Merge branch 'raysan5:master' into pure
This commit is contained in:
commit
3a12de6bd3
|
|
@ -338,18 +338,19 @@ ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_R
|
||||||
# -sASYNCIFY # lets synchronous C/C++ code interact with asynchronous JS
|
# -sASYNCIFY # lets synchronous C/C++ code interact with asynchronous JS
|
||||||
# -sFORCE_FILESYSTEM=1 # force filesystem to load/save files data
|
# -sFORCE_FILESYSTEM=1 # force filesystem to load/save files data
|
||||||
# -sASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off)
|
# -sASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off)
|
||||||
# -sGL_ENABLE_GET_PROC_ADDRESS # enable using the *glGetProcAddress() family of functions, required for extensions loading
|
# -sMINIFY_HTML=0 # minify generated html from shell.html
|
||||||
# --profiling # include information for code profiling
|
# --profiling # include information for code profiling
|
||||||
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
|
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
|
||||||
# --preload-file resources # specify a resources folder for data compilation
|
# --preload-file resources # specify a resources folder for data compilation
|
||||||
# --source-map-base # allow debugging in browser with source map
|
# --source-map-base # allow debugging in browser with source map
|
||||||
|
# --shell-file shell.html # define a custom shell .html and output extension
|
||||||
|
LDFLAGS += -sTOTAL_MEMORY=$(BUILD_WEB_HEAP_SIZE) -sFORCE_FILESYSTEM=1 -sMINIFY_HTML=0
|
||||||
|
|
||||||
|
# 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
|
||||||
|
|
||||||
LDFLAGS += -sTOTAL_MEMORY=$(BUILD_WEB_HEAP_SIZE) -sFORCE_FILESYSTEM=1
|
|
||||||
|
|
||||||
# Build using asyncify
|
# Build using asyncify
|
||||||
ifeq ($(BUILD_WEB_ASYNCIFY),TRUE)
|
ifeq ($(BUILD_WEB_ASYNCIFY),TRUE)
|
||||||
LDFLAGS += -sASYNCIFY
|
LDFLAGS += -sASYNCIFY
|
||||||
|
|
@ -512,7 +513,6 @@ CORE = \
|
||||||
core/core_custom_logging \
|
core/core_custom_logging \
|
||||||
core/core_drop_files \
|
core/core_drop_files \
|
||||||
core/core_input_gamepad \
|
core/core_input_gamepad \
|
||||||
core/core_input_gamepad_info \
|
|
||||||
core/core_input_gestures \
|
core/core_input_gestures \
|
||||||
core/core_input_gestures_web \
|
core/core_input_gestures_web \
|
||||||
core/core_input_keys \
|
core/core_input_keys \
|
||||||
|
|
@ -547,10 +547,11 @@ SHAPES = \
|
||||||
shapes/shapes_lines_bezier \
|
shapes/shapes_lines_bezier \
|
||||||
shapes/shapes_logo_raylib \
|
shapes/shapes_logo_raylib \
|
||||||
shapes/shapes_logo_raylib_anim \
|
shapes/shapes_logo_raylib_anim \
|
||||||
|
shapes/shapes_rectangle_advanced \
|
||||||
shapes/shapes_rectangle_scaling \
|
shapes/shapes_rectangle_scaling \
|
||||||
shapes/shapes_splines_drawing \
|
shapes/shapes_splines_drawing \
|
||||||
shapes/shapes_top_down_lights \
|
shapes/shapes_top_down_lights
|
||||||
shapes/shapes_rectangle_advanced
|
|
||||||
|
|
||||||
TEXTURES = \
|
TEXTURES = \
|
||||||
textures/textures_background_scrolling \
|
textures/textures_background_scrolling \
|
||||||
|
|
@ -603,6 +604,7 @@ MODELS = \
|
||||||
models/models_draw_cube_texture \
|
models/models_draw_cube_texture \
|
||||||
models/models_first_person_maze \
|
models/models_first_person_maze \
|
||||||
models/models_geometric_shapes \
|
models/models_geometric_shapes \
|
||||||
|
models/models_gpu_skinning \
|
||||||
models/models_heightmap \
|
models/models_heightmap \
|
||||||
models/models_loading \
|
models/models_loading \
|
||||||
models/models_loading_gltf \
|
models/models_loading_gltf \
|
||||||
|
|
@ -614,9 +616,9 @@ MODELS = \
|
||||||
models/models_point_rendering \
|
models/models_point_rendering \
|
||||||
models/models_rlgl_solar_system \
|
models/models_rlgl_solar_system \
|
||||||
models/models_skybox \
|
models/models_skybox \
|
||||||
|
models/models_tesseract_view \
|
||||||
models/models_waving_cubes \
|
models/models_waving_cubes \
|
||||||
models/models_yaw_pitch_roll \
|
models/models_yaw_pitch_roll
|
||||||
models/models_gpu_skinning
|
|
||||||
|
|
||||||
SHADERS = \
|
SHADERS = \
|
||||||
shaders/shaders_basic_lighting \
|
shaders/shaders_basic_lighting \
|
||||||
|
|
|
||||||
|
|
@ -274,18 +274,19 @@ ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
|
||||||
# -sASYNCIFY # lets synchronous C/C++ code interact with asynchronous JS
|
# -sASYNCIFY # lets synchronous C/C++ code interact with asynchronous JS
|
||||||
# -sFORCE_FILESYSTEM=1 # force filesystem to load/save files data
|
# -sFORCE_FILESYSTEM=1 # force filesystem to load/save files data
|
||||||
# -sASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off)
|
# -sASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off)
|
||||||
# -sGL_ENABLE_GET_PROC_ADDRESS # enable using the *glGetProcAddress() family of functions, required for extensions loading
|
# -sMINIFY_HTML=0 # minify generated html from shell.html
|
||||||
# --profiling # include information for code profiling
|
# --profiling # include information for code profiling
|
||||||
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
|
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
|
||||||
# --preload-file resources # specify a resources folder for data compilation
|
# --preload-file resources # specify a resources folder for data compilation
|
||||||
# --source-map-base # allow debugging in browser with source map
|
# --source-map-base # allow debugging in browser with source map
|
||||||
|
# --shell-file shell.html # define a custom shell .html and output extension
|
||||||
|
LDFLAGS += -sTOTAL_MEMORY=$(BUILD_WEB_HEAP_SIZE) -sFORCE_FILESYSTEM=1 -sEXPORTED_RUNTIME_METHODS=ccall -sMINIFY_HTML=0
|
||||||
|
|
||||||
|
# Using GLFW3 library (instead of RGFW)
|
||||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||||
LDFLAGS += -sUSE_GLFW=3
|
LDFLAGS += -sUSE_GLFW=3
|
||||||
endif
|
endif
|
||||||
|
|
||||||
LDFLAGS += -sEXPORTED_RUNTIME_METHODS=ccall
|
|
||||||
|
|
||||||
# Build using asyncify
|
# Build using asyncify
|
||||||
ifeq ($(BUILD_WEB_ASYNCIFY),TRUE)
|
ifeq ($(BUILD_WEB_ASYNCIFY),TRUE)
|
||||||
LDFLAGS += -sASYNCIFY
|
LDFLAGS += -sASYNCIFY
|
||||||
|
|
@ -393,7 +394,6 @@ CORE = \
|
||||||
core/core_custom_logging \
|
core/core_custom_logging \
|
||||||
core/core_drop_files \
|
core/core_drop_files \
|
||||||
core/core_input_gamepad \
|
core/core_input_gamepad \
|
||||||
core/core_input_gamepad_info \
|
|
||||||
core/core_input_gestures \
|
core/core_input_gestures \
|
||||||
core/core_input_gestures_web \
|
core/core_input_gestures_web \
|
||||||
core/core_input_keys \
|
core/core_input_keys \
|
||||||
|
|
@ -428,10 +428,10 @@ SHAPES = \
|
||||||
shapes/shapes_lines_bezier \
|
shapes/shapes_lines_bezier \
|
||||||
shapes/shapes_logo_raylib \
|
shapes/shapes_logo_raylib \
|
||||||
shapes/shapes_logo_raylib_anim \
|
shapes/shapes_logo_raylib_anim \
|
||||||
|
shapes/shapes_rectangle_advanced \
|
||||||
shapes/shapes_rectangle_scaling \
|
shapes/shapes_rectangle_scaling \
|
||||||
shapes/shapes_splines_drawing \
|
shapes/shapes_splines_drawing \
|
||||||
shapes/shapes_top_down_lights \
|
shapes/shapes_top_down_lights
|
||||||
shapes/shapes_rectangle_advanced
|
|
||||||
|
|
||||||
TEXTURES = \
|
TEXTURES = \
|
||||||
textures/textures_background_scrolling \
|
textures/textures_background_scrolling \
|
||||||
|
|
@ -477,7 +477,6 @@ TEXT = \
|
||||||
|
|
||||||
MODELS = \
|
MODELS = \
|
||||||
models/models_animation \
|
models/models_animation \
|
||||||
models/models_gpu_skinning \
|
|
||||||
models/models_billboard \
|
models/models_billboard \
|
||||||
models/models_bone_socket \
|
models/models_bone_socket \
|
||||||
models/models_box_collisions \
|
models/models_box_collisions \
|
||||||
|
|
@ -485,6 +484,7 @@ MODELS = \
|
||||||
models/models_draw_cube_texture \
|
models/models_draw_cube_texture \
|
||||||
models/models_first_person_maze \
|
models/models_first_person_maze \
|
||||||
models/models_geometric_shapes \
|
models/models_geometric_shapes \
|
||||||
|
models/models_gpu_skinning \
|
||||||
models/models_heightmap \
|
models/models_heightmap \
|
||||||
models/models_loading \
|
models/models_loading \
|
||||||
models/models_loading_gltf \
|
models/models_loading_gltf \
|
||||||
|
|
@ -496,6 +496,7 @@ MODELS = \
|
||||||
models/models_point_rendering \
|
models/models_point_rendering \
|
||||||
models/models_rlgl_solar_system \
|
models/models_rlgl_solar_system \
|
||||||
models/models_skybox \
|
models/models_skybox \
|
||||||
|
models/models_tesseract_view \
|
||||||
models/models_waving_cubes \
|
models/models_waving_cubes \
|
||||||
models/models_yaw_pitch_roll
|
models/models_yaw_pitch_roll
|
||||||
|
|
||||||
|
|
@ -524,8 +525,8 @@ 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_write_depth \
|
shaders/shaders_vertex_displacement \
|
||||||
shaders/shaders_vertex_displacement
|
shaders/shaders_write_depth
|
||||||
|
|
||||||
AUDIO = \
|
AUDIO = \
|
||||||
audio/audio_mixed_processor \
|
audio/audio_mixed_processor \
|
||||||
|
|
@ -613,9 +614,6 @@ core/core_input_gamepad: core/core_input_gamepad.c
|
||||||
--preload-file core/resources/ps3.png@resources/ps3.png \
|
--preload-file core/resources/ps3.png@resources/ps3.png \
|
||||||
--preload-file core/resources/xbox.png@resources/xbox.png
|
--preload-file core/resources/xbox.png@resources/xbox.png
|
||||||
|
|
||||||
core/core_input_gamepad_info: core/core_input_gamepad_info.c
|
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
|
||||||
|
|
||||||
core/core_input_gestures: core/core_input_gestures.c
|
core/core_input_gestures: core/core_input_gestures.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
|
|
@ -637,7 +635,7 @@ core/core_input_multitouch: core/core_input_multitouch.c
|
||||||
core/core_input_virtual_controls: core/core_input_virtual_controls.c
|
core/core_input_virtual_controls: core/core_input_virtual_controls.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
# NOTE: To use multi-threading raylib must be compiled with multi-theading support (-s USE_PTHREADS=1)
|
# NOTE: To use multi-threading raylib must be compiled with multi-theading support (-sUSE_PTHREADS=1)
|
||||||
# WARNING: For security reasons multi-threading is not supported on browsers, it requires cross-origin isolation (Oct.2021)
|
# WARNING: For security reasons multi-threading is not supported on browsers, it requires cross-origin isolation (Oct.2021)
|
||||||
# WARNING: It requires raylib to be compiled using -pthread, so atomic operations and thread-local data (if any)
|
# WARNING: It requires raylib to be compiled using -pthread, so atomic operations and thread-local data (if any)
|
||||||
# in its source were transformed to non-atomic operations and non-thread-local data
|
# in its source were transformed to non-atomic operations and non-thread-local data
|
||||||
|
|
@ -998,6 +996,9 @@ models/models_skybox: models/models_skybox.c
|
||||||
--preload-file models/resources/shaders/glsl100/cubemap.vs@resources/shaders/glsl100/cubemap.vs \
|
--preload-file models/resources/shaders/glsl100/cubemap.vs@resources/shaders/glsl100/cubemap.vs \
|
||||||
--preload-file models/resources/shaders/glsl100/cubemap.fs@resources/shaders/glsl100/cubemap.fs
|
--preload-file models/resources/shaders/glsl100/cubemap.fs@resources/shaders/glsl100/cubemap.fs
|
||||||
|
|
||||||
|
models/models_tesseract_view: models/models_tesseract_view.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
models/models_waving_cubes: models/models_waving_cubes.c
|
models/models_waving_cubes: models/models_waving_cubes.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
|
|
|
||||||
Binary file not shown.
