Merge branch 'master' into master
12
.github/workflows/build_windows.yml
vendored
|
|
@ -40,10 +40,10 @@ jobs:
|
|||
ziptarget: "win64"
|
||||
- compiler: msvc16
|
||||
ARCH: "x86"
|
||||
VSARCHPATH: "Win32"
|
||||
VSARCHPATH: "Win32"
|
||||
ziptarget: "win32"
|
||||
- compiler: msvc16
|
||||
ARCH: "x64"
|
||||
ARCH: "x64"
|
||||
VSARCHPATH: "x64"
|
||||
ziptarget: "win64"
|
||||
- compiler: msvc16
|
||||
|
|
@ -61,7 +61,7 @@ jobs:
|
|||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@master
|
||||
|
||||
|
||||
- name: Setup Release Version
|
||||
run: |
|
||||
echo "RELEASE_NAME=raylib-${{ github.event.release.tag_name }}_${{ matrix.ziptarget }}_${{ matrix.compiler }}" >> $GITHUB_ENV
|
||||
|
|
@ -69,7 +69,7 @@ jobs:
|
|||
if: github.event_name == 'release' && github.event.action == 'published'
|
||||
|
||||
- name: Setup Environment
|
||||
run: |
|
||||
run: |
|
||||
dir
|
||||
mkdir build
|
||||
cd build
|
||||
|
|
@ -98,7 +98,7 @@ jobs:
|
|||
if: |
|
||||
matrix.compiler == 'mingw-w64' &&
|
||||
matrix.arch == 'i686'
|
||||
|
||||
|
||||
- name: Build Library (MinGW-w64 64bit)
|
||||
run: |
|
||||
cd src
|
||||
|
|
@ -144,7 +144,7 @@ jobs:
|
|||
with:
|
||||
name: ${{ env.RELEASE_NAME }}.zip
|
||||
path: ./build/${{ env.RELEASE_NAME }}.zip
|
||||
|
||||
|
||||
- name: Upload Artifact to Release
|
||||
uses: softprops/action-gh-release@v1
|
||||
with:
|
||||
|
|
|
|||
|
|
@ -31,6 +31,7 @@ Some people ported raylib to other languages in the form of bindings or wrappers
|
|||
| [rayex](https://github.com/shiryel/rayex) | 3.7 | [elixir](https://elixir-lang.org) | Apache-2.0 |
|
||||
| [raylib-factor](https://github.com/factor/factor/blob/master/extra/raylib/raylib.factor) | 4.5 | [Factor](https://factorcode.org) | BSD |
|
||||
| [raylib-freebasic](https://github.com/WIITD/raylib-freebasic) | **5.0** | [FreeBASIC](https://www.freebasic.net) | MIT |
|
||||
| [raylib.f](https://github.com/cthulhuology/raylib.f) | **5.5** | [Forth](https://forth.com) | Zlib |
|
||||
| [fortran-raylib](https://github.com/interkosmos/fortran-raylib) | **5.5** | [Fortran](https://fortran-lang.org) | ISC |
|
||||
| [raylib-go](https://github.com/gen2brain/raylib-go) | **5.5** | [Go](https://golang.org) | Zlib |
|
||||
| [raylib-guile](https://github.com/petelliott/raylib-guile) | **auto** | [Guile](https://www.gnu.org/software/guile) | Zlib |
|
||||
|
|
|
|||
|
|
@ -486,7 +486,19 @@ endif
|
|||
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
|
||||
# Libraries for DRM compiling
|
||||
# NOTE: Required packages: libasound2-dev (ALSA)
|
||||
LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lgbm -ldrm -ldl -latomic
|
||||
LDLIBS = -lraylib -lGLESv2 -lEGL -ldrm -lgbm -lpthread -lrt -lm -ldl -latomic
|
||||
# TODO: Examples compilation does not define GRAPHICS, is it required?
|
||||
#ifeq ($(GRAPHICS),GRAPHICS_API_OPENGL_ES2)
|
||||
# LDLIBS += -lGLESv2 -lEGL
|
||||
#endif
|
||||
endif
|
||||
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_WIN32)
|
||||
# Libraries for Windows desktop compilation
|
||||
LDFLAGS += -L..\src
|
||||
LDLIBS = -lraylib -lgdi32 -lwinmm -lshcore
|
||||
ifneq ($(GRAPHICS),GRAPHICS_API_OPENGL_11_SOFTWARE)
|
||||
LDLIBS += -lopengl32
|
||||
endif
|
||||
endif
|
||||
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
|
||||
# Libraries for web (HTML5) compiling
|
||||
|
|
@ -562,8 +574,11 @@ SHAPES = \
|
|||
shapes/shapes_following_eyes \
|
||||
shapes/shapes_kaleidoscope \
|
||||
shapes/shapes_lines_bezier \
|
||||
shapes/shapes_lines_drawing \
|
||||
shapes/shapes_logo_raylib \
|
||||
shapes/shapes_logo_raylib_anim \
|
||||
shapes/shapes_math_angle_rotation \
|
||||
shapes/shapes_math_sine_cosine \
|
||||
shapes/shapes_mouse_trail \
|
||||
shapes/shapes_pie_chart \
|
||||
shapes/shapes_rectangle_advanced \
|
||||
|
|
@ -631,6 +646,7 @@ MODELS = \
|
|||
models/models_bone_socket \
|
||||
models/models_box_collisions \
|
||||
models/models_cubicmap_rendering \
|
||||
models/models_decals \
|
||||
models/models_first_person_maze \
|
||||
models/models_geometric_shapes \
|
||||
models/models_heightmap_rendering \
|
||||
|
|
@ -654,6 +670,7 @@ SHADERS = \
|
|||
shaders/shaders_ascii_rendering \
|
||||
shaders/shaders_basic_lighting \
|
||||
shaders/shaders_basic_pbr \
|
||||
shaders/shaders_color_correction \
|
||||
shaders/shaders_custom_uniform \
|
||||
shaders/shaders_deferred_rendering \
|
||||
shaders/shaders_depth_rendering \
|
||||
|
|
@ -664,6 +681,7 @@ SHADERS = \
|
|||
shaders/shaders_hybrid_rendering \
|
||||
shaders/shaders_julia_set \
|
||||
shaders/shaders_lightmap_rendering \
|
||||
shaders/shaders_mandelbrot_set \
|
||||
shaders/shaders_mesh_instancing \
|
||||
shaders/shaders_model_shader \
|
||||
shaders/shaders_multi_sample2d \
|
||||
|
|
|
|||
|
|
@ -562,8 +562,11 @@ SHAPES = \
|
|||
shapes/shapes_following_eyes \
|
||||
shapes/shapes_kaleidoscope \
|
||||
shapes/shapes_lines_bezier \
|
||||
shapes/shapes_lines_drawing \
|
||||
shapes/shapes_logo_raylib \
|
||||
shapes/shapes_logo_raylib_anim \
|
||||
shapes/shapes_math_angle_rotation \
|
||||
shapes/shapes_math_sine_cosine \
|
||||
shapes/shapes_mouse_trail \
|
||||
shapes/shapes_pie_chart \
|
||||
shapes/shapes_rectangle_advanced \
|
||||
|
|
@ -631,6 +634,7 @@ MODELS = \
|
|||
models/models_bone_socket \
|
||||
models/models_box_collisions \
|
||||
models/models_cubicmap_rendering \
|
||||
models/models_decals \
|
||||
models/models_first_person_maze \
|
||||
models/models_geometric_shapes \
|
||||
models/models_heightmap_rendering \
|
||||
|
|
@ -654,6 +658,7 @@ SHADERS = \
|
|||
shaders/shaders_ascii_rendering \
|
||||
shaders/shaders_basic_lighting \
|
||||
shaders/shaders_basic_pbr \
|
||||
shaders/shaders_color_correction \
|
||||
shaders/shaders_custom_uniform \
|
||||
shaders/shaders_deferred_rendering \
|
||||
shaders/shaders_depth_rendering \
|
||||
|
|
@ -664,6 +669,7 @@ SHADERS = \
|
|||
shaders/shaders_hybrid_rendering \
|
||||
shaders/shaders_julia_set \
|
||||
shaders/shaders_lightmap_rendering \
|
||||
shaders/shaders_mandelbrot_set \
|
||||
shaders/shaders_mesh_instancing \
|
||||
shaders/shaders_model_shader \
|
||||
shaders/shaders_multi_sample2d \
|
||||
|
|
@ -892,12 +898,21 @@ shapes/shapes_kaleidoscope: shapes/shapes_kaleidoscope.c
|
|||
shapes/shapes_lines_bezier: shapes/shapes_lines_bezier.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
shapes/shapes_lines_drawing: shapes/shapes_lines_drawing.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
shapes/shapes_logo_raylib: shapes/shapes_logo_raylib.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
shapes/shapes_logo_raylib_anim: shapes/shapes_logo_raylib_anim.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
shapes/shapes_math_angle_rotation: shapes/shapes_math_angle_rotation.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
shapes/shapes_math_sine_cosine: shapes/shapes_math_sine_cosine.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
shapes/shapes_mouse_trail: shapes/shapes_mouse_trail.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
|
|
@ -1151,6 +1166,12 @@ models/models_cubicmap_rendering: models/models_cubicmap_rendering.c
|
|||
--preload-file models/resources/cubicmap.png@resources/cubicmap.png \
|
||||
--preload-file models/resources/cubicmap_atlas.png@resources/cubicmap_atlas.png
|
||||
|
||||
models/models_decals: models/models_decals.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||
--preload-file models/resources/models/obj/character.obj@resources/models/obj/character.obj \
|
||||
--preload-file models/resources/models/obj/character_diffuse.png@resources/models/obj/character_diffuse.png \
|
||||
--preload-file models/resources/raylib_logo.png@resources/raylib_logo.png
|
||||
|
||||
models/models_first_person_maze: models/models_first_person_maze.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||
--preload-file models/resources/cubicmap.png@resources/cubicmap.png \
|
||||
|
|
@ -1256,6 +1277,14 @@ shaders/shaders_basic_pbr: shaders/shaders_basic_pbr.c
|
|||
--preload-file shaders/resources/road_mra.png@resources/road_mra.png \
|
||||
--preload-file shaders/resources/road_n.png@resources/road_n.png
|
||||
|
||||
shaders/shaders_color_correction: shaders/shaders_color_correction.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||
--preload-file shaders/resources/parrots.png@resources/parrots.png \
|
||||
--preload-file shaders/resources/cat.png@resources/cat.png \
|
||||
--preload-file shaders/resources/mandrill.png@resources/mandrill.png \
|
||||
--preload-file shaders/resources/fudesumi.png@resources/fudesumi.png \
|
||||
--preload-file shaders/resources/shaders/glsl100/color_correction.fs@resources/shaders/glsl100/color_correction.fs
|
||||
|
||||
shaders/shaders_custom_uniform: shaders/shaders_custom_uniform.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||
--preload-file shaders/resources/models/barracks.obj@resources/models/barracks.obj \
|
||||
|
|
@ -1307,6 +1336,10 @@ shaders/shaders_lightmap_rendering: shaders/shaders_lightmap_rendering.c
|
|||
--preload-file shaders/resources/cubicmap_atlas.png@resources/cubicmap_atlas.png \
|
||||
--preload-file shaders/resources/spark_flame.png@resources/spark_flame.png
|
||||
|
||||
shaders/shaders_mandelbrot_set: shaders/shaders_mandelbrot_set.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||
--preload-file shaders/resources/shaders/glsl100/mandelbrot_set.fs@resources/shaders/glsl100/mandelbrot_set.fs
|
||||
|
||||
shaders/shaders_mesh_instancing: shaders/shaders_mesh_instancing.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||
--preload-file shaders/resources/shaders/glsl100/lighting_instancing.vs@resources/shaders/glsl100/lighting_instancing.vs \
|
||||
|
|
|
|||
|
|
@ -17,9 +17,9 @@ You may find it easier to use than other toolchains, especially when it comes to
|
|||
- `zig build [module]` to compile all examples for a module (e.g. `zig build core`)
|
||||
- `zig build [example]` to compile _and run_ a particular example (e.g. `zig build core_basic_window`)
|
||||
|
||||
## EXAMPLES COLLECTION [TOTAL: 185]
|
||||
## EXAMPLES COLLECTION [TOTAL: 192]
|
||||
|
||||
### category: core [44]
|
||||
### category: core [45]
|
||||
|
||||
Examples using raylib[core](../src/rcore.c) platform functionality like window creation, inputs, drawing modes and system functionality.
|
||||
|
||||
|
|
@ -69,8 +69,9 @@ Examples using raylib[core](../src/rcore.c) platform functionality like window c
|
|||
| [core_highdpi_testbed](core/core_highdpi_testbed.c) | <img src="core/core_highdpi_testbed.png" alt="core_highdpi_testbed" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [Ramon Santamaria](https://github.com/raysan5) |
|
||||
| [core_screen_recording](core/core_screen_recording.c) | <img src="core/core_screen_recording.png" alt="core_screen_recording" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [Ramon Santamaria](https://github.com/raysan5) |
|
||||
| [core_clipboard_text](core/core_clipboard_text.c) | <img src="core/core_clipboard_text.png" alt="core_clipboard_text" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [Robin](https://github.com/RobinsAviary) |
|
||||
| [core_text_file_loading](core/core_text_file_loading.c) | <img src="core/core_text_file_loading.png" alt="core_text_file_loading" width="80"> | ⭐☆☆☆ | 5.5 | 5.6 | [Aanjishnu Bhattacharyya](https://github.com/NimComPoo-04) |
|
||||
|
||||
### category: shapes [31]
|
||||
### category: shapes [34]
|
||||
|
||||
Examples using raylib shapes drawing functionality, provided by raylib [shapes](../src/rshapes.c) module.
|
||||
|
||||
|
|
@ -104,9 +105,12 @@ Examples using raylib shapes drawing functionality, provided by raylib [shapes](
|
|||
| [shapes_pie_chart](shapes/shapes_pie_chart.c) | <img src="shapes/shapes_pie_chart.png" alt="shapes_pie_chart" width="80"> | ⭐⭐⭐☆ | 5.5 | 5.6 | [Gideon Serfontein](https://github.com/GideonSerf) |
|
||||
| [shapes_kaleidoscope](shapes/shapes_kaleidoscope.c) | <img src="shapes/shapes_kaleidoscope.png" alt="shapes_kaleidoscope" width="80"> | ⭐⭐☆☆ | 5.5 | 5.6 | [Hugo ARNAL](https://github.com/hugoarnal) |
|
||||
| [shapes_clock_of_clocks](shapes/shapes_clock_of_clocks.c) | <img src="shapes/shapes_clock_of_clocks.png" alt="shapes_clock_of_clocks" width="80"> | ⭐⭐☆☆ | 5.5 | 5.6-dev | [JP Mortiboys](https://github.com/themushroompirates) |
|
||||
| [shapes_mouse_trail](shapes/shapes_mouse_trail.c) | <img src="shapes/shapes_mouse_trail.png" alt="shapes_mouse_trail" width="80"> | ⭐☆☆☆ | 5.6 | 5.6-dev | [[Balamurugan R]](https://github.com/[Bala050814]) |
|
||||
| [shapes_math_sine_cosine](shapes/shapes_math_sine_cosine.c) | <img src="shapes/shapes_math_sine_cosine.png" alt="shapes_math_sine_cosine" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [Jopestpe](https://github.com/jopestpe) |
|
||||
| [shapes_mouse_trail](shapes/shapes_mouse_trail.c) | <img src="shapes/shapes_mouse_trail.png" alt="shapes_mouse_trail" width="80"> | ⭐☆☆☆ | 5.6 | 5.6-dev | [Balamurugan R](https://github.com/Bala050814) |
|
||||
| [shapes_simple_particles](shapes/shapes_simple_particles.c) | <img src="shapes/shapes_simple_particles.png" alt="shapes_simple_particles" width="80"> | ⭐⭐☆☆ | 5.6 | 5.6 | [Jordi Santonja](https://github.com/JordSant) |
|
||||
| [shapes_starfield_effect](shapes/shapes_starfield_effect.c) | <img src="shapes/shapes_starfield_effect.png" alt="shapes_starfield_effect" width="80"> | ⭐⭐☆☆ | 5.5 | 5.6-dev | [JP Mortiboys](https://github.com/themushroompirates) |
|
||||
| [shapes_lines_drawing](shapes/shapes_lines_drawing.c) | <img src="shapes/shapes_lines_drawing.png" alt="shapes_lines_drawing" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6 | [Robin](https://github.com/RobinsAviary) |
|
||||
| [shapes_math_angle_rotation](shapes/shapes_math_angle_rotation.c) | <img src="shapes/shapes_math_angle_rotation.png" alt="shapes_math_angle_rotation" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6 | [Kris](https://github.com/krispy-snacc) |
|
||||
|
||||
### category: textures [26]
|
||||
|
||||
|
|
@ -163,7 +167,7 @@ Examples using raylib text functionality, including sprite fonts loading/generat
|
|||
| [text_inline_styling](text/text_inline_styling.c) | <img src="text/text_inline_styling.png" alt="text_inline_styling" width="80"> | ⭐⭐⭐☆ | 5.6-dev | 5.6-dev | [Wagner Barongello](https://github.com/SultansOfCode) |
|
||||
| [text_words_alignment](text/text_words_alignment.c) | <img src="text/text_words_alignment.png" alt="text_words_alignment" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [JP Mortiboys](https://github.com/themushroompirates) |
|
||||
|
||||
### category: models [25]
|
||||
### category: models [26]
|
||||
|
||||
Examples using raylib models functionality, including models loading/generation and drawing, provided by raylib [models](../src/rmodels.c) module.
|
||||
|
||||
|
|
@ -194,8 +198,9 @@ Examples using raylib models functionality, including models loading/generation
|
|||
| [models_tesseract_view](models/models_tesseract_view.c) | <img src="models/models_tesseract_view.png" alt="models_tesseract_view" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [Timothy van der Valk](https://github.com/arceryz) |
|
||||
| [models_basic_voxel](models/models_basic_voxel.c) | <img src="models/models_basic_voxel.png" alt="models_basic_voxel" width="80"> | ⭐⭐☆☆ | 5.5 | 5.5 | [Tim Little](https://github.com/timlittle) |
|
||||
| [models_rotating_cube](models/models_rotating_cube.c) | <img src="models/models_rotating_cube.png" alt="models_rotating_cube" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [Jopestpe](https://github.com/jopestpe) |
|
||||
| [models_decals](models/models_decals.c) | <img src="models/models_decals.png" alt="models_decals" width="80"> | ⭐⭐⭐⭐️ | 5.6-dev | 5.6-dev | [JP Mortiboys](https://github.com/themushroompirates) |
|
||||
|
||||
### category: shaders [30]
|
||||
### category: shaders [32]
|
||||
|
||||
Examples using raylib shaders functionality, including shaders loading, parameters configuration and drawing using them (model shaders and postprocessing shaders). This functionality is directly provided by raylib [rlgl](../src/rlgl.c) module.
