merge w/ master
This commit is contained in:
commit
5e666e2f8d
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@ -23,6 +23,7 @@ _Current version of raylib is complete and functional but there is always room f
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- [ ] `rlsw`: Software renderer optimizations: mipmaps, platform-specific SIMD
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- [ ] `rtextures`: Consider moving N-patch system to separate example
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- [ ] `rtextures`: Review blending modes system, provide more options or better samples
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- [ ] `rtext`: Investigate the recently opened [`Slug`](https://sluglibrary.com/) font rendering algorithm
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- [ ] `raudio`: Support microphone input, basic API to read microphone
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- [ ] `rltexgpu`: Improve compressed textures support, loading and saving, improve KTX 2.0
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- [ ] `rlobj`: Create OBJ loader, supporting material file separately (low priority)
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@ -223,7 +223,7 @@ Examples using raylib models functionality, including models loading/generation
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### category: shaders [35]
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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.
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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.h) module.
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| example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
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|-----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
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@ -111,7 +111,7 @@ int main(void)
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// De-Initialization
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//--------------------------------------------------------------------------------------
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free(rectangles);
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RL_FREE(rectangles);
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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@ -41,6 +41,9 @@ int main(void)
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Model model = LoadModel("resources/models/obj/plane.obj"); // Load model
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Texture2D texture = LoadTexture("resources/models/obj/plane_diffuse.png"); // Load model texture
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SetTextureWrap(texture, TEXTURE_WRAP_REPEAT); // Force Repeat to avoid issue on Web version
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
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float pitch = 0.0f;
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@ -17,15 +17,19 @@
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#include "raylib.h"
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#include <stdlib.h>
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#include <math.h>
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#include <stdlib.h> // Required for: malloc(), free()
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#include <math.h> // Required for: hypot()
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#define MAX_BALLS 5000 // Maximum quantity of balls
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#define MAX_BALLS 5000 // Maximum quantity of balls
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// Ball data type
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typedef struct Ball {
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Vector2 pos; // Position
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Vector2 vel; // Velocity
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Vector2 ppos; // Previous position
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Vector2 position;
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Vector2 speed;
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Vector2 prevPosition;
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float radius;
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float friction;
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float elasticity;
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@ -45,24 +49,27 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - ball physics");
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Ball balls[MAX_BALLS] = {{
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.pos = { GetScreenWidth()/2.0f, GetScreenHeight()/2.0f },
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.vel = { 200, 200 },
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.ppos = { 0 },
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Ball *balls = (Ball*)RL_MALLOC(sizeof(Ball)*MAX_BALLS);
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// Init first ball in the array
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balls[0] = (Ball){
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.position = { GetScreenWidth()/2.0f, GetScreenHeight()/2.0f },
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.speed = { 200, 200 },
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.prevPosition = { 0 },
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.radius = 40,
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.friction = 0.99f,
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.elasticity = 0.9f,
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.color = BLUE,
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.grabbed = false
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}};
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};
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int ballCount = 1;
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Ball *grabbedBall = NULL; // A pointer to the current ball that is grabbed
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Vector2 pressOffset = { 0 }; // Mouse press offset relative to the ball that grabbedd
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Ball *grabbedBall = NULL; // A pointer to the current ball that is grabbed
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Vector2 pressOffset = { 0 }; // Mouse press offset relative to the ball that grabbedd
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float gravity = 100; // World gravity
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float gravity = 100; // World gravity
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//---------------------------------------------------------------------------------------
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// Main game loop
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@ -79,8 +86,8 @@ int main(void)
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for (int i = ballCount - 1; i >= 0; i--)
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{
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Ball *ball = &balls[i];
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pressOffset.x = mousePos.x - ball->pos.x;
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pressOffset.y = mousePos.y - ball->pos.y;
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pressOffset.x = mousePos.x - ball->position.x;
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pressOffset.y = mousePos.y - ball->position.y;
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// If the distance between the ball position and the mouse press position
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// is less than or equal to the ball radius, the event occurred inside the ball
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@ -109,9 +116,9 @@ int main(void)
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if (ballCount < MAX_BALLS)
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{
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balls[ballCount++] = (Ball){
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.pos = mousePos,
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.vel = { (float)GetRandomValue(-300, 300), (float)GetRandomValue(-300, 300) },
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.ppos = { 0 },
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.position = mousePos,
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.speed = { (float)GetRandomValue(-300, 300), (float)GetRandomValue(-300, 300) },