|
Before Width: | Height: | Size: 16 KiB After Width: | Height: | Size: 16 KiB |
|
|
@ -46,7 +46,7 @@ int main(void)
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
switch(currentScreen)
|
switch (currentScreen)
|
||||||
{
|
{
|
||||||
case LOGO:
|
case LOGO:
|
||||||
{
|
{
|
||||||
|
|
|
||||||
|
|
@ -1,83 +0,0 @@
|
||||||
/*******************************************************************************************
|
|
||||||
*
|
|
||||||
* raylib [core] example - Gamepad information
|
|
||||||
*
|
|
||||||
* NOTE: This example requires a Gamepad connected to the system
|
|
||||||
* Check raylib.h for buttons configuration
|
|
||||||
*
|
|
||||||
* Example originally created with raylib 4.6, last time updated with raylib 4.6
|
|
||||||
*
|
|
||||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
|
||||||
* BSD-like license that allows static linking with closed source software
|
|
||||||
*
|
|
||||||
* Copyright (c) 2013-2024 Ramon Santamaria (@raysan5)
|
|
||||||
*
|
|
||||||
********************************************************************************************/
|
|
||||||
|
|
||||||
#include "raylib.h"
|
|
||||||
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
// Program main entry point
|
|
||||||
//------------------------------------------------------------------------------------
|
|
||||||
int main(void)
|
|
||||||
{
|
|
||||||
// Initialization
|
|
||||||
//--------------------------------------------------------------------------------------
|
|
||||||
const int screenWidth = 800;
|
|
||||||
const int screenHeight = 450;
|
|
||||||
|
|
||||||
SetConfigFlags(FLAG_MSAA_4X_HINT); // Set MSAA 4X hint before windows creation
|
|
||||||
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad information");
|
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
|
||||||
//--------------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
// Main game loop
|
|
||||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
|
||||||
{
|
|
||||||
// Update
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
// TODO: Update your variables here
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
// Draw
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
BeginDrawing();
|
|
||||||
|
|
||||||
ClearBackground(RAYWHITE);
|
|
||||||
|
|
||||||
for (int i = 0, y = 5; i < 4; i++) // MAX_GAMEPADS = 4
|
|
||||||
{
|
|
||||||
if (IsGamepadAvailable(i))
|
|
||||||
{
|
|
||||||
DrawText(TextFormat("Gamepad name: %s", GetGamepadName(i)), 10, y, 10, BLACK);
|
|
||||||
y += 11;
|
|
||||||
DrawText(TextFormat("\tAxis count: %d", GetGamepadAxisCount(i)), 10, y, 10, BLACK);
|
|
||||||
y += 11;
|
|
||||||
|
|
||||||
for (int axis = 0; axis < GetGamepadAxisCount(i); axis++)
|
|
||||||
{
|
|
||||||
DrawText(TextFormat("\tAxis %d = %f", axis, GetGamepadAxisMovement(i, axis)), 10, y, 10, BLACK);
|
|
||||||
y += 11;
|
|
||||||
}
|
|
||||||
|
|
||||||
for (int button = 0; button < 32; button++)
|
|
||||||
{
|
|
||||||
DrawText(TextFormat("\tButton %d = %d", button, IsGamepadButtonDown(i, button)), 10, y, 10, BLACK);
|
|
||||||
y += 11;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
DrawFPS(GetScreenWidth() - 100, 100);
|
|
||||||
|
|
||||||
EndDrawing();
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
}
|
|
||||||
|
|
||||||
// De-Initialization
|
|
||||||
//--------------------------------------------------------------------------------------
|
|
||||||
CloseWindow(); // Close window and OpenGL context
|
|
||||||
//--------------------------------------------------------------------------------------
|
|
||||||
}
|
|
||||||
|
|
@ -42,7 +42,7 @@ int main(void)
|
||||||
// Get the touch point count ( how many fingers are touching the screen )
|
// Get the touch point count ( how many fingers are touching the screen )
|
||||||
int tCount = GetTouchPointCount();
|
int tCount = GetTouchPointCount();
|
||||||
// Clamp touch points available ( set the maximum touch points allowed )
|
// Clamp touch points available ( set the maximum touch points allowed )
|
||||||
if(tCount > MAX_TOUCH_POINTS) tCount = MAX_TOUCH_POINTS;
|
if (tCount > MAX_TOUCH_POINTS) tCount = MAX_TOUCH_POINTS;
|
||||||
// Get touch points positions
|
// Get touch points positions
|
||||||
for (int i = 0; i < tCount; ++i) touchPositions[i] = GetTouchPosition(i);
|
for (int i = 0; i < tCount; ++i) touchPositions[i] = GetTouchPosition(i);
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
|
||||||
|
|
@ -115,26 +115,10 @@ int main(void)
|
||||||
// Move player according to pressed button
|
// Move player according to pressed button
|
||||||
switch (pressedButton)
|
switch (pressedButton)
|
||||||
{
|
{
|
||||||
case BUTTON_UP:
|
case BUTTON_UP: playerPosition.y -= playerSpeed*GetFrameTime(); break;
|
||||||
{
|
case BUTTON_LEFT: playerPosition.x -= playerSpeed*GetFrameTime(); break;
|
||||||
playerPosition.y -= playerSpeed*GetFrameTime();
|
case BUTTON_RIGHT: playerPosition.x += playerSpeed*GetFrameTime(); break;
|
||||||
break;
|
case BUTTON_DOWN: playerPosition.y += playerSpeed*GetFrameTime(); break;
|
||||||
}
|
|
||||||
case BUTTON_LEFT:
|
|
||||||
{
|
|
||||||
playerPosition.x -= playerSpeed*GetFrameTime();
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
case BUTTON_RIGHT:
|
|
||||||
{
|
|
||||||
playerPosition.x += playerSpeed*GetFrameTime();
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
case BUTTON_DOWN:
|
|
||||||
{
|
|
||||||
playerPosition.y += playerSpeed*GetFrameTime();
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
default: break;
|
default: break;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -18,20 +18,24 @@
|
||||||
|
|
||||||
#include <stdlib.h> // Required for: malloc() and free()
|
#include <stdlib.h> // Required for: malloc() and free()
|
||||||
|
|
||||||
typedef struct ColorRect{
|
typedef struct ColorRect {
|
||||||
Color c;
|
Color c;
|
||||||
Rectangle r;
|
Rectangle r;
|
||||||
} ColorRect;
|
} ColorRect;
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Module functions declaration
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
static Color GenerateRandomColor();
|
static Color GenerateRandomColor();
|
||||||
static ColorRect* GenerateRandomColorRectSequence(float rectCount, float rectWidth, float screenWidth, float screenHeight);
|
static ColorRect *GenerateRandomColorRectSequence(float rectCount, float rectWidth, float screenWidth, float screenHeight);
|
||||||
static void ShuffleColorRectSequence(ColorRect* rectangles, int rectCount);
|
static void ShuffleColorRectSequence(ColorRect *rectangles, int rectCount);
|
||||||
static void DrawTextCenterKeyHelp(const char* key, const char* text, int posX, int posY, int fontSize, Color color);
|
static void DrawTextCenterKeyHelp(const char *key, const char *text, int posX, int posY, int fontSize, Color color);
|
||||||
|
|
||||||
//------------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------------
|
||||||
// Program main entry point
|
// Program main entry point
|
||||||
//------------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------------
|
||||||
int main(void) {
|
int main(void)
|
||||||
|
{
|
||||||
// Initialization
|
// Initialization
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
const int screenWidth = 800;
|
const int screenWidth = 800;
|
||||||
|
|
@ -41,7 +45,7 @@ int main(void) {
|
||||||
|
|
||||||
int rectCount = 20;
|
int rectCount = 20;
|
||||||
float rectSize = (float)screenWidth/rectCount;
|
float rectSize = (float)screenWidth/rectCount;
|
||||||
ColorRect* rectangles = GenerateRandomColorRectSequence((float)rectCount, rectSize, (float)screenWidth, 0.75f * screenHeight);
|
ColorRect *rectangles = GenerateRandomColorRectSequence((float)rectCount, rectSize, (float)screenWidth, 0.75f*screenHeight);
|
||||||
|
|
||||||
SetTargetFPS(60);
|
SetTargetFPS(60);
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
@ -51,29 +55,27 @@ int main(void) {
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
if (IsKeyPressed(KEY_SPACE)) ShuffleColorRectSequence(rectangles, rectCount);
|
||||||
|
|
||||||
if(IsKeyPressed(KEY_SPACE))
|
if (IsKeyPressed(KEY_UP))
|
||||||
{
|
|
||||||
ShuffleColorRectSequence(rectangles, rectCount);
|
|
||||||
}
|
|
||||||
|
|
||||||
if(IsKeyPressed(KEY_UP))
|
|
||||||
{
|
{
|
||||||
rectCount++;
|
rectCount++;
|
||||||
rectSize = (float)screenWidth/rectCount;
|
rectSize = (float)screenWidth/rectCount;
|
||||||
free(rectangles);
|
free(rectangles);
|
||||||
rectangles = GenerateRandomColorRectSequence((float)rectCount, rectSize, (float)screenWidth, 0.75f * screenHeight);
|
rectangles = GenerateRandomColorRectSequence((float)rectCount, rectSize, (float)screenWidth, 0.75f*screenHeight);
|
||||||
}
|
}
|
||||||
|
|
||||||
if(IsKeyPressed(KEY_DOWN))
|
if (IsKeyPressed(KEY_DOWN))
|
||||||
|
{
|
||||||
|
if (rectCount >= 4)
|
||||||
{
|
{
|
||||||
if(rectCount >= 4){
|
|
||||||
rectCount--;
|
rectCount--;
|
||||||
rectSize = (float)screenWidth/rectCount;
|
rectSize = (float)screenWidth/rectCount;
|
||||||
free(rectangles);
|
free(rectangles);
|
||||||
rectangles = GenerateRandomColorRectSequence((float)rectCount, rectSize, (float)screenWidth, 0.75f * screenHeight);
|
rectangles = GenerateRandomColorRectSequence((float)rectCount, rectSize, (float)screenWidth, 0.75f*screenHeight);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
@ -82,15 +84,15 @@ int main(void) {
|
||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
int fontSize = 20;
|
int fontSize = 20;
|
||||||
for(int x=0;x<rectCount;x++)
|
for (int i = 0; i < rectCount; i++)
|
||||||
{
|
{
|
||||||
DrawRectangleRec(rectangles[x].r, rectangles[x].c);
|
DrawRectangleRec(rectangles[i].r, rectangles[i].c);
|
||||||
