Merge branch 'raysan5:master' into rlsw
This commit is contained in:
commit
2a7ecf5237
|
|
@ -71,7 +71,7 @@ Some people ported raylib to other languages in the form of bindings or wrappers
|
||||||
| [raylib-rs](https://github.com/raylib-rs/raylib-rs) | **5.5** | [Rust](https://www.rust-lang.org) | Zlib |
|
| [raylib-rs](https://github.com/raylib-rs/raylib-rs) | **5.5** | [Rust](https://www.rust-lang.org) | Zlib |
|
||||||
| [raylib-ruby](https://github.com/wilsonsilva/raylib-ruby) | 4.5 | [Ruby](https://www.ruby-lang.org) | Zlib |
|
| [raylib-ruby](https://github.com/wilsonsilva/raylib-ruby) | 4.5 | [Ruby](https://www.ruby-lang.org) | Zlib |
|
||||||
| [Relib](https://github.com/RedCubeDev-ByteSpace/Relib) | 3.5 | [ReCT](https://github.com/RedCubeDev-ByteSpace/ReCT) | **???** |
|
| [Relib](https://github.com/RedCubeDev-ByteSpace/Relib) | 3.5 | [ReCT](https://github.com/RedCubeDev-ByteSpace/ReCT) | **???** |
|
||||||
| [racket-raylib](https://github.com/eutro/racket-raylib) | 4.0 | [Racket](https://racket-lang.org) | MIT/Apache-2.0 |
|
| [racket-raylib](https://github.com/eutro/racket-raylib) | **5.5** | [Racket](https://racket-lang.org) | MIT/Apache-2.0 |
|
||||||
| [raylib-swift](https://github.com/STREGAsGate/Raylib) | 4.0 | [Swift](https://swift.org) | MIT |
|
| [raylib-swift](https://github.com/STREGAsGate/Raylib) | 4.0 | [Swift](https://swift.org) | MIT |
|
||||||
| [raylib-scopes](https://github.com/salotz/raylib-scopes) | auto | [Scopes](http://scopes.rocks) | MIT |
|
| [raylib-scopes](https://github.com/salotz/raylib-scopes) | auto | [Scopes](http://scopes.rocks) | MIT |
|
||||||
| [raylib-SmallBASIC](https://github.com/smallbasic/smallbasic.plugins/tree/master/raylib) | **5.5** | [SmallBASIC](https://github.com/smallbasic/SmallBASIC) | GPLv3 |
|
| [raylib-SmallBASIC](https://github.com/smallbasic/smallbasic.plugins/tree/master/raylib) | **5.5** | [SmallBASIC](https://github.com/smallbasic/SmallBASIC) | GPLv3 |
|
||||||
|
|
|
||||||
10
ROADMAP.md
10
ROADMAP.md
|
|
@ -3,16 +3,18 @@
|
||||||
Here is a wishlist with features and ideas to improve the library. Note that features listed here are usually long term improvements or just describe a route to follow for the library. There are also some additional places to look for raylib improvements and ideas:
|
Here is a wishlist with features and ideas to improve the library. Note that features listed here are usually long term improvements or just describe a route to follow for the library. There are also some additional places to look for raylib improvements and ideas:
|
||||||
|
|
||||||
- [GitHub Issues](https://github.com/raysan5/raylib/issues) has several open issues for possible improvements or bugs to fix.
|
- [GitHub Issues](https://github.com/raysan5/raylib/issues) has several open issues for possible improvements or bugs to fix.
|
||||||
|
- [GitHub PRs](https://github.com/raysan5/raylib/pulls) open with improvements to be reviewed.
|
||||||
- [raylib source code](https://github.com/raysan5/raylib/tree/master/src) has multiple *TODO* comments around code with pending things to review or improve.
|
- [raylib source code](https://github.com/raysan5/raylib/tree/master/src) has multiple *TODO* comments around code with pending things to review or improve.
|
||||||
- raylib wishlists discussions are open to everyone to ask for improvements, feel free to check and comment:
|
- raylib wishlists discussions are open to everyone to ask for improvements, feel free to check and comment:
|
||||||
- [raylib wishlist 2021](https://github.com/raysan5/raylib/discussions/1502)
|
- [raylib 6.0 wishlist](https://github.com/raysan5/raylib/discussions/4660)
|
||||||
- [raylib wishlist 2022](https://github.com/raysan5/raylib/discussions/2272)
|
|
||||||
- [raylib 5.0 wishlist](https://github.com/raysan5/raylib/discussions/2952)
|
- [raylib 5.0 wishlist](https://github.com/raysan5/raylib/discussions/2952)
|
||||||
|
- [raylib wishlist 2022](https://github.com/raysan5/raylib/discussions/2272)
|
||||||
|
- [raylib wishlist 2021](https://github.com/raysan5/raylib/discussions/1502)
|
||||||
|
|
||||||
_Current version of raylib is complete and functional but there is always room for improvements._
|
_Current version of raylib is complete and functional but there is always room for improvements._
|
||||||
|
|
||||||
**raylib 5.x**
|
**raylib 5.x**
|
||||||
- [ ] `rcore`: Support additional platforms: iOS, Xbox Series S|X
|
- [ ] `rcore`: Support additional platforms: iOS, consoles?
|
||||||
- [ ] `rcore_web`: Avoid GLFW dependency, functionality can be directly implemented using emscripten SDK
|
- [ ] `rcore_web`: Avoid GLFW dependency, functionality can be directly implemented using emscripten SDK
|
||||||
- [ ] `rlgl`: Review GLSL shaders naming conventions for consistency
|
- [ ] `rlgl`: Review GLSL shaders naming conventions for consistency
|
||||||
- [ ] `textures`: Improve compressed textures support, loading and saving
|
- [ ] `textures`: Improve compressed textures support, loading and saving
|
||||||
|
|
|
||||||
37
build.zig
37
build.zig
|
|
@ -192,7 +192,6 @@ fn compileRaylib(b: *std.Build, target: std.Build.ResolvedTarget, optimize: std.
|
||||||
setDesktopPlatform(raylib, options.platform);
|
setDesktopPlatform(raylib, options.platform);
|
||||||
},
|
},
|
||||||
.linux => {
|
.linux => {
|
||||||
|
|
||||||
if (options.platform == .drm) {
|
if (options.platform == .drm) {
|
||||||
if (options.opengl_version == .auto) {
|
if (options.opengl_version == .auto) {
|
||||||
raylib.linkSystemLibrary("GLESv2");
|
raylib.linkSystemLibrary("GLESv2");
|
||||||
|
|
@ -209,34 +208,32 @@ fn compileRaylib(b: *std.Build, target: std.Build.ResolvedTarget, optimize: std.
