.RELEASE_NAME }}/README.md
|
||||||
|
cp -v ./LICENSE ./build/${{ env.RELEASE_NAME }}/LICENSE
|
||||||
cd build
|
cd build
|
||||||
tar -czvf ${{ env.RELEASE_NAME }}.tar.gz ${{ env.RELEASE_NAME }}
|
tar -czvf ${{ env.RELEASE_NAME }}.tar.gz ${{ env.RELEASE_NAME }}
|
||||||
|
|
||||||
|
|
|
||||||
2
.github/workflows/webassembly.yml
vendored
|
|
@ -49,6 +49,8 @@ jobs:
|
||||||
- name: Generate Artifacts
|
- name: Generate Artifacts
|
||||||
run: |
|
run: |
|
||||||
copy /Y .\src\raylib.h .\build\${{ env.RELEASE_NAME }}\include\raylib.h
|
copy /Y .\src\raylib.h .\build\${{ env.RELEASE_NAME }}\include\raylib.h
|
||||||
|
copy /Y .\README.md .\build\${{ env.RELEASE_NAME }}\README.md
|
||||||
|
copy /Y .\LICENSE .\build\${{ env.RELEASE_NAME }}\LICENSE
|
||||||
cd build
|
cd build
|
||||||
7z a ./${{ env.RELEASE_NAME }}.zip ./${{ env.RELEASE_NAME }}
|
7z a ./${{ env.RELEASE_NAME }}.zip ./${{ env.RELEASE_NAME }}
|
||||||
dir
|
dir
|
||||||
|
|
|
||||||
14
.github/workflows/windows.yml
vendored
|
|
@ -29,11 +29,11 @@ jobs:
|
||||||
- compiler: msvc16
|
- compiler: msvc16
|
||||||
bits: 32
|
bits: 32
|
||||||
ARCH: "x86"
|
ARCH: "x86"
|
||||||
VSBINPATH: "Win32"
|
VSARCHPATH: "Win32"
|
||||||
- compiler: msvc16
|
- compiler: msvc16
|
||||||
bits: 64
|
bits: 64
|
||||||
ARCH: "x64"
|
ARCH: "x64"
|
||||||
VSBINPATH: "x64"
|
VSARCHPATH: "x64"
|
||||||
|
|
||||||
env:
|
env:
|
||||||
RELEASE_NAME: raylib-dev_win${{ matrix.bits }}_${{ matrix.compiler }}
|
RELEASE_NAME: raylib-dev_win${{ matrix.bits }}_${{ matrix.compiler }}
|
||||||
|
|
@ -80,12 +80,12 @@ jobs:
|
||||||
|
|
||||||
- name: Build Library (MSVC16)
|
- name: Build Library (MSVC16)
|
||||||
run: |
|
run: |
|
||||||
cd projects/VS2017
|
cd projects/VS2019
|
||||||
msbuild.exe raylib.sln /target:raylib /property:Configuration=Release /property:Platform=${{ matrix.ARCH }}
|
msbuild.exe raylib.sln /target:raylib /property:Configuration=Release /property:Platform=${{ matrix.ARCH }}
|
||||||
copy /Y .\bin\${{ matrix.VSBINPATH }}\Release\raylib.lib .\..\..\build\${{ env.RELEASE_NAME }}\lib\raylib.lib
|
copy /Y .\build\raylib\bin\${{ matrix.VSARCHPATH }}\Release\raylib.lib .\..\..\build\${{ env.RELEASE_NAME }}\lib\raylib.lib
|
||||||
msbuild.exe raylib.sln /target:raylib /property:Configuration=Release.DLL /property:Platform=${{ matrix.ARCH }}
|
msbuild.exe raylib.sln /target:raylib /property:Configuration=Release.DLL /property:Platform=${{ matrix.ARCH }}
|
||||||
copy /Y .\bin\${{ matrix.VSBINPATH }}\Release.DLL\raylib.dll .\..\..\build\${{ env.RELEASE_NAME }}\lib\raylib.dll
|
copy /Y .\build\raylib\bin\${{ matrix.VSARCHPATH }}\Release.DLL\raylib.dll .\..\..\build\${{ env.RELEASE_NAME }}\lib\raylib.dll
|
||||||
copy /Y .\bin\${{ matrix.VSBINPATH }}\Release.DLL\raylib.lib .\..\..\build\${{ env.RELEASE_NAME }}\lib\raylibdll.lib
|
copy /Y .\build\raylib\bin\${{ matrix.VSARCHPATH }}\Release.DLL\raylib.lib .\..\..\build\${{ env.RELEASE_NAME }}\lib\raylibdll.lib
|
||||||
cd ../..
|
cd ../..
|
||||||
shell: cmd
|
shell: cmd
|
||||||
if: matrix.compiler == 'msvc16'
|
if: matrix.compiler == 'msvc16'
|
||||||
|
|
@ -93,6 +93,8 @@ jobs:
|
||||||
- name: Generate Artifacts
|
- name: Generate Artifacts
|
||||||
run: |
|
run: |
|
||||||
copy /Y .\src\raylib.h .\build\${{ env.RELEASE_NAME }}\include\raylib.h
|
copy /Y .\src\raylib.h .\build\${{ env.RELEASE_NAME }}\include\raylib.h
|
||||||
|
copy /Y .\README.md .\build\${{ env.RELEASE_NAME }}\README.md
|
||||||
|
copy /Y .\LICENSE .\build\${{ env.RELEASE_NAME }}\LICENSE
|
||||||
cd build
|
cd build
|
||||||
7z a ./${{ env.RELEASE_NAME }}.zip ./${{ env.RELEASE_NAME }}
|
7z a ./${{ env.RELEASE_NAME }}.zip ./${{ env.RELEASE_NAME }}
|
||||||
dir
|
dir
|
||||||
|
|
|
||||||
26
.github/workflows/windows_examples.yml
vendored
Normal file
|
|
@ -0,0 +1,26 @@
|
||||||
|
name: Windows Examples
|
||||||
|
|
||||||
|
on:
|
||||||
|
push:
|
||||||
|
pull_request:
|
||||||
|
branches: [ master ]
|
||||||
|
paths:
|
||||||
|
- 'examples/**'
|
||||||
|
|
||||||
|
jobs:
|
||||||
|
build:
|
||||||
|
runs-on: windows-latest
|
||||||
|
|
||||||
|
steps:
|
||||||
|
- uses: actions/checkout@v2
|
||||||
|
|
||||||
|
- name: Add MSBuild to PATH
|
||||||
|
uses: microsoft/setup-msbuild@v1
|
||||||
|
|
||||||
|
- name: Build Library (MSVC16)
|
||||||
|
run: |
|
||||||
|
cd projects/VS2019
|
||||||
|
msbuild.exe raylib.sln /property:Configuration=Release /property:Platform=x86
|
||||||
|
cd ../..
|
||||||
|
shell: cmd
|
||||||
|
|
||||||
2
.gitignore
vendored
|
|
@ -55,8 +55,6 @@ packages/
|
||||||
|
|
||||||
# Ignore all examples files
|
# Ignore all examples files
|
||||||
examples/*
|
examples/*
|
||||||
# Unignore all examples dirs
|
|
||||||
!examples/*/
|
|
||||||
# Unignore all examples files with extension
|
# Unignore all examples files with extension
|
||||||
!examples/*.c
|
!examples/*.c
|
||||||
!examples/*.png
|
!examples/*.png
|
||||||
|
|
|
||||||
42
BINDINGS.md
|
|
@ -6,41 +6,41 @@ Here it is a list with the ones I'm aware of:
|
||||||
|
|
||||||
| name | raylib version | language | repo |
|
| name | raylib version | language | repo |
|
||||||
|:------------------:|:-------------: | :--------:|----------------------------------------------------------------------|
|
|:------------------:|:-------------: | :--------:|----------------------------------------------------------------------|
|
||||||
| raylib | **3.1-dev** | [C](https://en.wikipedia.org/wiki/C_(programming_language)) | https://github.com/raysan5/raylib |
|
| raylib | **3.7** | [C](https://en.wikipedia.org/wiki/C_(programming_language)) | https://github.com/raysan5/raylib |
|
||||||
| raylib-cpp | 3.5 | [C++](https://en.wikipedia.org/wiki/C%2B%2B) | https://github.com/robloach/raylib-cpp |
|
| raylib-cpp | 3.7 | [C++](https://en.wikipedia.org/wiki/C%2B%2B) | https://github.com/robloach/raylib-cpp |
|
||||||
| Raylib-cs | 3.5 | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | https://github.com/ChrisDill/Raylib-cs |
|
| Raylib-cs | 3.7 | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | https://github.com/ChrisDill/Raylib-cs |
|
||||||
| raylib-cppsharp | 2.5 | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | https://github.com/phxvyper/raylib-cppsharp |
|
| raylib-cppsharp | 2.5 | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | https://github.com/phxvyper/raylib-cppsharp |
|
||||||
| raylib-boo | 3.5 | [Boo](http://boo-language.github.io/) | https://github.com/Rabios/raylib-boo |
|
| raylib-boo | 3.7 | [Boo](http://boo-language.github.io/) | https://github.com/Rabios/raylib-boo |
|
||||||
| RaylibFS | 2.5 | [F#](https://fsharp.org/) | https://github.com/dallinbeutler/RaylibFS |
|
| RaylibFS | 2.5 | [F#](https://fsharp.org/) | https://github.com/dallinbeutler/RaylibFS |
|
||||||
| raylib_d | 2.5 | [D](https://dlang.org/) | https://github.com/Sepheus/raylib_d |
|
| raylib_d | 2.5 | [D](https://dlang.org/) | https://github.com/Sepheus/raylib_d |
|
||||||
| raylib-d | 3.0 | [D](https://dlang.org/) | https://github.com/onroundit/raylib-d |
|
| raylib-d | 3.0 | [D](https://dlang.org/) | https://github.com/onroundit/raylib-d |
|
||||||
| bindbc-raylib | 3.0 | [D](https://dlang.org/) | https://github.com/o3o/bindbc-raylib |
|
| bindbc-raylib | 3.0 | [D](https://dlang.org/) | https://github.com/o3o/bindbc-raylib |
|
||||||
| dray | 3.0 | [D](https://dlang.org/) | https://github.com/xdrie/dray |
|
| dray | 3.5 | [D](https://dlang.org/) | https://github.com/xdrie/dray |
|
||||||
| raylib-go | 3.0 | [Go](https://golang.org/) | https://github.com/gen2brain/raylib-go |
|
| raylib-go | 3.8-dev | [Go](https://golang.org/) | https://github.com/gen2brain/raylib-go |
|
||||||
| raylib-goplus | 2.6-dev | [Go](https://golang.org/) | https://github.com/Lachee/raylib-goplus |
|
| raylib-goplus | 2.6-dev | [Go](https://golang.org/) | https://github.com/Lachee/raylib-goplus |
|
||||||
| ray-go | 2.6-dev | [Go](https://golang.org/) | https://github.com/hecate-tech/ray-go |
|
| ray-go | 2.6-dev | [Go](https://golang.org/) | https://github.com/hecate-tech/ray-go |
|
||||||
| go-raylib | 3.5 | [Go](https://golang.org/) | https://github.com/chunqian/go-raylib |
|
| go-raylib | 3.5 | [Go](https://golang.org/) | https://github.com/chunqian/go-raylib |
|
||||||
| raylib-rs | 3.0 | [Rust](https://www.rust-lang.org/) | https://github.com/deltaphc/raylib-rs |
|
| raylib-rs | 3.5 | [Rust](https://www.rust-lang.org/) | https://github.com/deltaphc/raylib-rs |
|
||||||
| raylib-lua | 1.7 | [Lua](http://www.lua.org/) | https://github.com/raysan5/raylib-lua |
|
| raylib-lua | 1.7 | [Lua](http://www.lua.org/) | https://github.com/raysan5/raylib-lua |
|
||||||
| raylib-lua-ffi | 2.0 | [Lua](http://www.lua.org/) | https://github.com/raysan5/raylib/issues/693 |
|
| raylib-lua-ffi | 2.0 | [Lua](http://www.lua.org/) | https://github.com/raysan5/raylib/issues/693 |
|
||||||
| raylib-lua-sol | 2.5 | [Lua](http://www.lua.org/) | https://github.com/RobLoach/raylib-lua-sol |
|
| raylib-lua-sol | 2.5 | [Lua](http://www.lua.org/) | https://github.com/RobLoach/raylib-lua-sol |
|
||||||
| raylib-lua | 3.5 | [Lua](http://www.lua.org/) | https://github.com/TSnake41/raylib-lua |
|
| raylib-lua | 3.7 | [Lua](http://www.lua.org/) | https://github.com/TSnake41/raylib-lua |
|
||||||
| raylib-luamore | 3.0 | [Lua](http://www.lua.org/) | https://github.com/HDPLocust/raylib-luamore |
|
| raylib-luamore | 3.0 | [Lua](http://www.lua.org/) | https://github.com/HDPLocust/raylib-luamore |
|
||||||
| raylua | 3.5 | [Lua](http://www.lua.org/) | https://github.com/Rabios/raylua |
|
| raylua | 3.7 | [Lua](http://www.lua.org/) | https://github.com/Rabios/raylua |
|
||||||
| LuaJIT-Raylib | 2.6 | [Lua](http://www.lua.org/) | https://github.com/Bambofy/LuaJIT-Raylib |
|
| LuaJIT-Raylib | 2.6 | [Lua](http://www.lua.org/) | https://github.com/Bambofy/LuaJIT-Raylib |
|
||||||
| raylib-nelua | 3.0 | [Nelua](https://nelua.io/) | https://github.com/Andre-LA/raylib-nelua |
|
| raylib-nelua | 3.0 | [Nelua](https://nelua.io/) | https://github.com/Andre-LA/raylib-nelua |
|
||||||
| raylib-Nim | 1.7 | [Nim](https://nim-lang.org/) | https://gitlab.com/define-private-public/raylib-Nim |
|
| raylib-Nim | 1.7 | [Nim](https://nim-lang.org/) | https://gitlab.com/define-private-public/raylib-Nim |
|
||||||
| raylib-nim | 2.0 | [Nim](https://nim-lang.org/) | https://github.com/Skrylar/raylib-nim |
|
| raylib-nim | 2.0 | [Nim](https://nim-lang.org/) | https://github.com/Skrylar/raylib-nim |
|
||||||
| raylib-Forever | 3.1-dev | [Nim](https://nim-lang.org/) | https://github.com/Guevara-chan/Raylib-Forever |
|
| raylib-Forever | 3.1-dev | [Nim](https://nim-lang.org/) | https://github.com/Guevara-chan/Raylib-Forever |
|
||||||
| nim-raylib | 3.1-dev | [Nim](https://nim-lang.org/) | https://github.com/tomc1998/nim-raylib |
|
| nim-raylib | 3.1-dev | [Nim](https://nim-lang.org/) | https://github.com/tomc1998/nim-raylib |
|
||||||
| NimraylibNow! | 3.5-dev | [Nim](https://nim-lang.org/) | https://github.com/greenfork/nimraylib_now |
|
| NimraylibNow! | 3.7 | [Nim](https://nim-lang.org/) | https://github.com/greenfork/nimraylib_now |
|
||||||
| raylib-haskell | 2.0 | [Haskell](https://www.haskell.org/) | https://github.com/DevJac/raylib-haskell |
|
| raylib-haskell | 2.0 | [Haskell](https://www.haskell.org/) | https://github.com/DevJac/raylib-haskell |
|
||||||
| raylib-cr | 2.5-dev | [Crystal](https://crystal-lang.org/) | https://github.com/AregevDev/raylib-cr |
|
| raylib-cr | 2.5-dev | [Crystal](https://crystal-lang.org/) | https://github.com/AregevDev/raylib-cr |
|
||||||
| cray | 1.8 | [Crystal](https://crystal-lang.org/) | https://gitlab.com/Zatherz/cray |
|
| cray | 1.8 | [Crystal](https://crystal-lang.org/) | https://gitlab.com/Zatherz/cray |
|
||||||
| raylib.cr | 2.0 | [Crystal](https://crystal-lang.org/) | https://github.com/sam0x17/raylib.cr |
|
| raylib.cr | 2.0 | [Crystal](https://crystal-lang.org/) | https://github.com/sam0x17/raylib.cr |
|
||||||
| raylib-pascal | 2.0 | [Pascal](https://en.wikipedia.org/wiki/Pascal_(programming_language)) | https://github.com/drezgames/raylib-pascal |
|
| raylib-pascal | 2.0 | [Pascal](https://en.wikipedia.org/wiki/Pascal_(programming_language)) | https://github.com/drezgames/raylib-pascal |
|
||||||
| raylib-pas | 3.0 | [Pascal](https://en.wikipedia.org/wiki/Pascal_(programming_language)) | https://github.com/tazdij/raylib-pas |
|
| raylib-pas | 3.0 | [Pascal](https://en.wikipedia.org/wiki/Pascal_(programming_language)) | https://github.com/tazdij/raylib-pas |
|
||||||
| Ray4Laz | 3.5 | [Pascal](https://en.wikipedia.org/wiki/Pascal_(programming_language)) | https://github.com/GuvaCode/Ray4Laz |
|
| Ray4Laz | 3.7 | [Pascal](https://en.wikipedia.org/wiki/Pascal_(programming_language)) | https://github.com/GuvaCode/Ray4Laz |
|
||||||
| Graphics-Raylib | 1.4 | [Perl](https://www.perl.org/) | https://github.com/athreef/Graphics-Raylib |
|
| Graphics-Raylib | 1.4 | [Perl](https://www.perl.org/) | https://github.com/athreef/Graphics-Raylib |
|
||||||
| raylib-ruby-ffi | 2.0 | [Ruby](https://www.ruby-lang.org/en/) | https://github.com/D3nX/raylib-ruby-ffi |
|
| raylib-ruby-ffi | 2.0 | [Ruby](https://www.ruby-lang.org/en/) | https://github.com/D3nX/raylib-ruby-ffi |
|
||||||
| raylib-ruby | 2.6 | [Ruby](https://www.ruby-lang.org/en/) | https://github.com/a0/raylib-ruby |
|
| raylib-ruby | 2.6 | [Ruby](https://www.ruby-lang.org/en/) | https://github.com/a0/raylib-ruby |
|
||||||
|
|
@ -51,15 +51,16 @@ Here it is a list with the ones I'm aware of:
|
||||||
| jaylib | 3.0 | [Java](https://en.wikipedia.org/wiki/Java_(programming_language)) | https://github.com/electronstudio/jaylib/ |
|
| jaylib | 3.0 | [Java](https://en.wikipedia.org/wiki/Java_(programming_language)) | https://github.com/electronstudio/jaylib/ |
|
||||||
| raylib-java | 2.0 | [Java](https://en.wikipedia.org/wiki/Java_(programming_language)) | https://github.com/XoanaIO/raylib-java |
|
| raylib-java | 2.0 | [Java](https://en.wikipedia.org/wiki/Java_(programming_language)) | https://github.com/XoanaIO/raylib-java |
|
||||||
| clj-raylib | 3.0 | [Clojure](https://clojure.org/) | https://github.com/lsevero/clj-raylib |
|
| clj-raylib | 3.0 | [Clojure](https://clojure.org/) | https://github.com/lsevero/clj-raylib |
|
||||||
| node-raylib | 3.0 | [Node.js](https://nodejs.org/en/) | https://github.com/RobLoach/node-raylib |
|
| node-raylib | 3.5 | [Node.js](https://nodejs.org/en/) | https://github.com/RobLoach/node-raylib |
|
||||||
| QuickJS-raylib | 3.0 | [QuickJS](https://bellard.org/quickjs/) | https://github.com/sntg-p/QuickJS-raylib |
|
| QuickJS-raylib | 3.0 | [QuickJS](https://bellard.org/quickjs/) | https://github.com/sntg-p/QuickJS-raylib |
|
||||||
| raylib-js | 2.6 | [JavaScript](https://en.wikipedia.org/wiki/JavaScript) | https://github.com/RobLoach/raylib-js |
|
| raylib-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-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 |
|
| 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 |
|
| racket-raylib-2d | 2.5 | [Racket](https://racket-lang.org/) | https://github.com/arvyy/racket-raylib-2d |
|
||||||
| raylib-php | 3.0 | [PHP](https://en.wikipedia.org/wiki/PHP) | https://github.com/joseph-montanez/raylib-php |
|
| raylib-php | 3.5 | [PHP](https://en.wikipedia.org/wiki/PHP) | https://github.com/joseph-montanez/raylib-php |
|
||||||
| raylib-php-ffi | 2.4-dev | [PHP](https://en.wikipedia.org/wiki/PHP) | https://github.com/oraoto/raylib-php-ffi |
|
| raylib-php-ffi | 2.4-dev | [PHP](https://en.wikipedia.org/wiki/PHP) | https://github.com/oraoto/raylib-php-ffi |
|
||||||
| raylib-phpcpp | 3.0 | [PHP](https://en.wikipedia.org/wiki/PHP) | https://github.com/oraoto/raylib-phpcpp |
|
| raylib-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 |
|
| 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 |
|
| gforth-raylib | 3.5 | [Gforth](https://gforth.org/) | https://github.com/ArnautDaniel/gforth-raylib |
|
||||||
| raylib-haxe | 2.4 | [Haxe](https://haxe.org/) | https://github.com/ibilon/raylib-haxe |
|
| raylib-haxe | 2.4 | [Haxe](https://haxe.org/) | https://github.com/ibilon/raylib-haxe |
|
||||||
|
|
@ -69,18 +70,18 @@ Here it is a list with the ones I'm aware of:
|
||||||
| raylib-chibi | 2.5 | [Chibi-Scheme](https://github.com/ashinn/chibi-scheme) | https://github.com/VincentToups/raylib-chibi |
|
| 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 |
|
| 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 |
|
| Euraylib | 3.0 | [Euphoria](https://openeuphoria.org/) | https://github.com/gAndy50/Euraylib |
|
||||||
| raylib-wren | 3.0 | [Wren](http://wren.io/) | https://github.com/TSnake41/raylib-wren |
|
| raylib-wren | 3.7 | [Wren](http://wren.io/) | https://github.com/TSnake41/raylib-wren |
|
||||||
| raylib-odin | 3.0 | [Odin](https://odin-lang.org/) | https://github.com/kevinw/raylib-odin |
|
| raylib-odin | 3.0 | [Odin](https://odin-lang.org/) | https://github.com/kevinw/raylib-odin |
|
||||||
|
| raylib_odin_bindings | 3.8+ | [Odin](https://odin-lang.org/) | https://github.com/Deathbat2190/raylib_odin_bindings |
|
||||||
| raylib-zig | 3.0 | [Zig](https://ziglang.org/) | https://github.com/Not-Nik/raylib-zig |
|
| 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-jai | 3.1-dev | [Jai](https://github.com/BSVino/JaiPrimer/blob/master/JaiPrimer.md) | https://github.com/kevinw/raylib-jai |
|
||||||
| ray.zig | 2.5 | [Zig](https://ziglang.org/) | https://github.com/BitPuffin/zig-raylib-experiments |
|
| 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 |
|
| 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 |
|
| jaylib | 3.0 | [Janet](https://janet-lang.org/) | https://github.com/janet-lang/jaylib |
|
||||||
| raykit | ? | [Kit](https://www.kitlang.org/) | https://github.com/Gamerfiend/raykit |
|
| raykit | ? | [Kit](https://www.kitlang.org/) | https://github.com/Gamerfiend/raykit |
|
||||||
| vraylib | 2.5 | [V](https://vlang.io/) | https://github.com/MajorHard/vraylib |
|
| vraylib | 3.5 | [V](https://vlang.io/) | https://github.com/waotzi/vraylib |
|
||||||
| hb-raylib | 3.0 | [Harbour](https://harbour.github.io/) | https://github.com/rjopek/hb-raylib |
|
|
||||||
| ray.mod | 3.0 | [BlitzMax](https://blitzmax.org/) | https://github.com/bmx-ng/ray.mod |
|
| ray.mod | 3.0 | [BlitzMax](https://blitzmax.org/) | https://github.com/bmx-ng/ray.mod |
|
||||||
| ray-ocaml | 3.0 | [OCaml](https://ocaml.org/) | https://github.com/tjammer/raylib-ocaml |
|
| ray-ocaml | 3.5 | [OCaml](https://ocaml.org/) | https://github.com/tjammer/raylib-ocaml |
|
||||||
| raylib-mosaic | 3.0 | [Mosaic](https://github.com/sal55/langs/tree/master/Mosaic) | https://github.com/pluckyporcupine/raylib-mosaic |
|
| raylib-mosaic | 3.0 | [Mosaic](https://github.com/sal55/langs/tree/master/Mosaic) | https://github.com/pluckyporcupine/raylib-mosaic |
|
||||||
| raylib-xdpw | 2.6 | [XD Pascal](https://github.com/vtereshkov/xdpw) | https://github.com/vtereshkov/raylib-xdpw |
|
| raylib-xdpw | 2.6 | [XD Pascal](https://github.com/vtereshkov/xdpw) | https://github.com/vtereshkov/raylib-xdpw |
|
||||||
| raylib-carp | 3.0 | [Carp](https://github.com/carp-lang/Carp) | https://github.com/pluckyporcupine/raylib-carp |
|
| raylib-carp | 3.0 | [Carp](https://github.com/carp-lang/Carp) | https://github.com/pluckyporcupine/raylib-carp |
|
||||||
|
|
@ -89,7 +90,10 @@ Here it is a list with the ones I'm aware of:
|
||||||
| raylib-smallBasic | 3.1-dev | [SmallBASIC](https://github.com/smallbasic/SmallBASIC) | https://github.com/smallbasic/smallbasic.plugins/tree/master/raylib |
|
| 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-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-beef | 3.0 | [Beef](https://www.beeflang.org/) | https://github.com/M0n7y5/raylib-beef |
|
||||||
|
| raylib-swift | 3.5 | [Swift](https://swift.org/) | https://github.com/conifer-dev/raylib-swift |
|
||||||
| raylib-never | 3.0 | [Never](https://github.com/never-lang/never) | https://github.com/never-lang/raylib-never |
|
| raylib-never | 3.0 | [Never](https://github.com/never-lang/never) | https://github.com/never-lang/raylib-never |
|
||||||
|
| 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 |
|
||||||
| raylib.cbl | 2.0 | [COBOL](https://en.wikipedia.org/wiki/COBOL) | *[code examples](https://github.com/Martinfx/Cobol/tree/master/OpenCobol/Games/raylib)* |
|
| raylib.cbl | 2.0 | [COBOL](https://en.wikipedia.org/wiki/COBOL) | *[code examples](https://github.com/Martinfx/Cobol/tree/master/OpenCobol/Games/raylib)* |
|
||||||
|
|
||||||
|
|
||||||
|
|
|
||||||
95
CHANGELOG
|
|
@ -1,7 +1,100 @@
|
||||||
changelog
|
changelog
|
||||||
---------
|
---------
|
||||||
|
|
||||||
Current Release: raylib 3.5.0 (25 December 2020)
|
Current Release: raylib 3.7.0 (26 April 2021)
|
||||||
|
|
||||||
|
-------------------------------------------------------------------------
|
||||||
|
Release: raylib 3.7 (26 April 2021)
|
||||||
|
-------------------------------------------------------------------------
|
||||||
|
KEY CHANGES:
|
||||||
|
- [rlgl] REDESIGNED: Greater abstraction level, some functionality moved to core module
|
||||||
|
- [rlgl] REVIEWED: Instancing and stereo rendering
|
||||||
|
- [core] REDESIGNED: VR simulator, fbo/shader exposed to user
|
||||||
|
- [utils] ADDED: File access callbacks system
|
||||||
|
- [models] ADDED: glTF animations support (#1551) by @object71
|
||||||
|
- [audio] ADDED: Music streaming support from memory (#1606) by @nezvers
|
||||||
|
- [*] RENAMED: enum types and enum values for consistency
|
||||||
|
|
||||||
|
Detailed changes:
|
||||||
|
[core] ADDED: LoadVrStereoConfig()
|
||||||
|
[core] ADDED: UnloadVrStereoConfig()
|
||||||
|
[core] ADDED: BeginVrStereoMode()
|
||||||
|
[core] ADDED: EndVrStereoMode()
|
||||||
|
[core] ADDED: GetCurrentMonitor() (#1485) by @object71
|
||||||
|
[core] ADDED: SetGamepadMappings() (#1506)
|
||||||
|
[core] RENAMED: struct Camera: camera.type to camera.projection
|
||||||
|
[core] RENAMED: LoadShaderCode() to LoadShaderFromMemory() (#1690)
|
||||||
|
[core] RENAMED: SetMatrixProjection() to rlSetMatrixProjection()
|
||||||
|
[core] RENAMED: SetMatrixModelview() to rlSetMatrixModelview()
|
||||||
|
[core] RENAMED: GetMatrixModelview() to rlGetMatrixModelview()
|
||||||
|
[core] RENAMED: GetMatrixProjection() to rlGetMatrixProjection()
|
||||||
|
[core] RENAMED: GetShaderDefault() to rlGetShaderDefault()
|
||||||
|
[core] RENAMED: GetTextureDefault() to rlGetTextureDefault()
|
||||||
|
[core] REMOVED: GetShapesTexture()
|
||||||
|
[core] REMOVED: GetShapesTextureRec()
|
||||||
|
[core] REMOVED: GetMouseCursor()
|
||||||
|
[core] REMOVED: SetTraceLogExit()
|
||||||
|
[core] REVIEWED: GetFileName() and GetDirectoryPath() (#1534) by @gilzoide
|
||||||
|
[core] REVIEWED: Wait() to support FreeBSD (#1618)
|
||||||
|
[core] REVIEWED: HighDPI support on macOS retina (#1510)
|
||||||
|
[core] REDESIGNED: GetFileExtension(), includes the .dot
|
||||||
|
[core] REDESIGNED: IsFileExtension(), includes the .dot
|
||||||
|
[core] REDESIGNED: Compresion API to use sdefl/sinfl libs
|
||||||
|
[rlgl] ADDED: SUPPORT_GL_DETAILS_INFO config flag
|
||||||
|
[rlgl] REMOVED: GenTexture*() functions (#721)
|
||||||
|
[rlgl] REVIEWED: rlLoadShaderDefault()
|
||||||
|
[rlgl] REDESIGNED: rlLoadExtensions(), more details exposed
|
||||||
|
[raymath] REVIEWED: QuaternionFromEuler() (#1651)
|
||||||
|
[raymath] REVIEWED: MatrixRotateZYX() (#1642)
|
||||||
|
[shapes] ADDED: DrawLineBezierQuad() (#1468) by @epsilon-phase
|
||||||
|
[shapes] ADDED: CheckCollisionLines()
|
||||||
|
[shapes] ADDED: CheckCollisionPointLine() by @mkupiec1
|
||||||
|
[shapes] REVIEWED: CheckCollisionPointTriangle() by @mkupiec1
|
||||||
|
[shapes] REDESIGNED: SetShapesTexture()
|
||||||
|
[shapes] REDESIGNED: DrawCircleSector(), to use float params
|
||||||
|
[shapes] REDESIGNED: DrawCircleSectorLines(), to use float params
|
||||||
|
[shapes] REDESIGNED: DrawRing(), to use float params
|
||||||
|
[shapes] REDESIGNED: DrawRingLines(), to use float params
|
||||||
|
[textures] ADDED: DrawTexturePoly() and example (#1677) by @chriscamacho
|
||||||
|
[textures] ADDED: UnloadImageColors() for allocs consistency
|
||||||
|
[textures] RENAMED: GetImageData() to LoadImageColors()
|
||||||
|
[textures] REVIEWED: ImageClearBackground() and ImageDrawRectangleRec() (#1487) by @JeffM2501
|
||||||
|
[textures] REVIEWED: DrawTexturePro() and DrawRectanglePro() transformations (#1632) by @ChrisDill
|
||||||
|
[text] REDESIGNED: DrawFPS()
|
||||||
|
[models] ADDED: UploadMesh() (#1529)
|
||||||
|
[models] ADDED: UpdateMeshBuffer()
|
||||||
|
[models] ADDED: DrawMesh()
|
||||||
|
[models] ADDED: DrawMeshInstanced()
|
||||||
|
[models] ADDED: UnloadModelAnimations() (#1648) by @object71
|
||||||
|
[models] REMOVED: DrawGizmo()
|
||||||
|
[models] REMOVED: LoadMeshes()
|
||||||
|
[models] REMOVED: MeshNormalsSmooth()
|
||||||
|
[models] REVIEWED: DrawLine3D() (#1643)
|
||||||
|
[audio] REVIEWED: Multichannel sound system (#1548)
|
||||||
|
[audio] REVIEWED: jar_xm library (#1701) by @jmorel33
|
||||||
|
[utils] ADDED: SetLoadFileDataCallback()
|
||||||
|
[utils] ADDED: SetSaveFileDataCallback()
|
||||||
|
[utils] ADDED: SetLoadFileTextCallback()
|
||||||
|
[utils] ADDED: SetSaveFileTextCallback()
|
||||||
|
[examples] ADDED: text_draw_3d (#1689) by @Demizdor
|
||||||
|
[examples] ADDED: textures_poly (#1677) by @chriscamacho
|
||||||
|
[examples] ADDED: models_gltf_model (#1551) by @object71
|
||||||
|
[examples] RENAMED: shaders_rlgl_mesh_instanced to shaders_mesh_intancing
|
||||||
|
[examples] REDESIGNED: shaders_rlgl_mesh_instanced by @moliad
|
||||||
|
[examples] REDESIGNED: core_vr_simulator
|
||||||
|
[examples] REDESIGNED: models_yaw_pitch_roll
|
||||||
|
[build] ADDED: Config flag: SUPPORT_STANDARD_FILEIO
|
||||||
|
[build] ADDED: Config flag: SUPPORT_WINMM_HIGHRES_TIMER (#1641)
|
||||||
|
[build] ADDED: Config flag: SUPPORT_GL_DETAILS_INFO
|
||||||
|
[build] ADDED: Examples projects to VS2019 solution
|
||||||
|
[build] REVIEWED: Makefile to support PLATFORM_RPI (#1580)
|
||||||
|
[build] REVIEWED: Multiple typecast warnings by @JeffM2501
|
||||||
|
[build] REDESIGNED: VS2019 project build paths
|
||||||
|
[build] REDESIGNED: CMake build system by @object71
|
||||||
|
[*] RENAMED: Several functions parameters for consistency
|
||||||
|
[*] UPDATED: Multiple bindings to latest version
|
||||||
|
[*] UPDATED: All external libraries to latest versions
|
||||||
|
[*] Multiple code improvements and fixes by multiple contributors!