DrawTextCenterKeyHelp("SPACE", "to shuffle the sequence.", 10, screenHeight - 96, fontSize, BLACK);
|
DrawTextCenterKeyHelp("SPACE", "to shuffle the sequence.", 10, screenHeight - 96, fontSize, BLACK);
|
||||||
DrawTextCenterKeyHelp("UP", "to add a rectangle and generate a new sequence.", 10, screenHeight - 64, fontSize, BLACK);
|
DrawTextCenterKeyHelp("UP", "to add a rectangle and generate a new sequence.", 10, screenHeight - 64, fontSize, BLACK);
|
||||||
DrawTextCenterKeyHelp("DOWN", "to remove a rectangle and generate a new sequence.", 10, screenHeight - 32, fontSize, BLACK);
|
DrawTextCenterKeyHelp("DOWN", "to remove a rectangle and generate a new sequence.", 10, screenHeight - 32, fontSize, BLACK);
|
||||||
}
|
}
|
||||||
|
|
||||||
const char* rectCountText = TextFormat("%d rectangles", rectCount);
|
const char *rectCountText = TextFormat("%d rectangles", rectCount);
|
||||||
int rectCountTextSize = MeasureText(rectCountText, fontSize);
|
int rectCountTextSize = MeasureText(rectCountText, fontSize);
|
||||||
DrawText(rectCountText, screenWidth - rectCountTextSize - 10, 10, fontSize, BLACK);
|
DrawText(rectCountText, screenWidth - rectCountTextSize - 10, 10, fontSize, BLACK);
|
||||||
|
|
||||||
|
|
@ -102,7 +104,6 @@ int main(void) {
|
||||||
|
|
||||||
// De-Initialization
|
// De-Initialization
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
free(rectangles);
|
free(rectangles);
|
||||||
CloseWindow(); // Close window and OpenGL context
|
CloseWindow(); // Close window and OpenGL context
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
@ -110,42 +111,51 @@ int main(void) {
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Module functions definition
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
static Color GenerateRandomColor()
|
static Color GenerateRandomColor()
|
||||||
{
|
{
|
||||||
return CLITERAL(Color){
|
Color color = {
|
||||||
GetRandomValue(0, 255),
|
GetRandomValue(0, 255),
|
||||||
GetRandomValue(0, 255),
|
GetRandomValue(0, 255),
|
||||||
GetRandomValue(0, 255),
|
GetRandomValue(0, 255),
|
||||||
255,
|
255
|
||||||
};
|
};
|
||||||
|
|
||||||
|
return color;
|
||||||
}
|
}
|
||||||
|
|
||||||
static ColorRect* GenerateRandomColorRectSequence(float rectCount, float rectWidth, float screenWidth, float screenHeight){
|
static ColorRect *GenerateRandomColorRectSequence(float rectCount, float rectWidth, float screenWidth, float screenHeight)
|
||||||
int *seq = LoadRandomSequence((unsigned int)rectCount, 0, (unsigned int)rectCount-1);
|
{
|
||||||
ColorRect* rectangles = (ColorRect *)malloc((int)rectCount*sizeof(ColorRect));
|
ColorRect *rectangles = (ColorRect *)malloc((int)rectCount*sizeof(ColorRect));
|
||||||
|
int *seq = LoadRandomSequence((unsigned int)rectCount, 0, (unsigned int)rectCount - 1);
|
||||||
|
float rectSeqWidth = rectCount*rectWidth;
|
||||||
|
float startX = (screenWidth - rectSeqWidth)*0.5f;
|
||||||
|
|
||||||
float rectSeqWidth = rectCount * rectWidth;
|
for (int i = 0; i < rectCount; i++)
|
||||||
float startX = (screenWidth - rectSeqWidth) * 0.5f;
|
{
|
||||||
|
int rectHeight = (int)Remap((float)seq[i], 0, rectCount - 1, 0, screenHeight);
|
||||||
|
|
||||||
for(int x=0;x<rectCount;x++){
|
rectangles[i].c = GenerateRandomColor();
|
||||||
int rectHeight = (int)Remap((float)seq[x], 0, rectCount-1, 0, screenHeight);
|
rectangles[i].r = CLITERAL(Rectangle){ startX + i*rectWidth, screenHeight - rectHeight, rectWidth, (float)rectHeight };
|
||||||
rectangles[x].c = GenerateRandomColor();
|
|
||||||
rectangles[x].r = CLITERAL(Rectangle){
|
|
||||||
startX + x * rectWidth, screenHeight - rectHeight, rectWidth, (float)rectHeight
|
|
||||||
};
|
|
||||||
}
|
}
|
||||||
|
|
||||||
UnloadRandomSequence(seq);
|
UnloadRandomSequence(seq);
|
||||||
|
|
||||||
return rectangles;
|
return rectangles;
|
||||||
}
|
}
|
||||||
|
|
||||||
static void ShuffleColorRectSequence(ColorRect* rectangles, int rectCount)
|
static void ShuffleColorRectSequence(ColorRect *rectangles, int rectCount)
|
||||||
{
|
{
|
||||||
int *seq = LoadRandomSequence(rectCount, 0, rectCount-1);
|
int *seq = LoadRandomSequence(rectCount, 0, rectCount - 1);
|
||||||
for(int i1=0;i1<rectCount;i1++){
|
|
||||||
ColorRect* r1 = &rectangles[i1];
|
|
||||||
ColorRect* r2 = &rectangles[seq[i1]];
|
|
||||||
|
|
||||||
// swap only the color and height
|
for (int i1 = 0; i1 < rectCount; i1++)
|
||||||
|
{
|
||||||
|
ColorRect *r1 = &rectangles[i1];
|
||||||
|
ColorRect *r2 = &rectangles[seq[i1]];
|
||||||
|
|
||||||
|
// Swap only the color and height
|
||||||
ColorRect tmp = *r1;
|
ColorRect tmp = *r1;
|
||||||
r1->c = r2->c;
|
r1->c = r2->c;
|
||||||
r1->r.height = r2->r.height;
|
r1->r.height = r2->r.height;
|
||||||
|
|
@ -153,24 +163,23 @@ static void ShuffleColorRectSequence(ColorRect* rectangles, int rectCount)
|
||||||
r2->c = tmp.c;
|
r2->c = tmp.c;
|
||||||
r2->r.height = tmp.r.height;
|
r2->r.height = tmp.r.height;
|
||||||
r2->r.y = tmp.r.y;
|
r2->r.y = tmp.r.y;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
UnloadRandomSequence(seq);
|
UnloadRandomSequence(seq);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void DrawTextCenterKeyHelp(const char* key, const char* text, int posX, int posY, int fontSize, Color color)
|
static void DrawTextCenterKeyHelp(const char *key, const char *text, int posX, int posY, int fontSize, Color color)
|
||||||
{
|
{
|
||||||
int spaceSize = MeasureText(" ", fontSize);
|
int spaceSize = MeasureText(" ", fontSize);
|
||||||
int pressSize = MeasureText("Press", fontSize);
|
int pressSize = MeasureText("Press", fontSize);
|
||||||
int keySize = MeasureText(key, fontSize);
|
int keySize = MeasureText(key, fontSize);
|
||||||
int textSize = MeasureText(text, fontSize);
|
int textSize = MeasureText(text, fontSize);
|
||||||
int totalSize = pressSize + 2 * spaceSize + keySize + 2 * spaceSize + textSize;
|
|
||||||
int textSizeCurrent = 0;
|
int textSizeCurrent = 0;
|
||||||
|
|
||||||
DrawText("Press", posX, posY, fontSize, color);
|
DrawText("Press", posX, posY, fontSize, color);
|
||||||
textSizeCurrent += pressSize + 2 * spaceSize;
|
textSizeCurrent += pressSize + 2*spaceSize;
|
||||||
DrawText(key, posX + textSizeCurrent, posY, fontSize, RED);
|
DrawText(key, posX + textSizeCurrent, posY, fontSize, RED);
|
||||||
DrawRectangle(posX + textSizeCurrent, posY + fontSize, keySize, 3, RED);
|
DrawRectangle(posX + textSizeCurrent, posY + fontSize, keySize, 3, RED);
|
||||||
textSizeCurrent += keySize + 2 * spaceSize;
|
textSizeCurrent += keySize + 2*spaceSize;
|
||||||
DrawText(text, posX + textSizeCurrent, posY, fontSize, color);
|
DrawText(text, posX + textSizeCurrent, posY, fontSize, color);
|
||||||
}
|
}
|
||||||
BIN
examples/models/models_gpu_skinning.png
Normal file
BIN
examples/models/models_gpu_skinning.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 49 KiB |
|
|
@ -112,7 +112,7 @@ int main(void)
|
||||||
DrawRectangleLines(30, 400, 310, 30, Fade(DARKBLUE, 0.5f));
|
DrawRectangleLines(30, 400, 310, 30, Fade(DARKBLUE, 0.5f));
|
||||||
DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL MODELS", 40, 410, 10, BLUE);
|
DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL MODELS", 40, 410, 10, BLUE);
|
||||||
|
|
||||||
switch(currentModel)
|
switch (currentModel)
|
||||||
{
|
{
|
||||||
case 0: DrawText("PLANE", 680, 10, 20, DARKBLUE); break;
|
case 0: DrawText("PLANE", 680, 10, 20, DARKBLUE); break;
|
||||||
case 1: DrawText("CUBE", 680, 10, 20, DARKBLUE); break;
|
case 1: DrawText("CUBE", 680, 10, 20, DARKBLUE); break;
|
||||||
|
|
|
||||||
|
|
@ -22,7 +22,7 @@
|
||||||
#define MIN_POINTS 1000 // 1 thousand
|
#define MIN_POINTS 1000 // 1 thousand
|
||||||
|
|
||||||
// Generate mesh using points
|
// Generate mesh using points
|
||||||
Mesh GenMeshPoints(int numPoints);
|
static Mesh GenMeshPoints(int numPoints);
|
||||||
|
|
||||||
//------------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------------
|
||||||
// Program main entry point
|
// Program main entry point
|
||||||
|
|
@ -56,7 +56,7 @@ int main()
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Main game loop
|
// Main game loop
|
||||||
while(!WindowShouldClose())
|
while (!WindowShouldClose())
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
@ -147,7 +147,7 @@ int main()
|
||||||
}
|
}
|
||||||
|
|
||||||
// Generate a spherical point cloud
|
// Generate a spherical point cloud
|
||||||
Mesh GenMeshPoints(int numPoints)
|
static Mesh GenMeshPoints(int numPoints)
|
||||||
{
|
{
|
||||||
Mesh mesh = {
|
Mesh mesh = {
|
||||||
.triangleCount = 1,
|
.triangleCount = 1,
|
||||||
|
|
@ -159,9 +159,9 @@ Mesh GenMeshPoints(int numPoints)
|
||||||
// https://en.wikipedia.org/wiki/Spherical_coordinate_system
|
// https://en.wikipedia.org/wiki/Spherical_coordinate_system
|
||||||
for (int i = 0; i < numPoints; i++)
|
for (int i = 0; i < numPoints; i++)
|
||||||
{
|
{
|
||||||
float theta = PI*rand()/RAND_MAX;
|
float theta = ((float)PI*rand())/RAND_MAX;
|
||||||
float phi = 2.0f*PI*rand()/RAND_MAX;
|
float phi = (2.0f*PI*rand())/RAND_MAX;
|
||||||
float r = 10.0f*rand()/RAND_MAX;
|
float r = (10.0f*rand())/RAND_MAX;
|
||||||
|
|
||||||
mesh.vertices[i*3 + 0] = r*sin(theta)*cos(phi);
|
mesh.vertices[i*3 + 0] = r*sin(theta)*cos(phi);
|
||||||
mesh.vertices[i*3 + 1] = r*sin(theta)*sin(phi);
|
mesh.vertices[i*3 + 1] = r*sin(theta)*sin(phi);
|
||||||
|
|
|
||||||
124
examples/models/models_tesseract_view.c
Normal file
124
examples/models/models_tesseract_view.c
Normal file
|
|
@ -0,0 +1,124 @@
|
||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [models] example - Tesseract view
|
||||||
|
*
|
||||||
|
* NOTE: This example only works on platforms that support drag & drop (Windows, Linux, OSX, Html5?)