|
||||||
} else if (target.result.abi == .android) {
|
} else if (target.result.abi == .android) {
|
||||||
|
|
||||||
//these are the only tag options per https://developer.android.com/ndk/guides/other_build_systems
|
//these are the only tag options per https://developer.android.com/ndk/guides/other_build_systems
|
||||||
const hostTuple = switch(builtin.target.os.tag) {
|
const hostTuple = switch (builtin.target.os.tag) {
|
||||||
.linux => "linux-x86_64",
|
.linux => "linux-x86_64",
|
||||||
.windows => "windows-x86_64",
|
.windows => "windows-x86_64",
|
||||||
.macos => "darwin-x86_64",
|
.macos => "darwin-x86_64",
|
||||||
else => {
|
else => @panic("unsupported host OS"),
|
||||||
@panic("unsupported host OS");
|
|
||||||
}
|
|
||||||
};
|
};
|
||||||
|
|
||||||
const androidTriple = try target.result.linuxTriple(b.allocator);
|
const androidTriple = try target.result.linuxTriple(b.allocator);
|
||||||
const androidNdkPathString: []const u8 = options.android_ndk;
|
const androidNdkPathString: []const u8 = options.android_ndk;
|
||||||
if(androidNdkPathString.len < 1) @panic("no ndk path provided and ANDROID_NDK_HOME is not set");
|
if (androidNdkPathString.len < 1) @panic("no ndk path provided and ANDROID_NDK_HOME is not set");
|
||||||
const androidApiLevel: []const u8 = options.android_api_version;
|
const androidApiLevel: []const u8 = options.android_api_version;
|
||||||
|
|
||||||
const androidSysroot = try std.fs.path.join(b.allocator, &.{androidNdkPathString, "/toolchains/llvm/prebuilt/", hostTuple, "/sysroot"});
|
const androidSysroot = try std.fs.path.join(b.allocator, &.{ androidNdkPathString, "/toolchains/llvm/prebuilt/", hostTuple, "/sysroot" });
|
||||||
const androidLibPath = try std.fs.path.join(b.allocator, &.{androidSysroot, "/usr/lib/", androidTriple});
|
const androidLibPath = try std.fs.path.join(b.allocator, &.{ androidSysroot, "/usr/lib/", androidTriple });
|
||||||
const androidApiSpecificPath = try std.fs.path.join(b.allocator, &.{androidLibPath, androidApiLevel});
|
const androidApiSpecificPath = try std.fs.path.join(b.allocator, &.{ androidLibPath, androidApiLevel });
|
||||||
const androidIncludePath = try std.fs.path.join(b.allocator, &.{androidSysroot, "/usr/include"});
|
const androidIncludePath = try std.fs.path.join(b.allocator, &.{ androidSysroot, "/usr/include" });
|
||||||
const androidArchIncludePath = try std.fs.path.join(b.allocator, &.{androidIncludePath, androidTriple});
|
const androidArchIncludePath = try std.fs.path.join(b.allocator, &.{ androidIncludePath, androidTriple });
|
||||||
const androidAsmPath = try std.fs.path.join(b.allocator, &.{androidIncludePath, "/asm-generic"});
|
const androidAsmPath = try std.fs.path.join(b.allocator, &.{ androidIncludePath, "/asm-generic" });
|
||||||
const androidGluePath = try std.fs.path.join(b.allocator, &.{androidNdkPathString, "/sources/android/native_app_glue/"});
|
const androidGluePath = try std.fs.path.join(b.allocator, &.{ androidNdkPathString, "/sources/android/native_app_glue/" });
|
||||||
|
|
||||||
raylib.addLibraryPath(.{ .cwd_relative = androidLibPath});
|
raylib.addLibraryPath(.{ .cwd_relative = androidLibPath });
|
||||||
raylib.root_module.addLibraryPath(.{ .cwd_relative = androidApiSpecificPath });
|
raylib.root_module.addLibraryPath(.{ .cwd_relative = androidApiSpecificPath });
|
||||||
raylib.addSystemIncludePath(.{ .cwd_relative = androidIncludePath });
|
raylib.addSystemIncludePath(.{ .cwd_relative = androidIncludePath });
|
||||||
raylib.addSystemIncludePath(.{ .cwd_relative = androidArchIncludePath});
|
raylib.addSystemIncludePath(.{ .cwd_relative = androidArchIncludePath });
|
||||||
raylib.addSystemIncludePath( .{ .cwd_relative = androidAsmPath});
|
raylib.addSystemIncludePath(.{ .cwd_relative = androidAsmPath });
|
||||||
raylib.addSystemIncludePath(.{ .cwd_relative = androidGluePath});
|
raylib.addSystemIncludePath(.{ .cwd_relative = androidGluePath });
|
||||||
|
|
||||||
var libcData = std.ArrayList(u8).init(b.allocator);
|
var libcData = std.ArrayList(u8).init(b.allocator);
|
||||||
const writer = libcData.writer();
|
const writer = libcData.writer();
|
||||||
|
|
@ -442,7 +439,7 @@ pub const PlatformBackend = enum {
|
||||||
rgfw,
|
rgfw,
|
||||||
sdl,
|
sdl,
|
||||||
drm,
|
drm,
|
||||||
android
|
android,
|
||||||
};
|
};
|
||||||
|
|
||||||
pub fn build(b: *std.Build) !void {
|
pub fn build(b: *std.Build) !void {
|
||||||
|
|
|
||||||
|
|
@ -90,13 +90,14 @@ if (${PLATFORM} MATCHES "Android")
|
||||||
|
|
||||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_custom_uniform.c)
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_custom_uniform.c)
|
||||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_model_shader.c)
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_model_shader.c)
|
||||||
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_view_depth.c)
|
||||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_postprocessing.c)
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_postprocessing.c)
|
||||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_raymarching.c)
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_raymarching.c)
|
||||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_palette_switch.c)
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_palette_switch.c)
|
||||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_basic_lighting.c)
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_basic_lighting.c)
|
||||||
|
|
||||||
elseif (${PLATFORM} MATCHES "Web")
|
elseif (${PLATFORM} MATCHES "Web")
|
||||||
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Os")
|
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Os")
|
||||||
# Since WASM is used, ALLOW_MEMORY_GROWTH has no extra overheads
|
# Since WASM is used, ALLOW_MEMORY_GROWTH has no extra overheads
|
||||||
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -s WASM=1 -s ASYNCIFY -s ALLOW_MEMORY_GROWTH=1 --shell-file ${CMAKE_SOURCE_DIR}/src/shell.html")
|
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -s WASM=1 -s ASYNCIFY -s ALLOW_MEMORY_GROWTH=1 --shell-file ${CMAKE_SOURCE_DIR}/src/shell.html")
|
||||||
set(CMAKE_EXECUTABLE_SUFFIX ".html")
|
set(CMAKE_EXECUTABLE_SUFFIX ".html")
|
||||||
|
|
|
||||||
|
|
@ -232,7 +232,7 @@ CFLAGS = -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces -Wunused-result
|
||||||
|
|
||||||
ifeq ($(BUILD_MODE),DEBUG)
|
ifeq ($(BUILD_MODE),DEBUG)
|
||||||
CFLAGS += -g -D_DEBUG
|
CFLAGS += -g -D_DEBUG
|
||||||
else
|
else
|
||||||
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
|
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
|
||||||
ifeq ($(BUILD_WEB_ASYNCIFY),TRUE)
|
ifeq ($(BUILD_WEB_ASYNCIFY),TRUE)
|
||||||
CFLAGS += -O3
|
CFLAGS += -O3
|
||||||
|
|
@ -341,12 +341,12 @@ ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_R
|
||||||
# --source-map-base # allow debugging in browser with source map
|
# --source-map-base # allow debugging in browser with source map
|
||||||
# --shell-file shell.html # define a custom shell .html and output extension
|
# --shell-file shell.html # define a custom shell .html and output extension
|
||||||
LDFLAGS += -sTOTAL_MEMORY=$(BUILD_WEB_HEAP_SIZE) -sFORCE_FILESYSTEM=1 -sMINIFY_HTML=0
|
LDFLAGS += -sTOTAL_MEMORY=$(BUILD_WEB_HEAP_SIZE) -sFORCE_FILESYSTEM=1 -sMINIFY_HTML=0
|
||||||
|
|
||||||
# Using GLFW3 library (instead of RGFW)
|
# Using GLFW3 library (instead of RGFW)
|
||||||
ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
|
ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
|
||||||
LDFLAGS += -sUSE_GLFW=3
|
LDFLAGS += -sUSE_GLFW=3
|
||||||
endif
|
endif
|
||||||
|
|
||||||
# Build using asyncify
|
# Build using asyncify
|
||||||
ifeq ($(BUILD_WEB_ASYNCIFY),TRUE)
|
ifeq ($(BUILD_WEB_ASYNCIFY),TRUE)
|
||||||
LDFLAGS += -sASYNCIFY
|
LDFLAGS += -sASYNCIFY
|
||||||
|
|
@ -642,6 +642,7 @@ SHADERS = \