|
||||||
|
|
||||||
-------------------------------------------------------------------------
|
-------------------------------------------------------------------------
|
||||||
Release: raylib 3.5 - 7th Anniversary Edition (25 December 2020)
|
Release: raylib 3.5 - 7th Anniversary Edition (25 December 2020)
|
||||||
|
|
|
||||||
|
|
@ -2,9 +2,11 @@ cmake_minimum_required(VERSION 3.0)
|
||||||
project(raylib)
|
project(raylib)
|
||||||
|
|
||||||
# Directory for easier includes
|
# 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)
|
set(CMAKE_MODULE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cmake)
|
||||||
|
|
||||||
# RAYLIB_IS_MAIN determines whether the project is being used from root, or as a dependency.
|
# RAYLIB_IS_MAIN determines whether the project is being used from root
|
||||||
|
# or if it is added as a dependency (through add_subdirectory for example).
|
||||||
if ("${CMAKE_SOURCE_DIR}" STREQUAL "${CMAKE_CURRENT_SOURCE_DIR}")
|
if ("${CMAKE_SOURCE_DIR}" STREQUAL "${CMAKE_CURRENT_SOURCE_DIR}")
|
||||||
set(RAYLIB_IS_MAIN TRUE)
|
set(RAYLIB_IS_MAIN TRUE)
|
||||||
else()
|
else()
|
||||||
|
|
@ -17,7 +19,7 @@ include(CompilerFlags)
|
||||||
# Registers build options that are exposed to cmake
|
# Registers build options that are exposed to cmake
|
||||||
include(CMakeOptions.txt)
|
include(CMakeOptions.txt)
|
||||||
|
|
||||||
# Checks a few environment and compiler configurations
|
# Enforces a few environment and compiler configurations
|
||||||
include(BuildOptions)
|
include(BuildOptions)
|
||||||
|
|
||||||
# Main sources directory (the second parameter sets the output directory name to raylib)
|
# Main sources directory (the second parameter sets the output directory name to raylib)
|
||||||
|
|
|
||||||
|
|
@ -8,16 +8,16 @@ enum_option(OPENGL_VERSION "OFF;3.3;2.1;1.1;ES 2.0" "Force a specific OpenGL Ver
|
||||||
|
|
||||||
# Configuration options
|
# Configuration options
|
||||||
option(BUILD_EXAMPLES "Build the examples." ${RAYLIB_IS_MAIN})
|
option(BUILD_EXAMPLES "Build the examples." ${RAYLIB_IS_MAIN})
|
||||||
|
option(CUSTOMIZE_BUILD "Show options for customizing your Raylib library build." OFF)
|
||||||
option(ENABLE_ASAN "Enable AddressSanitizer (ASAN) for debugging (degrades performance)" OFF)
|
option(ENABLE_ASAN "Enable AddressSanitizer (ASAN) for debugging (degrades performance)" OFF)
|
||||||
option(ENABLE_UBSAN "Enable UndefinedBehaviorSanitizer (UBSan) for debugging" OFF)
|
option(ENABLE_UBSAN "Enable UndefinedBehaviorSanitizer (UBSan) for debugging" OFF)
|
||||||
option(ENABLE_MSAN "Enable MemorySanitizer (MSan) for debugging (not recommended to run with ASAN)" OFF)
|
option(ENABLE_MSAN "Enable MemorySanitizer (MSan) for debugging (not recommended to run with ASAN)" OFF)
|
||||||
|
|
||||||
# Shared library is always PIC. Static library should be PIC too if linked into a shared library
|
# Shared library is always PIC. Static library should be PIC too if linked into a shared library
|
||||||
option(WITH_PIC "Compile static library as position-independent code" OFF)
|
option(WITH_PIC "Compile static library as position-independent code" OFF)
|
||||||
option(SHARED "Build raylib as a dynamic library" OFF)
|
option(BUILD_SHARED_LIBS "Build raylib as a shared library" OFF)
|
||||||
option(STATIC "Build raylib as a static library" ON)
|
|
||||||
option(MACOS_FATLIB "Build fat library for both i386 and x86_64 on macOS" OFF)
|
option(MACOS_FATLIB "Build fat library for both i386 and x86_64 on macOS" OFF)
|
||||||
option(USE_AUDIO "Build raylib with audio module" ON)
|
cmake_dependent_option(USE_AUDIO "Build raylib with audio module" ON CUSTOMIZE_BUILD ON)
|
||||||
|
|
||||||
enum_option(USE_EXTERNAL_GLFW "OFF;IF_POSSIBLE;ON" "Link raylib against system GLFW instead of embedded one")
|
enum_option(USE_EXTERNAL_GLFW "OFF;IF_POSSIBLE;ON" "Link raylib against system GLFW instead of embedded one")
|
||||||
if(UNIX AND NOT APPLE)
|
if(UNIX AND NOT APPLE)
|
||||||
|
|
@ -28,61 +28,59 @@ option(INCLUDE_EVERYTHING "Include everything disabled by default (for CI usage"
|
||||||
set(OFF ${INCLUDE_EVERYTHING} CACHE INTERNAL "Replace any OFF by default with \${OFF} to have it covered by this option")
|
set(OFF ${INCLUDE_EVERYTHING} CACHE INTERNAL "Replace any OFF by default with \${OFF} to have it covered by this option")
|
||||||
|
|
||||||
# core.c
|
# core.c
|
||||||
option(SUPPORT_CAMERA_SYSTEM "Provide camera module (camera.h) with multiple predefined cameras: free, 1st/3rd person, orbital" ON)
|
cmake_dependent_option(SUPPORT_CAMERA_SYSTEM "Provide camera module (camera.h) with multiple predefined cameras: free, 1st/3rd person, orbital" ON CUSTOMIZE_BUILD ON)
|
||||||
option(SUPPORT_GESTURES_SYSTEM "Gestures module is included (gestures.h) to support gestures detection: tap, hold, swipe, drag" ON)
|
cmake_dependent_option(SUPPORT_GESTURES_SYSTEM "Gestures module is included (gestures.h) to support gestures detection: tap, hold, swipe, drag" ON CUSTOMIZE_BUILD ON)
|
||||||
option(SUPPORT_MOUSE_GESTURES "Mouse gestures are directly mapped like touches and processed by gestures system" ON)
|
cmake_dependent_option(SUPPORT_MOUSE_GESTURES "Mouse gestures are directly mapped like touches and processed by gestures system" ON CUSTOMIZE_BUILD ON)
|
||||||
option(SUPPORT_SSH_KEYBOARD_RPI "Reconfigure standard input to receive key inputs, works with SSH connection" OFF)
|
cmake_dependent_option(SUPPORT_SSH_KEYBOARD_RPI "Reconfigure standard input to receive key inputs, works with SSH connection" OFF CUSTOMIZE_BUILD OFF)
|
||||||
option(SUPPORT_DEFAULT_FONT "Default font is loaded on window initialization to be available for the user to render simple text. If enabled, uses external module functions to load default raylib font (module: text)" ON)
|
cmake_dependent_option(SUPPORT_DEFAULT_FONT "Default font is loaded on window initialization to be available for the user to render simple text. If enabled, uses external module functions to load default raylib font (module: text)" ON CUSTOMIZE_BUILD ON)
|
||||||
option(SUPPORT_SCREEN_CAPTURE "Allow automatic screen capture of current screen pressing F12, defined in KeyCallback()" ON)
|
cmake_dependent_option(SUPPORT_SCREEN_CAPTURE "Allow automatic screen capture of current screen pressing F12, defined in KeyCallback()" ON CUSTOMIZE_BUILD ON)
|
||||||
option(SUPPORT_GIF_RECORDING "Allow automatic gif recording of current screen pressing CTRL+F12, defined in KeyCallback()" ON)
|
cmake_dependent_option(SUPPORT_GIF_RECORDING "Allow automatic gif recording of current screen pressing CTRL+F12, defined in KeyCallback()" ON CUSTOMIZE_BUILD ON)
|
||||||
option(SUPPORT_BUSY_WAIT_LOOP "Use busy wait loop for timing sync instead of a high-resolution timer" OFF)
|
cmake_dependent_option(SUPPORT_BUSY_WAIT_LOOP "Use busy wait loop for timing sync instead of a high-resolution timer" OFF CUSTOMIZE_BUILD OFF)
|
||||||
option(SUPPORT_EVENTS_WAITING "Wait for events passively (sleeping while no events) instead of polling them actively every frame" 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)
|
||||||
option(SUPPORT_HIGH_DPI "Support high DPI displays" 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)
|
||||||
option(SUPPORT_DATA_STORAGE "Support for persistent data storage" ON)
|
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)
|
||||||
# rlgl.h
|
|
||||||
option(SUPPORT_VR_SIMULATOR "Support VR simulation functionality (stereo rendering)" ON)
|
|
||||||
|
|
||||||
# shapes.c
|
# shapes.c
|
||||||
option(SUPPORT_FONT_TEXTURE "Draw rectangle shapes using font texture white character instead of default white texture. Allows drawing rectangles and text with a single draw call, very useful for GUI systems!" ON)
|
cmake_dependent_option(SUPPORT_QUADS_DRAW_MODE "Use QUADS instead of TRIANGLES for drawing when possible. Some lines-based shapes could still use lines" ON CUSTOMIZE_BUILD ON)
|
||||||
option(SUPPORT_QUADS_DRAW_MODE "Use QUADS instead of TRIANGLES for drawing when possible. Some lines-based shapes could still use lines" ON)
|
|
||||||
|
|
||||||
# textures.c
|
# textures.c
|
||||||
option(SUPPORT_IMAGE_EXPORT "Support image exporting to file" ON)
|
cmake_dependent_option(SUPPORT_IMAGE_EXPORT "Support image exporting to file" ON CUSTOMIZE_BUILD ON)
|
||||||
option(SUPPORT_IMAGE_GENERATION "Support procedural image generation functionality (gradient, spot, perlin-noise, cellular)" ON)
|
cmake_dependent_option(SUPPORT_IMAGE_GENERATION "Support procedural image generation functionality (gradient, spot, perlin-noise, cellular)" ON CUSTOMIZE_BUILD ON)
|
||||||
option(SUPPORT_IMAGE_MANIPULATION "Support multiple image editing functions to scale, adjust colors, flip, draw on images, crop... If not defined only three image editing functions supported: ImageFormat(), ImageAlphaMask(), ImageToPOT()" ON)
|
cmake_dependent_option(SUPPORT_IMAGE_MANIPULATION "Support multiple image editing functions to scale, adjust colors, flip, draw on images, crop... If not defined only three image editing functions supported: ImageFormat(), ImageAlphaMask(), ImageToPOT()" ON CUSTOMIZE_BUILD ON)
|
||||||
option(SUPPORT_FILEFORMAT_PNG "Support loading PNG as textures" ON)
|
cmake_dependent_option(SUPPORT_FILEFORMAT_PNG "Support loading PNG as textures" ON CUSTOMIZE_BUILD ON)
|
||||||
option(SUPPORT_FILEFORMAT_DDS "Support loading DDS as textures" ON)
|
cmake_dependent_option(SUPPORT_FILEFORMAT_DDS "Support loading DDS as textures" ON CUSTOMIZE_BUILD ON)
|
||||||
option(SUPPORT_FILEFORMAT_HDR "Support loading HDR as textures" ON)
|
cmake_dependent_option(SUPPORT_FILEFORMAT_HDR "Support loading HDR as textures" ON CUSTOMIZE_BUILD ON)
|
||||||
option(SUPPORT_FILEFORMAT_KTX "Support loading KTX as textures" ON)
|
cmake_dependent_option(SUPPORT_FILEFORMAT_KTX "Support loading KTX as textures" ON CUSTOMIZE_BUILD ON)
|
||||||
option(SUPPORT_FILEFORMAT_ASTC "Support loading ASTC as textures" ON)
|
cmake_dependent_option(SUPPORT_FILEFORMAT_ASTC "Support loading ASTC as textures" ON CUSTOMIZE_BUILD ON)
|
||||||
option(SUPPORT_FILEFORMAT_BMP "Support loading BMP as textures" ${OFF})
|
cmake_dependent_option(SUPPORT_FILEFORMAT_BMP "Support loading BMP as textures" ${OFF} CUSTOMIZE_BUILD OFF)
|
||||||
option(SUPPORT_FILEFORMAT_TGA "Support loading TGA as textures" ${OFF})
|
cmake_dependent_option(SUPPORT_FILEFORMAT_TGA "Support loading TGA as textures" ${OFF} CUSTOMIZE_BUILD OFF)
|
||||||
option(SUPPORT_FILEFORMAT_JPG "Support loading JPG as textures" ${OFF})
|
cmake_dependent_option(SUPPORT_FILEFORMAT_JPG "Support loading JPG as textures" ${OFF} CUSTOMIZE_BUILD OFF)
|
||||||
option(SUPPORT_FILEFORMAT_GIF "Support loading GIF as textures" ${OFF})
|
cmake_dependent_option(SUPPORT_FILEFORMAT_GIF "Support loading GIF as textures" ${OFF} CUSTOMIZE_BUILD OFF)
|
||||||
option(SUPPORT_FILEFORMAT_PSD "Support loading PSD as textures" ${OFF})
|
cmake_dependent_option(SUPPORT_FILEFORMAT_PSD "Support loading PSD as textures" ${OFF} CUSTOMIZE_BUILD OFF)
|
||||||
option(SUPPORT_FILEFORMAT_PKM "Support loading PKM as textures" ${OFF})
|
cmake_dependent_option(SUPPORT_FILEFORMAT_PKM "Support loading PKM as textures" ${OFF} CUSTOMIZE_BUILD OFF)
|
||||||
option(SUPPORT_FILEFORMAT_PVR "Support loading PVR as textures" ${OFF})
|
cmake_dependent_option(SUPPORT_FILEFORMAT_PVR "Support loading PVR as textures" ${OFF} CUSTOMIZE_BUILD OFF)
|
||||||
|
|
||||||
# text.c
|
# text.c
|
||||||
option(SUPPORT_FILEFORMAT_FNT "Support loading fonts in FNT format" ON)
|
cmake_dependent_option(SUPPORT_FILEFORMAT_FNT "Support loading fonts in FNT format" ON CUSTOMIZE_BUILD ON)
|
||||||
option(SUPPORT_FILEFORMAT_TTF "Support loading font in TTF/OTF format" ON)
|
cmake_dependent_option(SUPPORT_FILEFORMAT_TTF "Support loading font in TTF/OTF format" ON CUSTOMIZE_BUILD ON)
|
||||||
option(SUPPORT_TEXT_MANIPULATION "Support text manipulation functions" ON)
|
cmake_dependent_option(SUPPORT_TEXT_MANIPULATION "Support text manipulation functions" ON CUSTOMIZE_BUILD ON)
|
||||||
|
|
||||||
# models.c
|
# models.c
|
||||||
option(SUPPORT_MESH_GENERATION "Support procedural mesh generation functions, uses external par_shapes.h library. NOTE: Some generated meshes DO NOT include generated texture coordinates" ON)
|
cmake_dependent_option(SUPPORT_MESH_GENERATION "Support procedural mesh generation functions, uses external par_shapes.h library. NOTE: Some generated meshes DO NOT include generated texture coordinates" ON CUSTOMIZE_BUILD ON)
|
||||||
option(SUPPORT_FILEFORMAT_OBJ "Support loading OBJ file format" ON)
|
cmake_dependent_option(SUPPORT_FILEFORMAT_OBJ "Support loading OBJ file format" ON CUSTOMIZE_BUILD ON)
|
||||||
option(SUPPORT_FILEFORMAT_MTL "Support loading MTL file format" ON)
|
cmake_dependent_option(SUPPORT_FILEFORMAT_MTL "Support loading MTL file format" ON CUSTOMIZE_BUILD ON)
|
||||||
option(SUPPORT_FILEFORMAT_IQM "Support loading IQM file format" ON)
|
cmake_dependent_option(SUPPORT_FILEFORMAT_IQM "Support loading IQM file format" ON CUSTOMIZE_BUILD ON)
|
||||||
option(SUPPORT_FILEFORMAT_GLTF "Support loading GLTF file format" ON)
|
cmake_dependent_option(SUPPORT_FILEFORMAT_GLTF "Support loading GLTF file format" ON CUSTOMIZE_BUILD ON)
|
||||||
|
|
||||||
# raudio.c
|
# raudio.c
|
||||||
option(SUPPORT_FILEFORMAT_WAV "Support loading WAV for sound" ON)
|
cmake_dependent_option(SUPPORT_FILEFORMAT_WAV "Support loading WAV for sound" ON CUSTOMIZE_BUILD ON)
|
||||||
option(SUPPORT_FILEFORMAT_OGG "Support loading OGG for sound" ON)
|
cmake_dependent_option(SUPPORT_FILEFORMAT_OGG "Support loading OGG for sound" ON CUSTOMIZE_BUILD ON)
|
||||||
option(SUPPORT_FILEFORMAT_XM "Support loading XM for sound" ON)
|
cmake_dependent_option(SUPPORT_FILEFORMAT_XM "Support loading XM for sound" ON CUSTOMIZE_BUILD ON)
|
||||||
option(SUPPORT_FILEFORMAT_MOD "Support loading MOD for sound" ON)
|
cmake_dependent_option(SUPPORT_FILEFORMAT_MOD "Support loading MOD for sound" ON CUSTOMIZE_BUILD ON)
|
||||||
option(SUPPORT_FILEFORMAT_MP3 "Support loading MP3 for sound" ON)
|
cmake_dependent_option(SUPPORT_FILEFORMAT_MP3 "Support loading MP3 for sound" ON CUSTOMIZE_BUILD ON)
|
||||||
option(SUPPORT_FILEFORMAT_FLAC "Support loading FLAC for sound" ${OFF})
|
cmake_dependent_option(SUPPORT_FILEFORMAT_FLAC "Support loading FLAC for sound" ${OFF} CUSTOMIZE_BUILD OFF)
|
||||||
|
|
||||||
# utils.c
|
# utils.c
|
||||||
option(SUPPORT_TRACELOG "Show TraceLog() output messages. NOTE: By default LOG_DEBUG traces not shown" ON)
|
cmake_dependent_option(SUPPORT_STANDARD_FILEIO "Support standard file io library (stdio.h)" ON CUSTOMIZE_BUILD ON)
|
||||||
|
cmake_dependent_option(SUPPORT_TRACELOG "Show TraceLog() output messages. NOTE: By default LOG_DEBUG traces not shown" ON CUSTOMIZE_BUILD ON)
|
||||||
|
|
|
||||||
|
|
@ -4,22 +4,22 @@ Hello contributors! Welcome to raylib!
|
||||||
|
|
||||||
Do you enjoy raylib and want to contribute? Nice! You can help with the following points:
|
Do you enjoy raylib and want to contribute? Nice! You can help with the following points:
|
||||||
|
|
||||||
- C programming - Can you write/review/test/improve the code?
|
- `C programming` - Can you write/review/test/improve the code?
|
||||||
- Documentation/Tutorials/Example - Can you write some tutorial/example?
|
- `Documentation/Tutorials/Example` - Can you write some tutorial/example?
|
||||||
- Porting to other platforms - Can you port and compile raylib on other systems?
|
- `Porting to other platforms` - Can you port/adapt/compile raylib on other systems?
|
||||||
- Web Development - Can you help [with the website](https://github.com/raysan5/raylib.com)?
|
- `Web Development` - Can you help [with the website](https://github.com/raysan5/raylib.com)?
|
||||||
- Testing - Can you find some bugs in raylib?
|
- `Testing` - Can you find some bugs in raylib?
|
||||||
|
|
||||||
This document contains a set of guidelines to contribute to the project. These are mostly guidelines, not rules.
|
This document contains a set of guidelines to contribute to the project. These are mostly guidelines, not rules.
|
||||||
Use your best judgement, and feel free to propose changes to this document in a pull request.
|
Use your best judgement, and feel free to propose changes to this document in a pull request.
|
||||||
|
|
||||||
### raylib philosophy
|
### raylib philosophy
|
||||||
|
|
||||||
- raylib is a tool to enjoy videogames programming, every single function in raylib should be a tutorial on itself.
|
- raylib is a tool to **ENJOY** videogames programming, every function in raylib is designed as a mini-tutorial on itself.
|
||||||
- raylib is **SIMPLE** and **EASY-TO-USE**, I tried to keep it compact with a small set of functions, if a function is too complex or is not clearly useful, better not including it.
|
- raylib is **SIMPLE** and **EASY-TO-USE**, I tried to keep it compact with a small set of functions, if a function is too complex, better not including it.
|
||||||
- raylib is open source and free; educators and institutions can use this tool to **TEACH** videogames programming completely for free.
|
- raylib is open source and free; educators and institutions can use this tool to **TEACH** videogames programming completely for free.
|
||||||
- raylib is collaborative; contribution of tutorials / code examples / bug fixes / code comments are highly appreciated.
|
- raylib is collaborative; contribution of tutorials / code examples / bug fixes / code comments are highly appreciated.
|
||||||
- raylib's license (and its external libs respective licenses) allow using it on commercial projects.
|
- raylib's license (and its external libs respective licenses) allow using raylib on commercial projects.
|
||||||
|
|
||||||
### Some interesting reads to start with
|
### Some interesting reads to start with
|
||||||
|
|
||||||
|
|
@ -40,9 +40,9 @@ to make it easier for students/users to read, write and understand code.
|
||||||
|
|
||||||
Source code is extensively commented for that purpose, raylib primary learning method is:
|
Source code is extensively commented for that purpose, raylib primary learning method is:
|
||||||
|
|
||||||
> learn by reading code and examples
|
> `Learn by reading code and examples`
|
||||||
|
|
||||||
For detailed information on building raylib and examples, please see [raylib Wiki](https://github.com/raysan5/raylib/wiki).
|
For detailed information on building raylib and examples, please check [raylib Wiki](https://github.com/raysan5/raylib/wiki).
|
||||||
|
|
||||||
### Opening new Issues
|
### Opening new Issues
|
||||||
|
|
||||||
|
|
@ -68,69 +68,9 @@ To open new issue for raylib (bug, enhancement, discussion...), just try to foll
|
||||||
If you have any doubt, don't hesitate to [contact me](mailto:ray@raylib.com)!.
|
If you have any doubt, don't hesitate to [contact me](mailto:ray@raylib.com)!.
|
||||||
You can write me a direct mail but you can also contact me on the following networks:
|
You can write me a direct mail but you can also contact me on the following networks:
|
||||||
|
|
||||||
- [raylib reddit](https://www.reddit.com/r/raylib/) - A good place for discussions or to ask for help.
|
- [raylib Discord](https://discord.gg/raylib) - A direct communication channel for project discussions.
|
||||||
- [raylib Discord](https://discord.gg/VkzNHUE) - A direct communication channel for project discussions.
|
|
||||||
- [raylib twitter](https://twitter.com/raysan5) - My personal twitter account, I usually post about raylib, you can send me PMs.
|
- [raylib twitter](https://twitter.com/raysan5) - My personal twitter account, I usually post about raylib, you can send me PMs.
|
||||||
|
- [raylib reddit](https://www.reddit.com/r/raylib/) - A good place for discussions or to ask for help.
|
||||||
- [raylib web](http://www.raylib.com/) - On top-right corner there is a bunch of networks where you can find me.
|
- [raylib web](http://www.raylib.com/) - On top-right corner there is a bunch of networks where you can find me.
|
||||||
|
|
||||||
Thank you very much for your time! :)
|
Thank you very much for your time! :)
|
||||||
|
|
||||||
----
|
|
||||||
|
|
||||||
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!
|
|
||||||
|
|
|
||||||
63
CONTRIBUTORS.md
Normal file
|
|
@ -0,0 +1,63 @@
|
||||||
|
### 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!
|
||||||
33
HISTORY.md
|
|
@ -249,7 +249,7 @@ After **10 months of intense development**, new raylib version is ready. Despite
|
||||||
|
|
||||||
- New **GitHub Actions CI** system has been implemented for Windows, Linux and macOS code and examples compilation on every new commit or PR to make sure library keeps stable and usable with no breaking bugs.
|
- New **GitHub Actions CI** system has been implemented for Windows, Linux and macOS code and examples compilation on every new commit or PR to make sure library keeps stable and usable with no breaking bugs.
|
||||||
|
|
||||||
Note that only key changes are listed here but there is way more! About **30 new functions**, multiple functions reviewed, bindings to [+40 programming languages](https://github.com/raysan5/raylib/blob/master/BINDINGS.md) and great samples/demos/tutorials [created by the community](https://discord.gg/VkzNHUE), including raylib integration with [Spine](https://github.com/WEREMSOFT/spine-raylib-runtimes), [Unity](https://unitycoder.com/blog/2019/12/09/using-raylib-dll-in-unity/), [Tiled](https://github.com/OnACoffeeBreak/raylib_tiled_import_with_tmx), [Nuklear](http://bedroomcoders.co.uk/implementing-a-3d-gui-with-raylib/), [enet](https://github.com/nxrighthere/NetDynamics) and [more](https://github.com/raysan5/raylib/issues/1079)!
|
Note that only key changes are listed here but there is way more! About **30 new functions**, multiple functions reviewed, bindings to [+40 programming languages](https://github.com/raysan5/raylib/blob/master/BINDINGS.md) and great samples/demos/tutorials [created by the community](https://discord.gg/raylib), including raylib integration with [Spine](https://github.com/WEREMSOFT/spine-raylib-runtimes), [Unity](https://unitycoder.com/blog/2019/12/09/using-raylib-dll-in-unity/), [Tiled](https://github.com/OnACoffeeBreak/raylib_tiled_import_with_tmx), [Nuklear](http://bedroomcoders.co.uk/implementing-a-3d-gui-with-raylib/), [enet](https://github.com/nxrighthere/NetDynamics) and [more](https://github.com/raysan5/raylib/issues/1079)!
|
||||||
|
|
||||||
It has been **10 months of improvements** to create the best raylib ever.
|
It has been **10 months of improvements** to create the best raylib ever.
|
||||||
|
|
||||||
|
|
@ -291,3 +291,34 @@ Here the list with some highlights for `raylib 3.5`.
|
||||||
A part of those changes, many new functions have been added, some redundant functions removed and many functions have been reviewed for consistency with the full API (function name, parameters name and order, code formatting...). Again, this release represents is a **great improvement for raylib and marks the way forward** for the library. Make sure to check [CHANGELOG](CHANGELOG) for details! Hope you enjoy it!
|
A part of those changes, many new functions have been added, some redundant functions removed and many functions have been reviewed for consistency with the full API (function name, parameters name and order, code formatting...). Again, this release represents is a **great improvement for raylib and marks the way forward** for the library. Make sure to check [CHANGELOG](CHANGELOG) for details! Hope you enjoy it!
|
||||||
|
|
||||||
Happy holidays! :)
|
Happy holidays! :)
|
||||||
|
|
||||||
|
notes on raylib 3.7
|
||||||
|
-------------------
|
||||||
|
|
||||||
|
April 2021, it's been about 4 months since last raylib release and here it is already a new one, this time with a bunch of internal redesigns and improvements. Surprisingly, on April the 8th I was awarded for a second time with the [Google Open Source Peer Bonus Award](https://opensource.googleblog.com/2021/04/announcing-first-group-of-google-open-source-peer-bonus-winners.html) for my contribution to open source world with raylib and it seems the library is getting some traction, what a better moment for a new release? Let's see what can be found in this new version:
|
||||||
|
|
||||||
|
Let's start with some numbers:
|
||||||
|
|
||||||
|
- **+100** closed issues (for a TOTAL of **+900**!)
|
||||||
|
- **+400** commits since previous RELEASE
|
||||||
|
- **+50** functions ADDED (**+30** of them to rlgl API)
|
||||||
|
- **+30** functions REVIEWED/REDESIGNED
|
||||||
|
- **+40** new contributors (for a TOTAL of **+210**!)
|
||||||
|
|
||||||
|
Highlights for `raylib 3.7`:
|
||||||
|
|
||||||
|
- **REDESIGNED: `rlgl` module for greater abstraction level**. This suppose an **important change in raylib architecture**, now `rlgl` functionality is self-contained in the module and used by higher-level layers (specially by `core` module), those upper layers are the ones that expose functionality to the main API when required, for example the `Shaders`, `Mesh` and `Materials` functionality. Multiple `rlgl` functions have been renamed for consistency, in this case, following the `rl*()` prefix convention. Functions have also been reorganized internally by categories and `GenTexture*()` functions have been removed from the library and moved to [`models_material_pbr`](https://github.com/raysan5/raylib/blob/master/examples/models/models_material_pbr.c) example.
|
||||||
|
|
||||||
|
- **REDESIGNED: VR simulator and stereo rendering mechanism**. A **brand new API** has been added, more comprehensive and better integrated with raylib, the **new stereo rendering** can be combined with `RenderTexture` and `Shader` API allowing the user to **manage fbo and distortion shader directly**. Also, the new rendering mechanism supports **instancing on stereo rendering**! Check the updated [`core_vr_simulator`](https://github.com/raysan5/raylib/blob/master/examples/core/core_vr_simulator.c) example for reference!
|
||||||
|
|
||||||
|
- **ADDED: New file access callbacks system**. Several new callback functions have been added to the API to allow custom file loaders. A [nice example](https://github.com/RobLoach/raylib-physfs) it's the **raylib integration with a virtual file system** [PhysFS](https://icculus.org/physfs/).
|
||||||
|
|
||||||
|
- **ADDED: glTF animations support**. glTF is the preferred models file format to be used with raylib and along the addition of a models animation API on latest raylib versions, now animations support for glTF format has come to raylib, thanks for this great contribution to [Hristo Stamenov](@object71)
|
||||||
|
|
||||||
|
- **ADDED: Music streaming support from memory**. raylib has been adding the `Load*FromMemory()` option to all its supported file formats but **music streaming** was not supported yet... until now. Thanks to this great contribution by [Agnis "NeZvērs" Aldiņš](@nezvers), now raylib supports music streamming from memory data for all supported file formats: WAV, OGG, MP3, FLAC, XM and MOD.
|
||||||
|
|
||||||
|
- **RENAMED: enums values for consistency**. Most raylib enums names and values names have been renamed for consistency, now all value names start with the type of data they represent. It increases clarity and readability when using those values and also **improves overall library consistency**.
|
||||||
|
|
||||||
|
Beside those key changes, many functions have been reviewed with improvements and bug fixes, many of them contributed by the community! Thanks! And again, this release sets a **new milestone for raylib library**. Make sure to check [CHANGELOG](CHANGELOG) for detailed list of changes! Hope you enjoy this new raylib installment!
|
||||||
|
|
||||||
|
Happy **gamedev/tools/graphics** programming! :)
|
||||||
|
|
|
||||||
87
README.md
|
|
@ -1,4 +1,4 @@
|
||||||
<img align="left" src="https://github.com/raysan5/raylib/blob/master/logo/raylib_256x256.png" width=256>
|
<img align="left" src="https://github.com/raysan5/raylib/blob/master/logo/raylib_logo_animation.gif" width="288px">
|
||||||
|
|
||||||
**raylib is a simple and easy-to-use library to enjoy videogames programming.**
|
**raylib is a simple and easy-to-use library to enjoy videogames programming.**
|
||||||
|
|
||||||
|
|
@ -8,14 +8,16 @@ raylib is highly inspired by Borland BGI graphics lib and by XNA framework and i
|
||||||
|
|
||||||
Ready to learn? Jump to [code examples!](http://www.raylib.com/examples.html)
|
Ready to learn? Jump to [code examples!](http://www.raylib.com/examples.html)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
<br>
|
<br>
|
||||||
|
|
||||||
[](https://github.com/raysan5/raylib/graphs/contributors)
|
[](https://github.com/raysan5/raylib/graphs/contributors)
|
||||||
[](https://github.com/raysan5/raylib/releases)
|
[](https://github.com/raysan5/raylib/releases)
|
||||||
[](https://github.com/raysan5/raylib/commits/master)
|
[](https://github.com/raysan5/raylib/commits/master)
|
||||||
[](LICENSE)
|
[](LICENSE)
|
||||||
|
|
||||||
[](https://discord.gg/VkzNHUE)
|
[](https://discord.gg/raylib)
|
||||||
[](https://github.com/raysan5/raylib/stargazers)
|
[](https://github.com/raysan5/raylib/stargazers)
|
||||||
[](https://twitter.com/raysan5)
|
[](https://twitter.com/raysan5)
|
||||||
[](https://www.reddit.com/r/raylib/)
|
[](https://www.reddit.com/r/raylib/)
|
||||||
|
|
@ -26,39 +28,55 @@ Ready to learn? Jump to [code examples!](http://www.raylib.com/examples.html)
|
||||||
[](https://github.com/raysan5/raylib/actions?query=workflow%3AAndroid)
|
[](https://github.com/raysan5/raylib/actions?query=workflow%3AAndroid)
|
||||||
[](https://github.com/raysan5/raylib/actions?query=workflow%3AWebAssembly)
|
[](https://github.com/raysan5/raylib/actions?query=workflow%3AWebAssembly)
|
||||||
|
|
||||||
|
[](https://github.com/raysan5/raylib/actions?query=workflow%3ACMakeBuilds)
|
||||||
|
[](https://github.com/raysan5/raylib/actions/workflows/windows_examples.yml)
|
||||||
|
[](https://github.com/raysan5/raylib/actions/workflows/linux_examples.yml)
|
||||||
|
|
||||||
features
|
features
|
||||||
--------
|
--------
|
||||||
- **NO external dependencies**, all required libraries are bundled into raylib
|
- **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!**
|
- 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) in PascalCase/camelCase notation
|
||||||
- Hardware accelerated with OpenGL (**1.1, 2.1, 3.3 or ES 2.0**)
|
- Hardware accelerated with OpenGL (**1.1, 2.1, 3.3 or ES 2.0**)
|
||||||
- **Unique OpenGL abstraction layer** (usable as standalone module): [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h)
|
- **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, XNA fonts, AngelCode fonts)
|
||||||
- Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
|
- Multiple texture formats supported, including **compressed formats** (DXT, ETC, ASTC)
|
||||||
- **Full 3D support**, including 3D Shapes, Models, Billboards, Heightmaps and more!
|
- **Full 3D support**, including 3D Shapes, Models, Billboards, Heightmaps and more!
|
||||||
- Flexible Materials system, supporting classic maps and **PBR maps**
|
- Flexible Materials system, supporting classic maps and **PBR maps**
|
||||||
- **Animated 3D models** supported (skeletal bones animation)
|
- **Animated 3D models** supported (skeletal bones animation) (IQM, glTF)
|
||||||
- Shaders support, including model and **postprocessing** shaders.
|
- Shaders support, including model and **postprocessing** shaders.
|
||||||
- **Powerful math module** for Vector, Matrix and Quaternion operations: [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.h)
|
- **Powerful math module** for Vector, Matrix and Quaternion operations: [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.h)
|
||||||
- Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
|
- Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
|
||||||
- **VR stereo rendering** support with configurable HMD device parameters
|
- **VR stereo rendering** support with configurable HMD device parameters
|
||||||
- Huge examples collection with [+120 code examples](https://github.com/raysan5/raylib/tree/master/examples)!
|
- 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 [+50 programming languages](https://github.com/raysan5/raylib/blob/master/BINDINGS.md)!
|
||||||
- Free and open source.
|
- **Free and open source**.
|
||||||
|
|
||||||
raylib uses on its [core](https://github.com/raysan5/raylib/blob/master/src/core.c) module the outstanding [GLFW3](http://www.glfw.org/) library, embedded in the form of [rglfw](https://github.com/raysan5/raylib/blob/master/src/rglfw.c) module, to avoid external dependencies.
|
raylib uses internally some libraries for window/graphics/inputs management and also to support different fileformats loading, all those libraries are embedded with raylib and are available in [src/external](https://github.com/raysan5/raylib/tree/master/src/external) directory. Check [raylib dependencies](https://github.com/raysan5/raylib/wiki/raylib-dependencies) on [raylib Wiki](https://github.com/raysan5/raylib/wiki) for a detailed list.
|
||||||
|
|
||||||
raylib uses on its [raudio](https://github.com/raysan5/raylib/blob/master/src/raudio.c) module, the amazing [miniaudio](https://github.com/dr-soft/miniaudio) library to support multiple platforms and multiple audio backends.
|
basic example
|
||||||
|
--------------
|
||||||
|
This is a basic raylib example, it creates a window and it draws the text `"Congrats! You created your first window!"` in the middle of the screen. Check this example [running live on web here](https://www.raylib.com/examples/web/core/loader.html?name=core_basic_window).
|
||||||
|
```c
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
raylib uses internally several single-file header-only libraries to support different fileformats loading and saving, all those libraries are embedded with raylib and available in [src/external](https://github.com/raysan5/raylib/tree/master/src/external) directory. Check [raylib Wiki](https://github.com/raysan5/raylib/wiki/raylib-dependencies) for a detailed list.
|
int main(void)
|
||||||
|
{
|
||||||
|
InitWindow(800, 450, "raylib [core] example - basic window");
|
||||||
|
|
||||||
*On Android platform, `native_app_glue` module (provided by Android NDK) and native Android libraries are used to manage window/context, inputs and activity life cycle.*
|
while (!WindowShouldClose())
|
||||||
|
{
|
||||||
|
BeginDrawing();
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
|
||||||
|
EndDrawing();
|
||||||
|
}
|
||||||
|
|
||||||
*On Raspberry Pi 0,1,2,3 platform (native mode), `Videocore API` and `EGL` libraries are used for window/context management. Inputs are processed using `evdev` Linux libraries*
|
CloseWindow();
|
||||||
|
|
||||||
*On Raspberry Pi 4 platform (native mode), `DRM subsystem` and `GBM API` libraries are used for window/context management. Inputs are processed using `evdev` Linux libraries*
|
return 0;
|
||||||
|
}
|
||||||
*On Web platform, raylib uses `emscripten` provided libraries for several input events management, specially noticeable the touch events support.*
|
```
|
||||||
|
|
||||||
build and installation
|
build and installation
|
||||||
----------------------
|
----------------------
|
||||||
|
|
@ -87,7 +105,7 @@ You can download and install raylib using the [conan](https://conan.io) dependen
|
||||||
|
|
||||||
*The raylib recipe in conan is kept up to date by conan team members and community contributors. If the version is out of date, please [create an issue or pull request](https://github.com/conan-io/conan-center-index) on the conan-center-index repository.*
|
*The raylib recipe in conan is kept up to date by conan team members and community contributors. If the version is out of date, please [create an issue or pull request](https://github.com/conan-io/conan-center-index) on the conan-center-index repository.*
|
||||||
|
|
||||||
#### Building raylib on multiple platforms
|
#### Installing and building raylib on multiple platforms
|
||||||
|
|
||||||
[raylib Wiki](https://github.com/raysan5/raylib/wiki#development-platforms) contains detailed instructions on building and usage on multiple platforms.
|
[raylib Wiki](https://github.com/raysan5/raylib/wiki#development-platforms) contains detailed instructions on building and usage on multiple platforms.
|
||||||
|
|
||||||
|
|
@ -98,12 +116,11 @@ You can download and install raylib using the [conan](https://conan.io) dependen
|
||||||
- [Working on Raspberry Pi](https://github.com/raysan5/raylib/wiki/Working-on-Raspberry-Pi)
|
- [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 Android](https://github.com/raysan5/raylib/wiki/Working-for-Android)
|
||||||
- [Working for Web (HTML5)](https://github.com/raysan5/raylib/wiki/Working-for-Web-(HTML5))
|
- [Working for Web (HTML5)](https://github.com/raysan5/raylib/wiki/Working-for-Web-(HTML5))
|
||||||
- [Working for UWP (Universal Window Platform)](https://github.com/raysan5/raylib/wiki/Working-for-UWP)
|
|
||||||
- [Working anywhere with CMake](https://github.com/raysan5/raylib/wiki/Working-with-CMake)
|
- [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 Wiki is open for edit, if you find some issue while building raylib for your target platform, feel free to edit the Wiki or open and issue related to it.*
|
||||||
|
|
||||||
#### Using raylib with multiple IDEs
|
#### 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](http://mingw-w64.org/doku.php) compiler but it can be used with other IDEs on multiple platforms.
|
||||||
|
|
||||||
|
|
@ -111,18 +128,32 @@ raylib has been developed on Windows platform using [Notepad++](https://notepad-
|
||||||
|
|
||||||
*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, please, if you find some issue with some template or you think they could be improved, feel free to send a PR or open a related issue.*
|
||||||
|
|
||||||
contact
|
learning and docs
|
||||||
-------
|
------------------
|
||||||
|
|
||||||
* Webpage: [http://www.raylib.com](http://www.raylib.com)
|
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.
|
||||||
* Discord: [https://discord.gg/raylib](https://discord.gg/VkzNHUE)
|
|
||||||
* Twitter: [http://www.twitter.com/raysan5](http://www.twitter.com/raysan5)
|
|
||||||
* Twitch: [http://www.twitch.tv/raysan5](http://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/channel/UC8WIBkhYb5sBNqXO1mZ7WSQ)
|
|
||||||
|
|
||||||
If you are using raylib and enjoying it, please, join our [Discord server](https://discord.gg/VkzNHUE) and let us know! :)
|
Some additional documentation about raylib design can be found in raylib GitHub Wiki. Here the more relevant links:
|
||||||
|
|
||||||
|
- [raylib cheatsheet](https://www.raylib.com/cheatsheet/cheatsheet.html)
|
||||||
|
- [raylib architecture](https://github.com/raysan5/raylib/wiki/raylib-architecture)
|
||||||
|
- [raylib library design](https://github.com/raysan5/raylib/wiki)
|
||||||
|
- [raylib examples collection](https://github.com/raysan5/raylib/tree/master/examples)
|
||||||
|
- [raylib games collection](https://github.com/raysan5/raylib-games)
|
||||||
|
|
||||||
|
|
||||||
|
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)
|
||||||
|
- 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)
|
||||||
|
- 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)
|
||||||
|
|
||||||
license
|
license
|
||||||
-------
|
-------
|
||||||
|
|
|
||||||
18
ROADMAP.md
|
|
@ -1,21 +1,25 @@
|
||||||
roadmap
|
roadmap
|
||||||
-------
|
-------
|
||||||
|
|
||||||
Here it is a wish-list with features and ideas to improve the library. Note that features listed here are quite high-level and could be long term additions for the library. Current version of raylib is complete and functional but there is a lot of room for improvement.
|
Here it is a wish-list with features and ideas to improve the library. Note that features listed here are usually long term additions for the library. Current version of raylib is complete and functional but there is a lot of room for improvement.
|
||||||
|
|
||||||
[raylib source code](https://github.com/raysan5/raylib/tree/master/src) has some *TODO* marks around code with pending things to review and improve. Check also [GitHub Issues](https://github.com/raysan5/raylib/issues) for further details!
|
Also note that [raylib source code](https://github.com/raysan5/raylib/tree/master/src) has multiple *TODO* comments around code with pending things to review or improve. Check also [GitHub Issues](https://github.com/raysan5/raylib/issues) for further details!
|
||||||
|
|
||||||
**raylib 3.x**
|
There is also a [Discussions Wishlist](https://github.com/raysan5/raylib/discussions/1502) open to everyone, feel free to check and comment.