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.prevPosition = { 0 },
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.radius = 20.0f + (float)GetRandomValue(0, 30),
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.friction = 0.99f,
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.elasticity = 0.9f,
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@ -126,7 +133,7 @@ int main(void)
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{
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for (int i = 0; i < ballCount; i++)
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{
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if (!balls[i].grabbed) balls[i].vel = (Vector2){ (float)GetRandomValue(-2000, 2000), (float)GetRandomValue(-2000, 2000) };
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if (!balls[i].grabbed) balls[i].speed = (Vector2){ (float)GetRandomValue(-2000, 2000), (float)GetRandomValue(-2000, 2000) };
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}
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}
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@ -142,49 +149,49 @@ int main(void)
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if (!ball->grabbed)
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{
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// Ball repositioning using the velocity
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ball->pos.x += ball->vel.x * delta;
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ball->pos.y += ball->vel.y * delta;
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ball->position.x += ball->speed.x * delta;
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ball->position.y += ball->speed.y * delta;
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// Does the ball hit the screen right boundary?
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if ((ball->pos.x + ball->radius) >= screenWidth)
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if ((ball->position.x + ball->radius) >= screenWidth)
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{
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ball->pos.x = screenWidth - ball->radius; // Ball repositioning
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ball->vel.x = -ball->vel.x*ball->elasticity; // Elasticity makes the ball lose 10% of its velocity on hit
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ball->position.x = screenWidth - ball->radius; // Ball repositioning
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ball->speed.x = -ball->speed.x*ball->elasticity; // Elasticity makes the ball lose 10% of its velocity on hit
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}
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// Does the ball hit the screen left boundary?
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else if ((ball->pos.x - ball->radius) <= 0)
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else if ((ball->position.x - ball->radius) <= 0)
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{
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ball->pos.x = ball->radius;
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ball->vel.x = -ball->vel.x*ball->elasticity;
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ball->position.x = ball->radius;
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ball->speed.x = -ball->speed.x*ball->elasticity;
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}
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// The same for y axis
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if ((ball->pos.y + ball->radius) >= screenHeight)
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if ((ball->position.y + ball->radius) >= screenHeight)
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{
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ball->pos.y = screenHeight - ball->radius;
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ball->vel.y = -ball->vel.y*ball->elasticity;
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ball->position.y = screenHeight - ball->radius;
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ball->speed.y = -ball->speed.y*ball->elasticity;
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}
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else if ((ball->pos.y - ball->radius) <= 0)
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else if ((ball->position.y - ball->radius) <= 0)
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{
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ball->pos.y = ball->radius;
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ball->vel.y = -ball->vel.y*ball->elasticity;
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ball->position.y = ball->radius;
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ball->speed.y = -ball->speed.y*ball->elasticity;
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}
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// Friction makes the ball lose 1% of its velocity each frame
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ball->vel.x = ball->vel.x*ball->friction;
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ball->speed.x = ball->speed.x*ball->friction;
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// Gravity affects only the y axis
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ball->vel.y = ball->vel.y*ball->friction + gravity;
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ball->speed.y = ball->speed.y*ball->friction + gravity;
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}
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else
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{
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// Ball repositioning using the mouse position
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ball->pos.x = mousePos.x - pressOffset.x;
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ball->pos.y = mousePos.y - pressOffset.y;
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ball->position.x = mousePos.x - pressOffset.x;
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ball->position.y = mousePos.y - pressOffset.y;
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// While the ball is grabbed, recalculates its velocity
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ball->vel.x = (ball->pos.x - ball->ppos.x)/delta;
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ball->vel.y = (ball->pos.y - ball->ppos.y)/delta;
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ball->ppos = ball->pos;
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ball->speed.x = (ball->position.x - ball->prevPosition.x)/delta;
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ball->speed.y = (ball->position.y - ball->prevPosition.y)/delta;
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ball->prevPosition = ball->position;
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}
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}
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//----------------------------------------------------------------------------------
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@ -197,8 +204,8 @@ int main(void)
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for (int i = 0; i < ballCount; i++)
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{
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DrawCircleV(balls[i].pos, balls[i].radius, balls[i].color);
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DrawCircleLinesV(balls[i].pos, balls[i].radius, BLACK);
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DrawCircleV(balls[i].position, balls[i].radius, balls[i].color);
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DrawCircleLinesV(balls[i].position, balls[i].radius, BLACK);
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}
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DrawText("grab a ball by pressing with the mouse and throw it by releasing", 10, 10, 10, DARKGRAY);
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@ -214,6 +221,7 @@ int main(void)
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// De-Initialization
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//--------------------------------------------------------------------------------------
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RL_FREE(balls);
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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Binary file not shown.