|
||||
|
||||
|
|
@ -213,6 +218,8 @@ Examples using raylib shaders functionality, including shaders loading, paramete
|
|||
| [shaders_texture_outline](shaders/shaders_texture_outline.c) | <img src="shaders/shaders_texture_outline.png" alt="shaders_texture_outline" width="80"> | ⭐⭐⭐☆ | 4.0 | 4.0 | [Serenity Skiff](https://github.com/GoldenThumbs) |
|
||||
| [shaders_texture_waves](shaders/shaders_texture_waves.c) | <img src="shaders/shaders_texture_waves.png" alt="shaders_texture_waves" width="80"> | ⭐⭐☆☆ | 2.5 | 3.7 | [Anata](https://github.com/anatagawa) |
|
||||
| [shaders_julia_set](shaders/shaders_julia_set.c) | <img src="shaders/shaders_julia_set.png" alt="shaders_julia_set" width="80"> | ⭐⭐⭐☆ | 2.5 | 4.0 | [Josh Colclough](https://github.com/joshcol9232) |
|
||||
| [shaders_mandelbrot_set](shaders/shaders_mandelbrot_set.c) | <img src="shaders/shaders_mandelbrot_set.png" alt="shaders_mandelbrot_set" width="80"> | ⭐⭐⭐☆ | 5.6 | 5.6 | [Jordi Santonja](https://github.com/JordSant) |
|
||||
| [shaders_color_correction](shaders/shaders_color_correction.c) | <img src="shaders/shaders_color_correction.png" alt="shaders_color_correction" width="80"> | ⭐⭐☆☆ | 5.6 | 5.6 | [Jordi Santonja](https://github.com/JordSant) |
|
||||
| [shaders_eratosthenes_sieve](shaders/shaders_eratosthenes_sieve.c) | <img src="shaders/shaders_eratosthenes_sieve.png" alt="shaders_eratosthenes_sieve" width="80"> | ⭐⭐⭐☆ | 2.5 | 4.0 | [ProfJski](https://github.com/ProfJski) |
|
||||
| [shaders_fog_rendering](shaders/shaders_fog_rendering.c) | <img src="shaders/shaders_fog_rendering.png" alt="shaders_fog_rendering" width="80"> | ⭐⭐⭐☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) |
|
||||
| [shaders_simple_mask](shaders/shaders_simple_mask.c) | <img src="shaders/shaders_simple_mask.png" alt="shaders_simple_mask" width="80"> | ⭐⭐☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) |
|
||||
|
|
|
|||
|
|
@ -119,7 +119,6 @@ int main(void)
|
|||
// Some default standard keyboard/mouse inputs are hardcoded to simplify use
|
||||
// For advanced camera controls, it's recommended to compute camera movement manually
|
||||
UpdateCamera(&camera, cameraMode); // Update camera
|
||||
|
||||
/*
|
||||
// Camera PRO usage example (EXPERIMENTAL)
|
||||
// This new camera function allows custom movement/rotation values to be directly provided
|
||||
|
|
|
|||
|
|
@ -26,7 +26,7 @@ int main(void)
|
|||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - render texture");
|
||||
|
||||
|
||||
// Define a render texture to render
|
||||
int renderTextureWidth = 300;
|
||||
int renderTextureHeight = 300;
|
||||
|
|
@ -62,14 +62,14 @@ int main(void)
|
|||
//-----------------------------------------------------
|
||||
// Draw our scene to the render texture
|
||||
BeginTextureMode(target);
|
||||
|
||||
|
||||
ClearBackground(SKYBLUE);
|
||||
|
||||
|
||||
DrawRectangle(0, 0, 20, 20, RED);
|
||||
DrawCircleV(ballPosition, (float)ballRadius, MAROON);
|
||||
|
||||
|
||||
EndTextureMode();
|
||||
|
||||
|
||||
// Draw render texture to main framebuffer
|
||||
BeginDrawing();
|
||||
|
||||
|
|
@ -77,14 +77,14 @@ int main(void)
|
|||
|
||||
// Draw our render texture with rotation applied
|
||||
// NOTE 1: We set the origin of the texture to the center of the render texture
|
||||
// NOTE 2: We flip vertically the texture setting negative source rectangle height
|
||||
DrawTexturePro(target.texture,
|
||||
// NOTE 2: We flip vertically the texture setting negative source rectangle height
|
||||
DrawTexturePro(target.texture,
|
||||
(Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height },
|
||||
(Rectangle){ screenWidth/2.0f, screenHeight/2.0f, (float)target.texture.width, (float)target.texture.height },
|
||||
(Vector2){ target.texture.width/2.0f, target.texture.height/2.0f }, rotation, WHITE);
|
||||
|
||||
DrawText("DRAWING BOUNCING BALL INSIDE RENDER TEXTURE!", 10, screenHeight - 40, 20, BLACK);
|
||||
|
||||
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
|
|
|
|||
|
|
@ -64,7 +64,7 @@ int main(void)
|
|||
if (lines[i][j] == ' ')
|
||||
{
|
||||
// Making a C Style string by adding a '\0' at the required location so that we can use the MeasureText function
|
||||
lines[i][j] = '\0';
|
||||
lines[i][j] = '\0';
|
||||
|
||||
// Checking if the text has crossed the wrapWidth, then going back and inserting a newline
|
||||
if (MeasureText(lines[i] + lastWrapStart, fontSize) > wrapWidth)
|
||||
|
|
@ -88,16 +88,16 @@ int main(void)
|
|||
|
||||
for (int i = 0; i < lineCount; i++)
|
||||
{
|
||||
Vector2 size = MeasureTextEx(GetFontDefault(), lines[i], fontSize, 2);
|
||||
textHeight += size.y + 10;
|
||||
Vector2 size = MeasureTextEx(GetFontDefault(), lines[i], (float)fontSize, 2);
|
||||
textHeight += (int)size.y + 10;
|
||||
}
|
||||
|
||||
// A simple scrollbar on the side to show how far we have red into the file
|
||||
Rectangle scrollBar = {
|
||||
.x = screenWidth - 5,
|
||||
.x = (float)screenWidth - 5,
|
||||
.y = 0,
|
||||
.width = 5,
|
||||
.height = screenHeight*100/(textHeight - screenHeight) // Scrollbar height is just a percentage
|
||||
.height = screenHeight*100.0f/(textHeight - screenHeight) // Scrollbar height is just a percentage
|
||||
};
|
||||
|
||||
SetTargetFPS(60);
|
||||
|
|
@ -112,13 +112,13 @@ int main(void)
|
|||
cam.target.y -= scroll*fontSize*1.5f; // Choosing an arbitrary speed for scroll
|
||||
|
||||
if (cam.target.y < 0) cam.target.y = 0; // Snapping to 0 if we go too far back
|
||||
|
||||
// Ensuring that the camera does not scroll past all text
|
||||
|
||||
// Ensuring that the camera does not scroll past all text
|
||||
if (cam.target.y > textHeight - screenHeight + textTop)
|
||||
cam.target.y = textHeight - screenHeight + textTop;
|
||||
cam.target.y = (float)textHeight - screenHeight + textTop;
|
||||
|
||||
// Computing the position of the scrollBar depending on the percentage of text covered
|
||||
scrollBar.y = Lerp(textTop, screenHeight - scrollBar.height, (cam.target.y - textTop)/(textHeight - screenHeight));
|
||||
scrollBar.y = Lerp((float)textTop, (float)screenHeight - scrollBar.height, (float)(cam.target.y - textTop)/(textHeight - screenHeight));
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
|
@ -132,13 +132,13 @@ int main(void)
|
|||
for (int i = 0, t = textTop; i < lineCount; i++)
|
||||
{
|
||||
// Each time we go through and calculate the height of the text to move the cursor appropriately
|
||||
Vector2 size = MeasureTextEx(GetFontDefault(), lines[i], fontSize, 2);
|
||||
|
||||
Vector2 size = MeasureTextEx(GetFontDefault(), lines[i], (float)fontSize, 2);
|
||||
|
||||
DrawText(lines[i], 10, t, fontSize, RED);
|
||||
|
||||
// Inserting extra space for real newlines,
|
||||
// Inserting extra space for real newlines,
|
||||
// wrapped lines are rendered closer together
|
||||
t += size.y + 10;
|
||||
t += (int)size.y + 10;
|
||||
}
|
||||
EndMode2D();
|
||||
|
||||
|
|
|
|||
|
|
@ -51,6 +51,7 @@ core;core_directory_files;★☆☆☆;5.5;5.6;2025;2025;"Hugo ARNAL";@hugoarnal
|
|||
core;core_highdpi_testbed;★☆☆☆;5.6-dev;5.6-dev;2025;2025;"Ramon Santamaria";@raysan5
|
||||
core;core_screen_recording;★☆☆☆;5.6-dev;5.6-dev;2025;2025;"Ramon Santamaria";@raysan5
|
||||
core;core_clipboard_text;★☆☆☆;5.6-dev;5.6-dev;2025;2025;"Robin";@RobinsAviary
|
||||
core;core_text_file_loading;★☆☆☆;5.5;5.6;0;0;"Aanjishnu Bhattacharyya";@NimComPoo-04
|
||||
shapes;shapes_basic_shapes;★☆☆☆;1.0;4.2;2014;2025;"Ramon Santamaria";@raysan5
|
||||
shapes;shapes_bouncing_ball;★☆☆☆;2.5;2.5;2013;2025;"Ramon Santamaria";@raysan5
|
||||
shapes;shapes_bullet_hell;★☆☆☆;5.6;5.6;2025;2025;"Zero";@zerohorsepower
|
||||
|
|
@ -79,9 +80,12 @@ shapes;shapes_vector_angle;★★☆☆;1.0;5.0;2023;2025;"Ramon Santamaria";@ra
|
|||
shapes;shapes_pie_chart;★★★☆;5.5;5.6;2025;2025;"Gideon Serfontein";@GideonSerf
|
||||
shapes;shapes_kaleidoscope;★★☆☆;5.5;5.6;2025;2025;"Hugo ARNAL";@hugoarnal
|
||||
shapes;shapes_clock_of_clocks;★★☆☆;5.5;5.6-dev;2025;2025;"JP Mortiboys";@themushroompirates
|
||||
shapes;shapes_math_sine_cosine;★★☆☆;5.6-dev;5.6-dev;2025;2025;"Jopestpe";@jopestpe
|
||||
shapes;shapes_mouse_trail;★☆☆☆;5.6;5.6-dev;2025;2025;"Balamurugan R";@Bala050814
|
||||
shapes;shapes_simple_particles;★★☆☆;5.6;5.6;2025;2025;"Jordi Santonja";@JordSant
|
||||
shapes;shapes_starfield_effect;★★☆☆;5.5;5.6-dev;2025;2025;"JP Mortiboys";@themushroompirates
|
||||
shapes;shapes_lines_drawing;★☆☆☆;5.6-dev;5.6;2025;2025;"Robin";@RobinsAviary
|
||||
shapes;shapes_math_angle_rotation;★☆☆☆;5.6-dev;5.6;2025;2025;"Kris";@krispy-snacc
|
||||
textures;textures_logo_raylib;★☆☆☆;1.0;1.0;2014;2025;"Ramon Santamaria";@raysan5
|
||||
textures;textures_srcrec_dstrec;★★★☆;1.3;1.3;2015;2025;"Ramon Santamaria";@raysan5
|
||||
textures;textures_image_drawing;★★☆☆;1.4;1.4;2016;2025;"Ramon Santamaria";@raysan5
|
||||
|
|
@ -148,6 +152,7 @@ models;models_bone_socket;★★★★;4.5;4.5;2024;2025;"iP";@ipzaur
|
|||
models;models_tesseract_view;★★☆☆;5.6-dev;5.6-dev;2024;2025;"Timothy van der Valk";@arceryz
|
||||
models;models_basic_voxel;★★☆☆;5.5;5.5;2025;2025;"Tim Little";@timlittle
|
||||
models;models_rotating_cube;★☆☆☆;5.6-dev;5.6-dev;2025;2025;"Jopestpe";@jopestpe
|
||||
models;models_decals;★★★★;5.6-dev;5.6-dev;2025;2025;"JP Mortiboys";@themushroompirates
|
||||
shaders;shaders_ascii_rendering;★★☆☆;5.5;5.6;2025;2025;"Maicon Santana";@maiconpintoabreu
|
||||
shaders;shaders_basic_lighting;★★★★;3.0;4.2;2019;2025;"Chris Camacho";@chriscamacho
|
||||
shaders;shaders_model_shader;★★☆☆;1.3;3.7;2014;2025;"Ramon Santamaria";@raysan5
|
||||
|
|
@ -160,6 +165,8 @@ shaders;shaders_texture_rendering;★★☆☆;2.0;3.7;2019;2025;"Michał Ciesie
|
|||
shaders;shaders_texture_outline;★★★☆;4.0;4.0;2021;2025;"Serenity Skiff";@GoldenThumbs
|
||||
shaders;shaders_texture_waves;★★☆☆;2.5;3.7;2019;2025;"Anata";@anatagawa
|
||||
shaders;shaders_julia_set;★★★☆;2.5;4.0;2019;2025;"Josh Colclough";@joshcol9232
|
||||
shaders;shaders_mandelbrot_set;★★★☆;5.6;5.6;2025;2025;"Jordi Santonja";@JordSant
|
||||
shaders;shaders_color_correction;★★☆☆;5.6;5.6;2025;2025;"Jordi Santonja";@JordSant
|
||||
shaders;shaders_eratosthenes_sieve;★★★☆;2.5;4.0;2019;2025;"ProfJski";@ProfJski
|
||||
shaders;shaders_fog_rendering;★★★☆;2.5;3.7;2019;2025;"Chris Camacho";@chriscamacho
|
||||
shaders;shaders_simple_mask;★★☆☆;2.5;3.7;2019;2025;"Chris Camacho";@chriscamacho
|
||||
|
|
|
|||
|
|
@ -36,7 +36,7 @@
|
|||
|
||||
10. Have fun!
|
||||
|
||||
The following files must be updated when adding a new example,
|
||||
The following files must be updated when adding a new example,
|
||||
but it can be automatically done using the raylib provided tool: rexm
|
||||
So, no worries if just the .c/.png are provided when adding the example.
|
||||
|
||||
|
|
|
|||
605
examples/models/models_decals.c
Normal file
|
|
@ -0,0 +1,605 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - decals
|
||||
*
|
||||
* Example complexity rating: [★★★★] 4/4
|
||||
*
|
||||
* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
|
||||
*
|
||||
* Example contributed by JP Mortiboys (@themushroompirates) and reviewed by Ramon Santamaria (@raysan5)
|
||||
* Based on previous work by @mrdoob
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* Copyright (c) 2025 JP Mortiboys (@themushroompirates) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include "raymath.h"
|
||||
|
||||
#include <string.h> // Required for: memcpy()
|
||||
|
||||
#undef FLT_MAX
|
||||
#define FLT_MAX 340282346638528859811704183484516925440.0f // Maximum value of a float, from bit pattern 01111111011111111111111111111111
|
||||
|
||||
#define MAX_DECALS 256
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
typedef struct MeshBuilder {
|
||||
int vertexCount;
|
||||
int vertexCapacity;
|
||||
Vector3 *vertices;
|
||||
Vector2 *uvs;
|
||||
} MeshBuilder;
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module Functions Declaration
|
||||
//------------------------------------------------------------------------------------
|
||||
static void AddTriangleToMeshBuilder(MeshBuilder *mb, Vector3 vertices[3]);
|
||||
static void FreeMeshBuilder(MeshBuilder *mb);
|
||||
static Mesh BuildMesh(MeshBuilder *mb);
|
||||
static Mesh GenMeshDecal(Model inputModel, Matrix projection, float decalSize, float decalOffset);
|
||||
static Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s);
|
||||
#define FreeDecalMeshData() GenMeshDecal((Model){ .meshCount = -1.0f }, (Matrix){ 0 }, 0.0f, 0.0f)
|
||||
static bool GuiButton(Rectangle rec, const char *label);
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - decals");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.6f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||
|
||||
// Load character model
|
||||
Model model = LoadModel("resources/models/obj/character.obj");
|
||||
|
||||
// Apply character skin
|
||||
Texture2D modelTexture = LoadTexture("resources/models/obj/character_diffuse.png");
|
||||
SetTextureFilter(modelTexture, TEXTURE_FILTER_BILINEAR);
|
||||
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = modelTexture;
|
||||
|
||||
BoundingBox modelBBox = GetMeshBoundingBox(model.meshes[0]); // Get mesh bounding box
|
||||
|
||||
camera.target = Vector3Lerp(modelBBox.min, modelBBox.max, 0.5f);
|
||||
camera.position = Vector3Scale(modelBBox.max, 1.0f);
|
||||
camera.position.x *= 0.1f;
|
||||
|
||||
float modelSize = fminf(
|
||||
fminf(fabsf(modelBBox.max.x - modelBBox.min.x), fabsf(modelBBox.max.y - modelBBox.min.y)),
|
||||
fabsf(modelBBox.max.z - modelBBox.min.z));
|
||||
|
||||
camera.position = (Vector3){ 0.0f, modelBBox.max.y*1.2f, modelSize*3.0f };
|
||||
|
||||
float decalSize = modelSize*0.25f;
|
||||
float decalOffset = 0.01f;
|
||||
|
||||
Model placementCube = LoadModelFromMesh(GenMeshCube(decalSize, decalSize, decalSize));
|
||||
placementCube.materials[0].maps[0].color = LIME;
|
||||
|
||||
Material decalMaterial = LoadMaterialDefault();
|
||||
decalMaterial.maps[0].color = YELLOW;
|
||||
|
||||
Image decalImage = LoadImage("resources/raylib_logo.png");
|
||||
ImageResizeNN(&decalImage, decalImage.width/4, decalImage.height/4);
|
||||
Texture decalTexture = LoadTextureFromImage(decalImage);
|
||||
UnloadImage(decalImage);
|
||||
|
||||
SetTextureFilter(decalTexture, TEXTURE_FILTER_BILINEAR);
|
||||
decalMaterial.maps[MATERIAL_MAP_DIFFUSE].texture = decalTexture;
|
||||
decalMaterial.maps[MATERIAL_MAP_DIFFUSE].color = RAYWHITE;
|
||||
|
||||
bool showModel = true;
|
||||
Model decalModels[MAX_DECALS] = { 0 };
|
||||
int decalCount = 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
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) UpdateCamera(&camera, CAMERA_THIRD_PERSON);
|
||||
|
||||
// Display information about closest hit
|
||||
RayCollision collision = { 0 };
|
||||
collision.distance = FLT_MAX;
|
||||
collision.hit = false;
|
||||
|
||||
// Get mouse ray
|
||||
Ray ray = GetScreenToWorldRay(GetMousePosition(), camera);
|
||||
|
||||
// Check ray collision against bounding box first, before trying the full ray-mesh test
|
||||
RayCollision boxHitInfo = GetRayCollisionBox(ray, modelBBox);
|
||||
|
||||
if ((boxHitInfo.hit) && (decalCount < MAX_DECALS))
|
||||
{
|
||||
// Check ray collision against model meshes
|
||||
RayCollision meshHitInfo = { 0 };
|
||||
for (int m = 0; m < model.meshCount; m++)
|
||||
{
|
||||
// NOTE: We consider the model.transform for the collision check but
|
||||
// it can be checked against any transform Matrix, used when checking against same
|
||||
// model drawn multiple times with multiple transforms
|
||||
meshHitInfo = GetRayCollisionMesh(ray, model.meshes[m], model.transform);
|
||||
if (meshHitInfo.hit)
|
||||
{
|
||||
// Save the closest hit mesh
|
||||
if (!collision.hit || (collision.distance > meshHitInfo.distance)) collision = meshHitInfo;
|
||||
}
|
||||
}
|
||||
|
||||
if (meshHitInfo.hit) collision = meshHitInfo;
|
||||
}
|
||||
|
||||
// Add decal to mesh on hit point
|
||||
if (collision.hit && IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && (decalCount < MAX_DECALS))
|
||||
{
|
||||
// Create the transformation to project the decal
|
||||
Vector3 origin = Vector3Add(collision.point, Vector3Scale(collision.normal, 1.0f));
|
||||
Matrix splat = MatrixLookAt(collision.point, origin, (Vector3){ 0.0f, 1.0f, 0.0f });
|
||||
|
||||
// Spin the placement around a bit
|
||||
splat = MatrixMultiply(splat, MatrixRotateZ(DEG2RAD*((float)GetRandomValue(-180, 180))));
|
||||
|
||||
Mesh decalMesh = GenMeshDecal(model, splat, decalSize, decalOffset);
|
||||
|
||||
if (decalMesh.vertexCount > 0)
|
||||
{
|
||||
int decalIndex = decalCount++;
|
||||
decalModels[decalIndex] = LoadModelFromMesh(decalMesh);
|
||||
decalModels[decalIndex].materials[0].maps[0] = decalMaterial.maps[0];
|
||||
}
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode3D(camera);
|
||||
// Draw the model at the origin and default scale
|
||||
if (showModel) DrawModel(model, (Vector3){0.0f, 0.0f, 0.0f}, 1.0f, WHITE);
|
||||
|
||||
// Draw the decal models
|
||||
for (int i = 0; i < decalCount; i++) DrawModel(decalModels[i], (Vector3){0}, 1.0f, WHITE);
|
||||
|
||||
// If we hit the mesh, draw the box for the decal
|
||||
if (collision.hit)
|
||||
{
|
||||
Vector3 origin = Vector3Add(collision.point, Vector3Scale(collision.normal, 1.0f));
|
||||
Matrix splat = MatrixLookAt(collision.point, origin, (Vector3){0,1,0});
|
||||
placementCube.transform = MatrixInvert(splat);
|
||||
DrawModel(placementCube, (Vector3){0}, 1.0f, Fade(WHITE, 0.5f));
|
||||
}
|
||||
|
||||
DrawGrid(10, 10.0f);
|
||||
EndMode3D();
|
||||
|
||||
float yPos = 10;
|
||||
float x0 = GetScreenWidth() - 300;
|
||||
float x1 = x0 + 100;
|
||||
float x2 = x1 + 100;
|
||||
|
||||
DrawText("Vertices", x1, yPos, 10, LIME);
|
||||
DrawText("Triangles", x2, yPos, 10, LIME);
|
||||
yPos += 15;
|
||||
|
||||
int vertexCount = 0;
|
||||
int triangleCount = 0;
|
||||
|
||||
for (int i = 0; i < model.meshCount; i++)
|
||||
{
|
||||
vertexCount += model.meshes[i].vertexCount;
|
||||
triangleCount += model.meshes[i].triangleCount;
|
||||
}
|
||||
|
||||
DrawText("Main model", x0, yPos, 10, LIME);
|
||||
DrawText(TextFormat("%d", vertexCount), x1, yPos, 10, LIME);
|
||||
DrawText(TextFormat("%d", triangleCount), x2, yPos, 10, LIME);
|
||||
yPos += 15;
|
||||
|
||||
for (int i = 0; i < decalCount; i++)
|
||||
{
|
||||
if (i == 20)
|
||||
{
|
||||
DrawText("...", x0, yPos, 10, LIME);
|
||||
yPos += 15;
|
||||
}
|
||||
|
||||
if (i < 20)
|
||||
{
|
||||
DrawText(TextFormat("Decal #%d", i+1), x0, yPos, 10, LIME);
|
||||
DrawText(TextFormat("%d", decalModels[i].meshes[0].vertexCount), x1, yPos, 10, LIME);
|
||||
DrawText(TextFormat("%d", decalModels[i].meshes[0].triangleCount), x2, yPos, 10, LIME);
|
||||
yPos += 15;
|
||||
}
|
||||
|
||||
vertexCount += decalModels[i].meshes[0].vertexCount;
|
||||
triangleCount += decalModels[i].meshes[0].triangleCount;
|
||||
}
|
||||
|
||||
DrawText("TOTAL", x0, yPos, 10, LIME);
|
||||
DrawText(TextFormat("%d", vertexCount), x1, yPos, 10, LIME);
|
||||
DrawText(TextFormat("%d", triangleCount), x2, yPos, 10, LIME);
|
||||
yPos += 15;
|
||||
|
||||
DrawText("Hold RMB to move camera", 10, 430, 10, GRAY);
|
||||
DrawText("(c) Character model and texture from kenney.nl", screenWidth - 260, screenHeight - 20, 10, GRAY);
|
||||
|
||||
// UI elements
|
||||
if (GuiButton((Rectangle){ 10, screenHeight - 100, 100, 60 }, showModel ? "Hide Model" : "Show Model")) showModel = !showModel;
|
||||
|
||||
if (GuiButton((Rectangle){ 10 + 110, screenHeight - 100, 100, 60 }, "Clear Decals"))
|
||||
{
|
||||
// Clear decals, unload all decal models
|
||||
for (int i = 0; i < decalCount; i++) UnloadModel(decalModels[i]);
|
||||
decalCount = 0;
|
||||
}
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadModel(model);
|
||||
UnloadTexture(modelTexture);
|
||||
|
||||
// Unload decal models
|
||||
for (int i = 0; i < decalCount; i++) UnloadModel(decalModels[i]);
|
||||
|
||||
UnloadTexture(decalTexture);
|
||||
|
||||
FreeDecalMeshData(); // Free the data for decal generation
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
// Add triangles to mesh builder (dynamic array manager)
|
||||
static void AddTriangleToMeshBuilder(MeshBuilder *mb, Vector3 vertices[3])