|
||||||
- [ ] Network module (UDP): `rnet` ([info](https://github.com/raysan5/raylib/issues/753))
|
|
||||||
- [ ] Custom raylib resource packer: `rres` ([info](https://github.com/raysan5/rres))
|
**raylib 4.0**
|
||||||
- [ ] Basic CPU/GPU stats system (memory, draws, time...)
|
- [ ] Network module (UDP): `rnet` ([#753](https://github.com/raysan5/raylib/issues/753))
|
||||||
|
- [ ] Custom raylib resource packer: `rres` ([link](https://github.com/raysan5/rres))
|
||||||
|
- [ ] Basic CPU/GPU stats system (memory, draws, time...) ([#1295](https://github.com/raysan5/raylib/issues/1295))
|
||||||
|
- [ ] Software rendering backend (avoiding OpenGL) ([#1370](https://github.com/raysan5/raylib/issues/1370))
|
||||||
|
- [ ] Redesigned camera module (more flexible) ([#1143](https://github.com/raysan5/raylib/issues/1143))
|
||||||
- [x] Continuous Deployment using GitHub Actions
|
- [x] Continuous Deployment using GitHub Actions
|
||||||
|
|
||||||
**raylib 3.0**
|
**raylib 3.0**
|
||||||
- [x] Custom memory allocators support
|
- [x] Custom memory allocators support
|
||||||
- [x] Global variables moved to global context
|
- [x] Global variables moved to global context
|
||||||
- [x] Optimize data structures for pass-by-value
|
- [x] Optimize data structures for pass-by-value
|
||||||
- [x] Trace log messages redesign ([info](https://github.com/raysan5/raylib/issues/1065))
|
- [x] Trace log messages redesign ([#1065](https://github.com/raysan5/raylib/issues/1065))
|
||||||
- [x] Continuous Integration using GitHub Actions
|
- [x] Continuous Integration using GitHub Actions
|
||||||
|
|
||||||
**raylib 2.5**
|
**raylib 2.5**
|
||||||
|
|
|
||||||
48
SPONSORS.md
|
|
@ -1,47 +1,57 @@
|
||||||
The following people has contributed with a generous donation to the raylib project.
|
## raylib GitHub Sponsors
|
||||||
|
|
||||||
## 🥇 Gold Contributors
|
### Current raylib GitHub Sponsors
|
||||||
|
|
||||||
...
|
The following people is currently [**sponsoring raylib**](https://github.com/sponsors/raysan5) with a generous donation to allow improving and growing the project!
|
||||||
|
|
||||||
## 🥈 Silver Contributors
|
Note that Sponsors donations vary between sponsors, I just decided not to make any distinction while listing them.
|
||||||
|
|
||||||
- Jonathan Johnson ([@ecton](https://github.com/ecton))
|
|
||||||
- Eric J. ([@ProfJski](https://github.com/ProfJski))
|
- Eric J. ([@ProfJski](https://github.com/ProfJski))
|
||||||
- Rudy Faile ([@rfaile313](https://github.com/rfaile313)) - https://rudyfaile.com/
|
|
||||||
- devdad ([@devdad](https://github.com/devdad))
|
- devdad ([@devdad](https://github.com/devdad))
|
||||||
- frithrah ([@frithrah](https://github.com/frithrah))
|
|
||||||
- Zach Geis ([@zacgeis](https://github.com/zacgeis))
|
- Zach Geis ([@zacgeis](https://github.com/zacgeis))
|
||||||
|
|
||||||
## 🥉 Bronze Contributors
|
|
||||||
|
|
||||||
- minirop ([@minirop](https://github.com/minirop))
|
- minirop ([@minirop](https://github.com/minirop))
|
||||||
- Daniel Gómez ([@Koocachookies](https://github.com/Koocachookies))
|
- Daniel Gómez ([@Koocachookies](https://github.com/Koocachookies))
|
||||||
- Sergio ([@anidealgift](https://github.com/anidealgift))
|
- Sergio ([@anidealgift](https://github.com/anidealgift))
|
||||||
- JFons ([@JFonS](https://github.com/JFonS))
|
|
||||||
- Marc Agüera ([@maguera93](https://github.com/maguera93))
|
- Marc Agüera ([@maguera93](https://github.com/maguera93))
|
||||||
- Pau Fernández ([@pauek](https://github.com/pauek))
|
- Pau Fernández ([@pauek](https://github.com/pauek))
|
||||||
- Jens Pitkänen ([@neonmoe](https://github.com/neonmoe))
|
|
||||||
- Snowminx ([@Gamerfiend](https://github.com/Gamerfiend))
|
- Snowminx ([@Gamerfiend](https://github.com/Gamerfiend))
|
||||||
- NimbusFox ([@NimbusFox](https://github.com/NimbusFox))
|
- NimbusFox ([@NimbusFox](https://github.com/NimbusFox))
|
||||||
- Robin Mattheussen ([@romatthe](https://github.com/romatthe))
|
- Robin Mattheussen ([@romatthe](https://github.com/romatthe))
|
||||||
- Rahul Nair ([@rahulunair](https://github.com/rahulunair))
|
|
||||||
- Grant Haywood ([@cinterloper](https://github.com/cinterloper))
|
- Grant Haywood ([@cinterloper](https://github.com/cinterloper))
|
||||||
- Terry Nguyen ([@terrehbyte](https://github.com/terrehbyte))
|
- Terry Nguyen ([@terrehbyte](https://github.com/terrehbyte))
|
||||||
- albatros-hmd ([@albatros-hmd](https://github.com/albatros-hmd))
|
|
||||||
- Benjamin Stigsen ([@BenStigsen](https://github.com/BenStigsen))
|
|
||||||
- Louis Johnson ([@louisgjohnson](https://github.com/louisgjohnson))
|
|
||||||
- Dani Martin ([@danimartin82](https://github.com/danimartin82))
|
|
||||||
- Tommi Sinivuo ([@TommiSinivuo](https://github.com/TommiSinivuo))
|
- Tommi Sinivuo ([@TommiSinivuo](https://github.com/TommiSinivuo))
|
||||||
- Joakim Wennergren ([@joakimwennergren](https://github.com/joakimwennergren))
|
|
||||||
- Richard Urbanec ([@Poryg1](https://github.com/Poryg1))
|
- Richard Urbanec ([@Poryg1](https://github.com/Poryg1))
|
||||||
- pmgl ([@pmgl](https://github.com/pmgl))
|
- pmgl ([@pmgl](https://github.com/pmgl))
|
||||||
- cob ([@majorcob](https://github.com/majorcob))
|
- cob ([@majorcob](https://github.com/majorcob))
|
||||||
- Samuel Batista ([@gamedevsam](https://github.com/gamedevsam))
|
- Samuel Batista ([@gamedevsam](https://github.com/gamedevsam))
|
||||||
|
- Merlyn Morgan-Graham ([@kavika13](https://github.com/kavika13))
|
||||||
|
- Toby4213 ([@Toby4213](https://github.com/Toby4213))
|
||||||
|
- linus ([@hochbaum](https://github.com/hochbaum))
|
||||||
|
|
||||||
|
|
||||||
|
### 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))
|
- Alexandre Chêne ([@kooparse](https://github.com/kooparse))
|
||||||
- daddio69 ([@daddio69](https://github.com/daddio69))
|
- daddio69 ([@daddio69](https://github.com/daddio69))
|
||||||
- James Ghawaly ([@jghawaly](https://github.com/jghawaly))
|
- James Ghawaly ([@jghawaly](https://github.com/jghawaly))
|
||||||
- jack ([@Jack-Ji](https://github.com/Jack-Ji))
|
- jack ([@Jack-Ji](https://github.com/Jack-Ji))
|
||||||
- Merlyn Morgan-Graham ([@kavika13](https://github.com/kavika13))
|
- Guido Offermans ([@jghawaly](https://github.com/GuidoOffermans))
|
||||||
|
|
||||||
|
### Notes for Current/Past raylib Sponsor
|
||||||
|
|
||||||
|
- **If you are not on the list, feel free to send a PR to add you if desired.**
|
||||||
|
- **If you want your personal webpage listed along your GitHub account, feel free to send a PR to add it.**
|
||||||
|
- **If you prefer not to listed in this list, feel free to send a PR to remove it.**
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -1,24 +1,3 @@
|
||||||
if(NOT (STATIC OR SHARED))
|
|
||||||
message(FATAL_ERROR "Nothing to do if both -DSHARED=OFF and -DSTATIC=OFF...")
|
|
||||||
endif()
|
|
||||||
|
|
||||||
if (DEFINED BUILD_SHARED_LIBS)
|
|
||||||
set(SHARED ${BUILD_SHARED_LIBS})
|
|
||||||
if (${BUILD_SHARED_LIBS})
|
|
||||||
set(STATIC OFF)
|
|
||||||
else()
|
|
||||||
set(STATIC ON)
|
|
||||||
endif()
|
|
||||||
endif()
|
|
||||||
if(DEFINED SHARED_RAYLIB)
|
|
||||||
set(SHARED ${SHARED_RAYLIB})
|
|
||||||
message(DEPRECATION "-DSHARED_RAYLIB is deprecated. Please use -DSHARED instead.")
|
|
||||||
endif()
|
|
||||||
if(DEFINED STATIC_RAYLIB)
|
|
||||||
set(STATIC ${STATIC_RAYLIB})
|
|
||||||
message(DEPRECATION "-DSTATIC_RAYLIB is deprecated. Please use -DSTATIC instead.")
|
|
||||||
endif()
|
|
||||||
|
|
||||||
if(${PLATFORM} MATCHES "Desktop" AND APPLE)
|
if(${PLATFORM} MATCHES "Desktop" AND APPLE)
|
||||||
if(MACOS_FATLIB)
|
if(MACOS_FATLIB)
|
||||||
if (CMAKE_OSX_ARCHITECTURES)
|
if (CMAKE_OSX_ARCHITECTURES)
|
||||||
|
|
|
||||||
110
cmake/CompileDefinitions.cmake
Normal file
|
|
@ -0,0 +1,110 @@
|
||||||
|
# Adding compile definitions
|
||||||
|
target_compile_definitions("raylib" PUBLIC "${PLATFORM_CPP}")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "${GRAPHICS}")
|
||||||
|
|
||||||
|
function(define_if target variable)
|
||||||
|
if (${${variable}})
|
||||||
|
target_compile_definitions(${target} PUBLIC "${variable}")
|
||||||
|
endif ()
|
||||||
|
endfunction()
|
||||||
|
|
||||||
|
if (${CUSTOMIZE_BUILD})
|
||||||
|
target_compile_definitions("raylib" PUBLIC EXTERNAL_CONFIG_FLAGS)
|
||||||
|
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_SCREEN_CAPTURE)
|
||||||
|
define_if("raylib" SUPPORT_GIF_RECORDING)
|
||||||
|
define_if("raylib" SUPPORT_HIGH_DPI)
|
||||||
|
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_FILEFORMAT_PNG)
|
||||||
|
define_if("raylib" SUPPORT_FILEFORMAT_DDS)
|
||||||
|
define_if("raylib" SUPPORT_FILEFORMAT_HDR)
|
||||||
|
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_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_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_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_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")
|
||||||
|
else ()
|
||||||
|
target_compile_definitions("raylib" PUBLIC "MAX_FILEPATH_LENGTH=512")
|
||||||
|
endif ()
|
||||||
|
|
||||||
|
target_compile_definitions("raylib" PUBLIC "MAX_GAMEPADS=4")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "MAX_GAMEPAD_AXIS=8")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "MAX_GAMEPAD_BUTTONS=32")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "MAX_TOUCH_POINTS=10")
|
||||||
|
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_DECOMPRESSION_SIZE=64")
|
||||||
|
|
||||||
|
if (${GRAPHICS} MATCHES "GRAPHICS_API_OPENGL_33" OR ${GRAPHICS} MATCHES "GRAPHICS_API_OPENGL_11")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "DEFAULT_BATCH_BUFFER_ELEMENTS=8192")
|
||||||
|
elseif (${GRAPHICS} MATCHES "GRAPHICS_API_OPENGL_ES2")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "DEFAULT_BATCH_BUFFER_ELEMENTS=2048")
|
||||||
|
endif ()
|
||||||
|
|
||||||
|
target_compile_definitions("raylib" PUBLIC "DEFAULT_BATCH_DRAWCALLS=256")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "MAX_MATRIX_STACK_SIZE=32")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "MAX_SHADER_LOCATIONS=32")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "MAX_MATERIAL_MAPS=12")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "RL_CULL_DISTANCE_NEAR=0.01")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "RL_CULL_DISTANCE_FAR=1000.0")
|
||||||
|
|
||||||
|
target_compile_definitions("raylib" PUBLIC "DEFAULT_SHADER_ATTRIB_NAME_POSITION=\"vertexPosition\"")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD=\"vertexTexCoord\"")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "DEFAULT_SHADER_ATTRIB_NAME_NORMAL=\"vertexNormal\"")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "DEFAULT_SHADER_ATTRIB_NAME_COLOR=\"vertexColor\"")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "DEFAULT_SHADER_ATTRIB_NAME_TANGENT=\"vertexTangent\"")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2=\"vertexTexCoord2\"")
|
||||||
|
|
||||||
|
target_compile_definitions("raylib" PUBLIC "MAX_TEXT_BUFFER_LENGTH=1024")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "MAX_TEXT_UNICODE_CHARS=512")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "MAX_TEXTSPLIT_COUNT=128")
|
||||||
|
|
||||||
|
target_compile_definitions("raylib" PUBLIC "AUDIO_DEVICE_FORMAT=ma_format_f32")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "AUDIO_DEVICE_CHANNELS=2")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "AUDIO_DEVICE_SAMPLE_RATE=44100")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "DEFAULT_AUDIO_BUFFER_SIZE=4096")
|
||||||
|
|
||||||
|
target_compile_definitions("raylib" PUBLIC "MAX_TRACELOG_MSG_LENGTH=128")
|
||||||
|
target_compile_definitions("raylib" PUBLIC "MAX_UWP_MESSAGES=512")
|
||||||
|
endif ()
|
||||||
|
|
||||||
|
|
@ -1,28 +1,52 @@
|
||||||
include(AddIfFlagCompiles)
|
include(AddIfFlagCompiles)
|
||||||
|
|
||||||
|
# Makes +/- operations on void pointers be considered an error
|
||||||
|
# https://gcc.gnu.org/onlinedocs/gcc/Pointer-Arith.html
|
||||||
add_if_flag_compiles(-Werror=pointer-arith CMAKE_C_FLAGS)
|
add_if_flag_compiles(-Werror=pointer-arith CMAKE_C_FLAGS)
|
||||||
|
|
||||||
|
# Generates error whenever a function is used before being declared
|
||||||
|
# https://gcc.gnu.org/onlinedocs/gcc-4.0.1/gcc/Warning-Options.html
|
||||||
add_if_flag_compiles(-Werror=implicit-function-declaration CMAKE_C_FLAGS)
|
add_if_flag_compiles(-Werror=implicit-function-declaration CMAKE_C_FLAGS)
|
||||||
# src/external/jar_xm.h does shady stuff
|
|
||||||
|
# Allows some casting of pointers without generating a warning
|
||||||
add_if_flag_compiles(-fno-strict-aliasing CMAKE_C_FLAGS)
|
add_if_flag_compiles(-fno-strict-aliasing CMAKE_C_FLAGS)
|
||||||
|
|
||||||
if (ENABLE_ASAN)
|
|
||||||
add_if_flag_compiles(-fno-omit-frame-pointer CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
|
|
||||||
add_if_flag_compiles(-fsanitize=address CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
|
|
||||||
endif()
|
|
||||||
if (ENABLE_UBSAN)
|
|
||||||
add_if_flag_compiles(-fno-omit-frame-pointer CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
|
|
||||||
add_if_flag_compiles(-fsanitize=undefined CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
|
|
||||||
endif()
|
|
||||||
if (ENABLE_MSAN)
|
|
||||||
add_if_flag_compiles(-fno-omit-frame-pointer CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
|
|
||||||
add_if_flag_compiles(-fsanitize=memory CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
|
|
||||||
endif()
|
|
||||||
|
|
||||||
if (ENABLE_MSAN AND ENABLE_ASAN)
|
if (ENABLE_MSAN AND ENABLE_ASAN)
|
||||||
|
# MSAN and ASAN both work on memory - ASAN does more things
|
||||||
MESSAGE(WARNING "Compiling with both AddressSanitizer and MemorySanitizer is not recommended")
|
MESSAGE(WARNING "Compiling with both AddressSanitizer and MemorySanitizer is not recommended")
|
||||||
endif()
|
endif()
|
||||||
|
|
||||||
add_definitions("-DRAYLIB_CMAKE=1")
|
if (ENABLE_ASAN)
|
||||||
|
|
||||||
|
# If enabled it would generate errors/warnings for all kinds of memory errors
|
||||||
|
# (like returning a stack variable by reference)
|
||||||
|
# https://clang.llvm.org/docs/AddressSanitizer.html
|
||||||
|
|
||||||
|
add_if_flag_compiles(-fno-omit-frame-pointer CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
|
||||||
|
add_if_flag_compiles(-fsanitize=address CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
|
||||||
|
|
||||||
|
endif()
|
||||||
|
|
||||||
|
if (ENABLE_UBSAN)
|
||||||
|
|
||||||
|
# If enabled this will generate errors for undefined behavior points
|
||||||
|
# (like adding +1 to the maximum int value)
|
||||||
|
# https://clang.llvm.org/docs/UndefinedBehaviorSanitizer.html
|
||||||
|
|
||||||
|
add_if_flag_compiles(-fno-omit-frame-pointer CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
|
||||||
|
add_if_flag_compiles(-fsanitize=undefined CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
|
||||||
|
|
||||||
|
endif()
|
||||||
|
|
||||||
|
if (ENABLE_MSAN)
|
||||||
|
|
||||||
|
# If enabled this will generate warnings for places where uninitialized memory is used
|
||||||
|
# https://clang.llvm.org/docs/MemorySanitizer.html
|
||||||
|
|
||||||
|
add_if_flag_compiles(-fno-omit-frame-pointer CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
|
||||||
|
add_if_flag_compiles(-fsanitize=memory CMAKE_C_FLAGS CMAKE_LINKER_FLAGS)
|
||||||
|
|
||||||
|
endif()
|
||||||
|
|
||||||
if(CMAKE_VERSION VERSION_LESS "3.1")
|
if(CMAKE_VERSION VERSION_LESS "3.1")
|
||||||
if(CMAKE_C_COMPILER_ID STREQUAL "GNU")
|
if(CMAKE_C_COMPILER_ID STREQUAL "GNU")
|
||||||
|
|
@ -31,3 +55,25 @@ if(CMAKE_VERSION VERSION_LESS "3.1")
|
||||||
else()
|
else()
|
||||||
set (CMAKE_C_STANDARD 99)
|
set (CMAKE_C_STANDARD 99)
|
||||||
endif()
|
endif()
|
||||||
|
|
||||||
|
if(${PLATFORM} MATCHES "Android")
|
||||||
|
|
||||||
|
# If enabled will remove dead code during the linking process
|
||||||
|
# https://gcc.gnu.org/onlinedocs/gnat_ugn/Compilation-options.html
|
||||||
|
add_if_flag_compiles(-ffunction-sections CMAKE_C_FLAGS)
|
||||||
|
|
||||||
|
# If enabled will generate some exception data (usually disabled for C programs)
|
||||||
|
# https://gcc.gnu.org/onlinedocs/gcc-4.2.4/gcc/Code-Gen-Options.html
|
||||||
|
add_if_flag_compiles(-funwind-tables CMAKE_C_FLAGS)
|
||||||
|
|
||||||
|
# If enabled adds stack protection guards around functions that allocate memory
|
||||||
|
# https://www.keil.com/support/man/docs/armclang_ref/armclang_ref_cjh1548250046139.htm
|
||||||
|
add_if_flag_compiles(-fstack-protector-strong CMAKE_C_FLAGS)
|
||||||
|
|
||||||
|
# Marks that the library will not be compiled with an executable stack
|
||||||
|
add_if_flag_compiles(-Wa,--noexecstack CMAKE_C_FLAGS)
|
||||||
|
|
||||||
|
# Do not expand symbolic links or resolve paths like "/./" or "/../", etc.
|
||||||
|
# https://gcc.gnu.org/onlinedocs/gcc/Directory-Options.html
|
||||||
|
add_if_flag_compiles(-no-canonical-prefixes CMAKE_C_FLAGS)
|
||||||
|
endif()
|
||||||
|
|
|
||||||
|
|
@ -1,8 +1,8 @@
|
||||||
|
|
||||||
if(USE_EXTERNAL_GLFW STREQUAL "ON")
|
if(USE_EXTERNAL_GLFW STREQUAL "ON")
|
||||||
find_package(glfw3 3.2.1 REQUIRED)
|
find_package(glfw3 3.3.3 REQUIRED)
|
||||||
elseif(USE_EXTERNAL_GLFW STREQUAL "IF_POSSIBLE")
|
elseif(USE_EXTERNAL_GLFW STREQUAL "IF_POSSIBLE")
|
||||||
find_package(glfw3 3.2.1 QUIET)
|
find_package(glfw3 3.3.3 QUIET)
|
||||||
endif()
|
endif()
|
||||||
if (glfw3_FOUND)
|
if (glfw3_FOUND)
|
||||||
set(LIBS_PRIVATE ${LIBS_PRIVATE} glfw)
|
set(LIBS_PRIVATE ${LIBS_PRIVATE} glfw)
|
||||||
|
|
@ -16,12 +16,17 @@ if(NOT glfw3_FOUND AND NOT USE_EXTERNAL_GLFW STREQUAL "ON" AND "${PLATFORM}" MAT
|
||||||
set(GLFW_BUILD_TESTS OFF CACHE BOOL "" FORCE)
|
set(GLFW_BUILD_TESTS OFF CACHE BOOL "" FORCE)
|
||||||
set(GLFW_BUILD_EXAMPLES OFF CACHE BOOL "" FORCE)
|
set(GLFW_BUILD_EXAMPLES OFF CACHE BOOL "" FORCE)
|
||||||
set(GLFW_INSTALL OFF CACHE BOOL "" FORCE)
|
set(GLFW_INSTALL OFF CACHE BOOL "" FORCE)
|
||||||
set(BUILD_SHARED_LIBS OFF CACHE BOOL " " FORCE)
|
|
||||||
set(GLFW_USE_WAYLAND ${USE_WAYLAND} CACHE BOOL "" FORCE)
|
set(GLFW_USE_WAYLAND ${USE_WAYLAND} CACHE BOOL "" FORCE)
|
||||||
|
|
||||||
|
set(WAS_SHARED ${BUILD_SHARED_LIBS})
|
||||||
|
set(BUILD_SHARED_LIBS OFF CACHE BOOL " " FORCE)
|
||||||
|
|
||||||
add_subdirectory(external/glfw)
|
add_subdirectory(external/glfw)
|
||||||
|
|
||||||
list(APPEND raylib_sources $<TARGET_OBJECTS:glfw_objlib>)
|
set(BUILD_SHARED_LIBS ${WAS_SHARED} CACHE BOOL " " FORCE)
|
||||||
|
unset(WAS_SHARED)
|
||||||
|
|
||||||
|
list(APPEND raylib_sources $<TARGET_OBJECTS:glfw>)
|
||||||
include_directories(BEFORE SYSTEM external/glfw/include)
|
include_directories(BEFORE SYSTEM external/glfw/include)
|
||||||
else()
|
else()
|
||||||
MESSAGE(STATUS "Using external GLFW")
|
MESSAGE(STATUS "Using external GLFW")
|
||||||
|
|
|
||||||
|
|
@ -7,12 +7,12 @@ install(
|
||||||
)
|
)
|
||||||
|
|
||||||
# PKG_CONFIG_LIBS_PRIVATE is used in raylib.pc.in
|
# PKG_CONFIG_LIBS_PRIVATE is used in raylib.pc.in
|
||||||
if (STATIC)
|
if (NOT BUILD_SHARED_LIBS)
|
||||||
include(LibraryPathToLinkerFlags)
|
include(LibraryPathToLinkerFlags)
|
||||||
library_path_to_linker_flags(__PKG_CONFIG_LIBS_PRIVATE "${LIBS_PRIVATE}")
|
library_path_to_linker_flags(__PKG_CONFIG_LIBS_PRIVATE "${LIBS_PRIVATE}")
|
||||||
set(PKG_CONFIG_LIBS_PRIVATE ${__PKG_CONFIG_LIBS_PRIVATE} ${GLFW_PKG_LIBS})
|
set(PKG_CONFIG_LIBS_PRIVATE ${__PKG_CONFIG_LIBS_PRIVATE} ${GLFW_PKG_LIBS})
|
||||||
string(REPLACE ";" " " PKG_CONFIG_LIBS_PRIVATE "${PKG_CONFIG_LIBS_PRIVATE}")
|
string(REPLACE ";" " " PKG_CONFIG_LIBS_PRIVATE "${PKG_CONFIG_LIBS_PRIVATE}")
|
||||||
elseif (SHARED)
|
elseif (BUILD_SHARED_LIBS)
|
||||||
set(PKG_CONFIG_LIBS_EXTRA "")
|
set(PKG_CONFIG_LIBS_EXTRA "")
|
||||||
endif ()
|
endif ()
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -1,8 +1,3 @@
|
||||||
|
|
||||||
### Config options ###
|
|
||||||
# Translate the config options to what raylib wants
|
|
||||||
configure_file(config.h.in ${CMAKE_BINARY_DIR}/cmake/config.h)
|
|
||||||
|
|
||||||
if (${PLATFORM} MATCHES "Desktop")
|
if (${PLATFORM} MATCHES "Desktop")
|
||||||
set(PLATFORM_CPP "PLATFORM_DESKTOP")
|
set(PLATFORM_CPP "PLATFORM_DESKTOP")
|
||||||
|
|
||||||
|
|
@ -37,19 +32,14 @@ if(${PLATFORM} MATCHES "Desktop")
|
||||||
elseif (${PLATFORM} MATCHES "Web")
|
elseif (${PLATFORM} MATCHES "Web")
|
||||||
set(PLATFORM_CPP "PLATFORM_WEB")
|
set(PLATFORM_CPP "PLATFORM_WEB")
|
||||||
set(GRAPHICS "GRAPHICS_API_OPENGL_ES2")
|
set(GRAPHICS "GRAPHICS_API_OPENGL_ES2")
|
||||||
set(CMAKE_C_FLAGS "-s USE_GLFW=3 -s ASSERTIONS=1 --profiling")
|
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -s USE_GLFW=3 -s ASSERTIONS=1 --profiling")
|
||||||
set(CMAKE_STATIC_LIBRARY_SUFFIX ".a")
|
set(CMAKE_STATIC_LIBRARY_SUFFIX ".a")
|
||||||
|
|
||||||
elseif (${PLATFORM} MATCHES "Android")
|
elseif (${PLATFORM} MATCHES "Android")
|
||||||
set(PLATFORM_CPP "PLATFORM_ANDROID")
|
set(PLATFORM_CPP "PLATFORM_ANDROID")
|
||||||
set(GRAPHICS "GRAPHICS_API_OPENGL_ES2")
|
set(GRAPHICS "GRAPHICS_API_OPENGL_ES2")
|
||||||
include(AddIfFlagCompiles)
|
|
||||||
add_if_flag_compiles(-ffunction-sections CMAKE_C_FLAGS)
|
|
||||||
add_if_flag_compiles(-funwind-tables CMAKE_C_FLAGS)
|
|
||||||
add_if_flag_compiles(-fstack-protector-strong CMAKE_C_FLAGS)
|
|
||||||
set(CMAKE_POSITION_INDEPENDENT_CODE ON)
|
set(CMAKE_POSITION_INDEPENDENT_CODE ON)
|
||||||
add_if_flag_compiles(-Wa,--noexecstack CMAKE_C_FLAGS)
|
|
||||||
add_if_flag_compiles(-no-canonical-prefixes CMAKE_C_FLAGS)
|
|
||||||
add_definitions(-DANDROID -D__ANDROID_API__=21)
|
add_definitions(-DANDROID -D__ANDROID_API__=21)
|
||||||
include_directories(external/android/native_app_glue)
|
include_directories(external/android/native_app_glue)
|
||||||
set(CMAKE_SHARED_LINKER_FLAGS "${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")
|
set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_SHARED_LINKER_FLAGS} -Wl,--exclude-libs,libatomic.a -Wl,--build-id -Wl,-z,noexecstack -Wl,-z,relro -Wl,-z,now -Wl,--warn-shared-textrel -Wl,--fatal-warnings -uANativeActivity_onCreate")
|
||||||
|
|
@ -83,7 +73,9 @@ elseif(${PLATFORM} MATCHES "DRM")
|
||||||
find_library(DRM drm)
|
find_library(DRM drm)
|
||||||
find_library(GBM gbm)
|
find_library(GBM gbm)
|
||||||
|
|
||||||
|
if (NOT CMAKE_CROSSCOMPILING)
|
||||||
include_directories(/usr/include/libdrm)
|
include_directories(/usr/include/libdrm)
|
||||||
|
endif ()
|
||||||
set(LIBS_PRIVATE ${GLESV2} ${EGL} ${DRM} ${GBM} pthread m dl)
|
set(LIBS_PRIVATE ${GLESV2} ${EGL} ${DRM} ${GBM} pthread m dl)
|
||||||
|
|
||||||
endif ()
|
endif ()
|
||||||
|
|
@ -107,3 +99,9 @@ endif()
|
||||||
if (NOT GRAPHICS)
|
if (NOT GRAPHICS)
|
||||||
set(GRAPHICS "GRAPHICS_API_OPENGL_33")
|
set(GRAPHICS "GRAPHICS_API_OPENGL_33")
|
||||||
endif ()
|
endif ()
|
||||||
|
|
||||||
|
set(LIBS_PRIVATE ${LIBS_PRIVATE} ${OPENAL_LIBRARY})
|
||||||
|
|
||||||
|
if (${PLATFORM} MATCHES "Desktop")
|
||||||
|
set(LIBS_PRIVATE ${LIBS_PRIVATE} glfw)
|
||||||
|
endif ()
|
||||||
|
|
|
||||||
|
|
@ -1,21 +0,0 @@
|
||||||
#!/bin/sh
|
|
||||||
# Test if including/linking/running an installed raylib works
|
|
||||||
|
|
||||||
set -x
|
|
||||||
export LD_RUN_PATH=/usr/local/lib
|
|
||||||
|
|
||||||
CFLAGS="-Wall -Wextra -Werror $CFLAGS"
|
|
||||||
if [ "$ARCH" = "i386" ]; then
|
|
||||||
CFLAGS="-m32 $CLFAGS"
|
|
||||||
fi
|
|
||||||
|
|
||||||
cat << EOF | ${CC:-cc} -otest -xc - $(pkg-config --libs --cflags $@ raylib.pc) $CFLAGS && exec ./test
|
|
||||||
#include <stdlib.h>
|
|
||||||
#include <raylib.h>
|
|
||||||
|
|
||||||
int main(void)
|
|
||||||
{
|
|
||||||
int num = GetRandomValue(42, 1337);
|
|
||||||
return 42 <= num && num <= 1337 ? EXIT_SUCCESS : EXIT_FAILURE;
|
|
||||||
}
|
|
||||||
EOF
|
|
||||||
|
|
@ -1,34 +1,30 @@
|
||||||
# Setup the project and settings
|
# Setup the project and settings
|
||||||
project(examples)
|
project(examples)
|
||||||
|
|
||||||
# Get the sources together
|
# Directories that contain examples
|
||||||
set(example_dirs audio core models others shaders shapes text textures)
|
set(example_dirs
|
||||||
|
audio
|
||||||
|
core
|
||||||
|
models
|
||||||
|
others
|
||||||
|
shaders
|
||||||
|
shapes
|
||||||
|
text
|
||||||
|
textures
|
||||||
|
)
|
||||||
|
|
||||||
|
# Next few lines will check for existence of symbols or header files
|
||||||
|
# They are needed for the physac example and threads examples
|
||||||
set(CMAKE_REQUIRED_DEFINITIONS -D_POSIX_C_SOURCE=199309L)
|
set(CMAKE_REQUIRED_DEFINITIONS -D_POSIX_C_SOURCE=199309L)
|
||||||
include(CheckSymbolExists)
|
include(CheckSymbolExists)
|
||||||
check_symbol_exists(CLOCK_MONOTONIC time.h HAVE_CLOCK_MONOTONIC)
|
check_symbol_exists(CLOCK_MONOTONIC time.h HAVE_CLOCK_MONOTONIC)
|
||||||
check_symbol_exists(QueryPerformanceCounter windows.h HAVE_QPC)
|
check_symbol_exists(QueryPerformanceCounter windows.h HAVE_QPC)
|
||||||
set(CMAKE_REQUIRED_DEFINITIONS)
|
set(CMAKE_REQUIRED_DEFINITIONS)
|
||||||
|
|
||||||
if (HAVE_QPC OR HAVE_CLOCK_MONOTONIC)
|
if (HAVE_QPC OR HAVE_CLOCK_MONOTONIC)
|
||||||
set(example_dirs ${example_dirs} physac)
|
set(example_dirs ${example_dirs} physac)
|
||||||
endif ()
|
endif ()
|
||||||
|
|
||||||
set(example_sources)
|
|
||||||
set(example_resources)
|
|
||||||
foreach(example_dir ${example_dirs})
|
|
||||||
# Get the .c files
|
|
||||||
file(GLOB sources ${example_dir}/*.c)
|
|
||||||
list(APPEND example_sources ${sources})
|
|
||||||
|
|
||||||
# Any any resources
|
|
||||||
file(GLOB resources ${example_dir}/resources/*)
|
|
||||||
list(APPEND example_resources ${resources})
|
|
||||||
endforeach()
|
|
||||||
|
|
||||||
if (APPLE AND NOT CMAKE_SYSTEM STRLESS "Darwin-18.0.0")
|
|
||||||
add_definitions(-DGL_SILENCE_DEPRECATION)
|
|
||||||
MESSAGE(AUTHOR_WARNING "OpenGL is deprecated starting with macOS 10.14 (Mojave)!")
|
|
||||||
endif()
|
|
||||||
|
|
||||||
include(CheckIncludeFile)
|
include(CheckIncludeFile)
|
||||||
CHECK_INCLUDE_FILE("stdatomic.h" HAVE_STDATOMIC_H)
|
CHECK_INCLUDE_FILE("stdatomic.h" HAVE_STDATOMIC_H)
|
||||||
set(CMAKE_THREAD_PREFER_PTHREAD TRUE)
|
set(CMAKE_THREAD_PREFER_PTHREAD TRUE)
|
||||||
|
|
@ -41,12 +37,32 @@ if (CMAKE_USE_PTHREADS_INIT AND HAVE_STDATOMIC_H)
|
||||||
if (CMAKE_THREAD_LIBS_INIT)
|
if (CMAKE_THREAD_LIBS_INIT)
|
||||||
link_libraries("${CMAKE_THREAD_LIBS_INIT}")
|
link_libraries("${CMAKE_THREAD_LIBS_INIT}")
|
||||||
endif ()
|
endif ()
|
||||||
else()
|
endif ()
|
||||||
|
|
||||||
|
if (APPLE AND NOT CMAKE_SYSTEM STRLESS "Darwin-18.0.0")
|
||||||
|
add_definitions(-DGL_SILENCE_DEPRECATION)
|
||||||
|
MESSAGE(AUTHOR_WARNING "OpenGL is deprecated starting with macOS 10.14 (Mojave)!")
|
||||||
|
endif ()
|
||||||
|
|
||||||
|
# Collect all source files and resource files
|
||||||
|
# into a CMake variable
|
||||||
|
set(example_sources)
|
||||||
|
set(example_resources)
|
||||||
|
foreach (example_dir ${example_dirs})
|
||||||
|
# Get the .c files
|
||||||
|
file(GLOB sources ${example_dir}/*.c)
|
||||||
|
list(APPEND example_sources ${sources})
|
||||||
|
|
||||||
|
# Any any resources
|
||||||
|
file(GLOB resources ${example_dir}/resources/*)
|
||||||
|
list(APPEND example_resources ${resources})
|
||||||
|
endforeach ()
|
||||||
|
|
||||||
|
if(NOT CMAKE_USE_PTHREADS_INIT OR NOT HAVE_STDATOMIC_H)
|
||||||
# Items requiring pthreads
|
# Items requiring pthreads
|
||||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_loading_thread.c)
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_loading_thread.c)
|
||||||
endif ()
|
endif ()
|
||||||
|
|
||||||
|
|
||||||
if (${PLATFORM} MATCHES "Android")
|
if (${PLATFORM} MATCHES "Android")
|
||||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/rlgl_standalone.c)
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/rlgl_standalone.c)
|
||||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/standard_lighting.c)
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/standard_lighting.c)
|
||||||
|
|
|
||||||
|
|
@ -25,7 +25,7 @@
|
||||||
|
|
||||||
# Define required raylib variables
|
# Define required raylib variables
|
||||||
PROJECT_NAME ?= raylib_examples
|
PROJECT_NAME ?= raylib_examples
|
||||||
RAYLIB_VERSION ?= 3.5.0
|
RAYLIB_VERSION ?= 3.7.0
|
||||||
RAYLIB_PATH ?= ..
|
RAYLIB_PATH ?= ..