|
||||||
|
*
|
||||||
|
* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
|
||||||
|
*
|
||||||
|
* 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) 2024-2025 raylib contributor (?) & Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
|
#include "raymath.h"
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Program main entry point
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
int main(void)
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
const int screenWidth = 800;
|
||||||
|
const int screenHeight = 450;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [models] example - tesseract view");
|
||||||
|
|
||||||
|
// Define the camera to look into our 3d world
|
||||||
|
Camera camera = { 0 };
|
||||||
|
camera.position = (Vector3){ 4.0f, 4.0f, 4.0f }; // Camera position
|
||||||
|
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||||
|
camera.up = (Vector3){ 0.0f, 0.0f, 1.0f }; // Camera up vector (rotation towards target)
|
||||||
|
camera.fovy = 50.0f; // Camera field-of-view Y
|
||||||
|
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
||||||
|
|
||||||
|
// Find the coordinates by setting XYZW to +-1
|
||||||
|
Vector4 tesseract[16] = {
|
||||||
|
{ 1, 1, 1, 1 }, { 1, 1, 1, -1 },
|
||||||
|
{ 1, 1, -1, 1 }, { 1, 1, -1, -1 },
|
||||||
|
{ 1, -1, 1, 1 }, { 1, -1, 1, -1 },
|
||||||
|
{ 1, -1, -1, 1 }, { 1, -1, -1, -1 },
|
||||||
|
{ -1, 1, 1, 1 }, { -1, 1, 1, -1 },
|
||||||
|
{ -1, 1, -1, 1 }, { -1, 1, -1, -1 },
|
||||||
|
{ -1, -1, 1, 1 }, { -1, -1, 1, -1 },
|
||||||
|
{ -1, -1, -1, 1 }, { -1, -1, -1, -1 },
|
||||||
|
};
|
||||||
|
|
||||||
|
float rotation = 0.0f;
|
||||||
|
Vector3 transformed[16] = { 0 };
|
||||||
|
float wValues[16] = { 0 };
|
||||||
|
|
||||||
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Main game loop
|
||||||
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
|
{
|
||||||
|
// Update
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
rotation = DEG2RAD*45.0f*GetTime();
|
||||||
|
|
||||||
|
for (int i = 0; i < 16; i++)
|
||||||
|
{
|
||||||
|
Vector4 p = tesseract[i];
|
||||||
|
|
||||||
|
// Rotate the XW part of the vector
|
||||||
|
Vector2 rotXW = Vector2Rotate((Vector2){ p.x, p.w }, rotation);
|
||||||
|
p.x = rotXW.x;
|
||||||
|
p.w = rotXW.y;
|
||||||
|
|
||||||
|
// Projection from XYZW to XYZ from perspective point (0, 0, 0, 3)
|
||||||
|
// NOTE: Trace a ray from (0, 0, 0, 3) > p and continue until W = 0
|
||||||
|
float c = 3.0f/(3.0f - p.w);
|
||||||
|
p.x = c * p.x;
|
||||||
|
p.y = c * p.y;
|
||||||
|
p.z = c * p.z;
|
||||||
|
|
||||||
|
// Split XYZ coordinate and W values later for drawing
|
||||||
|
transformed[i] = (Vector3){ p.x, p.y, p.z };
|
||||||
|
wValues[i] = p.w;
|
||||||
|
}
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
BeginMode3D(camera);
|
||||||
|
for (int i = 0; i < 16; i++)
|
||||||
|
{
|
||||||
|
// Draw spheres to indicate the W value
|
||||||
|
DrawSphere(transformed[i], fabsf(wValues[i]*0.1f), RED);
|
||||||
|
|
||||||
|
for (int j = 0; j < 16; j++)
|
||||||
|
{
|
||||||
|
// Two lines are connected if they differ by 1 coordinate
|
||||||
|
// This way we dont have to keep an edge list
|
||||||
|
Vector4 v1 = tesseract[i];
|
||||||
|
Vector4 v2 = tesseract[j];
|
||||||
|
int diff = (int)(v1.x == v2.x) + (int)(v1.y == v2.y) + (int)(v1.z == v2.z) + (int)(v1.w == v2.w);
|
||||||
|
|
||||||
|
// Draw only differing by 1 coordinate and the lower index only (duplicate lines)
|
||||||
|
if (diff == 3 && i < j) DrawLine3D(transformed[i], transformed[j], MAROON);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
EndMode3D();
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
BIN
examples/models/models_tesseract_view.png
Normal file
BIN
examples/models/models_tesseract_view.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 18 KiB |
|
|
@ -51,7 +51,7 @@ int main(void)
|
||||||
|
|
||||||
if (IsKeyPressed(KEY_SPACE)) angleMode = !angleMode;
|
if (IsKeyPressed(KEY_SPACE)) angleMode = !angleMode;
|
||||||
|
|
||||||
if(angleMode == 0 && IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) v1 = GetMousePosition();
|
if ((angleMode == 0) && IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) v1 = GetMousePosition();
|
||||||
|
|
||||||
if (angleMode == 0)
|
if (angleMode == 0)
|
||||||
{
|
{
|
||||||
|
|
|
||||||
|
|
@ -22,5 +22,5 @@ void main()
|
||||||
float depth = (2.0*zNear)/(zFar + zNear - z*(zFar - zNear));
|
float depth = (2.0*zNear)/(zFar + zNear - z*(zFar - zNear));
|
||||||
|
|
||||||
// Calculate final fragment color
|
// Calculate final fragment color
|
||||||
gl_FragColor = vec4(depth, depth, depth, 1.0f);
|
gl_FragColor = vec4(depth, depth, depth, 1.0);
|
||||||
}
|
}
|
||||||
|
|
@ -13,23 +13,20 @@ uniform float zoom; // Zoom of the scale.
|
||||||
// NOTE: Maximum number of shader for-loop iterations depend on GPU,
|
// NOTE: Maximum number of shader for-loop iterations depend on GPU,
|
||||||
// for example, on RasperryPi for this examply only supports up to 60
|
// for example, on RasperryPi for this examply only supports up to 60
|
||||||
const int maxIterations = 48; // Max iterations to do.
|
const int maxIterations = 48; // Max iterations to do.
|
||||||
const float colorCycles = 1.0f; // Number of times the color palette repeats.
|
const float colorCycles = 1.0; // Number of times the color palette repeats.
|
||||||
|
|
||||||
// Square a complex number
|
// Square a complex number
|
||||||
vec2 ComplexSquare(vec2 z)
|
vec2 ComplexSquare(vec2 z)
|
||||||
{
|
{
|
||||||
return vec2(
|
return vec2(z.x*z.x - z.y*z.y, z.x*z.y*2.0);
|
||||||
z.x*z.x - z.y*z.y,
|
|
||||||
z.x*z.y*2.0f
|
|
||||||
);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Convert Hue Saturation Value (HSV) color into RGB
|
// Convert Hue Saturation Value (HSV) color into RGB
|
||||||
vec3 Hsv2rgb(vec3 c)
|
vec3 Hsv2rgb(vec3 c)
|
||||||
{
|
{
|
||||||
vec4 K = vec4(1.0f, 2.0f/3.0f, 1.0f/3.0f, 3.0f);
|
vec4 K = vec4(1.0, 2.0/3.0, 1.0/3.0, 3.0);
|
||||||
vec3 p = abs(fract(c.xxx + K.xyz)*6.0f - K.www);
|
vec3 p = abs(fract(c.xxx + K.xyz)*6.0 - K.www);
|
||||||
return c.z*mix(K.xxx, clamp(p - K.xxx, 0.0f, 1.0f), c.y);
|
return c.z*mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
|
||||||
}
|
}
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
|
|
@ -55,7 +52,7 @@ void main()
|
||||||
|
|
||||||
// The pixel coordinates are scaled so they are on the mandelbrot scale
|
// The pixel coordinates are scaled so they are on the mandelbrot scale
|
||||||
// NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom
|
// NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom
|
||||||
vec2 z = vec2((fragTexCoord.x - 0.5f)*2.5f, (fragTexCoord.y - 0.5f)*1.5f)/zoom;
|
vec2 z = vec2((fragTexCoord.x - 0.5)*2.5, (fragTexCoord.y - 0.5)*1.5)/zoom;
|
||||||
z.x += offset.x;
|
z.x += offset.x;
|
||||||
z.y += offset.y;
|
z.y += offset.y;
|
||||||
|
|
||||||
|
|
@ -63,7 +60,7 @@ void main()
|
||||||
for (int iterations = 0; iterations < 60; iterations++)
|
for (int iterations = 0; iterations < 60; iterations++)
|
||||||
{
|
{
|
||||||
z = ComplexSquare(z) + c; // Iterate function
|
z = ComplexSquare(z) + c; // Iterate function
|
||||||
if (dot(z, z) > 4.0f) break;
|
if (dot(z, z) > 4.0) break;
|
||||||
|
|
||||||
iter = iterations;
|
iter = iterations;
|
||||||
}
|
}
|
||||||
|
|
@ -74,12 +71,12 @@ void main()
|
||||||
z = ComplexSquare(z) + c;
|
z = ComplexSquare(z) + c;
|
||||||
|
|
||||||
// This last part smooths the color (again see link above).
|
// This last part smooths the color (again see link above).
|
||||||
float smoothVal = float(iter) + 1.0f - (log(log(length(z)))/log(2.0f));
|
float smoothVal = float(iter) + 1.0 - (log(log(length(z)))/log(2.0));
|
||||||
|
|
||||||
// Normalize the value so it is between 0 and 1.
|
// Normalize the value so it is between 0 and 1.
|
||||||
float norm = smoothVal/float(maxIterations);
|
float norm = smoothVal/float(maxIterations);
|
||||||
|
|
||||||
// If in set, color black. 0.999 allows for some float accuracy error.
|
// If in set, color black. 0.999 allows for some float accuracy error.
|
||||||
if (norm > 0.999f) gl_FragColor = vec4(0.0f, 0.0f, 0.0f, 1.0f);
|
if (norm > 0.999) gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||||
else gl_FragColor = vec4(Hsv2rgb(vec3(norm*colorCycles, 1.0f, 1.0f)), 1.0f);
|
else gl_FragColor = vec4(Hsv2rgb(vec3(norm*colorCycles, 1.0, 1.0)), 1.0);
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -7,15 +7,15 @@ varying vec2 fragTexCoord;
|
||||||
varying vec4 fragColor;
|
varying vec4 fragColor;
|
||||||
|
|
||||||
// Input uniform values
|
// Input uniform values
|
||||||
uniform sampler2D diffuseMap;
|
uniform sampler2D texture0;
|
||||||
uniform vec4 tiling;
|
uniform vec4 colDiffuse;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add here your custom variables
|
||||||
|
uniform vec2 tiling;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 texCoord = fragTexCoord*tiling;
|
vec2 texCoord = fragTexCoord*tiling;
|
||||||
fragColor = texture2D(diffuseMap, texCoord);
|
|
||||||
|
|
||||||
gl_FragColor = fragColor;
|
gl_FragColor = texture2D(texture0, texCoord)*colDiffuse;
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -46,34 +46,34 @@ void main()
|
||||||
vec4 finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
|
vec4 finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
|
||||||
|
|
||||||
// Shadow calculations
|
// Shadow calculations
|
||||||
vec4 fragPosLightSpace = lightVP * vec4(fragPosition, 1);
|
vec4 fragPosLightSpace = lightVP*vec4(fragPosition, 1);
|
||||||
fragPosLightSpace.xyz /= fragPosLightSpace.w; // Perform the perspective division
|
fragPosLightSpace.xyz /= fragPosLightSpace.w; // Perform the perspective division
|
||||||
fragPosLightSpace.xyz = (fragPosLightSpace.xyz + 1.0f) / 2.0f; // Transform from [-1, 1] range to [0, 1] range
|
fragPosLightSpace.xyz = (fragPosLightSpace.xyz + 1.0)/2.0; // Transform from [-1, 1] range to [0, 1] range
|
||||||
vec2 sampleCoords = fragPosLightSpace.xy;
|
vec2 sampleCoords = fragPosLightSpace.xy;
|
||||||
float curDepth = fragPosLightSpace.z;
|
float curDepth = fragPosLightSpace.z;
|
||||||
|
|
||||||
// Slope-scale depth bias: depth biasing reduces "shadow acne" artifacts, where dark stripes appear all over the scene.
|
// Slope-scale depth bias: depth biasing reduces "shadow acne" artifacts, where dark stripes appear all over the scene.
|
||||||
// The solution is adding a small bias to the depth
|
// The solution is adding a small bias to the depth
|
||||||
// In this case, the bias is proportional to the slope of the surface, relative to the light
|
// In this case, the bias is proportional to the slope of the surface, relative to the light
|
||||||
float bias = max(0.0008 * (1.0 - dot(normal, l)), 0.00008);
|
float bias = max(0.0008*(1.0 - dot(normal, l)), 0.00008);
|
||||||
int shadowCounter = 0;
|
int shadowCounter = 0;
|
||||||
const int numSamples = 9;
|
const int numSamples = 9;
|
||||||
|
|
||||||
// PCF (percentage-closer filtering) algorithm:
|
// PCF (percentage-closer filtering) algorithm:
|
||||||
// Instead of testing if just one point is closer to the current point,
|
// Instead of testing if just one point is closer to the current point,
|
||||||
// we test the surrounding points as well.
|
// we test the surrounding points as well.
|
||||||
// This blurs shadow edges, hiding aliasing artifacts.
|
// This blurs shadow edges, hiding aliasing artifacts.
|
||||||
vec2 texelSize = vec2(1.0f / float(shadowMapResolution));
|
vec2 texelSize = vec2(1.0/float(shadowMapResolution));
|
||||||
for (int x = -1; x <= 1; x++)
|
for (int x = -1; x <= 1; x++)
|
||||||
{
|
{
|
||||||
for (int y = -1; y <= 1; y++)
|
for (int y = -1; y <= 1; y++)
|
||||||
{
|
{
|
||||||
float sampleDepth = texture2D(shadowMap, sampleCoords + texelSize * vec2(x, y)).r;
|
float sampleDepth = texture2D(shadowMap, sampleCoords + texelSize*vec2(x, y)).r;
|
||||||
if (curDepth - bias > sampleDepth)
|
if (curDepth - bias > sampleDepth) shadowCounter++;
|
||||||
{
|
|
||||||
shadowCounter++;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
finalColor = mix(finalColor, vec4(0, 0, 0, 1), float(shadowCounter) / float(numSamples));
|
finalColor = mix(finalColor, vec4(0, 0, 0, 1), float(shadowCounter)/float(numSamples));
|
||||||
|
|
||||||
// Add ambient lighting whether in shadow or not
|
// Add ambient lighting whether in shadow or not
|
||||||
finalColor += texelColor*(ambient/10.0)*colDiffuse;
|
finalColor += texelColor*(ambient/10.0)*colDiffuse;
|
||||||
|
|
|
||||||
|
|
@ -23,5 +23,5 @@ void main()
|
||||||
float depth = (2.0*zNear)/(zFar + zNear - z*(zFar - zNear));
|
float depth = (2.0*zNear)/(zFar + zNear - z*(zFar - zNear));
|
||||||
|
|
||||||
// Calculate final fragment color
|
// Calculate final fragment color
|
||||||
finalColor = vec4(depth, depth, depth, 1.0f);
|
finalColor = vec4(depth, depth, depth, 1.0);
|
||||||
}
|
}
|
||||||
|
|
@ -12,23 +12,20 @@ uniform vec2 offset; // Offset of the scale.
|
||||||
uniform float zoom; // Zoom of the scale.
|
uniform float zoom; // Zoom of the scale.
|
||||||
|
|
||||||
const int maxIterations = 255; // Max iterations to do.