|
||||
{
|
||||
// Reallocate and copy if we need to
|
||||
if (mb->vertexCapacity <= (mb->vertexCount + 3))
|
||||
{
|
||||
int newVertexCapacity = (1 + (mb->vertexCapacity/256))*256;
|
||||
Vector3 *newVertices = (Vector3 *)MemAlloc(newVertexCapacity*sizeof(Vector3));
|
||||
|
||||
if (mb->vertexCapacity > 0)
|
||||
{
|
||||
memcpy(newVertices, mb->vertices, mb->vertexCount*sizeof(Vector3));
|
||||
MemFree(mb->vertices);
|
||||
}
|
||||
|
||||
mb->vertices = newVertices;
|
||||
mb->vertexCapacity = newVertexCapacity;
|
||||
}
|
||||
|
||||
// Add 3 vertices
|
||||
int index = mb->vertexCount;
|
||||
mb->vertexCount += 3;
|
||||
|
||||
for (int i = 0; i < 3; i++) mb->vertices[index+i] = vertices[i];
|
||||
}
|
||||
|
||||
// Free mesh builder
|
||||
static void FreeMeshBuilder(MeshBuilder *mb)
|
||||
{
|
||||
MemFree(mb->vertices);
|
||||
if (mb->uvs) MemFree(mb->uvs);
|
||||
*mb = (MeshBuilder){ 0 };
|
||||
}
|
||||
|
||||
// Build a Mesh from MeshBuilder data
|
||||
static Mesh BuildMesh(MeshBuilder *mb)
|
||||
{
|
||||
Mesh outMesh = { 0 };
|
||||
|
||||
outMesh.vertexCount = mb->vertexCount;
|
||||
outMesh.triangleCount = mb->vertexCount/3;
|
||||
outMesh.vertices = MemAlloc(outMesh.vertexCount*3*sizeof(float));
|
||||
if (mb->uvs) outMesh.texcoords = MemAlloc(outMesh.vertexCount*2*sizeof(float));
|
||||
|
||||
for (int i = 0; i < mb->vertexCount; i++)
|
||||
{
|
||||
outMesh.vertices[3*i+0] = mb->vertices[i].x;
|
||||
outMesh.vertices[3*i+1] = mb->vertices[i].y;
|
||||
outMesh.vertices[3*i+2] = mb->vertices[i].z;
|
||||
|
||||
if (mb->uvs)
|
||||
{
|
||||
outMesh.texcoords[2*i+0] = mb->uvs[i].x;
|
||||
outMesh.texcoords[2*i+1] = mb->uvs[i].y;
|
||||
}
|
||||
}
|
||||
|
||||
UploadMesh(&outMesh, false);
|
||||
|
||||
return outMesh;
|
||||
}
|
||||
|
||||
// Clip segment
|
||||
static Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s)
|
||||
{
|
||||
float d0 = Vector3DotProduct(v0, p) - s;
|
||||
float d1 = Vector3DotProduct(v1, p) - s;
|
||||
float s0 = d0/(d0 - d1);
|
||||
|
||||
Vector3 position = Vector3Lerp(v0, v1, s0);
|
||||
|
||||
return position;
|
||||
}
|
||||
|
||||
// Generate mesh decals for provided model
|
||||
static Mesh GenMeshDecal(Model target, Matrix projection, float decalSize, float decalOffset)
|
||||
{
|
||||
// We're going to use these to build up our decal meshes
|
||||
// They'll resize automatically as we go, we'll free them at the end
|
||||
static MeshBuilder meshBuilders[2] = { 0 };
|
||||
|
||||
// Ugly way of telling us to free the static MeshBuilder data
|
||||
if (target.meshCount == -1)
|
||||
{
|
||||
FreeMeshBuilder(&meshBuilders[0]);
|
||||
FreeMeshBuilder(&meshBuilders[1]);
|
||||
return (Mesh){ 0 };
|
||||
}
|
||||
|
||||
// We're going to need the inverse matrix
|
||||
Matrix invProj = MatrixInvert(projection);
|
||||
|
||||
// Reset the mesh builders
|
||||
meshBuilders[0].vertexCount = 0;
|
||||
meshBuilders[1].vertexCount = 0;
|
||||
|
||||
// We'll be flip-flopping between the two mesh builders
|
||||
// Reading from one and writing to the other, then swapping
|
||||
int mbIndex = 0;
|
||||
|
||||
// First pass, just get any triangle inside the bounding box (for each mesh of the model)
|
||||
for (int meshIndex = 0; meshIndex < target.meshCount; meshIndex++)
|
||||
{
|
||||
Mesh mesh = target.meshes[meshIndex];
|
||||
for (int tri = 0; tri < mesh.triangleCount; tri++)
|
||||
{
|
||||
Vector3 vertices[3] = { 0 };
|
||||
|
||||
// The way we calculate the vertices of the mesh triangle
|
||||
// depend on whether the mesh vertices are indexed or not
|
||||
if (mesh.indices == 0)
|
||||
{
|
||||
for (int v = 0; v < 3; v++)
|
||||
{
|
||||
vertices[v] = (Vector3){
|
||||
mesh.vertices[3*3*tri + 3*v + 0],
|
||||
mesh.vertices[3*3*tri + 3*v + 1],
|
||||
mesh.vertices[3*3*tri + 3*v + 2]
|
||||
};
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int v = 0; v < 3; v++)
|
||||
{
|
||||
vertices[v] = (Vector3){
|
||||
mesh.vertices[ 3*mesh.indices[3*tri+0] + v],
|
||||
mesh.vertices[ 3*mesh.indices[3*tri+1] + v],
|
||||
mesh.vertices[ 3*mesh.indices[3*tri+2] + v]
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
// Transform all 3 vertices of the triangle
|
||||
// and check if they are inside our decal box
|
||||
int insideCount = 0;
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
// To projection space
|
||||
Vector3 v = Vector3Transform(vertices[i], projection);
|
||||
|
||||
if ((fabsf(v.x) < decalSize) || (fabsf(v.y) <= decalSize) || (fabsf(v.z) <= decalSize)) insideCount++;
|
||||
|
||||
// We need to keep the transformed vertex
|
||||
vertices[i] = v;
|
||||
}
|
||||
|
||||
// If any of them are inside, we add the triangle - we'll clip it later
|
||||
if (insideCount > 0) AddTriangleToMeshBuilder(&meshBuilders[mbIndex], vertices);
|
||||
}
|
||||
}
|
||||
|
||||
// Clipping time! We need to clip against all 6 directions
|
||||
Vector3 planes[6] = {
|
||||
{ 1, 0, 0 },
|
||||
{ -1, 0, 0 },
|
||||
{ 0, 1, 0 },
|
||||
{ 0, -1, 0 },
|
||||
{ 0, 0, 1 },
|
||||
{ 0, 0, -1 }
|
||||
};
|
||||
|
||||
for (int face = 0; face < 6; face++)
|
||||
{
|
||||
// Swap current model builder (so we read from the one we just wrote to)
|
||||
mbIndex = 1 - mbIndex;
|
||||
|
||||
MeshBuilder *inMesh = &meshBuilders[1 - mbIndex];
|
||||
MeshBuilder *outMesh = &meshBuilders[mbIndex];
|
||||
|
||||
// Reset write builder
|
||||
outMesh->vertexCount = 0;
|
||||
|
||||
float s = 0.5f*decalSize;
|
||||
|
||||
for (int i = 0; i < inMesh->vertexCount; i += 3)
|
||||
{
|
||||
Vector3 nV1, nV2, nV3, nV4;
|
||||
|
||||
float d1 = Vector3DotProduct(inMesh->vertices[ i + 0 ], planes[face] ) - s;
|
||||
float d2 = Vector3DotProduct(inMesh->vertices[ i + 1 ], planes[face] ) - s;
|
||||
float d3 = Vector3DotProduct(inMesh->vertices[ i + 2 ], planes[face] ) - s;
|
||||
|
||||
int v1Out = (d1 > 0);
|
||||
int v2Out = (d2 > 0);
|
||||
int v3Out = (d3 > 0);
|
||||
|
||||
// Calculate, how many vertices of the face lie outside of the clipping plane
|
||||
int total = v1Out + v2Out + v3Out;
|
||||
|
||||
switch (total)
|
||||
{
|
||||
case 0:
|
||||
{
|
||||
// The entire face lies inside of the plane, no clipping needed
|
||||
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){inMesh->vertices[i], inMesh->vertices[i+1], inMesh->vertices[i+2]});
|
||||
} break;
|
||||
case 1:
|
||||
{
|
||||
// One vertex lies outside of the plane, perform clipping
|
||||
if (v1Out)
|
||||
{
|
||||
nV1 = inMesh->vertices[i + 1];
|
||||
nV2 = inMesh->vertices[i + 2];
|
||||
nV3 = ClipSegment(inMesh->vertices[i], nV1, planes[face], s);
|
||||
nV4 = ClipSegment(inMesh->vertices[i], nV2, planes[face], s);
|
||||
}
|
||||
|
||||
if (v2Out)
|
||||
{
|
||||
nV1 = inMesh->vertices[i];
|
||||
nV2 = inMesh->vertices[i + 2];
|
||||
nV3 = ClipSegment(inMesh->vertices[i + 1], nV1, planes[face], s);
|
||||
nV4 = ClipSegment(inMesh->vertices[i + 1], nV2, planes[face], s);
|
||||
|
||||
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV3, nV2, nV1});
|
||||
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV2, nV3, nV4});
|
||||
break;
|
||||
}
|
||||
|
||||
if (v3Out)
|
||||
{
|
||||
nV1 = inMesh->vertices[i];
|
||||
nV2 = inMesh->vertices[i + 1];
|
||||
nV3 = ClipSegment(inMesh->vertices[i + 2], nV1, planes[face], s);
|
||||
nV4 = ClipSegment(inMesh->vertices[i + 2], nV2, planes[face], s);
|
||||
}
|
||||
|
||||
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV1, nV2, nV3});
|
||||
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV4, nV3, nV2});
|
||||
} break;
|
||||
case 2:
|
||||
{
|
||||
// Two vertices lies outside of the plane, perform clipping
|
||||
if (!v1Out)
|
||||
{
|
||||
nV1 = inMesh->vertices[i];
|
||||
nV2 = ClipSegment(nV1, inMesh->vertices[i + 1], planes[face], s);
|
||||
nV3 = ClipSegment(nV1, inMesh->vertices[i + 2], planes[face], s);
|
||||
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV1, nV2, nV3});
|
||||
}
|
||||
|
||||
if (!v2Out)
|
||||
{
|
||||
nV1 = inMesh->vertices[i + 1];
|
||||
nV2 = ClipSegment(nV1, inMesh->vertices[i + 2], planes[face], s);
|
||||
nV3 = ClipSegment(nV1, inMesh->vertices[i], planes[face], s);
|
||||
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV1, nV2, nV3});
|
||||
}
|
||||
|
||||
if (!v3Out)
|
||||
{
|
||||
nV1 = inMesh->vertices[i + 2];
|
||||
nV2 = ClipSegment(nV1, inMesh->vertices[i], planes[face], s);
|
||||
nV3 = ClipSegment(nV1, inMesh->vertices[i + 1], planes[face], s);
|
||||
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV1, nV2, nV3});
|
||||
}
|
||||
} break;
|
||||
case 3: // The entire face lies outside of the plane, so let's discard the corresponding vertices
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Now we just need to re-transform the vertices
|
||||
MeshBuilder *theMesh = &meshBuilders[mbIndex];
|
||||
|
||||
// Allocate room for UVs
|
||||
if (theMesh->vertexCount > 0)
|
||||
{
|
||||
theMesh->uvs = (Vector2 *)MemAlloc(sizeof(Vector2)*theMesh->vertexCount);
|
||||
|
||||
for (int i = 0; i < theMesh->vertexCount; i++)
|
||||
{
|
||||
// Calculate the UVs based on the projected coords
|
||||
// They are clipped to (-decalSize .. decalSize) and we want them (0..1)
|
||||
theMesh->uvs[i].x = (theMesh->vertices[i].x/decalSize + 0.5f);
|
||||
theMesh->uvs[i].y = (theMesh->vertices[i].y/decalSize + 0.5f);
|
||||
|
||||
// Tiny nudge in the normal direction so it renders properly over the mesh
|
||||
theMesh->vertices[i].z -= decalOffset;
|
||||
|
||||
// From projection space to world space
|
||||
theMesh->vertices[i] = Vector3Transform(theMesh->vertices[i], invProj);
|
||||
}
|
||||
|
||||
// Decal model data ready, create the mesh and return it
|
||||
return BuildMesh(theMesh);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Return a blank mesh as there's nothing to add
|
||||
return (Mesh){ 0 };
|
||||
}
|
||||
}
|
||||
|
||||
// Button UI element
|
||||
static bool GuiButton(Rectangle rec, const char *label)
|
||||
{
|
||||
Color bgColor = GRAY;
|
||||
bool pressed = false;
|
||||
|
||||
if (CheckCollisionPointRec(GetMousePosition(), rec))
|
||||
{
|
||||
bgColor = LIGHTGRAY;
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) pressed = true;
|
||||
}
|
||||
|
||||
DrawRectangleRec(rec, bgColor);
|
||||
DrawRectangleLinesEx(rec, 2.0f, DARKGRAY);
|
||||
|
||||
float fontSize = 10.0f;
|
||||
float textWidth = MeasureText(label, fontSize);
|
||||
|
||||
DrawText(label, (int)(rec.x + rec.width*0.5f - textWidth*0.5f), (int)(rec.y + rec.height*0.5f - fontSize*0.5f), fontSize, DARKGRAY);
|
||||
|
||||
return pressed;
|
||||
}
|
||||
BIN
examples/models/models_decals.png
Normal file
|
After Width: | Height: | Size: 66 KiB |
12
examples/models/resources/models/obj/character.mtl
Normal file
|
|
@ -0,0 +1,12 @@
|
|||
# Blender MTL File: 'None'
|
||||
# Material Count: 1
|
||||
|
||||
newmtl skin
|
||||
Ns 86.470579
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.800000 0.800000 0.800000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.450000
|
||||
d 0.000000
|
||||
illum 9
|
||||
3454
examples/models/resources/models/obj/character.obj
Normal file
BIN
examples/models/resources/models/obj/character_diffuse.png
Normal file
|
After Width: | Height: | Size: 41 KiB |
BIN
examples/models/resources/raylib_logo.png
Normal file
|
After Width: | Height: | Size: 3.6 KiB |
BIN
examples/others/web_basic_window.png
Normal file
|
After Width: | Height: | Size: 10 KiB |
5757
examples/shaders/raygui.h
Normal file
|
|
@ -10,4 +10,7 @@
|
|||
| space.png | ❔ | ❔ | - |
|
||||
| texel_checker.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [UV Checker Map Maker](http://uvchecker.byvalle.com/) |
|
||||
| cubicmap.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
|
||||
| spark_flame.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [EffectTextureMaker](https://mebiusbox.github.io/contents/EffectTextureMaker/) |
|
||||
| spark_flame.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [EffectTextureMaker](https://mebiusbox.github.io/contents/EffectTextureMaker/) |
|
||||
| parrots.png | [Kodak set](http://r0k.us/graphics/kodak/) | ❔ | Original name: `kodim23.png` |
|
||||
| cat.png | ❔ | ❔ | - |
|
||||
| mandrill.png | ❔ | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Mandrill (a.k.a. Baboon) |
|
||||
BIN
examples/shaders/resources/cat.png
Normal file
|
After Width: | Height: | Size: 379 KiB |
BIN
examples/shaders/resources/mandrill.png
Normal file
|
After Width: | Height: | Size: 193 KiB |
BIN
examples/shaders/resources/parrots.png
Normal file
|
After Width: | Height: | Size: 288 KiB |
|
|
@ -0,0 +1,34 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
uniform float contrast;
|
||||
uniform float saturation;
|
||||
uniform float brightness;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Get texel color
|
||||
vec4 texel = texture2D(texture0, fragTexCoord);
|
||||
|
||||
// Apply contrast
|
||||
texel.rgb = (texel.rgb - 0.5)*(contrast/100.0 + 1.0) + 0.5;
|
||||
|
||||
// Apply brightness
|
||||
texel.rgb = texel.rgb + brightness/100.0;
|
||||
|
||||
// Apply saturation
|
||||
float intensity = dot(texel.rgb, vec3(0.299, 0.587, 0.114));
|
||||
texel.rgb = (texel.rgb - intensity)*saturation/100.0 + texel.rgb;
|
||||
|
||||
// Output resulting color
|
||||
gl_FragColor = texel;
|
||||
}
|
||||
62
examples/shaders/resources/shaders/glsl100/mandelbrot_set.fs
Normal file
|
|
@ -0,0 +1,62 @@
|
|||
#version 100
|
||||
|
||||
#define PI 3.1415926535897932384626433832795
|
||||
|
||||
precision highp float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
uniform vec2 offset; // Offset of the scale
|
||||
uniform float zoom; // Zoom of the scale
|
||||
// NOTE: Maximum number of shader for-loop iterations depend on GPU,
|
||||
// For example, on RasperryPi for this examply only supports up to 60
|
||||
uniform int maxIterations; // Max iterations per pixel
|
||||
|
||||
const float max = 4.0; // We consider infinite as 4.0: if a point reaches a distance of 4.0 it will escape to infinity
|
||||
const float max2 = max*max; // Square of max to avoid computing square root
|
||||
|
||||
// WebGL shaders for loop iteration limit only const
|
||||
const int maxIterationsLimit = 20000;
|
||||
|
||||
void main()
|
||||
{
|
||||
// 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
|
||||
vec2 c = vec2((fragTexCoord.x - 0.5)*2.5, (fragTexCoord.y - 0.5)*1.5)/zoom;
|
||||
c.x += offset.x;
|
||||
c.y += offset.y;
|
||||
float a = 0.0;
|
||||
float b = 0.0;
|
||||
|
||||
// The Mandelbrot set is a two-dimensional set defined in the complex plane on which the iteration of the function
|
||||
// Fc(z) = z^2 + c on the complex numbers c from the plane does not diverge to infinity starting at z = 0
|
||||
// Here: z = a + bi. Iterations: z -> z^2 + c = (a + bi)^2 + (c.x + c.yi) = (a^2 - b^2 + c.x) + (2ab + c.y)i
|
||||
|
||||
for (int iter = 0; iter < maxIterationsLimit; ++iter)
|
||||
{
|
||||
float aa = a*a;
|
||||
float bb = b*b;
|
||||
if (iter >= maxIterations)
|
||||
{
|
||||
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
return;
|
||||
}
|
||||
if (aa + bb > max2)
|
||||
{
|
||||
float normR = float(iter - (iter/55)*55)/55.0;
|
||||
float normG = float(iter - (iter/69)*69)/69.0;
|
||||
float normB = float(iter - (iter/40)*40)/40.0;
|
||||
|
||||
gl_FragColor = vec4(sin(normR*PI), sin(normG*PI), sin(normB*PI), 1.0);
|
||||
return;
|
||||
}
|
||||
|
||||
float twoab = 2.0*a*b;
|
||||
a = aa - bb + c.x;
|
||||
b = twoab + c.y;
|
||||
}
|
||||
|
||||
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
|
|
@ -0,0 +1,31 @@
|
|||
#version 120
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
uniform float contrast;
|
||||
uniform float saturation;
|
||||
uniform float brightness;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 texel = texture2D(texture0, fragTexCoord); // Get texel color
|
||||
|
||||
// Apply contrast
|
||||
texel.rgb = (texel.rgb - 0.5)*(contrast/100.0 + 1.0) + 0.5;
|
||||
|
||||
// Apply brightness
|
||||
texel.rgb = texel.rgb + brightness/100.0;
|
||||
|
||||
// Apply saturation
|
||||
float intensity = dot(texel.rgb, vec3(0.299, 0.587, 0.114));
|
||||
texel.rgb = (texel.rgb - intensity)*saturation/100.0 + texel.rgb;
|
||||
|
||||
// Output resulting color
|
||||
gl_FragColor = texel;
|
||||
}
|
||||
59
examples/shaders/resources/shaders/glsl120/mandelbrot_set.fs
Normal file
|
|
@ -0,0 +1,59 @@
|
|||
#version 120
|
||||
|
||||
#define PI 3.1415926535897932384626433832795
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
uniform vec2 offset; // Offset of the scale
|
||||
uniform float zoom; // Zoom of the scale
|
||||
// NOTE: Maximum number of shader for-loop iterations depend on GPU,
|
||||
// For example, on RasperryPi for this examply only supports up to 60
|
||||
uniform int maxIterations; // Max iterations per pixel
|
||||
|
||||
const float max = 4.0; // We consider infinite as 4.0: if a point reaches a distance of 4.0 it will escape to infinity
|
||||
const float max2 = max*max; // Square of max to avoid computing square root
|
||||
|
||||
void main()
|
||||
{
|
||||
// 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
|
||||
vec2 c = vec2((fragTexCoord.x - 0.5)*2.5, (fragTexCoord.y - 0.5)*1.5)/zoom;
|
||||
c.x += offset.x;
|
||||
c.y += offset.y;
|
||||
float a = 0.0;
|
||||
float b = 0.0;
|
||||
|
||||
// The Mandelbrot set is a two-dimensional set defined in the complex plane on which the iteration of the function
|
||||
// Fc(z) = z^2 + c on the complex numbers c from the plane does not diverge to infinity starting at z = 0
|
||||
// Here: z = a + bi. Iterations: z -> z^2 + c = (a + bi)^2 + (c.x + c.yi) = (a^2 - b^2 + c.x) + (2ab + c.y)i
|
||||
|
||||
int iter = 0;
|
||||
while (iter < maxIterations)
|
||||
{
|
||||
float aa = a*a;
|
||||
float bb = b*b;
|
||||
if (aa + bb > max2)
|
||||
break;
|
||||
|
||||
float twoab = 2.0*a*b;
|
||||
a = aa - bb + c.x;
|
||||
b = twoab + c.y;
|
||||
|
||||
++iter;
|
||||
}
|
||||
|
||||
if (iter >= maxIterations)
|
||||
{
|
||||
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
float normR = float(iter - (iter/55)*55)/55.0;
|
||||
float normG = float(iter - (iter/69)*69)/69.0;
|
||||
float normB = float(iter - (iter/40)*40)/40.0;
|
||||
|
||||
gl_FragColor = vec4(sin(normR*PI), sin(normG*PI), sin(normB*PI), 1.0);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,34 @@
|
|||
#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
uniform float contrast;
|
||||
uniform float saturation;
|
||||
uniform float brightness;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 texel = texture(texture0, fragTexCoord); // Get texel color
|
||||
|
||||
// Apply contrast
|
||||
texel.rgb = (texel.rgb - 0.5f)*(contrast/100.0f + 1.0f) + 0.5f;
|
||||
|
||||
// Apply brightness
|
||||
texel.rgb = texel.rgb + brightness/100.0f;
|
||||
|
||||
// Apply saturation
|
||||
float intensity = dot(texel.rgb, vec3(0.299f, 0.587f, 0.114f));
|
||||
texel.rgb = (texel.rgb - intensity)*saturation/100.0f + texel.rgb;
|
||||
|
||||
// Output resulting color
|
||||
finalColor = texel;
|
||||
}
|
||||
58
examples/shaders/resources/shaders/glsl330/mandelbrot_set.fs
Normal file
|
|
@ -0,0 +1,58 @@
|
|||
#version 330
|
||||
|
||||
#define PI 3.1415926535897932384626433832795
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
uniform vec2 offset; // Offset of the scale
|
||||
uniform float zoom; // Zoom of the scale
|
||||
uniform int maxIterations; // Max iterations per pixel
|
||||
|
||||
const float max = 4.0; // We consider infinite as 4.0: if a point reaches a distance of 4.0 it will escape to infinity
|
||||
const float max2 = max*max; // Square of max to avoid computing square root
|
||||
|
||||
void main()
|
||||
{
|
||||
// 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
|
||||
vec2 c = vec2((fragTexCoord.x - 0.5)*2.5, (fragTexCoord.y - 0.5)*1.5)/zoom;
|
||||
c.x += offset.x;
|
||||
c.y += offset.y;
|
||||
float a = 0.0;
|
||||
float b = 0.0;
|
||||
|
||||
// The Mandelbrot set is a two-dimensional set defined in the complex plane on which the iteration of the function
|
||||
// Fc(z) = z^2 + c on the complex numbers c from the plane does not diverge to infinity starting at z = 0
|
||||