|
||||||
|
|
||||||
# Define default options
|
# Define default options
|
||||||
|
|
@ -177,15 +177,12 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||||
CC = emcc
|
CC = emcc
|
||||||
endif
|
endif
|
||||||
|
|
||||||
# Define default make program: Mingw32-make
|
# Define default make program
|
||||||
MAKE = mingw32-make
|
MAKE = make
|
||||||
|
|
||||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||||
ifeq ($(PLATFORM_OS),LINUX)
|
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||||
MAKE = make
|
MAKE = mingw32-make
|
||||||
endif
|
|
||||||
ifeq ($(PLATFORM_OS),OSX)
|
|
||||||
MAKE = make
|
|
||||||
endif
|
endif
|
||||||
endif
|
endif
|
||||||
|
|
||||||
|
|
@ -260,8 +257,8 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||||
endif
|
endif
|
||||||
|
|
||||||
# Define include paths for required headers
|
# Define include paths for required headers
|
||||||
# NOTE: Several external required libraries (stb and others)
|
# NOTE: Some external/extras libraries could be required (stb, physac, easings...)
|
||||||
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
|
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external -I$(RAYLIB_PATH)/src/extras
|
||||||
|
|
||||||
# Define additional directories containing required header files
|
# Define additional directories containing required header files
|
||||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||||
|
|
@ -280,7 +277,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||||
INCLUDE_PATHS += -I/usr/local/include
|
INCLUDE_PATHS += -I/usr/local/include
|
||||||
endif
|
endif
|
||||||
ifeq ($(PLATFORM_OS),LINUX)
|
ifeq ($(PLATFORM_OS),LINUX)
|
||||||
INCLUDE_PATHS = -I$(RAYLIB_H_INSTALL_PATH) -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
|
INCLUDE_PATHS += -I$(RAYLIB_H_INSTALL_PATH)
|
||||||
endif
|
endif
|
||||||
endif
|
endif
|
||||||
|
|
||||||
|
|
@ -311,10 +308,6 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||||
LDFLAGS += -L/opt/vc/lib
|
LDFLAGS += -L/opt/vc/lib
|
||||||
endif
|
endif
|
||||||
|
|
||||||
ifeq ($(PLATFORM),PLATFORM_DRM)
|
|
||||||
LDFLAGS += -lGLESv2 -lEGL -ldrm -lgbm
|
|
||||||
endif
|
|
||||||
|
|
||||||
# Define any libraries required on linking
|
# Define any libraries required on linking
|
||||||
# if you want to link libraries (libname.so or libname.a), use the -lname
|
# if you want to link libraries (libname.so or libname.a), use the -lname
|
||||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||||
|
|
@ -402,7 +395,8 @@ CORE = \
|
||||||
core/core_vr_simulator \
|
core/core_vr_simulator \
|
||||||
core/core_loading_thread \
|
core/core_loading_thread \
|
||||||
core/core_quat_conversion \
|
core/core_quat_conversion \
|
||||||
core/core_window_flags
|
core/core_window_flags \
|
||||||
|
core/core_split_screen
|
||||||
|
|
||||||
SHAPES = \
|
SHAPES = \
|
||||||
shapes/shapes_basic_shapes \
|
shapes/shapes_basic_shapes \
|
||||||
|
|
@ -440,7 +434,8 @@ TEXTURES = \
|
||||||
textures/textures_sprite_explosion \
|
textures/textures_sprite_explosion \
|
||||||
textures/textures_bunnymark \
|
textures/textures_bunnymark \
|
||||||
textures/textures_blend_modes \
|
textures/textures_blend_modes \
|
||||||
textures/textures_draw_tiled
|
textures/textures_draw_tiled \
|
||||||
|
textures/textures_poly
|
||||||
|
|
||||||
TEXT = \
|
TEXT = \
|
||||||
text/text_raylib_fonts \
|
text/text_raylib_fonts \
|
||||||
|
|
@ -452,7 +447,8 @@ TEXT = \
|
||||||
text/text_input_box \
|
text/text_input_box \
|
||||||
text/text_writing_anim \
|
text/text_writing_anim \
|
||||||
text/text_rectangle_bounds \
|
text/text_rectangle_bounds \
|
||||||
text/text_unicode
|
text/text_unicode \
|
||||||
|
text/text_draw_3d
|
||||||
|
|
||||||
MODELS = \
|
MODELS = \
|
||||||
models/models_animation \
|
models/models_animation \
|
||||||
|
|
@ -488,7 +484,7 @@ SHADERS = \
|
||||||
shaders/shaders_simple_mask \
|
shaders/shaders_simple_mask \
|
||||||
shaders/shaders_spotlight \
|
shaders/shaders_spotlight \
|
||||||
shaders/shaders_hot_reloading \
|
shaders/shaders_hot_reloading \
|
||||||
shaders/shaders_rlgl_mesh_instanced \
|
shaders/shaders_mesh_instancing \
|
||||||
shaders/shaders_multi_sample2d
|
shaders/shaders_multi_sample2d
|
||||||
|
|
||||||
AUDIO = \
|
AUDIO = \
|
||||||
|
|
|
||||||
|
|
@ -57,17 +57,18 @@ endif
|
||||||
# Required path variables
|
# Required path variables
|
||||||
# NOTE: JAVA_HOME must be set to JDK (using OpenJDK 13)
|
# NOTE: JAVA_HOME must be set to JDK (using OpenJDK 13)
|
||||||
JAVA_HOME ?= C:/open-jdk
|
JAVA_HOME ?= C:/open-jdk
|
||||||
ANDROID_HOME = C:/android-sdk
|
ANDROID_HOME ?= C:/android-sdk
|
||||||
ANDROID_TOOLCHAIN = C:/android-ndk/toolchains/llvm/prebuilt/windows-x86_64
|
ANDROID_BUILD_TOOLS ?= $(ANDROID_HOME)/build-tools/29.0.3
|
||||||
ANDROID_BUILD_TOOLS = $(ANDROID_HOME)/build-tools/29.0.3
|
|
||||||
ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools
|
ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools
|
||||||
|
|
||||||
# Android project configuration variables
|
# Android project configuration variables
|
||||||
PROJECT_NAME ?= raylib_game
|
PROJECT_NAME ?= raylib_game
|
||||||
PROJECT_LIBRARY_NAME ?= main
|
PROJECT_LIBRARY_NAME ?= main
|
||||||
PROJECT_BUILD_PATH ?= android.$(PROJECT_NAME)
|
PROJECT_BUILD_ID ?= android
|
||||||
|
PROJECT_BUILD_PATH ?= $(PROJECT_BUILD_ID).$(PROJECT_NAME)
|
||||||
PROJECT_RESOURCES_PATH ?= resources
|
PROJECT_RESOURCES_PATH ?= resources
|
||||||
PROJECT_SOURCE_FILES ?= raylib_game.c
|
PROJECT_SOURCE_FILES ?= raylib_game.c
|
||||||
|
NATIVE_APP_GLUE_PATH = $(ANDROID_NDK)/sources/android/native_app_glue
|
||||||
|
|
||||||
# Some source files are placed in directories, when compiling to some
|
# Some source files are placed in directories, when compiling to some
|
||||||
# output directory other than source, that directory must pre-exist.
|
# output directory other than source, that directory must pre-exist.
|
||||||
|
|
@ -81,9 +82,9 @@ APP_COMPANY_NAME ?= raylib
|
||||||
APP_PRODUCT_NAME ?= rgame
|
APP_PRODUCT_NAME ?= rgame
|
||||||
APP_VERSION_CODE ?= 1
|
APP_VERSION_CODE ?= 1
|
||||||
APP_VERSION_NAME ?= 1.0
|
APP_VERSION_NAME ?= 1.0
|
||||||
APP_ICON_LDPI ?= $(RAYLIB_PATH)\logo\raylib_36x36.png
|
APP_ICON_LDPI ?= $(RAYLIB_PATH)/logo/raylib_36x36.png
|
||||||
APP_ICON_MDPI ?= $(RAYLIB_PATH)\logo\raylib_48x48.png
|
APP_ICON_MDPI ?= $(RAYLIB_PATH)/logo/raylib_48x48.png
|
||||||
APP_ICON_HDPI ?= $(RAYLIB_PATH)\logo\raylib_72x72.png
|
APP_ICON_HDPI ?= $(RAYLIB_PATH)/logo/raylib_72x72.png
|
||||||
APP_SCREEN_ORIENTATION ?= landscape
|
APP_SCREEN_ORIENTATION ?= landscape
|
||||||
APP_KEYSTORE_PASS ?= raylib
|
APP_KEYSTORE_PASS ?= raylib
|
||||||
|
|
||||||
|
|
@ -91,7 +92,14 @@ APP_KEYSTORE_PASS ?= raylib
|
||||||
RAYLIB_LIBTYPE ?= STATIC
|
RAYLIB_LIBTYPE ?= STATIC
|
||||||
|
|
||||||
# Library path for libraylib.a/libraylib.so
|
# Library path for libraylib.a/libraylib.so
|
||||||
RAYLIB_LIB_PATH = $(RAYLIB_PATH)\src
|
RAYLIB_LIB_PATH = $(RAYLIB_PATH)/src
|
||||||
|
|
||||||
|
# Define copy command depending on OS
|
||||||
|
ifeq ($(OS),Windows_NT)
|
||||||
|
COPY_COMMAND ?= copy /Y
|
||||||
|
else
|
||||||
|
COPY_COMMAND ?= cp -f
|
||||||
|
endif
|
||||||
|
|
||||||
# Shared libs must be added to APK if required
|
# Shared libs must be added to APK if required
|
||||||
# NOTE: Generated NativeLoader.java automatically load those libraries
|
# NOTE: Generated NativeLoader.java automatically load those libraries
|
||||||
|
|
@ -108,6 +116,14 @@ ifeq ($(ANDROID_ARCH),ARM64)
|
||||||
CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android$(ANDROID_API_VERSION)-clang
|
CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android$(ANDROID_API_VERSION)-clang
|
||||||
AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar
|
AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar
|
||||||
endif
|
endif
|
||||||
|
ifeq ($(ANDROID_ARCH),x86)
|
||||||
|
CC = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android$(ANDROID_API_VERSION)-clang
|
||||||
|
AR = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android-ar
|
||||||
|
endif
|
||||||
|
ifeq ($(ANDROID_ARCH),x86_64)
|
||||||
|
CC = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android$(ANDROID_API_VERSION)-clang
|
||||||
|
AR = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android-ar
|
||||||
|
endif
|
||||||
|
|
||||||
# Compiler flags for arquitecture
|
# Compiler flags for arquitecture
|
||||||
ifeq ($(ANDROID_ARCH),ARM)
|
ifeq ($(ANDROID_ARCH),ARM)
|
||||||
|
|
@ -124,7 +140,7 @@ CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical
|
||||||
CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=$(ANDROID_API_VERSION)
|
CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=$(ANDROID_API_VERSION)
|
||||||
|
|
||||||
# Paths containing required header files
|
# Paths containing required header files
|
||||||
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external/android/native_app_glue
|
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(NATIVE_APP_GLUE_PATH)
|
||||||
|
|
||||||
# Linker options
|
# Linker options
|
||||||
LDFLAGS = -Wl,-soname,lib$(PROJECT_LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a
|
LDFLAGS = -Wl,-soname,lib$(PROJECT_LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a
|
||||||
|
|
@ -154,13 +170,15 @@ all: create_temp_project_dirs \
|
||||||
compile_project_class \
|
compile_project_class \
|
||||||
compile_project_class_dex \
|
compile_project_class_dex \
|
||||||
create_project_apk_package \
|
create_project_apk_package \
|
||||||
sign_project_apk_package \
|
zipalign_project_apk_package \
|
||||||
zipalign_project_apk_package
|
sign_project_apk_package
|
||||||
|
|
||||||
# Create required temp directories for APK building
|
# Create required temp directories for APK building
|
||||||
create_temp_project_dirs:
|
create_temp_project_dirs:
|
||||||
|
ifeq ($(OS),Windows_NT)
|
||||||
if not exist $(PROJECT_BUILD_PATH) mkdir $(PROJECT_BUILD_PATH)
|
if not exist $(PROJECT_BUILD_PATH) mkdir $(PROJECT_BUILD_PATH)
|
||||||
if not exist $(PROJECT_BUILD_PATH)\obj mkdir $(PROJECT_BUILD_PATH)\obj
|
if not exist $(PROJECT_BUILD_PATH)\obj mkdir $(PROJECT_BUILD_PATH)\obj
|
||||||
|
if not exist $(PROJECT_BUILD_PATH)\obj mkdir $(PROJECT_BUILD_PATH)\obj\src
|
||||||
if not exist $(PROJECT_BUILD_PATH)\src mkdir $(PROJECT_BUILD_PATH)\src
|
if not exist $(PROJECT_BUILD_PATH)\src mkdir $(PROJECT_BUILD_PATH)\src
|
||||||
if not exist $(PROJECT_BUILD_PATH)\src\com mkdir $(PROJECT_BUILD_PATH)\src\com
|
if not exist $(PROJECT_BUILD_PATH)\src\com mkdir $(PROJECT_BUILD_PATH)\src\com
|
||||||
if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)
|
if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)
|
||||||
|
|
@ -176,36 +194,62 @@ create_temp_project_dirs:
|
||||||
if not exist $(PROJECT_BUILD_PATH)\assets mkdir $(PROJECT_BUILD_PATH)\assets
|
if not exist $(PROJECT_BUILD_PATH)\assets mkdir $(PROJECT_BUILD_PATH)\assets
|
||||||
if not exist $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) mkdir $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH)
|
if not exist $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) mkdir $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH)
|
||||||
if not exist $(PROJECT_BUILD_PATH)\obj\screens mkdir $(PROJECT_BUILD_PATH)\obj\screens
|
if not exist $(PROJECT_BUILD_PATH)\obj\screens mkdir $(PROJECT_BUILD_PATH)\obj\screens
|
||||||
|
else
|
||||||
|
mkdir -p $(PROJECT_BUILD_PATH)
|
||||||
|
mkdir -p $(PROJECT_BUILD_PATH)/obj
|
||||||
|
mkdir -p $(PROJECT_BUILD_PATH)/obj/src
|
||||||
|
mkdir -p $(PROJECT_BUILD_PATH)/src
|
||||||
|
mkdir -p $(PROJECT_BUILD_PATH)/src/com
|
||||||
|
mkdir -p $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)
|
||||||
|
mkdir -p $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)
|
||||||
|
mkdir -p $(PROJECT_BUILD_PATH)/lib
|
||||||
|
mkdir -p $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)
|
||||||
|
mkdir -p $(PROJECT_BUILD_PATH)/bin
|
||||||
|
mkdir -p $(PROJECT_BUILD_PATH)/res
|
||||||
|
mkdir -p $(PROJECT_BUILD_PATH)/res/drawable-ldpi
|
||||||
|
mkdir -p $(PROJECT_BUILD_PATH)/res/drawable-mdpi
|
||||||
|
mkdir -p $(PROJECT_BUILD_PATH)/res/drawable-hdpi
|
||||||
|
mkdir -p $(PROJECT_BUILD_PATH)/res/values
|
||||||
|
mkdir -p $(PROJECT_BUILD_PATH)/assets
|
||||||
|
mkdir -p $(PROJECT_BUILD_PATH)/assets/$(PROJECT_RESOURCES_PATH)
|
||||||
|
mkdir -p $(PROJECT_BUILD_PATH)/obj/screens
|
||||||
|
endif
|
||||||
$(foreach dir, $(PROJECT_SOURCE_DIRS), $(call create_dir, $(dir)))
|
$(foreach dir, $(PROJECT_SOURCE_DIRS), $(call create_dir, $(dir)))
|
||||||
|
|
||||||
define create_dir
|
define create_dir
|
||||||
if not exist $(PROJECT_BUILD_PATH)\obj\$(1) mkdir $(PROJECT_BUILD_PATH)\obj\$(1)
|
mkdir -p $(PROJECT_BUILD_PATH)/obj/$(1)
|
||||||
endef
|
endef
|
||||||
|
|
||||||
# Copy required shared libs for integration into APK
|
# Copy required shared libs for integration into APK
|
||||||
# NOTE: If using shared libs they are loaded by generated NativeLoader.java
|
# NOTE: If using shared libs they are loaded by generated NativeLoader.java
|
||||||
copy_project_required_libs:
|
copy_project_required_libs:
|
||||||
ifeq ($(RAYLIB_LIBTYPE),SHARED)
|
ifeq ($(RAYLIB_LIBTYPE),SHARED)
|
||||||
copy /Y $(RAYLIB_LIB_PATH)\libraylib.so $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)\libraylib.so
|
$(COPY_COMMAND) $(RAYLIB_LIB_PATH)/libraylib.so $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)/libraylib.so
|
||||||
endif
|
endif
|
||||||
ifeq ($(RAYLIB_LIBTYPE),STATIC)
|
ifeq ($(RAYLIB_LIBTYPE),STATIC)
|
||||||
copy /Y $(RAYLIB_LIB_PATH)\libraylib.a $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)\libraylib.a
|
$(COPY_COMMAND) $(RAYLIB_LIB_PATH)/libraylib.a $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)/libraylib.a
|
||||||
endif
|
endif
|
||||||
|
|
||||||
# Copy project required resources: strings.xml, icon.png, assets
|
# Copy project required resources: strings.xml, icon.png, assets
|
||||||
# NOTE: Required strings.xml is generated and game resources are copied to assets folder
|
# NOTE: Required strings.xml is generated and game resources are copied to assets folder
|
||||||
# TODO: Review xcopy usage, it can not be found in some systems!
|
|
||||||
copy_project_resources:
|
copy_project_resources:
|
||||||
copy $(APP_ICON_LDPI) $(PROJECT_BUILD_PATH)\res\drawable-ldpi\icon.png /Y
|
$(COPY_COMMAND) $(APP_ICON_LDPI) $(PROJECT_BUILD_PATH)/res/drawable-ldpi/icon.png
|
||||||
copy $(APP_ICON_MDPI) $(PROJECT_BUILD_PATH)\res\drawable-mdpi\icon.png /Y
|
$(COPY_COMMAND) $(APP_ICON_MDPI) $(PROJECT_BUILD_PATH)/res/drawable-mdpi/icon.png
|
||||||
copy $(APP_ICON_HDPI) $(PROJECT_BUILD_PATH)\res\drawable-hdpi\icon.png /Y
|
$(COPY_COMMAND) $(APP_ICON_HDPI) $(PROJECT_BUILD_PATH)/res/drawable-hdpi/icon.png
|
||||||
|
ifeq ($(OS),Windows_NT)
|
||||||
@echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/res/values/strings.xml
|
@echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/res/values/strings.xml
|
||||||
@echo ^<resources^>^<string name="app_name"^>$(APP_LABEL_NAME)^</string^>^</resources^> >> $(PROJECT_BUILD_PATH)/res/values/strings.xml
|
@echo ^<resources^>^<string name="app_name"^>$(APP_LABEL_NAME)^</string^>^</resources^> >> $(PROJECT_BUILD_PATH)/res/values/strings.xml
|
||||||
if exist $(PROJECT_RESOURCES_PATH) C:\Windows\System32\xcopy $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) /Y /E /F
|
if exist $(PROJECT_RESOURCES_PATH) C:\Windows\System32\xcopy $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) /Y /E /F
|
||||||
|
else
|
||||||
|
@echo "<?xml version=\"1.0\" encoding=\"utf-8\"?>" > $(PROJECT_BUILD_PATH)/res/values/strings.xml
|
||||||
|
@echo "<resources><string name=\"app_name\">$(APP_LABEL_NAME)</string></resources>" >> $(PROJECT_BUILD_PATH)/res/values/strings.xml
|
||||||
|
@[ -d "$(PROJECT_RESOURCES_PATH)" ] || cp -rf $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)/assets/$(PROJECT_RESOURCES_PATH)
|
||||||
|
endif
|
||||||
|
|
||||||
# Generate NativeLoader.java to load required shared libraries
|
# Generate NativeLoader.java to load required shared libraries
|
||||||
# NOTE: Probably not the bet way to generate this file... but it works.
|
# NOTE: Probably not the bet way to generate this file... but it works.
|
||||||
generate_loader_script:
|
generate_loader_script:
|
||||||
|
ifeq ($(OS),Windows_NT)
|
||||||
@echo package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME); > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
@echo package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME); > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||||
@echo. >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
@echo. >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||||
@echo public class NativeLoader extends android.app.NativeActivity { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
@echo public class NativeLoader extends android.app.NativeActivity { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||||
|
|
@ -216,10 +260,23 @@ endif
|
||||||
@echo System.loadLibrary("$(PROJECT_LIBRARY_NAME)"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
@echo System.loadLibrary("$(PROJECT_LIBRARY_NAME)"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||||
@echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
@echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||||
@echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
@echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||||
|
else
|
||||||
|
@echo "package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME);" > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||||
|
@echo "" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||||
|
@echo "public class NativeLoader extends android.app.NativeActivity {" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||||
|
@echo " static {" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||||
|
ifeq ($(RAYLIB_LIBTYPE),SHARED)
|
||||||
|
@echo " System.loadLibrary(\"raylib\");" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||||
|
endif
|
||||||
|
@echo " System.loadLibrary(\"$(PROJECT_LIBRARY_NAME)\");" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||||
|
@echo " }" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||||
|
@echo "}" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||||
|
endif
|
||||||
|
|
||||||
# Generate AndroidManifest.xml with all the required options
|
# Generate AndroidManifest.xml with all the required options
|
||||||
# NOTE: Probably not the bet way to generate this file... but it works.
|
# NOTE: Probably not the bet way to generate this file... but it works.
|
||||||
generate_android_manifest:
|
generate_android_manifest:
|
||||||
|
ifeq ($(OS),Windows_NT)
|
||||||
@echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
@echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
@echo ^<manifest xmlns:android="http://schemas.android.com/apk/res/android" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
@echo ^<manifest xmlns:android="http://schemas.android.com/apk/res/android" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
@echo package="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
@echo package="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
|
@ -240,11 +297,37 @@ generate_android_manifest:
|
||||||
@echo ^</activity^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
@echo ^</activity^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
@echo ^</application^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
@echo ^</application^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
@echo ^</manifest^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
@echo ^</manifest^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
else
|
||||||
|
@echo "<?xml version=\"1.0\" encoding=\"utf-8\"?>" > $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo "<manifest xmlns:android=\"http://schemas.android.com/apk/res/android\"" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo " package=\"com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)\" " >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo " android:versionCode=\"$(APP_VERSION_CODE)\" android:versionName=\"$(APP_VERSION_NAME)\" >" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo " <uses-sdk android:minSdkVersion=\"$(ANDROID_API_VERSION)\" />" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo " <uses-feature android:glEsVersion=\"0x00020000\" android:required=\"true\" />" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo " <application android:allowBackup=\"false\" android:label=\"@string/app_name\" android:icon=\"@drawable/icon\" >" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo " <activity android:name=\"com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME).NativeLoader\"" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo " android:theme=\"@android:style/Theme.NoTitleBar.Fullscreen\"" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo " android:configChanges=\"orientation|keyboardHidden|screenSize\"" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo " android:screenOrientation=\"$(APP_SCREEN_ORIENTATION)\" android:launchMode=\"singleTask\"" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo " android:clearTaskOnLaunch=\"true\">" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo " <meta-data android:name=\"android.app.lib_name\" android:value=\"$(PROJECT_LIBRARY_NAME)\" />" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo " <intent-filter>" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo " <action android:name=\"android.intent.action.MAIN\" />" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo " <category android:name=\"android.intent.category.LAUNCHER\" />" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo " </intent-filter>" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo " </activity>" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo " </application>" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
@echo "</manifest>" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||||
|
endif
|
||||||
|
|
||||||
# Generate storekey for APK signing: $(PROJECT_NAME).keystore
|
# Generate storekey for APK signing: $(PROJECT_NAME).keystore
|
||||||
# NOTE: Configure here your Distinguished Names (-dname) if required!
|
# NOTE: Configure here your Distinguished Names (-dname) if required!
|
||||||
generate_apk_keystore:
|
generate_apk_keystore:
|
||||||
|
ifeq ($(OS),Windows_NT)
|
||||||
if not exist $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore $(JAVA_HOME)/bin/keytool -genkeypair -validity 10000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
|
if not exist $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore $(JAVA_HOME)/bin/keytool -genkeypair -validity 10000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
|
||||||
|
else
|
||||||
|
@[ -f "$(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore" ] || $(JAVA_HOME)/bin/keytool -genkeypair -validity 10000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
|
||||||
|
endif
|
||||||
|
|
||||||
# Config project package and resource using AndroidManifest.xml and res/values/strings.xml
|
# Config project package and resource using AndroidManifest.xml and res/values/strings.xml
|
||||||
# NOTE: Generates resources file: src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java
|
# NOTE: Generates resources file: src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java
|
||||||
|
|
@ -253,7 +336,7 @@ config_project_package:
|
||||||
|
|
||||||
# Compile native_app_glue code as static library: obj/libnative_app_glue.a
|
# Compile native_app_glue code as static library: obj/libnative_app_glue.a
|
||||||
compile_native_app_glue:
|
compile_native_app_glue:
|
||||||
$(CC) -c $(RAYLIB_PATH)/src/external/android/native_app_glue/android_native_app_glue.c -o $(PROJECT_BUILD_PATH)/obj/native_app_glue.o $(CFLAGS)
|
$(CC) -c $(NATIVE_APP_GLUE_PATH)/android_native_app_glue.c -o $(PROJECT_BUILD_PATH)/obj/native_app_glue.o $(CFLAGS)
|
||||||
$(AR) rcs $(PROJECT_BUILD_PATH)/obj/libnative_app_glue.a $(PROJECT_BUILD_PATH)/obj/native_app_glue.o
|
$(AR) rcs $(PROJECT_BUILD_PATH)/obj/libnative_app_glue.a $(PROJECT_BUILD_PATH)/obj/native_app_glue.o
|
||||||
|
|
||||||
# Compile project code into a shared library: lib/lib$(PROJECT_LIBRARY_NAME).so
|
# Compile project code into a shared library: lib/lib$(PROJECT_LIBRARY_NAME).so
|
||||||
|
|
@ -267,7 +350,7 @@ $(PROJECT_BUILD_PATH)/obj/%.o:%.c
|
||||||
|
|
||||||
# Compile project .java code into .class (Java bytecode)
|
# Compile project .java code into .class (Java bytecode)
|
||||||
compile_project_class:
|
compile_project_class:
|
||||||
$(JAVA_HOME)/bin/javac -verbose -source 1.7 -target 1.7 -d $(PROJECT_BUILD_PATH)/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar;$(PROJECT_BUILD_PATH)/obj -sourcepath $(PROJECT_BUILD_PATH)/src $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
$(JAVA_HOME)/bin/javac -verbose -source 1.7 -target 1.7 -d $(PROJECT_BUILD_PATH)/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar -d $(PROJECT_BUILD_PATH)/obj $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||||
|
|
||||||
# Compile .class files into Dalvik executable bytecode (.dex)
|
# Compile .class files into Dalvik executable bytecode (.dex)
|
||||||
# NOTE: Since Android 5.0, Dalvik interpreter (JIT) has been replaced by ART (AOT)
|
# NOTE: Since Android 5.0, Dalvik interpreter (JIT) has been replaced by ART (AOT)
|
||||||
|
|
@ -313,6 +396,10 @@ deploy:
|
||||||
|
|
||||||
# Clean everything
|
# Clean everything
|
||||||
clean:
|
clean:
|
||||||
|
ifeq ($(OS),Windows_NT)
|
||||||
del $(PROJECT_BUILD_PATH)\* /f /s /q
|
del $(PROJECT_BUILD_PATH)\* /f /s /q
|
||||||
rmdir $(PROJECT_BUILD_PATH) /s /q
|
rmdir $(PROJECT_BUILD_PATH) /s /q
|
||||||
|
else
|
||||||
|
rm -r $(PROJECT_BUILD_PATH)
|
||||||
|
endif
|
||||||
@echo Cleaning done
|
@echo Cleaning done
|
||||||
|
|
|
||||||
|
|
@ -24,12 +24,12 @@ Examples using raylib core platform functionality like window creation, inputs,
|
||||||
| 16 | [core_window_letterbox](core/core_window_letterbox.c) | <img src="core/core_window_letterbox.png" alt="core_window_letterbox" width="200"> | [Anata](https://github.com/anatagawa) | |
|
| 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 | |
|
| 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 | |
|
| 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) | ⭐️ |
|
| 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 | |
|
| 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 | |
|
| 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 | ⭐️ |
|
| 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) | ⭐️ |
|
| 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 | ⭐️ | | ⭐️ |
|
| 24 | [core/core_window_flags](core/core_window_flags.c) | <img src="core/core_window_flags.png" alt="core_window_flags" width="200"> | ray | |
|
||||||
|
|
||||||
### category: shapes
|
### category: shapes
|
||||||
|
|
||||||
|
|
@ -38,18 +38,18 @@ Examples using raylib shapes drawing functionality, provided by raylib [shapes](
|
||||||
| ## | example | image | developer | new |
|
| ## | 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 | |
|
| 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 | ⭐️ |
|
| 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 | |
|
| 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 | |
|
| 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 | |
|
| 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) | |
|
| 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 | |
|
| 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 | ⭐️ |
|
| 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 | ⭐️ |
|
| 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 | ⭐️ |
|
| 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 | ⭐️ |
|
| 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 | ⭐️ |
|
| 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) | ⭐️ |
|
| 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) | |
|
| 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) | |
|
| 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) | |
|
||||||
|
|
||||||
|
|
@ -67,17 +67,18 @@ Examples using raylib textures functionality, including image/textures loading/g
|
||||||
| 45 | [textures_image_loading](textures/textures_image_loading.c) | <img src="textures/textures_image_loading.png" alt="textures_image_loading" 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 | |
|
| 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 | |
|
| 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 | ⭐️ |
|
| 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 | |
|
| 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 | |
|
| 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) | |
|
| 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 | ⭐️ |
|
| 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 | ⭐️ |
|
| 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 | ⭐️ |
|
| 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 | |
|
| 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) | |
|
| 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) | ⭐️ |
|
| 57 | [textures_blend_modes](textures/textures_blend_modes.c) | <img src="textures/textures_blend_modes.png" alt="textures_blend_modes" width="200"> | [Karlo Licudine](https://github.com/accidentalrebel) | |
|
||||||
| 58 | [textures/textures_draw_tiled](textures/textures_draw_tiled.c) | <img src="textures/textures_draw_tiled.png" alt="textures_draw_tiled" width="200"> | [Vlad Adrian](https://github.com/demizdor) | ⭐️ |
|
| 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) | ⭐️ |
|
||||||
|
|
||||||
### category: text
|
### category: text
|
||||||
|
|
||||||
|
|
@ -95,6 +96,7 @@ Examples using raylib text functionality, including sprite fonts loading/generat
|
||||||
| 66 | [text_writing_anim](text/text_writing_anim.c) | <img src="text/text_writing_anim.png" alt="text_writing_anim" 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) | |
|
| 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) | |
|
| 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) | ⭐️ |
|
||||||
|
|
||||||
### category: models
|
### category: models
|
||||||
|
|
||||||
|
|
@ -115,9 +117,10 @@ Examples using raylib models functionality, including models loading/generation
|
||||||
| 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) | |
|
| 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 | |
|
| 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 | |
|
| 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) | |
|
| 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 | |
|
| 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) | ⭐️ |
|
| 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) | ⭐️ |
|
||||||
|
|
||||||
### category: shaders
|
### category: shaders
|
||||||
|
|
||||||
|
|
@ -138,10 +141,10 @@ Examples using raylib shaders functionality, including shaders loading, paramete
|
||||||
| 95 | [shaders_eratosthenes](shaders/shaders_eratosthenes.c) | <img src="shaders/shaders_eratosthenes.png" alt="shaders_eratosthenes" width="200"> | [ProfJski](https://github.com/ProfJski) | |
|
| 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) | |
|
| 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) | |
|
| 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) | ⭐️ |
|
| 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 | ⭐️ |
|
| 99 | [shaders_hot_reloading](shaders/shaders_hot_reloading.c) | <img src="shaders/shaders_hot_reloading.png" alt="shaders_hot_reloading" width="200"> | ray | |
|
||||||
| 100 | [shaders_rlgl_mesh_instanced](shaders/shaders_rlgl_mesh_instanced.c) | <img src="shaders/shaders_rlgl_mesh_instanced.png" alt="shaders_rlgl_mesh_instanced" width="200"> | [Chris Camacho](https://github.com/codifies) | ⭐️ |
|
| 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 | ⭐️ |
|
| 101 | [shaders_multi_sample2d](shaders/shaders_multi_sample2d.c) | <img src="shaders/shaders_multi_sample2d.png" alt="shaders_multi_sample2d" width="200"> | ray | |
|
||||||
|
|
||||||
### category: audio
|
### category: audio
|
||||||
|
|
||||||
|
|
@ -192,7 +195,7 @@ Examples showing raylib misc functionality that does not fit in other categories
|
||||||
| 119 | [raudio_standalone](others/raudio_standalone.c) | | ray | |
|
| 119 | [raudio_standalone](others/raudio_standalone.c) | | ray | |
|
||||||
| 120 | [rlgl_standalone](others/rlgl_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) | |
|
| 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) | |
|
| 122 | [embedded_files_loading](others/embedded_files_loading.c) | | [Kristian Holmgren](https://github.com/defutura) | |
|
||||||
|
|
||||||
As always contributions are welcome, feel free to send new examples! Here it is an [examples template](examples_template.c) to start with!
|
As always contributions are welcome, feel free to send new examples! Here it is an [examples template](examples_template.c) to start with!
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -43,9 +43,9 @@ int main(void)
|
||||||
for (int i = MAX_CIRCLES - 1; i >= 0; i--)
|
for (int i = MAX_CIRCLES - 1; i >= 0; i--)
|
||||||
{
|
{
|
||||||
circles[i].alpha = 0.0f;
|
circles[i].alpha = 0.0f;
|
||||||
circles[i].radius = GetRandomValue(10, 40);
|
circles[i].radius = (float)GetRandomValue(10, 40);
|
||||||
circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius);
|
circles[i].position.x = (float)GetRandomValue((int)circles[i].radius, (int)(screenWidth - circles[i].radius));
|
||||||
circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius);
|
circles[i].position.y = (float)GetRandomValue((int)circles[i].radius, (int)(screenHeight - circles[i].radius));
|
||||||
circles[i].speed = (float)GetRandomValue(1, 100)/2000.0f;
|
circles[i].speed = (float)GetRandomValue(1, 100)/2000.0f;
|
||||||
circles[i].color = colors[GetRandomValue(0, 13)];
|
circles[i].color = colors[GetRandomValue(0, 13)];
|
||||||
}
|
}
|
||||||
|
|
@ -104,9 +104,9 @@ int main(void)
|
||||||
if (circles[i].alpha <= 0.0f)
|
if (circles[i].alpha <= 0.0f)
|
||||||
{
|
{
|
||||||
circles[i].alpha = 0.0f;
|
circles[i].alpha = 0.0f;
|
||||||
circles[i].radius = GetRandomValue(10, 40);
|
circles[i].radius = (float)GetRandomValue(10, 40);
|
||||||
circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius);
|
circles[i].position.x = (float)GetRandomValue((int)circles[i].radius, (int)(screenWidth - circles[i].radius));
|
||||||
circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius);
|
circles[i].position.y = (float)GetRandomValue((int)circles[i].radius, (int)(screenHeight - circles[i].radius));
|
||||||
circles[i].color = colors[GetRandomValue(0, 13)];
|
circles[i].color = colors[GetRandomValue(0, 13)];
|
||||||
circles[i].speed = (float)GetRandomValue(1, 100)/2000.0f;
|
circles[i].speed = (float)GetRandomValue(1, 100)/2000.0f;
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -27,7 +27,7 @@ int main(void)
|
||||||
Sound fxWav = LoadSound("resources/sound.wav"); // Load WAV audio file
|
Sound fxWav = LoadSound("resources/sound.wav"); // Load WAV audio file
|
||||||
Sound fxOgg = LoadSound("resources/target.ogg"); // Load OGG audio file
|
Sound fxOgg = LoadSound("resources/target.ogg"); // Load OGG audio file
|
||||||
|
|
||||||
SetSoundVolume(fxWav, 0.2);
|
SetSoundVolume(fxWav, 0.2f);
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
|
||||||
|
|
@ -32,7 +32,7 @@ int main(void)
|
||||||
InitAudioDevice(); // Initialize audio device
|
InitAudioDevice(); // Initialize audio device
|
||||||
|
|
||||||
// Init raw audio stream (sample rate: 22050, sample size: 16bit-short, channels: 1-mono)
|
// Init raw audio stream (sample rate: 22050, sample size: 16bit-short, channels: 1-mono)
|
||||||
AudioStream stream = InitAudioStream(22050, 16, 1);
|
AudioStream stream = LoadAudioStream(22050, 16, 1);
|
||||||
|
|
||||||
// Buffer for the single cycle waveform we are synthesizing
|
// Buffer for the single cycle waveform we are synthesizing
|
||||||
short *data = (short *)malloc(sizeof(short)*MAX_SAMPLES);
|
short *data = (short *)malloc(sizeof(short)*MAX_SAMPLES);
|
||||||
|
|
@ -71,7 +71,7 @@ int main(void)
|
||||||
// Sample mouse input.
|
// Sample mouse input.