|
||||||
shaders/shaders_texture_outline \
|
shaders/shaders_texture_outline \
|
||||||
shaders/shaders_texture_tiling \
|
shaders/shaders_texture_tiling \
|
||||||
shaders/shaders_texture_waves \
|
shaders/shaders_texture_waves \
|
||||||
|
shaders/shaders_view_depth \
|
||||||
shaders/shaders_write_depth \
|
shaders/shaders_write_depth \
|
||||||
shaders/shaders_vertex_displacement
|
shaders/shaders_vertex_displacement
|
||||||
|
|
||||||
|
|
@ -652,6 +653,7 @@ AUDIO = \
|
||||||
audio/audio_raw_stream \
|
audio/audio_raw_stream \
|
||||||
audio/audio_sound_loading \
|
audio/audio_sound_loading \
|
||||||
audio/audio_sound_multi \
|
audio/audio_sound_multi \
|
||||||
|
audio/audio_sound_positioning \
|
||||||
audio/audio_stream_effects
|
audio/audio_stream_effects
|
||||||
|
|
||||||
OTHERS = \
|
OTHERS = \
|
||||||
|
|
|
||||||
|
|
@ -278,7 +278,7 @@ ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
|
||||||
# --source-map-base # allow debugging in browser with source map
|
# --source-map-base # allow debugging in browser with source map
|
||||||
# --shell-file shell.html # define a custom shell .html and output extension
|
# --shell-file shell.html # define a custom shell .html and output extension
|
||||||
LDFLAGS += -sTOTAL_MEMORY=$(BUILD_WEB_HEAP_SIZE) -sFORCE_FILESYSTEM=1 -sEXPORTED_RUNTIME_METHODS=ccall -sMINIFY_HTML=0
|
LDFLAGS += -sTOTAL_MEMORY=$(BUILD_WEB_HEAP_SIZE) -sFORCE_FILESYSTEM=1 -sEXPORTED_RUNTIME_METHODS=ccall -sMINIFY_HTML=0
|
||||||
|
|
||||||
# Using GLFW3 library (instead of RGFW)
|
# Using GLFW3 library (instead of RGFW)
|
||||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||||
LDFLAGS += -sUSE_GLFW=3
|
LDFLAGS += -sUSE_GLFW=3
|
||||||
|
|
@ -525,6 +525,7 @@ SHADERS = \
|
||||||
shaders/shaders_texture_tiling \
|
shaders/shaders_texture_tiling \
|
||||||
shaders/shaders_texture_waves \
|
shaders/shaders_texture_waves \
|
||||||
shaders/shaders_vertex_displacement \
|
shaders/shaders_vertex_displacement \
|
||||||
|
shaders/shaders_view_depth \
|
||||||
shaders/shaders_write_depth
|
shaders/shaders_write_depth
|
||||||
|
|
||||||
AUDIO = \
|
AUDIO = \
|
||||||
|
|
@ -534,6 +535,7 @@ AUDIO = \
|
||||||
audio/audio_raw_stream \
|
audio/audio_raw_stream \
|
||||||
audio/audio_sound_loading \
|
audio/audio_sound_loading \
|
||||||
audio/audio_sound_multi \
|
audio/audio_sound_multi \
|
||||||
|
audio/audio_sound_positioning \
|
||||||
audio/audio_stream_effects
|
audio/audio_stream_effects
|
||||||
|
|
||||||
OTHERS = \
|
OTHERS = \
|
||||||
|
|
@ -1150,6 +1152,10 @@ shaders/shaders_texture_waves: shaders/shaders_texture_waves.c
|
||||||
--preload-file shaders/resources/space.png@resources/space.png \
|
--preload-file shaders/resources/space.png@resources/space.png \
|
||||||
--preload-file shaders/resources/shaders/glsl100/wave.fs@resources/shaders/glsl100/wave.fs
|
--preload-file shaders/resources/shaders/glsl100/wave.fs@resources/shaders/glsl100/wave.fs
|
||||||
|
|
||||||
|
shaders/shaders_view_depth: shaders/shaders_view_depth.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
|
--preload-file shaders/resources/shaders/glsl100/write_depth.fs@resources/shaders/glsl100/write_depth.fs
|
||||||
|
|
||||||
shaders/shaders_write_depth: shaders/shaders_write_depth.c
|
shaders/shaders_write_depth: shaders/shaders_write_depth.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file shaders/resources/shaders/glsl100/write_depth.fs@resources/shaders/glsl100/write_depth.fs
|
--preload-file shaders/resources/shaders/glsl100/write_depth.fs@resources/shaders/glsl100/write_depth.fs
|
||||||
|
|
@ -1235,4 +1241,3 @@ ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
|
||||||
del *.o *.html *.js
|
del *.o *.html *.js
|
||||||
endif
|
endif
|
||||||
@echo Cleaning done
|
@echo Cleaning done
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -201,6 +201,7 @@ Examples using raylib shaders functionality, including shaders loading, paramete
|
||||||
| 139 | [shaders_basic_pbr](shaders/shaders_basic_pbr.c) | <img src="shaders/shaders_basic_pbr.png" alt="shaders_basic_pbr" width="80"> | ⭐️⭐️⭐️⭐️ | 5.0 | 5.1-dev | [Afan OLOVCIC](https://github.com/_DevDad) |
|
| 139 | [shaders_basic_pbr](shaders/shaders_basic_pbr.c) | <img src="shaders/shaders_basic_pbr.png" alt="shaders_basic_pbr" width="80"> | ⭐️⭐️⭐️⭐️ | 5.0 | 5.1-dev | [Afan OLOVCIC](https://github.com/_DevDad) |
|
||||||
| 140 | [shaders_lightmap](shaders/shaders_lightmap.c) | <img src="shaders/shaders_lightmap.png" alt="shaders_lightmap" width="80"> | ⭐️⭐️⭐️☆ | 4.5 | 4.5 | [Jussi Viitala](https://github.com/nullstare) |
|
| 140 | [shaders_lightmap](shaders/shaders_lightmap.c) | <img src="shaders/shaders_lightmap.png" alt="shaders_lightmap" width="80"> | ⭐️⭐️⭐️☆ | 4.5 | 4.5 | [Jussi Viitala](https://github.com/nullstare) |
|
||||||
| 141 | [shaders_rounded_rectangle](shaders/shaders_rounded_rectangle.c) | <img src="shaders/shaders_rounded_rectangle.png" alt="shaders_rounded_rectangle" width=80> | ⭐️⭐️⭐️☆ | 5.5 | 5.5 | [Anstro Pleuton](https://github.com/anstropleuton) |
|
| 141 | [shaders_rounded_rectangle](shaders/shaders_rounded_rectangle.c) | <img src="shaders/shaders_rounded_rectangle.png" alt="shaders_rounded_rectangle" width=80> | ⭐️⭐️⭐️☆ | 5.5 | 5.5 | [Anstro Pleuton](https://github.com/anstropleuton) |
|
||||||
|
| 142 | [shaders_view_depth](shaders/shaders_view_depth.c) | <img src="shaders/shaders_view_depth.png" alt="shaders_view_depth" width="80"> | ⭐️⭐️⭐️☆ | 5.6-dev | 5.6-dev | [Luís Almeida](https://github.com/luis605) |
|
||||||
|
|
||||||
### category: audio
|
### category: audio
|
||||||
|
|
||||||
|
|
@ -215,6 +216,7 @@ Examples using raylib audio functionality, including sound/music loading and pla
|
||||||
| 146 | [audio_mixed_processor](audio/audio_mixed_processor.c) | <img src="audio/audio_mixed_processor.png" alt="audio_mixed_processor" width="80"> | ⭐️⭐️⭐️⭐️ | 4.2 | 4.2 | [hkc](https://github.com/hatkidchan) |
|
| 146 | [audio_mixed_processor](audio/audio_mixed_processor.c) | <img src="audio/audio_mixed_processor.png" alt="audio_mixed_processor" width="80"> | ⭐️⭐️⭐️⭐️ | 4.2 | 4.2 | [hkc](https://github.com/hatkidchan) |
|
||||||
| 147 | [audio_stream_effects](audio/audio_stream_effects.c) | <img src="audio/audio_stream_effects.png" alt="audio_stream_effects" width="80"> | ⭐️⭐️⭐️⭐️ | 4.2 | 5.0 | [Ray](https://github.com/raysan5) |
|
| 147 | [audio_stream_effects](audio/audio_stream_effects.c) | <img src="audio/audio_stream_effects.png" alt="audio_stream_effects" width="80"> | ⭐️⭐️⭐️⭐️ | 4.2 | 5.0 | [Ray](https://github.com/raysan5) |
|
||||||
| 148 | [audio_sound_multi](audio/audio_sound_multi.c) | <img src="audio/audio_sound_multi.png" alt="audio_sound_multi" width="80"> | ⭐️⭐️☆☆ | 4.6 | 4.6 | [Jeffery Myers](https://github.com/JeffM2501) |
|
| 148 | [audio_sound_multi](audio/audio_sound_multi.c) | <img src="audio/audio_sound_multi.png" alt="audio_sound_multi" width="80"> | ⭐️⭐️☆☆ | 4.6 | 4.6 | [Jeffery Myers](https://github.com/JeffM2501) |
|
||||||
|
| 149 | [audio_sound_positioning](audio/audio_sound_positioning.c) | <img src="audio/audio_sound_positioning.png" alt="audio_sound_positioning" width="80"> | ⭐️⭐️☆☆ | 5.5 | 5.5 | [Le Juez Victor](https://github.com/Bigfoot71) |
|
||||||
|
|
||||||
### category: others
|
### category: others
|
||||||
|
|
||||||
|
|
@ -222,12 +224,11 @@ Examples showing raylib misc functionality that does not fit in other categories
|
||||||
|
|
||||||
| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|
| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|
||||||
|----|----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
|
|----|----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
|
||||||
| 149 | [rlgl_standalone](others/rlgl_standalone.c) | <img src="others/rlgl_standalone.png" alt="rlgl_standalone" width="80"> | ⭐️⭐️⭐️⭐️ | 1.6 | 4.0 | [Ray](https://github.com/raysan5) |