// Here: z = a + bi. Iterations: z -> z^2 + c = (a + bi)^2 + (c.x + c.yi) = (a^2 - b^2 + c.x) + (2ab + c.y)i
|
||||
|
||||
int iter = 0;
|
||||
for (iter = 0; iter < maxIterations; ++iter)
|
||||
{
|
||||
float aa = a*a;
|
||||
float bb = b*b;
|
||||
if (aa + bb > max2)
|
||||
break;
|
||||
|
||||
float twoab = 2.0*a*b;
|
||||
a = aa - bb + c.x;
|
||||
b = twoab + c.y;
|
||||
}
|
||||
|
||||
if (iter >= maxIterations)
|
||||
{
|
||||
finalColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
float normR = float(iter%55)/55.0;
|
||||
float normG = float(iter%69)/69.0;
|
||||
float normB = float(iter%40)/40.0;
|
||||
|
||||
finalColor = vec4(sin(normR*PI), sin(normG*PI), sin(normB*PI), 1.0);
|
||||
}
|
||||
}
|
||||
148
examples/shaders/shaders_color_correction.c
Normal file
|
|
@ -0,0 +1,148 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - color correction
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
|
||||
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
|
||||
*
|
||||
* Example originally created with raylib 5.6, last time updated with raylib 5.6
|
||||
*
|
||||
* Example contributed by Jordi Santonja (@JordSant) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* Copyright (c) 2025 Jordi Santonja (@JordSant)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define RAYGUI_IMPLEMENTATION
|
||||
#include "raygui.h" // Required for GUI controls
|
||||
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
#define GLSL_VERSION 330
|
||||
#else // PLATFORM_ANDROID, PLATFORM_WEB
|
||||
#define GLSL_VERSION 100
|
||||
#endif
|
||||
|
||||
#define MAX_TEXTURES 4
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - color correction");
|
||||
|
||||
Texture2D texture[MAX_TEXTURES] = {
|
||||
LoadTexture("resources/parrots.png"),
|
||||
LoadTexture("resources/cat.png"),
|
||||
LoadTexture("resources/mandrill.png"),
|
||||
LoadTexture("resources/fudesumi.png")
|
||||
};
|
||||
|
||||
Shader shdrColorCorrection = LoadShader(0, TextFormat("resources/shaders/glsl%i/color_correction.fs", GLSL_VERSION));
|
||||
|
||||
int imageIndex = 0;
|
||||
int resetButtonClicked = 0;
|
||||
|
||||
float contrast = 0.0f;
|
||||
float saturation = 0.0f;
|
||||
float brightness = 0.0f;
|
||||
|
||||
// Get shader locations
|
||||
int contrastLoc = GetShaderLocation(shdrColorCorrection, "contrast");
|
||||
int saturationLoc = GetShaderLocation(shdrColorCorrection, "saturation");
|
||||
int brightnessLoc = GetShaderLocation(shdrColorCorrection, "brightness");
|
||||
|
||||
// Set shader values (they can be changed later)
|
||||
SetShaderValue(shdrColorCorrection, contrastLoc, &contrast, SHADER_UNIFORM_FLOAT);
|
||||
SetShaderValue(shdrColorCorrection, saturationLoc, &saturation, SHADER_UNIFORM_FLOAT);
|
||||
SetShaderValue(shdrColorCorrection, brightnessLoc, &brightness, SHADER_UNIFORM_FLOAT);
|
||||
|
||||
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
|
||||
//----------------------------------------------------------------------------------
|
||||
// Select texture to draw
|
||||
if (IsKeyPressed(KEY_ONE)) imageIndex = 0;
|
||||
else if (IsKeyPressed(KEY_TWO)) imageIndex = 1;
|
||||
else if (IsKeyPressed(KEY_THREE)) imageIndex = 2;
|
||||
else if (IsKeyPressed(KEY_FOUR)) imageIndex = 3;
|
||||
|
||||
// Reset values to 0
|
||||
if (IsKeyPressed(KEY_R) || resetButtonClicked)
|
||||
{
|
||||
contrast = 0.0f;
|
||||
saturation = 0.0f;
|
||||
brightness = 0.0f;
|
||||
}
|
||||
|
||||
// Send the values to the shader
|
||||
SetShaderValue(shdrColorCorrection, contrastLoc, &contrast, SHADER_UNIFORM_FLOAT);
|
||||
SetShaderValue(shdrColorCorrection, saturationLoc, &saturation, SHADER_UNIFORM_FLOAT);
|
||||
SetShaderValue(shdrColorCorrection, brightnessLoc, &brightness, SHADER_UNIFORM_FLOAT);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginShaderMode(shdrColorCorrection);
|
||||
|
||||
DrawTexture(texture[imageIndex], 580/2 - texture[imageIndex].width/2, GetScreenHeight()/2 - texture[imageIndex].height/2, WHITE);
|
||||
|
||||
EndShaderMode();
|
||||
|
||||
DrawLine(580, 0, 580, GetScreenHeight(), (Color){ 218, 218, 218, 255 });
|
||||
DrawRectangle(580, 0, GetScreenWidth(), GetScreenHeight(), (Color){ 232, 232, 232, 255 });
|
||||
|
||||
// Draw UI info text
|
||||
DrawText("Color Correction", 585, 40, 20, GRAY);
|
||||
|
||||
DrawText("Picture", 602, 75, 10, GRAY);
|
||||
DrawText("Press [1] - [4] to Change Picture", 600, 230, 8, GRAY);
|
||||
DrawText("Press [R] to Reset Values", 600, 250, 8, GRAY);
|
||||
|
||||
// Draw GUI controls
|
||||
//------------------------------------------------------------------------------
|
||||
GuiToggleGroup((Rectangle){ 645, 70, 20, 20 }, "1;2;3;4", &imageIndex);
|
||||
|
||||
GuiSliderBar((Rectangle){ 645, 100, 120, 20 }, "Contrast", TextFormat("%.0f", contrast), &contrast, -100.0f, 100.0f);
|
||||
GuiSliderBar((Rectangle){ 645, 130, 120, 20 }, "Saturation", TextFormat("%.0f", saturation), &saturation, -100.0f, 100.0f);
|
||||
GuiSliderBar((Rectangle){ 645, 160, 120, 20 }, "Brightness", TextFormat("%.0f", brightness), &brightness, -100.0f, 100.0f);
|
||||
|
||||
resetButtonClicked = GuiButton((Rectangle){ 645, 190, 40, 20 }, "Reset");
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
DrawFPS(710, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
for (int i = 0; i < MAX_TEXTURES; ++i) UnloadTexture(texture[i]);
|
||||
UnloadShader(shdrColorCorrection);
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
BIN
examples/shaders/shaders_color_correction.png
Normal file
|
After Width: | Height: | Size: 305 KiB |
229
examples/shaders/shaders_mandelbrot_set.c
Normal file
|
|
@ -0,0 +1,229 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - mandelbrot set
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
|
||||
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
|
||||
*
|
||||
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3)
|
||||
*
|
||||
* Example originally created with raylib 5.6, last time updated with raylib 5.6
|
||||
*
|
||||
* Example contributed by Jordi Santonja (@JordSant)
|
||||
* Based on previous work by Josh Colclough (@joshcol9232)
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* Copyright (c) 2025 Jordi Santonja (@JordSant)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
#include <math.h>
|
||||
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
#define GLSL_VERSION 330
|
||||
#else // PLATFORM_ANDROID, PLATFORM_WEB
|
||||
#define GLSL_VERSION 100
|
||||
#endif
|
||||
|
||||
// A few good interesting places
|
||||
const float pointsOfInterest[6][3] =
|
||||
{
|
||||
{ -1.76826775f, -0.00422996283f, 28435.9238f },
|
||||
{ 0.322004497f, -0.0357099883f, 56499.7266f },
|
||||
{ -0.748880744f, -0.0562955774f, 9237.59082f },
|
||||
{ -1.78385007f, -0.0156200649f, 14599.5283f },
|
||||
{ -0.0985441282f, -0.924688697f, 26259.8535f },
|
||||
{ 0.317785531f, -0.0322612226f, 29297.9258f },
|
||||
};
|
||||
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
const float zoomSpeed = 1.01f;
|
||||
const float offsetSpeedMul = 2.0f;
|
||||
|
||||
const float startingZoom = 0.6f;
|
||||
const float startingOffset[2] = { -0.5f, 0.0f };
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - mandelbrot set");
|
||||
|
||||
// Load mandelbrot set shader
|
||||
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
|
||||
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/mandelbrot_set.fs", GLSL_VERSION));
|
||||
|
||||
// Create a RenderTexture2D to be used for render to texture
|
||||
RenderTexture2D target = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
|
||||
|
||||
// Offset and zoom to draw the mandelbrot set at. (centered on screen and default size)
|
||||
float offset[2] = { startingOffset[0], startingOffset[1] };
|
||||
float zoom = startingZoom;
|
||||
// Depending on the zoom the mximum number of iterations must be adapted to get more detail as we zzoom in
|
||||
// The solution is not perfect, so a control has been added to increase/decrease the number of iterations with UP/DOWN keys
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
int maxIterations = 333;
|
||||
float maxIterationsMultiplier = 166.5f;
|
||||
#else
|
||||
int maxIterations = 43;
|
||||
float maxIterationsMultiplier = 22.0f;
|
||||
#endif
|
||||
|
||||
// Get variable (uniform) locations on the shader to connect with the program
|
||||
// NOTE: If uniform variable could not be found in the shader, function returns -1
|
||||
int zoomLoc = GetShaderLocation(shader, "zoom");
|
||||
int offsetLoc = GetShaderLocation(shader, "offset");
|
||||
int maxIterationsLoc = GetShaderLocation(shader, "maxIterations");
|
||||
|
||||
// Upload the shader uniform values!
|
||||
SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2);
|
||||
SetShaderValue(shader, maxIterationsLoc, &maxIterations, SHADER_UNIFORM_INT);
|
||||
|
||||
bool showControls = true; // Show controls
|
||||
|
||||
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
|
||||
//----------------------------------------------------------------------------------
|
||||
bool updateShader = false;
|
||||
|
||||
// Press [1 - 6] to reset c to a point of interest
|
||||
if (IsKeyPressed(KEY_ONE) ||
|
||||
IsKeyPressed(KEY_TWO) ||
|
||||
IsKeyPressed(KEY_THREE) ||
|
||||
IsKeyPressed(KEY_FOUR) ||
|
||||
IsKeyPressed(KEY_FIVE) ||
|
||||
IsKeyPressed(KEY_SIX))
|
||||
{
|
||||
int interestIndex = 0;
|
||||
if (IsKeyPressed(KEY_ONE)) interestIndex = 0;
|
||||
else if (IsKeyPressed(KEY_TWO)) interestIndex = 1;
|
||||
else if (IsKeyPressed(KEY_THREE)) interestIndex = 2;
|
||||
else if (IsKeyPressed(KEY_FOUR)) interestIndex = 3;
|
||||
else if (IsKeyPressed(KEY_FIVE)) interestIndex = 4;
|
||||
else if (IsKeyPressed(KEY_SIX)) interestIndex = 5;
|
||||
|
||||
offset[0] = pointsOfInterest[interestIndex][0];
|
||||
offset[1] = pointsOfInterest[interestIndex][1];
|
||||
zoom = pointsOfInterest[interestIndex][2];
|
||||
updateShader = true;
|
||||
}
|
||||
|
||||
// If "R" is pressed, reset zoom and offset
|
||||
if (IsKeyPressed(KEY_R))
|
||||
{
|
||||
offset[0] = startingOffset[0];
|
||||
offset[1] = startingOffset[1];
|
||||
zoom = startingZoom;
|
||||
updateShader = true;
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_F1)) showControls = !showControls; // Toggle whether or not to show controls
|
||||
|
||||
// Change number of max iterations with UP and DOWN keys
|
||||
// WARNING: Increasing the number of max iterations greatly impacts performance
|
||||
if (IsKeyPressed(KEY_UP))
|
||||
{
|
||||
maxIterationsMultiplier *= 1.4f;
|
||||
updateShader = true;
|
||||
}
|
||||
else if (IsKeyPressed(KEY_DOWN))
|
||||
{
|
||||
maxIterationsMultiplier /= 1.4f;
|
||||
updateShader = true;
|
||||
}
|
||||
|
||||
// If either left or right button is pressed, zoom in/out
|
||||
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) || IsMouseButtonDown(MOUSE_BUTTON_RIGHT))
|
||||
{
|
||||
// Change zoom. If Mouse left -> zoom in. Mouse right -> zoom out
|
||||
zoom *= IsMouseButtonDown(MOUSE_BUTTON_LEFT)? zoomSpeed : (1.0f/zoomSpeed);
|
||||
|
||||
const Vector2 mousePos = GetMousePosition();
|
||||
Vector2 offsetVelocity;
|
||||
// Find the velocity at which to change the camera. Take the distance of the mouse
|
||||
// From the center of the screen as the direction, and adjust magnitude based on the current zoom
|
||||
offsetVelocity.x = (mousePos.x/(float)screenWidth - 0.5f)*offsetSpeedMul/zoom;
|
||||
offsetVelocity.y = (mousePos.y/(float)screenHeight - 0.5f)*offsetSpeedMul/zoom;
|
||||
|
||||
// Apply move velocity to camera
|
||||
offset[0] += GetFrameTime()*offsetVelocity.x;
|
||||
offset[1] += GetFrameTime()*offsetVelocity.y;
|
||||
|
||||
updateShader = true;
|
||||
}
|
||||
|
||||
// In case a parameter has been changed, update the shader values
|
||||
if (updateShader)
|
||||
{
|
||||
// As we zoom in, increase the number of max iterations to get more detail
|
||||
// Aproximate formula, but it works-ish
|
||||
maxIterations = (int)(sqrtf(2.0f*sqrtf(fabsf(1.0f - sqrtf(37.5f*zoom))))*maxIterationsMultiplier);
|
||||
|
||||
// Update the shader uniform values!
|
||||
SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2);
|
||||
SetShaderValue(shader, maxIterationsLoc, &maxIterations, SHADER_UNIFORM_INT);
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
// Using a render texture to draw Mandelbrot set
|
||||
BeginTextureMode(target); // Enable drawing to texture
|
||||
ClearBackground(BLACK); // Clear the render texture
|
||||
|
||||
// Draw a rectangle in shader mode to be used as shader canvas
|
||||
// NOTE: Rectangle uses font white character texture coordinates,
|
||||
// So shader can not be applied here directly because input vertexTexCoord
|
||||
// Do not represent full screen coordinates (space where want to apply shader)
|
||||
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
|
||||
EndTextureMode();
|
||||
|
||||
BeginDrawing();
|
||||
ClearBackground(BLACK); // Clear screen background
|
||||
|
||||
// Draw the saved texture and rendered mandelbrot set with shader
|
||||
// NOTE: We do not invert texture on Y, already considered inside shader
|
||||
BeginShaderMode(shader);
|
||||
// WARNING: If FLAG_WINDOW_HIGHDPI is enabled, HighDPI monitor scaling should be considered
|
||||
// When rendering the RenderTexture2D to fit in the HighDPI scaled Window
|
||||
DrawTextureEx(target.texture, (Vector2){ 0.0f, 0.0f }, 0.0f, 1.0f, WHITE);
|
||||
EndShaderMode();
|
||||
|
||||
if (showControls)
|
||||
{
|
||||
DrawText("Press Mouse buttons right/left to zoom in/out and move", 10, 15, 10, RAYWHITE);
|
||||
DrawText("Press F1 to toggle these controls", 10, 30, 10, RAYWHITE);
|
||||
DrawText("Press [1 - 6] to change point of interest", 10, 45, 10, RAYWHITE);
|
||||
DrawText("Press UP | DOWN to change number of iterations", 10, 60, 10, RAYWHITE);
|
||||
DrawText("Press R to recenter the camera", 10, 75, 10, RAYWHITE);
|
||||
}
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadShader(shader); // Unload shader
|
||||
UnloadRenderTexture(target); // Unload render texture
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
BIN
examples/shaders/shaders_mandelbrot_set.png
Normal file
|
After Width: | Height: | Size: 70 KiB |
|
|
@ -49,7 +49,7 @@ int main(void)
|
|||
camera.projection = CAMERA_PERSPECTIVE;
|
||||
|
||||
// Load basic normal map lighting shader
|
||||
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/normalmap.vs", GLSL_VERSION),
|
||||
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/normalmap.vs", GLSL_VERSION),
|
||||
TextFormat("resources/shaders/glsl%i/normalmap.fs", GLSL_VERSION));
|
||||
|
||||
// Get some required shader locations
|
||||
|
|
|
|||
|
|
@ -197,7 +197,7 @@ int main(void)
|
|||
bullets[i].color);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Draw bullets using DrawCircle(), less performant
|
||||
|
|
|
|||
|
|
@ -14,6 +14,9 @@
|
|||
* Copyright (c) 2025 JP Mortiboys (@themushroompirates)
|
||||
*
|
||||
********************************************************************************************/
|
||||
#if defined(WIN32)
|
||||
#define _CRT_SECURE_NO_WARNINGS
|
||||
#endif
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
|
|
|
|||
146
examples/shapes/shapes_lines_drawing.c
Normal file
|
|
@ -0,0 +1,146 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shapes] example - lines drawing
|
||||
*
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6
|
||||
*
|
||||
* Example contributed by Robin (@RobinsAviary) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* Copyright (c) 2025 Robin (@RobinsAviary)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#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 [shapes] example - lines drawing");
|
||||
|
||||
// Hint text that shows before you click the screen
|
||||
bool startText = true;
|
||||
|
||||
// The mouse's position on the previous frame
|
||||
Vector2 mousePositionPrevious = GetMousePosition();
|
||||
|
||||
// The canvas to draw lines on
|
||||
RenderTexture canvas = LoadRenderTexture(screenWidth, screenHeight);
|
||||
|
||||
// The background color of the canvas
|
||||
const Color backgroundColor = RAYWHITE;
|
||||
|
||||
// The line's thickness
|
||||
float lineThickness = 8.0f;
|
||||
// The lines hue (in HSV, from 0-360)
|
||||
float lineHue = 0.0f;
|
||||
|
||||
// Clear the canvas to the background color
|
||||
BeginTextureMode(canvas);
|
||||
ClearBackground(backgroundColor);
|
||||
EndTextureMode();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// Disable the hint text once the user clicks
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && startText)
|
||||
{
|
||||
startText = false;
|
||||
}
|
||||
|
||||
// Clear the canvas when the user middle-clicks
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_MIDDLE))
|
||||
{
|
||||
BeginTextureMode(canvas);
|
||||
ClearBackground(backgroundColor);
|
||||
EndTextureMode();
|
||||
}
|
||||
|
||||
// Store whether the left and right buttons are down
|
||||
bool leftButtonDown = IsMouseButtonDown(MOUSE_BUTTON_LEFT);
|
||||
bool rightButtonDown = IsMouseButtonDown(MOUSE_BUTTON_RIGHT);
|
||||
|
||||
if (leftButtonDown || rightButtonDown)
|
||||
{
|
||||
// The color for the line
|
||||
Color drawColor;
|
||||
|
||||
if (leftButtonDown)
|
||||
{
|
||||
// Increase the hue value by the distance our cursor has moved since the last frame (divided by 3)
|
||||
lineHue += Vector2Distance(mousePositionPrevious, GetMousePosition())/3.0f;
|
||||
|
||||
// While the hue is >=360, subtract it to bring it down into the range 0-360
|
||||
// This is more visually accurate than resetting to zero
|
||||
while (lineHue >= 360.0f)
|
||||
{
|
||||
lineHue -= 360.0f;
|
||||
}
|
||||
|
||||
// Create the final color
|
||||
drawColor = ColorFromHSV(lineHue, 1.0f, 1.0f);
|
||||
}
|
||||
else if (rightButtonDown)
|
||||
{
|
||||
// Use the background color as an "eraser"
|
||||
drawColor = backgroundColor;
|
||||
}
|
||||
|
||||
// Draw the line onto the canvas
|
||||
BeginTextureMode(canvas);
|
||||
// Circles act as "caps", smoothing corners
|
||||
DrawCircleV(mousePositionPrevious, lineThickness/2.0f, drawColor);
|
||||
DrawCircleV(GetMousePosition(), lineThickness/2.0f, drawColor);
|
||||
DrawLineEx(mousePositionPrevious, GetMousePosition(), lineThickness, drawColor);
|
||||
EndTextureMode();
|
||||
}
|
||||
|
||||
// Update line thickness based on mousewheel
|
||||
lineThickness += GetMouseWheelMove();
|
||||
lineThickness = Clamp(lineThickness, 1.0, 500.0f);
|
||||
|
||||
// Update mouse's previous position
|
||||
mousePositionPrevious = GetMousePosition();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
// Draw the render texture to the screen, flipped vertically to make it appear top-side up
|
||||
DrawTextureRec(canvas.texture, (Rectangle){ 0.0f, 0.0f, (float)canvas.texture.width,(float)-canvas.texture.height }, Vector2Zero(), WHITE);
|
||||
|
||||
// Draw the preview circle
|
||||
if (!leftButtonDown) DrawCircleLinesV(GetMousePosition(), lineThickness/2.0f, (Color){ 127, 127, 127, 127 });
|
||||
|
||||
// Draw the hint text
|
||||
if (startText) DrawText("try clicking and dragging!", 275, 215, 20, LIGHTGRAY);
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Unload the canvas render texture
|
||||
UnloadRenderTexture(canvas);
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
BIN
examples/shapes/shapes_lines_drawing.png
Normal file
|
After Width: | Height: | Size: 34 KiB |
105
examples/shapes/shapes_math_angle_rotation.c
Normal file
|
|
@ -0,0 +1,105 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shapes] example - math angle rotation
|
||||
*
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6
|
||||
*
|
||||
* Example contributed by Kris (@krispy-snacc) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* Copyright (c) 2025 Kris (@krispy-snacc)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
#include "raymath.h" // for DEG2RAD
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 720;
|
||||
const int screenHeight = 400;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - math angle rotation");
|
||||
SetTargetFPS(60);
|
||||
|
||||
Vector2 center = { screenWidth / 2.0f, screenHeight / 2.0f };
|
||||
const float lineLength = 150.0f;
|
||||
|
||||
// Predefined angles for fixed lines