|
||||||
mousePosition = GetMousePosition();
|
mousePosition = GetMousePosition();
|
||||||
|
|
||||||
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
|
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT))
|
||||||
{
|
{
|
||||||
float fp = (float)(mousePosition.y);
|
float fp = (float)(mousePosition.y);
|
||||||
frequency = 40.0f + (float)(fp);
|
frequency = 40.0f + (float)(fp);
|
||||||
|
|
@ -140,8 +140,8 @@ int main(void)
|
||||||
// Draw the current buffer state proportionate to the screen
|
// Draw the current buffer state proportionate to the screen
|
||||||
for (int i = 0; i < screenWidth; i++)
|
for (int i = 0; i < screenWidth; i++)
|
||||||
{
|
{
|
||||||
position.x = i;
|
position.x = (float)i;
|
||||||
position.y = 250 + 50*data[i*MAX_SAMPLES/screenWidth]/32000;
|
position.y = 250 + 50*data[i*MAX_SAMPLES/screenWidth]/32000.0f;
|
||||||
|
|
||||||
DrawPixelV(position, RED);
|
DrawPixelV(position, RED);
|
||||||
}
|
}
|
||||||
|
|
@ -155,7 +155,7 @@ int main(void)
|
||||||
free(data); // Unload sine wave data
|
free(data); // Unload sine wave data
|
||||||
free(writeBuf); // Unload write buffer
|
free(writeBuf); // Unload write buffer
|
||||||
|
|
||||||
CloseAudioStream(stream); // Close raw audio stream and delete buffers from RAM
|
UnloadAudioStream(stream); // Close raw audio stream and delete buffers from RAM
|
||||||
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
|
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
|
||||||
|
|
||||||
CloseWindow(); // Close window and OpenGL context
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
|
|
||||||
|
|
@ -30,19 +30,19 @@ int main(void)
|
||||||
|
|
||||||
for (int i = 0; i < MAX_BUILDINGS; i++)
|
for (int i = 0; i < MAX_BUILDINGS; i++)
|
||||||
{
|
{
|
||||||
buildings[i].width = GetRandomValue(50, 200);
|
buildings[i].width = (float)GetRandomValue(50, 200);
|
||||||
buildings[i].height = GetRandomValue(100, 800);
|
buildings[i].height = (float)GetRandomValue(100, 800);
|
||||||
buildings[i].y = screenHeight - 130 - buildings[i].height;
|
buildings[i].y = screenHeight - 130.0f - buildings[i].height;
|
||||||
buildings[i].x = -6000 + spacing;
|
buildings[i].x = -6000.0f + spacing;
|
||||||
|
|
||||||
spacing += buildings[i].width;
|
spacing += (int)buildings[i].width;
|
||||||
|
|
||||||
buildColors[i] = (Color){ GetRandomValue(200, 240), GetRandomValue(200, 240), GetRandomValue(200, 250), 255 };
|
buildColors[i] = (Color){ GetRandomValue(200, 240), GetRandomValue(200, 240), GetRandomValue(200, 250), 255 };
|
||||||
}
|
}
|
||||||
|
|
||||||
Camera2D camera = { 0 };
|
Camera2D camera = { 0 };
|
||||||
camera.target = (Vector2){ player.x + 20, player.y + 20 };
|
camera.target = (Vector2){ player.x + 20.0f, player.y + 20.0f };
|
||||||
camera.offset = (Vector2){ screenWidth/2, screenHeight/2 };
|
camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
|
||||||
camera.rotation = 0.0f;
|
camera.rotation = 0.0f;
|
||||||
camera.zoom = 1.0f;
|
camera.zoom = 1.0f;
|
||||||
|
|
||||||
|
|
@ -98,8 +98,8 @@ int main(void)
|
||||||
|
|
||||||
DrawRectangleRec(player, RED);
|
DrawRectangleRec(player, RED);
|
||||||
|
|
||||||
DrawLine(camera.target.x, -screenHeight*10, camera.target.x, screenHeight*10, GREEN);
|
DrawLine((int)camera.target.x, -screenHeight*10, (int)camera.target.x, screenHeight*10, GREEN);
|
||||||
DrawLine(-screenWidth*10, camera.target.y, screenWidth*10, camera.target.y, GREEN);
|
DrawLine(-screenWidth*10, (int)camera.target.y, screenWidth*10, (int)camera.target.y, GREEN);
|
||||||
|
|
||||||
EndMode2D();
|
EndMode2D();
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -65,7 +65,7 @@ int main(void)
|
||||||
|
|
||||||
Camera2D camera = { 0 };
|
Camera2D camera = { 0 };
|
||||||
camera.target = player.position;
|
camera.target = player.position;
|
||||||
camera.offset = (Vector2){ screenWidth/2, screenHeight/2 };
|
camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
|
||||||
camera.rotation = 0.0f;
|
camera.rotation = 0.0f;
|
||||||
camera.zoom = 1.0f;
|
camera.zoom = 1.0f;
|
||||||
|
|
||||||
|
|
@ -191,14 +191,14 @@ void UpdatePlayer(Player *player, EnvItem *envItems, int envItemsLength, float d
|
||||||
|
|
||||||
void UpdateCameraCenter(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
|
void UpdateCameraCenter(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
|
||||||
{
|
{
|
||||||
camera->offset = (Vector2){ width/2, height/2 };
|
camera->offset = (Vector2){ width/2.0f, height/2.0f };
|
||||||
camera->target = player->position;
|
camera->target = player->position;
|
||||||
}
|
}
|
||||||
|
|
||||||
void UpdateCameraCenterInsideMap(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)
|
||||||
{
|
{
|
||||||
camera->target = player->position;
|
camera->target = player->position;
|
||||||
camera->offset = (Vector2){ width/2, height/2 };
|
camera->offset = (Vector2){ width/2.0f, height/2.0f };
|
||||||
float minX = 1000, minY = 1000, maxX = -1000, maxY = -1000;
|
float minX = 1000, minY = 1000, maxX = -1000, maxY = -1000;
|
||||||
|
|
||||||
for (int i = 0; i < envItemsLength; i++)
|
for (int i = 0; i < envItemsLength; i++)
|
||||||
|
|
@ -225,7 +225,7 @@ void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *e
|
||||||
static float minEffectLength = 10;
|
static float minEffectLength = 10;
|
||||||
static float fractionSpeed = 0.8f;
|
static float fractionSpeed = 0.8f;
|
||||||
|
|
||||||
camera->offset = (Vector2){ width/2, height/2 };
|
camera->offset = (Vector2){ width/2.0f, height/2.0f };
|
||||||
Vector2 diff = Vector2Subtract(player->position, camera->target);
|
Vector2 diff = Vector2Subtract(player->position, camera->target);
|
||||||
float length = Vector2Length(diff);
|
float length = Vector2Length(diff);
|
||||||
|
|
||||||
|
|
@ -242,7 +242,7 @@ void UpdateCameraEvenOutOnLanding(Camera2D *camera, Player *player, EnvItem *env
|
||||||
static int eveningOut = false;
|
static int eveningOut = false;
|
||||||
static float evenOutTarget;
|
static float evenOutTarget;
|
||||||
|
|
||||||
camera->offset = (Vector2){ width/2, height/2 };
|
camera->offset = (Vector2){ width/2.0f, height/2.0f };
|
||||||
camera->target.x = player->position.x;
|
camera->target.x = player->position.x;
|
||||||
|
|
||||||
if (eveningOut)
|
if (eveningOut)
|
||||||
|
|
|
||||||
130
examples/core/core_2d_camera_smooth_pixelperfect.c
Normal file
|
|
@ -0,0 +1,130 @@
|
||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* 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 contributed by Giancamillo Alessandroni ([discord]NotManyIdeas#9972 - [github]NotManyIdeasDev) and
|
||||||
|
* reviewed by Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
* Copyright (c) 2021 Giancamillo Alessandroni (NotManyIdeas#9972) and Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
#include <math.h>
|
||||||
|
|
||||||
|
int main(void)
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
const int screenWidth = 800;
|
||||||
|
const int screenHeight = 450;
|
||||||
|
|
||||||
|
const int virualScreenWidth = 160;
|
||||||
|
const int virtualScreenHeight = 90;
|
||||||
|
|
||||||
|
const float virtualRatio = (float)screenWidth/(float)virualScreenWidth;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - smooth pixel-perfect camera");
|
||||||
|
|
||||||
|
Camera2D worldSpaceCamera = { 0 }; // Game world camera
|
||||||
|
worldSpaceCamera.zoom = 1.0f;
|
||||||
|
|
||||||
|
Camera2D screenSpaceCamera = { 0 }; //Smoothing camera
|
||||||
|
screenSpaceCamera.zoom = 1.0f;
|
||||||
|
|
||||||
|
RenderTexture2D renderTexture = LoadRenderTexture(virualScreenWidth, virtualScreenHeight); //This is where we'll draw all our objects.
|
||||||
|
|
||||||
|
Rectangle firstRectangle = { 70.0f, 35.0f, 20.0f, 20.0f };
|
||||||
|
Rectangle secondRectangle = { 90.0f, 55.0f, 30.0f, 10.0f };
|
||||||
|
Rectangle thirdRectangle = { 80.0f, 65.0f, 15.0f, 25.0f };
|
||||||
|
|
||||||
|
//The renderTexture's height is flipped (in the source Rectangle), due to OpenGL reasons.
|
||||||
|
Rectangle renderTextureSource = { 0.0f, 0.0f, (float)renderTexture.texture.width, (float)-renderTexture.texture.height };
|
||||||
|
Rectangle renderTextureDest = { -virtualRatio, -virtualRatio, screenWidth + (virtualRatio*2), screenHeight + (virtualRatio*2) };
|
||||||
|
|
||||||
|
Vector2 origin = { 0.0f, 0.0f };
|
||||||
|
|
||||||
|
float rotation = 0.0f;
|
||||||
|
float degreesPerSecond = 60.0f;
|
||||||
|
|
||||||
|
float cameraX = 0.0f;
|
||||||
|
float cameraY = 0.0f;
|
||||||
|
|
||||||
|
SetTargetFPS(60);
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Main game loop
|
||||||
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
|
{
|
||||||
|
// Update
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
rotation += degreesPerSecond*GetFrameTime(); // Rotate the rectangles.
|
||||||
|
|
||||||
|
// Make the camera move to demonstrate the effect.
|
||||||
|
cameraX = (sinf(GetTime())*50.0f) - 10.0f;
|
||||||
|
cameraY = cosf(GetTime())*30.0f;
|
||||||
|
|
||||||
|
// Set the camera's target to the values computed above.
|
||||||
|
screenSpaceCamera.target = (Vector2){ cameraX, cameraY };
|
||||||
|
|
||||||
|
//Round worldSpace coordinates, keep decimals into screenSpace coordinates.
|
||||||
|
worldSpaceCamera.target.x = (int)screenSpaceCamera.target.x;
|
||||||
|
screenSpaceCamera.target.x -= worldSpaceCamera.target.x;
|
||||||
|
screenSpaceCamera.target.x *= virtualRatio;
|
||||||
|
|
||||||
|
worldSpaceCamera.target.y = (int)screenSpaceCamera.target.y;
|
||||||
|
screenSpaceCamera.target.y -= worldSpaceCamera.target.y;
|
||||||
|
screenSpaceCamera.target.y *= virtualRatio;
|
||||||
|
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
ClearBackground(RED); // This is for debug purposes. If you see red, then you've probably done something wrong.
|
||||||
|
|
||||||
|
BeginTextureMode(renderTexture);
|
||||||
|
BeginMode2D(worldSpaceCamera);
|
||||||
|
ClearBackground(RAYWHITE); // This is the color you should see as background color.
|
||||||
|
|
||||||
|
// Draw the rectangles
|
||||||
|
DrawRectanglePro(firstRectangle, origin, rotation, BLACK);
|
||||||
|
DrawRectanglePro(secondRectangle, origin, -rotation, RED);
|
||||||
|
DrawRectanglePro(thirdRectangle, origin, rotation + 45.0f, BLUE);
|
||||||
|
|
||||||
|
EndMode2D();
|
||||||
|
EndTextureMode();
|
||||||
|
|
||||||
|
BeginMode2D(screenSpaceCamera);
|
||||||
|
|
||||||
|
// Draw the render texture with an offset of 1 worldSpace unit/pixel, so that the content behind the renderTexture is not shown.
|
||||||
|
DrawTexturePro(
|
||||||
|
renderTexture.texture,
|
||||||
|
renderTextureSource,
|
||||||
|
renderTextureDest,
|
||||||
|
origin,
|
||||||
|
0.0f,
|
||||||
|
WHITE
|
||||||
|
);
|
||||||
|
|
||||||
|
EndMode2D();
|
||||||
|
|
||||||
|
//Debug info
|
||||||
|
DrawText("Screen resolution: 800x450", 5, 0, 20, DARKBLUE);
|
||||||
|
DrawText("World resolution: 160x90", 5, 20, 20, DARKGREEN);
|
||||||
|
DrawFPS(screenWidth - 75, 0);
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
UnloadRenderTexture(renderTexture); // RenderTexture unloading
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
BIN
examples/core/core_2d_camera_smooth_pixelperfect.png
Normal file
|
After Width: | Height: | Size: 6.2 KiB |
|
|
@ -28,7 +28,7 @@ int main(void)
|
||||||
camera.target = (Vector3){ 0.0f, 1.8f, 0.0f };
|
camera.target = (Vector3){ 0.0f, 1.8f, 0.0f };
|
||||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||||
camera.fovy = 60.0f;
|
camera.fovy = 60.0f;
|
||||||
camera.type = CAMERA_PERSPECTIVE;
|
camera.projection = CAMERA_PERSPECTIVE;
|
||||||
|
|
||||||
// Generates some random columns
|
// Generates some random columns
|
||||||
float heights[MAX_COLUMNS] = { 0 };
|
float heights[MAX_COLUMNS] = { 0 };
|
||||||
|
|
@ -38,7 +38,7 @@ int main(void)
|
||||||
for (int i = 0; i < MAX_COLUMNS; i++)
|
for (int i = 0; i < MAX_COLUMNS; i++)
|
||||||
{
|
{
|
||||||
heights[i] = (float)GetRandomValue(1, 12);
|
heights[i] = (float)GetRandomValue(1, 12);
|
||||||
positions[i] = (Vector3){ GetRandomValue(-15, 15), heights[i]/2, GetRandomValue(-15, 15) };
|
positions[i] = (Vector3){ (float)GetRandomValue(-15, 15), heights[i]/2.0f, (float)GetRandomValue(-15, 15) };
|
||||||
colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
|
colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -26,7 +26,7 @@ int main(void)
|
||||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
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.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||||
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
|
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
||||||
|
|
||||||
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -26,7 +26,7 @@ int main(void)
|
||||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
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.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||||
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
|
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
||||||
|
|
||||||
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -26,14 +26,14 @@ int main(void)
|
||||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
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.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||||
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
|
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
||||||
|
|
||||||
Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
|
Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
|
||||||
Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
|
Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
|
||||||
|
|
||||||
Ray ray = { 0 }; // Picking line ray
|
Ray ray = { 0 }; // Picking line ray
|
||||||
|
|
||||||
bool collision = false;
|
RayCollision collision = { 0 };
|
||||||
|
|
||||||
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
|
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
|
||||||
|
|
||||||
|
|
@ -47,18 +47,18 @@ int main(void)
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
UpdateCamera(&camera); // Update camera
|
UpdateCamera(&camera); // Update camera
|
||||||
|
|
||||||
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
|
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
|
||||||
{
|
{
|
||||||
if (!collision)
|
if (!collision.hit)
|
||||||
{
|
{
|
||||||
ray = GetMouseRay(GetMousePosition(), camera);
|
ray = GetMouseRay(GetMousePosition(), camera);
|
||||||
|
|
||||||
// Check collision between ray and box
|
// Check collision between ray and box
|
||||||
collision = CheckCollisionRayBox(ray,
|
collision = GetRayCollisionBox(ray,
|
||||||
(BoundingBox){(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
|
(BoundingBox){(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
|
||||||
(Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 }});
|
(Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 }});
|
||||||
}
|
}
|
||||||
else collision = false;
|
else collision.hit = false;
|
||||||
}
|
}
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
@ -70,7 +70,7 @@ int main(void)
|
||||||
|
|
||||||
BeginMode3D(camera);
|
BeginMode3D(camera);
|
||||||
|
|
||||||
if (collision)
|
if (collision.hit)
|
||||||
{
|
{
|
||||||
DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, RED);
|
DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, RED);
|
||||||
DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, MAROON);
|
DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, MAROON);
|
||||||
|
|
@ -90,7 +90,7 @@ int main(void)
|
||||||
|
|
||||||
DrawText("Try selecting the box with mouse!", 240, 10, 20, DARKGRAY);
|
DrawText("Try selecting the box with mouse!", 240, 10, 20, DARKGRAY);
|
||||||
|
|
||||||
if(collision) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30)) / 2, screenHeight * 0.1f, 30, GREEN);
|
if (collision.hit) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30)) / 2, (int)(screenHeight * 0.1f), 30, GREEN);
|
||||||
|
|
||||||
DrawFPS(10, 10);
|
DrawFPS(10, 10);
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -1,62 +0,0 @@
|
||||||
/*******************************************************************************************
|
|
||||||
*
|
|
||||||
* raylib [core] example - Basic window
|
|
||||||
*
|
|
||||||
* Welcome to raylib!
|
|
||||||
*
|
|
||||||
* To test examples, just press F6 and execute raylib_compile_execute script
|
|
||||||
* Note that compiled executable is placed in the same folder as .c file
|
|
||||||
*
|
|
||||||
* You can find all basic examples on C:\raylib\raylib\examples folder or
|
|
||||||
* raylib official webpage: www.raylib.com
|
|
||||||
*
|
|
||||||
* Enjoy using raylib. :)
|
|
||||||
*
|
|
||||||
* This example has been created using raylib 1.0 (www.raylib.com)
|
|
||||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
|
||||||
*
|
|
||||||
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
|
|
||||||
*
|
|
||||||
********************************************************************************************/
|
|
||||||
|
|
||||||
#include "raylib.h"
|
|
||||||
|
|
||||||
int main(int argc, char* argv[])
|
|
||||||
{
|
|
||||||
// Initialization
|
|
||||||
//--------------------------------------------------------------------------------------
|
|
||||||
int screenWidth = 800;
|
|
||||||
int screenHeight = 450;
|
|
||||||
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
|
|
||||||
|
|
||||||
SetTargetFPS(60);
|
|
||||||
//--------------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
// Main game loop
|
|
||||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
|
||||||
{
|
|
||||||
// Update
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
// TODO: Update your variables here
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
// Draw
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
BeginDrawing();
|
|
||||||
|
|
||||||
ClearBackground(RAYWHITE);
|
|
||||||
|
|
||||||
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
|
|
||||||
|
|
||||||
EndDrawing();
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
}
|
|
||||||
|
|
||||||
// De-Initialization
|
|
||||||
//--------------------------------------------------------------------------------------
|
|
||||||
CloseWindow(); // Close window and OpenGL context
|
|
||||||
//--------------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
|
|
@ -18,6 +18,7 @@
|
||||||
#include "raylib.h"
|
#include "raylib.h"
|
||||||
|
|
||||||
// NOTE: Gamepad name ID depends on drivers and OS
|
// NOTE: Gamepad name ID depends on drivers and OS
|
||||||
|
#define XBOX360_LEGACY_NAME_ID "Xbox Controller"
|
||||||
#if defined(PLATFORM_RPI)
|
#if defined(PLATFORM_RPI)
|
||||||
#define XBOX360_NAME_ID "Microsoft X-Box 360 pad"
|
#define XBOX360_NAME_ID "Microsoft X-Box 360 pad"
|
||||||
#define PS3_NAME_ID "PLAYSTATION(R)3 Controller"
|
#define PS3_NAME_ID "PLAYSTATION(R)3 Controller"
|
||||||
|
|
@ -57,102 +58,102 @@ int main(void)
|
||||||
|
|
||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
if (IsGamepadAvailable(GAMEPAD_PLAYER1))
|
if (IsGamepadAvailable(0))
|
||||||
{
|
{
|
||||||
DrawText(TextFormat("GP1: %s", GetGamepadName(GAMEPAD_PLAYER1)), 10, 10, 10, BLACK);
|
DrawText(TextFormat("GP1: %s", GetGamepadName(0)), 10, 10, 10, BLACK);
|
||||||
|
|
||||||
if (IsGamepadName(GAMEPAD_PLAYER1, XBOX360_NAME_ID))
|
if (IsGamepadName(0, XBOX360_NAME_ID) || IsGamepadName(0, XBOX360_LEGACY_NAME_ID))
|
||||||
{
|
{
|
||||||
DrawTexture(texXboxPad, 0, 0, DARKGRAY);
|
DrawTexture(texXboxPad, 0, 0, DARKGRAY);
|
||||||
|
|
||||||
// Draw buttons: xbox home
|
// Draw buttons: xbox home
|
||||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE)) DrawCircle(394, 89, 19, RED);
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_MIDDLE)) DrawCircle(394, 89, 19, RED);
|
||||||
|
|
||||||
// Draw buttons: basic
|
// Draw buttons: basic
|
||||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE_RIGHT)) DrawCircle(436, 150, 9, RED);
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_MIDDLE_RIGHT)) DrawCircle(436, 150, 9, RED);
|
||||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE_LEFT)) DrawCircle(352, 150, 9, RED);
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_MIDDLE_LEFT)) DrawCircle(352, 150, 9, RED);
|
||||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_LEFT)) DrawCircle(501, 151, 15, BLUE);
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_RIGHT_FACE_LEFT)) DrawCircle(501, 151, 15, BLUE);
|
||||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_DOWN)) DrawCircle(536, 187, 15, LIME);
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_RIGHT_FACE_DOWN)) DrawCircle(536, 187, 15, LIME);
|
||||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT)) DrawCircle(572, 151, 15, MAROON);
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT)) DrawCircle(572, 151, 15, MAROON);
|
||||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_UP)) DrawCircle(536, 115, 15, GOLD);
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_RIGHT_FACE_UP)) DrawCircle(536, 115, 15, GOLD);
|
||||||
|
|
||||||
// Draw buttons: d-pad
|
// Draw buttons: d-pad
|
||||||
DrawRectangle(317, 202, 19, 71, BLACK);
|
DrawRectangle(317, 202, 19, 71, BLACK);
|
||||||
DrawRectangle(293, 228, 69, 19, BLACK);
|
DrawRectangle(293, 228, 69, 19, BLACK);
|
||||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_UP)) DrawRectangle(317, 202, 19, 26, RED);
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_FACE_UP)) DrawRectangle(317, 202, 19, 26, RED);
|
||||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawRectangle(317, 202 + 45, 19, 26, RED);
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawRectangle(317, 202 + 45, 19, 26, RED);
|
||||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawRectangle(292, 228, 25, 19, RED);
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawRectangle(292, 228, 25, 19, RED);
|
||||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawRectangle(292 + 44, 228, 26, 19, RED);
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawRectangle(292 + 44, 228, 26, 19, RED);
|
||||||
|
|
||||||
// Draw buttons: left-right back
|
// Draw buttons: left-right back
|
||||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_TRIGGER_1)) DrawCircle(259, 61, 20, RED);
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_TRIGGER_1)) DrawCircle(259, 61, 20, RED);
|
||||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_TRIGGER_1)) DrawCircle(536, 61, 20, RED);
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_RIGHT_TRIGGER_1)) DrawCircle(536, 61, 20, RED);
|
||||||
|
|
||||||
// Draw axis: left joystick
|
// Draw axis: left joystick
|
||||||
DrawCircle(259, 152, 39, BLACK);
|
DrawCircle(259, 152, 39, BLACK);
|
||||||
DrawCircle(259, 152, 34, LIGHTGRAY);
|
DrawCircle(259, 152, 34, LIGHTGRAY);
|
||||||
DrawCircle(259 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_X)*20),
|
DrawCircle(259 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X)*20),
|
||||||
152 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_Y)*20), 25, BLACK);
|
152 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y)*20), 25, BLACK);
|
||||||
|
|
||||||
// Draw axis: right joystick
|
// Draw axis: right joystick
|
||||||
DrawCircle(461, 237, 38, BLACK);
|
DrawCircle(461, 237, 38, BLACK);
|
||||||
DrawCircle(461, 237, 33, LIGHTGRAY);
|
DrawCircle(461, 237, 33, LIGHTGRAY);
|
||||||
DrawCircle(461 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_X)*20),
|
DrawCircle(461 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_X)*20),
|
||||||
237 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK);
|
237 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK);
|
||||||
|
|
||||||
// Draw axis: left-right triggers
|
// Draw axis: left-right triggers
|
||||||
DrawRectangle(170, 30, 15, 70, GRAY);
|
DrawRectangle(170, 30, 15, 70, GRAY);
|
||||||
DrawRectangle(604, 30, 15, 70, GRAY);
|
DrawRectangle(604, 30, 15, 70, GRAY);
|
||||||
DrawRectangle(170, 30, 15, (((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_TRIGGER))/2.0f)*70), RED);
|
DrawRectangle(170, 30, 15, (((1 + (int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_TRIGGER))/2)*70), RED);
|
||||||
DrawRectangle(604, 30, 15, (((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_TRIGGER))/2.0f)*70), RED);
|
DrawRectangle(604, 30, 15, (((1 + (int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_TRIGGER))/2)*70), RED);
|
||||||
|
|
||||||
//DrawText(TextFormat("Xbox axis LT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_TRIGGER)), 10, 40, 10, BLACK);
|
//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(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_TRIGGER)), 10, 60, 10, BLACK);
|
//DrawText(TextFormat("Xbox axis RT: %02.02f", GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_TRIGGER)), 10, 60, 10, BLACK);
|
||||||
}
|
}
|
||||||
else if (IsGamepadName(GAMEPAD_PLAYER1, PS3_NAME_ID))
|
else if (IsGamepadName(0, PS3_NAME_ID))
|
||||||
{
|
{
|
||||||
DrawTexture(texPs3Pad, 0, 0, DARKGRAY);
|
DrawTexture(texPs3Pad, 0, 0, DARKGRAY);
|
||||||
|
|
||||||
// Draw buttons: ps
|
// Draw buttons: ps
|
||||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE)) DrawCircle(396, 222, 13, RED);
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_MIDDLE)) DrawCircle(396, 222, 13, RED);
|
||||||
|
|
||||||
// Draw buttons: basic
|
// Draw buttons: basic
|
||||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE_LEFT)) DrawRectangle(328, 170, 32, 13, RED);
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_MIDDLE_LEFT)) DrawRectangle(328, 170, 32, 13, RED);
|
||||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE_RIGHT)) DrawTriangle((Vector2){ 436, 168 }, (Vector2){ 436, 185 }, (Vector2){ 464, 177 }, RED);
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_MIDDLE_RIGHT)) DrawTriangle((Vector2){ 436, 168 }, (Vector2){ 436, 185 }, (Vector2){ 464, 177 }, RED);
|
||||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_UP)) DrawCircle(557, 144, 13, LIME);
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_RIGHT_FACE_UP)) DrawCircle(557, 144, 13, LIME);
|
||||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT)) DrawCircle(586, 173, 13, RED);
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT)) DrawCircle(586, 173, 13, RED);
|
||||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_DOWN)) DrawCircle(557, 203, 13, VIOLET);
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_RIGHT_FACE_DOWN)) DrawCircle(557, 203, 13, VIOLET);
|
||||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_LEFT)) DrawCircle(527, 173, 13, PINK);
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_RIGHT_FACE_LEFT)) DrawCircle(527, 173, 13, PINK);
|
||||||
|
|
||||||
// Draw buttons: d-pad
|
// Draw buttons: d-pad
|
||||||
DrawRectangle(225, 132, 24, 84, BLACK);
|
DrawRectangle(225, 132, 24, 84, BLACK);
|
||||||
DrawRectangle(195, 161, 84, 25, BLACK);
|
DrawRectangle(195, 161, 84, 25, BLACK);
|
||||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_UP)) DrawRectangle(225, 132, 24, 29, RED);
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_FACE_UP)) DrawRectangle(225, 132, 24, 29, RED);
|
||||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawRectangle(225, 132 + 54, 24, 30, RED);
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawRectangle(225, 132 + 54, 24, 30, RED);
|
||||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawRectangle(195, 161, 30, 25, RED);
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawRectangle(195, 161, 30, 25, RED);
|
||||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawRectangle(195 + 54, 161, 30, 25, RED);
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawRectangle(195 + 54, 161, 30, 25, RED);
|
||||||
|
|
||||||
// Draw buttons: left-right back buttons
|
// Draw buttons: left-right back buttons
|
||||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_TRIGGER_1)) DrawCircle(239, 82, 20, RED);
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_TRIGGER_1)) DrawCircle(239, 82, 20, RED);
|
||||||
if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_TRIGGER_1)) DrawCircle(557, 82, 20, RED);
|
if (IsGamepadButtonDown(0, GAMEPAD_BUTTON_RIGHT_TRIGGER_1)) DrawCircle(557, 82, 20, RED);
|
||||||
|
|
||||||
// Draw axis: left joystick
|
// Draw axis: left joystick
|
||||||
DrawCircle(319, 255, 35, BLACK);
|
DrawCircle(319, 255, 35, BLACK);
|
||||||
DrawCircle(319, 255, 31, LIGHTGRAY);
|
DrawCircle(319, 255, 31, LIGHTGRAY);
|
||||||
DrawCircle(319 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_X)*20),
|
DrawCircle(319 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_X) * 20),
|
||||||
255 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_Y)*20), 25, BLACK);
|
255 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_Y) * 20), 25, BLACK);
|
||||||
|
|
||||||
// Draw axis: right joystick
|
// Draw axis: right joystick
|
||||||
DrawCircle(475, 255, 35, BLACK);
|
DrawCircle(475, 255, 35, BLACK);
|
||||||
DrawCircle(475, 255, 31, LIGHTGRAY);
|
DrawCircle(475, 255, 31, LIGHTGRAY);
|
||||||
DrawCircle(475 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_X)*20),
|
DrawCircle(475 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_X)*20),
|
||||||
255 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK);
|
255 + ((int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK);
|
||||||
|
|
||||||
// Draw axis: left-right triggers
|
// Draw axis: left-right triggers
|
||||||
DrawRectangle(169, 48, 15, 70, GRAY);
|
DrawRectangle(169, 48, 15, 70, GRAY);
|
||||||
DrawRectangle(611, 48, 15, 70, GRAY);
|
DrawRectangle(611, 48, 15, 70, GRAY);
|
||||||
DrawRectangle(169, 48, 15, (((1.0f - GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_TRIGGER))/2.0f)*70), RED);
|
DrawRectangle(169, 48, 15, (((1 - (int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_TRIGGER)) / 2) * 70), RED);
|
||||||
DrawRectangle(611, 48, 15, (((1.0f - GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_TRIGGER))/2.0f)*70), RED);
|
DrawRectangle(611, 48, 15, (((1 - (int)GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_TRIGGER)) / 2) * 70), RED);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
|
@ -161,11 +162,11 @@ int main(void)
|
||||||
// TODO: Draw generic gamepad
|
// TODO: Draw generic gamepad
|
||||||
}
|
}
|
||||||
|
|
||||||
DrawText(TextFormat("DETECTED AXIS [%i]:", GetGamepadAxisCount(GAMEPAD_PLAYER1)), 10, 50, 10, MAROON);
|
DrawText(TextFormat("DETECTED AXIS [%i]:", GetGamepadAxisCount(0)), 10, 50, 10, MAROON);
|
||||||
|
|
||||||
for (int i = 0; i < GetGamepadAxisCount(GAMEPAD_PLAYER1); i++)
|
for (int i = 0; i < GetGamepadAxisCount(0); i++)
|
||||||
{
|
{
|
||||||
DrawText(TextFormat("AXIS %i: %.02f", i, GetGamepadAxisMovement(GAMEPAD_PLAYER1, i)), 20, 70 + 20*i, 10, DARKGRAY);
|
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() != -1) DrawText(TextFormat("DETECTED BUTTON: %i", GetGamepadButtonPressed()), 10, 430, 10, RED);
|
||||||
|
|
|
||||||
|
|
@ -24,7 +24,7 @@ int main(void)
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - input gestures");
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - input gestures");
|
||||||
|
|
||||||
Vector2 touchPosition = { 0, 0 };
|
Vector2 touchPosition = { 0, 0 };
|
||||||
Rectangle touchArea = { 220, 10, screenWidth - 230, screenHeight - 20 };
|
Rectangle touchArea = { 220, 10, screenWidth - 230.0f, screenHeight - 20.0f };
|
||||||
|
|
||||||
int gesturesCount = 0;
|
int gesturesCount = 0;
|
||||||
char gestureStrings[MAX_GESTURE_STRINGS][32];
|
char gestureStrings[MAX_GESTURE_STRINGS][32];
|
||||||
|
|
|
||||||
|
|
@ -33,9 +33,13 @@ int main(void)
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
ballPosition = GetMousePosition();
|
ballPosition = GetMousePosition();
|
||||||
|
|
||||||
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) ballColor = MAROON;
|
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) ballColor = MAROON;
|
||||||
else if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) ballColor = LIME;
|
else if (IsMouseButtonPressed(MOUSE_BUTTON_MIDDLE)) ballColor = LIME;
|
||||||
else if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) ballColor = DARKBLUE;
|
else if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) ballColor = DARKBLUE;
|
||||||
|
else if (IsMouseButtonPressed(MOUSE_BUTTON_SIDE)) ballColor = PURPLE;
|
||||||
|
else if (IsMouseButtonPressed(MOUSE_BUTTON_EXTRA)) ballColor = YELLOW;
|
||||||
|
else if (IsMouseButtonPressed(MOUSE_BUTTON_FORWARD)) ballColor = ORANGE;
|
||||||
|
else if (IsMouseButtonPressed(MOUSE_BUTTON_BACK)) ballColor = BEIGE;
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
|
|
|
||||||
|
|
@ -42,13 +42,13 @@ int main(void)
|
||||||
|
|
||||||
ballColor = BEIGE;
|
ballColor = BEIGE;
|
||||||
|
|
||||||
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) ballColor = MAROON;
|
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) ballColor = MAROON;
|
||||||
if (IsMouseButtonDown(MOUSE_MIDDLE_BUTTON)) ballColor = LIME;
|
if (IsMouseButtonDown(MOUSE_BUTTON_MIDDLE)) ballColor = LIME;
|
||||||
if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) ballColor = DARKBLUE;
|
if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) ballColor = DARKBLUE;
|
||||||
|
|
||||||
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) touchCounter = 10;
|
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) touchCounter = 10;
|
||||||
if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) touchCounter = 10;
|
if (IsMouseButtonPressed(MOUSE_BUTTON_MIDDLE)) touchCounter = 10;
|
||||||
if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) touchCounter = 10;
|
if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) touchCounter = 10;
|
||||||
|
|
||||||
if (touchCounter > 0) touchCounter--;
|
if (touchCounter > 0) touchCounter--;
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
@ -68,12 +68,12 @@ int main(void)
|
||||||
{
|
{
|
||||||
// Draw circle and touch index number
|
// Draw circle and touch index number
|
||||||
DrawCircleV(touchPosition, 34, ORANGE);
|
DrawCircleV(touchPosition, 34, ORANGE);
|
||||||
DrawText(TextFormat("%d", i), touchPosition.x - 10, touchPosition.y - 70, 40, BLACK);
|
DrawText(TextFormat("%d", i), (int)touchPosition.x - 10, (int)touchPosition.y - 70, 40, BLACK);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Draw the normal mouse location
|
// Draw the normal mouse location
|
||||||
DrawCircleV(ballPosition, 30 + (touchCounter*3), ballColor);
|
DrawCircleV(ballPosition, 30 + (touchCounter*3.0f), ballColor);
|
||||||
|
|
||||||
DrawText("move ball with mouse and click mouse button to change color", 10, 10, 20, DARKGRAY);
|
DrawText("move ball with mouse and click mouse button to change color", 10, 10, 20, DARKGRAY);
|
||||||
DrawText("touch the screen at multiple locations to get multiple balls", 10, 30, 20, DARKGRAY);
|
DrawText("touch the screen at multiple locations to get multiple balls", 10, 30, 20, DARKGRAY);
|
||||||
|
|
|
||||||
|
|
@ -32,7 +32,7 @@ int main(void)
|
||||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
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.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||||
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
|
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
||||||
|
|
||||||
Mesh mesh = GenMeshCylinder(0.2f, 1.0f, 32);
|
Mesh mesh = GenMeshCylinder(0.2f, 1.0f, 32);
|
||||||
Model model = LoadModelFromMesh(mesh);
|
Model model = LoadModelFromMesh(mesh);
|
||||||
|
|
|
||||||
|
|
@ -46,7 +46,7 @@ int main(void)
|
||||||
|
|
||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
if (scissorMode) BeginScissorMode(scissorArea.x, scissorArea.y, scissorArea.width, scissorArea.height);
|
if (scissorMode) BeginScissorMode((int)scissorArea.x, (int)scissorArea.y, (int)scissorArea.width, (int)scissorArea.height);
|
||||||
|
|
||||||
// Draw full screen rectangle and some text
|
// Draw full screen rectangle and some text
|
||||||
// NOTE: Only part defined by scissor area will be rendered
|
// NOTE: Only part defined by scissor area will be rendered
|
||||||
|
|
|
||||||
155
examples/core/core_split_screen.c
Normal file
|
|
@ -0,0 +1,155 @@
|
||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* 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 contributed by Jeffery Myers (@JeffM2501) and reviewed by Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
* Copyright (c) 2021 Jeffery Myers (@JeffM2501)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
|
Texture2D textureGrid = { 0 };
|
||||||
|
Camera cameraPlayer1 = { 0 };
|
||||||
|
Camera cameraPlayer2 = { 0 };
|
||||||
|
|
||||||
|
// Scene drawing
|
||||||
|
void DrawScene(void)
|
||||||
|
{
|
||||||
|
int count = 5;
|
||||||
|
float spacing = 4;
|
||||||
|
|
||||||
|
// Grid of cube trees on a plane to make a "world"
|
||||||
|
DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 50, 50 }, BEIGE); // Simple world plane
|
||||||
|
|
||||||
|
for (float x = -count*spacing; x <= count*spacing; x += spacing)
|
||||||
|
{
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Draw a cube at each player's position
|
||||||
|
DrawCube(cameraPlayer1.position, 1, 1, 1, RED);
|
||||||
|
DrawCube(cameraPlayer2.position, 1, 1, 1, BLUE);
|
||||||
|
}
|
||||||
|
|
||||||
|
int main(void)
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
const int screenWidth = 800;
|
||||||
|
const int screenHeight = 450;
|
||||||
|
|
||||||
|
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;
|
||||||
|
cameraPlayer1.target.y = 1.0f;
|
||||||
|
cameraPlayer1.position.z = -3.0f;
|
||||||
|
cameraPlayer1.position.y = 1.0f;
|
||||||
|
|
||||||
|
RenderTexture screenPlayer1 = LoadRenderTexture(screenWidth/2, screenHeight);
|
||||||
|
|
||||||
|
// Setup player two camera and screen
|
||||||
|
cameraPlayer2.fovy = 45.0f;
|
||||||
|
cameraPlayer2.up.y = 1.0f;
|
||||||
|
cameraPlayer2.target.y = 3.0f;
|
||||||
|
cameraPlayer2.position.x = -3.0f;
|
||||||
|
cameraPlayer2.position.y = 3.0f;
|
||||||
|
|
||||||
|
RenderTexture screenPlayer2 = LoadRenderTexture(screenWidth / 2, screenHeight);
|
||||||
|
|
||||||
|
// Build a flipped rectangle the size of the split view to use for drawing later
|
||||||
|
Rectangle splitScreenRect = { 0.0f, 0.0f, (float)screenPlayer1.texture.width, (float)-screenPlayer1.texture.height };
|
||||||
|
|
||||||
|
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 anyone moves this frame, how far will they move based on the time since the last frame
|
||||||
|
// this moves thigns at 10 world units per second, regardless of the actual FPS
|
||||||
|
float offsetThisFrame = 10.0f*GetFrameTime();
|
||||||
|
|
||||||
|
// Move player 1 forward and backwards (no turning)
|
||||||
|
if (IsKeyDown(KEY_W))
|
||||||
|
{
|
||||||
|
cameraPlayer1.position.z += offsetThisFrame;
|
||||||
|
cameraPlayer1.target.z += offsetThisFrame;
|
||||||
|
}
|
||||||
|
else if (IsKeyDown(KEY_S))
|
||||||
|
{
|
||||||
|
cameraPlayer1.position.z -= offsetThisFrame;
|
||||||
|
cameraPlayer1.target.z -= offsetThisFrame;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Move player 2 forward and backwards (no turning)
|
||||||
|
if (IsKeyDown(KEY_UP))
|
||||||
|
{
|
||||||
|
cameraPlayer2.position.x += offsetThisFrame;
|
||||||
|
cameraPlayer2.target.x += offsetThisFrame;
|
||||||
|
}
|
||||||
|
else if (IsKeyDown(KEY_DOWN))
|
||||||
|
{
|
||||||
|
cameraPlayer2.position.x -= offsetThisFrame;
|
||||||
|
cameraPlayer2.target.x -= offsetThisFrame;
|
||||||
|
}
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
// Draw player 1's view to the render texture
|
||||||
|
BeginTextureMode(screenPlayer1);
|
||||||
|
ClearBackground(SKYBLUE);
|
||||||
|
BeginMode3D(cameraPlayer1);
|
||||||
|
DrawScene();
|
||||||
|
EndMode3D();
|
||||||
|
DrawText("PLAYER1 W/S to move", 0, 0, 20, RED);
|
||||||
|
EndTextureMode();
|
||||||
|
|
||||||
|
// Draw player 2's view to the render texture
|
||||||
|
BeginTextureMode(screenPlayer2);
|
||||||
|
ClearBackground(SKYBLUE);
|
||||||
|
BeginMode3D(cameraPlayer2);
|
||||||
|
DrawScene();
|
||||||
|
EndMode3D();
|
||||||
|
DrawText("PLAYER2 UP/DOWN to move", 0, 0, 20, BLUE);
|
||||||
|
EndTextureMode();
|
||||||
|
|
||||||
|
// Draw both view render textures to the screen side by side
|
||||||
|
BeginDrawing();
|
||||||
|
ClearBackground(BLACK);
|
||||||
|
DrawTextureRec(screenPlayer1.texture, splitScreenRect, (Vector2) { 0, 0 }, WHITE);
|
||||||
|
DrawTextureRec(screenPlayer2.texture, splitScreenRect, (Vector2) { screenWidth/2.0f, 0 }, WHITE);
|
||||||
|
EndDrawing();
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
UnloadRenderTexture(screenPlayer1);
|
||||||
|
UnloadRenderTexture(screenPlayer2);
|
||||||
|
UnloadTexture(textureGrid);
|
||||||
|
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
BIN
examples/core/core_split_screen.png
Normal file
|
After Width: | Height: | Size: 37 KiB |
|
|
@ -2,10 +2,10 @@
|
||||||
*
|
*
|
||||||
* raylib [core] example - VR Simulator (Oculus Rift CV1 parameters)
|
* raylib [core] example - VR Simulator (Oculus Rift CV1 parameters)
|
||||||
*
|
*
|
||||||
* This example has been created using raylib 1.7 (www.raylib.com)
|
* 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)
|
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||||
*
|
*
|
||||||
* Copyright (c) 2017 Ramon Santamaria (@raysan5)
|
* Copyright (c) 2017-2021 Ramon Santamaria (@raysan5)
|
||||||
*
|
*
|
||||||
********************************************************************************************/
|
********************************************************************************************/
|
||||||
|
|
||||||
|
|
@ -25,48 +25,68 @@ int main(void)
|
||||||
const int screenHeight = 450;
|
const int screenHeight = 450;
|
||||||
|
|
||||||
// NOTE: screenWidth/screenHeight should match VR device aspect ratio
|
// NOTE: screenWidth/screenHeight should match VR device aspect ratio
|
||||||
|
|
||||||
SetConfigFlags(FLAG_MSAA_4X_HINT);
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - vr simulator");
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - vr simulator");
|
||||||
|
|
||||||
// Init VR simulator (Oculus Rift CV1 parameters)
|
// VR device parameters definition
|
||||||
InitVrSimulator();
|
VrDeviceInfo device = {
|
||||||
|
|
||||||
VrDeviceInfo hmd = { 0 }; // VR device parameters (head-mounted-device)
|
|
||||||
|
|
||||||
// Oculus Rift CV1 parameters for simulator
|
// Oculus Rift CV1 parameters for simulator
|
||||||
hmd.hResolution = 2160; // HMD horizontal resolution in pixels
|
.hResolution = 2160, // Horizontal resolution in pixels
|
||||||
hmd.vResolution = 1200; // HMD vertical resolution in pixels
|
.vResolution = 1200, // Vertical resolution in pixels
|
||||||
hmd.hScreenSize = 0.133793f; // HMD horizontal size in meters
|
.hScreenSize = 0.133793f, // Horizontal size in meters
|
||||||
hmd.vScreenSize = 0.0669f; // HMD vertical size in meters
|
.vScreenSize = 0.0669f, // Vertical size in meters
|
||||||
hmd.vScreenCenter = 0.04678f; // HMD screen center in meters
|
.vScreenCenter = 0.04678f, // Screen center in meters
|
||||||
hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters
|
.eyeToScreenDistance = 0.041f, // Distance between eye and display in meters
|
||||||
hmd.lensSeparationDistance = 0.07f; // HMD lens separation distance in meters
|
.lensSeparationDistance = 0.07f, // Lens separation distance in meters
|
||||||
hmd.interpupillaryDistance = 0.07f; // HMD IPD (distance between pupils) in meters
|
.interpupillaryDistance = 0.07f, // IPD (distance between pupils) in meters
|
||||||
|
|
||||||
// NOTE: CV1 uses a Fresnel-hybrid-asymmetric lenses with specific distortion compute shaders.