|
| 150 | [rlgl_standalone](others/rlgl_standalone.c) | <img src="others/rlgl_standalone.png" alt="rlgl_standalone" width="80"> | ⭐️⭐️⭐️⭐️ | 1.6 | 4.0 | [Ray](https://github.com/raysan5) |
|
||||||
| 150 | [rlgl_compute_shader](others/rlgl_compute_shader.c) | <img src="others/rlgl_compute_shader.png" alt="rlgl_compute_shader" width="80"> | ⭐️⭐️⭐️⭐️ | 4.0 | 4.0 | [Teddy Astie](https://github.com/tsnake41) |
|
| 151 | [rlgl_compute_shader](others/rlgl_compute_shader.c) | <img src="others/rlgl_compute_shader.png" alt="rlgl_compute_shader" width="80"> | ⭐️⭐️⭐️⭐️ | 4.0 | 4.0 | [Teddy Astie](https://github.com/tsnake41) |
|
||||||
| 151 | [easings_testbed](others/easings_testbed.c) | <img src="others/easings_testbed.png" alt="easings_testbed" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 3.0 | [Juan Miguel López](https://github.com/flashback-fx) |
|
| 152 | [easings_testbed](others/easings_testbed.c) | <img src="others/easings_testbed.png" alt="easings_testbed" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 3.0 | [Juan Miguel López](https://github.com/flashback-fx) |
|
||||||
| 152 | [raylib_opengl_interop](others/raylib_opengl_interop.c) | <img src="others/raylib_opengl_interop.png" alt="raylib_opengl_interop" width="80"> | ⭐️⭐️⭐️⭐️ | 3.8 | 4.0 | [Stephan Soller](https://github.com/arkanis) |
|
| 153 | [raylib_opengl_interop](others/raylib_opengl_interop.c) | <img src="others/raylib_opengl_interop.png" alt="raylib_opengl_interop" width="80"> | ⭐️⭐️⭐️⭐️ | 3.8 | 4.0 | [Stephan Soller](https://github.com/arkanis) |
|
||||||
| 153 | [embedded_files_loading](others/embedded_files_loading.c) | <img src="others/embedded_files_loading.png" alt="embedded_files_loading" width="80"> | ⭐️⭐️☆☆ | 3.0 | 3.5 | [Kristian Holmgren](https://github.com/defutura) |
|
| 154 | [embedded_files_loading](others/embedded_files_loading.c) | <img src="others/embedded_files_loading.png" alt="embedded_files_loading" width="80"> | ⭐️⭐️☆☆ | 3.0 | 3.5 | [Kristian Holmgren](https://github.com/defutura) |
|
||||||
| 154 | [raymath_vector_angle](others/raymath_vector_angle.c) | <img src="others/raymath_vector_angle.png" alt="raymath_vector_angle" width="80"> | ⭐️⭐️☆☆ | 1.0 | 4.6 | [Ray](https://github.com/raysan5) |
|
| 155 | [raymath_vector_angle](others/raymath_vector_angle.c) | <img src="others/raymath_vector_angle.png" alt="raymath_vector_angle" width="80"> | ⭐️⭐️☆☆ | 1.0 | 4.6 | [Ray](https://github.com/raysan5) |
|
||||||
|
|
||||||
As always contributions are welcome, feel free to send new examples! Here is an [examples template](examples_template.c) to start with!
|
As always contributions are welcome, feel free to send new examples! Here is an [examples template](examples_template.c) to start with!
|
||||||
|
|
||||||
|
|
|
||||||
123
examples/audio/audio_sound_positioning.c
Normal file
123
examples/audio/audio_sound_positioning.c
Normal file
|
|
@ -0,0 +1,123 @@
|
||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [audio] example - Playing spatialized 3D sound
|
||||||
|
*
|
||||||
|
* Example complexity rating: [★★☆☆] 2/4
|
||||||
|
*
|
||||||
|
* Example originally created with raylib 5.5, last time updated with raylib 5.5
|
||||||
|
*
|
||||||
|
* Example contributed by Le Juez Victor (@Bigfoot71) and reviewed by Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||||
|
* BSD-like license that allows static linking with closed source software
|
||||||
|
*
|
||||||
|
* Copyright (c) 2025 Le Juez Victor (@Bigfoot71)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
|
#include "raymath.h"
|
||||||
|
|
||||||
|
// Sound positioning function
|
||||||
|
static void SetSoundPosition(Camera listener, Sound sound, Vector3 position, float maxDist);
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Program main entry point
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
int main(void)
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
const int screenWidth = 800;
|
||||||
|
const int screenHeight = 450;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [audio] example - Playing spatialized 3D sound");
|
||||||
|
|
||||||
|
InitAudioDevice();
|
||||||
|
|
||||||
|
Sound sound = LoadSound("resources/coin.wav");
|
||||||
|
|
||||||
|
Camera camera = {
|
||||||
|
.position = (Vector3) { 0, 5, 5 },
|
||||||
|
.target = (Vector3) { 0, 0, 0 },
|
||||||
|
.up = (Vector3) { 0, 1, 0 },
|
||||||
|
.fovy = 60,
|
||||||
|
.projection = CAMERA_PERSPECTIVE
|
||||||
|
};
|
||||||
|
|
||||||
|
DisableCursor();
|
||||||
|
|
||||||
|
SetTargetFPS(60);
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Main game loop
|
||||||
|
while (!WindowShouldClose())
|
||||||
|
{
|
||||||
|
// Update
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
UpdateCamera(&camera, CAMERA_FREE);
|
||||||
|
|
||||||
|
float th = GetTime();
|
||||||
|
|
||||||
|
Vector3 spherePos = {
|
||||||
|
.x = 5.0f*cosf(th),
|
||||||
|
.y = 0.0f,
|
||||||
|
.z = 5.0f*sinf(th)
|
||||||
|
};
|
||||||
|
|
||||||
|
SetSoundPosition(camera, sound, spherePos, 20.0f);
|
||||||
|
if (!IsSoundPlaying(sound)) PlaySound(sound);
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
BeginMode3D(camera);
|
||||||
|
DrawGrid(10, 2);
|
||||||
|
DrawSphere(spherePos, 0.5f, RED);
|
||||||
|
EndMode3D();
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
UnloadSound(sound);
|
||||||
|
CloseAudioDevice(); // Close audio device
|
||||||
|
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// Sound positioning function
|
||||||
|
static void SetSoundPosition(Camera listener, Sound sound, Vector3 position, float maxDist)
|
||||||
|
{
|
||||||
|
// Calculate direction vector and distance between listener and sound source
|
||||||
|
Vector3 direction = Vector3Subtract(position, listener.position);
|
||||||
|
float distance = Vector3Length(direction);
|
||||||
|
|
||||||
|
// Apply logarithmic distance attenuation and clamp between 0-1
|
||||||
|
float attenuation = 1.0f/(1.0f + (distance/maxDist));
|
||||||
|
attenuation = Clamp(attenuation, 0.0f, 1.0f);
|
||||||
|
|
||||||
|
// Calculate normalized vectors for spatial positioning
|
||||||
|
Vector3 normalizedDirection = Vector3Normalize(direction);
|
||||||
|
Vector3 forward = Vector3Normalize(Vector3Subtract(listener.target, listener.position));
|
||||||
|
Vector3 right = Vector3Normalize(Vector3CrossProduct(forward, listener.up));
|
||||||
|
|
||||||
|
// Reduce volume for sounds behind the listener
|
||||||
|
float dotProduct = Vector3DotProduct(forward, normalizedDirection);
|
||||||
|
if (dotProduct < 0.0f) attenuation *= (1.0f + dotProduct*0.5f);
|
||||||
|
|
||||||
|
// Set stereo panning based on sound position relative to listener
|
||||||
|
float pan = 0.5f + 0.5f*Vector3DotProduct(normalizedDirection, right);
|
||||||
|
|
||||||
|
// Apply final sound properties
|
||||||
|
SetSoundVolume(sound, attenuation);
|
||||||
|
SetSoundPan(sound, pan);
|
||||||
|
}
|
||||||
BIN
examples/audio/audio_sound_positioning.png
Normal file
BIN
examples/audio/audio_sound_positioning.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 26 KiB |
|
|
@ -15,9 +15,9 @@
|
||||||
|
|
||||||
static void DrawTextCenter(const char *text, int x, int y, int fontSize, Color color)
|
static void DrawTextCenter(const char *text, int x, int y, int fontSize, Color color)
|
||||||
{
|
{
|
||||||
Vector2 size = MeasureTextEx(GetFontDefault(), text, fontSize, 3);
|
Vector2 size = MeasureTextEx(GetFontDefault(), text, (float)fontSize, 3);
|
||||||
Vector2 pos = (Vector2){x - size.x/2, y - size.y/2 };
|
Vector2 pos = (Vector2){x - size.x/2, y - size.y/2 };
|
||||||
DrawTextEx(GetFontDefault(), text, pos, fontSize, 3, color);
|
DrawTextEx(GetFontDefault(), text, pos, (float)fontSize, 3, color);
|
||||||
}
|
}
|
||||||
|
|
||||||
//------------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------------
|
||||||
|
|
@ -86,11 +86,11 @@ int main(void)