|
||||
int angles[] = { 0, 30, 60, 90 };
|
||||
int numAngles = sizeof(angles)/sizeof(angles[0]);
|
||||
|
||||
float totalAngle = 0.0f; // Animated rotation angle
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
totalAngle += 1.0f; // degrees per frame
|
||||
if (totalAngle >= 360.0f) totalAngle -= 360.0f;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(WHITE);
|
||||
|
||||
DrawText("Fixed angles + rotating line", 10, 10, 20, LIGHTGRAY);
|
||||
|
||||
// Draw fixed-angle lines with colorful gradient
|
||||
for (int i = 0; i < numAngles; i++)
|
||||
{
|
||||
float rad = angles[i] * DEG2RAD;
|
||||
Vector2 end = { center.x + cosf(rad) * lineLength,
|
||||
center.y + sinf(rad) * lineLength };
|
||||
|
||||
// Gradient color from green → cyan → blue → magenta
|
||||
Color col;
|
||||
switch(i)
|
||||
{
|
||||
case 0: col = GREEN; break;
|
||||
case 1: col = ORANGE; break;
|
||||
case 2: col = BLUE; break;
|
||||
case 3: col = MAGENTA; break;
|
||||
default: col = WHITE; break;
|
||||
}
|
||||
|
||||
DrawLineEx(center, end, 5.0f, col);
|
||||
|
||||
// Draw angle label slightly offset along the line
|
||||
Vector2 textPos = { center.x + cosf(rad) * (lineLength + 20),
|
||||
center.y + sinf(rad) * (lineLength + 20) };
|
||||
DrawText(TextFormat("%d°", angles[i]), (int)textPos.x, (int)textPos.y, 20, col);
|
||||
}
|
||||
|
||||
// Draw animated rotating line with changing color
|
||||
float animRad = totalAngle * DEG2RAD;
|
||||
Vector2 animEnd = { center.x + cosf(animRad) * lineLength,
|
||||
center.y + sinf(animRad) * lineLength };
|
||||
|
||||
// Cycle through HSV colors for animated line
|
||||
Color animCol = ColorFromHSV(fmodf(totalAngle, 360.0f), 0.8f, 0.9f);
|
||||
DrawLineEx(center, animEnd, 5.0f, animCol);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
BIN
examples/shapes/shapes_math_angle_rotation.png
Normal file
|
After Width: | Height: | Size: 4.8 KiB |
176
examples/shapes/shapes_math_sine_cosine.c
Normal file
|
|
@ -0,0 +1,176 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shapes] example - math sine cosine
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
|
||||
*
|
||||
* Example contributed by Jopestpe (@jopestpe) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* Copyright (c) 2025 Jopestpe (@jopestpe)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
#include <math.h>
|
||||
#include "raymath.h"
|
||||
|
||||
#define RAYGUI_IMPLEMENTATION
|
||||
#include "raygui.h" // Required for GUI controls
|
||||
|
||||
// Wave points for sine/cosine visualization
|
||||
#define WAVE_POINTS 36
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - math sine cosine");
|
||||
|
||||
Vector2 sinePoints[WAVE_POINTS];
|
||||
Vector2 cosPoints[WAVE_POINTS];
|
||||
Vector2 center = { (screenWidth/2.0f) - 30.f, screenHeight/2.0f };
|
||||
Rectangle start = { 20.f, screenHeight - 120.f , 200.0f, 100.0f};
|
||||
float radius = 130.0f;
|
||||
float angle = 0.0f;
|
||||
bool pause = false;
|
||||
|
||||
for (int i = 0; i < WAVE_POINTS; i++)
|
||||
{
|
||||
float t = i/(float)(WAVE_POINTS - 1);
|
||||
float currentAngle = t*360.0f*DEG2RAD;
|
||||
sinePoints[i] = (Vector2){ start.x + t*start.width, start.y + start.height/2.0f - sinf(currentAngle)*(start.height/2.0f) };
|
||||
cosPoints[i] = (Vector2){ start.x + t*start.width, start.y + start.height/2.0f - cosf(currentAngle)*(start.height/2.0f) };
|
||||
}
|
||||
|
||||
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
|
||||
//----------------------------------------------------------------------------------
|
||||
float angleRad = angle*DEG2RAD;
|
||||
float cosRad = cosf(angleRad);
|
||||
float sinRad = sinf(angleRad);
|
||||
|
||||
Vector2 point = { center.x + cosRad*radius, center.y - sinRad*radius };
|
||||
Vector2 limitMin = { center.x - radius, center.y - radius };
|
||||
Vector2 limitMax = { center.x + radius, center.y + radius };
|
||||
|
||||
float complementary = 90.0f - angle;
|
||||
float supplementary = 180.0f - angle;
|
||||
float explementary = 360.0f - angle;
|
||||
|
||||
float tangent = Clamp(tanf(angleRad), -10.0f, 10.0f);
|
||||
float cotangent = (fabsf(tangent) > 0.001f) ? Clamp(1.0f/tangent, -radius, radius) : 0.0f;
|
||||
Vector2 tangentPoint = { center.x + radius, center.y - tangent*radius };
|
||||
Vector2 cotangentPoint = { center.x + cotangent*radius, center.y - radius };
|
||||
|
||||
angle = Wrap(angle + (!pause ? 1.0f : 0.0f), 0.0f, 360.0f);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
// Cotangent (orange)
|
||||
DrawLineEx((Vector2){ center.x , limitMin.y }, (Vector2){ cotangentPoint.x, limitMin.y }, 2.0f, ORANGE);
|
||||
DrawLineDashed(center, cotangentPoint, 10.0f, 4.0f, ORANGE);
|
||||
|
||||
// Side background
|
||||
DrawLine(580, 0, 580, GetScreenHeight(), (Color){ 218, 218, 218, 255 });
|
||||
DrawRectangle(580, 0, GetScreenWidth(), GetScreenHeight(), (Color){ 232, 232, 232, 255 });
|
||||
|
||||
// Base circle and axes
|
||||
DrawCircleLinesV(center, radius, GRAY);
|
||||
DrawLineEx((Vector2){ center.x, limitMin.y }, (Vector2){ center.x, limitMax.y }, 1.0f, GRAY);
|
||||
DrawLineEx((Vector2){ limitMin.x, center.y }, (Vector2){ limitMax.x, center.y }, 1.f, GRAY);
|
||||
|
||||
// Wave graph axes
|
||||
DrawLineEx((Vector2){ start.x , start.y }, (Vector2){ start.x , start.y + start.height }, 2.0f, GRAY);
|
||||
DrawLineEx((Vector2){ start.x + start.width, start.y }, (Vector2){ start.x + start.width, start.y + start.height }, 2.0f, GRAY);
|
||||
DrawLineEx((Vector2){ start.x, start.y + start.height/2 }, (Vector2){ start.x + start.width, start.y + start.height/2 }, 2.0f, GRAY);
|
||||
|
||||
// Wave graph axis labels
|
||||
DrawText("1", start.x - 8, start.y, 6, GRAY);
|
||||
DrawText("0", start.x - 8, start.y + start.height/2 - 6, 6, GRAY);
|
||||
DrawText("-1", start.x - 12, start.y + start.height - 8, 6, GRAY);
|
||||
DrawText("0", start.x - 2, start.y + start.height + 4, 6, GRAY);
|
||||
DrawText("360", start.x + start.width - 8, start.y + start.height + 4, 6, GRAY);
|
||||
|
||||
// Sine (red - vertical)
|
||||
DrawLineEx((Vector2){ center.x, center.y }, (Vector2){ center.x, point.y }, 2.0f, RED);
|
||||
DrawLineDashed((Vector2){ point.x, center.y }, (Vector2){ point.x, point.y }, 10.0f, 4.0f, RED);
|
||||
DrawText(TextFormat("Sine %.2f", sinRad), 640, 190, 6, RED);
|
||||
DrawCircleV((Vector2){ start.x + (angle/360.0f)*start.width, start.y + ((-sinRad + 1)*start.height/2.0f) }, 4.0f, RED);
|
||||
DrawSplineLinear(sinePoints, WAVE_POINTS, 1.0f, RED);
|
||||
|
||||
// Cosine (blue - horizontal)
|
||||
DrawLineEx((Vector2){ center.x, center.y }, (Vector2){ point.x, center.y }, 2.0f, BLUE);
|
||||
DrawLineDashed((Vector2){ center.x , point.y }, (Vector2){ point.x, point.y }, 10.0f, 4.0f, BLUE);
|
||||
DrawText(TextFormat("Cosine %.2f", cosRad), 640, 210, 6, BLUE);
|
||||
DrawCircleV((Vector2){ start.x + (angle/360.0f)*start.width, start.y + ((-cosRad + 1)*start.height/2.0f) }, 4.0f, BLUE);
|
||||
DrawSplineLinear(cosPoints, WAVE_POINTS, 1.0f, BLUE);
|
||||
|
||||
// Tangent (purple)
|
||||
DrawLineEx((Vector2){ limitMax.x , center.y }, (Vector2){ limitMax.x, tangentPoint.y }, 2.0f, PURPLE);
|
||||
DrawLineDashed(center, tangentPoint, 10.0f, 4.0f, PURPLE);
|
||||
DrawText(TextFormat("Tangent %.2f", tangent), 640, 230, 6, PURPLE);
|
||||
|
||||
// Cotangent (orange)
|
||||
DrawText(TextFormat("Cotangent %.2f", cotangent), 640, 250, 6, ORANGE);
|
||||
|
||||
// Complementary angle (beige)
|
||||
DrawCircleSectorLines(center, radius*0.6f , -angle, -90.f , 36.0f, BEIGE);
|
||||
DrawText(TextFormat("Complementary %0.f°",complementary), 640, 150, 6, BEIGE);
|
||||
|
||||
// Supplementary angle (darkblue)
|
||||
DrawCircleSectorLines(center, radius*0.5f , -angle, -180.f , 36.0f, DARKBLUE);
|
||||
DrawText(TextFormat("Supplementary %0.f°",supplementary), 640, 130, 6, DARKBLUE);
|
||||
|
||||
// Explementary angle (pink)
|
||||
DrawCircleSectorLines(center, radius*0.4f , -angle, -360.f , 36.0f, PINK);
|
||||
DrawText(TextFormat("Explementary %0.f°",explementary), 640, 170, 6, PINK);
|
||||
|
||||
// Current angle - arc (lime), radius (black), endpoint (black)
|
||||
DrawCircleSectorLines(center, radius*0.7f , -angle, 0.f, 36.0f, LIME);
|
||||
DrawLineEx((Vector2){ center.x , center.y }, point, 2.0f, BLACK);
|
||||
DrawCircleV(point, 4.0f, BLACK);
|
||||
|
||||
// Draw GUI controls
|
||||
//------------------------------------------------------------------------------
|
||||
GuiSetStyle(LABEL, TEXT_COLOR_NORMAL, ColorToInt(GRAY));
|
||||
GuiToggle((Rectangle){ 640, 70, 120, 20}, TextFormat("Pause"), &pause);
|
||||
GuiSetStyle(LABEL, TEXT_COLOR_NORMAL, ColorToInt(LIME));
|
||||
GuiSliderBar((Rectangle){ 640, 40, 120, 20}, "Angle", TextFormat("%.0f°", angle), &angle, 0.0f, 360.f);
|
||||
|
||||
// Angle values panel
|
||||
GuiGroupBox((Rectangle){ 620, 110, 140, 170}, "Angle Values");
|
||||
//------------------------------------------------------------------------------
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
BIN
examples/shapes/shapes_math_sine_cosine.png
Normal file
|
After Width: | Height: | Size: 22 KiB |
|
|
@ -74,7 +74,7 @@ int main(void)
|
|||
// Definition of particles
|
||||
Particle *particles = (Particle*)RL_CALLOC(MAX_PARTICLES, sizeof(Particle)); // Particle array
|
||||
CircularBuffer circularBuffer = { 0, 0, particles };
|
||||
|
||||
|
||||
// Particle emitter parameters
|
||||
int emissionRate = -2; // Negative: on average every -X frames. Positive: particles per frame
|
||||
ParticleType currentType = WATER;
|
||||
|
|
@ -100,7 +100,7 @@ int main(void)
|
|||
|
||||
// Update the parameters of each particle
|
||||
UpdateParticles(&circularBuffer, screenWidth, screenHeight);
|
||||
|
||||
|
||||
// Remove dead particles from the circular buffer
|
||||
UpdateCircularBuffer(&circularBuffer);
|
||||
|
||||
|
|
@ -252,10 +252,10 @@ static void UpdateParticles(CircularBuffer *circularBuffer, int screenWidth, int
|
|||
// Disable particle when out of screen
|
||||
Vector2 center = circularBuffer->buffer[i].position;
|
||||
float radius = circularBuffer->buffer[i].radius;
|
||||
|
||||
|
||||
if ((center.x < -radius) || (center.x > (screenWidth + radius)) ||
|
||||
(center.y < -radius) || (center.y > (screenHeight + radius)))
|
||||
{
|
||||
{
|
||||
circularBuffer->buffer[i].alive = false;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -32,18 +32,18 @@ int main(void)
|
|||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - starfield effect");
|
||||
|
||||
|
||||
Color bgColor = ColorLerp(DARKBLUE, BLACK, 0.69f);
|
||||
|
||||
|
||||
// Speed at which we fly forward
|
||||
float speed = 10.0f/9.0f;
|
||||
|
||||
|
||||
// We're either drawing lines or circles
|
||||
bool drawLines = true;
|
||||
|
||||
|
||||
Vector3 stars[STAR_COUNT] = { 0 };
|
||||
Vector2 starsScreenPos[STAR_COUNT] = { 0 };
|
||||
|
||||
|
||||
// Setup the stars with a random position
|
||||
for (int i = 0; i < STAR_COUNT; i++)
|
||||
{
|
||||
|
|
@ -65,22 +65,22 @@ int main(void)
|
|||
if ((int)mouseMove != 0) speed += 2.0f*mouseMove/9.0f;
|
||||
if (speed < 0.0f) speed = 0.1f;
|
||||
else if (speed > 2.0f) speed = 2.0f;
|
||||
|
||||
|
||||
// Toggle lines / points with space bar
|
||||
if (IsKeyPressed(KEY_SPACE)) drawLines = !drawLines;
|
||||
|
||||
|
||||
float dt = GetFrameTime();
|
||||
for (int i = 0; i < STAR_COUNT; i++)
|
||||
for (int i = 0; i < STAR_COUNT; i++)
|
||||
{
|
||||
// Update star's timer
|
||||
stars[i].z -= dt*speed;
|
||||
|
||||
|
||||
// Calculate the screen position
|
||||
starsScreenPos[i] = (Vector2){
|
||||
screenWidth*0.5f + stars[i].x/stars[i].z,
|
||||
screenHeight*0.5f + stars[i].y/stars[i].z,
|
||||
};
|
||||
|
||||
|
||||
// If the star is too old, or offscreen, it dies and we make a new random one
|
||||
if ((stars[i].z < 0.0f) || (starsScreenPos[i].x < 0) || (starsScreenPos[i].y < 0.0f) ||
|
||||
(starsScreenPos[i].x > screenWidth) || (starsScreenPos[i].y > screenHeight))
|
||||
|
|
@ -97,14 +97,14 @@ int main(void)
|
|||
BeginDrawing();
|
||||
|
||||
ClearBackground(bgColor);
|
||||
|
||||
|
||||
for (int i = 0; i < STAR_COUNT; i++)
|
||||
{
|
||||
if (drawLines)
|
||||
{
|
||||
// Get the time a little while ago for this star, but clamp it
|
||||
float t = Clamp(stars[i].z + 1.0f/32.0f, 0.0f, 1.0f);
|
||||
|
||||
|
||||
// If it's different enough from the current time, we proceed
|
||||
if ((t - stars[i].z) > 1e-3)
|
||||
{
|
||||
|
|
@ -113,26 +113,26 @@ int main(void)
|
|||
screenWidth*0.5f + stars[i].x/t,
|
||||
screenHeight*0.5f + stars[i].y/t,
|
||||
};
|
||||
|
||||
|
||||
// Draw a line connecting the old point to the current point
|
||||
DrawLineV(startPos, starsScreenPos[i], RAYWHITE);
|
||||
}
|
||||
}
|
||||
else
|
||||
else
|
||||
{
|
||||
// Make the radius grow as the star ages
|
||||
float radius = Lerp(stars[i].z, 1.0f, 5.0f);
|
||||
|
||||
|
||||
// Draw the circle
|
||||
DrawCircleV(starsScreenPos[i], radius, RAYWHITE);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
DrawText(TextFormat("[MOUSE WHEEL] Current Speed: %.0f", 9.0f*speed/2.0f), 10, 40, 20, RAYWHITE);
|
||||
DrawText(TextFormat("[SPACE] Current draw mode: %s", drawLines ? "Lines" : "Circles"), 10, 70, 20, RAYWHITE);
|
||||
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
|
|
|||
|
|
@ -9,7 +9,7 @@
|
|||
* - TTF/OTF > Sprite font atlas is generated on loading, user can configure
|
||||
* some of the generation parameters (size, characters to include)
|
||||
* - BMFonts > Angel code font fileformat, sprite font image must be provided
|
||||
* together with the .fnt file, font generation cna not be configured
|
||||
* together with the .fnt file, font generation can not be configured
|
||||
* - XNA Spritefont > Sprite font image, following XNA Spritefont conventions,
|
||||
* Characters in image must follow some spacing and order rules
|
||||
*
|
||||
|
|
|
|||
|
|
@ -51,7 +51,7 @@
|
|||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{6B1A933E-71B8-4C1F-9E79-02D98830E671}</ProjectGuid>
|
||||
<ProjectGuid>{2F578155-D51F-4C03-AB7F-5C5122CA46CC}</ProjectGuid>
|
||||
<Keyword>Win32Proj</Keyword>
|
||||
<RootNamespace>core_text_file_loading</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
|
||||
|
|
|
|||
569
projects/VS2022/examples/models_decals.vcxproj
Normal file
|
|
@ -0,0 +1,569 @@
|
|||
<?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|ARM64">
|
||||
<Configuration>Debug.DLL</Configuration>
|
||||
<Platform>ARM64</Platform>
|
||||
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@ -391,7 +391,19 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_highdpi_testbed", "exa
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||||
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||||
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{028F0967-B253-45DA-B1C4-FACCE45D0D8D}.Release|x86.ActiveCfg = Release|Win32
|
||||
{028F0967-B253-45DA-B1C4-FACCE45D0D8D}.Release|x86.Build.0 = Release|Win32
|
||||
{666346D7-C84B-498D-AE17-53B20C62DB1A}.Debug.DLL|ARM64.ActiveCfg = Debug.DLL|ARM64
|
||||
{666346D7-C84B-498D-AE17-53B20C62DB1A}.Debug.DLL|ARM64.Build.0 = Debug.DLL|ARM64
|
||||
{666346D7-C84B-498D-AE17-53B20C62DB1A}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
|
||||
{666346D7-C84B-498D-AE17-53B20C62DB1A}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
|
||||
{666346D7-C84B-498D-AE17-53B20C62DB1A}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
|
||||
{666346D7-C84B-498D-AE17-53B20C62DB1A}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
|
||||
{666346D7-C84B-498D-AE17-53B20C62DB1A}.Debug|ARM64.ActiveCfg = Debug|ARM64
|
||||
{666346D7-C84B-498D-AE17-53B20C62DB1A}.Debug|ARM64.Build.0 = Debug|ARM64
|
||||
{666346D7-C84B-498D-AE17-53B20C62DB1A}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{666346D7-C84B-498D-AE17-53B20C62DB1A}.Debug|x64.Build.0 = Debug|x64
|
||||
{666346D7-C84B-498D-AE17-53B20C62DB1A}.Debug|x86.ActiveCfg = Debug|Win32
|
||||
{666346D7-C84B-498D-AE17-53B20C62DB1A}.Debug|x86.Build.0 = Debug|Win32
|
||||
{666346D7-C84B-498D-AE17-53B20C62DB1A}.Release.DLL|ARM64.ActiveCfg = Release.DLL|ARM64
|
||||
{666346D7-C84B-498D-AE17-53B20C62DB1A}.Release.DLL|ARM64.Build.0 = Release.DLL|ARM64
|
||||
{666346D7-C84B-498D-AE17-53B20C62DB1A}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
|
||||
{666346D7-C84B-498D-AE17-53B20C62DB1A}.Release.DLL|x64.Build.0 = Release.DLL|x64
|
||||
{666346D7-C84B-498D-AE17-53B20C62DB1A}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
|
||||
{666346D7-C84B-498D-AE17-53B20C62DB1A}.Release.DLL|x86.Build.0 = Release.DLL|Win32
|
||||
{666346D7-C84B-498D-AE17-53B20C62DB1A}.Release|ARM64.ActiveCfg = Release|ARM64
|
||||
{666346D7-C84B-498D-AE17-53B20C62DB1A}.Release|ARM64.Build.0 = Release|ARM64
|
||||
{666346D7-C84B-498D-AE17-53B20C62DB1A}.Release|x64.ActiveCfg = Release|x64
|
||||
{666346D7-C84B-498D-AE17-53B20C62DB1A}.Release|x64.Build.0 = Release|x64
|
||||
{666346D7-C84B-498D-AE17-53B20C62DB1A}.Release|x86.ActiveCfg = Release|Win32
|
||||
{666346D7-C84B-498D-AE17-53B20C62DB1A}.Release|x86.Build.0 = Release|Win32
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
|
|
@ -5014,7 +5194,7 @@ Global
|
|||
{C54703BF-D68A-480D-BE27-49B62E45D582} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
|
||||
{9CD8BCAD-F212-4BCC-BA98-899743CE3279} = {CC132A4D-D081-4C26-BFB9-AB11984054F8}
|
||||
{0981CA28-E4A5-4DF1-987F-A41D09131EFC} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
{6B1A933E-71B8-4C1F-9E79-02D98830E671} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
{6B1A933E-71B8-4C1F-9E79-02D98830E671} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
{6BFF72EA-7362-4A3B-B6E5-9A3655BBBDA3} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
|
||||
{6777EC3C-077C-42FC-B4AD-B799CE55CCE4} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
|
||||
{A61DAD9C-271C-4E95-81AA-DB4CD58564D4} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
|
|
@ -5023,7 +5203,7 @@ Global
|
|||
{3B27F358-2679-4F38-B297-17B536F580BB} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
{19CA0070-B4B2-4394-90B7-D0C259AA35BA} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
{2CCCD9E4-9058-4291-BD89-39C979F0CA1E} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
{2CCCD9E4-9058-4291-BD89-39C979F0CA1E} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
|
||||
{9DB1F875-6E65-4195-B23F-ED8095C0B99C} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
{52BA9067-A5FC-4CE8-82AD-7204ECFDEF9F} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
{8E132D5A-2C00-48D0-8747-97E41356F26F} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
|
|
@ -5044,6 +5224,13 @@ Global
|
|||
{EA4AD5A7-DB95-43C0-9A67-2D94146BCF91} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
{1ACC8236-EF4E-44B0-BD0C-AB1D95D5890F} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
{9DE2FC01-A839-4F89-8319-9071D4C54821} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
{2F578155-D51F-4C03-AB7F-5C5122CA46CC} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
{1C829D1A-892C-451C-AF0B-AC65C85F5CC6} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
|
||||
{84DE22BB-C25F-425C-A7FE-0120CF107B83} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
{98152EDD-7E28-4FA3-89D8-B636ED5D5F65} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
|
||||
{B7FDD40F-DDA4-468E-9C40-EEB175964A26} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
{028F0967-B253-45DA-B1C4-FACCE45D0D8D} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
|
||||
{666346D7-C84B-498D-AE17-53B20C62DB1A} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
EndGlobalSection
|
||||
GlobalSection(ExtensibilityGlobals) = postSolution
|
||||
SolutionGuid = {E926C768-6307-4423-A1EC-57E95B1FAB29}
|
||||
|
|
|
|||
33
src/Makefile
|
|
@ -130,7 +130,7 @@ HOST_PLATFORM_OS ?= WINDOWS
|
|||
PLATFORM_OS ?= WINDOWS
|
||||
|
||||
# Determine PLATFORM_OS when required
|
||||
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW PLATFORM_DESKTOP_SDL PLATFORM_DESKTOP_RGFW PLATFORM_WEB PLATFORM_WEB_RGFW PLATFORM_ANDROID))
|
||||
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW PLATFORM_DESKTOP_SDL PLATFORM_DESKTOP_RGFW PLATFORM_DESKTOP_WIN32 PLATFORM_WEB PLATFORM_WEB_RGFW PLATFORM_ANDROID))