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Before Width: | Height: | Size: 15 KiB After Width: | Height: | Size: 9.3 KiB |
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@ -61,7 +61,7 @@ int main(void)
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SetTextLineSpacing(20); // Set line spacing for multiline text (when line breaks are included '\n')
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// Free codepoints, atlas has already been generated
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free(codepointsNoDups);
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RL_FREE(codepointsNoDups);
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bool showFontAtlas = false;
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@ -139,7 +139,7 @@ int main(void)
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static int *CodepointRemoveDuplicates(int *codepoints, int codepointCount, int *codepointsResultCount)
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{
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int codepointsNoDupsCount = codepointCount;
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int *codepointsNoDups = (int *)calloc(codepointCount, sizeof(int));
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int *codepointsNoDups = (int *)RL_CALLOC(codepointCount, sizeof(int));
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memcpy(codepointsNoDups, codepoints, codepointCount*sizeof(int));
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// Remove duplicates
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@ -47,7 +47,7 @@ int main(void)
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// Load bunny texture
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Texture2D texBunny = LoadTexture("resources/raybunny.png");
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Bunny *bunnies = (Bunny *)malloc(MAX_BUNNIES*sizeof(Bunny)); // Bunnies array
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Bunny *bunnies = (Bunny *)RL_MALLOC(MAX_BUNNIES*sizeof(Bunny)); // Bunnies array
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int bunniesCount = 0; // Bunnies counter
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@ -126,7 +126,7 @@ int main(void)
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// De-Initialization
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//--------------------------------------------------------------------------------------
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free(bunnies); // Unload bunnies data array
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RL_FREE(bunnies); // Unload bunnies data array
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UnloadTexture(texBunny); // Unload bunny texture
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@ -51,8 +51,8 @@ int main(void)
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// NOTE: We can have up to 256 values for tile ids and for tile fog state,
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// probably we don't need that many values for fog state, it can be optimized
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// to use only 2 bits per fog state (reducing size by 4) but logic will be a bit more complex
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map.tileIds = (unsigned char *)calloc(map.tilesX*map.tilesY, sizeof(unsigned char));
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map.tileFog = (unsigned char *)calloc(map.tilesX*map.tilesY, sizeof(unsigned char));
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map.tileIds = (unsigned char *)RL_CALLOC(map.tilesX*map.tilesY, sizeof(unsigned char));
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map.tileFog = (unsigned char *)RL_CALLOC(map.tilesX*map.tilesY, sizeof(unsigned char));
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// Load map tiles (generating 2 random tile ids for testing)
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// NOTE: Map tile ids should be probably loaded from an external map file
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@ -149,8 +149,8 @@ int main(void)
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// De-Initialization
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//--------------------------------------------------------------------------------------
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free(map.tileIds); // Free allocated map tile ids
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free(map.tileFog); // Free allocated map tile fog state