|
||||||
const int minTextSpace = 30;
|
const int minTextSpace = 30;
|
||||||
int last_text_x = -minTextSpace;
|
int last_text_x = -minTextSpace;
|
||||||
for (int i = cellSize; i < GetRenderWidth(); i += cellSize, odd = !odd) {
|
for (int i = cellSize; i < GetRenderWidth(); i += cellSize, odd = !odd) {
|
||||||
int x = ((float)i) / dpiScale.x;
|
int x = (int)(((float)i) / dpiScale.x);
|
||||||
if (odd) {
|
if (odd) {
|
||||||
DrawRectangle(x, pixelGridTop, cellSizePx, pixelGridBottom-pixelGridTop, CLITERAL(Color){ 0, 121, 241, 100 });
|
DrawRectangle(x, pixelGridTop, (int)cellSizePx, pixelGridBottom-pixelGridTop, CLITERAL(Color){ 0, 121, 241, 100 });
|
||||||
}
|
}
|
||||||
DrawLine(x, pixelGridTop, ((float)i) / dpiScale.x, pixelGridLabelY - 10, GRAY);
|
DrawLine(x, pixelGridTop, (int)(((float)i) / dpiScale.x), pixelGridLabelY - 10, GRAY);
|
||||||
if (x - last_text_x >= minTextSpace) {
|
if (x - last_text_x >= minTextSpace) {
|
||||||
DrawTextCenter(TextFormat("%d", i), x, pixelGridLabelY, 12, LIGHTGRAY);
|
DrawTextCenter(TextFormat("%d", i), x, pixelGridLabelY, 12, LIGHTGRAY);
|
||||||
last_text_x = x;
|
last_text_x = x;
|
||||||
|
|
|
||||||
|
|
@ -1,27 +1,27 @@
|
||||||
GLFW_ICON ICON "raylib.ico"
|
GLFW_ICON ICON "raylib.ico"
|
||||||
|
|
||||||
1 VERSIONINFO
|
1 VERSIONINFO
|
||||||
FILEVERSION 1,0,0,0
|
FILEVERSION 5,5,0,0
|
||||||
PRODUCTVERSION 1,0,0,0
|
PRODUCTVERSION 5,5,0,0
|
||||||
BEGIN
|
BEGIN
|
||||||
BLOCK "StringFileInfo"
|
BLOCK "StringFileInfo"
|
||||||
BEGIN
|
BEGIN
|
||||||
//BLOCK "080904E4" // English UK
|
//BLOCK "080904E4" // English UK
|
||||||
BLOCK "040904E4" // English US
|
BLOCK "040904E4" // English US
|
||||||
BEGIN
|
BEGIN
|
||||||
VALUE "CompanyName", "raylib technologies"
|
VALUE "CompanyName", "raylib technologies"
|
||||||
VALUE "FileDescription", "raylib example"
|
VALUE "FileDescription", "raylib application (www.raylib.com)"
|
||||||
VALUE "FileVersion", "1.0"
|
VALUE "FileVersion", "5.5.0"
|
||||||
VALUE "InternalName", "raylib-example"
|
VALUE "InternalName", "raylib-example"
|
||||||
VALUE "LegalCopyright", "(c) 2025 raylib technologies (@raylibtech)"
|
VALUE "LegalCopyright", "(c) 2025 Ramon Santamaria (@raysan5)"
|
||||||
//VALUE "OriginalFilename", "raylib_app.exe"
|
VALUE "OriginalFilename", "raylib-example"
|
||||||
VALUE "ProductName", "raylib-example"
|
VALUE "ProductName", "raylib-example"
|
||||||
VALUE "ProductVersion", "1.0"
|
VALUE "ProductVersion", "5.5.0"
|
||||||
END
|
END
|
||||||
END
|
END
|
||||||
BLOCK "VarFileInfo"
|
BLOCK "VarFileInfo"
|
||||||
BEGIN
|
BEGIN
|
||||||
//VALUE "Translation", 0x809, 1252 // English UK
|
//VALUE "Translation", 0x809, 1252 // English UK
|
||||||
VALUE "Translation", 0x409, 1252 // English US
|
VALUE "Translation", 0x409, 1252 // English US
|
||||||
END
|
END
|
||||||
END
|
END
|
||||||
|
|
|
||||||
|
|
@ -1,26 +1,28 @@
|
||||||
#version 100
|
#version 100
|
||||||
|
|
||||||
precision mediump float;
|
|
||||||
|
|
||||||
// Input vertex attributes (from vertex shader)
|
// Input vertex attributes (from vertex shader)
|
||||||
varying vec2 fragTexCoord;
|
varying vec2 fragTexCoord;
|
||||||
varying vec4 fragColor;
|
|
||||||
|
|
||||||
// Input uniform values
|
// Input uniform values
|
||||||
uniform sampler2D texture0; // Depth texture
|
uniform sampler2D depthTexture;
|
||||||
uniform vec4 colDiffuse;
|
uniform bool flipY;
|
||||||
|
|
||||||
// NOTE: Add your custom variables here
|
float nearPlane = 0.1;
|
||||||
|
float farPlane = 100.0;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
float zNear = 0.01; // camera z near
|
// Handle potential Y-flipping
|
||||||
float zFar = 10.0; // camera z far
|
vec2 texCoord = fragTexCoord;
|
||||||
float z = texture2D(texture0, fragTexCoord).x;
|
if (flipY)
|
||||||
|
texCoord.y = 1.0 - texCoord.y;
|
||||||
|
|
||||||
// Linearize depth value
|
// Sample depth texture
|
||||||
float depth = (2.0*zNear)/(zFar + zNear - z*(zFar - zNear));
|
float depth = texture2D(depthTexture, texCoord).r;
|
||||||
|
|
||||||
// Calculate final fragment color
|
// Linearize depth
|
||||||
gl_FragColor = vec4(depth, depth, depth, 1.0);
|
float linearDepth = (2.0*nearPlane)/(farPlane + nearPlane - depth*(farPlane - nearPlane));
|
||||||
|
|
||||||
|
// Output final color
|
||||||
|
gl_FragColor = vec4(vec3(linearDepth), 1.0);
|
||||||
}
|
}
|
||||||
|
|
@ -2,26 +2,29 @@
|
||||||
|
|
||||||
// Input vertex attributes (from vertex shader)
|
// Input vertex attributes (from vertex shader)
|
||||||
in vec2 fragTexCoord;
|
in vec2 fragTexCoord;
|
||||||
in vec4 fragColor;
|
|
||||||
|
|
||||||
// Input uniform values
|
// Input uniform values
|
||||||
uniform sampler2D texture0; // Depth texture
|
uniform sampler2D depthTexture;
|
||||||
uniform vec4 colDiffuse;
|
uniform bool flipY;
|
||||||
|
|
||||||
|
const float nearPlane = 0.1;
|
||||||
|
const float farPlane = 100.0;
|
||||||
|
|
||||||
// Output fragment color
|
// Output fragment color
|
||||||
out vec4 finalColor;
|
out vec4 finalColor;
|
||||||
|
|
||||||
// NOTE: Add your custom variables here
|
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
float zNear = 0.01; // camera z near
|
// Handle potential Y-flipping
|
||||||
float zFar = 10.0; // camera z far
|
vec2 texCoord = fragTexCoord;
|
||||||
float z = texture(texture0, fragTexCoord).x;
|
if (flipY) texCoord.y = 1.0 - texCoord.y;
|
||||||
|
|
||||||
|
// Sample depth
|
||||||
|
float depth = texture(depthTexture, texCoord).r;
|
||||||
|
|
||||||
// Linearize depth value
|
// Linearize depth value
|
||||||
float depth = (2.0*zNear)/(zFar + zNear - z*(zFar - zNear));
|
float linearDepth = (2.0*nearPlane)/(farPlane + nearPlane - depth*(farPlane - nearPlane));
|
||||||
|
|
||||||
// Calculate final fragment color
|
// Output final color
|
||||||
finalColor = vec4(depth, depth, depth, 1.0);
|
finalColor = vec4(vec3(linearDepth), 1.0);
|
||||||
}
|
}
|
||||||
|
|
@ -108,8 +108,8 @@ int main(void)
|
||||||
|
|
||||||
// Draw rectangle box with rounded corners using shader
|
// Draw rectangle box with rounded corners using shader
|
||||||
Rectangle rec = { 50, 70, 110, 60 };
|
Rectangle rec = { 50, 70, 110, 60 };
|
||||||
DrawRectangleLines(rec.x - 20, rec.y - 20, rec.width + 40, rec.height + 40, DARKGRAY);
|
DrawRectangleLines((int)rec.x - 20, (int)rec.y - 20, (int)rec.width + 40, (int)rec.height + 40, DARKGRAY);
|
||||||
DrawText("Rounded rectangle", rec.x - 20, rec.y - 35, 10, DARKGRAY);
|
DrawText("Rounded rectangle", (int)rec.x - 20, (int)rec.y - 35, 10, DARKGRAY);
|
||||||
|
|
||||||
// Flip Y axis to match shader coordinate system
|
// Flip Y axis to match shader coordinate system
|
||||||
rec.y = screenHeight - rec.y - rec.height;
|
rec.y = screenHeight - rec.y - rec.height;
|
||||||
|
|
@ -128,8 +128,8 @@ int main(void)
|
||||||
|
|
||||||
// Draw rectangle shadow using shader
|
// Draw rectangle shadow using shader
|
||||||
rec = (Rectangle){ 50, 200, 110, 60 };
|
rec = (Rectangle){ 50, 200, 110, 60 };
|
||||||
DrawRectangleLines(rec.x - 20, rec.y - 20, rec.width + 40, rec.height + 40, DARKGRAY);
|
DrawRectangleLines((int)rec.x - 20, (int)rec.y - 20, (int)rec.width + 40, (int)rec.height + 40, DARKGRAY);
|
||||||
DrawText("Rounded rectangle shadow", rec.x - 20, rec.y - 35, 10, DARKGRAY);
|
DrawText("Rounded rectangle shadow", (int)rec.x - 20, (int)rec.y - 35, 10, DARKGRAY);
|
||||||
|
|
||||||
rec.y = screenHeight - rec.y - rec.height;
|
rec.y = screenHeight - rec.y - rec.height;
|
||||||
SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
|
SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
|
||||||
|
|
@ -147,8 +147,8 @@ int main(void)
|
||||||
|
|
||||||
// Draw rectangle's border using shader
|
// Draw rectangle's border using shader
|
||||||
rec = (Rectangle){ 50, 330, 110, 60 };
|
rec = (Rectangle){ 50, 330, 110, 60 };
|
||||||