|
||||
# No uname.exe on MinGW!, but OS=Windows_NT on Windows!
|
||||
# ifeq ($(UNAME),Msys) -> Windows
|
||||
ifeq ($(OS),Windows_NT)
|
||||
|
|
@ -228,7 +228,6 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
|
|||
ifeq ($(ANDROID_ARCH),x86_64)
|
||||
ANDROID_COMPILER_ARCH = x86_64
|
||||
endif
|
||||
|
||||
endif
|
||||
|
||||
# Define raylib graphics api depending on selected platform
|
||||
|
|
@ -252,18 +251,26 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_RGFW)
|
|||
#GRAPHICS = GRAPHICS_API_OPENGL_43 # Uncomment to use OpenGL 4.3
|
||||
#GRAPHICS = GRAPHICS_API_OPENGL_ES2 # Uncomment to use OpenGL ES 2.0 (ANGLE)
|
||||
endif
|
||||
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_WIN32)
|
||||
GRAPHICS ?= GRAPHICS_API_OPENGL_33
|
||||
#GRAPHICS = GRAPHICS_API_OPENGL_11_SOFTWARE # Uncomment to use software rendering
|
||||
#GRAPHICS = GRAPHICS_API_OPENGL_11 # Uncomment to use OpenGL 1.1
|
||||
#GRAPHICS = GRAPHICS_API_OPENGL_21 # Uncomment to use OpenGL 2.1
|
||||
#GRAPHICS = GRAPHICS_API_OPENGL_43 # Uncomment to use OpenGL 4.3
|
||||
#GRAPHICS = GRAPHICS_API_OPENGL_ES2 # Uncomment to use OpenGL ES 2.0 (ANGLE)
|
||||
endif
|
||||
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
|
||||
# On DRM OpenGL ES 2.0 must be used
|
||||
GRAPHICS = GRAPHICS_API_OPENGL_ES2
|
||||
GRAPHICS ?= GRAPHICS_API_OPENGL_ES2
|
||||
#GRAPHICS = GRAPHICS_API_OPENGL_11_SOFTWARE # Uncomment to use software rendering
|
||||
endif
|
||||
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
|
||||
# On HTML5 OpenGL ES 2.0 is used, emscripten translates it to WebGL 1.0
|
||||
GRAPHICS = GRAPHICS_API_OPENGL_ES2
|
||||
GRAPHICS ?= GRAPHICS_API_OPENGL_ES2
|
||||
#GRAPHICS = GRAPHICS_API_OPENGL_ES3
|
||||
endif
|
||||
ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
|
||||
# By default use OpenGL ES 2.0 on Android
|
||||
GRAPHICS = GRAPHICS_API_OPENGL_ES2
|
||||
GRAPHICS ?= GRAPHICS_API_OPENGL_ES2
|
||||
endif
|
||||
|
||||
# Define default C compiler and archiver to pack library: CC, AR
|
||||
|
|
@ -283,7 +290,7 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
|
|||
endif
|
||||
endif
|
||||
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
|
||||
ifeq ($(USE_RPI_CROSS_COMPILER),TRUE)
|
||||
ifeq ($(USE_RPI_CROSSCOMPILER),TRUE)
|
||||
# Define RPI cross-compiler
|
||||
#CC = armv6j-hardfloat-linux-gnueabi-gcc
|
||||
CC = $(RPI_TOOLCHAIN)/bin/$(RPI_TOOLCHAIN_NAME)-gcc
|
||||
|
|
@ -519,7 +526,7 @@ endif
|
|||
#------------------------------------------------------------------------------------------------
|
||||
LDFLAGS = $(CUSTOM_LDFLAGS) -L. -L$(RAYLIB_RELEASE_PATH)
|
||||
|
||||
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW PLATFORM_DESKTOP_SDL PLATFORM_DESKTOP_RGFW))
|
||||
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW PLATFORM_DESKTOP_SDL PLATFORM_DESKTOP_RGFW PLATFORM_DESKTOP_WIN32))
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
ifneq ($(CC), tcc)
|
||||
LDFLAGS += -Wl,--out-implib,$(RAYLIB_RELEASE_PATH)/lib$(RAYLIB_LIB_NAME)dll.a
|
||||
|
|
@ -628,13 +635,19 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_RGFW)
|
|||
endif
|
||||
endif
|
||||
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
|
||||
LDLIBS = -lGLESv2 -lEGL -ldrm -lgbm -lpthread -lrt -lm -ldl
|
||||
LDLIBS = -ldrm -lgbm -lpthread -lrt -lm -ldl
|
||||
ifeq ($(GRAPHICS),GRAPHICS_API_OPENGL_ES2)
|
||||
LDLIBS += -lGLESv2 -lEGL
|
||||
endif
|
||||
ifeq ($(RAYLIB_MODULE_AUDIO),TRUE)
|
||||
LDLIBS += -latomic
|
||||
endif
|
||||
endif
|
||||
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_WIN32)
|
||||
LDLIBS = -lgdi32 -lwinmm -lopengl32 -lshcore
|
||||
LDLIBS = -lgdi32 -lwinmm -lshcore
|
||||
ifneq ($(GRAPHICS),GRAPHICS_API_OPENGL_11_SOFTWARE)
|
||||
LDLIBS += -lopengl32
|
||||
endif
|
||||
endif
|
||||
ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
|
||||
LDLIBS = -llog -landroid -lEGL -lGLESv2 -lOpenSLES -lc -lm
|
||||
|
|
|
|||
2903
src/external/rlsw.h
vendored
|
|
@ -461,7 +461,7 @@ int GetCurrentMonitor(void)
|
|||
if (display == NULL)
|
||||
{
|
||||
TRACELOG(LOG_ERROR, "GetCurrentMonitor() couldn't get the display object");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
jclass displayClass = (*env)->FindClass(env, "android/view/Display");
|
||||
|
|
|
|||
|
|
@ -1048,6 +1048,7 @@ Image GetClipboardImage(void)
|
|||
void ShowCursor(void)
|
||||
{
|
||||
glfwSetInputMode(platform.handle, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
||||
|
||||
CORE.Input.Mouse.cursorHidden = false;
|
||||
}
|
||||
|
||||
|
|
@ -1055,6 +1056,7 @@ void ShowCursor(void)
|
|||
void HideCursor(void)
|
||||
{
|
||||
glfwSetInputMode(platform.handle, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
|
||||
|
||||
CORE.Input.Mouse.cursorHidden = true;
|
||||
}
|
||||
|
||||
|
|
@ -1076,13 +1078,10 @@ void EnableCursor(void)
|
|||
void DisableCursor(void)
|
||||
{
|
||||
// Reset mouse position within the window area before disabling cursor
|
||||
SetMousePosition(CORE.Window.screen.width, CORE.Window.screen.height);
|
||||
SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
|
||||
|
||||
glfwSetInputMode(platform.handle, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
|
||||
// Set cursor position in the middle
|
||||
SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
|
||||
|
||||
if (glfwRawMouseMotionSupported()) glfwSetInputMode(platform.handle, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE);
|
||||
|
||||
CORE.Input.Mouse.cursorHidden = true;
|
||||
|
|
|
|||
|
|
@ -80,7 +80,7 @@ void CloseWindow(void);
|
|||
#define CloseWindow CloseWindow_win32
|
||||
#define ShowCursor __imp_ShowCursor
|
||||
#define _APISETSTRING_
|
||||
|
||||
|
||||
#undef MAX_PATH
|
||||
|
||||
#if defined(__cplusplus)
|
||||
|
|
@ -262,7 +262,7 @@ static int RGFW_gpConvTable[18] = {
|
|||
[RGFW_gamepadRight] = GAMEPAD_BUTTON_LEFT_FACE_RIGHT,
|
||||
[RGFW_gamepadDown] = GAMEPAD_BUTTON_LEFT_FACE_DOWN,
|
||||
[RGFW_gamepadLeft] = GAMEPAD_BUTTON_LEFT_FACE_LEFT,
|
||||
[RGFW_gamepadL3] = GAMEPAD_BUTTON_LEFT_THUMB,
|
||||
[RGFW_gamepadL3] = GAMEPAD_BUTTON_LEFT_THUMB,
|
||||
[RGFW_gamepadR3] = GAMEPAD_BUTTON_RIGHT_THUMB,
|
||||
};
|
||||
|
||||
|
|
@ -936,7 +936,7 @@ void PollInputEvents(void)
|
|||
// because ProcessGestureEvent() is just called on an event, not every frame
|
||||
UpdateGestures();
|
||||
#endif
|
||||
|
||||
|
||||
// Reset keys/chars pressed registered
|
||||
CORE.Input.Keyboard.keyPressedQueueCount = 0;
|
||||
CORE.Input.Keyboard.charPressedQueueCount = 0;
|
||||
|
|
@ -1028,7 +1028,7 @@ void PollInputEvents(void)
|
|||
|
||||
CORE.Window.dropFilepaths[CORE.Window.dropFileCount] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
|
||||
strcpy(CORE.Window.dropFilepaths[CORE.Window.dropFileCount], event->droppedFiles[i]);
|
||||
|
||||
|
||||
CORE.Window.dropFileCount++;
|
||||
}
|
||||
else if (CORE.Window.dropFileCount < 1024)
|
||||
|
|
@ -1232,7 +1232,7 @@ void PollInputEvents(void)
|
|||
int button = (axis == GAMEPAD_AXIS_LEFT_TRIGGER)? GAMEPAD_BUTTON_LEFT_TRIGGER_2 : GAMEPAD_BUTTON_RIGHT_TRIGGER_2;
|
||||
int pressed = (value > 0.1f);
|
||||
CORE.Input.Gamepad.currentButtonState[event->gamepad][button] = pressed;
|
||||
|
||||
|
||||
if (pressed) CORE.Input.Gamepad.lastButtonPressed = button;
|
||||
else if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0;
|
||||
}
|
||||
|
|
@ -1348,7 +1348,7 @@ int InitPlatform(void)
|
|||
// TODO: Is this needed by raylib now?
|
||||
// If so, rcore_desktop_sdl should be updated too
|
||||
//SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height);
|
||||
|
||||
|
||||
if (CORE.Window.flags & FLAG_VSYNC_HINT) RGFW_window_swapInterval(platform.window, 1);
|
||||
RGFW_window_makeCurrent(platform.window);
|
||||
|
||||
|
|
|
|||
|
|
@ -104,7 +104,6 @@ typedef struct {
|
|||
SDL_GameController *gamepad[MAX_GAMEPADS];
|
||||
SDL_JoystickID gamepadId[MAX_GAMEPADS]; // Joystick instance ids, they do not start from 0
|
||||
SDL_Cursor *cursor;
|
||||
bool cursorRelative;
|
||||
} PlatformData;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -838,7 +837,11 @@ void SetWindowPosition(int x, int y)
|
|||
void SetWindowMonitor(int monitor)
|
||||
{
|
||||
const int monitorCount = SDL_GetNumVideoDisplays();
|
||||
#if defined(USING_VERSION_SDL3) // SDL3 Migration: Monitor is an id instead of index now, returns 0 on failure
|
||||
if ((monitor > 0) && (monitor <= monitorCount))
|
||||
#else
|
||||
if ((monitor >= 0) && (monitor < monitorCount))
|
||||
#endif
|
||||
{
|
||||
// NOTE:
|
||||
// 1. SDL started supporting moving exclusive fullscreen windows between displays on SDL3,
|
||||
|
|
@ -962,7 +965,11 @@ int GetCurrentMonitor(void)
|
|||
Vector2 GetMonitorPosition(int monitor)
|
||||
{
|
||||
const int monitorCount = SDL_GetNumVideoDisplays();
|
||||
#if defined(USING_VERSION_SDL3) // SDL3 Migration: Monitor is an id instead of index now, returns 0 on failure
|
||||
if ((monitor > 0) && (monitor <= monitorCount))
|
||||
#else
|
||||
if ((monitor >= 0) && (monitor < monitorCount))
|
||||
#endif
|
||||
{
|
||||
SDL_Rect displayBounds;
|
||||
|
||||
|
|
@ -986,7 +993,11 @@ int GetMonitorWidth(int monitor)
|
|||
int width = 0;
|
||||
|
||||
const int monitorCount = SDL_GetNumVideoDisplays();
|
||||
#if defined(USING_VERSION_SDL3) // SDL3 Migration: Monitor is an id instead of index now, returns 0 on failure
|
||||
if ((monitor > 0) && (monitor <= monitorCount))
|
||||
#else
|
||||
if ((monitor >= 0) && (monitor < monitorCount))
|
||||
#endif
|
||||
{
|
||||
SDL_DisplayMode mode;
|
||||
SDL_GetCurrentDisplayMode(monitor, &mode);
|
||||
|
|
@ -1003,7 +1014,11 @@ int GetMonitorHeight(int monitor)
|
|||
int height = 0;
|
||||
|
||||
const int monitorCount = SDL_GetNumVideoDisplays();
|
||||
#if defined(USING_VERSION_SDL3) // SDL3 Migration: Monitor is an id instead of index now, returns 0 on failure
|
||||
if ((monitor > 0) && (monitor <= monitorCount))
|
||||
#else
|
||||
if ((monitor >= 0) && (monitor < monitorCount))
|
||||
#endif
|
||||
{
|
||||
SDL_DisplayMode mode;
|
||||
SDL_GetCurrentDisplayMode(monitor, &mode);
|
||||
|
|
@ -1020,7 +1035,11 @@ int GetMonitorPhysicalWidth(int monitor)
|
|||
int width = 0;
|
||||
|
||||
const int monitorCount = SDL_GetNumVideoDisplays();
|
||||
#if defined(USING_VERSION_SDL3) // SDL3 Migration: Monitor is an id instead of index now, returns 0 on failure
|
||||
if ((monitor > 0) && (monitor <= monitorCount))
|
||||
#else
|
||||
if ((monitor >= 0) && (monitor < monitorCount))
|
||||
#endif
|
||||
{
|
||||
float ddpi = 0.0f;
|
||||
SDL_GetDisplayDPI(monitor, &ddpi, NULL, NULL);
|
||||
|
|
@ -1040,7 +1059,11 @@ int GetMonitorPhysicalHeight(int monitor)
|
|||
int height = 0;
|
||||
|
||||
const int monitorCount = SDL_GetNumVideoDisplays();
|
||||
#if defined(USING_VERSION_SDL3) // SDL3 Migration: Monitor is an id instead of index now, returns 0 on failure
|
||||
if ((monitor > 0) && (monitor <= monitorCount))
|
||||
#else
|
||||
if ((monitor >= 0) && (monitor < monitorCount))
|
||||
#endif
|
||||
{
|
||||
float ddpi = 0.0f;
|
||||
SDL_GetDisplayDPI(monitor, &ddpi, NULL, NULL);
|
||||
|
|
@ -1060,7 +1083,11 @@ int GetMonitorRefreshRate(int monitor)
|
|||
int refresh = 0;
|
||||
|
||||
const int monitorCount = SDL_GetNumVideoDisplays();
|
||||
#if defined(USING_VERSION_SDL3) // SDL3 Migration: Monitor is an id instead of index now, returns 0 on failure
|
||||
if ((monitor > 0) && (monitor <= monitorCount))
|
||||
#else
|
||||
if ((monitor >= 0) && (monitor < monitorCount))
|
||||
#endif
|
||||
{
|
||||
SDL_DisplayMode mode;
|
||||
SDL_GetCurrentDisplayMode(monitor, &mode);
|
||||
|
|
@ -1076,7 +1103,14 @@ const char *GetMonitorName(int monitor)
|
|||
{
|
||||
const int monitorCount = SDL_GetNumVideoDisplays();
|
||||
|
||||
if ((monitor >= 0) && (monitor < monitorCount)) return SDL_GetDisplayName(monitor);
|
||||
#if defined(USING_VERSION_SDL3) // SDL3 Migration: Monitor is an id instead of index now, returns 0 on failure
|
||||
if ((monitor > 0) && (monitor <= monitorCount))
|
||||
#else
|
||||
if ((monitor >= 0) && (monitor < monitorCount))
|
||||
#endif
|
||||
{
|
||||
return SDL_GetDisplayName(monitor);
|
||||
}
|
||||
else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor");
|
||||
|
||||
return "";
|
||||
|
|
@ -1210,7 +1244,6 @@ void EnableCursor(void)
|
|||
|
||||
ShowCursor();
|
||||
|
||||
platform.cursorRelative = false;
|
||||
CORE.Input.Mouse.cursorLocked = false;
|
||||
}
|
||||
|
||||
|
|
@ -1329,7 +1362,7 @@ void PollInputEvents(void)
|
|||
CORE.Input.Mouse.currentWheelMove.y = 0;
|
||||
|
||||
// Register previous mouse position
|
||||
if (platform.cursorRelative) CORE.Input.Mouse.currentPosition = (Vector2){ 0.0f, 0.0f };
|
||||
if (CORE.Input.Mouse.cursorLocked) CORE.Input.Mouse.currentPosition = (Vector2){ 0.0f, 0.0f };
|
||||
else CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
|
||||
|
||||
// Reset last gamepad button/axis registered state
|
||||
|
|
@ -1631,7 +1664,7 @@ void PollInputEvents(void)
|
|||
} break;
|
||||
case SDL_MOUSEMOTION:
|
||||
{
|
||||
if (platform.cursorRelative)
|
||||
if (CORE.Input.Mouse.cursorLocked)
|
||||
{
|
||||
CORE.Input.Mouse.currentPosition.x = (float)event.motion.xrel;
|
||||
CORE.Input.Mouse.currentPosition.y = (float)event.motion.yrel;
|
||||
|
|
|
|||
|
|
@ -824,15 +824,6 @@ void SwapScreenBuffer(void)
|
|||
return;
|
||||
}
|
||||
|
||||
// Get the software rendered color buffer
|
||||
int bufferWidth = 0, bufferHeight = 0;
|
||||
void *colorBuffer = swGetColorBuffer(&bufferWidth, &bufferHeight);
|
||||
if (!colorBuffer)
|
||||
{
|
||||
TRACELOG(LOG_ERROR, "DISPLAY: Failed to get software color buffer");
|
||||
return;
|
||||
}
|
||||
|
||||
// Retrieving the dimensions of the display mode used
|
||||
drmModeModeInfo *mode = &platform.connector->modes[platform.modeIndex];
|
||||
uint32_t width = mode->hdisplay;
|
||||
|
|
@ -864,7 +855,7 @@ void SwapScreenBuffer(void)
|
|||
// Create framebuffer with the correct format
|
||||
uint32_t fb = 0;
|
||||
result = drmModeAddFB(platform.fd, width, height, depth, bpp, creq.pitch, creq.handle, &fb);
|
||||
if (result != 0)
|
||||
if (result != 0)
|
||||
{
|
||||
TRACELOG(LOG_ERROR, "DISPLAY: drmModeAddFB() failed with result: %d (%s)", result, strerror(errno));
|
||||
struct drm_mode_destroy_dumb dreq = { 0 };
|
||||
|
|
@ -900,16 +891,8 @@ void SwapScreenBuffer(void)
|
|||
}
|
||||
|
||||
// Copy the software rendered buffer to the dumb buffer with scaling if needed
|
||||
if (bufferWidth == width && bufferHeight == height)
|
||||
{
|
||||
// Direct copy if sizes match
|
||||
swCopyFramebuffer(0, 0, bufferWidth, bufferHeight, SW_RGBA, SW_UNSIGNED_BYTE, dumbBuffer);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Scale the software buffer to match the display mode
|
||||
swBlitFramebuffer(0, 0, width, height, 0, 0, bufferWidth, bufferHeight, SW_RGBA, SW_UNSIGNED_BYTE, dumbBuffer);
|
||||
}
|
||||
// NOTE: RLSW will make a simple copy if the dimensions match
|
||||
swBlitFramebuffer(0, 0, width, height, 0, 0, width, height, SW_RGBA, SW_UNSIGNED_BYTE, dumbBuffer);
|
||||
|
||||
// Unmap the buffer
|
||||
munmap(dumbBuffer, creq.size);
|
||||
|
|
@ -974,12 +957,12 @@ void SwapScreenBuffer(void)
|
|||
|
||||
// Set CRTC with better error handling
|
||||
result = drmModeSetCrtc(platform.fd, crtcId, fb, 0, 0, &platform.connector->connector_id, 1, mode);
|
||||
if (result != 0)
|
||||
if (result != 0)
|
||||
{
|
||||
TRACELOG(LOG_ERROR, "DISPLAY: drmModeSetCrtc() failed with result: %d (%s)", result, strerror(errno));
|
||||
TRACELOG(LOG_ERROR, "DISPLAY: CRTC ID: %u, FB ID: %u, Connector ID: %u", crtcId, fb, platform.connector->connector_id);
|
||||
TRACELOG(LOG_ERROR, "DISPLAY: Mode: %dx%d@%d", mode->hdisplay, mode->vdisplay, mode->vrefresh);
|
||||
|
||||
|
||||
drmModeRmFB(platform.fd, fb);
|
||||
struct drm_mode_destroy_dumb dreq = {0};
|
||||
dreq.handle = creq.handle;
|
||||
|
|
@ -1229,7 +1212,7 @@ int InitPlatform(void)
|
|||
}
|
||||
|
||||
TRACELOG(LOG_TRACE, "DISPLAY: Connector %i modes detected: %i", i, con->count_modes);
|
||||
TRACELOG(LOG_TRACE, "DISPLAY: Connector %i status: %s", i,
|
||||
TRACELOG(LOG_TRACE, "DISPLAY: Connector %i status: %s", i,
|
||||
(con->connection == DRM_MODE_CONNECTED) ? "CONNECTED" :
|
||||
(con->connection == DRM_MODE_DISCONNECTED) ? "DISCONNECTED" :
|
||||
(con->connection == DRM_MODE_UNKNOWNCONNECTION) ? "UNKNOWN" : "OTHER");
|
||||
|
|
@ -1357,10 +1340,10 @@ int InitPlatform(void)
|
|||
platform.modeIndex = 0;
|
||||
CORE.Window.display.width = platform.connector->modes[0].hdisplay;
|
||||
CORE.Window.display.height = platform.connector->modes[0].vdisplay;
|
||||
|
||||
TRACELOG(LOG_INFO, "DISPLAY: Selected DRM connector mode %s (%ux%u%c@%u) for software rendering",
|
||||
|
||||
TRACELOG(LOG_INFO, "DISPLAY: Selected DRM connector mode %s (%ux%u%c@%u) for software rendering",
|
||||
platform.connector->modes[0].name,
|
||||
platform.connector->modes[0].hdisplay,
|
||||
platform.connector->modes[0].hdisplay,
|
||||
platform.connector->modes[0].vdisplay,
|
||||
(platform.connector->modes[0].flags & DRM_MODE_FLAG_INTERLACE) ? 'i' : 'p',
|
||||
platform.connector->modes[0].vrefresh);
|
||||
|
|
|
|||
23
src/rcore.c
|
|
@ -26,7 +26,8 @@
|
|||
* - Linux DRM subsystem (KMS mode)
|
||||
* > PLATFORM_ANDROID:
|
||||
* - Android (ARM, ARM64)
|
||||
*
|
||||
* > PLATFORM_DESKTOP_WIN32 (Native Win32):
|
||||
* - Windows (Win32, Win64)
|
||||
* CONFIGURATION:
|
||||
* #define SUPPORT_DEFAULT_FONT (default)
|
||||
* Default font is loaded on window initialization to be available for the user to render simple text.