|
// NOTE: CV1 uses fresnel-hybrid-asymmetric lenses with specific compute shaders
|
||||||
// Following parameters are an approximation to distortion stereo rendering but results differ from actual device.
|
// Following parameters are just an approximation to CV1 distortion stereo rendering
|
||||||
hmd.lensDistortionValues[0] = 1.0f; // HMD lens distortion constant parameter 0
|
.lensDistortionValues[0] = 1.0f, // Lens distortion constant parameter 0
|
||||||
hmd.lensDistortionValues[1] = 0.22f; // HMD lens distortion constant parameter 1
|
.lensDistortionValues[1] = 0.22f, // Lens distortion constant parameter 1
|
||||||
hmd.lensDistortionValues[2] = 0.24f; // HMD lens distortion constant parameter 2
|
.lensDistortionValues[2] = 0.24f, // Lens distortion constant parameter 2
|
||||||
hmd.lensDistortionValues[3] = 0.0f; // HMD lens distortion constant parameter 3
|
.lensDistortionValues[3] = 0.0f, // Lens distortion constant parameter 3
|
||||||
hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0
|
.chromaAbCorrection[0] = 0.996f, // Chromatic aberration correction parameter 0
|
||||||
hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1
|
.chromaAbCorrection[1] = -0.004f, // Chromatic aberration correction parameter 1
|
||||||
hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2
|
.chromaAbCorrection[2] = 1.014f, // Chromatic aberration correction parameter 2
|
||||||
hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3
|
.chromaAbCorrection[3] = 0.0f, // Chromatic aberration correction parameter 3
|
||||||
|
};
|
||||||
|
|
||||||
|
// Load VR stereo config for VR device parameteres (Oculus Rift CV1 parameters)
|
||||||
|
VrStereoConfig config = LoadVrStereoConfig(device);
|
||||||
|
|
||||||
// Distortion shader (uses device lens distortion and chroma)
|
// Distortion shader (uses device lens distortion and chroma)
|
||||||
Shader distortion = LoadShader(0, TextFormat("resources/distortion%i.fs", GLSL_VERSION));
|
Shader distortion = LoadShader(0, TextFormat("resources/distortion%i.fs", GLSL_VERSION));
|
||||||
|
|
||||||
SetVrConfiguration(hmd, distortion); // Set Vr device parameters for stereo rendering
|
// Update distortion shader with lens and distortion-scale parameters
|
||||||
|
SetShaderValue(distortion, GetShaderLocation(distortion, "leftLensCenter"),
|
||||||
|
config.leftLensCenter, SHADER_UNIFORM_VEC2);
|
||||||
|
SetShaderValue(distortion, GetShaderLocation(distortion, "rightLensCenter"),
|
||||||
|
config.rightLensCenter, SHADER_UNIFORM_VEC2);
|
||||||
|
SetShaderValue(distortion, GetShaderLocation(distortion, "leftScreenCenter"),
|
||||||
|
config.leftScreenCenter, SHADER_UNIFORM_VEC2);
|
||||||
|
SetShaderValue(distortion, GetShaderLocation(distortion, "rightScreenCenter"),
|
||||||
|
config.rightScreenCenter, SHADER_UNIFORM_VEC2);
|
||||||
|
|
||||||
|
SetShaderValue(distortion, GetShaderLocation(distortion, "scale"),
|
||||||
|
config.scale, SHADER_UNIFORM_VEC2);
|
||||||
|
SetShaderValue(distortion, GetShaderLocation(distortion, "scaleIn"),
|
||||||
|
config.scaleIn, SHADER_UNIFORM_VEC2);
|
||||||
|
SetShaderValue(distortion, GetShaderLocation(distortion, "deviceWarpParam"),
|
||||||
|
device.lensDistortionValues, SHADER_UNIFORM_VEC4);
|
||||||
|
SetShaderValue(distortion, GetShaderLocation(distortion, "chromaAbParam"),
|
||||||
|
device.chromaAbCorrection, SHADER_UNIFORM_VEC4);
|
||||||
|
|
||||||
|
// Initialize framebuffer for stereo rendering
|
||||||
|
// NOTE: Screen size should match HMD aspect ratio
|
||||||
|
RenderTexture2D target = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
|
||||||
|
|
||||||
// Define the camera to look into our 3d world
|
// Define the camera to look into our 3d world
|
||||||
Camera camera = { 0 };
|
Camera camera = { 0 };
|
||||||
camera.position = (Vector3){ 5.0f, 2.0f, 5.0f }; // Camera position
|
camera.position = (Vector3){ 5.0f, 2.0f, 5.0f }; // Camera position
|
||||||
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
|
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.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector
|
||||||
camera.fovy = 60.0f; // Camera field-of-view Y
|
camera.fovy = 60.0f; // Camera field-of-view Y
|
||||||
camera.type = CAMERA_PERSPECTIVE; // Camera type
|
camera.projection = CAMERA_PERSPECTIVE; // Camera type
|
||||||
|
|
||||||
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
||||||
|
|
||||||
|
|
@ -81,8 +101,6 @@ int main(void)
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
UpdateCamera(&camera); // Update camera (simulator mode)
|
UpdateCamera(&camera); // Update camera (simulator mode)
|
||||||
|
|
||||||
if (IsKeyPressed(KEY_SPACE)) ToggleVrMode(); // Toggle VR mode
|
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
|
|
@ -91,18 +109,23 @@ int main(void)
|
||||||
|
|
||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
BeginVrDrawing();
|
BeginTextureMode(target);
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
BeginVrStereoMode(config);
|
||||||
BeginMode3D(camera);
|
BeginMode3D(camera);
|
||||||
|
|
||||||
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
|
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
|
||||||
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
|
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
|
||||||
|
|
||||||
DrawGrid(40, 1.0f);
|
DrawGrid(40, 1.0f);
|
||||||
|
|
||||||
EndMode3D();
|
EndMode3D();
|
||||||
|
EndVrStereoMode();
|
||||||
|
EndTextureMode();
|
||||||
|
|
||||||
EndVrDrawing();
|
BeginShaderMode(distortion);
|
||||||
|
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width,
|
||||||
|
(float)-target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
|
||||||
|
EndShaderMode();
|
||||||
|
|
||||||
DrawFPS(10, 10);
|
DrawFPS(10, 10);
|
||||||
|
|
||||||
|
|
@ -112,9 +135,10 @@ int main(void)
|
||||||
|
|
||||||
// De-Initialization
|
// De-Initialization
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
UnloadShader(distortion); // Unload distortion shader
|
UnloadVrStereoConfig(config); // Unload stereo config
|
||||||
|
|
||||||
CloseVrSimulator(); // Close VR simulator
|
UnloadRenderTexture(target); // Unload stereo render fbo
|
||||||
|
UnloadShader(distortion); // Unload distortion shader
|
||||||
|
|
||||||
CloseWindow(); // Close window and OpenGL context
|
CloseWindow(); // Close window and OpenGL context
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
|
||||||
|
|
@ -36,12 +36,12 @@ int main(void)
|
||||||
*/
|
*/
|
||||||
|
|
||||||
// Set configuration flags for window creation
|
// Set configuration flags for window creation
|
||||||
SetConfigFlags(FLAG_VSYNC_HINT | FLAG_MSAA_4X_HINT | FLAG_WINDOW_HIGHDPI);
|
//SetConfigFlags(FLAG_VSYNC_HINT | FLAG_MSAA_4X_HINT | FLAG_WINDOW_HIGHDPI);
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - window flags");
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - window flags");
|
||||||
|
|
||||||
Vector2 ballPosition = { GetScreenWidth() / 2, GetScreenHeight() / 2 };
|
Vector2 ballPosition = { GetScreenWidth() / 2.0f, GetScreenHeight() / 2.0f };
|
||||||
Vector2 ballSpeed = { 5.0f, 4.0f };
|
Vector2 ballSpeed = { 5.0f, 4.0f };
|
||||||
int ballRadius = 20;
|
float ballRadius = 20;
|
||||||
|
|
||||||
int framesCounter = 0;
|
int framesCounter = 0;
|
||||||
|
|
||||||
|
|
@ -139,13 +139,13 @@ int main(void)
|
||||||
else ClearBackground(RAYWHITE);
|
else ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
DrawCircleV(ballPosition, ballRadius, MAROON);
|
DrawCircleV(ballPosition, ballRadius, MAROON);
|
||||||
DrawRectangleLinesEx((Rectangle) { 0, 0, GetScreenWidth(), GetScreenHeight() }, 4, RAYWHITE);
|
DrawRectangleLinesEx((Rectangle) { 0, 0, (float)GetScreenWidth(), (float)GetScreenHeight() }, 4, RAYWHITE);
|
||||||
|
|
||||||
DrawCircleV(GetMousePosition(), 10, DARKBLUE);
|
DrawCircleV(GetMousePosition(), 10, DARKBLUE);
|
||||||
|
|
||||||
DrawFPS(10, 10);
|
DrawFPS(10, 10);
|
||||||
|
|
||||||
DrawText(FormatText("Screen Size: [%i, %i]", GetScreenWidth(), GetScreenHeight()), 10, 40, 10, GREEN);
|
DrawText(TextFormat("Screen Size: [%i, %i]", GetScreenWidth(), GetScreenHeight()), 10, 40, 10, GREEN);
|
||||||
|
|
||||||
// Draw window state info
|
// Draw window state info
|
||||||
DrawText("Following flags can be set after window creation:", 10, 60, 10, GRAY);
|
DrawText("Following flags can be set after window creation:", 10, 60, 10, GRAY);
|
||||||
|
|
|
||||||
|
|
@ -70,7 +70,7 @@ int main(void)
|
||||||
Vector2 virtualMouse = { 0 };
|
Vector2 virtualMouse = { 0 };
|
||||||
virtualMouse.x = (mouse.x - (GetScreenWidth() - (gameScreenWidth*scale))*0.5f)/scale;
|
virtualMouse.x = (mouse.x - (GetScreenWidth() - (gameScreenWidth*scale))*0.5f)/scale;
|
||||||
virtualMouse.y = (mouse.y - (GetScreenHeight() - (gameScreenHeight*scale))*0.5f)/scale;
|
virtualMouse.y = (mouse.y - (GetScreenHeight() - (gameScreenHeight*scale))*0.5f)/scale;
|
||||||
virtualMouse = ClampValue(virtualMouse, (Vector2){ 0, 0 }, (Vector2){ gameScreenWidth, gameScreenHeight });
|
virtualMouse = ClampValue(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)
|
// 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);
|
//SetMouseOffset(-(GetScreenWidth() - (gameScreenWidth*scale))*0.5f, -(GetScreenHeight() - (gameScreenHeight*scale))*0.5f);
|
||||||
|
|
@ -98,7 +98,7 @@ int main(void)
|
||||||
|
|
||||||
// Draw RenderTexture2D to window, properly scaled
|
// Draw RenderTexture2D to window, properly scaled
|
||||||
DrawTexturePro(target.texture, (Rectangle){ 0.0f, 0.0f, (float)target.texture.width, (float)-target.texture.height },
|
DrawTexturePro(target.texture, (Rectangle){ 0.0f, 0.0f, (float)target.texture.width, (float)-target.texture.height },
|
||||||
(Rectangle){ (GetScreenWidth() - ((float)gameScreenWidth*scale))*0.5, (GetScreenHeight() - ((float)gameScreenHeight*scale))*0.5,
|
(Rectangle){ (GetScreenWidth() - ((float)gameScreenWidth*scale))*0.5f, (GetScreenHeight() - ((float)gameScreenHeight*scale))*0.5f,
|
||||||
(float)gameScreenWidth*scale, (float)gameScreenHeight*scale }, (Vector2){ 0, 0 }, 0.0f, WHITE);
|
(float)gameScreenWidth*scale, (float)gameScreenHeight*scale }, (Vector2){ 0, 0 }, 0.0f, WHITE);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
|
|
|
||||||
|
|
@ -26,7 +26,7 @@ int main(void)
|
||||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
||||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||||
camera.fovy = 45.0f;
|
camera.fovy = 45.0f;
|
||||||
camera.type = CAMERA_PERSPECTIVE;
|
camera.projection = CAMERA_PERSPECTIVE;
|
||||||
|
|
||||||
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
||||||
Vector2 cubeScreenPosition = { 0.0f, 0.0f };
|
Vector2 cubeScreenPosition = { 0.0f, 0.0f };
|
||||||
|
|
@ -62,7 +62,7 @@ int main(void)
|
||||||
|
|
||||||
EndMode3D();
|
EndMode3D();
|
||||||
|
|
||||||
DrawText("Enemy: 100 / 100", cubeScreenPosition.x - MeasureText("Enemy: 100/100", 20)/2, cubeScreenPosition.y, 20, BLACK);
|
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("Text is always on top of the cube", (screenWidth - MeasureText("Text is always on top of the cube", 20))/2, 25, 20, GRAY);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
|
|
|
||||||
|
|
@ -1,7 +1,7 @@
|
||||||
/*
|
/*
|
||||||
WELCOME raylib EXAMPLES CONTRIBUTOR!
|
WELCOME raylib EXAMPLES CONTRIBUTOR!
|
||||||
|
|
||||||
This is a bsasic template to anyone ready to contribute with some code example for the library,
|
This is a basic template to anyone ready to contribute with some code example for the library,
|
||||||
here there are some guidelines on how to create an example to be included in raylib
|
here there are some guidelines on how to create an example to be included in raylib
|
||||||
|
|
||||||
1. File naming: <module>_<description> - Lower case filename, words separated by underscore,
|
1. File naming: <module>_<description> - Lower case filename, words separated by underscore,
|
||||||
|
|
|
||||||
|
|
@ -37,7 +37,7 @@ int main(void)
|
||||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
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.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||||
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
|
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
||||||
|
|
||||||
Model model = LoadModel("resources/guy/guy.iqm"); // Load the animated model mesh and basic data
|
Model model = LoadModel("resources/guy/guy.iqm"); // Load the animated model mesh and basic data
|
||||||
Texture2D texture = LoadTexture("resources/guy/guytex.png"); // Load model texture and set material
|
Texture2D texture = LoadTexture("resources/guy/guytex.png"); // Load model texture and set material
|
||||||
|
|
|
||||||
|
|
@ -26,7 +26,7 @@ int main(void)
|
||||||
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f };
|
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f };
|
||||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||||
camera.fovy = 45.0f;
|
camera.fovy = 45.0f;
|
||||||
camera.type = CAMERA_PERSPECTIVE;
|
camera.projection = CAMERA_PERSPECTIVE;
|
||||||
|
|
||||||
Texture2D bill = LoadTexture("resources/billboard.png"); // Our texture billboard
|
Texture2D bill = LoadTexture("resources/billboard.png"); // Our texture billboard
|
||||||
Vector3 billPosition = { 0.0f, 2.0f, 0.0f }; // Position where draw billboard
|
Vector3 billPosition = { 0.0f, 2.0f, 0.0f }; // Position where draw billboard
|
||||||
|
|
|
||||||
|
|
@ -31,7 +31,7 @@ int main(void)
|
||||||
|
|
||||||
// NOTE: By default each cube is mapped to one part of texture atlas
|
// NOTE: By default each cube is mapped to one part of texture atlas
|
||||||
Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
|
Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
|
||||||
model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set map diffuse texture
|
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
|
||||||
|
|
||||||
Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
|
Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
|
||||||
|
|
||||||
|
|
@ -62,7 +62,7 @@ int main(void)
|
||||||
|
|
||||||
EndMode3D();
|
EndMode3D();
|
||||||
|
|
||||||
DrawTextureEx(cubicmap, (Vector2){ screenWidth - cubicmap.width*4 - 20, 20 }, 0.0f, 4.0f, WHITE);
|
DrawTextureEx(cubicmap, (Vector2){ screenWidth - cubicmap.width*4.0f - 20, 20.0f }, 0.0f, 4.0f, WHITE);
|
||||||
DrawRectangleLines(screenWidth - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
|
DrawRectangleLines(screenWidth - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
|
||||||
|
|
||||||
DrawText("cubicmap image used to", 658, 90, 10, GRAY);
|
DrawText("cubicmap image used to", 658, 90, 10, GRAY);
|
||||||
|
|
|
||||||
|
|
@ -32,14 +32,13 @@ int main(void)
|
||||||
|
|
||||||
// NOTE: By default each cube is mapped to one part of texture atlas
|
// NOTE: By default each cube is mapped to one part of texture atlas
|
||||||
Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
|
Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
|
||||||
model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set map diffuse texture
|
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
|
||||||
|
|
||||||
// Get map image data to be used for collision detection
|
// Get map image data to be used for collision detection
|
||||||
Color *mapPixels = GetImageData(imMap);
|
Color *mapPixels = LoadImageColors(imMap);
|
||||||
UnloadImage(imMap); // Unload image from RAM
|
UnloadImage(imMap); // Unload image from RAM
|
||||||
|
|
||||||
Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
|
Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
|
||||||
Vector3 playerPosition = camera.position; // Set player position
|
|
||||||
|
|
||||||
SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set camera mode
|
SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set camera mode
|
||||||
|
|
||||||
|
|
@ -93,13 +92,10 @@ int main(void)
|
||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
BeginMode3D(camera);
|
BeginMode3D(camera);
|
||||||
|
|
||||||
DrawModel(model, mapPosition, 1.0f, WHITE); // Draw maze map
|
DrawModel(model, mapPosition, 1.0f, WHITE); // Draw maze map
|
||||||
//DrawCubeV(playerPosition, (Vector3){ 0.2f, 0.4f, 0.2f }, RED); // Draw player
|
|
||||||
|
|
||||||
EndMode3D();
|
EndMode3D();
|
||||||
|
|
||||||
DrawTextureEx(cubicmap, (Vector2){ GetScreenWidth() - cubicmap.width*4 - 20, 20 }, 0.0f, 4.0f, WHITE);
|
DrawTextureEx(cubicmap, (Vector2){ GetScreenWidth() - cubicmap.width*4.0f - 20, 20.0f }, 0.0f, 4.0f, WHITE);
|
||||||
DrawRectangleLines(GetScreenWidth() - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
|
DrawRectangleLines(GetScreenWidth() - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
|
||||||
|
|
||||||
// Draw player position radar
|
// Draw player position radar
|
||||||
|
|
@ -113,7 +109,7 @@ int main(void)
|
||||||
|
|
||||||
// De-Initialization
|
// De-Initialization
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
free(mapPixels); // Unload color array
|
UnloadImageColors(mapPixels); // Unload color array
|
||||||
|
|
||||||
UnloadTexture(cubicmap); // Unload cubicmap texture
|
UnloadTexture(cubicmap); // Unload cubicmap texture
|
||||||
UnloadTexture(texture); // Unload map texture
|
UnloadTexture(texture); // Unload map texture
|
||||||
|
|
|
||||||
|
|
@ -26,7 +26,7 @@ int main(void)
|
||||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
||||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||||
camera.fovy = 45.0f;
|
camera.fovy = 45.0f;
|
||||||
camera.type = CAMERA_PERSPECTIVE;
|
camera.projection = CAMERA_PERSPECTIVE;
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
|
||||||
122
examples/models/models_gltf_animation.c
Normal file
|
|
@ -0,0 +1,122 @@
|
||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [models] example - Load 3d gltf model with animations and play them
|
||||||
|
*
|
||||||
|
* 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 Hristo Stamenov (@object71) and reviewed by Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
* Copyright (c) 2021 Hristo Stamenov (@object71) and Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
********************************************************************************************
|
||||||
|
*
|
||||||
|
* To export a model from blender, make sure it is not posed, the vertices need to be in the
|
||||||
|
* same position as they would be in edit mode.
|
||||||
|
* and that the scale of your models is set to 0. Scaling can be done from the export menu.
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
|
#include <stdlib.h>
|
||||||
|
|
||||||
|
|
||||||
|
int main(void)
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
const int screenWidth = 800;
|
||||||
|
const int screenHeight = 450;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [models] example - model animation");
|
||||||
|
|
||||||
|
// 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.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
|
||||||
|
|
||||||
|
Model model = LoadModel("resources/gltf/rigged_figure.glb"); // Load the animated model mesh and
|
||||||
|
// basic data
|
||||||
|
// Texture2D texture = LoadTexture("resources/guy/guytex.png"); // Load model texture and set material
|
||||||
|
// SetMaterialTexture(&model.materials[0], MAP_DIFFUSE, texture); // Set model material map texture
|
||||||
|
|
||||||
|
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||||
|
|
||||||
|
// Load animation data
|
||||||
|
int animsCount = 0;
|
||||||
|
ModelAnimation *anims = LoadModelAnimations("resources/gltf/rigged_figure.glb", &animsCount);
|
||||||
|
int animFrameCounter = 0;
|
||||||
|
int animationDirection = 1;
|
||||||
|
|
||||||
|
SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
|
||||||
|
|
||||||
|
SetTargetFPS(30); // 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);
|
||||||
|
|
||||||
|
// Play animation when spacebar is held down
|
||||||
|
if (IsKeyDown(KEY_SPACE))
|
||||||
|
{
|
||||||
|
animFrameCounter += animationDirection;
|
||||||
|
|
||||||
|
if (animFrameCounter >= anims[0].frameCount || animFrameCounter <= 0)
|
||||||
|
{
|
||||||
|
animationDirection *= -1;
|
||||||
|
animFrameCounter += animationDirection;
|
||||||
|
}
|
||||||
|
|
||||||
|
UpdateModelAnimation(model, anims[0], animFrameCounter);
|
||||||
|
}
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
BeginMode3D(camera);
|
||||||
|
|
||||||
|
DrawModelEx(model, position, (Vector3){ 1.0f, 0.0f, 0.0f }, -90.0f, (Vector3){ 1.0f, 1.0f, 1.0f }, WHITE);
|
||||||
|
|
||||||
|
for (int i = 0; i < model.boneCount; i++)
|
||||||
|
{
|
||||||
|
DrawSphere(anims[0].framePoses[animFrameCounter][i].translation, 0.01f, RED);
|
||||||
|
}
|
||||||
|
|
||||||
|
DrawGrid(10, 1.0f); // Draw a grid
|
||||||
|
|
||||||
|
EndMode3D();
|
||||||
|
|
||||||
|
DrawText("PRESS SPACE to PLAY MODEL ANIMATION", 10, 10, 20, MAROON);
|
||||||
|
DrawText("(cc4) Rigged Figure by @Cesium", screenWidth - 200, screenHeight - 20, 10, GRAY);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
// UnloadTexture(texture); // Unload texture
|
||||||
|
|
||||||
|
// Unload model animations data
|
||||||
|
for (int i = 0; i < animsCount; i++) UnloadModelAnimation(anims[i]);
|
||||||
|
RL_FREE(anims);
|
||||||
|
|
||||||
|
UnloadModel(model); // Unload model
|
||||||
|
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
107
examples/models/models_gltf_model.c
Normal file
|
|
@ -0,0 +1,107 @@
|
||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [models] example - Load 3d gltf model
|
||||||
|
*
|
||||||
|
* 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 Hristo Stamenov (@object71) and reviewed by Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
* Copyright (c) 2021 Hristo Stamenov (@object71) and Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
********************************************************************************************
|
||||||
|
*
|
||||||
|
* To export a model from blender, make sure it is not posed, the vertices need to be in the
|
||||||
|
* same position as they would be in edit mode.
|
||||||
|
* and that the scale of your models is set to 0. Scaling can be done from the export menu.
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
|
#include <stdlib.h>
|
||||||
|
|
||||||
|
#define MAX_MODELS 7
|
||||||
|
|
||||||
|
int main(void)
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
const int screenWidth = 800;
|
||||||
|
const int screenHeight = 450;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [models] example - model");
|
||||||
|
|
||||||
|
// 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.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
|
||||||
|
|
||||||
|
Model model[MAX_MODELS] = { 0 };
|
||||||
|
|
||||||
|
model[0] = LoadModel("resources/gltf/raylib_32x32.glb");
|
||||||
|
model[1] = LoadModel("resources/gltf/rigged_figure.glb");
|
||||||
|
model[2] = LoadModel("resources/gltf/GearboxAssy.glb");
|
||||||
|
model[3] = LoadModel("resources/gltf/BoxAnimated.glb");
|
||||||
|
model[4] = LoadModel("resources/gltf/AnimatedTriangle.gltf");
|
||||||
|
model[5] = LoadModel("resources/gltf/AnimatedMorphCube.glb");
|
||||||
|
model[6] = LoadModel("resources/gltf/vertex_colored_object.glb");
|
||||||
|
|
||||||
|
int currentModel = 0;
|
||||||
|
|
||||||
|
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||||
|
|
||||||
|
SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
|
||||||
|
|
||||||
|
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);
|
||||||
|
|
||||||
|
if (IsKeyReleased(KEY_RIGHT))
|
||||||
|
{
|
||||||
|
currentModel++;
|
||||||
|
if (currentModel == MAX_MODELS) currentModel = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (IsKeyReleased(KEY_LEFT))
|
||||||
|
{
|
||||||
|
currentModel--;
|
||||||
|
if (currentModel < 0) currentModel = MAX_MODELS - 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(SKYBLUE);
|
||||||
|
|
||||||
|
BeginMode3D(camera);
|
||||||
|
|
||||||
|
DrawModelEx(model[currentModel], position, (Vector3){ 0.0f, 1.0f, 0.0f }, 180.0f, (Vector3){ 2.0f, 2.0f, 2.0f }, WHITE);
|
||||||
|
|
||||||
|
DrawGrid(10, 1.0f); // Draw a grid
|
||||||
|
|
||||||
|
EndMode3D();
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
for(int i = 0; i < MAX_MODELS; i++) UnloadModel(model[i]); // Unload models
|
||||||
|
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
BIN
examples/models/models_gltf_model.png
Normal file
|
After Width: | Height: | Size: 21 KiB |
|
|
@ -29,7 +29,7 @@ int main(void)
|
||||||
Mesh mesh = GenMeshHeightmap(image, (Vector3){ 16, 8, 16 }); // Generate heightmap mesh (RAM and VRAM)
|
Mesh mesh = GenMeshHeightmap(image, (Vector3){ 16, 8, 16 }); // Generate heightmap mesh (RAM and VRAM)
|
||||||
Model model = LoadModelFromMesh(mesh); // Load model from generated mesh
|
Model model = LoadModelFromMesh(mesh); // Load model from generated mesh
|
||||||
|
|
||||||
model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set map diffuse texture
|
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
|
||||||
Vector3 mapPosition = { -8.0f, 0.0f, -8.0f }; // Define model position
|
Vector3 mapPosition = { -8.0f, 0.0f, -8.0f }; // Define model position
|
||||||
|
|
||||||
UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM
|
UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM
|
||||||
|
|
|
||||||
|
|
@ -35,15 +35,15 @@ int main(void)
|
||||||
camera.target = (Vector3){ 0.0f, 10.0f, 0.0f }; // Camera looking at point
|
camera.target = (Vector3){ 0.0f, 10.0f, 0.0f }; // Camera looking at point
|
||||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||||
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
|
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
||||||
|
|
||||||
Model model = LoadModel("resources/models/castle.obj"); // Load model
|
Model model = LoadModel("resources/models/castle.obj"); // Load model
|
||||||
Texture2D texture = LoadTexture("resources/models/castle_diffuse.png"); // Load model texture
|
Texture2D texture = LoadTexture("resources/models/castle_diffuse.png"); // Load model texture
|
||||||
model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set map diffuse texture
|
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
|
||||||
|
|
||||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||||
|
|
||||||
BoundingBox bounds = MeshBoundingBox(model.meshes[0]); // Set model bounds
|
BoundingBox bounds = GetMeshBoundingBox(model.meshes[0]); // Set model bounds
|
||||||
|
|
||||||
// NOTE: bounds are calculated from the original size of the model,
|
// NOTE: bounds are calculated from the original size of the model,
|
||||||
// if model is scaled on drawing, bounds must be also scaled
|
// if model is scaled on drawing, bounds must be also scaled
|
||||||
|
|
@ -76,9 +76,9 @@ int main(void)
|
||||||
{
|
{
|
||||||
UnloadModel(model); // Unload previous model
|
UnloadModel(model); // Unload previous model
|
||||||
model = LoadModel(droppedFiles[0]); // Load new model
|
model = LoadModel(droppedFiles[0]); // Load new model
|
||||||
model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set current map diffuse texture
|
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set current map diffuse texture
|
||||||
|
|
||||||
bounds = MeshBoundingBox(model.meshes[0]);
|
bounds = GetMeshBoundingBox(model.meshes[0]);
|
||||||
|
|
||||||
// TODO: Move camera position from target enough distance to visualize model properly
|
// TODO: Move camera position from target enough distance to visualize model properly
|
||||||
}
|
}
|
||||||
|
|
@ -87,7 +87,7 @@ int main(void)
|
||||||
// Unload current model texture and load new one
|
// Unload current model texture and load new one
|
||||||
UnloadTexture(texture);
|
UnloadTexture(texture);
|
||||||
texture = LoadTexture(droppedFiles[0]);
|
texture = LoadTexture(droppedFiles[0]);
|
||||||
model.materials[0].maps[MAP_DIFFUSE].texture = texture;
|
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -95,10 +95,10 @@ int main(void)
|
||||||
}
|
}
|
||||||
|
|
||||||
// Select model on mouse click
|
// Select model on mouse click
|
||||||
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
|
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
|
||||||
{
|
{
|
||||||
// Check collision between ray and box
|
// Check collision between ray and box
|
||||||
if (CheckCollisionRayBox(GetMouseRay(GetMousePosition(), camera), bounds)) selected = !selected;
|
if (GetRayCollisionBox(GetMouseRay(GetMousePosition(), camera), bounds).hit) selected = !selected;
|
||||||
else selected = false;
|
else selected = false;
|
||||||
}
|
}
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
|
||||||
|
|
@ -14,12 +14,19 @@
|
||||||
|
|
||||||
#include "raylib.h"
|
#include "raylib.h"
|
||||||
#include "raymath.h"
|
#include "raymath.h"
|
||||||
|
#include "rlgl.h"
|
||||||
|
|
||||||
#include <stdio.h>
|
#include <stdio.h>
|
||||||
|
|
||||||
#define RLIGHTS_IMPLEMENTATION
|
#define RLIGHTS_IMPLEMENTATION
|
||||||
#include "rlights.h"
|
#include "rlights.h"
|
||||||
|
|
||||||
|
#if defined(PLATFORM_DESKTOP)
|
||||||
|
#define GLSL_VERSION 330
|
||||||
|
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
|
||||||
|
#define GLSL_VERSION 100
|
||||||
|
#endif
|
||||||
|
|
||||||
#define CUBEMAP_SIZE 1024 // Cubemap texture size
|
#define CUBEMAP_SIZE 1024 // Cubemap texture size
|
||||||
#define IRRADIANCE_SIZE 32 // Irradiance texture size
|
#define IRRADIANCE_SIZE 32 // Irradiance texture size
|
||||||
#define PREFILTERED_SIZE 256 // Prefiltered HDR environment texture size
|
#define PREFILTERED_SIZE 256 // Prefiltered HDR environment texture size
|
||||||
|
|
@ -27,6 +34,12 @@
|
||||||
#define LIGHT_DISTANCE 1000.0f
|
#define LIGHT_DISTANCE 1000.0f
|
||||||
#define LIGHT_HEIGHT 1.0f
|
#define LIGHT_HEIGHT 1.0f
|
||||||
|
|
||||||
|
// PBR texture maps generation
|
||||||
|
static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format); // Generate cubemap (6 faces) from equirectangular (panorama) texture
|
||||||
|
static TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size); // Generate irradiance cubemap using cubemap texture
|
||||||
|
static TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size); // Generate prefilter cubemap using cubemap texture
|
||||||
|
static Texture2D GenTextureBRDF(Shader shader, int size); // Generate a generic BRDF texture
|
||||||
|
|
||||||
// PBR material loading
|
// PBR material loading
|
||||||
static Material LoadMaterialPBR(Color albedo, float metalness, float roughness);
|
static Material LoadMaterialPBR(Color albedo, float metalness, float roughness);
|
||||||
|
|
||||||
|
|
@ -46,7 +59,7 @@ int main(void)
|
||||||
camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point
|
camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point
|
||||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
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.fovy = 45.0f; // Camera field-of-view Y
|
||||||
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
|
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
||||||
|
|
||||||
// Load model and PBR material
|
// Load model and PBR material
|
||||||
Model model = LoadModel("resources/pbr/trooper.obj");
|
Model model = LoadModel("resources/pbr/trooper.obj");
|
||||||
|
|
@ -78,7 +91,7 @@ int main(void)
|
||||||
|
|
||||||
// Send to material PBR shader camera view position
|
// Send to material PBR shader camera view position
|
||||||
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
|
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
|
||||||
SetShaderValue(model.materials[0].shader, model.materials[0].shader.locs[LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3);
|
SetShaderValue(model.materials[0].shader, model.materials[0].shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
|
|
@ -120,74 +133,70 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
|
||||||
Material mat = LoadMaterialDefault(); // Initialize material to default
|
Material mat = LoadMaterialDefault(); // Initialize material to default
|
||||||
|
|
||||||
// Load PBR shader (requires several maps)
|
// Load PBR shader (requires several maps)
|
||||||
#if defined(PLATFORM_DESKTOP)
|
mat.shader = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs", GLSL_VERSION),
|
||||||
mat.shader = LoadShader("resources/shaders/glsl330/pbr.vs", "resources/shaders/glsl330/pbr.fs");
|
TextFormat("resources/shaders/glsl%i/pbr.fs", GLSL_VERSION));
|
||||||
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
|
|
||||||
mat.shader = LoadShader("resources/shaders/glsl100/pbr.vs", "resources/shaders/glsl100/pbr.fs");
|
|
||||||
#endif
|
|
||||||
|
|
||||||
// Get required locations points for PBR material
|
// Get required locations points for PBR material
|
||||||
// NOTE: Those location names must be available and used in the shader code
|
// NOTE: Those location names must be available and used in the shader code
|
||||||
mat.shader.locs[LOC_MAP_ALBEDO] = GetShaderLocation(mat.shader, "albedo.sampler");
|
mat.shader.locs[SHADER_LOC_MAP_ALBEDO] = GetShaderLocation(mat.shader, "albedo.sampler");
|
||||||
mat.shader.locs[LOC_MAP_METALNESS] = GetShaderLocation(mat.shader, "metalness.sampler");
|
mat.shader.locs[SHADER_LOC_MAP_METALNESS] = GetShaderLocation(mat.shader, "metalness.sampler");
|
||||||
mat.shader.locs[LOC_MAP_NORMAL] = GetShaderLocation(mat.shader, "normals.sampler");
|
mat.shader.locs[SHADER_LOC_MAP_NORMAL] = GetShaderLocation(mat.shader, "normals.sampler");
|
||||||
mat.shader.locs[LOC_MAP_ROUGHNESS] = GetShaderLocation(mat.shader, "roughness.sampler");
|
mat.shader.locs[SHADER_LOC_MAP_ROUGHNESS] = GetShaderLocation(mat.shader, "roughness.sampler");
|
||||||
mat.shader.locs[LOC_MAP_OCCLUSION] = GetShaderLocation(mat.shader, "occlusion.sampler");
|
mat.shader.locs[SHADER_LOC_MAP_OCCLUSION] = GetShaderLocation(mat.shader, "occlusion.sampler");
|
||||||