DrawRectangleLines(rec.x - 20, rec.y - 20, rec.width + 40, rec.height + 40, DARKGRAY);
|
DrawRectangleLines((int)rec.x - 20, (int)rec.y - 20, (int)rec.width + 40, (int)rec.height + 40, DARKGRAY);
|
||||||
DrawText("Rounded rectangle border", rec.x - 20, rec.y - 35, 10, DARKGRAY);
|
DrawText("Rounded rectangle border", (int)rec.x - 20, (int)rec.y - 35, 10, DARKGRAY);
|
||||||
|
|
||||||
rec.y = screenHeight - rec.y - rec.height;
|
rec.y = screenHeight - rec.y - rec.height;
|
||||||
SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
|
SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
|
||||||
|
|
@ -166,8 +166,8 @@ int main(void)
|
||||||
|
|
||||||
// Draw one more rectangle with all three colors
|
// Draw one more rectangle with all three colors
|
||||||
rec = (Rectangle){ 240, 80, 500, 300 };
|
rec = (Rectangle){ 240, 80, 500, 300 };
|
||||||
DrawRectangleLines(rec.x - 30, rec.y - 30, rec.width + 60, rec.height + 60, DARKGRAY);
|
DrawRectangleLines((int)rec.x - 30, (int)rec.y - 30, (int)rec.width + 60, (int)rec.height + 60, DARKGRAY);
|
||||||
DrawText("Rectangle with all three combined", rec.x - 30, rec.y - 45, 10, DARKGRAY);
|
DrawText("Rectangle with all three combined", (int)rec.x - 30, (int)rec.y - 45, 10, DARKGRAY);
|
||||||
|
|
||||||
rec.y = screenHeight - rec.y - rec.height;
|
rec.y = screenHeight - rec.y - rec.height;
|
||||||
SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
|
SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
|
||||||
|
|
|
||||||
153
examples/shaders/shaders_view_depth.c
Normal file
153
examples/shaders/shaders_view_depth.c
Normal file
|
|
@ -0,0 +1,153 @@
|
||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [shader] example - render depth texture
|
||||||
|
*
|
||||||
|
* Example complexity rating: [★★★☆] 3/4
|
||||||
|
*
|
||||||
|
* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
|
||||||
|
*
|
||||||
|
* Example contributed by Luís Almeida (@luis605)
|
||||||
|
*
|
||||||
|
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||||
|
* BSD-like license that allows static linking with closed source software
|
||||||
|
*
|
||||||
|
* Copyright (c) 2025 Luís Almeida (@luis605)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
#include "rlgl.h"
|
||||||
|
|
||||||
|
#if defined(PLATFORM_DESKTOP)
|
||||||
|
#define GLSL_VERSION 330
|
||||||
|
#else // PLATFORM_ANDROID, PLATFORM_WEB
|
||||||
|
#define GLSL_VERSION 100
|
||||||
|
#endif
|
||||||
|
|
||||||
|
RenderTexture2D LoadRenderTextureWithDepth(int width, int height);
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Program main entry point
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
int main(void)
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
const int screenWidth = 800;
|
||||||
|
const int screenHeight = 450;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [shader] example - render depth texture");
|
||||||
|
|
||||||
|
// Init camera
|
||||||
|
Camera camera = { 0 };
|
||||||
|
camera.position = (Vector3){ 4.0f, 1.0f, 5.0f };
|
||||||
|
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
||||||
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||||
|
camera.fovy = 45.0f;
|
||||||
|
camera.projection = CAMERA_PERSPECTIVE;
|
||||||
|
|
||||||
|
// Load an empty render texture with a depth texture
|
||||||
|
RenderTexture2D target = LoadRenderTextureWithDepth(screenWidth, screenHeight);
|
||||||
|
|
||||||
|
// Load depth shader and get depth texture shader location
|
||||||
|
Shader depthShader = LoadShader(0, TextFormat("resources/shaders/glsl%i/depth.fs", GLSL_VERSION));
|
||||||
|
int depthLoc = GetShaderLocation(depthShader, "depthTexture");
|
||||||
|
int flipTextureLoc = GetShaderLocation(depthShader, "flipY");
|
||||||
|
SetShaderValue(depthShader, flipTextureLoc, (int[]){ 1 }, SHADER_UNIFORM_INT); // Flip Y texture
|
||||||
|
|
||||||
|
// Load models
|
||||||
|
Model cube = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
|
||||||
|
Model floor = LoadModelFromMesh(GenMeshPlane(20.0f, 20.0f, 1, 1));
|
||||||
|
|
||||||
|
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||||
|
|
||||||
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Main game loop
|
||||||
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
|
{
|
||||||
|
// Update
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
UpdateCamera(&camera, CAMERA_FREE);
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginTextureMode(target);
|
||||||
|
ClearBackground(WHITE);
|
||||||
|
|
||||||
|
BeginMode3D(camera);
|
||||||
|
DrawModel(cube, (Vector3){ 0.0f, 0.0f, 0.0f }, 3.0f, YELLOW);
|
||||||
|
DrawModel(floor, (Vector3){ 10.0f, 0.0f, 2.0f }, 2.0f, RED);
|
||||||
|
EndMode3D();
|
||||||
|
EndTextureMode();
|
||||||
|
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
BeginShaderMode(depthShader);
|
||||||
|
SetShaderValueTexture(depthShader, depthLoc, target.depth);
|
||||||
|
DrawTexture(target.depth, 0, 0, WHITE);
|
||||||
|
EndShaderMode();
|
||||||
|
|
||||||
|
DrawRectangle( 10, 10, 320, 93, Fade(SKYBLUE, 0.5f));
|
||||||
|
DrawRectangleLines( 10, 10, 320, 93, BLUE);
|
||||||
|
|
||||||
|
DrawText("Camera Controls:", 20, 20, 10, BLACK);
|
||||||
|
DrawText("- WASD to move", 40, 40, 10, DARKGRAY);
|
||||||
|
DrawText("- Mouse Wheel Pressed to Pan", 40, 60, 10, DARKGRAY);
|
||||||
|
DrawText("- Z to zoom to (0, 0, 0)", 40, 80, 10, DARKGRAY);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
UnloadModel(cube); // Unload model
|
||||||
|
UnloadModel(floor); // Unload model
|
||||||
|
UnloadRenderTexture(target); // Unload render texture
|
||||||
|
UnloadShader(depthShader); // Unload shader
|
||||||
|
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
RenderTexture2D LoadRenderTextureWithDepth(int width, int height)
|
||||||
|
{
|
||||||
|
RenderTexture2D target = {0};
|
||||||
|
|
||||||
|
target.id = rlLoadFramebuffer(); // Load an empty framebuffer
|
||||||
|
|
||||||
|
if (target.id > 0)
|
||||||
|
{
|
||||||
|
rlEnableFramebuffer(target.id);
|
||||||
|
|
||||||
|
// Create color texture (default to RGBA)
|
||||||
|
target.texture.id = rlLoadTexture(0, width, height, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
|
||||||
|
target.texture.width = width;
|
||||||
|
target.texture.height = height;
|
||||||
|
target.texture.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8;
|
||||||
|
target.texture.mipmaps = 1;
|
||||||
|
|
||||||
|
// Create depth texture
|
||||||
|
target.depth.id = rlLoadTextureDepth(width, height, false);
|
||||||
|
target.depth.width = width;
|
||||||
|
target.depth.height = height;
|
||||||
|
target.depth.format = 19; //DEPTH_COMPONENT_24BIT? THIS DOESN'T EXIST IN RAYLIB
|
||||||
|
target.depth.mipmaps = 1;
|
||||||
|
|
||||||
|
// Attach color texture and depth texture to FBO
|
||||||
|
rlFramebufferAttach(target.id, target.texture.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D, 0);
|
||||||
|
rlFramebufferAttach(target.id, target.depth.id, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_TEXTURE2D, 0);
|
||||||
|
|
||||||
|
// Check if fbo is complete with attachments (valid)
|
||||||
|
if (rlFramebufferComplete(target.id)) TRACELOG(LOG_INFO, "FBO: [ID %i] Framebuffer object created successfully", target.id);
|
||||||
|
|
||||||
|
rlDisableFramebuffer();
|
||||||
|
}
|
||||||
|
else TRACELOG(LOG_WARNING, "FBO: Framebuffer object can not be created");
|
||||||
|
|
||||||
|
return target;
|
||||||
|
}
|
||||||
BIN
examples/shaders/shaders_view_depth.png
Normal file
BIN
examples/shaders/shaders_view_depth.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 30 KiB |
|
|
@ -74,7 +74,6 @@ int main(void)
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw into our custom render texture (framebuffer)
|
// Draw into our custom render texture (framebuffer)
|
||||||
BeginTextureMode(target);
|
BeginTextureMode(target);
|
||||||
ClearBackground(WHITE);
|
ClearBackground(WHITE);