|
||||
|
|
@ -161,7 +162,10 @@
|
|||
#endif
|
||||
|
||||
// Platform specific defines to handle GetApplicationDirectory()
|
||||
#if (defined(_WIN32) && !defined(PLATFORM_DESKTOP_RGFW)) || (defined(_MSC_VER) && defined(PLATFORM_DESKTOP_RGFW))
|
||||
#if defined(_WIN32)
|
||||
#if !defined(MAX_PATH)
|
||||
#define MAX_PATH 260
|
||||
#endif
|
||||
|
||||
struct HINSTANCE__;
|
||||
#if defined(__cplusplus)
|
||||
|
|
@ -679,12 +683,15 @@ void InitWindow(int width, int height, const char *title)
|
|||
// Initialize window data
|
||||
CORE.Window.screen.width = width;
|
||||
CORE.Window.screen.height = height;
|
||||
CORE.Window.currentFbo.width = CORE.Window.screen.width;
|
||||
CORE.Window.currentFbo.height = CORE.Window.screen.height;
|
||||
|
||||
CORE.Window.eventWaiting = false;
|
||||
CORE.Window.screenScale = MatrixIdentity(); // No draw scaling required by default
|
||||
CORE.Window.screenScale = MatrixIdentity(); // No draw scaling required by default
|
||||
if ((title != NULL) && (title[0] != 0)) CORE.Window.title = title;
|
||||
|
||||
// Initialize global input state
|
||||
memset(&CORE.Input, 0, sizeof(CORE.Input)); // Reset CORE.Input structure to 0
|
||||
memset(&CORE.Input, 0, sizeof(CORE.Input)); // Reset CORE.Input structure to 0
|
||||
CORE.Input.Keyboard.exitKey = KEY_ESCAPE;
|
||||
CORE.Input.Mouse.scale = (Vector2){ 1.0f, 1.0f };
|
||||
CORE.Input.Mouse.cursor = MOUSE_CURSOR_ARROW;
|
||||
|
|
@ -696,13 +703,13 @@ void InitWindow(int width, int height, const char *title)
|
|||
|
||||
if (result != 0)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "SYSTEM: Failed to initialize Platform");
|
||||
TRACELOG(LOG_WARNING, "SYSTEM: Failed to initialize platform");
|
||||
return;
|
||||
}
|
||||
//--------------------------------------------------------------
|
||||
|
||||
// Initialize rlgl default data (buffers and shaders)
|
||||
// NOTE: CORE.Window.currentFbo.width and CORE.Window.currentFbo.height not used, just stored as globals in rlgl
|
||||
// NOTE: Current fbo size stored as globals in rlgl for convenience
|
||||
rlglInit(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height);
|
||||
isGpuReady = true; // Flag to note GPU has been initialized successfully
|
||||
|
||||
|
|
@ -2521,7 +2528,7 @@ int MakeDirectory(const char *dirPath)
|
|||
// Create final directory
|
||||
if (!DirectoryExists(pathcpy)) MKDIR(pathcpy);
|
||||
RL_FREE(pathcpy);
|
||||
|
||||
|
||||
// In case something failed and requested directory
|
||||
// was not successfully created, return -1
|
||||
if (!DirectoryExists(dirPath)) return -1;
|
||||
|
|
@ -3145,7 +3152,7 @@ unsigned int *ComputeSHA256(unsigned char *data, int dataSize)
|
|||
unsigned char *block = buffer + (blockN*64);
|
||||
unsigned int w[64];
|
||||
for (int i = 0; i < 16; i++)
|
||||
{
|
||||
{
|
||||
w[i] =
|
||||
((unsigned int)block[i*4 + 0] << 24) |
|
||||
((unsigned int)block[i*4 + 1] << 16) |
|
||||
|
|
|
|||
34
src/rlgl.h
|
|
@ -21,6 +21,7 @@
|
|||
* Internal buffer (and resources) must be manually unloaded calling rlglClose()
|
||||
*
|
||||
* CONFIGURATION:
|
||||
* #define GRAPHICS_API_OPENGL_11_SOFTWARE
|
||||
* #define GRAPHICS_API_OPENGL_11
|
||||
* #define GRAPHICS_API_OPENGL_21
|
||||
* #define GRAPHICS_API_OPENGL_33
|
||||
|
|
@ -2329,6 +2330,16 @@ void rlglInit(int width, int height)
|
|||
RLGL.State.currentMatrix = &RLGL.State.modelview;
|
||||
#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
|
||||
|
||||
#if defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
|
||||
// Initialize software renderer backend
|
||||
int result = swInit(width, height);
|
||||
if (result == 0)
|
||||
{
|
||||
TRACELOG(RL_LOG_ERROR, "RLSW: Software renderer initialization failed!");
|
||||
exit(-1);
|
||||
}
|
||||
#endif
|
||||
|
||||
// Initialize OpenGL default states
|
||||
//----------------------------------------------------------
|
||||
// Init state: Depth test
|
||||
|
|
@ -2345,39 +2356,28 @@ void rlglInit(int width, int height)
|
|||
glFrontFace(GL_CCW); // Front face are defined counter clockwise (default)
|
||||
glEnable(GL_CULL_FACE); // Enable backface culling
|
||||
|
||||
// Init state: Cubemap seamless
|
||||
#if defined(GRAPHICS_API_OPENGL_33)
|
||||
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); // Seamless cubemaps (not supported on OpenGL ES 2.0)
|
||||
#endif
|
||||
|
||||
#if defined(GRAPHICS_API_OPENGL_11)
|
||||
// Init state: Color hints (deprecated in OpenGL 3.0+)
|
||||
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation
|
||||
glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation)
|
||||
#endif
|
||||
|
||||
#if defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
|
||||
int result = swInit(width, height); // Initialize software renderer backend
|
||||
if (result == 0)
|
||||
{
|
||||
TRACELOG(RL_LOG_ERROR, "RLSW: Software renderer initialization failed!");
|
||||
exit(-1);
|
||||
}
|
||||
#if defined(GRAPHICS_API_OPENGL_33)
|
||||
// Init state: Cubemap seamless
|
||||
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); // Seamless cubemaps (not supported on OpenGL ES 2.0)
|
||||
#endif
|
||||
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
// Store screen size into global variables
|
||||
RLGL.State.framebufferWidth = width;
|
||||
RLGL.State.framebufferHeight = height;
|
||||
|
||||
TRACELOG(RL_LOG_INFO, "RLGL: Default OpenGL state initialized successfully");
|
||||
//----------------------------------------------------------
|
||||
#endif
|
||||
|
||||
// Init state: Color/Depth buffers clear
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black)
|
||||
glClearDepth(1.0f); // Set clear depth value (default)
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D)
|
||||
|
||||
TRACELOG(RL_LOG_INFO, "RLGL: Default OpenGL state initialized successfully");
|
||||
//----------------------------------------------------------
|
||||
}
|
||||
|
||||
// Vertex Buffer Object deinitialization (memory free)
|
||||
|
|
|
|||
|
|
@ -2352,8 +2352,6 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
|
|||
Mesh mesh = model.meshes[m];
|
||||
Vector3 animVertex = { 0 };
|
||||
Vector3 animNormal = { 0 };
|
||||
Matrix boneMatrix = { 0 };
|
||||
Matrix InverseBoneMatrix = { 0 };
|
||||
int boneId = 0;
|
||||
int boneCounter = 0;
|
||||
float boneWeight = 0.0;
|
||||
|
|
@ -2361,50 +2359,47 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
|
|||
const int vValues = mesh.vertexCount*3;
|
||||
|
||||
// Skip if missing bone data, causes segfault without on some models
|
||||
if ((mesh.boneWeights == NULL) || (mesh.boneIds == NULL)) continue;
|
||||
if ((mesh.boneWeights == NULL) || (mesh.boneIds == NULL)) continue;
|
||||
|
||||
// Iterates over 4 bones per vertex
|
||||
for (int j = 0; j < 4; j++, boneCounter++)
|
||||
{
|
||||
boneWeight = mesh.boneWeights[boneCounter];
|
||||
boneId = mesh.boneIds[boneCounter];
|
||||
for (int vCounter = 0; vCounter < vValues; vCounter += 3)
|
||||
{
|
||||
mesh.animVertices[vCounter] = 0;
|
||||
mesh.animVertices[vCounter + 1] = 0;
|
||||
mesh.animVertices[vCounter + 2] = 0;
|
||||
if (mesh.animNormals != NULL)
|
||||
{
|
||||
mesh.animNormals[vCounter] = 0;
|
||||
mesh.animNormals[vCounter + 1] = 0;
|
||||
mesh.animNormals[vCounter + 2] = 0;
|
||||
}
|
||||
|
||||
// Early stop when no transformation will be applied
|
||||
if (boneWeight == 0.0f) continue;
|
||||
// Iterates over 4 bones per vertex
|
||||
for (int j = 0; j < 4; j++, boneCounter++)
|
||||
{
|
||||
boneWeight = mesh.boneWeights[boneCounter];
|
||||
boneId = mesh.boneIds[boneCounter];
|
||||
|
||||
boneMatrix = model.meshes[m].boneMatrices[boneId];
|
||||
InverseBoneMatrix = MatrixTranspose(MatrixInvert(boneMatrix));
|
||||
// Early stop when no transformation will be applied
|
||||
if (boneWeight == 0.0f) continue;
|
||||
animVertex = (Vector3){ mesh.vertices[vCounter], mesh.vertices[vCounter + 1], mesh.vertices[vCounter + 2] };
|
||||
animVertex = Vector3Transform(animVertex,model.meshes[m].boneMatrices[boneId]);
|
||||
mesh.animVertices[vCounter] += animVertex.x*boneWeight;
|
||||
mesh.animVertices[vCounter+1] += animVertex.y*boneWeight;
|
||||
mesh.animVertices[vCounter+2] += animVertex.z*boneWeight;
|
||||
updated = true;
|
||||
|
||||
for (int vCounter = 0; vCounter < vValues; vCounter += 3)
|
||||
{
|
||||
mesh.animVertices[vCounter] = 0;
|
||||
mesh.animVertices[vCounter + 1] = 0;
|
||||
mesh.animVertices[vCounter + 2] = 0;
|
||||
if (mesh.animNormals != NULL)
|
||||
{
|
||||
mesh.animNormals[vCounter] = 0;
|
||||
mesh.animNormals[vCounter + 1] = 0;
|
||||
mesh.animNormals[vCounter + 2] = 0;
|
||||
}
|
||||
animVertex = (Vector3){ mesh.vertices[vCounter], mesh.vertices[vCounter + 1], mesh.vertices[vCounter + 2] };
|
||||
animVertex = Vector3Transform(animVertex, boneMatrix);
|
||||
mesh.animVertices[vCounter] += animVertex.x*boneWeight;
|
||||
mesh.animVertices[vCounter+1] += animVertex.y*boneWeight;
|
||||
mesh.animVertices[vCounter+2] += animVertex.z*boneWeight;
|
||||
updated = true;
|
||||
|
||||
// Normals processing
|
||||
// NOTE: We use meshes.baseNormals (default normal) to calculate meshes.normals (animated normals)
|
||||
if ((mesh.normals != NULL) && (mesh.animNormals != NULL))
|
||||
{
|
||||
animNormal = (Vector3){ mesh.normals[vCounter], mesh.normals[vCounter + 1], mesh.normals[vCounter + 2] };
|
||||
animNormal = Vector3Transform(animNormal, InverseBoneMatrix);
|
||||
mesh.animNormals[vCounter] += animNormal.x*boneWeight;
|
||||
mesh.animNormals[vCounter + 1] += animNormal.y*boneWeight;
|
||||
mesh.animNormals[vCounter + 2] += animNormal.z*boneWeight;
|
||||
}
|
||||
}
|
||||
}
|
||||
// Normals processing
|
||||
// NOTE: We use meshes.baseNormals (default normal) to calculate meshes.normals (animated normals)
|
||||
if ((mesh.normals != NULL) && (mesh.animNormals != NULL ))
|
||||
{
|
||||
animNormal = (Vector3){ mesh.normals[vCounter], mesh.normals[vCounter + 1], mesh.normals[vCounter + 2] };
|
||||
animNormal = Vector3Transform(animNormal, MatrixTranspose(MatrixInvert(model.meshes[m].boneMatrices[boneId])));
|
||||
mesh.animNormals[vCounter] += animNormal.x*boneWeight;
|
||||
mesh.animNormals[vCounter + 1] += animNormal.y*boneWeight;
|
||||
mesh.animNormals[vCounter + 2] += animNormal.z*boneWeight;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (updated)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1432,6 +1432,7 @@ void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
|
|||
Rectangle shapeRect = GetShapesTextureRectangle();
|
||||
|
||||
rlBegin(RL_QUADS);
|
||||
rlNormal3f(0.0f, 0.0f, 1.0f);
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
|
||||
rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height);
|
||||
|
|
@ -1441,7 +1442,7 @@ void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
|
|||
rlVertex2f(v2.x, v2.y);
|
||||
|
||||
rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
|
||||
rlVertex2f(v2.x, v2.y);
|
||||
rlVertex2f(v3.x, v3.y);
|
||||
|
||||
rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height);
|
||||
rlVertex2f(v3.x, v3.y);
|
||||
|
|
|
|||
|
|
@ -1701,9 +1701,9 @@ char *GetTextBetween(const char *text, const char *begin, const char *end)
|
|||
char *TextReplace(const char *text, const char *search, const char *replacement)
|
||||
{
|
||||
char *result = NULL;
|
||||
|
||||
|
||||
if (!text || !search) return NULL; // Sanity check
|
||||
|
||||
|
||||
char *insertPoint = NULL; // Next insert point
|
||||
char *temp = NULL; // Temp pointer
|
||||
int searchLen = 0; // Search string length of (the string to remove)
|
||||
|
|
@ -1753,7 +1753,7 @@ char *TextReplaceBetween(const char *text, const char *begin, const char *end, c
|
|||
char *result = NULL;
|
||||
|
||||
if (!text || !begin || !end) return NULL; // Sanity check
|
||||
|
||||
|
||||
int beginIndex = TextFindIndex(text, begin);
|
||||
|
||||
if (beginIndex > -1)
|
||||
|
|
|
|||
|
|
@ -64,6 +64,7 @@ Example elements validated:
|
|||
| core_highdpi_testbed | ✔ | ✔ | ✔ | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| core_screen_recording | ✔ | ✔ | ✔ | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| core_clipboard_text | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| core_text_file_loading | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| shapes_basic_shapes | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| shapes_bouncing_ball | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| shapes_bullet_hell | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
|
|
@ -92,9 +93,12 @@ Example elements validated:
|
|||
| shapes_pie_chart | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| shapes_kaleidoscope | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| shapes_clock_of_clocks | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| shapes_math_sine_cosine | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| shapes_mouse_trail | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| shapes_simple_particles | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| shapes_starfield_effect | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| shapes_lines_drawing | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| shapes_math_angle_rotation | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| textures_logo_raylib | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| textures_srcrec_dstrec | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| textures_image_drawing | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
|
|
@ -161,6 +165,7 @@ Example elements validated:
|
|||
| models_tesseract_view | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| models_basic_voxel | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| models_rotating_cube | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| models_decals | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| shaders_ascii_rendering | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| shaders_basic_lighting | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| shaders_model_shader | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
|
|
@ -173,6 +178,8 @@ Example elements validated:
|
|||
| shaders_texture_outline | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| shaders_texture_waves | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| shaders_julia_set | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| shaders_mandelbrot_set | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| shaders_color_correction | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| shaders_eratosthenes_sieve | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| shaders_fog_rendering | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| shaders_simple_mask | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
|
|
@ -204,4 +211,4 @@ Example elements validated:
|
|||
| easings_testbed | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| raylib_opengl_interop | ✔ | ❌ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ |
|
||||
| embedded_files_loading | ✔ | ❌ | ✔ | ✔ | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| web_basic_window | ✔ | ❌ | ✔ | ❌ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| web_basic_window | ✔ | ❌ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
|
|
|
|||
|
|
@ -27,4 +27,4 @@ Example elements validated:
|
|||
| easings_testbed | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| raylib_opengl_interop | ✔ | ❌ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ |
|
||||
| embedded_files_loading | ✔ | ❌ | ✔ | ✔ | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| web_basic_window | ✔ | ❌ | ✔ | ❌ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| web_basic_window | ✔ | ❌ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
|
|
|
|||
|
|
@ -239,7 +239,7 @@ int main(int argc, char *argv[])
|
|||
// build <example_name> : Build example for Desktop and Web platforms
|
||||
// validate : Validate examples collection, generates report
|
||||
// update : Validate and update examples collection, generates report
|
||||
|
||||
|
||||
if (strcmp(argv[1], "create") == 0)
|
||||
{
|
||||
// Check for valid upcoming argument
|
||||
|
|
@ -394,8 +394,8 @@ int main(int argc, char *argv[])
|
|||
{
|
||||
// Support building not only individual examples but categories and "ALL"
|
||||
if ((strcmp(argv[2], "ALL") == 0) || TextInList(argv[2], exCategories, REXM_MAX_EXAMPLE_CATEGORIES))
|
||||
{
|
||||
// Category/ALL rebuilt requested
|
||||
{
|
||||
// Category/ALL rebuilt requested
|
||||
strcpy(exRebuildRequested, argv[2]);
|
||||
}
|
||||
else
|
||||
|
|
@ -464,12 +464,14 @@ int main(int argc, char *argv[])
|
|||
// Create: raylib/examples/<category>/<category>_example_name.png
|
||||
if (FileExists(TextFormat("%s/%s.png", GetDirectoryPath(inFileName), exName)))
|
||||
{
|
||||
LOG("INFO: [%s] Copying file screenshot...\n", GetFileName(inFileName));
|
||||
FileCopy(TextFormat("%s/%s.png", GetDirectoryPath(inFileName), exName),
|
||||
TextFormat("%s/%s/%s.png", exBasePath, exCategory, exName));
|
||||
}
|
||||
else // No screenshot available next to source file
|
||||
{
|
||||
// Copy screenshot template
|
||||
LOG("WARNING: [%s] No screenshot found, using placeholder screenshot\n", GetFileName(inFileName));
|
||||
FileCopy(exTemplateScreenshot, TextFormat("%s/%s/%s.png", exBasePath, exCategory, exName));
|
||||
}
|
||||
|
||||
|
|
@ -478,10 +480,13 @@ int main(int argc, char *argv[])
|
|||
// Scan resources used in example to copy
|
||||
// NOTE: resources path will be relative to example source file directory
|
||||
int resPathCount = 0;
|
||||
LOG("INFO: [%s] Scanning file for resources...\n", GetFileName(inFileName));
|
||||
char **resPaths = ScanExampleResources(TextFormat("%s/%s.c", GetDirectoryPath(inFileName), exName), &resPathCount);
|
||||
|
||||
if (resPathCount > 0)
|
||||
{
|
||||
LOG("INFO: [%s] Required resources found: %i\n", GetFileName(inFileName), resPathCount);
|
||||
|
||||
for (int r = 0; r < resPathCount; r++)
|
||||
{
|
||||
// WARNING: Special case to consider: shaders, resource paths could use conditions: "glsl%i"
|
||||
|
|
@ -494,7 +499,7 @@ int main(int argc, char *argv[])
|
|||
{
|
||||
char *resPathUpdated = TextReplace(resPaths[r], "glsl%i", TextFormat("glsl%i", glslVer[v]));
|
||||
|
||||
LOG("INFO: Example resource required: %s\n", resPathUpdated);
|
||||
LOG("INFO: [%s] Resource required [%i/%i]: %s\n", GetFileName(inFileName), r, resPathCount, resPathUpdated);
|
||||
|
||||
if (FileExists(TextFormat("%s/%s", GetDirectoryPath(inFileName), resPathUpdated)))
|
||||
{
|
||||
|
|
@ -515,7 +520,7 @@ int main(int argc, char *argv[])
|
|||
}
|
||||
else
|
||||
{
|
||||
LOG("INFO: Example resource required: %s\n", resPaths[r]);
|
||||
LOG("INFO: [%s] Resource required [%i/%i]: %s\n", GetFileName(inFileName), r, resPathCount, resPaths[r]);
|
||||
|
||||
if (FileExists(TextFormat("%s/%s", GetDirectoryPath(inFileName), resPaths[r])))
|
||||
{
|
||||
|
|
@ -543,6 +548,8 @@ int main(int argc, char *argv[])
|
|||
char *exCollectionList = LoadFileText(exCollectionFilePath);
|
||||
if (TextFindIndex(exCollectionList, exName) == -1) // Example not found
|
||||
{
|
||||
LOG("INFO: [%s] Adding example to collection list (%s)\n", GetFileName(inFileName), exCategory);
|
||||
|
||||
char *exCollectionListUpdated = (char *)RL_CALLOC(REXM_MAX_BUFFER_SIZE, 1); // Updated list copy, 2MB
|
||||
|
||||
// Add example to the main list, by category
|
||||
|
|
@ -560,9 +567,15 @@ int main(int argc, char *argv[])
|
|||
|
||||
// Get required example info from example file header (if provided)
|
||||
|
||||
// NOTE: If no example info is provided (other than category/name), just using some default values
|
||||
// NOTE: Load example info from provided example header
|
||||
rlExampleInfo *exInfo = LoadExampleInfo(TextFormat("%s/%s/%s.c", exBasePath, exCategory, exName));
|
||||
|
||||
LOG("INFO: [%s] Example info: \n", GetFileName(inFileName));
|
||||
LOG(" > Author: %s (@%s)\n", exInfo->author, exInfo->authorGitHub);
|
||||
LOG(" > Stars: %i\n", exInfo->stars);
|
||||
LOG(" > Version-Update: %s-%s\n", exInfo->verCreated, exInfo->verUpdated);
|
||||
LOG(" > Created-Reviewed: %i-%i\n", exInfo->yearCreated, exInfo->yearReviewed);
|
||||
|
||||
// Get example difficulty stars text
|
||||
char starsText[16] = { 0 };
|
||||
for (int i = 0; i < 4; i++)
|
||||
|
|
@ -599,13 +612,14 @@ int main(int argc, char *argv[])
|
|||
UnloadFileText(exCollectionList);
|
||||
//------------------------------------------------------------------------------------------------
|
||||
|
||||
// Update: Makefile, Makefile.Web, README.md, examples.js
|
||||
// Update: Metadata, Makefile, Makefile.Web, README.md, examples.js
|
||||
//------------------------------------------------------------------------------------------------
|
||||
UpdateRequiredFiles();
|
||||
//------------------------------------------------------------------------------------------------
|
||||
|
||||
// Create: raylib/projects/VS2022/examples/<category>_example_name.vcxproj
|
||||
//------------------------------------------------------------------------------------------------
|
||||
LOG("INFO: [%s] Creating example project\n", TextFormat("%s/../projects/VS2022/examples/%s.vcxproj", exBasePath, exName));
|
||||
// WARNING: When adding new project a unique UUID should be assigned!