//mat.shader.locs[LOC_MAP_EMISSION] = GetShaderLocation(mat.shader, "emission.sampler");
|
//mat.shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(mat.shader, "emission.sampler");
|
||||||
//mat.shader.locs[LOC_MAP_HEIGHT] = GetShaderLocation(mat.shader, "height.sampler");
|
//mat.shader.locs[SHADER_LOC_MAP_HEIGHT] = GetShaderLocation(mat.shader, "height.sampler");
|
||||||
mat.shader.locs[LOC_MAP_IRRADIANCE] = GetShaderLocation(mat.shader, "irradianceMap");
|
mat.shader.locs[SHADER_LOC_MAP_IRRADIANCE] = GetShaderLocation(mat.shader, "irradianceMap");
|
||||||
mat.shader.locs[LOC_MAP_PREFILTER] = GetShaderLocation(mat.shader, "prefilterMap");
|
mat.shader.locs[SHADER_LOC_MAP_PREFILTER] = GetShaderLocation(mat.shader, "prefilterMap");
|
||||||
mat.shader.locs[LOC_MAP_BRDF] = GetShaderLocation(mat.shader, "brdfLUT");
|
mat.shader.locs[SHADER_LOC_MAP_BRDF] = GetShaderLocation(mat.shader, "brdfLUT");
|
||||||
|
|
||||||
// Set view matrix location
|
// Set view matrix location
|
||||||
mat.shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(mat.shader, "matModel");
|
mat.shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(mat.shader, "matModel");
|
||||||
//mat.shader.locs[LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view");
|
//mat.shader.locs[SHADER_LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view");
|
||||||
mat.shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos");
|
mat.shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos");
|
||||||
|
|
||||||
// Set PBR standard maps
|
// Set PBR standard maps
|
||||||
mat.maps[MAP_ALBEDO].texture = LoadTexture("resources/pbr/trooper_albedo.png");
|
mat.maps[MATERIAL_MAP_ALBEDO].texture = LoadTexture("resources/pbr/trooper_albedo.png");
|
||||||
mat.maps[MAP_NORMAL].texture = LoadTexture("resources/pbr/trooper_normals.png");
|
mat.maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/pbr/trooper_normals.png");
|
||||||
mat.maps[MAP_METALNESS].texture = LoadTexture("resources/pbr/trooper_metalness.png");
|
mat.maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("resources/pbr/trooper_metalness.png");
|
||||||
mat.maps[MAP_ROUGHNESS].texture = LoadTexture("resources/pbr/trooper_roughness.png");
|
mat.maps[MATERIAL_MAP_ROUGHNESS].texture = LoadTexture("resources/pbr/trooper_roughness.png");
|
||||||
mat.maps[MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png");
|
mat.maps[MATERIAL_MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png");
|
||||||
|
|
||||||
// Set textures filtering for better quality
|
// Set textures filtering for better quality
|
||||||
SetTextureFilter(mat.maps[MAP_ALBEDO].texture, FILTER_BILINEAR);
|
SetTextureFilter(mat.maps[MATERIAL_MAP_ALBEDO].texture, FILTER_BILINEAR);
|
||||||
SetTextureFilter(mat.maps[MAP_NORMAL].texture, FILTER_BILINEAR);
|
SetTextureFilter(mat.maps[MATERIAL_MAP_NORMAL].texture, FILTER_BILINEAR);
|
||||||
SetTextureFilter(mat.maps[MAP_METALNESS].texture, FILTER_BILINEAR);
|
SetTextureFilter(mat.maps[MATERIAL_MAP_METALNESS].texture, FILTER_BILINEAR);
|
||||||
SetTextureFilter(mat.maps[MAP_ROUGHNESS].texture, FILTER_BILINEAR);
|
SetTextureFilter(mat.maps[MATERIAL_MAP_ROUGHNESS].texture, FILTER_BILINEAR);
|
||||||
SetTextureFilter(mat.maps[MAP_OCCLUSION].texture, FILTER_BILINEAR);
|
SetTextureFilter(mat.maps[MATERIAL_MAP_OCCLUSION].texture, FILTER_BILINEAR);
|
||||||
|
|
||||||
// Enable sample usage in shader for assigned textures
|
// Enable sample usage in shader for assigned textures
|
||||||
SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
|
SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT);
|
||||||
SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
|
SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT);
|
||||||
SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
|
SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT);
|
||||||
SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
|
SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT);
|
||||||
SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
|
SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT);
|
||||||
|
|
||||||
int renderModeLoc = GetShaderLocation(mat.shader, "renderMode");
|
int renderModeLoc = GetShaderLocation(mat.shader, "renderMode");
|
||||||
SetShaderValue(mat.shader, renderModeLoc, (int[1]){ 0 }, UNIFORM_INT);
|
SetShaderValue(mat.shader, renderModeLoc, (int[1]){ 0 }, SHADER_UNIFORM_INT);
|
||||||
|
|
||||||
// Set up material properties color
|
// Set up material properties color
|
||||||
mat.maps[MAP_ALBEDO].color = albedo;
|
mat.maps[MATERIAL_MAP_ALBEDO].color = albedo;
|
||||||
mat.maps[MAP_NORMAL].color = (Color){ 128, 128, 255, 255 };
|
mat.maps[MATERIAL_MAP_NORMAL].color = (Color){ 128, 128, 255, 255 };
|
||||||
mat.maps[MAP_METALNESS].value = metalness;
|
mat.maps[MATERIAL_MAP_METALNESS].value = metalness;
|
||||||
mat.maps[MAP_ROUGHNESS].value = roughness;
|
mat.maps[MATERIAL_MAP_ROUGHNESS].value = roughness;
|
||||||
mat.maps[MAP_OCCLUSION].value = 1.0f;
|
mat.maps[MATERIAL_MAP_OCCLUSION].value = 1.0f;
|
||||||
mat.maps[MAP_EMISSION].value = 0.5f;
|
mat.maps[MATERIAL_MAP_EMISSION].value = 0.5f;
|
||||||
mat.maps[MAP_HEIGHT].value = 0.5f;
|
mat.maps[MATERIAL_MAP_HEIGHT].value = 0.5f;
|
||||||
|
|
||||||
// Generate cubemap from panorama texture
|
// Generate cubemap from panorama texture
|
||||||
//--------------------------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------------------------
|
||||||
Texture2D panorama = LoadTexture("resources/dresden_square.hdr");
|
Texture2D panorama = LoadTexture("resources/dresden_square_2k.hdr");
|
||||||
|
|
||||||
// Load equirectangular to cubemap shader
|
// Load equirectangular to cubemap shader
|
||||||
#if defined(PLATFORM_DESKTOP)
|
Shader shdrCubemap = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs", GLSL_VERSION),
|
||||||
Shader shdrCubemap = LoadShader("resources/shaders/glsl330/cubemap.vs", "resources/shaders/glsl330/cubemap.fs");
|
TextFormat("resources/shaders/glsl%i/pbr.fs", GLSL_VERSION));
|
||||||
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
|
|
||||||
Shader shdrCubemap = LoadShader("resources/shaders/glsl100/cubemap.vs", "resources/shaders/glsl100/cubemap.fs");
|
SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
|
||||||
#endif
|
TextureCubemap cubemap = GenTextureCubemap(shdrCubemap, panorama, CUBEMAP_SIZE, PIXELFORMAT_UNCOMPRESSED_R32G32B32);
|
||||||
SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT);
|
|
||||||
TextureCubemap cubemap = GenTextureCubemap(shdrCubemap, panorama, CUBEMAP_SIZE, UNCOMPRESSED_R32G32B32);
|
|
||||||
UnloadTexture(panorama);
|
UnloadTexture(panorama);
|
||||||
UnloadShader(shdrCubemap);
|
UnloadShader(shdrCubemap);
|
||||||
//--------------------------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------------------------
|
||||||
|
|
@ -195,40 +204,340 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
|
||||||
// Generate irradiance map from cubemap texture
|
// Generate irradiance map from cubemap texture
|
||||||
//--------------------------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------------------------
|
||||||
// Load irradiance (GI) calculation shader
|
// Load irradiance (GI) calculation shader
|
||||||
#if defined(PLATFORM_DESKTOP)
|
Shader shdrIrradiance = LoadShader(TextFormat("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION),
|
||||||
Shader shdrIrradiance = LoadShader("resources/shaders/glsl330/skybox.vs", "resources/shaders/glsl330/irradiance.fs");
|
TextFormat("resources/shaders/glsl%i/irradiance.fs", GLSL_VERSION));
|
||||||
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
|
|
||||||
Shader shdrIrradiance = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/irradiance.fs");
|
SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
|
||||||
#endif
|
mat.maps[MATERIAL_MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE);
|
||||||
SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT);
|
|
||||||
mat.maps[MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE);
|
|
||||||
UnloadShader(shdrIrradiance);
|
UnloadShader(shdrIrradiance);
|
||||||
//--------------------------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Generate prefilter map from cubemap texture
|
// Generate prefilter map from cubemap texture
|
||||||
//--------------------------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------------------------
|
||||||
// Load reflection prefilter calculation shader
|
// Load reflection prefilter calculation shader
|
||||||
#if defined(PLATFORM_DESKTOP)
|
Shader shdrPrefilter = LoadShader(TextFormat("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION),
|
||||||
Shader shdrPrefilter = LoadShader("resources/shaders/glsl330/skybox.vs", "resources/shaders/glsl330/prefilter.fs");
|
TextFormat("resources/shaders/glsl%i/prefilter.fs", GLSL_VERSION));
|
||||||
#else
|
|
||||||
Shader shdrPrefilter = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/prefilter.fs");
|
SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
|
||||||
#endif
|
mat.maps[MATERIAL_MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE);
|
||||||
SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT);
|
|
||||||
mat.maps[MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE);
|
|
||||||
UnloadTexture(cubemap);
|
UnloadTexture(cubemap);
|
||||||
UnloadShader(shdrPrefilter);
|
UnloadShader(shdrPrefilter);
|
||||||
//--------------------------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Generate BRDF (bidirectional reflectance distribution function) texture (using shader)
|
// Generate BRDF (bidirectional reflectance distribution function) texture (using shader)
|
||||||
//--------------------------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------------------------
|
||||||
#if defined(PLATFORM_DESKTOP)
|
Shader shdrBRDF = LoadShader(TextFormat("resources/shaders/glsl%i/brdf.vs", GLSL_VERSION),
|
||||||
Shader shdrBRDF = LoadShader("resources/shaders/glsl330/brdf.vs", "resources/shaders/glsl330/brdf.fs");
|
TextFormat("resources/shaders/glsl%i/brdf.fs", GLSL_VERSION));
|
||||||
#else
|
|
||||||
Shader shdrBRDF = LoadShader("resources/shaders/glsl100/brdf.vs", "resources/shaders/glsl100/brdf.fs");
|
mat.maps[MATERIAL_MAP_BRDG].texture = GenTextureBRDF(shdrBRDF, BRDF_SIZE);
|
||||||
#endif
|
|
||||||
mat.maps[MAP_BRDF].texture = GenTextureBRDF(shdrBRDF, BRDF_SIZE);
|
|
||||||
UnloadShader(shdrBRDF);
|
UnloadShader(shdrBRDF);
|
||||||
//--------------------------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
return mat;
|
return mat;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Texture maps generation (PBR)
|
||||||
|
//-------------------------------------------------------------------------------------------
|
||||||
|
// Generate cubemap texture from HDR texture
|
||||||
|
static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format)
|
||||||
|
{
|
||||||
|
TextureCubemap cubemap = { 0 };
|
||||||
|
|
||||||
|
rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube
|
||||||
|
|
||||||
|
// STEP 1: Setup framebuffer
|
||||||
|
//------------------------------------------------------------------------------------------
|
||||||
|
unsigned int rbo = rlLoadTextureDepth(size, size, true);
|
||||||
|
cubemap.id = rlLoadTextureCubemap(NULL, size, format);
|
||||||
|
|
||||||
|
unsigned int fbo = rlLoadFramebuffer(size, size);
|
||||||
|
rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
|
||||||
|
rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X, 0);
|
||||||
|
|
||||||
|
// Check if framebuffer is complete with attachments (valid)
|
||||||
|
if (rlFramebufferComplete(fbo)) TraceLog(LOG_INFO, "FBO: [ID %i] Framebuffer object created successfully", fbo);
|
||||||
|
//------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// STEP 2: Draw to framebuffer
|
||||||
|
//------------------------------------------------------------------------------------------
|
||||||
|
// NOTE: Shader is used to convert HDR equirectangular environment map to cubemap equivalent (6 faces)
|
||||||
|
rlEnableShader(shader.id);
|
||||||
|
|
||||||
|
// Define projection matrix and send it to shader
|
||||||
|
Matrix matFboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
|
||||||
|
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], matFboProjection);
|
||||||
|
|
||||||
|
// Define view matrix for every side of the cubemap
|
||||||
|
Matrix fboViews[6] = {
|
||||||
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
||||||
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
||||||
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
|
||||||
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
|
||||||
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
||||||
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
|
||||||
|
};
|
||||||
|
|
||||||
|
rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions
|
||||||
|
|
||||||
|
// Activate and enable texture for drawing to cubemap faces
|
||||||
|
rlActiveTextureSlot(0);
|
||||||
|
rlEnableTexture(panorama.id);
|
||||||
|
|
||||||
|
for (int i = 0; i < 6; i++)
|
||||||
|
{
|
||||||
|
// Set the view matrix for the current cube face
|
||||||
|
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
|
||||||
|
|
||||||
|
// Select the current cubemap face attachment for the fbo
|
||||||
|
// WARNING: This function by default enables->attach->disables fbo!!!
|
||||||
|
rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, 0);
|
||||||
|
rlEnableFramebuffer(fbo);
|
||||||
|
|
||||||
|
// Load and draw a cube, it uses the current enabled texture
|
||||||
|
rlClearScreenBuffers();
|
||||||
|
rlLoadDrawCube();
|
||||||
|
|
||||||
|
// ALTERNATIVE: Try to use internal batch system to draw the cube instead of rlLoadDrawCube
|
||||||
|
// for some reason this method does not work, maybe due to cube triangles definition? normals pointing out?
|
||||||
|
// TODO: Investigate this issue...
|
||||||
|
//rlSetTexture(panorama.id); // WARNING: It must be called after enabling current framebuffer if using internal batch system!
|
||||||
|
//rlClearScreenBuffers();
|
||||||
|
//DrawCubeV(Vector3Zero(), Vector3One(), WHITE);
|
||||||
|
//rlDrawRenderBatchActive();
|
||||||
|
}
|
||||||
|
//------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// STEP 3: Unload framebuffer and reset state
|
||||||
|
//------------------------------------------------------------------------------------------
|
||||||
|
rlDisableShader(); // Unbind shader
|
||||||
|
rlDisableTexture(); // Unbind texture
|
||||||
|
rlDisableFramebuffer(); // Unbind framebuffer
|
||||||
|
rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer)
|
||||||
|
|
||||||
|
// Reset viewport dimensions to default
|
||||||
|
rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight());
|
||||||
|
rlEnableBackfaceCulling();
|
||||||
|
//------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
cubemap.width = size;
|
||||||
|
cubemap.height = size;
|
||||||
|
cubemap.mipmaps = 1;
|
||||||
|
cubemap.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
|
||||||
|
|
||||||
|
return cubemap;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Generate irradiance texture using cubemap data
|
||||||
|
static TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size)
|
||||||
|
{
|
||||||
|
TextureCubemap irradiance = { 0 };
|
||||||
|
|
||||||
|
rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube
|
||||||
|
|
||||||
|
// STEP 1: Setup framebuffer
|
||||||
|
//------------------------------------------------------------------------------------------
|
||||||
|
unsigned int rbo = rlLoadTextureDepth(size, size, true);
|
||||||
|
irradiance.id = rlLoadTextureCubemap(NULL, size, PIXELFORMAT_UNCOMPRESSED_R32G32B32);
|
||||||
|
|
||||||
|
unsigned int fbo = rlLoadFramebuffer(size, size);
|
||||||
|
rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
|
||||||
|
rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X, 0);
|
||||||
|
//------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// STEP 2: Draw to framebuffer
|
||||||
|
//------------------------------------------------------------------------------------------
|
||||||
|
// NOTE: Shader is used to solve diffuse integral by convolution to create an irradiance cubemap
|
||||||
|
rlEnableShader(shader.id);
|
||||||
|
|
||||||
|
// Define projection matrix and send it to shader
|
||||||
|
Matrix matFboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
|
||||||
|
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], matFboProjection);
|
||||||
|
|
||||||
|
// Define view matrix for every side of the cubemap
|
||||||
|
Matrix fboViews[6] = {
|
||||||
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
||||||
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
||||||
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
|
||||||
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
|
||||||
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
||||||
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
|
||||||
|
};
|
||||||
|
|
||||||
|
rlActiveTextureSlot(0);
|
||||||
|
rlEnableTextureCubemap(cubemap.id);
|
||||||
|
|
||||||
|
rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions
|
||||||
|
|
||||||
|
for (int i = 0; i < 6; i++)
|
||||||
|
{
|
||||||
|
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
|
||||||
|
rlFramebufferAttach(fbo, irradiance.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, 0);
|
||||||
|
|
||||||
|
rlEnableFramebuffer(fbo);
|
||||||
|
rlClearScreenBuffers();
|
||||||
|
rlLoadDrawCube();
|
||||||
|
}
|
||||||
|
//------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// STEP 3: Unload framebuffer and reset state
|
||||||
|
//------------------------------------------------------------------------------------------
|
||||||
|
rlDisableShader(); // Unbind shader
|
||||||
|
rlDisableTexture(); // Unbind texture
|
||||||
|
rlDisableFramebuffer(); // Unbind framebuffer
|
||||||
|
rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer)
|
||||||
|
|
||||||
|
// Reset viewport dimensions to default
|
||||||
|
rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight());
|
||||||
|
rlEnableBackfaceCulling();
|
||||||
|
//------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
irradiance.width = size;
|
||||||
|
irradiance.height = size;
|
||||||
|
irradiance.mipmaps = 1;
|
||||||
|
irradiance.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
|
||||||
|
|
||||||
|
return irradiance;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Generate prefilter texture using cubemap data
|
||||||
|
static TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size)
|
||||||
|
{
|
||||||
|
TextureCubemap prefilter = { 0 };
|
||||||
|
|
||||||
|
rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube
|
||||||
|
|
||||||
|
// STEP 1: Setup framebuffer
|
||||||
|
//------------------------------------------------------------------------------------------
|
||||||
|
unsigned int rbo = rlLoadTextureDepth(size, size, true);
|
||||||
|
prefilter.id = rlLoadTextureCubemap(NULL, size, PIXELFORMAT_UNCOMPRESSED_R32G32B32);
|
||||||
|
rlTextureParameters(prefilter.id, RL_TEXTURE_MIN_FILTER, RL_TEXTURE_FILTER_MIP_LINEAR);
|
||||||
|
|
||||||
|
unsigned int fbo = rlLoadFramebuffer(size, size);
|
||||||
|
rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
|
||||||
|
rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X, 0);
|
||||||
|
//------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Generate mipmaps for the prefiltered HDR texture
|
||||||
|
//glGenerateMipmap(GL_TEXTURE_CUBE_MAP); // TODO!
|
||||||
|
|
||||||
|
// STEP 2: Draw to framebuffer
|
||||||
|
//------------------------------------------------------------------------------------------
|
||||||
|
// NOTE: Shader is used to prefilter HDR and store data into mipmap levels
|
||||||
|
|
||||||
|
// Define projection matrix and send it to shader
|
||||||
|
Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
|
||||||
|
rlEnableShader(shader.id);
|
||||||
|
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], fboProjection);
|
||||||
|
|
||||||
|
// Define view matrix for every side of the cubemap
|
||||||
|
Matrix fboViews[6] = {
|
||||||
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
||||||
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
||||||
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
|
||||||
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
|
||||||
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
||||||
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
|
||||||
|
};
|
||||||
|
|
||||||
|
rlActiveTextureSlot(0);
|
||||||
|
rlEnableTextureCubemap(cubemap.id);
|
||||||
|
|
||||||
|
// TODO: Locations should be taken out of this function... too shader dependant...
|
||||||
|
int roughnessLoc = rlGetLocationUniform(shader.id, "roughness");
|
||||||
|
|
||||||
|
rlEnableFramebuffer(fbo);
|
||||||
|
|
||||||
|
#define MAX_MIPMAP_LEVELS 5 // Max number of prefilter texture mipmaps
|
||||||
|
|
||||||
|
for (int mip = 0; mip < MAX_MIPMAP_LEVELS; mip++)
|
||||||
|
{
|
||||||
|
// Resize framebuffer according to mip-level size.
|
||||||
|
unsigned int mipWidth = size*(int)powf(0.5f, (float)mip);
|
||||||
|
unsigned int mipHeight = size*(int)powf(0.5f, (float)mip);
|
||||||
|
|
||||||
|
rlViewport(0, 0, mipWidth, mipHeight);
|
||||||
|
|
||||||
|
//glBindRenderbuffer(GL_RENDERBUFFER, rbo);
|
||||||
|
//glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight);
|
||||||
|
|
||||||
|
float roughness = (float)mip/(float)(MAX_MIPMAP_LEVELS - 1);
|
||||||
|
rlSetUniform(roughnessLoc, &roughness, SHADER_UNIFORM_FLOAT, 1);
|
||||||
|
|
||||||
|
for (int i = 0; i < 6; i++)
|
||||||
|
{
|
||||||
|
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
|
||||||
|
rlFramebufferAttach(fbo, prefilter.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, mip);
|
||||||
|
|
||||||
|
rlClearScreenBuffers();
|
||||||
|
rlLoadDrawCube();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
//------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// STEP 3: Unload framebuffer and reset state
|
||||||
|
//------------------------------------------------------------------------------------------
|
||||||
|
rlDisableShader(); // Unbind shader
|
||||||
|
rlDisableTexture(); // Unbind texture
|
||||||
|
rlDisableFramebuffer(); // Unbind framebuffer
|
||||||
|
rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer)
|
||||||
|
|
||||||
|
// Reset viewport dimensions to default
|
||||||
|
rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight());
|
||||||
|
rlEnableBackfaceCulling();
|
||||||
|
//------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
prefilter.width = size;
|
||||||
|
prefilter.height = size;
|
||||||
|
prefilter.mipmaps = MAX_MIPMAP_LEVELS;
|
||||||
|
prefilter.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
|
||||||
|
|
||||||
|
return prefilter;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Generate BRDF texture using cubemap data
|
||||||
|
// TODO: Review implementation: https://github.com/HectorMF/BRDFGenerator
|
||||||
|
static Texture2D GenTextureBRDF(Shader shader, int size)
|
||||||
|
{
|
||||||
|
Texture2D brdf = { 0 };
|
||||||
|
|
||||||
|
// STEP 1: Setup framebuffer
|
||||||
|
//------------------------------------------------------------------------------------------
|
||||||
|
unsigned int rbo = rlLoadTextureDepth(size, size, true);
|
||||||
|
brdf.id = rlLoadTexture(NULL, size, size, PIXELFORMAT_UNCOMPRESSED_R32G32B32, 1);
|
||||||
|
|
||||||
|
unsigned int fbo = rlLoadFramebuffer(size, size);
|
||||||
|
rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
|
||||||
|
rlFramebufferAttach(fbo, brdf.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D, 0);
|
||||||
|
//------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// STEP 2: Draw to framebuffer
|
||||||
|
//------------------------------------------------------------------------------------------
|
||||||
|
// NOTE: Render BRDF LUT into a quad using FBO
|
||||||
|
rlEnableShader(shader.id);
|
||||||
|
|
||||||
|
rlViewport(0, 0, size, size);
|
||||||
|
|
||||||
|
rlEnableFramebuffer(fbo);
|
||||||
|
rlClearScreenBuffers();
|
||||||
|
|
||||||
|
rlLoadDrawQuad();
|
||||||
|
//------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// STEP 3: Unload framebuffer and reset state
|
||||||
|
//------------------------------------------------------------------------------------------
|
||||||
|
rlDisableShader(); // Unbind shader
|
||||||
|
rlDisableTexture(); // Unbind texture
|
||||||
|
rlDisableFramebuffer(); // Unbind framebuffer
|
||||||
|
rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer)
|
||||||
|
|
||||||
|
// Reset viewport dimensions to default
|
||||||
|
rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight());
|
||||||
|
//------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
brdf.width = size;
|
||||||
|
brdf.height = size;
|
||||||
|
brdf.mipmaps = 1;
|
||||||
|
brdf.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
|
||||||
|
|
||||||
|
return brdf;
|
||||||
|
}
|
||||||
|
|
|
||||||
|
|
@ -11,7 +11,58 @@
|
||||||
|
|
||||||
#include "raylib.h"
|
#include "raylib.h"
|
||||||
|
|
||||||
#define NUM_MODELS 8 // Parametric 3d shapes to generate
|
#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;
|
||||||
|
}
|
||||||
|
|
||||||
int main(void)
|
int main(void)
|
||||||
{
|
{
|
||||||
|
|
@ -37,9 +88,10 @@ int main(void)
|
||||||
models[5] = LoadModelFromMesh(GenMeshTorus(0.25f, 4.0f, 16, 32));
|
models[5] = LoadModelFromMesh(GenMeshTorus(0.25f, 4.0f, 16, 32));
|
||||||
models[6] = LoadModelFromMesh(GenMeshKnot(1.0f, 2.0f, 16, 128));
|
models[6] = LoadModelFromMesh(GenMeshKnot(1.0f, 2.0f, 16, 128));
|
||||||
models[7] = LoadModelFromMesh(GenMeshPoly(5, 2.0f));
|
models[7] = LoadModelFromMesh(GenMeshPoly(5, 2.0f));
|
||||||
|
models[8] = LoadModelFromMesh(MakeMesh());
|
||||||
|
|
||||||
// Set checked texture as default diffuse component for all models material
|
// Set checked texture as default diffuse component for all models material
|
||||||
for (int i = 0; i < NUM_MODELS; i++) models[i].materials[0].maps[MAP_DIFFUSE].texture = texture;
|
for (int i = 0; i < NUM_MODELS; i++) models[i].materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
|
||||||
|
|
||||||
// Define the camera to look into our 3d world
|
// Define the camera to look into our 3d world
|
||||||
Camera camera = { { 5.0f, 5.0f, 5.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
|
Camera camera = { { 5.0f, 5.0f, 5.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
|
||||||
|
|
@ -61,7 +113,7 @@ int main(void)
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
UpdateCamera(&camera); // Update internal camera and our camera
|
UpdateCamera(&camera); // Update internal camera and our camera
|
||||||
|
|
||||||
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
|
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
|
||||||
{
|
{
|
||||||
currentModel = (currentModel + 1)%NUM_MODELS; // Cycle between the textures
|
currentModel = (currentModel + 1)%NUM_MODELS; // Cycle between the textures
|
||||||
}
|
}
|
||||||
|
|
@ -87,7 +139,6 @@ int main(void)
|
||||||
BeginMode3D(camera);
|
BeginMode3D(camera);
|
||||||
|
|
||||||
DrawModel(models[currentModel], position, 1.0f, WHITE);
|
DrawModel(models[currentModel], position, 1.0f, WHITE);
|
||||||
|
|
||||||
DrawGrid(10, 1.0);
|
DrawGrid(10, 1.0);
|
||||||
|
|
||||||
EndMode3D();
|
EndMode3D();
|
||||||
|
|
@ -106,6 +157,7 @@ int main(void)
|
||||||
case 5: DrawText("TORUS", 680, 10, 20, DARKBLUE); break;
|
case 5: DrawText("TORUS", 680, 10, 20, DARKBLUE); break;
|
||||||
case 6: DrawText("KNOT", 680, 10, 20, DARKBLUE); break;
|
case 6: DrawText("KNOT", 680, 10, 20, DARKBLUE); break;
|
||||||
case 7: DrawText("POLY", 680, 10, 20, DARKBLUE); break;
|
case 7: DrawText("POLY", 680, 10, 20, DARKBLUE); break;
|
||||||
|
case 8: DrawText("Parametric(custom)", 580, 10, 20, DARKBLUE); break;
|
||||||
default: break;
|
default: break;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -31,26 +31,34 @@ int main(void)
|
||||||
camera.target = (Vector3){ 0.0f, 8.0f, 0.0f }; // Camera looking at point
|
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.up = (Vector3){ 0.0f, 1.6f, 0.0f }; // Camera up vector (rotation towards target)
|
||||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||||
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
|
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
||||||
|
|
||||||
Ray ray = { 0 }; // Picking ray
|
Ray ray = { 0 }; // Picking ray
|
||||||
|
|
||||||
Model tower = LoadModel("resources/models/turret.obj"); // Load OBJ model
|
Model tower = LoadModel("resources/models/turret.obj"); // Load OBJ model
|
||||||
Texture2D texture = LoadTexture("resources/models/turret_diffuse.png"); // Load model texture
|
Texture2D texture = LoadTexture("resources/models/turret_diffuse.png"); // Load model texture
|
||||||
tower.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set model diffuse texture
|
tower.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set model diffuse texture
|
||||||
|
|
||||||
Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position
|
Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||||
BoundingBox towerBBox = MeshBoundingBox(tower.meshes[0]); // Get mesh bounding box
|
BoundingBox towerBBox = GetMeshBoundingBox(tower.meshes[0]); // Get mesh bounding box
|
||||||
bool hitMeshBBox = false;
|
|
||||||
bool hitTriangle = false;
|
// Ground quad
|
||||||
|
Vector3 g0 = (Vector3){ -50.0f, 0.0f, -50.0f };
|
||||||
|
Vector3 g1 = (Vector3){ -50.0f, 0.0f, 50.0f };
|
||||||
|
Vector3 g2 = (Vector3){ 50.0f, 0.0f, 50.0f };
|
||||||
|
Vector3 g3 = (Vector3){ 50.0f, 0.0f, -50.0f };
|
||||||
|
|
||||||
// Test triangle
|
// Test triangle
|
||||||
Vector3 ta = (Vector3){ -25.0, 0.5, 0.0 };
|
Vector3 ta = (Vector3){ -25.0f, 0.5f, 0.0f };
|
||||||
Vector3 tb = (Vector3){ -4.0, 2.5, 1.0 };
|
Vector3 tb = (Vector3){ -4.0f, 2.5f, 1.0f };
|
||||||
Vector3 tc = (Vector3){ -8.0, 6.5, 0.0 };
|
Vector3 tc = (Vector3){ -8.0f, 6.5f, 0.0f };
|
||||||
|
|
||||||
Vector3 bary = { 0.0f, 0.0f, 0.0f };
|
Vector3 bary = { 0.0f, 0.0f, 0.0f };
|
||||||
|
|
||||||
|
// Test sphere
|
||||||
|
Vector3 sp = (Vector3){ -30.0f, 5.0f, 5.0f };
|
||||||
|
float sr = 4.0f;
|
||||||
|
|
||||||
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
|
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
|
|
@ -63,59 +71,67 @@ int main(void)
|
||||||
UpdateCamera(&camera); // Update camera
|
UpdateCamera(&camera); // Update camera
|
||||||
|
|
||||||
// Display information about closest hit
|
// Display information about closest hit
|
||||||
RayHitInfo nearestHit = { 0 };
|
RayCollision collision = { 0 };
|
||||||
char *hitObjectName = "None";
|
char *hitObjectName = "None";
|
||||||
nearestHit.distance = FLT_MAX;
|
collision.distance = FLT_MAX;
|
||||||
nearestHit.hit = false;
|
collision.hit = false;
|
||||||
Color cursorColor = WHITE;
|
Color cursorColor = WHITE;
|
||||||
|
|
||||||
// Get ray and test against ground, triangle, and mesh
|
// Get ray and test against objects
|
||||||
ray = GetMouseRay(GetMousePosition(), camera);
|
ray = GetMouseRay(GetMousePosition(), camera);
|
||||||
|
|
||||||
// Check ray collision aginst ground plane
|
// Check ray collision against ground quad
|
||||||
RayHitInfo groundHitInfo = GetCollisionRayGround(ray, 0.0f);
|
RayCollision groundHitInfo = GetRayCollisionQuad(ray, g0, g1, g2, g3);
|
||||||
|
|
||||||
if ((groundHitInfo.hit) && (groundHitInfo.distance < nearestHit.distance))
|
if ((groundHitInfo.hit) && (groundHitInfo.distance < collision.distance))
|
||||||
{
|
{
|
||||||
nearestHit = groundHitInfo;
|
collision = groundHitInfo;
|
||||||
cursorColor = GREEN;
|
cursorColor = GREEN;
|
||||||
hitObjectName = "Ground";
|
hitObjectName = "Ground";
|
||||||
}
|
}
|
||||||
|
|
||||||
// Check ray collision against test triangle
|
// Check ray collision against test triangle
|
||||||
RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, ta, tb, tc);
|
RayCollision triHitInfo = GetRayCollisionTriangle(ray, ta, tb, tc);
|
||||||
|
|
||||||
if ((triHitInfo.hit) && (triHitInfo.distance < nearestHit.distance))
|
if ((triHitInfo.hit) && (triHitInfo.distance < collision.distance))
|
||||||
{
|
{
|
||||||
nearestHit = triHitInfo;
|
collision = triHitInfo;
|
||||||
cursorColor = PURPLE;
|
cursorColor = PURPLE;
|
||||||
hitObjectName = "Triangle";
|
hitObjectName = "Triangle";
|
||||||
|
|
||||||
bary = Vector3Barycenter(nearestHit.position, ta, tb, tc);
|
bary = Vector3Barycenter(collision.point, ta, tb, tc);
|
||||||
hitTriangle = true;
|
|
||||||
}
|
}
|
||||||
else hitTriangle = false;
|
|
||||||
|
|
||||||
RayHitInfo meshHitInfo = { 0 };
|
// Check ray collision against test sphere
|
||||||
|
RayCollision sphereHitInfo = GetRayCollisionSphere(ray, sp, sr);
|
||||||
|
|
||||||
|
if ((sphereHitInfo.hit) && (sphereHitInfo.distance < collision.distance))
|
||||||
|
{
|
||||||
|
collision = sphereHitInfo;
|
||||||
|
cursorColor = ORANGE;
|
||||||
|
hitObjectName = "Sphere";
|
||||||
|
}
|
||||||
|
|
||||||
// Check ray collision against bounding box first, before trying the full ray-mesh test
|
// Check ray collision against bounding box first, before trying the full ray-mesh test
|
||||||
if (CheckCollisionRayBox(ray, towerBBox))
|
RayCollision boxHitInfo = GetRayCollisionBox(ray, towerBBox);
|
||||||
|
|
||||||
|
if ((boxHitInfo.hit) && (boxHitInfo.distance < collision.distance))
|
||||||
{
|
{
|
||||||
hitMeshBBox = true;
|
collision = boxHitInfo;
|
||||||
|
cursorColor = ORANGE;
|
||||||
|
hitObjectName = "Box";
|
||||||
|
|
||||||
// Check ray collision against model
|
// Check ray collision against model
|
||||||
// NOTE: It considers model.transform matrix!
|
// NOTE: It considers model.transform matrix!