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RL_FREE(map.tileIds); // Free allocated map tile ids
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RL_FREE(map.tileFog); // Free allocated map tile fog state
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UnloadRenderTexture(fogOfWar); // Unload render texture
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@ -17,8 +17,6 @@
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#include "raylib.h"
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#include <stdlib.h> // Required for: malloc() and free()
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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@ -39,26 +37,31 @@ int main(void)
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UnloadImage(fudesumiRaw); // Unload CPU (RAM) image data
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// Generate a checked texture by code
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int width = 960;
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int height = 480;
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int imWidth = 960;
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int imHeight = 480;
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// Dynamic memory allocation to store pixels data (Color type)
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Color *pixels = (Color *)malloc(width*height*sizeof(Color));
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// WARNING: Using raylib provided MemAlloc() that uses default raylib
|
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// internal memory allocator, so this data can be freed using UnloadImage()
|
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// that also uses raylib internal memory de-allocator
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Color *pixels = (Color *)MemAlloc(imWidth*imHeight*sizeof(Color));
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for (int y = 0; y < height; y++)
|
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for (int y = 0; y < imHeight; y++)
|
||||
{
|
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for (int x = 0; x < width; x++)
|
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for (int x = 0; x < imWidth; x++)
|
||||
{
|
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if (((x/32+y/32)/1)%2 == 0) pixels[y*width + x] = ORANGE;
|
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else pixels[y*width + x] = GOLD;
|
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if (((x/32+y/32)/1)%2 == 0) pixels[y*imWidth + x] = ORANGE;
|
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else pixels[y*imWidth + x] = GOLD;
|
||||
}
|
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}
|
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|
||||
// Load pixels data into an image structure and create texture
|
||||
// NOTE: We can assign pixels directly to data because Color is R8G8B8A8
|
||||
// data structure defining that pixelformat, format must be set properly
|
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Image checkedIm = {
|
||||
.data = pixels, // We can assign pixels directly to data
|
||||
.width = width,
|
||||
.height = height,
|
||||
.data = pixels,
|
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.width = imWidth,
|
||||
.height = imHeight,
|
||||
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,
|
||||
.mipmaps = 1
|
||||
};
|
||||
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|
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@ -1447,28 +1447,26 @@ void PollInputEvents(void)
|
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} break;
|
||||
case RGFW_mousePosChanged:
|
||||
{
|
||||
float event_x = 0.0f, event_y = 0.0f;
|
||||
float mouseX = 0.0f;
|
||||
float mouseY = 0.0f;
|
||||
if (RGFW_window_isCaptured(platform.window))
|
||||
{
|
||||
event_x = (float)rgfw_event.mouse.vecX;
|
||||
event_y = (float)rgfw_event.mouse.vecY;
|
||||
mouseX = (float)rgfw_event.mouse.vecX;
|
||||
mouseY = (float)rgfw_event.mouse.vecY;
|
||||
}
|
||||
else
|
||||
{
|
||||
event_x = (float)rgfw_event.mouse.x;
|
||||
event_y = (float)rgfw_event.mouse.y;
|
||||
mouseX = (float)rgfw_event.mouse.x;
|
||||
mouseY = (float)rgfw_event.mouse.y;
|
||||
}
|
||||
|
||||
#if defined(__EMSCRIPTEN__)
|
||||
{
|
||||
double canvasWidth = 0.0;
|
||||
double canvasHeight = 0.0;
|
||||
emscripten_get_element_css_size("#canvas", &canvasWidth, &canvasHeight);
|
||||
event_x *= ((float)GetScreenWidth() / (float)canvasWidth);
|
||||
event_y *= ((float)GetScreenHeight() / (float)canvasHeight);