|
||||||
|
|
@ -93,7 +92,6 @@ int main(void)
|
||||||
// Draw into screen our custom render texture
|
// Draw into screen our custom render texture
|
||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
|
DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
|
||||||
DrawFPS(10, 10);
|
DrawFPS(10, 10);
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
|
|
|
||||||
|
|
@ -556,7 +556,7 @@
|
||||||
<ClCompile Include="..\..\..\examples\audio\audio_mixed_processor.c" />
|
<ClCompile Include="..\..\..\examples\audio\audio_mixed_processor.c" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ResourceCompile Include="..\..\..\src\raylib.rc" />
|
<ResourceCompile Include="..\..\..\examples\examples.rc" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
||||||
|
|
|
||||||
|
|
@ -556,7 +556,7 @@
|
||||||
<ClCompile Include="..\..\..\examples\audio\audio_module_playing.c" />
|
<ClCompile Include="..\..\..\examples\audio\audio_module_playing.c" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ResourceCompile Include="..\..\..\src\raylib.rc" />
|
<ResourceCompile Include="..\..\..\examples\examples.rc" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
||||||
|
|
|
||||||
|
|
@ -556,7 +556,7 @@
|
||||||
<ClCompile Include="..\..\..\examples\audio\audio_music_stream.c" />
|
<ClCompile Include="..\..\..\examples\audio\audio_music_stream.c" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ResourceCompile Include="..\..\..\src\raylib.rc" />
|
<ResourceCompile Include="..\..\..\examples\examples.rc" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
||||||
|
|
|
||||||
|
|
@ -556,7 +556,7 @@
|
||||||
<ClCompile Include="..\..\..\examples\audio\audio_raw_stream.c" />
|
<ClCompile Include="..\..\..\examples\audio\audio_raw_stream.c" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ResourceCompile Include="..\..\..\src\raylib.rc" />
|
<ResourceCompile Include="..\..\..\examples\examples.rc" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
||||||
|
|
|
||||||
|
|
@ -556,7 +556,7 @@
|
||||||
<ClCompile Include="..\..\..\examples\audio\audio_sound_loading.c" />
|
<ClCompile Include="..\..\..\examples\audio\audio_sound_loading.c" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ResourceCompile Include="..\..\..\src\raylib.rc" />
|
<ResourceCompile Include="..\..\..\examples\examples.rc" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
||||||
|
|
|
||||||
|
|
@ -556,7 +556,7 @@
|
||||||
<ClCompile Include="..\..\..\examples\audio\audio_sound_multi.c" />
|
<ClCompile Include="..\..\..\examples\audio\audio_sound_multi.c" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ResourceCompile Include="..\..\..\src\raylib.rc" />
|
<ResourceCompile Include="..\..\..\examples\examples.rc" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
||||||
|
|
|
||||||
|
|
@ -556,7 +556,7 @@
|
||||||
<ClCompile Include="..\..\..\examples\audio\audio_stream_effects.c" />
|
<ClCompile Include="..\..\..\examples\audio\audio_stream_effects.c" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ResourceCompile Include="..\..\..\src\raylib.rc" />
|
<ResourceCompile Include="..\..\..\examples\examples.rc" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
||||||
|
|
|
||||||
|
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|
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|
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||||||
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||||||
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|
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|
||||||
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|
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||||||
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||||||
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|
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|
||||||
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|
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|
||||||
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|
||||||
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|
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||||||
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|
||||||
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|
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|
||||||
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|
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||||||
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||||||
|
|
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|
||||||
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|
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||||||
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||||||
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|
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|
||||||
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|
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|
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|
||||||
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|
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||||||
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|
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|
||||||
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|
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||||||
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|
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|
||||||
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|
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||||||
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|
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|
||||||
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|
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||||||
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|
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|
||||||
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|
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||||||
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|
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|
||||||
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|
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||||||
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|
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|
||||||
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|
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||||||
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|
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|
||||||
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|
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||||||
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|
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|
||||||
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|
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|
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|
||||||
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|
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||||||
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|
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|
||||||
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|
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||||||
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|
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|
||||||
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|
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||||||
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|
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||||||
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|
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|