|
||||||
meshHitInfo = GetCollisionRayModel(ray, tower);
|
RayCollision meshHitInfo = GetRayCollisionModel(ray, tower);
|
||||||
|
|
||||||
if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance))
|
if (meshHitInfo.hit)
|
||||||
{
|
{
|
||||||
nearestHit = meshHitInfo;
|
collision = meshHitInfo;
|
||||||
cursorColor = ORANGE;
|
cursorColor = ORANGE;
|
||||||
hitObjectName = "Mesh";
|
hitObjectName = "Mesh";
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
hitMeshBBox = false;
|
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
|
|
@ -128,7 +144,7 @@ int main(void)
|
||||||
|
|
||||||
// Draw the tower
|
// Draw the tower
|
||||||
// WARNING: If scale is different than 1.0f,
|
// WARNING: If scale is different than 1.0f,
|
||||||
// not considered by GetCollisionRayModel()
|
// not considered by GetRayCollisionModel()
|
||||||
DrawModel(tower, towerPos, 1.0f, WHITE);
|
DrawModel(tower, towerPos, 1.0f, WHITE);
|
||||||
|
|
||||||
// Draw the test triangle
|
// Draw the test triangle
|
||||||
|
|
@ -136,21 +152,24 @@ int main(void)
|
||||||
DrawLine3D(tb, tc, PURPLE);
|
DrawLine3D(tb, tc, PURPLE);
|
||||||
DrawLine3D(tc, ta, PURPLE);
|
DrawLine3D(tc, ta, PURPLE);
|
||||||
|
|
||||||
|
// Draw the test sphere
|
||||||
|
DrawSphereWires(sp, sr, 8, 8, PURPLE);
|
||||||
|
|
||||||
// Draw the mesh bbox if we hit it
|
// Draw the mesh bbox if we hit it
|
||||||
if (hitMeshBBox) DrawBoundingBox(towerBBox, LIME);
|
if (boxHitInfo.hit) DrawBoundingBox(towerBBox, LIME);
|
||||||
|
|
||||||
// If we hit something, draw the cursor at the hit point
|
// If we hit something, draw the cursor at the hit point
|
||||||
if (nearestHit.hit)
|
if (collision.hit)
|
||||||
{
|
{
|
||||||
DrawCube(nearestHit.position, 0.3, 0.3, 0.3, cursorColor);
|
DrawCube(collision.point, 0.3f, 0.3f, 0.3f, cursorColor);
|
||||||
DrawCubeWires(nearestHit.position, 0.3, 0.3, 0.3, RED);
|
DrawCubeWires(collision.point, 0.3f, 0.3f, 0.3f, RED);
|
||||||
|
|
||||||
Vector3 normalEnd;
|
Vector3 normalEnd;
|
||||||
normalEnd.x = nearestHit.position.x + nearestHit.normal.x;
|
normalEnd.x = collision.point.x + collision.normal.x;
|
||||||
normalEnd.y = nearestHit.position.y + nearestHit.normal.y;
|
normalEnd.y = collision.point.y + collision.normal.y;
|
||||||
normalEnd.z = nearestHit.position.z + nearestHit.normal.z;
|
normalEnd.z = collision.point.z + collision.normal.z;
|
||||||
|
|
||||||
DrawLine3D(nearestHit.position, normalEnd, RED);
|
DrawLine3D(collision.point, normalEnd, RED);
|
||||||
}
|
}
|
||||||
|
|
||||||
DrawRay(ray, MAROON);
|
DrawRay(ray, MAROON);
|
||||||
|
|
@ -162,23 +181,24 @@ int main(void)
|
||||||
// Draw some debug GUI text
|
// Draw some debug GUI text
|
||||||
DrawText(TextFormat("Hit Object: %s", hitObjectName), 10, 50, 10, BLACK);
|
DrawText(TextFormat("Hit Object: %s", hitObjectName), 10, 50, 10, BLACK);
|
||||||
|
|
||||||
if (nearestHit.hit)
|
if (collision.hit)
|
||||||
{
|
{
|
||||||
int ypos = 70;
|
int ypos = 70;
|
||||||
|
|
||||||
DrawText(TextFormat("Distance: %3.2f", nearestHit.distance), 10, ypos, 10, BLACK);
|
DrawText(TextFormat("Distance: %3.2f", collision.distance), 10, ypos, 10, BLACK);
|
||||||
|
|
||||||
DrawText(TextFormat("Hit Pos: %3.2f %3.2f %3.2f",
|
DrawText(TextFormat("Hit Pos: %3.2f %3.2f %3.2f",
|
||||||
nearestHit.position.x,
|
collision.point.x,
|
||||||
nearestHit.position.y,
|
collision.point.y,
|
||||||
nearestHit.position.z), 10, ypos + 15, 10, BLACK);
|
collision.point.z), 10, ypos + 15, 10, BLACK);
|
||||||
|
|
||||||
DrawText(TextFormat("Hit Norm: %3.2f %3.2f %3.2f",
|
DrawText(TextFormat("Hit Norm: %3.2f %3.2f %3.2f",
|
||||||
nearestHit.normal.x,
|
collision.normal.x,
|
||||||
nearestHit.normal.y,
|
collision.normal.y,
|
||||||
nearestHit.normal.z), 10, ypos + 30, 10, BLACK);
|
collision.normal.z), 10, ypos + 30, 10, BLACK);
|
||||||
|
|
||||||
if (hitTriangle) DrawText(TextFormat("Barycenter: %3.2f %3.2f %3.2f", bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK);
|
if (triHitInfo.hit && TextIsEqual(hitObjectName, "Triangle"))
|
||||||
|
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("Use Mouse to Move Camera", 10, 430, 10, GRAY);
|
||||||
|
|
|
||||||
|
|
@ -40,15 +40,15 @@ int main(void)
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
if (IsKeyPressed(KEY_SPACE))
|
if (IsKeyPressed(KEY_SPACE))
|
||||||
{
|
{
|
||||||
if (camera.type == CAMERA_PERSPECTIVE)
|
if (camera.projection == CAMERA_PERSPECTIVE)
|
||||||
{
|
{
|
||||||
camera.fovy = WIDTH_ORTHOGRAPHIC;
|
camera.fovy = WIDTH_ORTHOGRAPHIC;
|
||||||
camera.type = CAMERA_ORTHOGRAPHIC;
|
camera.projection = CAMERA_ORTHOGRAPHIC;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
camera.fovy = FOVY_PERSPECTIVE;
|
camera.fovy = FOVY_PERSPECTIVE;
|
||||||
camera.type = CAMERA_PERSPECTIVE;
|
camera.projection = CAMERA_PERSPECTIVE;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
@ -81,8 +81,8 @@ int main(void)
|
||||||
|
|
||||||
DrawText("Press Spacebar to switch camera type", 10, GetScreenHeight() - 30, 20, DARKGRAY);
|
DrawText("Press Spacebar to switch camera type", 10, GetScreenHeight() - 30, 20, DARKGRAY);
|
||||||
|
|
||||||
if (camera.type == CAMERA_ORTHOGRAPHIC) DrawText("ORTHOGRAPHIC", 10, 40, 20, BLACK);
|
if (camera.projection == CAMERA_ORTHOGRAPHIC) DrawText("ORTHOGRAPHIC", 10, 40, 20, BLACK);
|
||||||
else if (camera.type == CAMERA_PERSPECTIVE) DrawText("PERSPECTIVE", 10, 40, 20, BLACK);
|
else if (camera.projection == CAMERA_PERSPECTIVE) DrawText("PERSPECTIVE", 10, 40, 20, BLACK);
|
||||||
|
|
||||||
DrawFPS(10, 10);
|
DrawFPS(10, 10);
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -43,7 +43,7 @@ int main(void)
|
||||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
||||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||||
camera.fovy = 45.0f;
|
camera.fovy = 45.0f;
|
||||||
camera.type = CAMERA_PERSPECTIVE;
|
camera.projection = CAMERA_PERSPECTIVE;
|
||||||
|
|
||||||
SetCameraMode(camera, CAMERA_FREE);
|
SetCameraMode(camera, CAMERA_FREE);
|
||||||
|
|
||||||
|
|
@ -136,6 +136,10 @@ void DrawSphereBasic(Color color)
|
||||||
int rings = 16;
|
int rings = 16;
|
||||||
int slices = 16;
|
int slices = 16;
|
||||||
|
|
||||||
|
// Make sure there is enough space in the internal render batch
|
||||||
|
// buffer to store all required vertex, batch is reseted if required
|
||||||
|
rlCheckRenderBatchLimit((rings + 2)*slices*6);
|
||||||
|
|
||||||
rlBegin(RL_TRIANGLES);
|
rlBegin(RL_TRIANGLES);
|
||||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -10,6 +10,16 @@
|
||||||
********************************************************************************************/
|
********************************************************************************************/
|
||||||
|
|
||||||
#include "raylib.h"
|
#include "raylib.h"
|
||||||
|
#include "rlgl.h"
|
||||||
|
|
||||||
|
#if defined(PLATFORM_DESKTOP)
|
||||||
|
#define GLSL_VERSION 330
|
||||||
|
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
|
||||||
|
#define GLSL_VERSION 100
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// Generate cubemap (6 faces) from equirectangular (panorama) texture
|
||||||
|
static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format);
|
||||||
|
|
||||||
int main(void)
|
int main(void)
|
||||||
{
|
{
|
||||||
|
|
@ -27,36 +37,48 @@ int main(void)
|
||||||
Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
|
Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
|
||||||
Model skybox = LoadModelFromMesh(cube);
|
Model skybox = LoadModelFromMesh(cube);
|
||||||
|
|
||||||
|
bool useHDR = true;
|
||||||
|
|
||||||
// Load skybox shader and set required locations
|
// Load skybox shader and set required locations
|
||||||
// NOTE: Some locations are automatically set at shader loading
|
// NOTE: Some locations are automatically set at shader loading
|
||||||
#if defined(PLATFORM_DESKTOP)
|
skybox.materials[0].shader = LoadShader(TextFormat("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION),
|
||||||
skybox.materials[0].shader = LoadShader("resources/shaders/glsl330/skybox.vs", "resources/shaders/glsl330/skybox.fs");
|
TextFormat("resources/shaders/glsl%i/skybox.fs", GLSL_VERSION));
|
||||||
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
|
|
||||||
skybox.materials[0].shader = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/skybox.fs");
|
SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "environmentMap"), (int[1]){ MATERIAL_MAP_CUBEMAP }, SHADER_UNIFORM_INT);
|
||||||
#endif
|
SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "doGamma"), (int[1]) { useHDR ? 1 : 0 }, SHADER_UNIFORM_INT);
|
||||||
SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "environmentMap"), (int[1]){ MAP_CUBEMAP }, UNIFORM_INT);
|
SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "vflipped"), (int[1]){ useHDR ? 1 : 0 }, SHADER_UNIFORM_INT);
|
||||||
SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "vflipped"), (int[1]){ 1 }, UNIFORM_INT);
|
|
||||||
|
|
||||||
// Load cubemap shader and setup required shader locations
|
// Load cubemap shader and setup required shader locations
|
||||||
#if defined(PLATFORM_DESKTOP)
|
Shader shdrCubemap = LoadShader(TextFormat("resources/shaders/glsl%i/cubemap.vs", GLSL_VERSION),
|
||||||
Shader shdrCubemap = LoadShader("resources/shaders/glsl330/cubemap.vs", "resources/shaders/glsl330/cubemap.fs");
|
TextFormat("resources/shaders/glsl%i/cubemap.fs", GLSL_VERSION));
|
||||||
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
|
|
||||||
Shader shdrCubemap = LoadShader("resources/shaders/glsl100/cubemap.vs", "resources/shaders/glsl100/cubemap.fs");
|
SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
|
||||||
#endif
|
|
||||||
SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT);
|
char skyboxFileName[256] = { 0 };
|
||||||
|
|
||||||
|
Texture2D panorama;
|
||||||
|
|
||||||
|
if (useHDR)
|
||||||
|
{
|
||||||
|
TextCopy(skyboxFileName, "resources/dresden_square_2k.hdr");
|
||||||
|
|
||||||
// Load HDR panorama (sphere) texture
|
// Load HDR panorama (sphere) texture
|
||||||
char panoFileName[256] = { 0 };
|
panorama = LoadTexture(skyboxFileName);
|
||||||
TextCopy(panoFileName, "resources/dresden_square_2k.hdr");
|
|
||||||
Texture2D panorama = LoadTexture(panoFileName);
|
|
||||||
|
|
||||||
// Generate cubemap (texture with 6 quads-cube-mapping) from panorama HDR texture
|
// Generate cubemap (texture with 6 quads-cube-mapping) from panorama HDR texture
|
||||||
// NOTE 1: New texture is generated rendering to texture, shader calculates the sphere->cube coordinates mapping
|
// NOTE 1: New texture is generated rendering to texture, shader calculates the sphere->cube coordinates mapping
|
||||||
// NOTE 2: It seems on some Android devices WebGL, fbo does not properly support a FLOAT-based attachment,
|
// NOTE 2: It seems on some Android devices WebGL, fbo does not properly support a FLOAT-based attachment,
|
||||||
// despite texture can be successfully created.. so using UNCOMPRESSED_R8G8B8A8 instead of UNCOMPRESSED_R32G32B32A32
|
// despite texture can be successfully created.. so using PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 instead of PIXELFORMAT_UNCOMPRESSED_R32G32B32A32
|
||||||
skybox.materials[0].maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, UNCOMPRESSED_R8G8B8A8);
|
skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
|
||||||
|
|
||||||
UnloadTexture(panorama); // Texture not required anymore, cubemap already generated
|
//UnloadTexture(panorama); // Texture not required anymore, cubemap already generated
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Image img = LoadImage("resources/skybox.png");
|
||||||
|
skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = LoadTextureCubemap(img, CUBEMAP_LAYOUT_AUTO_DETECT); // CUBEMAP_LAYOUT_PANORAMA
|
||||||
|
UnloadImage(img);
|
||||||
|
}
|
||||||
|
|
||||||
SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode
|
SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode
|
||||||
|
|
||||||
|
|
@ -81,14 +103,24 @@ int main(void)
|
||||||
if (IsFileExtension(droppedFiles[0], ".png;.jpg;.hdr;.bmp;.tga"))
|
if (IsFileExtension(droppedFiles[0], ".png;.jpg;.hdr;.bmp;.tga"))
|
||||||
{
|
{
|
||||||
// Unload current cubemap texture and load new one
|
// Unload current cubemap texture and load new one
|
||||||
UnloadTexture(skybox.materials[0].maps[MAP_CUBEMAP].texture);
|
UnloadTexture(skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture);
|
||||||
panorama = LoadTexture(droppedFiles[0]);
|
if (useHDR)
|
||||||
TextCopy(panoFileName, droppedFiles[0]);
|
{
|
||||||
|
Texture2D panorama = LoadTexture(droppedFiles[0]);
|
||||||
|
|
||||||
// Generate cubemap from panorama texture
|
// Generate cubemap from panorama texture
|
||||||
skybox.materials[0].maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, UNCOMPRESSED_R8G8B8A8);
|
skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
|
||||||
UnloadTexture(panorama);
|
UnloadTexture(panorama);
|
||||||
}
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Image img = LoadImage(droppedFiles[0]);
|
||||||
|
skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = LoadTextureCubemap(img, CUBEMAP_LAYOUT_AUTO_DETECT);
|
||||||
|
UnloadImage(img);
|
||||||
|
}
|
||||||
|
|
||||||
|
TextCopy(skyboxFileName, droppedFiles[0]);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
ClearDroppedFiles(); // Clear internal buffers
|
ClearDroppedFiles(); // Clear internal buffers
|
||||||
|
|
@ -102,11 +134,23 @@ int main(void)
|
||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
BeginMode3D(camera);
|
BeginMode3D(camera);
|
||||||
|
|
||||||
|
// We are inside the cube, we need to disable backface culling!
|
||||||
|
rlDisableBackfaceCulling();
|
||||||
|
rlDisableDepthMask();
|
||||||
DrawModel(skybox, (Vector3){0, 0, 0}, 1.0f, WHITE);
|
DrawModel(skybox, (Vector3){0, 0, 0}, 1.0f, WHITE);
|
||||||
|
rlEnableBackfaceCulling();
|
||||||
|
rlEnableDepthMask();
|
||||||
|
|
||||||
DrawGrid(10, 1.0f);
|
DrawGrid(10, 1.0f);
|
||||||
|
|
||||||
EndMode3D();
|
EndMode3D();
|
||||||
|
|
||||||
DrawText(TextFormat("Panorama image from hdrihaven.com: %s", GetFileName(panoFileName)), 10, GetScreenHeight() - 20, 10, BLACK);
|
//DrawTextureEx(panorama, (Vector2){ 0, 0 }, 0.0f, 0.5f, WHITE);
|
||||||
|
|
||||||
|
if (useHDR) DrawText(TextFormat("Panorama image from hdrihaven.com: %s", GetFileName(skyboxFileName)), 10, GetScreenHeight() - 20, 10, BLACK);
|
||||||
|
else DrawText(TextFormat(": %s", GetFileName(skyboxFileName)), 10, GetScreenHeight() - 20, 10, BLACK);
|
||||||
|
|
||||||
DrawFPS(10, 10);
|
DrawFPS(10, 10);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
|
|
@ -116,7 +160,7 @@ int main(void)
|
||||||
// De-Initialization
|
// De-Initialization
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
UnloadShader(skybox.materials[0].shader);
|
UnloadShader(skybox.materials[0].shader);
|
||||||
UnloadTexture(skybox.materials[0].maps[MAP_CUBEMAP].texture);
|
UnloadTexture(skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture);
|
||||||
|
|
||||||
UnloadModel(skybox); // Unload skybox model
|
UnloadModel(skybox); // Unload skybox model
|
||||||
|
|
||||||
|
|
@ -125,3 +169,92 @@ int main(void)
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Generate cubemap texture from HDR texture
|
||||||
|
static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format)
|
||||||
|
{
|
||||||
|
TextureCubemap cubemap = { 0 };
|
||||||
|
|
||||||
|
rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube
|
||||||
|
|
||||||
|
// STEP 1: Setup framebuffer
|
||||||
|
//------------------------------------------------------------------------------------------
|
||||||
|
unsigned int rbo = rlLoadTextureDepth(size, size, true);
|
||||||
|
cubemap.id = rlLoadTextureCubemap(0, size, format);
|
||||||
|
|
||||||
|
unsigned int fbo = rlLoadFramebuffer(size, size);
|
||||||
|
rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
|
||||||
|
rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X, 0);
|
||||||
|
|
||||||
|
// Check if framebuffer is complete with attachments (valid)
|
||||||
|
if (rlFramebufferComplete(fbo)) TraceLog(LOG_INFO, "FBO: [ID %i] Framebuffer object created successfully", fbo);
|
||||||
|
//------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// STEP 2: Draw to framebuffer
|
||||||
|
//------------------------------------------------------------------------------------------
|
||||||
|
// NOTE: Shader is used to convert HDR equirectangular environment map to cubemap equivalent (6 faces)
|
||||||
|
rlEnableShader(shader.id);
|
||||||
|
|
||||||
|
// Define projection matrix and send it to shader
|
||||||
|
Matrix matFboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
|
||||||
|
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], matFboProjection);
|
||||||
|
|
||||||
|
// Define view matrix for every side of the cubemap
|
||||||
|
Matrix fboViews[6] = {
|
||||||
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
||||||
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
||||||
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
|
||||||
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
|
||||||
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
||||||
|
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
|
||||||
|
};
|
||||||
|
|
||||||
|
rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions
|
||||||
|
|
||||||
|
// Activate and enable texture for drawing to cubemap faces
|
||||||
|
rlActiveTextureSlot(0);
|
||||||
|
rlEnableTexture(panorama.id);
|
||||||
|
|
||||||
|
for (int i = 0; i < 6; i++)
|
||||||
|
{
|
||||||
|
// Set the view matrix for the current cube face
|
||||||
|
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
|
||||||
|
|
||||||
|
// Select the current cubemap face attachment for the fbo
|
||||||
|
// WARNING: This function by default enables->attach->disables fbo!!!
|
||||||
|
rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, 0);
|
||||||
|
rlEnableFramebuffer(fbo);
|
||||||
|
|
||||||
|
// Load and draw a cube, it uses the current enabled texture
|
||||||
|
rlClearScreenBuffers();
|
||||||
|
rlLoadDrawCube();
|
||||||
|
|
||||||
|
// ALTERNATIVE: Try to use internal batch system to draw the cube instead of rlLoadDrawCube
|
||||||
|
// for some reason this method does not work, maybe due to cube triangles definition? normals pointing out?
|
||||||
|
// TODO: Investigate this issue...
|
||||||
|
//rlSetTexture(panorama.id); // WARNING: It must be called after enabling current framebuffer if using internal batch system!
|
||||||
|
//rlClearScreenBuffers();
|
||||||
|
//DrawCubeV(Vector3Zero(), Vector3One(), WHITE);
|
||||||
|
//rlDrawRenderBatchActive();
|
||||||
|
}
|
||||||
|
//------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// STEP 3: Unload framebuffer and reset state
|
||||||
|
//------------------------------------------------------------------------------------------
|
||||||
|
rlDisableShader(); // Unbind shader
|
||||||
|
rlDisableTexture(); // Unbind texture
|
||||||
|
rlDisableFramebuffer(); // Unbind framebuffer
|
||||||
|
rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer)
|
||||||
|
|
||||||
|
// Reset viewport dimensions to default
|
||||||
|
rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight());
|
||||||
|
rlEnableBackfaceCulling();
|
||||||
|
//------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
cubemap.width = size;
|
||||||
|
cubemap.height = size;
|
||||||
|
cubemap.mipmaps = 1;
|
||||||
|
cubemap.format = format;
|
||||||
|
|
||||||
|
return cubemap;
|
||||||
|
}
|
||||||
|
|
|
||||||
|
|
@ -30,7 +30,7 @@ int main()
|
||||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
||||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||||
camera.fovy = 70.0f;
|
camera.fovy = 70.0f;
|
||||||
camera.type = CAMERA_PERSPECTIVE;
|
camera.projection = CAMERA_PERSPECTIVE;
|
||||||
|
|
||||||
// Specify the amount of blocks in each direction
|
// Specify the amount of blocks in each direction
|
||||||
const int numBlocks = 15;
|
const int numBlocks = 15;
|
||||||
|
|
|
||||||
|
|
@ -14,9 +14,6 @@
|
||||||
#include "raylib.h"
|
#include "raylib.h"
|
||||||
#include "raymath.h"
|
#include "raymath.h"
|
||||||
|
|
||||||
// Draw angle gauge controls
|
|
||||||
void DrawAngleGauge(Texture2D angleGauge, int x, int y, float angle, char title[], Color color);
|
|
||||||
|
|
||||||
int main(void)
|
int main(void)
|
||||||
{
|
{
|
||||||
// Initialization
|
// Initialization
|
||||||
|
|
@ -24,27 +21,19 @@ int main(void)
|
||||||
const int screenWidth = 800;
|
const int screenWidth = 800;
|
||||||
const int screenHeight = 450;
|
const int screenHeight = 450;
|
||||||
|
|
||||||
|
//SetConfigFlags(FLAG_MSAA_4X_HINT | FLAG_WINDOW_HIGHDPI);
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - plane rotations (yaw, pitch, roll)");
|
InitWindow(screenWidth, screenHeight, "raylib [models] example - plane rotations (yaw, pitch, roll)");
|
||||||
|
|
||||||
Texture2D texAngleGauge = LoadTexture("resources/angle_gauge.png");
|
|
||||||
Texture2D texBackground = LoadTexture("resources/background.png");
|
|
||||||
Texture2D texPitch = LoadTexture("resources/pitch.png");
|
|
||||||
Texture2D texPlane = LoadTexture("resources/plane.png");
|
|
||||||
|
|
||||||
RenderTexture2D framebuffer = LoadRenderTexture(192, 192);
|
|
||||||
|
|
||||||
// Model loading
|
|
||||||
Model model = LoadModel("resources/plane.obj"); // Load OBJ model
|
|
||||||
model.materials[0].maps[MAP_DIFFUSE].texture = LoadTexture("resources/plane_diffuse.png"); // Set map diffuse texture
|
|
||||||
|
|
||||||
GenTextureMipmaps(&model.materials[0].maps[MAP_DIFFUSE].texture);
|
|
||||||
|
|
||||||
Camera camera = { 0 };
|
Camera camera = { 0 };
|
||||||
camera.position = (Vector3){ 0.0f, 60.0f, -120.0f };// Camera position perspective
|
camera.position = (Vector3){ 0.0f, 50.0f, -120.0f };// Camera position perspective
|
||||||
camera.target = (Vector3){ 0.0f, 12.0f, 0.0f }; // Camera looking at point
|
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.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||||
camera.fovy = 30.0f; // Camera field-of-view Y
|
camera.fovy = 30.0f; // Camera field-of-view Y
|
||||||
camera.type = CAMERA_PERSPECTIVE; // Camera type
|
camera.projection = CAMERA_PERSPECTIVE; // Camera type
|
||||||
|
|
||||||
|
// Model loading
|
||||||
|
// NOTE: Diffuse map loaded automatically
|
||||||
|
Model model = LoadModel("resources/plane/plane.gltf");
|
||||||
|
|
||||||
float pitch = 0.0f;
|
float pitch = 0.0f;
|
||||||
float roll = 0.0f;
|
float roll = 0.0f;
|
||||||
|
|
@ -58,14 +47,13 @@ int main(void)
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
// Plane pitch (x-axis) controls
|
||||||
// Plane roll (x-axis) controls
|
if (IsKeyDown(KEY_DOWN)) pitch += 0.6f;
|
||||||
if (IsKeyDown(KEY_LEFT)) roll += 1.0f;
|
else if (IsKeyDown(KEY_UP)) pitch -= 0.6f;
|
||||||
else if (IsKeyDown(KEY_RIGHT)) roll -= 1.0f;
|
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
if (roll > 0.0f) roll -= 0.5f;
|
if (pitch > 0.3f) pitch -= 0.3f;
|
||||||
else if (roll < 0.0f) roll += 0.5f;
|
else if (pitch < -0.3f) pitch += 0.3f;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Plane yaw (y-axis) controls
|
// Plane yaw (y-axis) controls
|
||||||
|
|
@ -77,89 +65,42 @@ int main(void)
|
||||||
else if (yaw < 0.0f) yaw += 0.5f;
|
else if (yaw < 0.0f) yaw += 0.5f;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Plane pitch (z-axis) controls
|
// Plane roll (z-axis) controls
|
||||||
if (IsKeyDown(KEY_DOWN)) pitch += 0.6f;
|
if (IsKeyDown(KEY_LEFT)) roll += 1.0f;
|
||||||
else if (IsKeyDown(KEY_UP)) pitch -= 0.6f;
|
else if (IsKeyDown(KEY_RIGHT)) roll -= 1.0f;
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
if (pitch > 0.3f) pitch -= 0.3f;
|
if (roll > 0.0f) roll -= 0.5f;
|
||||||
else if (pitch < -0.3f) pitch += 0.3f;
|
else if (roll < 0.0f) roll += 0.5f;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Wraps the phase of an angle to fit between -180 and +180 degrees
|
// Tranformation matrix for rotations
|
||||||
int pitchOffset = pitch;
|
|
||||||
while (pitchOffset > 180) pitchOffset -= 360;
|
|
||||||
while (pitchOffset < -180) pitchOffset += 360;
|
|
||||||
pitchOffset *= 10;
|
|
||||||
|
|
||||||
/* matrix transform done with multiplication to combine rotations
|
|
||||||
Matrix transform = MatrixIdentity();
|
|
||||||
|
|
||||||
transform = MatrixMultiply(transform, MatrixRotateZ(DEG2RAD*roll));
|
|
||||||
transform = MatrixMultiply(transform, MatrixRotateX(DEG2RAD*pitch));
|
|
||||||
transform = MatrixMultiply(transform, MatrixRotateY(DEG2RAD*yaw));
|
|
||||||
|
|
||||||
model.transform = transform;
|
|
||||||
*/
|
|
||||||
// matrix created from multiple axes at once
|
|
||||||
model.transform = MatrixRotateXYZ((Vector3){ DEG2RAD*pitch, DEG2RAD*yaw, DEG2RAD*roll });
|
model.transform = MatrixRotateXYZ((Vector3){ DEG2RAD*pitch, DEG2RAD*yaw, DEG2RAD*roll });
|
||||||
|
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
|
|
||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
// Draw framebuffer texture (Ahrs Display)
|
|
||||||
int centerX = framebuffer.texture.width/2;
|
|
||||||
int centerY = framebuffer.texture.height/2;
|
|
||||||
|
|
||||||
BeginTextureMode(framebuffer);
|
|
||||||
|
|
||||||
ClearBackground(RAYWHITE);
|
|
||||||
BeginBlendMode(BLEND_ALPHA);
|
|
||||||
|
|
||||||
DrawTexturePro(texBackground, (Rectangle){ 0, 0, texBackground.width, texBackground.height },
|
|
||||||
(Rectangle){ centerX, centerY, texBackground.width, texBackground.height},
|
|
||||||
(Vector2){ texBackground.width/2, texBackground.height/2 + pitchOffset }, roll, WHITE);
|
|
||||||
|
|
||||||
DrawTexturePro(texPitch, (Rectangle){ 0, 0, texPitch.width, texPitch.height },
|
|
||||||
(Rectangle){ centerX, centerY, texPitch.width, texPitch.height },
|
|
||||||
(Vector2){ texPitch.width/2, texPitch.height/2 + pitchOffset }, roll, WHITE);
|
|
||||||
|
|
||||||
DrawTexturePro(texPlane, (Rectangle){ 0, 0, texPlane.width, texPlane.height },
|
|
||||||
(Rectangle){ centerX, centerY, texPlane.width, texPlane.height },
|
|
||||||
(Vector2){ texPlane.width/2, texPlane.height/2 }, 0, WHITE);
|
|
||||||
|
|
||||||
EndBlendMode();
|
|
||||||
|
|
||||||
EndTextureMode();
|
|
||||||
|
|
||||||
// Draw 3D model (recomended to draw 3D always before 2D)
|
// Draw 3D model (recomended to draw 3D always before 2D)
|
||||||
BeginMode3D(camera);
|
BeginMode3D(camera);
|
||||||
|
|
||||||
DrawModel(model, (Vector3){ 0, 6.0f, 0 }, 1.0f, WHITE); // Draw 3d model with texture
|
DrawModel(model, (Vector3){ 0.0f, 0.0f, 15.0f }, 0.25f, WHITE); // Draw 3d model with texture
|
||||||
DrawGrid(10, 10.0f);
|
DrawGrid(10, 10.0f);
|
||||||
|
|
||||||
EndMode3D();
|
EndMode3D();
|
||||||
|
|
||||||
// Draw 2D GUI stuff
|
// Draw controls info
|
||||||
DrawAngleGauge(texAngleGauge, 80, 70, roll, "roll", RED);
|
DrawRectangle(30, 370, 260, 70, Fade(GREEN, 0.5f));
|
||||||
DrawAngleGauge(texAngleGauge, 190, 70, pitch, "pitch", GREEN);
|
DrawRectangleLines(30, 370, 260, 70, Fade(DARKGREEN, 0.5f));
|
||||||
DrawAngleGauge(texAngleGauge, 300, 70, yaw, "yaw", SKYBLUE);
|
DrawText("Pitch controlled with: KEY_UP / KEY_DOWN", 40, 380, 10, DARKGRAY);
|
||||||
|
DrawText("Roll controlled with: KEY_LEFT / KEY_RIGHT", 40, 400, 10, DARKGRAY);
|
||||||
|
DrawText("Yaw controlled with: KEY_A / KEY_S", 40, 420, 10, DARKGRAY);
|
||||||
|
|
||||||
DrawRectangle(30, 360, 260, 70, Fade(SKYBLUE, 0.5f));
|
DrawText("(c) WWI Plane Model created by GiaHanLam", screenWidth - 240, screenHeight - 20, 10, DARKGRAY);
|
||||||
DrawRectangleLines(30, 360, 260, 70, Fade(DARKBLUE, 0.5f));
|
|
||||||
DrawText("Pitch controlled with: KEY_UP / KEY_DOWN", 40, 370, 10, DARKGRAY);
|
|
||||||
DrawText("Roll controlled with: KEY_LEFT / KEY_RIGHT", 40, 390, 10, DARKGRAY);
|
|
||||||
DrawText("Yaw controlled with: KEY_A / KEY_S", 40, 410, 10, DARKGRAY);
|
|
||||||
|
|
||||||
// Draw framebuffer texture
|
|
||||||
DrawTextureRec(framebuffer.texture, (Rectangle){ 0, 0, framebuffer.texture.width, -framebuffer.texture.height },
|
|
||||||
(Vector2){ screenWidth - framebuffer.texture.width - 20, 20 }, Fade(WHITE, 0.8f));
|
|
||||||
|
|
||||||
DrawRectangleLines(screenWidth - framebuffer.texture.width - 20, 20, framebuffer.texture.width, framebuffer.texture.height, DARKGRAY);
|
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
@ -167,34 +108,10 @@ int main(void)
|
||||||
|
|
||||||
// De-Initialization
|
// De-Initialization
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
UnloadModel(model); // Unload model data
|
||||||
// Unload all loaded data
|
|
||||||
UnloadTexture(model.materials[0].maps[MAP_DIFFUSE].texture);
|
|
||||||
UnloadModel(model);
|
|
||||||
|
|
||||||
UnloadRenderTexture(framebuffer);
|
|
||||||
|
|
||||||
UnloadTexture(texAngleGauge);
|
|
||||||
UnloadTexture(texBackground);
|
|
||||||
UnloadTexture(texPitch);
|
|
||||||
UnloadTexture(texPlane);
|
|
||||||
|
|
||||||
CloseWindow(); // Close window and OpenGL context
|
CloseWindow(); // Close window and OpenGL context
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Draw angle gauge controls
|
|
||||||
void DrawAngleGauge(Texture2D angleGauge, int x, int y, float angle, char title[], Color color)
|
|
||||||
{
|
|
||||||
Rectangle srcRec = { 0, 0, angleGauge.width, angleGauge.height };
|
|
||||||
Rectangle dstRec = { x, y, angleGauge.width, angleGauge.height };
|
|
||||||
Vector2 origin = { angleGauge.width/2, angleGauge.height/2};
|
|
||||||
int textSize = 20;
|
|
||||||
|
|
||||||
DrawTexturePro(angleGauge, srcRec, dstRec, origin, angle, color);
|
|
||||||
|
|
||||||
DrawText(TextFormat("%5.1f", angle), x - MeasureText(TextFormat("%5.1f", angle), textSize) / 2, y + 10, textSize, DARKGRAY);
|
|
||||||
DrawText(title, x - MeasureText(title, textSize) / 2, y + 60, textSize, DARKGRAY);
|
|
||||||
}
|
|
||||||
|
|
|
||||||
|
Before Width: | Height: | Size: 180 KiB After Width: | Height: | Size: 143 KiB |
|
Before Width: | Height: | Size: 10 KiB |
|
Before Width: | Height: | Size: 4.3 KiB |
BIN
examples/models/resources/gltf/AnimatedMorphCube.glb
Normal file
118
examples/models/resources/gltf/AnimatedTriangle.gltf
Normal file
|
|
@ -0,0 +1,118 @@
|
||||||
|
{
|
||||||
|
"scene" : 0,
|
||||||
|
"scenes" : [
|
||||||
|
{
|
||||||
|
"nodes" : [ 0 ]
|
||||||
|
}
|
||||||
|
],
|
||||||
|
|
||||||
|
"nodes" : [
|
||||||
|
{
|
||||||
|
"mesh" : 0,
|
||||||
|
"rotation" : [ 0.0, 0.0, 0.0, 1.0 ]
|
||||||
|
}
|
||||||
|
],
|
||||||
|
|
||||||
|
"meshes" : [
|
||||||
|
{
|
||||||
|
"primitives" : [ {
|
||||||
|
"attributes" : {
|
||||||
|
"POSITION" : 1
|
||||||
|
},
|
||||||
|
"indices" : 0
|
||||||
|
} ]
|
||||||
|
}
|
||||||
|
],
|
||||||
|
|
||||||
|
"animations": [
|
||||||
|
{
|
||||||
|
"samplers" : [
|
||||||
|
{
|
||||||
|
"input" : 2,
|
||||||
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examples/models/resources/gltf/BoxAnimated.glb
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20
examples/models/resources/gltf/LICENSE
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@ -0,0 +1,20 @@
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||||||
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||||||
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Avocado model is provided by Microsoft
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||||||
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||||||
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||||||
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Animated Morph Cube model is provided by Microsoft
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||||||
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||||||
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||||||
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Animated Triangle model is licensed as CC0 Universal Public Domain
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||||||
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Gearbox Assy model has been provided by Okino Computer Graphics, using Okino Polytrans Software.
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||||||
|
no license information was provided
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||||||
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||||||
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Check for details on CC0: https://creativecommons.org/publicdomain/zero/1.0/
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||||||
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Check for details on CC4: http://creativecommons.org/licenses/by/4.0/
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||||||
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||||||
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examples/models/resources/gltf/raylib_32x32.glb
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examples/models/resources/gltf/vertex_colored_object.glb
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@ -0,0 +1,9 @@
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||||||
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WWI Plane Model created by GiaHanLam (https://sketchfab.com/GiaHanLam)
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||||||
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||||||
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||||||
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],
|
||||||
|
"textures": [
|
||||||
|
{
|
||||||
|
"sampler": 0,
|
||||||
|
"source": 0
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
|
||||||
BIN
examples/models/resources/plane/plane_diffuse.png
Normal file
|
After Width: | Height: | Size: 804 KiB |
|
Before Width: | Height: | Size: 295 KiB |
|
|
@ -8,6 +8,7 @@ varying vec3 fragPosition;
|
||||||
// Input uniform values
|
// Input uniform values
|
||||||
uniform samplerCube environmentMap;
|
uniform samplerCube environmentMap;
|
||||||
uniform bool vflipped;
|
uniform bool vflipped;
|
||||||
|
uniform bool doGamma;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
|
|
@ -19,9 +20,11 @@ void main()
|
||||||
|
|
||||||
vec3 color = vec3(texelColor.x, texelColor.y, texelColor.z);
|
vec3 color = vec3(texelColor.x, texelColor.y, texelColor.z);
|
||||||
|
|
||||||
// Apply gamma correction
|
if (doGamma)// Apply gamma correction
|
||||||
|
{
|
||||||
color = color/(color + vec3(1.0));
|
color = color/(color + vec3(1.0));
|
||||||
color = pow(color, vec3(1.0/2.2));
|
color = pow(color, vec3(1.0/2.2));
|
||||||
|
}
|
||||||
|
|
||||||
// Calculate final fragment color
|
// Calculate final fragment color
|
||||||
gl_FragColor = vec4(color, 1.0);
|
gl_FragColor = vec4(color, 1.0);
|
||||||
|
|
|
||||||
|
|
@ -1,16 +1,5 @@
|
||||||
/*******************************************************************************************
|
|
||||||
*
|
|
||||||
* BRDF LUT Generation - Bidirectional reflectance distribution function fragment shader
|
|
||||||
*
|
|
||||||
* REF: https://github.com/HectorMF/BRDFGenerator
|
|
||||||
*
|
|
||||||
* Copyright (c) 2017 Victor Fisac
|
|
||||||
*
|
|
||||||
**********************************************************************************************/
|
|
||||||
|
|
||||||
#version 330
|
#version 330
|
||||||
|
|
||||||
|
|
||||||
// Input vertex attributes (from vertex shader)
|
// Input vertex attributes (from vertex shader)
|
||||||
in vec2 fragTexCoord;
|
in vec2 fragTexCoord;
|
||||||
|
|
||||||
|
|
@ -86,6 +75,8 @@ float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
|
||||||
return ggx1*ggx2;
|
return ggx1*ggx2;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Bidirectional reflectance distribution function
|
||||||
|
// Ref: https://github.com/HectorMF/BRDFGenerator
|
||||||
vec2 IntegrateBRDF(float NdotV, float roughness)
|
vec2 IntegrateBRDF(float NdotV, float roughness)
|
||||||
{
|
{
|
||||||
float A = 0.0;
|
float A = 0.0;
|
||||||
|
|
|
||||||
|
|
@ -1,11 +1,3 @@
|
||||||
/*******************************************************************************************
|
|
||||||
*
|
|
||||||
* rPBR [shader] - Bidirectional reflectance distribution function vertex shader
|
|
||||||
*
|
|
||||||
* Copyright (c) 2017 Victor Fisac
|
|
||||||
*
|
|
||||||
**********************************************************************************************/
|
|
||||||
|
|
||||||
#version 330
|
#version 330
|
||||||
|
|
||||||
// Input vertex attributes
|
// Input vertex attributes
|
||||||
|
|
|
||||||
|
|
@ -1,11 +1,3 @@
|
||||||
/*******************************************************************************************
|
|
||||||
*
|
|
||||||
* rPBR [shader] - Equirectangular to cubemap vertex shader
|
|
||||||
*
|
|
||||||
* Copyright (c) 2017 Victor Fisac
|
|
||||||
*
|
|
||||||
**********************************************************************************************/
|
|
||||||
|
|
||||||
#version 330
|
#version 330
|
||||||
|
|
||||||
// Input vertex attributes
|
// Input vertex attributes
|
||||||
|
|
|
||||||
|
|
@ -1,11 +1,3 @@
|
||||||
/*******************************************************************************************
|
|
||||||
*
|
|
||||||
* rPBR [shader] - Irradiance cubemap fragment shader
|
|
||||||
*
|
|
||||||
* Copyright (c) 2017 Victor Fisac
|
|
||||||
*
|
|
||||||
**********************************************************************************************/
|
|
||||||
|
|
||||||
#version 330
|
#version 330
|
||||||
|
|
||||||
// Input vertex attributes (from vertex shader)
|
// Input vertex attributes (from vertex shader)
|
||||||
|
|
|
||||||
|
|
@ -1,11 +1,3 @@
|
||||||
/*******************************************************************************************
|
|
||||||
*
|
|
||||||
* rPBR [shader] - Physically based rendering fragment shader
|
|
||||||
*
|
|
||||||
* Copyright (c) 2017 Victor Fisac
|
|
||||||
*
|
|
||||||
**********************************************************************************************/
|
|
||||||
|
|
||||||
#version 330
|
#version 330
|
||||||
|
|
||||||
#define MAX_REFLECTION_LOD 4.0
|
#define MAX_REFLECTION_LOD 4.0
|
||||||
|
|
|
||||||