|
||||
FileCopy(TextFormat("%s/../projects/VS2022/examples/core_basic_window.vcxproj", exBasePath),
|
||||
TextFormat("%s/../projects/VS2022/examples/%s.vcxproj", exBasePath, exName));
|
||||
|
|
@ -619,6 +633,7 @@ int main(int argc, char *argv[])
|
|||
// we must store provided file paths because pointers will be overwriten
|
||||
// TODO: It seems projects are added to solution BUT not to required solution folder,
|
||||
// that process still requires to be done manually
|
||||
LOG("INFO: [%s] Adding project to raylib solution (.sln)\n", TextFormat("%s/../projects/VS2022/examples/%s.vcxproj", exBasePath, exName));
|
||||
AddVSProjectToSolution(exVSProjectSolutionFile,
|
||||
TextFormat("%s/../projects/VS2022/examples/%s.vcxproj", exBasePath, exName), exCategory);
|
||||
//------------------------------------------------------------------------------------------------
|
||||
|
|
@ -633,17 +648,21 @@ int main(int argc, char *argv[])
|
|||
// WARNING 1: EMSDK_PATH must be set to proper location when calling from GitHub Actions
|
||||
// WARNING 2: raylib.a and raylib.web.a must be available when compiling locally
|
||||
#if defined(_WIN32)
|
||||
LOG("INFO: [%s] Building example for PLATFORM_WEB (Host: Win32)\n", GetFileNameWithoutExt(inFileName));
|
||||
//putenv("RAYLIB_DIR=C:\\GitHub\\raylib");
|
||||
putenv("PATH=%PATH%;C:\\raylib\\w64devkit\\bin");
|
||||
_putenv("PATH=%PATH%;C:\\raylib\\w64devkit\\bin");
|
||||
system(TextFormat("mingw32-make -C %s -f Makefile.Web %s/%s PLATFORM=PLATFORM_WEB -B", exBasePath, exCategory, exName));
|
||||
#else
|
||||
LOG("INFO: [%s] Building example for PLATFORM_WEB (Host: POSIX)\n", GetFileNameWithoutExt(inFileName));
|
||||
system(TextFormat("make -C %s -f Makefile.Web %s/%s PLATFORM=PLATFORM_WEB -B", exBasePath, exCategory, exName));
|
||||
#endif
|
||||
// Update generated .html metadata
|
||||
LOG("INFO: [%s] Updating HTML Metadata...\n", TextFormat("%s.html", exName));
|
||||
UpdateWebMetadata(TextFormat("%s/%s/%s.html", exBasePath, exCategory, exName),
|
||||
TextFormat("%s/%s/%s.c", exBasePath, exCategory, exName));
|
||||
|
||||
// Copy results to web side
|
||||
LOG("INFO: [%s] Copy example build to raylib.com\n", exName);
|
||||
FileCopy(TextFormat("%s/%s/%s.html", exBasePath, exCategory, exName),
|
||||
TextFormat("%s/%s/%s.html", exWebPath, exCategory, exName));
|
||||
FileCopy(TextFormat("%s/%s/%s.data", exBasePath, exCategory, exName),
|
||||
|
|
@ -732,7 +751,7 @@ int main(int argc, char *argv[])
|
|||
// Recompile example (on raylib side)
|
||||
// WARNING: EMSDK_PATH must be set to proper location when calling from GitHub Actions
|
||||
#if defined(_WIN32)
|
||||
putenv("PATH=%PATH%;C:\\raylib\\w64devkit\\bin");
|
||||
_putenv("PATH=%PATH%;C:\\raylib\\w64devkit\\bin");
|
||||
system(TextFormat("mingw32-make -C %s -f Makefile.Web %s/%s PLATFORM=PLATFORM_WEB -B", exBasePath, exRecategory, exRename));
|
||||
#else
|
||||
system(TextFormat("make -C %s -f Makefile.Web %s/%s PLATFORM=PLATFORM_WEB -B", exBasePath, exRecategory, exRename));
|
||||
|
|
@ -776,6 +795,7 @@ int main(int argc, char *argv[])
|
|||
|
||||
// Remove example from collection for files update
|
||||
//------------------------------------------------------------------------------------------------
|
||||
LOG("INFO: [%s] Removing example from collection\n", exName);
|
||||
char *exCollectionList = LoadFileText(exCollectionFilePath);
|
||||
int exIndex = TextFindIndex(exCollectionList, TextFormat("%s;%s", exCategory, exName));
|
||||
if (exIndex > 0) // Example found
|
||||
|
|
@ -831,22 +851,33 @@ int main(int argc, char *argv[])
|
|||
|
||||
// Remove: raylib/examples/<category>/<category>_example_name.c
|
||||
// Remove: raylib/examples/<category>/<category>_example_name.png
|
||||
LOG("INFO: [%s] Removing example code file\n", TextFormat("%s.c", exName));
|
||||
FileRemove(TextFormat("%s/%s/%s.c", exBasePath, exCategory, exName));
|
||||
LOG("INFO: [%s] Removing example screenshot file\n", TextFormat("%s.png", exName));
|
||||
FileRemove(TextFormat("%s/%s/%s.png", exBasePath, exCategory, exName));
|
||||
|
||||
// Edit: Update required files: Makefile, Makefile.Web, README.md, examples.js
|
||||
UpdateRequiredFiles();
|
||||
|
||||
// Remove: raylib/projects/VS2022/examples/<category>_example_name.vcxproj
|
||||
LOG("INFO: [%s] Removing example project file\n", TextFormat("%s.vcxproj", exName));
|
||||
FileRemove(TextFormat("%s/../projects/VS2022/examples/%s.vcxproj", exBasePath, exName));
|
||||
|
||||
// Edit: raylib/projects/VS2022/raylib.sln --> Remove example project
|
||||
LOG("INFO: [%s] Removing example from raylib solution (.sln)\n", exName);
|
||||
RemoveVSProjectFromSolution(TextFormat("%s/../projects/VS2022/raylib.sln", exBasePath), exName);
|
||||
|
||||
// Remove: Delete example build from local copy (if exists)
|
||||
FileRemove(TextFormat("%s/%s/%s.html", exBasePath, exCategory, exName));
|
||||
FileRemove(TextFormat("%s/%s/%s.data", exBasePath, exCategory, exName));
|
||||
FileRemove(TextFormat("%s/%s/%s.wasm", exBasePath, exCategory, exName));
|
||||
FileRemove(TextFormat("%s/%s/%s.js", exBasePath, exCategory, exName));
|
||||
|
||||
// Remove: raylib.com/examples/<category>/<category>_example_name.html
|
||||
// Remove: raylib.com/examples/<category>/<category>_example_name.data
|
||||
// Remove: raylib.com/examples/<category>/<category>_example_name.wasm
|
||||
// Remove: raylib.com/examples/<category>/<category>_example_name.js
|
||||
LOG("INFO: [%s] Deleting example from raylib.com\n", exName);
|
||||
FileRemove(TextFormat("%s/%s/%s.html", exWebPath, exCategory, exName));
|
||||
FileRemove(TextFormat("%s/%s/%s.data", exWebPath, exCategory, exName));
|
||||
FileRemove(TextFormat("%s/%s/%s.wasm", exWebPath, exCategory, exName));
|
||||
|
|
@ -868,11 +899,10 @@ int main(int argc, char *argv[])
|
|||
// Build: raylib.com/examples/<category>/<category>_example_name.data
|
||||
// Build: raylib.com/examples/<category>/<category>_example_name.wasm
|
||||
// Build: raylib.com/examples/<category>/<category>_example_name.js
|
||||
|
||||
#if defined(_WIN32)
|
||||
// Set required environment variables
|
||||
//putenv(TextFormat("RAYLIB_DIR=%s\\..", exBasePath));
|
||||
putenv("PATH=%PATH%;C:\\raylib\\w64devkit\\bin");
|
||||
_putenv("PATH=%PATH%;C:\\raylib\\w64devkit\\bin");
|
||||
//putenv("MAKE=mingw32-make");
|
||||
//ChangeDirectory(exBasePath);
|
||||
#endif
|
||||
|
|
@ -880,22 +910,28 @@ int main(int argc, char *argv[])
|
|||
{
|
||||
// Build example for PLATFORM_DESKTOP
|
||||
#if defined(_WIN32)
|
||||
LOG("INFO: [%s] Building example for PLATFORM_DESKTOP (Host: Win32)\n", exName);
|
||||
system(TextFormat("mingw32-make -C %s %s/%s PLATFORM=PLATFORM_DESKTOP -B", exBasePath, exRebuildList[i].category, exRebuildList[i].name));
|
||||
#else
|
||||
LOG("INFO: [%s] Building example for PLATFORM_DESKTOP (Host: POSIX)\n", exName);
|
||||
system(TextFormat("make -C %s %s/%s PLATFORM=PLATFORM_DESKTOP -B", exBasePath, exRebuildList[i].category, exRebuildList[i].name));
|
||||
#endif
|
||||
|
||||
// Build example for PLATFORM_WEB
|
||||
#if defined(_WIN32)
|
||||
LOG("INFO: [%s] Building example for PLATFORM_WEB (Host: Win32)\n", exName);
|
||||
system(TextFormat("mingw32-make -C %s -f Makefile.Web %s/%s PLATFORM=PLATFORM_WEB -B", exBasePath, exRebuildList[i].category, exRebuildList[i].name));
|
||||
#else
|
||||
LOG("INFO: [%s] Building example for PLATFORM_WEB (Host: POSIX)\n", exName);
|
||||
system(TextFormat("make -C %s -f Makefile.Web %s/%s PLATFORM=PLATFORM_WEB -B", exBasePath, exRebuildList[i].category, exRebuildList[i].name));
|
||||
#endif
|
||||
// Update generated .html metadata
|
||||
LOG("INFO: [%s] Updating HTML Metadata...\n", TextFormat("%s.html", exRebuildList[i].name));
|
||||
UpdateWebMetadata(TextFormat("%s/%s/%s.html", exBasePath, exRebuildList[i].category, exRebuildList[i].name),
|
||||
TextFormat("%s/%s/%s.c", exBasePath, exRebuildList[i].category, exRebuildList[i].name));
|
||||
|
||||
// Copy results to web side
|
||||
LOG("INFO: [%s] Copy example build to raylib.com\n", exRebuildList[i].name);
|
||||
FileCopy(TextFormat("%s/%s/%s.html", exBasePath, exRebuildList[i].category, exRebuildList[i].name),
|
||||
TextFormat("%s/%s/%s.html", exWebPath, exRebuildList[i].category, exRebuildList[i].name));
|
||||
FileCopy(TextFormat("%s/%s/%s.data", exBasePath, exRebuildList[i].category, exRebuildList[i].name),
|
||||
|
|
@ -933,10 +969,9 @@ int main(int argc, char *argv[])
|
|||
VALID_INVALID_CATEGORY
|
||||
*/
|
||||
|
||||
// TODO: Log more details about the validation process
|
||||
|
||||
// Scan available example .c files and add to collection missing ones
|
||||
// NOTE: Source of truth is what we have in the examples directories (on validation/update)
|
||||
LOG("INFO: Scanning available example (.c) files to be added to collection...\n");
|
||||
FilePathList clist = LoadDirectoryFilesEx(exBasePath, ".c", true);
|
||||
|
||||
char *exList = LoadFileText(exCollectionFilePath);
|
||||
|
|
@ -968,6 +1003,9 @@ int main(int argc, char *argv[])
|
|||
if (!TextIsEqual(GetFileNameWithoutExt(clist.paths[i]), "examples_template") &&
|
||||
(TextFindIndex(exList, GetFileNameWithoutExt(clist.paths[i])) == -1))
|
||||
{
|
||||
// TODO: Examples to be added in the list should be added at the end of their categories,
|
||||
// not at the end of the file...
|
||||
|
||||
// Add example to the examples collection list
|
||||
// WARNING: Added to the end of the list, order must be set by users and
|
||||
// defines placement on raylib webpage
|
||||
|
|
@ -1007,6 +1045,7 @@ int main(int argc, char *argv[])
|
|||
UnloadDirectoryFiles(clist);
|
||||
|
||||
// Check all examples in collection [examples_list.txt] -> Source of truth!
|
||||
LOG("INFO: Validating examples in collection...\n");
|
||||
int exCollectionCount = 0;
|
||||
rlExampleInfo *exCollection = LoadExamplesData(exCollectionFilePath, "ALL", false, &exCollectionCount);
|
||||
|
||||
|
|
@ -1016,6 +1055,8 @@ int main(int argc, char *argv[])
|
|||
rlExampleInfo *exInfo = &exCollection[i];
|
||||
exInfo->status = 0;
|
||||
|
||||
LOG("INFO: [%s] Validating example...\n", exInfo->name);
|
||||
|
||||
// Validate: raylib/examples/<category>/<category>_example_name.c -> File exists?
|
||||
if (!FileExists(TextFormat("%s/%s/%s.c", exBasePath, exInfo->category, exInfo->name))) exInfo->status |= VALID_MISSING_C;
|
||||
|
||||
|
|
@ -1138,11 +1179,16 @@ int main(int argc, char *argv[])
|
|||
exInfo->status |= VALID_INCONSISTENT_INFO;
|
||||
}
|
||||
|
||||
if (exInfo->status == 0) LOG("INFO: [%s] Validation result: OK\n", exInfo->name);
|
||||
else LOG("WARNING: [%s] Validation result: ISSUES FOUND\n", exInfo->name);
|
||||
|
||||
UnloadExampleInfo(exInfoHeader);
|
||||
}
|
||||
|
||||
if (opCode == OP_UPDATE)
|
||||
{
|
||||
LOG("INFO: Updating examples with issues in collection...\n");
|
||||
|
||||
// Actions to fix/review anything possible from validation results
|
||||
//------------------------------------------------------------------------------------------------
|
||||
// Check examples "status" information
|
||||
|
|
@ -1162,16 +1208,16 @@ int main(int argc, char *argv[])
|
|||
|
||||
// NOTE: Some examples should be excluded from VS2022 solution because
|
||||
// they have specific platform/linkage requirements:
|
||||
if ((strcmp(exInfo->name, "core_basic_window_web") == 0) ||
|
||||
(strcmp(exInfo->name, "core_input_gestures_web") == 0) ||
|
||||
(strcmp(exInfo->name, "raylib_opengl_interop") == 0) ||
|
||||
(strcmp(exInfo->name, "raymath_vector_angle") == 0)) continue;
|
||||
if ((strcmp(exInfo->name, "web_basic_window") == 0) ||
|
||||
(strcmp(exInfo->name, "raylib_opengl_interop") == 0)) continue;
|
||||
|
||||
// Review: Add: raylib/projects/VS2022/examples/<category>_example_name.vcxproj
|
||||
// Review: Add: raylib/projects/VS2022/raylib.sln
|
||||
// Solves: VALID_MISSING_VCXPROJ, VALID_NOT_IN_VCXSOL
|
||||
if (exInfo->status & VALID_MISSING_VCXPROJ)
|
||||
{
|
||||
LOG("WARNING: [%s] Missing VS2022 project file\n", exInfo->name);
|
||||
LOG("INFO: [%s.vcxproj] Creating VS2022 project file\n", exInfo->name);
|
||||
FileCopy(TextFormat("%s/../projects/VS2022/examples/core_basic_window.vcxproj", exBasePath),
|
||||
TextFormat("%s/../projects/VS2022/examples/%s.vcxproj", exBasePath, exInfo->name));
|
||||
FileTextReplace(TextFormat("%s/../projects/VS2022/examples/%s.vcxproj", exBasePath, exInfo->name),
|
||||
|
|
@ -1185,6 +1231,8 @@ int main(int argc, char *argv[])
|
|||
// Add project (.vcxproj) to raylib solution (.sln)
|
||||
if (exInfo->status & VALID_NOT_IN_VCXSOL)
|
||||
{
|
||||
LOG("WARNING: [%s.vcxproj] Project not included in raylib solution (.sln)\n", exInfo->name);
|
||||
LOG("INFO: [%s.vcxproj] Adding project to raylib solution (.sln)\n", exInfo->name);
|
||||
AddVSProjectToSolution(exVSProjectSolutionFile,
|
||||
TextFormat("%s/../projects/VS2022/examples/%s.vcxproj", exBasePath, exInfo->name), exInfo->category);
|
||||
|
||||
|
|
@ -1199,19 +1247,25 @@ int main(int argc, char *argv[])
|
|||
if ((strcmp(exInfo->category, "others") != 0) && // Skipping "others" category
|
||||
((exInfo->status & VALID_MISSING_WEB_OUTPUT) || (exInfo->status & VALID_MISSING_WEB_METADATA)))
|
||||
{
|
||||
LOG("WARNING: [%s] Example not available on raylib web\n", exInfo->name);
|
||||
|
||||
// Build example for PLATFORM_WEB
|
||||
#if defined(_WIN32)
|
||||
putenv("PATH=%PATH%;C:\\raylib\\w64devkit\\bin");
|
||||
LOG("INFO: [%s] Building example for PLATFORM_WEB (Host: Win32)\n", exInfo->name);
|
||||
_putenv("PATH=%PATH%;C:\\raylib\\w64devkit\\bin");
|
||||
system(TextFormat("mingw32-make -C %s -f Makefile.Web %s/%s PLATFORM=PLATFORM_WEB -B", exBasePath, exInfo->category, exInfo->name));
|
||||
#else
|
||||
LOG("INFO: [%s] Building example for PLATFORM_WEB (Host: POSIX)\n", exInfo->name);
|
||||
system(TextFormat("make -C %s -f Makefile.Web %s/%s PLATFORM=PLATFORM_WEB -B", exBasePath, exInfo->category, exInfo->name));
|
||||
#endif
|
||||
|
||||
// Update generated .html metadata
|
||||
LOG("INFO: [%s.html] Updating HTML Metadata...\n", exInfo->name);
|
||||
UpdateWebMetadata(TextFormat("%s/%s/%s.html", exBasePath, exInfo->category, exInfo->name),
|
||||
TextFormat("%s/%s/%s.c", exBasePath, exInfo->category, exInfo->name));
|
||||
|
||||
// Copy results to web side
|
||||
LOG("INFO: [%s] Copy example build to raylib.com\n", exInfo->name);
|
||||
FileCopy(TextFormat("%s/%s/%s.html", exBasePath, exInfo->category, exInfo->name),
|
||||
TextFormat("%s/%s/%s.html", exWebPath, exInfo->category, exInfo->name));
|
||||
FileCopy(TextFormat("%s/%s/%s.data", exBasePath, exInfo->category, exInfo->name),
|
||||
|
|
@ -1228,6 +1282,8 @@ int main(int argc, char *argv[])
|
|||
if (exInfo->status & VALID_INCONSISTENT_INFO)
|
||||
{
|
||||
// Update source code header info
|
||||
LOG("WARNING: [%s.c] Inconsistent source code metadata\n", exInfo->name);
|
||||
LOG("INFO: [%s.c] Updating source code metadata...\n", exInfo->name);
|
||||
UpdateSourceMetadata(TextFormat("%s/%s/%s.c", exBasePath, exInfo->category, exInfo->name), exInfo);
|
||||
|
||||
exInfo->status &= ~VALID_INCONSISTENT_INFO;
|
||||
|
|
@ -1273,6 +1329,7 @@ int main(int argc, char *argv[])
|
|||
| shapes_colors_palette | ✘ | ✔ | ✘ | ✔ | ✘ | ✔ | ✔ | ✘ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| text_format_text | ✘ | ✘ | ✘ | ✘ | ✘ | ✘ | ✘ | ✘ | ✔ | ✘ | ✔ | ✔ | ✔ | ✔ |
|
||||
*/
|
||||
LOG("INFO: [examples_report.md] Generating examples validation report...\n");
|
||||
|
||||
char *report = (char *)RL_CALLOC(REXM_MAX_BUFFER_SIZE, 1);
|
||||
|
||||
|
|
@ -1324,6 +1381,8 @@ int main(int argc, char *argv[])
|
|||
|
||||
// Generate a report with only the examples missing some elements
|
||||
//-----------------------------------------------------------------------------------------------------
|
||||
LOG("INFO: [examples_report_issues.md] Generating examples issues report...\n");
|
||||
|
||||
char *reportIssues = (char *)RL_CALLOC(REXM_MAX_BUFFER_SIZE, 1);
|
||||
|
||||
repIndex = 0;
|
||||
|
|
@ -1437,6 +1496,7 @@ static int UpdateRequiredFiles(void)
|
|||
|
||||
// Edit: Example source code metadata for consistency
|
||||
//------------------------------------------------------------------------------------------------
|
||||
LOG("INFO: Updating all examples metadata...\n");
|
||||
int exListCount = 0;
|
||||
rlExampleInfo *exList = LoadExamplesData(exCollectionFilePath, "ALL", true, &exListCount);
|
||||
for (int i = 0; i < exListCount; i++)
|
||||
|
|
@ -1449,6 +1509,7 @@ static int UpdateRequiredFiles(void)
|
|||
|
||||
// Edit: raylib/examples/Makefile --> Update from collection
|
||||
//------------------------------------------------------------------------------------------------
|
||||
LOG("INFO: Updating raylib/examples/Makefile\n");
|
||||
char *mkText = LoadFileText(TextFormat("%s/Makefile", exBasePath));
|
||||
char *mkTextUpdated = (char *)RL_CALLOC(REXM_MAX_BUFFER_SIZE, 1); // Updated Makefile copy, 2MB
|
||||
|
||||
|
|
@ -1484,6 +1545,7 @@ static int UpdateRequiredFiles(void)
|
|||
// Edit: raylib/examples/Makefile.Web --> Update from collection
|
||||
// NOTE: We avoid the "others" category on web building
|
||||
//------------------------------------------------------------------------------------------------
|
||||
LOG("INFO: Updating raylib/examples/Makefile.Web\n");
|
||||
char *mkwText = LoadFileText(TextFormat("%s/Makefile.Web", exBasePath));
|
||||
char *mkwTextUpdated = (char *)RL_CALLOC(REXM_MAX_BUFFER_SIZE, 1); // Updated Makefile copy, 2MB
|
||||
|
||||
|
|
@ -1602,6 +1664,7 @@ static int UpdateRequiredFiles(void)
|
|||
|
||||
// Edit: raylib/examples/README.md --> Update from collection
|
||||
//------------------------------------------------------------------------------------------------
|
||||
LOG("INFO: Updating raylib/examples/README.md\n");
|
||||
// NOTE: Using [examples_list.txt] to update/regen README.md
|
||||
// Lines format: | 01 | [core_basic_window](core/core_basic_window.c) | <img src="core/core_basic_window.png" alt="core_basic_window" width="80"> | ⭐️☆☆☆ | 1.0 | 1.0 | [Ray](https://github.com/raysan5) |
|
||||
char *mdText = LoadFileText(TextFormat("%s/README.md", exBasePath));
|
||||
|
|
@ -1710,6 +1773,7 @@ static int UpdateRequiredFiles(void)
|
|||
// Edit: raylib.com/common/examples.js --> Update from collection
|
||||
// NOTE: Entries format: exampleEntry('⭐️☆☆☆' , 'core' , 'basic_window'),
|
||||
//------------------------------------------------------------------------------------------------
|
||||
LOG("INFO: Updating raylib.com/common/examples.js\n");
|
||||
char *jsText = LoadFileText(TextFormat("%s/../common/examples.js", exWebPath));
|
||||
if (!jsText)
|
||||
{
|
||||
|
|
@ -2233,7 +2297,7 @@ static int RemoveVSProjectFromSolution(const char *slnFile, const char *exName)
|
|||
char uuid[38] = { 0 };
|
||||
strcpy(uuid, "ABCDEF00-0123-4567-89AB-000000000012"); // Temp value
|
||||
int textUpdatedOfsset = 0;
|
||||
int exNameLen = strlen(exName);
|
||||
int exNameLen = (int)strlen(exName);
|
||||
|
||||
for (int i = 0, index = 0; i < lineCount; i++)
|
||||
{
|
||||
|
|
@ -2304,7 +2368,7 @@ static void UpdateSourceMetadata(const char *exSrcPath, const rlExampleInfo *inf
|
|||
char exNameFormated[256] = { 0 }; // Example name without category and using spaces
|
||||
int exNameIndex = TextFindIndex(info->name, "_");
|
||||
strcpy(exNameFormated, info->name + exNameIndex + 1);
|
||||
int exNameLen = strlen(exNameFormated);
|
||||
int exNameLen = (int)strlen(exNameFormated);
|
||||
for (int i = 0; i < exNameLen; i++) { if (exNameFormated[i] == '_') exNameFormated[i] = ' '; }
|
||||
|
||||
// Update example header title (line #3 - ALWAYS)
|
||||
|
|
@ -2432,7 +2496,7 @@ static void UpdateWebMetadata(const char *exHtmlPath, const char *exFilePath)
|
|||
static bool TextInList(const char *text, const char **list, int listCount)
|
||||
{
|
||||
bool result = false;
|
||||
|
||||
|
||||
for (int i = 0; i < listCount; i++)
|
||||
{
|
||||
if (TextIsEqual(text, list[i])) { result = true; break; }
|
||||
|
|
|
|||