|
||||
}
|
||||
double canvasWidth = 0.0;
|
||||
double canvasHeight = 0.0;
|
||||
emscripten_get_element_css_size("#canvas", &canvasWidth, &canvasHeight);
|
||||
mouseX *= ((float)GetScreenWidth()/(float)canvasWidth);
|
||||
mouseY *= ((float)GetScreenHeight()/(float)canvasHeight);
|
||||
#endif
|
||||
|
||||
if (RGFW_window_isCaptured(platform.window))
|
||||
{
|
||||
CORE.Input.Mouse.currentPosition.x += event_x;
|
||||
|
|
|
|||
|
|
@ -2274,14 +2274,14 @@ int FileCopy(const char *srcPath, const char *dstPath)
|
|||
// NOTE: If dst directories do not exists they are created
|
||||
int FileMove(const char *srcPath, const char *dstPath)
|
||||
{
|
||||
int result = 0;
|
||||
int result = -1;
|
||||
|
||||
if (FileExists(srcPath))
|
||||
{
|
||||
FileCopy(srcPath, dstPath);
|
||||
FileRemove(srcPath);
|
||||
if (FileCopy(srcPath, dstPath) == 0) result = FileRemove(srcPath);
|
||||
else TRACELOG(LOG_WARNING, "FILEIO: [%s] Failed to copy file to [%s]", srcPath, dstPath);
|
||||
}
|
||||
else result = -1;
|
||||
else TRACELOG(LOG_WARNING, "FILEIO: [%s] Source file does not exist", srcPath);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
|
|
|||
10
src/rlgl.h
10
src/rlgl.h
|
|
@ -880,7 +880,7 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
|
|||
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
||||
// NOTE: OpenGL ES 2.0 can be enabled on Desktop platforms,
|
||||
// in that case, functions are loaded from a custom glad for OpenGL ES 2.0
|
||||
// TODO: OpenGL ES 2.0 support shouldn't be platform-dependant, neither require GLAD
|
||||
// TODO: OpenGL ES 2.0 support shouldn't be platform-dependent, neither require GLAD
|
||||
#if defined(PLATFORM_DESKTOP_GLFW) || defined(PLATFORM_DESKTOP_SDL)
|
||||
#define GLAD_GLES2_IMPLEMENTATION
|
||||
#include "external/glad_gles2.h"
|
||||
|
|
@ -893,7 +893,7 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
|
|||
|
||||
// It seems OpenGL ES 2.0 instancing entry points are not defined on Raspberry Pi
|
||||
// provided headers (despite being defined in official Khronos GLES2 headers)
|
||||
// TODO: Avoid raylib platform-dependant code on rlgl, it should be a completely portable library
|
||||
// TODO: Avoid raylib platform-dependent code on rlgl, it should be a completely portable library
|
||||
#if defined(PLATFORM_DRM)
|
||||
typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsizei count, GLsizei primcount);
|
||||
typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount);
|
||||
|
|
@ -1392,7 +1392,7 @@ void rlFrustum(double left, double right, double bottom, double top, double znea
|
|||
void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar)
|
||||
{
|
||||
// NOTE: If left-right and top-botton values are equal it could create a division by zero,
|
||||
// response to it is platform/compiler dependant
|
||||
// response to it is platform/compiler dependent
|
||||
Matrix matOrtho = { 0 };
|
||||
|
||||
float rl = (float)(right - left);
|
||||
|
|
@ -1509,7 +1509,7 @@ void rlBegin(int mode)
|
|||
// Finish vertex providing
|
||||
void rlEnd(void)
|
||||
{
|
||||
// NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values,
|
||||
// NOTE: Depth increment is dependent on rlOrtho(): z-near and z-far values,
|
||||
// as well as depth buffer bit-depth (16bit or 24bit or 32bit)
|
||||
// Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits)
|
||||
RLGL.currentBatch->currentDepth += (1.0f/20000.0f);
|
||||
|
|
@ -1902,7 +1902,7 @@ void rlBindFramebuffer(unsigned int target, unsigned int framebuffer)
|
|||
void rlActiveDrawBuffers(int count)
|
||||
{
|
||||
#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3))
|
||||
// NOTE: Maximum number of draw buffers supported is implementation dependant,
|
||||
// NOTE: Maximum number of draw buffers supported is implementation dependent,
|
||||
// it can be queried with glGet*() but it must be at least 8
|
||||
//GLint maxDrawBuffers = 0;
|
||||
//glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
|
||||
|
|
|
|||
|
|
@ -1669,7 +1669,7 @@ int main(int argc, char *argv[])
|
|||
FileRemove(TextFormat("%s/%s/%s.original.c", exBasePath, exCategory, exName));
|
||||
|
||||
// STEP 3: Run example with required arguments
|
||||
// NOTE: Not easy to retrieve process return value from system(), it's platform dependant
|
||||
// NOTE: Not easy to retrieve process return value from system(), it's platform dependent
|
||||
ChangeDirectory(TextFormat("%s/%s", exBasePath, exCategory));
|
||||
|
||||
#if defined(_WIN32)
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user