|
const int maxIterations = 255; // Max iterations to do.
|
||||||
const float colorCycles = 2.0f; // Number of times the color palette repeats. Can show higher detail for higher iteration numbers.
|
const float colorCycles = 2.0; // Number of times the color palette repeats. Can show higher detail for higher iteration numbers.
|
||||||
|
|
||||||
// Square a complex number
|
// Square a complex number
|
||||||
vec2 ComplexSquare(vec2 z)
|
vec2 ComplexSquare(vec2 z)
|
||||||
{
|
{
|
||||||
return vec2(
|
return vec2(z.x*z.x - z.y*z.y, z.x*z.y*2.0);
|
||||||
z.x*z.x - z.y*z.y,
|
|
||||||
z.x*z.y*2.0f
|
|
||||||
);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Convert Hue Saturation Value (HSV) color into RGB
|
// Convert Hue Saturation Value (HSV) color into RGB
|
||||||
vec3 Hsv2rgb(vec3 c)
|
vec3 Hsv2rgb(vec3 c)
|
||||||
{
|
{
|
||||||
vec4 K = vec4(1.0f, 2.0f/3.0f, 1.0f/3.0f, 3.0f);
|
vec4 K = vec4(1.0, 2.0/3.0, 1.0/3.0, 3.0);
|
||||||
vec3 p = abs(fract(c.xxx + K.xyz)*6.0f - K.www);
|
vec3 p = abs(fract(c.xxx + K.xyz)*6.0 - K.www);
|
||||||
return c.z*mix(K.xxx, clamp(p - K.xxx, 0.0f, 1.0f), c.y);
|
return c.z*mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
|
||||||
}
|
}
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
|
|
@ -54,7 +51,7 @@ void main()
|
||||||
|
|
||||||
// The pixel coordinates are scaled so they are on the mandelbrot scale
|
// The pixel coordinates are scaled so they are on the mandelbrot scale
|
||||||
// NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom
|
// NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom
|
||||||
vec2 z = vec2((fragTexCoord.x - 0.5f)*2.5f, (fragTexCoord.y - 0.5f)*1.5f)/zoom;
|
vec2 z = vec2((fragTexCoord.x - 0.5f)*2.5, (fragTexCoord.y - 0.5)*1.5)/zoom;
|
||||||
z.x += offset.x;
|
z.x += offset.x;
|
||||||
z.y += offset.y;
|
z.y += offset.y;
|
||||||
|
|
||||||
|
|
@ -63,7 +60,7 @@ void main()
|
||||||
{
|
{
|
||||||
z = ComplexSquare(z) + c; // Iterate function
|
z = ComplexSquare(z) + c; // Iterate function
|
||||||
|
|
||||||
if (dot(z, z) > 4.0f) break;
|
if (dot(z, z) > 4.0) break;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Another few iterations decreases errors in the smoothing calculation.
|
// Another few iterations decreases errors in the smoothing calculation.
|
||||||
|
|
@ -72,12 +69,12 @@ void main()
|
||||||
z = ComplexSquare(z) + c;
|
z = ComplexSquare(z) + c;
|
||||||
|
|
||||||
// This last part smooths the color (again see link above).
|
// This last part smooths the color (again see link above).
|
||||||
float smoothVal = float(iterations) + 1.0f - (log(log(length(z)))/log(2.0f));
|
float smoothVal = float(iterations) + 1.0 - (log(log(length(z)))/log(2.0));
|
||||||
|
|
||||||
// Normalize the value so it is between 0 and 1.
|
// Normalize the value so it is between 0 and 1.
|
||||||
float norm = smoothVal/float(maxIterations);
|
float norm = smoothVal/float(maxIterations);
|
||||||
|
|
||||||
// If in set, color black. 0.999 allows for some float accuracy error.
|
// If in set, color black. 0.999 allows for some float accuracy error.
|
||||||
if (norm > 0.999f) finalColor = vec4(0.0f, 0.0f, 0.0f, 1.0f);
|
if (norm > 0.999) finalColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||||
else finalColor = vec4(Hsv2rgb(vec3(norm*colorCycles, 1.0f, 1.0f)), 1.0f);
|
else finalColor = vec4(Hsv2rgb(vec3(norm*colorCycles, 1.0, 1.0)), 1.0);
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -51,32 +51,31 @@ void main()
|
||||||
// Shadow calculations
|
// Shadow calculations
|
||||||
vec4 fragPosLightSpace = lightVP * vec4(fragPosition, 1);
|
vec4 fragPosLightSpace = lightVP * vec4(fragPosition, 1);
|
||||||
fragPosLightSpace.xyz /= fragPosLightSpace.w; // Perform the perspective division
|
fragPosLightSpace.xyz /= fragPosLightSpace.w; // Perform the perspective division
|
||||||
fragPosLightSpace.xyz = (fragPosLightSpace.xyz + 1.0f) / 2.0f; // Transform from [-1, 1] range to [0, 1] range
|
fragPosLightSpace.xyz = (fragPosLightSpace.xyz + 1.0)/2.0; // Transform from [-1, 1] range to [0, 1] range
|
||||||
vec2 sampleCoords = fragPosLightSpace.xy;
|
vec2 sampleCoords = fragPosLightSpace.xy;
|
||||||
float curDepth = fragPosLightSpace.z;
|
float curDepth = fragPosLightSpace.z;
|
||||||
|
|
||||||
// Slope-scale depth bias: depth biasing reduces "shadow acne" artifacts, where dark stripes appear all over the scene.
|
// Slope-scale depth bias: depth biasing reduces "shadow acne" artifacts, where dark stripes appear all over the scene.
|
||||||
// The solution is adding a small bias to the depth
|
// The solution is adding a small bias to the depth
|
||||||
// In this case, the bias is proportional to the slope of the surface, relative to the light
|
// In this case, the bias is proportional to the slope of the surface, relative to the light
|
||||||
float bias = max(0.0002 * (1.0 - dot(normal, l)), 0.00002) + 0.00001;
|
float bias = max(0.0002*(1.0 - dot(normal, l)), 0.00002) + 0.00001;
|
||||||
int shadowCounter = 0;
|
int shadowCounter = 0;
|
||||||
const int numSamples = 9;
|
const int numSamples = 9;
|
||||||
|
|
||||||
// PCF (percentage-closer filtering) algorithm:
|
// PCF (percentage-closer filtering) algorithm:
|
||||||
// Instead of testing if just one point is closer to the current point,
|
// Instead of testing if just one point is closer to the current point,
|
||||||
// we test the surrounding points as well.
|
// we test the surrounding points as well.
|
||||||
// This blurs shadow edges, hiding aliasing artifacts.
|
// This blurs shadow edges, hiding aliasing artifacts.
|
||||||
vec2 texelSize = vec2(1.0f / float(shadowMapResolution));
|
vec2 texelSize = vec2(1.0/float(shadowMapResolution));
|
||||||
for (int x = -1; x <= 1; x++)
|
for (int x = -1; x <= 1; x++)
|
||||||
{
|
{
|
||||||
for (int y = -1; y <= 1; y++)
|
for (int y = -1; y <= 1; y++)
|
||||||
{
|
{
|
||||||
float sampleDepth = texture(shadowMap, sampleCoords + texelSize * vec2(x, y)).r;
|
float sampleDepth = texture(shadowMap, sampleCoords + texelSize*vec2(x, y)).r;
|
||||||
if (curDepth - bias > sampleDepth)
|
if (curDepth - bias > sampleDepth) shadowCounter++;
|
||||||
{
|
|
||||||
shadowCounter++;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
finalColor = mix(finalColor, vec4(0, 0, 0, 1), float(shadowCounter)/float(numSamples));
|
||||||
finalColor = mix(finalColor, vec4(0, 0, 0, 1), float(shadowCounter) / float(numSamples));
|
|
||||||
|
|
||||||
// Add ambient lighting whether in shadow or not
|
// Add ambient lighting whether in shadow or not
|
||||||
finalColor += texelColor*(ambient/10.0)*colDiffuse;
|
finalColor += texelColor*(ambient/10.0)*colDiffuse;
|
||||||
|
|
|
||||||
|
|
@ -1,14 +1,20 @@
|
||||||
#version 330 core
|
#version 330 core
|
||||||
|
|
||||||
uniform sampler2D diffuseMap;
|
// Input vertex attributes (from vertex shader)
|
||||||
|
in vec2 fragTexCoord;
|
||||||
|
in vec4 fragColor;
|
||||||
|
|
||||||
|
// Input uniform values
|
||||||
|
uniform sampler2D texture0;
|
||||||
|
uniform vec4 colDiffuse;
|
||||||
|
|
||||||
uniform vec2 tiling;
|
uniform vec2 tiling;
|
||||||
|
|
||||||
in vec2 fragTexCoord;
|
out vec4 finalColor;
|
||||||
|
|
||||||
out vec4 fragColor;
|
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 texCoord = fragTexCoord * tiling;
|
vec2 texCoord = fragTexCoord*tiling;
|
||||||
fragColor = texture(diffuseMap, texCoord);
|
|
||||||
|
finalColor = texture(texture0, texCoord)*colDiffuse;
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -273,7 +273,7 @@ int main(void)
|
||||||
// that represent light positions in default forward rendering
|
// that represent light positions in default forward rendering
|
||||||
BeginMode3D(camera);
|
BeginMode3D(camera);
|
||||||
rlEnableShader(rlGetShaderIdDefault());
|
rlEnableShader(rlGetShaderIdDefault());
|
||||||
for(int i = 0; i < MAX_LIGHTS; i++)
|
for (int i = 0; i < MAX_LIGHTS; i++)
|
||||||
{
|
{
|
||||||
if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, lights[i].color);
|
if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, lights[i].color);
|
||||||
else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(lights[i].color, 0.3f));
|
else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(lights[i].color, 0.3f));
|
||||||
|
|
|
||||||
|
|
@ -1,10 +1,87 @@
|
||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [shapes] example - Rectangle advanced
|
||||||
|
*
|
||||||
|
* Example originally created with raylib 5.5, last time updated with raylib 5.5
|
||||||
|
*
|
||||||
|
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||||
|
* BSD-like license that allows static linking with closed source software
|
||||||
|
*
|
||||||
|
* Copyright (c) 2024-2025 raylib contributors and Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
#include "raylib.h"
|
#include "raylib.h"
|
||||||
|
|
||||||
#include "rlgl.h"
|
#include "rlgl.h"
|
||||||
|
|
||||||
#include <math.h>
|
#include <math.h>
|
||||||
|
|
||||||
// Draw rectangle with rounded edges and horizontal gradient, with options to choose side of roundness
|
// Draw rectangle with rounded edges and horizontal gradient, with options to choose side of roundness
|
||||||
// Adapted from both `DrawRectangleRounded` and `DrawRectangleGradientH`
|
static void DrawRectangleRoundedGradientH(Rectangle rec, float roundnessLeft, float roundnessRight, int segments, Color left, Color right);
|
||||||
void DrawRectangleRoundedGradientH(Rectangle rec, float roundnessLeft, float roundnessRight, int segments, Color left, Color right)
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Program main entry point
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
int main(void)
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
const int screenWidth = 800;
|
||||||
|
const int screenHeight = 450;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - rectangle avanced");
|
||||||
|
|
||||||
|
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 rectangle bounds
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
float width = GetScreenWidth()/2.0f, height = GetScreenHeight()/6.0f;
|
||||||
|
Rectangle rec = {
|
||||||
|
GetScreenWidth() / 2.0f - width/2,
|
||||||
|
GetScreenHeight() / 2.0f - 5*(height/2),
|
||||||
|
width, height
|
||||||
|
};
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
// Draw All Rectangles with different roundess for each side and different gradients
|
||||||
|
DrawRectangleRoundedGradientH(rec, 0.8f, 0.8f, 36, BLUE, RED);
|
||||||
|
|
||||||
|
rec.y += rec.height + 1;
|
||||||
|
DrawRectangleRoundedGradientH(rec, 0.5f, 1.0f, 36, RED, PINK);
|
||||||
|
|
||||||
|
rec.y += rec.height + 1;
|
||||||
|
DrawRectangleRoundedGradientH(rec, 1.0f, 0.5f, 36, RED, BLUE);
|
||||||
|
|
||||||
|
rec.y += rec.height + 1;
|
||||||
|
DrawRectangleRoundedGradientH(rec, 0.0f, 1.0f, 36, BLUE, BLACK);
|
||||||
|
|
||||||
|
rec.y += rec.height + 1;
|
||||||
|
DrawRectangleRoundedGradientH(rec, 1.0f, 0.0f, 36, BLUE, PINK);
|
||||||
|
EndDrawing();
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Draw rectangle with rounded edges and horizontal gradient, with options to choose side of roundness
|
||||||
|
// NOTE: Adapted from both 'DrawRectangleRounded()' and 'DrawRectangleGradientH()' raylib [rshapes] implementations
|
||||||
|
static void DrawRectangleRoundedGradientH(Rectangle rec, float roundnessLeft, float roundnessRight, int segments, Color left, Color right)
|
||||||
{
|
{
|
||||||
// Neither side is rounded
|
// Neither side is rounded
|
||||||
if ((roundnessLeft <= 0.0f && roundnessRight <= 0.0f) || (rec.width < 1) || (rec.height < 1 ))
|
if ((roundnessLeft <= 0.0f && roundnessRight <= 0.0f) || (rec.width < 1) || (rec.height < 1 ))
|
||||||
|
|
@ -29,7 +106,7 @@ void DrawRectangleRoundedGradientH(Rectangle rec, float roundnessLeft, float rou
|
||||||
float stepLength = 90.0f/(float)segments;
|
float stepLength = 90.0f/(float)segments;
|
||||||
|
|
||||||
/*
|
/*
|
||||||
Diagram Copied here for reference, original at `DrawRectangleRounded` source code
|
Diagram Copied here for reference, original at 'DrawRectangleRounded()' source code
|
||||||
|
|
||||||
P0____________________P1
|
P0____________________P1
|
||||||
/| |\
|
/| |\
|
||||||
|
|
@ -113,12 +190,9 @@ void DrawRectangleRoundedGradientH(Rectangle rec, float roundnessLeft, float rou
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
//
|
// Here we use the 'Diagram' to guide ourselves to which point receives what color
|
||||||
// Here we use the `Diagram` to guide ourselves to which point receives what color.