||||||
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|
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|
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||||||
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|
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||||||
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|
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|
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||||||
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|
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||||||
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|
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|
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|
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|
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||||||
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||||||
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||||||
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||||||
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<ClCompile Include="..\..\..\examples\shaders\shaders_deferred_render.c" />
|
<ClCompile Include="..\..\..\examples\shaders\shaders_deferred_render.c" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ResourceCompile Include="..\..\..\src\raylib.rc" />
|
<ResourceCompile Include="..\..\..\examples\examples.rc" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
||||||
|
|
|
||||||
|
|
@ -556,7 +556,7 @@
|
||||||
<ClCompile Include="..\..\..\examples\shaders\shaders_eratosthenes.c" />
|
<ClCompile Include="..\..\..\examples\shaders\shaders_eratosthenes.c" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ResourceCompile Include="..\..\..\src\raylib.rc" />
|
<ResourceCompile Include="..\..\..\examples\examples.rc" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
||||||
|
|
|
||||||
|
|
@ -556,7 +556,7 @@
|
||||||
<ClCompile Include="..\..\..\examples\shaders\shaders_fog.c" />
|
<ClCompile Include="..\..\..\examples\shaders\shaders_fog.c" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ResourceCompile Include="..\..\..\src\raylib.rc" />
|
<ResourceCompile Include="..\..\..\examples\examples.rc" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
||||||
|
|
|
||||||
|
|
@ -556,7 +556,7 @@
|
||||||
<ClCompile Include="..\..\..\examples\shaders\shaders_hot_reloading.c" />
|
<ClCompile Include="..\..\..\examples\shaders\shaders_hot_reloading.c" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ResourceCompile Include="..\..\..\src\raylib.rc" />
|
<ResourceCompile Include="..\..\..\examples\examples.rc" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
||||||
|
|
|
||||||
|
|
@ -556,7 +556,7 @@
|
||||||
<ClCompile Include="..\..\..\examples\shaders\shaders_hybrid_render.c" />
|
<ClCompile Include="..\..\..\examples\shaders\shaders_hybrid_render.c" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ResourceCompile Include="..\..\..\src\raylib.rc" />
|
<ResourceCompile Include="..\..\..\examples\examples.rc" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
||||||
|
|
|
||||||
|
|
@ -556,7 +556,7 @@
|
||||||
<ClCompile Include="..\..\..\examples\shaders\shaders_julia_set.c" />
|
<ClCompile Include="..\..\..\examples\shaders\shaders_julia_set.c" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ResourceCompile Include="..\..\..\src\raylib.rc" />
|
<ResourceCompile Include="..\..\..\examples\examples.rc" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
||||||
|
|
|
||||||
|
|
@ -556,7 +556,7 @@
|
||||||
<ClCompile Include="..\..\..\examples\shaders\shaders_mesh_instancing.c" />
|
<ClCompile Include="..\..\..\examples\shaders\shaders_mesh_instancing.c" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ResourceCompile Include="..\..\..\src\raylib.rc" />
|
<ResourceCompile Include="..\..\..\examples\examples.rc" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
||||||
|
|
|
||||||
|
|
@ -556,7 +556,7 @@
|
||||||
<ClCompile Include="..\..\..\examples\shaders\shaders_model_shader.c" />
|
<ClCompile Include="..\..\..\examples\shaders\shaders_model_shader.c" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ResourceCompile Include="..\..\..\src\raylib.rc" />
|
<ResourceCompile Include="..\..\..\examples\examples.rc" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
||||||
|
|
|
||||||
|
|
@ -556,7 +556,7 @@
|
||||||
<ClCompile Include="..\..\..\examples\shaders\shaders_multi_sample2d.c" />
|
<ClCompile Include="..\..\..\examples\shaders\shaders_multi_sample2d.c" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ResourceCompile Include="..\..\..\src\raylib.rc" />
|
<ResourceCompile Include="..\..\..\examples\examples.rc" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
||||||
|
|
|
||||||
|
|
@ -556,7 +556,7 @@
|
||||||
<ClCompile Include="..\..\..\examples\shaders\shaders_palette_switch.c" />
|
<ClCompile Include="..\..\..\examples\shaders\shaders_palette_switch.c" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ResourceCompile Include="..\..\..\src\raylib.rc" />
|
<ResourceCompile Include="..\..\..\examples\examples.rc" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
||||||
|
|
|
||||||
|
|
@ -556,7 +556,7 @@
|
||||||
<ClCompile Include="..\..\..\examples\shaders\shaders_postprocessing.c" />
|
<ClCompile Include="..\..\..\examples\shaders\shaders_postprocessing.c" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ResourceCompile Include="..\..\..\src\raylib.rc" />
|
<ResourceCompile Include="..\..\..\examples\examples.rc" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
||||||
|
|
|
||||||
|
|
@ -556,7 +556,7 @@
|
||||||
<ClCompile Include="..\..\..\examples\shaders\shaders_raymarching.c" />
|
<ClCompile Include="..\..\..\examples\shaders\shaders_raymarching.c" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ResourceCompile Include="..\..\..\src\raylib.rc" />
|
<ResourceCompile Include="..\..\..\examples\examples.rc" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
||||||
|
|
|
||||||
|
|
@ -556,7 +556,7 @@
|
||||||
<ClCompile Include="..\..\..\examples\shaders\shaders_rounded_rectangle.c" />
|
<ClCompile Include="..\..\..\examples\shaders\shaders_rounded_rectangle.c" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ResourceCompile Include="..\..\..\src\raylib.rc" />
|
<ResourceCompile Include="..\..\..\examples\examples.rc" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
||||||
|
|
|
||||||
|
|
@ -556,7 +556,7 @@
|
||||||
<ClCompile Include="..\..\..\examples\shaders\shaders_shadowmap.c" />
|
<ClCompile Include="..\..\..\examples\shaders\shaders_shadowmap.c" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ResourceCompile Include="..\..\..\src\raylib.rc" />
|
<ResourceCompile Include="..\..\..\examples\examples.rc" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
||||||
|
|
|
||||||
|
|
@ -556,7 +556,7 @@
|
||||||
<ClCompile Include="..\..\..\examples\shaders\shaders_shapes_textures.c" />
|
<ClCompile Include="..\..\..\examples\shaders\shaders_shapes_textures.c" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ResourceCompile Include="..\..\..\src\raylib.rc" />
|
<ResourceCompile Include="..\..\..\examples\examples.rc" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
||||||
|
|
|
||||||
|
|
@ -556,7 +556,7 @@
|
||||||
<ClCompile Include="..\..\..\examples\shaders\shaders_simple_mask.c" />
|
<ClCompile Include="..\..\..\examples\shaders\shaders_simple_mask.c" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ResourceCompile Include="..\..\..\src\raylib.rc" />
|
<ResourceCompile Include="..\..\..\examples\examples.rc" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
||||||
|
|
|
||||||
Some files were not shown because too many files have changed in this diff Show More
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Reference in New Issue
Block a user