|
|
||||||
//
|
|
||||||
// By choosing the color correctly associated with a pointe the gradient effect
|
// By choosing the color correctly associated with a pointe the gradient effect
|
||||||
// will naturally come from OpenGL interpolation.
|
// will naturally come from OpenGL interpolation
|
||||||
//
|
|
||||||
|
|
||||||
// [2] Upper Rectangle
|
// [2] Upper Rectangle
|
||||||
rlColor4ub(left.r, left.g, left.b, left.a);
|
rlColor4ub(left.r, left.g, left.b, left.a);
|
||||||
|
|
@ -187,27 +261,25 @@ void DrawRectangleRoundedGradientH(Rectangle rec, float roundnessLeft, float rou
|
||||||
rlSetTexture(0);
|
rlSetTexture(0);
|
||||||
#else
|
#else
|
||||||
|
|
||||||
//
|
// Here we use the 'Diagram' to guide ourselves to which point receives what color.
|
||||||
// Here we use the `Diagram` to guide ourselves to which point receives what color.
|
|
||||||
//
|
|
||||||
// By choosing the color correctly associated with a pointe the gradient effect
|
// By choosing the color correctly associated with a pointe the gradient effect
|
||||||
// will naturally come from OpenGL interpolation.
|
// will naturally come from OpenGL interpolation.
|
||||||
// But this time instead of Quad, we think in triangles.
|
// But this time instead of Quad, we think in triangles.
|
||||||
//
|
|
||||||
|
|
||||||
rlBegin(RL_TRIANGLES);
|
rlBegin(RL_TRIANGLES);
|
||||||
|
|
||||||
// Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner
|
// Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner
|
||||||
for (int k = 0; k < 4; ++k)
|
for (int k = 0; k < 4; ++k)
|
||||||
{
|
{
|
||||||
Color color;
|
Color color = { 0 };
|
||||||
float radius;
|
float radius = 0.0f;
|
||||||
if (k == 0) color = left, radius = radiusLeft; // [1] Upper Left Corner
|
if (k == 0) color = left, radius = radiusLeft; // [1] Upper Left Corner
|
||||||
if (k == 1) color = right, radius = radiusRight; // [3] Upper Right Corner
|
if (k == 1) color = right, radius = radiusRight; // [3] Upper Right Corner
|
||||||
if (k == 2) color = right, radius = radiusRight; // [5] Lower Right Corner
|
if (k == 2) color = right, radius = radiusRight; // [5] Lower Right Corner
|
||||||
if (k == 3) color = left, radius = radiusLeft; // [7] Lower Left Corner
|
if (k == 3) color = left, radius = radiusLeft; // [7] Lower Left Corner
|
||||||
|
|
||||||
float angle = angles[k];
|
float angle = angles[k];
|
||||||
const Vector2 center = centers[k];
|
const Vector2 center = centers[k];
|
||||||
|
|
||||||
for (int i = 0; i < segments; i++)
|
for (int i = 0; i < segments; i++)
|
||||||
{
|
{
|
||||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||||
|
|
@ -274,57 +346,3 @@ void DrawRectangleRoundedGradientH(Rectangle rec, float roundnessLeft, float rou
|
||||||
rlEnd();
|
rlEnd();
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
int main(int argc, char *argv[])
|
|
||||||
{
|
|
||||||
// Initialization
|
|
||||||
//--------------------------------------------------------------------------------------
|
|
||||||
const int screenWidth = 800;
|
|
||||||
const int screenHeight = 450;
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - rectangle avanced");
|
|
||||||
SetTargetFPS(60);
|
|
||||||
//--------------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
// Main game loop
|
|
||||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
|
||||||
{
|
|
||||||
// Update rectangle bounds
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
float width = GetScreenWidth()/2.0f, height = GetScreenHeight()/6.0f;
|
|
||||||
Rectangle rec = {
|
|
||||||
GetScreenWidth() / 2.0f - width/2,
|
|
||||||
GetScreenHeight() / 2.0f - (5)*(height/2),
|
|
||||||
width, height
|
|
||||||
};
|
|
||||||
//--------------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
// Draw
|
|
||||||
//----------------------------------------------------------------------------------
|
|
||||||
BeginDrawing();
|
|
||||||
ClearBackground(RAYWHITE);
|
|
||||||
|
|
||||||
// Draw All Rectangles with different roundess for each side and different gradients
|
|
||||||
DrawRectangleRoundedGradientH(rec, 0.8f, 0.8f, 36, BLUE, RED);
|
|
||||||
|
|
||||||
rec.y += rec.height + 1;
|
|
||||||
DrawRectangleRoundedGradientH(rec, 0.5f, 1.0f, 36, RED, PINK);
|
|
||||||
|
|
||||||
rec.y += rec.height + 1;
|
|
||||||
DrawRectangleRoundedGradientH(rec, 1.0f, 0.5f, 36, RED, BLUE);
|
|
||||||
|
|
||||||
rec.y += rec.height + 1;
|
|
||||||
DrawRectangleRoundedGradientH(rec, 0.0f, 1.0f, 36, BLUE, BLACK);
|
|
||||||
|
|
||||||
rec.y += rec.height + 1;
|
|
||||||
DrawRectangleRoundedGradientH(rec, 1.0f, 0.0f, 36, BLUE, PINK);
|
|
||||||
EndDrawing();
|
|
||||||
//--------------------------------------------------------------------------------------
|
|
||||||
}
|
|
||||||
|
|
||||||
// De-Initialization
|
|
||||||
//--------------------------------------------------------------------------------------
|
|
||||||
CloseWindow(); // Close window and OpenGL context
|
|
||||||
//--------------------------------------------------------------------------------------
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -24,7 +24,6 @@ int main(void)
|
||||||
{
|
{
|
||||||
// Initialization
|
// Initialization
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
const int screenWidth = 800;
|
const int screenWidth = 800;
|
||||||
const int screenHeight = 450;
|
const int screenHeight = 450;
|
||||||
|
|
||||||
|
|
@ -60,8 +59,6 @@ int main(void)
|
||||||
UnloadImage(imageBlue);
|
UnloadImage(imageBlue);
|
||||||
UnloadImage(backgroundImage);
|
UnloadImage(backgroundImage);
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
|
||||||
|
|
||||||
Rectangle fudesumiRec = {0, 0, fudesumiImage.width, fudesumiImage.height};
|
Rectangle fudesumiRec = {0, 0, fudesumiImage.width, fudesumiImage.height};
|
||||||
|
|
||||||
Rectangle fudesumiPos = {50, 10, fudesumiImage.width*0.8f, fudesumiImage.height*0.8f};
|
Rectangle fudesumiPos = {50, 10, fudesumiImage.width*0.8f, fudesumiImage.height*0.8f};
|
||||||
|
|
@ -70,11 +67,17 @@ int main(void)
|
||||||
Rectangle bluePos = { 410, 230, fudesumiPos.width / 2, fudesumiPos.height / 2 };
|
Rectangle bluePos = { 410, 230, fudesumiPos.width / 2, fudesumiPos.height / 2 };
|
||||||
Rectangle alphaPos = { 600, 230, fudesumiPos.width / 2, fudesumiPos.height / 2 };
|
Rectangle alphaPos = { 600, 230, fudesumiPos.width / 2, fudesumiPos.height / 2 };
|
||||||
|
|
||||||
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Main game loop
|
// Main game loop
|
||||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
{
|
{
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
// TODO...
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
|
|
|
||||||
|
|
@ -88,7 +88,7 @@ int main(void)
|
||||||
DrawRectangleLines(30, 400, 325, 30, Fade(WHITE, 0.5f));
|
DrawRectangleLines(30, 400, 325, 30, Fade(WHITE, 0.5f));
|
||||||
DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL TEXTURES", 40, 410, 10, WHITE);
|
DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL TEXTURES", 40, 410, 10, WHITE);
|
||||||
|
|
||||||
switch(currentTexture)
|
switch (currentTexture)
|
||||||
{
|
{
|
||||||
case 0: DrawText("VERTICAL GRADIENT", 560, 10, 20, RAYWHITE); break;
|
case 0: DrawText("VERTICAL GRADIENT", 560, 10, 20, RAYWHITE); break;
|
||||||
case 1: DrawText("HORIZONTAL GRADIENT", 540, 10, 20, RAYWHITE); break;
|
case 1: DrawText("HORIZONTAL GRADIENT", 540, 10, 20, RAYWHITE); break;
|
||||||
|
|
|
||||||
|
|
@ -219,21 +219,23 @@ endif
|
||||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||||
# -Os # size optimization
|
# -Os # size optimization
|
||||||
# -O2 # optimization level 2, if used, also set --memory-init-file 0
|
# -O2 # optimization level 2, if used, also set --memory-init-file 0
|
||||||
# -s USE_GLFW=3 # Use glfw3 library (context/input management)
|
# -sUSE_GLFW=3 # Use glfw3 library (context/input management)
|
||||||
# -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL!
|
# -sALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL!
|
||||||
# -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
|
# -sTOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB) (67108864 = 64MB)
|
||||||
# -s USE_PTHREADS=1 # multithreading support
|
# -sUSE_PTHREADS=1 # multithreading support
|
||||||
# -s WASM=0 # disable Web Assembly, emitted by default
|
# -sWASM=0 # disable Web Assembly, emitted by default
|
||||||
# -s EMTERPRETIFY=1 # enable emscripten code interpreter (very slow)
|
# -sASYNCIFY # lets synchronous C/C++ code interact with asynchronous JS
|
||||||
# -s EMTERPRETIFY_ASYNC=1 # support synchronous loops by emterpreter
|
# -sFORCE_FILESYSTEM=1 # force filesystem to load/save files data
|
||||||
# -s FORCE_FILESYSTEM=1 # force filesystem to load/save files data
|
# -sASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off)
|
||||||
# -s ASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off)
|
# -sMINIFY_HTML=0 # minify generated html from shell.html
|
||||||
# --profiling # include information for code profiling
|
# --profiling # include information for code profiling
|
||||||
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
|
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
|
||||||
# --preload-file resources # specify a resources folder for data compilation
|
# --preload-file resources # specify a resources folder for data compilation
|
||||||
CFLAGS += -Os -s USE_GLFW=3 -s TOTAL_MEMORY=16777216 --preload-file resources
|
# --source-map-base # allow debugging in browser with source map
|
||||||
|
# --shell-file shell.html # define a custom shell .html and output extension
|
||||||
|
CFLAGS += -Os -sUSE_GLFW=3 -sTOTAL_MEMORY=16777216 --preload-file resources -sMINIFY_HTML=0
|
||||||
ifeq ($(BUILD_MODE), DEBUG)
|
ifeq ($(BUILD_MODE), DEBUG)
|
||||||
CFLAGS += -s ASSERTIONS=1 --profiling
|
CFLAGS += -sASSERTIONS=1 --profiling
|
||||||
endif
|
endif
|
||||||
|
|
||||||
# Define a custom shell .html and output extension
|
# Define a custom shell .html and output extension
|
||||||
|
|
|
||||||
|
|
@ -1,390 +0,0 @@
|
||||||
<?xml version="1.0" encoding="utf-8"?>
|
|
||||||
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
|
||||||
<ItemGroup Label="ProjectConfigurations">
|
|
||||||
<ProjectConfiguration Include="Debug.DLL|Win32">
|
|
||||||
<Configuration>Debug.DLL</Configuration>
|
|
||||||
<Platform>Win32</Platform>
|
|
||||||
</ProjectConfiguration>
|
|
||||||
<ProjectConfiguration Include="Debug.DLL|x64">
|
|
||||||
<Configuration>Debug.DLL</Configuration>
|
|
||||||
<Platform>x64</Platform>
|
|
||||||
</ProjectConfiguration>
|
|
||||||
<ProjectConfiguration Include="Debug|Win32">
|
|
||||||
<Configuration>Debug</Configuration>
|
|
||||||
<Platform>Win32</Platform>
|
|
||||||
</ProjectConfiguration>
|
|
||||||
<ProjectConfiguration Include="Debug|x64">
|
|
||||||
<Configuration>Debug</Configuration>
|
|
||||||
<Platform>x64</Platform>
|
|
||||||
</ProjectConfiguration>
|
|
||||||
<ProjectConfiguration Include="Release.DLL|Win32">
|
|
||||||
<Configuration>Release.DLL</Configuration>
|
|
||||||
<Platform>Win32</Platform>
|
|
||||||
</ProjectConfiguration>
|
|
||||||
<ProjectConfiguration Include="Release.DLL|x64">
|
|
||||||
<Configuration>Release.DLL</Configuration>
|
|
||||||
<Platform>x64</Platform>
|
|
||||||
</ProjectConfiguration>
|
|
||||||
<ProjectConfiguration Include="Release|Win32">
|
|
||||||
<Configuration>Release</Configuration>
|
|
||||||
<Platform>Win32</Platform>
|
|
||||||
</ProjectConfiguration>
|
|
||||||
<ProjectConfiguration Include="Release|x64">
|
|
||||||
<Configuration>Release</Configuration>
|
|
||||||
<Platform>x64</Platform>
|
|
||||||
</ProjectConfiguration>
|
|
||||||
</ItemGroup>
|
|
||||||
<PropertyGroup Label="Globals">
|
|
||||||
<ProjectGuid>{27AA7BDA-0C34-4733-9009-73D3E64234FB}</ProjectGuid>
|
|
||||||
<Keyword>Win32Proj</Keyword>
|
|
||||||
<RootNamespace>core_input_gamepad_info</RootNamespace>
|
|
||||||
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
|
|
||||||
<ProjectName>core_input_gamepad_info</ProjectName>
|
|
||||||
</PropertyGroup>
|
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
|
||||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
|
||||||
<CharacterSet>Unicode</CharacterSet>
|
|
||||||
</PropertyGroup>
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
|
||||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
|
||||||
<CharacterSet>Unicode</CharacterSet>
|
|
||||||
</PropertyGroup>
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|Win32'" Label="Configuration">
|
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
|
||||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
|
||||||
<CharacterSet>Unicode</CharacterSet>
|
|
||||||
</PropertyGroup>
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|x64'" Label="Configuration">
|
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
|
||||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
|
||||||
<CharacterSet>Unicode</CharacterSet>
|
|
||||||
</PropertyGroup>
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
|
||||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
|
||||||
<CharacterSet>Unicode</CharacterSet>
|
|
||||||
</PropertyGroup>
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
|
||||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
|
||||||
<CharacterSet>Unicode</CharacterSet>
|
|
||||||
</PropertyGroup>
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|Win32'" Label="Configuration">
|
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
|
||||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
|
||||||
<CharacterSet>Unicode</CharacterSet>
|
|
||||||
</PropertyGroup>
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|x64'" Label="Configuration">
|
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
|
||||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
|
||||||
<CharacterSet>Unicode</CharacterSet>
|
|
||||||
</PropertyGroup>
|
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
|
||||||
<ImportGroup Label="ExtensionSettings">
|
|
||||||
</ImportGroup>
|
|
||||||
<ImportGroup Label="Shared">
|
|
||||||
</ImportGroup>
|
|
||||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
|
||||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
|
||||||
</ImportGroup>
|
|
||||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
|
|
||||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
|
||||||
</ImportGroup>
|
|
||||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|Win32'" Label="PropertySheets">
|
|
||||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
|
||||||
</ImportGroup>
|
|
||||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|x64'" Label="PropertySheets">
|
|
||||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
|
||||||
</ImportGroup>
|
|
||||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
|
||||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
|
||||||
</ImportGroup>
|
|
||||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
|
|
||||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
|
||||||
</ImportGroup>
|
|
||||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|Win32'" Label="PropertySheets">
|
|
||||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
|
||||||
</ImportGroup>
|
|
||||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|x64'" Label="PropertySheets">
|
|
||||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
|
||||||
</ImportGroup>
|
|
||||||
<PropertyGroup Label="UserMacros" />
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
|
||||||
<LinkIncremental>true</LinkIncremental>
|
|
||||||
<OutDir>$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\</OutDir>
|
|
||||||
<IntDir>$(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\</IntDir>
|
|
||||||
</PropertyGroup>
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
|
||||||
<LinkIncremental>true</LinkIncremental>
|
|
||||||
<OutDir>$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\</OutDir>
|
|
||||||
<IntDir>$(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\</IntDir>
|
|
||||||
</PropertyGroup>
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|Win32'">
|
|
||||||
<LinkIncremental>true</LinkIncremental>
|
|
||||||
<OutDir>$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\</OutDir>
|
|
||||||
<IntDir>$(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\</IntDir>
|
|
||||||
</PropertyGroup>
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|x64'">
|
|
||||||
<LinkIncremental>true</LinkIncremental>
|
|
||||||
<OutDir>$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\</OutDir>
|
|
||||||
<IntDir>$(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\</IntDir>
|
|
||||||
</PropertyGroup>
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
|
||||||
<LinkIncremental>false</LinkIncremental>
|
|
||||||
<OutDir>$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\</OutDir>
|
|
||||||
<IntDir>$(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\</IntDir>
|
|
||||||
</PropertyGroup>
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
|
||||||
<LinkIncremental>false</LinkIncremental>
|
|
||||||
<OutDir>$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\</OutDir>
|
|
||||||
<IntDir>$(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\</IntDir>
|
|
||||||
</PropertyGroup>
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|Win32'">
|
|
||||||
<LinkIncremental>false</LinkIncremental>
|
|
||||||
<OutDir>$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\</OutDir>
|
|
||||||
<IntDir>$(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\</IntDir>
|
|
||||||
</PropertyGroup>
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|x64'">
|
|
||||||
<LinkIncremental>false</LinkIncremental>
|
|
||||||
<OutDir>$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\</OutDir>
|
|
||||||
<IntDir>$(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\</IntDir>
|
|
||||||
</PropertyGroup>
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|Win32'">
|
|
||||||
<LocalDebuggerWorkingDirectory>$(SolutionDir)..\..\examples\core</LocalDebuggerWorkingDirectory>
|
|
||||||
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
|
|
||||||
</PropertyGroup>
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|x64'">
|
|
||||||
<LocalDebuggerWorkingDirectory>$(SolutionDir)..\..\examples\core</LocalDebuggerWorkingDirectory>
|
|
||||||
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
|
|
||||||
</PropertyGroup>
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
|
||||||
<LocalDebuggerWorkingDirectory>$(SolutionDir)..\..\examples\core</LocalDebuggerWorkingDirectory>
|
|
||||||
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
|
|
||||||
</PropertyGroup>
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
|
||||||
<LocalDebuggerWorkingDirectory>$(SolutionDir)..\..\examples\core</LocalDebuggerWorkingDirectory>
|
|
||||||
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
|
|
||||||
</PropertyGroup>
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|Win32'">
|
|
||||||
<LocalDebuggerWorkingDirectory>$(SolutionDir)..\..\examples\core</LocalDebuggerWorkingDirectory>
|
|
||||||
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
|
|
||||||
</PropertyGroup>
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
|
||||||
<LocalDebuggerWorkingDirectory>$(SolutionDir)..\..\examples\core</LocalDebuggerWorkingDirectory>
|
|
||||||
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
|
|
||||||
</PropertyGroup>
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
|
||||||
<LocalDebuggerWorkingDirectory>$(SolutionDir)..\..\examples\core</LocalDebuggerWorkingDirectory>
|
|
||||||
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
|
|
||||||
</PropertyGroup>
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|x64'">
|
|
||||||
<LocalDebuggerWorkingDirectory>$(SolutionDir)..\..\examples\core</LocalDebuggerWorkingDirectory>
|
|
||||||
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
|
|
||||||
</PropertyGroup>
|
|
||||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
|
||||||
<ClCompile>
|
|
||||||
<PrecompiledHeader>
|
|
||||||
</PrecompiledHeader>
|
|
||||||
<WarningLevel>Level3</WarningLevel>
|
|
||||||
<Optimization>Disabled</Optimization>
|
|
||||||
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
|
||||||
<CompileAs>CompileAsC</CompileAs>
|
|
||||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
|
||||||
</ClCompile>
|
|
||||||
<Link>
|
|
||||||
<SubSystem>Console</SubSystem>
|
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
|
||||||
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
|
|
||||||
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
|
||||||
</Link>
|
|
||||||
</ItemDefinitionGroup>
|
|
||||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
|
||||||
<ClCompile>
|
|
||||||
<PrecompiledHeader>
|
|
||||||
</PrecompiledHeader>
|
|
||||||
<WarningLevel>Level3</WarningLevel>
|
|
||||||
<Optimization>Disabled</Optimization>
|
|
||||||
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
|
||||||
<CompileAs>CompileAsC</CompileAs>
|
|
||||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
|
||||||
<AdditionalOptions>/FS %(AdditionalOptions)</AdditionalOptions>
|
|
||||||
</ClCompile>
|
|
||||||
<Link>
|
|
||||||
<SubSystem>Console</SubSystem>
|
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
|
||||||
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
|
|
||||||
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
|
||||||
</Link>
|
|
||||||
</ItemDefinitionGroup>
|
|
||||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|Win32'">
|
|
||||||
<ClCompile>
|
|
||||||
<PrecompiledHeader>
|
|
||||||
</PrecompiledHeader>
|
|
||||||
<WarningLevel>Level3</WarningLevel>
|
|
||||||
<Optimization>Disabled</Optimization>
|
|
||||||
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
|
||||||
<CompileAs>CompileAsC</CompileAs>
|
|
||||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
|
||||||
</ClCompile>
|
|
||||||
<Link>
|
|
||||||
<SubSystem>Console</SubSystem>
|
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
|
||||||
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
|
|
||||||
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
|
||||||
</Link>
|
|
||||||
<PostBuildEvent>
|
|
||||||
<Command>xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
|
|
||||||
<Message>Copy Debug DLL to output directory</Message>
|
|
||||||
</PostBuildEvent>
|
|
||||||
</ItemDefinitionGroup>
|
|
||||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|x64'">
|
|
||||||
<ClCompile>
|
|
||||||
<PrecompiledHeader>
|
|
||||||
</PrecompiledHeader>
|
|
||||||
<WarningLevel>Level3</WarningLevel>
|
|
||||||
<Optimization>Disabled</Optimization>
|
|
||||||
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
|
||||||
<CompileAs>CompileAsC</CompileAs>
|
|
||||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
|
||||||
</ClCompile>
|
|
||||||
<Link>
|
|
||||||
<SubSystem>Console</SubSystem>
|
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
|
||||||
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
|
|
||||||
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
|
||||||
</Link>
|
|
||||||
<PostBuildEvent>
|
|
||||||
<Command>xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
|
|
||||||
<Message>Copy Debug DLL to output directory</Message>
|
|
||||||
</PostBuildEvent>
|
|
||||||
</ItemDefinitionGroup>
|
|
||||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
|
||||||
<ClCompile>
|
|
||||||
<WarningLevel>Level3</WarningLevel>
|
|
||||||
<PrecompiledHeader>
|
|
||||||
</PrecompiledHeader>
|
|
||||||
<Optimization>MaxSpeed</Optimization>
|
|
||||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
|
||||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
|
||||||
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
|
|
||||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
|
||||||
<CompileAs>CompileAsC</CompileAs>
|
|
||||||
<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
|
|
||||||
</ClCompile>
|
|
||||||
<Link>
|
|
||||||
<SubSystem>Console</SubSystem>
|
|
||||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
|
||||||
<OptimizeReferences>true</OptimizeReferences>
|
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
|
||||||
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
|
||||||
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
|
|
||||||
</Link>
|
|
||||||
</ItemDefinitionGroup>
|
|
||||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
|
||||||
<ClCompile>
|
|
||||||
<WarningLevel>Level3</WarningLevel>
|
|
||||||
<PrecompiledHeader>
|
|
||||||
</PrecompiledHeader>
|
|
||||||
<Optimization>MaxSpeed</Optimization>
|
|
||||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
|
||||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
|
||||||
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
|
|
||||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
|
||||||
<CompileAs>CompileAsC</CompileAs>
|
|
||||||
<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
|
|
||||||
</ClCompile>
|
|
||||||
<Link>
|
|
||||||
<SubSystem>Console</SubSystem>
|
|
||||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
|
||||||
<OptimizeReferences>true</OptimizeReferences>
|
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
|
||||||
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
|
||||||
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
|
|
||||||
</Link>
|
|
||||||
</ItemDefinitionGroup>
|
|
||||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|Win32'">
|
|
||||||
<ClCompile>
|
|
||||||
<WarningLevel>Level3</WarningLevel>
|
|
||||||
<PrecompiledHeader>
|
|
||||||
</PrecompiledHeader>
|
|
||||||
<Optimization>MaxSpeed</Optimization>
|
|
||||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
|
||||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
|
||||||
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
|
|
||||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
|
||||||
<CompileAs>CompileAsC</CompileAs>
|
|
||||||
<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
|
|
||||||
</ClCompile>
|
|
||||||
<Link>
|
|
||||||
<SubSystem>Console</SubSystem>
|
|
||||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
|
||||||
<OptimizeReferences>true</OptimizeReferences>
|
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
|
||||||
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
|
||||||
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
|
|
||||||
</Link>
|
|
||||||
<PostBuildEvent>
|
|
||||||
<Command>xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
|
|
||||||
</PostBuildEvent>
|
|
||||||
<PostBuildEvent>
|
|
||||||
<Message>Copy Release DLL to output directory</Message>
|
|
||||||
</PostBuildEvent>
|
|
||||||
</ItemDefinitionGroup>
|
|
||||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|x64'">
|
|
||||||
<ClCompile>
|
|
||||||
<WarningLevel>Level3</WarningLevel>
|
|
||||||
<PrecompiledHeader>
|
|
||||||
</PrecompiledHeader>
|
|
||||||
<Optimization>MaxSpeed</Optimization>
|
|
||||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
|
||||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
|
||||||
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
|
|
||||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
|
||||||
<CompileAs>CompileAsC</CompileAs>
|
|
||||||
<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
|
|
||||||
</ClCompile>
|
|
||||||
<Link>
|
|
||||||
<SubSystem>Console</SubSystem>
|
|
||||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
|
||||||
<OptimizeReferences>true</OptimizeReferences>
|
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
|
||||||
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
|
||||||
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
|
|
||||||
</Link>
|
|
||||||
<PostBuildEvent>
|
|
||||||
<Command>xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
|
|
||||||
</PostBuildEvent>
|
|
||||||
<PostBuildEvent>
|
|
||||||
<Message>Copy Release DLL to output directory</Message>
|
|
||||||
</PostBuildEvent>
|
|
||||||
</ItemDefinitionGroup>
|
|
||||||
<ItemGroup>
|
|
||||||
<ClCompile Include="..\..\..\examples\core\core_input_gamepad_info.c" />
|
|
||||||
</ItemGroup>
|
|
||||||
<ItemGroup>
|
|
||||||
<ResourceCompile Include="..\..\..\src\raylib.rc" />
|
|
||||||
</ItemGroup>
|
|
||||||
<ItemGroup>
|
|
||||||
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
|
||||||
<Project>{e89d61ac-55de-4482-afd4-df7242ebc859}</Project>
|
|
||||||
</ProjectReference>
|
|
||||||
</ItemGroup>
|
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
|
||||||
<ImportGroup Label="ExtensionTargets">
|
|
||||||
</ImportGroup>
|
|
||||||
</Project>
|
|
||||||
|
|
@ -279,8 +279,6 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_automation_events", "e
|
||||||
EndProject
|
EndProject
|
||||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "audio_mixed_processor", "examples\audio_mixed_processor.vcxproj", "{A4B0D971-3CD6-41C9-8AB2-055D25A33373}"
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "audio_mixed_processor", "examples\audio_mixed_processor.vcxproj", "{A4B0D971-3CD6-41C9-8AB2-055D25A33373}"
|
||||||
EndProject
|
EndProject
|
||||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_input_gamepad_info", "examples\core_input_gamepad_info.vcxproj", "{27AA7BDA-0C34-4733-9009-73D3E64234FB}"
|
|
||||||
EndProject
|
|
||||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_input_mouse_wheel", "examples\core_input_mouse_wheel.vcxproj", "{15CDD310-6980-42A6-8082-3A6B7730D13F}"
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_input_mouse_wheel", "examples\core_input_mouse_wheel.vcxproj", "{15CDD310-6980-42A6-8082-3A6B7730D13F}"
|
||||||
EndProject
|
EndProject
|
||||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_smooth_pixelperfect", "examples\core_smooth_pixelperfect.vcxproj", "{71DB4284-5B1C-4E86-9AF5-B91542D44A6F}"
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_smooth_pixelperfect", "examples\core_smooth_pixelperfect.vcxproj", "{71DB4284-5B1C-4E86-9AF5-B91542D44A6F}"
|
||||||
|
|
|
||||||
|
|
@ -225,21 +225,23 @@ endif
|
||||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||||
# -Os # size optimization
|
# -Os # size optimization
|
||||||
# -O2 # optimization level 2, if used, also set --memory-init-file 0
|
# -O2 # optimization level 2, if used, also set --memory-init-file 0
|
||||||
# -s USE_GLFW=3 # Use glfw3 library (context/input management)
|
# -sUSE_GLFW=3 # Use glfw3 library (context/input management)
|
||||||
# -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL!
|
# -sALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL!
|
||||||
# -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
|
# -sTOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB) (67108864 = 64MB)
|
||||||
# -s USE_PTHREADS=1 # multithreading support
|
# -sUSE_PTHREADS=1 # multithreading support
|
||||||
# -s WASM=0 # disable Web Assembly, emitted by default
|
# -sWASM=0 # disable Web Assembly, emitted by default
|
||||||
# -s EMTERPRETIFY=1 # enable emscripten code interpreter (very slow)
|
# -sASYNCIFY # lets synchronous C/C++ code interact with asynchronous JS
|
||||||
# -s EMTERPRETIFY_ASYNC=1 # support synchronous loops by emterpreter
|
# -sFORCE_FILESYSTEM=1 # force filesystem to load/save files data
|
||||||
# -s FORCE_FILESYSTEM=1 # force filesystem to load/save files data
|
# -sASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off)
|
||||||
# -s ASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off)
|
# -sMINIFY_HTML=0 # minify generated html from shell.html
|
||||||
# --profiling # include information for code profiling
|
# --profiling # include information for code profiling
|
||||||
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
|
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
|
||||||
# --preload-file resources # specify a resources folder for data compilation
|
# --preload-file resources # specify a resources folder for data compilation
|
||||||
CFLAGS += -Os -s USE_GLFW=3 -s TOTAL_MEMORY=16777216 --preload-file resources
|
# --source-map-base # allow debugging in browser with source map
|
||||||
|
# --shell-file shell.html # define a custom shell .html and output extension
|
||||||
|
CFLAGS += -Os -sUSE_GLFW=3 -sTOTAL_MEMORY=16777216 --preload-file resources -sMINIFY_HTML=0
|
||||||
ifeq ($(BUILD_MODE), DEBUG)
|
ifeq ($(BUILD_MODE), DEBUG)
|
||||||
CFLAGS += -s ASSERTIONS=1 --profiling
|
CFLAGS += -sASSERTIONS=1 --profiling
|
||||||
endif
|
endif
|
||||||
|
|
||||||
# Define a custom shell .html and output extension
|
# Define a custom shell .html and output extension
|
||||||
|
|
|
||||||
11
src/Makefile
11
src/Makefile
|
|
@ -369,20 +369,23 @@ endif
|
||||||
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
|
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
|
||||||
# -Os # size optimization
|
# -Os # size optimization
|
||||||
# -O2 # optimization level 2, if used, also set --memory-init-file 0
|
# -O2 # optimization level 2, if used, also set --memory-init-file 0
|
||||||
# -sUSE_GLFW=3 # Use glfw3 library (context/input management) -> Only for linker!
|
# -sUSE_GLFW=3 # Use glfw3 library (context/input management)
|
||||||
# -sALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL!
|
# -sALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL!
|
||||||
# -sTOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
|
# -sTOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB) (67108864 = 64MB)
|
||||||
# -sUSE_PTHREADS=1 # multithreading support
|
# -sUSE_PTHREADS=1 # multithreading support
|
||||||
|
# -sWASM=0 # disable Web Assembly, emitted by default
|
||||||
|
# -sASYNCIFY # lets synchronous C/C++ code interact with asynchronous JS
|
||||||
# -sFORCE_FILESYSTEM=1 # force filesystem to load/save files data
|
# -sFORCE_FILESYSTEM=1 # force filesystem to load/save files data
|
||||||
# -sASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off)
|
# -sASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off)
|
||||||
# -sGL_ENABLE_GET_PROC_ADDRESS # enable using the *glGetProcAddress() family of functions, required for extensions loading
|
# -sMINIFY_HTML=0 # minify generated html from shell.html
|
||||||
# --profiling # include information for code profiling
|
# --profiling # include information for code profiling
|
||||||
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
|
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
|
||||||
# --preload-file resources # specify a resources folder for data compilation
|
# --preload-file resources # specify a resources folder for data compilation
|
||||||
|
# --source-map-base # allow debugging in browser with source map
|
||||||
|
# --shell-file shell.html # define a custom shell .html and output extension
|
||||||
ifeq ($(RAYLIB_BUILD_MODE),DEBUG)
|
ifeq ($(RAYLIB_BUILD_MODE),DEBUG)
|
||||||
CFLAGS += -sASSERTIONS=1 --profiling
|
CFLAGS += -sASSERTIONS=1 --profiling
|
||||||
endif
|
endif
|
||||||
#CFLAGS += -sGL_ENABLE_GET_PROC_ADDRESS
|
|
||||||
endif
|
endif
|
||||||
ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
|
ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
|
||||||
# Compiler flags for arquitecture
|
# Compiler flags for arquitecture
|
||||||
|
|
|
||||||
|
|
@ -34,12 +34,8 @@
|
||||||
<link rel="shortcut icon" href="https://www.raylib.com/favicon.ico">
|
<link rel="shortcut icon" href="https://www.raylib.com/favicon.ico">
|
||||||
|
|
||||||
<style>
|
<style>
|
||||||
body {
|
body { margin: 0px; overflow: hidden; background-color: black; }
|
||||||
margin: 0px;
|
canvas.emscripten { border: 0px none; background-color: black; }
|
||||||
overflow: hidden;
|
|
||||||
background-color: black;
|
|
||||||
}
|
|
||||||
canvas.emscripten { border: 0px none; background-color: black;}
|
|
||||||
</style>
|
</style>
|
||||||
<script type='text/javascript' src="https://cdn.jsdelivr.net/gh/eligrey/FileSaver.js/dist/FileSaver.min.js"> </script>
|
<script type='text/javascript' src="https://cdn.jsdelivr.net/gh/eligrey/FileSaver.js/dist/FileSaver.min.js"> </script>
|
||||||
<script type='text/javascript'>
|
<script type='text/javascript'>
|
||||||
|
|
|
||||||
|
|
@ -887,7 +887,7 @@ void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color)
|
||||||
void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color)
|
void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color)
|
||||||
{
|
{
|
||||||
// Not a rounded rectangle
|
// Not a rounded rectangle
|
||||||
if ((roundness <= 0.0f) || (rec.width < 1) || (rec.height < 1 ))
|
if (roundness <= 0.0f)
|
||||||
{
|
{
|
||||||
DrawRectangleRec(rec, color);
|
DrawRectangleRec(rec, color);
|
||||||
return;
|
return;
|
||||||
|
|
|
||||||
|
|
@ -15,8 +15,8 @@
|
||||||
<meta property="og:type" content="website" />
|
<meta property="og:type" content="website" />
|
||||||
<meta property="og:title" content="raylib web game">
|
<meta property="og:title" content="raylib web game">
|
||||||
<meta property="og:image:type" content="image/png">
|
<meta property="og:image:type" content="image/png">
|
||||||
<meta property="og:image:alt" content="New raylib web videogame, developed using raylib videogames library" />
|
|
||||||
<meta property="og:image" content="https://www.raylib.com/common/raylib_logo.png">
|
<meta property="og:image" content="https://www.raylib.com/common/raylib_logo.png">
|
||||||
|
<meta property="og:image:alt" content="New raylib web videogame, developed using raylib videogames library" />
|
||||||
<meta property="og:site_name" content="raylib - example">
|
<meta property="og:site_name" content="raylib - example">
|
||||||
<meta property="og:url" content="https://www.raylib.com/games.html">
|
<meta property="og:url" content="https://www.raylib.com/games.html">
|
||||||
<meta property="og:description" content="New raylib web videogame, developed using raylib videogames library">
|
<meta property="og:description" content="New raylib web videogame, developed using raylib videogames library">
|
||||||
|
|
@ -34,11 +34,7 @@
|
||||||
<link rel="shortcut icon" href="https://www.raylib.com/favicon.ico">
|
<link rel="shortcut icon" href="https://www.raylib.com/favicon.ico">
|
||||||
|
|
||||||
<style>
|
<style>
|
||||||
body {
|
body { font-family: arial; margin: 0; padding: none; }
|
||||||
font-family: arial;
|
|
||||||
margin: 0;
|
|
||||||
padding: none;
|
|
||||||
}
|
|
||||||
|
|
||||||
#header {
|
#header {
|
||||||
width: 100%;
|
width: 100%;
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue
Block a user